babylon.2.1-beta.debug.js 1.5 MB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323532453255326532753285329533053315332533353345335533653375338533953405341534253435344534553465347534853495350535153525353535453555356535753585359536053615362536353645365536653675368536953705371537253735374537553765377537853795380538153825383538453855386538753885389539053915392539353945395539653975398539954005401540254035404540554065407540854095410541154125413541454155416541754185419542054215422542354245425542654275428542954305431543254335434543554365437543854395440544154425443544454455446544754485449545054515452545354545455545654575458545954605461546254635464546554665467546854695470547154725473547454755476547754785479548054815482548354845485548654875488548954905491549254935494549554965497549854995500550155025503550455055506550755085509551055115512551355145515551655175518551955205521552255235524552555265527552855295530553155325533553455355536553755385539554055415542554355445545554655475548554955505551555255535554555555565557555855595560556155625563556455655566556755685569557055715572557355745575557655775578557955805581558255835584558555865587558855895590559155925593559455955596559755985599560056015602560356045605560656075608560956105611561256135614561556165617561856195620562156225623562456255626562756285629563056315632563356345635563656375638563956405641564256435644564556465647564856495650565156525653565456555656565756585659566056615662566356645665566656675668566956705671567256735674567556765677567856795680568156825683568456855686568756885689569056915692569356945695569656975698569957005701570257035704570557065707570857095710571157125713571457155716571757185719572057215722572357245725572657275728572957305731573257335734573557365737573857395740574157425743574457455746574757485749575057515752575357545755575657575758575957605761576257635764576557665767576857695770577157725773577457755776577757785779578057815782578357845785578657875788578957905791579257935794579557965797579857995800580158025803580458055806580758085809581058115812581358145815581658175818581958205821582258235824582558265827582858295830583158325833583458355836583758385839584058415842584358445845584658475848584958505851585258535854585558565857585858595860586158625863586458655866586758685869587058715872587358745875587658775878587958805881588258835884588558865887588858895890589158925893589458955896589758985899590059015902590359045905590659075908590959105911591259135914591559165917591859195920592159225923592459255926592759285929593059315932593359345935593659375938593959405941594259435944594559465947594859495950595159525953595459555956595759585959596059615962596359645965596659675968596959705971597259735974597559765977597859795980598159825983598459855986598759885989599059915992599359945995599659975998599960006001600260036004600560066007600860096010601160126013601460156016601760186019602060216022602360246025602660276028602960306031603260336034603560366037603860396040604160426043604460456046604760486049605060516052605360546055605660576058605960606061606260636064606560666067606860696070607160726073607460756076607760786079608060816082608360846085608660876088608960906091609260936094609560966097609860996100610161026103610461056106610761086109611061116112611361146115611661176118611961206121612261236124612561266127612861296130613161326133613461356136613761386139614061416142614361446145614661476148614961506151615261536154615561566157615861596160616161626163616461656166616761686169617061716172617361746175617661776178617961806181618261836184618561866187618861896190619161926193619461956196619761986199620062016202620362046205620662076208620962106211621262136214621562166217621862196220622162226223622462256226622762286229623062316232623362346235623662376238623962406241624262436244624562466247624862496250625162526253625462556256625762586259626062616262626362646265626662676268626962706271627262736274627562766277627862796280628162826283628462856286628762886289629062916292629362946295629662976298629963006301630263036304630563066307630863096310631163126313631463156316631763186319632063216322632363246325632663276328632963306331633263336334633563366337633863396340634163426343634463456346634763486349635063516352635363546355635663576358635963606361636263636364636563666367636863696370637163726373637463756376637763786379638063816382638363846385638663876388638963906391639263936394639563966397639863996400640164026403640464056406640764086409641064116412641364146415641664176418641964206421642264236424642564266427642864296430643164326433643464356436643764386439644064416442644364446445644664476448644964506451645264536454645564566457645864596460646164626463646464656466646764686469647064716472647364746475647664776478647964806481648264836484648564866487648864896490649164926493649464956496649764986499650065016502650365046505650665076508650965106511651265136514651565166517651865196520652165226523652465256526652765286529653065316532653365346535653665376538653965406541654265436544654565466547654865496550655165526553655465556556655765586559656065616562656365646565656665676568656965706571657265736574657565766577657865796580658165826583658465856586658765886589659065916592659365946595659665976598659966006601660266036604660566066607660866096610661166126613661466156616661766186619662066216622662366246625662666276628662966306631663266336634663566366637663866396640664166426643664466456646664766486649665066516652665366546655665666576658665966606661666266636664666566666667666866696670667166726673667466756676667766786679668066816682668366846685668666876688668966906691669266936694669566966697669866996700670167026703670467056706670767086709671067116712671367146715671667176718671967206721672267236724672567266727672867296730673167326733673467356736673767386739674067416742674367446745674667476748674967506751675267536754675567566757675867596760676167626763676467656766676767686769677067716772677367746775677667776778677967806781678267836784678567866787678867896790679167926793679467956796679767986799680068016802680368046805680668076808680968106811681268136814681568166817681868196820682168226823682468256826682768286829683068316832683368346835683668376838683968406841684268436844684568466847684868496850685168526853685468556856685768586859686068616862686368646865686668676868686968706871687268736874687568766877687868796880688168826883688468856886688768886889689068916892689368946895689668976898689969006901690269036904690569066907690869096910691169126913691469156916691769186919692069216922692369246925692669276928692969306931693269336934693569366937693869396940694169426943694469456946694769486949695069516952695369546955695669576958695969606961696269636964696569666967696869696970697169726973697469756976697769786979698069816982698369846985698669876988698969906991699269936994699569966997699869997000700170027003700470057006700770087009701070117012701370147015701670177018701970207021702270237024702570267027702870297030703170327033703470357036703770387039704070417042704370447045704670477048704970507051705270537054705570567057705870597060706170627063706470657066706770687069707070717072707370747075707670777078707970807081708270837084708570867087708870897090709170927093709470957096709770987099710071017102710371047105710671077108710971107111711271137114711571167117711871197120712171227123712471257126712771287129713071317132713371347135713671377138713971407141714271437144714571467147714871497150715171527153715471557156715771587159716071617162716371647165716671677168716971707171717271737174717571767177717871797180718171827183718471857186718771887189719071917192719371947195719671977198719972007201720272037204720572067207720872097210721172127213721472157216721772187219722072217222722372247225722672277228722972307231723272337234723572367237723872397240724172427243724472457246724772487249725072517252725372547255725672577258725972607261726272637264726572667267726872697270727172727273727472757276727772787279728072817282728372847285728672877288728972907291729272937294729572967297729872997300730173027303730473057306730773087309731073117312731373147315731673177318731973207321732273237324732573267327732873297330733173327333733473357336733773387339734073417342734373447345734673477348734973507351735273537354735573567357735873597360736173627363736473657366736773687369737073717372737373747375737673777378737973807381738273837384738573867387738873897390739173927393739473957396739773987399740074017402740374047405740674077408740974107411741274137414741574167417741874197420742174227423742474257426742774287429743074317432743374347435743674377438743974407441744274437444744574467447744874497450745174527453745474557456745774587459746074617462746374647465746674677468746974707471747274737474747574767477747874797480748174827483748474857486748774887489749074917492749374947495749674977498749975007501750275037504750575067507750875097510751175127513751475157516751775187519752075217522752375247525752675277528752975307531753275337534753575367537753875397540754175427543754475457546754775487549755075517552755375547555755675577558755975607561756275637564756575667567756875697570757175727573757475757576757775787579758075817582758375847585758675877588758975907591759275937594759575967597759875997600760176027603760476057606760776087609761076117612761376147615761676177618761976207621762276237624762576267627762876297630763176327633763476357636763776387639764076417642764376447645764676477648764976507651765276537654765576567657765876597660766176627663766476657666766776687669767076717672767376747675767676777678767976807681768276837684768576867687768876897690769176927693769476957696769776987699770077017702770377047705770677077708770977107711771277137714771577167717771877197720772177227723772477257726772777287729773077317732773377347735773677377738773977407741774277437744774577467747774877497750775177527753775477557756775777587759776077617762776377647765776677677768776977707771777277737774777577767777777877797780778177827783778477857786778777887789779077917792779377947795779677977798779978007801780278037804780578067807780878097810781178127813781478157816781778187819782078217822782378247825782678277828782978307831783278337834783578367837783878397840784178427843784478457846784778487849785078517852785378547855785678577858785978607861786278637864786578667867786878697870787178727873787478757876787778787879788078817882788378847885788678877888788978907891789278937894789578967897789878997900790179027903790479057906790779087909791079117912791379147915791679177918791979207921792279237924792579267927792879297930793179327933793479357936793779387939794079417942794379447945794679477948794979507951795279537954795579567957795879597960796179627963796479657966796779687969797079717972797379747975797679777978797979807981798279837984798579867987798879897990799179927993799479957996799779987999800080018002800380048005800680078008800980108011801280138014801580168017801880198020802180228023802480258026802780288029803080318032803380348035803680378038803980408041804280438044804580468047804880498050805180528053805480558056805780588059806080618062806380648065806680678068806980708071807280738074807580768077807880798080808180828083808480858086808780888089809080918092809380948095809680978098809981008101810281038104810581068107810881098110811181128113811481158116811781188119812081218122812381248125812681278128812981308131813281338134813581368137813881398140814181428143814481458146814781488149815081518152815381548155815681578158815981608161816281638164816581668167816881698170817181728173817481758176817781788179818081818182818381848185818681878188818981908191819281938194819581968197819881998200820182028203820482058206820782088209821082118212821382148215821682178218821982208221822282238224822582268227822882298230823182328233823482358236823782388239824082418242824382448245824682478248824982508251825282538254825582568257825882598260826182628263826482658266826782688269827082718272827382748275827682778278827982808281828282838284828582868287828882898290829182928293829482958296829782988299830083018302830383048305830683078308830983108311831283138314831583168317831883198320832183228323832483258326832783288329833083318332833383348335833683378338833983408341834283438344834583468347834883498350835183528353835483558356835783588359836083618362836383648365836683678368836983708371837283738374837583768377837883798380838183828383838483858386838783888389839083918392839383948395839683978398839984008401840284038404840584068407840884098410841184128413841484158416841784188419842084218422842384248425842684278428842984308431843284338434843584368437843884398440844184428443844484458446844784488449845084518452845384548455845684578458845984608461846284638464846584668467846884698470847184728473847484758476847784788479848084818482848384848485848684878488848984908491849284938494849584968497849884998500850185028503850485058506850785088509851085118512851385148515851685178518851985208521852285238524852585268527852885298530853185328533853485358536853785388539854085418542854385448545854685478548854985508551855285538554855585568557855885598560856185628563856485658566856785688569857085718572857385748575857685778578857985808581858285838584858585868587858885898590859185928593859485958596859785988599860086018602860386048605860686078608860986108611861286138614861586168617861886198620862186228623862486258626862786288629863086318632863386348635863686378638863986408641864286438644864586468647864886498650865186528653865486558656865786588659866086618662866386648665866686678668866986708671867286738674867586768677867886798680868186828683868486858686868786888689869086918692869386948695869686978698869987008701870287038704870587068707870887098710871187128713871487158716871787188719872087218722872387248725872687278728872987308731873287338734873587368737873887398740874187428743874487458746874787488749875087518752875387548755875687578758875987608761876287638764876587668767876887698770877187728773877487758776877787788779878087818782878387848785878687878788878987908791879287938794879587968797879887998800880188028803880488058806880788088809881088118812881388148815881688178818881988208821882288238824882588268827882888298830883188328833883488358836883788388839884088418842884388448845884688478848884988508851885288538854885588568857885888598860886188628863886488658866886788688869887088718872887388748875887688778878887988808881888288838884888588868887888888898890889188928893889488958896889788988899890089018902890389048905890689078908890989108911891289138914891589168917891889198920892189228923892489258926892789288929893089318932893389348935893689378938893989408941894289438944894589468947894889498950895189528953895489558956895789588959896089618962896389648965896689678968896989708971897289738974897589768977897889798980898189828983898489858986898789888989899089918992899389948995899689978998899990009001900290039004900590069007900890099010901190129013901490159016901790189019902090219022902390249025902690279028902990309031903290339034903590369037903890399040904190429043904490459046904790489049905090519052905390549055905690579058905990609061906290639064906590669067906890699070907190729073907490759076907790789079908090819082908390849085908690879088908990909091909290939094909590969097909890999100910191029103910491059106910791089109911091119112911391149115911691179118911991209121912291239124912591269127912891299130913191329133913491359136913791389139914091419142914391449145914691479148914991509151915291539154915591569157915891599160916191629163916491659166916791689169917091719172917391749175917691779178917991809181918291839184918591869187918891899190919191929193919491959196919791989199920092019202920392049205920692079208920992109211921292139214921592169217921892199220922192229223922492259226922792289229923092319232923392349235923692379238923992409241924292439244924592469247924892499250925192529253925492559256925792589259926092619262926392649265926692679268926992709271927292739274927592769277927892799280928192829283928492859286928792889289929092919292929392949295929692979298929993009301930293039304930593069307930893099310931193129313931493159316931793189319932093219322932393249325932693279328932993309331933293339334933593369337933893399340934193429343934493459346934793489349935093519352935393549355935693579358935993609361936293639364936593669367936893699370937193729373937493759376937793789379938093819382938393849385938693879388938993909391939293939394939593969397939893999400940194029403940494059406940794089409941094119412941394149415941694179418941994209421942294239424942594269427942894299430943194329433943494359436943794389439944094419442944394449445944694479448944994509451945294539454945594569457945894599460946194629463946494659466946794689469947094719472947394749475947694779478947994809481948294839484948594869487948894899490949194929493949494959496949794989499950095019502950395049505950695079508950995109511951295139514951595169517951895199520952195229523952495259526952795289529953095319532953395349535953695379538953995409541954295439544954595469547954895499550955195529553955495559556955795589559956095619562956395649565956695679568956995709571957295739574957595769577957895799580958195829583958495859586958795889589959095919592959395949595959695979598959996009601960296039604960596069607960896099610961196129613961496159616961796189619962096219622962396249625962696279628962996309631963296339634963596369637963896399640964196429643964496459646964796489649965096519652965396549655965696579658965996609661966296639664966596669667966896699670967196729673967496759676967796789679968096819682968396849685968696879688968996909691969296939694969596969697969896999700970197029703970497059706970797089709971097119712971397149715971697179718971997209721972297239724972597269727972897299730973197329733973497359736973797389739974097419742974397449745974697479748974997509751975297539754975597569757975897599760976197629763976497659766976797689769977097719772977397749775977697779778977997809781978297839784978597869787978897899790979197929793979497959796979797989799980098019802980398049805980698079808980998109811981298139814981598169817981898199820982198229823982498259826982798289829983098319832983398349835983698379838983998409841984298439844984598469847984898499850985198529853985498559856985798589859986098619862986398649865986698679868986998709871987298739874987598769877987898799880988198829883988498859886988798889889989098919892989398949895989698979898989999009901990299039904990599069907990899099910991199129913991499159916991799189919992099219922992399249925992699279928992999309931993299339934993599369937993899399940994199429943994499459946994799489949995099519952995399549955995699579958995999609961996299639964996599669967996899699970997199729973997499759976997799789979998099819982998399849985998699879988998999909991999299939994999599969997999899991000010001100021000310004100051000610007100081000910010100111001210013100141001510016100171001810019100201002110022100231002410025100261002710028100291003010031100321003310034100351003610037100381003910040100411004210043100441004510046100471004810049100501005110052100531005410055100561005710058100591006010061100621006310064100651006610067100681006910070100711007210073100741007510076100771007810079100801008110082100831008410085100861008710088100891009010091100921009310094100951009610097100981009910100101011010210103101041010510106101071010810109101101011110112101131011410115101161011710118101191012010121101221012310124101251012610127101281012910130101311013210133101341013510136101371013810139101401014110142101431014410145101461014710148101491015010151101521015310154101551015610157101581015910160101611016210163101641016510166101671016810169101701017110172101731017410175101761017710178101791018010181101821018310184101851018610187101881018910190101911019210193101941019510196101971019810199102001020110202102031020410205102061020710208102091021010211102121021310214102151021610217102181021910220102211022210223102241022510226102271022810229102301023110232102331023410235102361023710238102391024010241102421024310244102451024610247102481024910250102511025210253102541025510256102571025810259102601026110262102631026410265102661026710268102691027010271102721027310274102751027610277102781027910280102811028210283102841028510286102871028810289102901029110292102931029410295102961029710298102991030010301103021030310304103051030610307103081030910310103111031210313103141031510316103171031810319103201032110322103231032410325103261032710328103291033010331103321033310334103351033610337103381033910340103411034210343103441034510346103471034810349103501035110352103531035410355103561035710358103591036010361103621036310364103651036610367103681036910370103711037210373103741037510376103771037810379103801038110382103831038410385103861038710388103891039010391103921039310394103951039610397103981039910400104011040210403104041040510406104071040810409104101041110412104131041410415104161041710418104191042010421104221042310424104251042610427104281042910430104311043210433104341043510436104371043810439104401044110442104431044410445104461044710448104491045010451104521045310454104551045610457104581045910460104611046210463104641046510466104671046810469104701047110472104731047410475104761047710478104791048010481104821048310484104851048610487104881048910490104911049210493104941049510496104971049810499105001050110502105031050410505105061050710508105091051010511105121051310514105151051610517105181051910520105211052210523105241052510526105271052810529105301053110532105331053410535105361053710538105391054010541105421054310544105451054610547105481054910550105511055210553105541055510556105571055810559105601056110562105631056410565105661056710568105691057010571105721057310574105751057610577105781057910580105811058210583105841058510586105871058810589105901059110592105931059410595105961059710598105991060010601106021060310604106051060610607106081060910610106111061210613106141061510616106171061810619106201062110622106231062410625106261062710628106291063010631106321063310634106351063610637106381063910640106411064210643106441064510646106471064810649106501065110652106531065410655106561065710658106591066010661106621066310664106651066610667106681066910670106711067210673106741067510676106771067810679106801068110682106831068410685106861068710688106891069010691106921069310694106951069610697106981069910700107011070210703107041070510706107071070810709107101071110712107131071410715107161071710718107191072010721107221072310724107251072610727107281072910730107311073210733107341073510736107371073810739107401074110742107431074410745107461074710748107491075010751107521075310754107551075610757107581075910760107611076210763107641076510766107671076810769107701077110772107731077410775107761077710778107791078010781107821078310784107851078610787107881078910790107911079210793107941079510796107971079810799108001080110802108031080410805108061080710808108091081010811108121081310814108151081610817108181081910820108211082210823108241082510826108271082810829108301083110832108331083410835108361083710838108391084010841108421084310844108451084610847108481084910850108511085210853108541085510856108571085810859108601086110862108631086410865108661086710868108691087010871108721087310874108751087610877108781087910880108811088210883108841088510886108871088810889108901089110892108931089410895108961089710898108991090010901109021090310904109051090610907109081090910910109111091210913109141091510916109171091810919109201092110922109231092410925109261092710928109291093010931109321093310934109351093610937109381093910940109411094210943109441094510946109471094810949109501095110952109531095410955109561095710958109591096010961109621096310964109651096610967109681096910970109711097210973109741097510976109771097810979109801098110982109831098410985109861098710988109891099010991109921099310994109951099610997109981099911000110011100211003110041100511006110071100811009110101101111012110131101411015110161101711018110191102011021110221102311024110251102611027110281102911030110311103211033110341103511036110371103811039110401104111042110431104411045110461104711048110491105011051110521105311054110551105611057110581105911060110611106211063110641106511066110671106811069110701107111072110731107411075110761107711078110791108011081110821108311084110851108611087110881108911090110911109211093110941109511096110971109811099111001110111102111031110411105111061110711108111091111011111111121111311114111151111611117111181111911120111211112211123111241112511126111271112811129111301113111132111331113411135111361113711138111391114011141111421114311144111451114611147111481114911150111511115211153111541115511156111571115811159111601116111162111631116411165111661116711168111691117011171111721117311174111751117611177111781117911180111811118211183111841118511186111871118811189111901119111192111931119411195111961119711198111991120011201112021120311204112051120611207112081120911210112111121211213112141121511216112171121811219112201122111222112231122411225112261122711228112291123011231112321123311234112351123611237112381123911240112411124211243112441124511246112471124811249112501125111252112531125411255112561125711258112591126011261112621126311264112651126611267112681126911270112711127211273112741127511276112771127811279112801128111282112831128411285112861128711288112891129011291112921129311294112951129611297112981129911300113011130211303113041130511306113071130811309113101131111312113131131411315113161131711318113191132011321113221132311324113251132611327113281132911330113311133211333113341133511336113371133811339113401134111342113431134411345113461134711348113491135011351113521135311354113551135611357113581135911360113611136211363113641136511366113671136811369113701137111372113731137411375113761137711378113791138011381113821138311384113851138611387113881138911390113911139211393113941139511396113971139811399114001140111402114031140411405114061140711408114091141011411114121141311414114151141611417114181141911420114211142211423114241142511426114271142811429114301143111432114331143411435114361143711438114391144011441114421144311444114451144611447114481144911450114511145211453114541145511456114571145811459114601146111462114631146411465114661146711468114691147011471114721147311474114751147611477114781147911480114811148211483114841148511486114871148811489114901149111492114931149411495114961149711498114991150011501115021150311504115051150611507115081150911510115111151211513115141151511516115171151811519115201152111522115231152411525115261152711528115291153011531115321153311534115351153611537115381153911540115411154211543115441154511546115471154811549115501155111552115531155411555115561155711558115591156011561115621156311564115651156611567115681156911570115711157211573115741157511576115771157811579115801158111582115831158411585115861158711588115891159011591115921159311594115951159611597115981159911600116011160211603116041160511606116071160811609116101161111612116131161411615116161161711618116191162011621116221162311624116251162611627116281162911630116311163211633116341163511636116371163811639116401164111642116431164411645116461164711648116491165011651116521165311654116551165611657116581165911660116611166211663116641166511666116671166811669116701167111672116731167411675116761167711678116791168011681116821168311684116851168611687116881168911690116911169211693116941169511696116971169811699117001170111702117031170411705117061170711708117091171011711117121171311714117151171611717117181171911720117211172211723117241172511726117271172811729117301173111732117331173411735117361173711738117391174011741117421174311744117451174611747117481174911750117511175211753117541175511756117571175811759117601176111762117631176411765117661176711768117691177011771117721177311774117751177611777117781177911780117811178211783117841178511786117871178811789117901179111792117931179411795117961179711798117991180011801118021180311804118051180611807118081180911810118111181211813118141181511816118171181811819118201182111822118231182411825118261182711828118291183011831118321183311834118351183611837118381183911840118411184211843118441184511846118471184811849118501185111852118531185411855118561185711858118591186011861118621186311864118651186611867118681186911870118711187211873118741187511876118771187811879118801188111882118831188411885118861188711888118891189011891118921189311894118951189611897118981189911900119011190211903119041190511906119071190811909119101191111912119131191411915119161191711918119191192011921119221192311924119251192611927119281192911930119311193211933119341193511936119371193811939119401194111942119431194411945119461194711948119491195011951119521195311954119551195611957119581195911960119611196211963119641196511966119671196811969119701197111972119731197411975119761197711978119791198011981119821198311984119851198611987119881198911990119911199211993119941199511996119971199811999120001200112002120031200412005120061200712008120091201012011120121201312014120151201612017120181201912020120211202212023120241202512026120271202812029120301203112032120331203412035120361203712038120391204012041120421204312044120451204612047120481204912050120511205212053120541205512056120571205812059120601206112062120631206412065120661206712068120691207012071120721207312074120751207612077120781207912080120811208212083120841208512086120871208812089120901209112092120931209412095120961209712098120991210012101121021210312104121051210612107121081210912110121111211212113121141211512116121171211812119121201212112122121231212412125121261212712128121291213012131121321213312134121351213612137121381213912140121411214212143121441214512146121471214812149121501215112152121531215412155121561215712158121591216012161121621216312164121651216612167121681216912170121711217212173121741217512176121771217812179121801218112182121831218412185121861218712188121891219012191121921219312194121951219612197121981219912200122011220212203122041220512206122071220812209122101221112212122131221412215122161221712218122191222012221122221222312224122251222612227122281222912230122311223212233122341223512236122371223812239122401224112242122431224412245122461224712248122491225012251122521225312254122551225612257122581225912260122611226212263122641226512266122671226812269122701227112272122731227412275122761227712278122791228012281122821228312284122851228612287122881228912290122911229212293122941229512296122971229812299123001230112302123031230412305123061230712308123091231012311123121231312314123151231612317123181231912320123211232212323123241232512326123271232812329123301233112332123331233412335123361233712338123391234012341123421234312344123451234612347123481234912350123511235212353123541235512356123571235812359123601236112362123631236412365123661236712368123691237012371123721237312374123751237612377123781237912380123811238212383123841238512386123871238812389123901239112392123931239412395123961239712398123991240012401124021240312404124051240612407124081240912410124111241212413124141241512416124171241812419124201242112422124231242412425124261242712428124291243012431124321243312434124351243612437124381243912440124411244212443124441244512446124471244812449124501245112452124531245412455124561245712458124591246012461124621246312464124651246612467124681246912470124711247212473124741247512476124771247812479124801248112482124831248412485124861248712488124891249012491124921249312494124951249612497124981249912500125011250212503125041250512506125071250812509125101251112512125131251412515125161251712518125191252012521125221252312524125251252612527125281252912530125311253212533125341253512536125371253812539125401254112542125431254412545125461254712548125491255012551125521255312554125551255612557125581255912560125611256212563125641256512566125671256812569125701257112572125731257412575125761257712578125791258012581125821258312584125851258612587125881258912590125911259212593125941259512596125971259812599126001260112602126031260412605126061260712608126091261012611126121261312614126151261612617126181261912620126211262212623126241262512626126271262812629126301263112632126331263412635126361263712638126391264012641126421264312644126451264612647126481264912650126511265212653126541265512656126571265812659126601266112662126631266412665126661266712668126691267012671126721267312674126751267612677126781267912680126811268212683126841268512686126871268812689126901269112692126931269412695126961269712698126991270012701127021270312704127051270612707127081270912710127111271212713127141271512716127171271812719127201272112722127231272412725127261272712728127291273012731127321273312734127351273612737127381273912740127411274212743127441274512746127471274812749127501275112752127531275412755127561275712758127591276012761127621276312764127651276612767127681276912770127711277212773127741277512776127771277812779127801278112782127831278412785127861278712788127891279012791127921279312794127951279612797127981279912800128011280212803128041280512806128071280812809128101281112812128131281412815128161281712818128191282012821128221282312824128251282612827128281282912830128311283212833128341283512836128371283812839128401284112842128431284412845128461284712848128491285012851128521285312854128551285612857128581285912860128611286212863128641286512866128671286812869128701287112872128731287412875128761287712878128791288012881128821288312884128851288612887128881288912890128911289212893128941289512896128971289812899129001290112902129031290412905129061290712908129091291012911129121291312914129151291612917129181291912920129211292212923129241292512926129271292812929129301293112932129331293412935129361293712938129391294012941129421294312944129451294612947129481294912950129511295212953129541295512956129571295812959129601296112962129631296412965129661296712968129691297012971129721297312974129751297612977129781297912980129811298212983129841298512986129871298812989129901299112992129931299412995129961299712998129991300013001130021300313004130051300613007130081300913010130111301213013130141301513016130171301813019130201302113022130231302413025130261302713028130291303013031130321303313034130351303613037130381303913040130411304213043130441304513046130471304813049130501305113052130531305413055130561305713058130591306013061130621306313064130651306613067130681306913070130711307213073130741307513076130771307813079130801308113082130831308413085130861308713088130891309013091130921309313094130951309613097130981309913100131011310213103131041310513106131071310813109131101311113112131131311413115131161311713118131191312013121131221312313124131251312613127131281312913130131311313213133131341313513136131371313813139131401314113142131431314413145131461314713148131491315013151131521315313154131551315613157131581315913160131611316213163131641316513166131671316813169131701317113172131731317413175131761317713178131791318013181131821318313184131851318613187131881318913190131911319213193131941319513196131971319813199132001320113202132031320413205132061320713208132091321013211132121321313214132151321613217132181321913220132211322213223132241322513226132271322813229132301323113232132331323413235132361323713238132391324013241132421324313244132451324613247132481324913250132511325213253132541325513256132571325813259132601326113262132631326413265132661326713268132691327013271132721327313274132751327613277132781327913280132811328213283132841328513286132871328813289132901329113292132931329413295132961329713298132991330013301133021330313304133051330613307133081330913310133111331213313133141331513316133171331813319133201332113322133231332413325133261332713328133291333013331133321333313334133351333613337133381333913340133411334213343133441334513346133471334813349133501335113352133531335413355133561335713358133591336013361133621336313364133651336613367133681336913370133711337213373133741337513376133771337813379133801338113382133831338413385133861338713388133891339013391133921339313394133951339613397133981339913400134011340213403134041340513406134071340813409134101341113412134131341413415134161341713418134191342013421134221342313424134251342613427134281342913430134311343213433134341343513436134371343813439134401344113442134431344413445134461344713448134491345013451134521345313454134551345613457134581345913460134611346213463134641346513466134671346813469134701347113472134731347413475134761347713478134791348013481134821348313484134851348613487134881348913490134911349213493134941349513496134971349813499135001350113502135031350413505135061350713508135091351013511135121351313514135151351613517135181351913520135211352213523135241352513526135271352813529135301353113532135331353413535135361353713538135391354013541135421354313544135451354613547135481354913550135511355213553135541355513556135571355813559135601356113562135631356413565135661356713568135691357013571135721357313574135751357613577135781357913580135811358213583135841358513586135871358813589135901359113592135931359413595135961359713598135991360013601136021360313604136051360613607136081360913610136111361213613136141361513616136171361813619136201362113622136231362413625136261362713628136291363013631136321363313634136351363613637136381363913640136411364213643136441364513646136471364813649136501365113652136531365413655136561365713658136591366013661136621366313664136651366613667136681366913670136711367213673136741367513676136771367813679136801368113682136831368413685136861368713688136891369013691136921369313694136951369613697136981369913700137011370213703137041370513706137071370813709137101371113712137131371413715137161371713718137191372013721137221372313724137251372613727137281372913730137311373213733137341373513736137371373813739137401374113742137431374413745137461374713748137491375013751137521375313754137551375613757137581375913760137611376213763137641376513766137671376813769137701377113772137731377413775137761377713778137791378013781137821378313784137851378613787137881378913790137911379213793137941379513796137971379813799138001380113802138031380413805138061380713808138091381013811138121381313814138151381613817138181381913820138211382213823138241382513826138271382813829138301383113832138331383413835138361383713838138391384013841138421384313844138451384613847138481384913850138511385213853138541385513856138571385813859138601386113862138631386413865138661386713868138691387013871138721387313874138751387613877138781387913880138811388213883138841388513886138871388813889138901389113892138931389413895138961389713898138991390013901139021390313904139051390613907139081390913910139111391213913139141391513916139171391813919139201392113922139231392413925139261392713928139291393013931139321393313934139351393613937139381393913940139411394213943139441394513946139471394813949139501395113952139531395413955139561395713958139591396013961139621396313964139651396613967139681396913970139711397213973139741397513976139771397813979139801398113982139831398413985139861398713988139891399013991139921399313994139951399613997139981399914000140011400214003140041400514006140071400814009140101401114012140131401414015140161401714018140191402014021140221402314024140251402614027140281402914030140311403214033140341403514036140371403814039140401404114042140431404414045140461404714048140491405014051140521405314054140551405614057140581405914060140611406214063140641406514066140671406814069140701407114072140731407414075140761407714078140791408014081140821408314084140851408614087140881408914090140911409214093140941409514096140971409814099141001410114102141031410414105141061410714108141091411014111141121411314114141151411614117141181411914120141211412214123141241412514126141271412814129141301413114132141331413414135141361413714138141391414014141141421414314144141451414614147141481414914150141511415214153141541415514156141571415814159141601416114162141631416414165141661416714168141691417014171141721417314174141751417614177141781417914180141811418214183141841418514186141871418814189141901419114192141931419414195141961419714198141991420014201142021420314204142051420614207142081420914210142111421214213142141421514216142171421814219142201422114222142231422414225142261422714228142291423014231142321423314234142351423614237142381423914240142411424214243142441424514246142471424814249142501425114252142531425414255142561425714258142591426014261142621426314264142651426614267142681426914270142711427214273142741427514276142771427814279142801428114282142831428414285142861428714288142891429014291142921429314294142951429614297142981429914300143011430214303143041430514306143071430814309143101431114312143131431414315143161431714318143191432014321143221432314324143251432614327143281432914330143311433214333143341433514336143371433814339143401434114342143431434414345143461434714348143491435014351143521435314354143551435614357143581435914360143611436214363143641436514366143671436814369143701437114372143731437414375143761437714378143791438014381143821438314384143851438614387143881438914390143911439214393143941439514396143971439814399144001440114402144031440414405144061440714408144091441014411144121441314414144151441614417144181441914420144211442214423144241442514426144271442814429144301443114432144331443414435144361443714438144391444014441144421444314444144451444614447144481444914450144511445214453144541445514456144571445814459144601446114462144631446414465144661446714468144691447014471144721447314474144751447614477144781447914480144811448214483144841448514486144871448814489144901449114492144931449414495144961449714498144991450014501145021450314504145051450614507145081450914510145111451214513145141451514516145171451814519145201452114522145231452414525145261452714528145291453014531145321453314534145351453614537145381453914540145411454214543145441454514546145471454814549145501455114552145531455414555145561455714558145591456014561145621456314564145651456614567145681456914570145711457214573145741457514576145771457814579145801458114582145831458414585145861458714588145891459014591145921459314594145951459614597145981459914600146011460214603146041460514606146071460814609146101461114612146131461414615146161461714618146191462014621146221462314624146251462614627146281462914630146311463214633146341463514636146371463814639146401464114642146431464414645146461464714648146491465014651146521465314654146551465614657146581465914660146611466214663146641466514666146671466814669146701467114672146731467414675146761467714678146791468014681146821468314684146851468614687146881468914690146911469214693146941469514696146971469814699147001470114702147031470414705147061470714708147091471014711147121471314714147151471614717147181471914720147211472214723147241472514726147271472814729147301473114732147331473414735147361473714738147391474014741147421474314744147451474614747147481474914750147511475214753147541475514756147571475814759147601476114762147631476414765147661476714768147691477014771147721477314774147751477614777147781477914780147811478214783147841478514786147871478814789147901479114792147931479414795147961479714798147991480014801148021480314804148051480614807148081480914810148111481214813148141481514816148171481814819148201482114822148231482414825148261482714828148291483014831148321483314834148351483614837148381483914840148411484214843148441484514846148471484814849148501485114852148531485414855148561485714858148591486014861148621486314864148651486614867148681486914870148711487214873148741487514876148771487814879148801488114882148831488414885148861488714888148891489014891148921489314894148951489614897148981489914900149011490214903149041490514906149071490814909149101491114912149131491414915149161491714918149191492014921149221492314924149251492614927149281492914930149311493214933149341493514936149371493814939149401494114942149431494414945149461494714948149491495014951149521495314954149551495614957149581495914960149611496214963149641496514966149671496814969149701497114972149731497414975149761497714978149791498014981149821498314984149851498614987149881498914990149911499214993149941499514996149971499814999150001500115002150031500415005150061500715008150091501015011150121501315014150151501615017150181501915020150211502215023150241502515026150271502815029150301503115032150331503415035150361503715038150391504015041150421504315044150451504615047150481504915050150511505215053150541505515056150571505815059150601506115062150631506415065150661506715068150691507015071150721507315074150751507615077150781507915080150811508215083150841508515086150871508815089150901509115092150931509415095150961509715098150991510015101151021510315104151051510615107151081510915110151111511215113151141511515116151171511815119151201512115122151231512415125151261512715128151291513015131151321513315134151351513615137151381513915140151411514215143151441514515146151471514815149151501515115152151531515415155151561515715158151591516015161151621516315164151651516615167151681516915170151711517215173151741517515176151771517815179151801518115182151831518415185151861518715188151891519015191151921519315194151951519615197151981519915200152011520215203152041520515206152071520815209152101521115212152131521415215152161521715218152191522015221152221522315224152251522615227152281522915230152311523215233152341523515236152371523815239152401524115242152431524415245152461524715248152491525015251152521525315254152551525615257152581525915260152611526215263152641526515266152671526815269152701527115272152731527415275152761527715278152791528015281152821528315284152851528615287152881528915290152911529215293152941529515296152971529815299153001530115302153031530415305153061530715308153091531015311153121531315314153151531615317153181531915320153211532215323153241532515326153271532815329153301533115332153331533415335153361533715338153391534015341153421534315344153451534615347153481534915350153511535215353153541535515356153571535815359153601536115362153631536415365153661536715368153691537015371153721537315374153751537615377153781537915380153811538215383153841538515386153871538815389153901539115392153931539415395153961539715398153991540015401154021540315404154051540615407154081540915410154111541215413154141541515416154171541815419154201542115422154231542415425154261542715428154291543015431154321543315434154351543615437154381543915440154411544215443154441544515446154471544815449154501545115452154531545415455154561545715458154591546015461154621546315464154651546615467154681546915470154711547215473154741547515476154771547815479154801548115482154831548415485154861548715488154891549015491154921549315494154951549615497154981549915500155011550215503155041550515506155071550815509155101551115512155131551415515155161551715518155191552015521155221552315524155251552615527155281552915530155311553215533155341553515536155371553815539155401554115542155431554415545155461554715548155491555015551155521555315554155551555615557155581555915560155611556215563155641556515566155671556815569155701557115572155731557415575155761557715578155791558015581155821558315584155851558615587155881558915590155911559215593155941559515596155971559815599156001560115602156031560415605156061560715608156091561015611156121561315614156151561615617156181561915620156211562215623156241562515626156271562815629156301563115632156331563415635156361563715638156391564015641156421564315644156451564615647156481564915650156511565215653156541565515656156571565815659156601566115662156631566415665156661566715668156691567015671156721567315674156751567615677156781567915680156811568215683156841568515686156871568815689156901569115692156931569415695156961569715698156991570015701157021570315704157051570615707157081570915710157111571215713157141571515716157171571815719157201572115722157231572415725157261572715728157291573015731157321573315734157351573615737157381573915740157411574215743157441574515746157471574815749157501575115752157531575415755157561575715758157591576015761157621576315764157651576615767157681576915770157711577215773157741577515776157771577815779157801578115782157831578415785157861578715788157891579015791157921579315794157951579615797157981579915800158011580215803158041580515806158071580815809158101581115812158131581415815158161581715818158191582015821158221582315824158251582615827158281582915830158311583215833158341583515836158371583815839158401584115842158431584415845158461584715848158491585015851158521585315854158551585615857158581585915860158611586215863158641586515866158671586815869158701587115872158731587415875158761587715878158791588015881158821588315884158851588615887158881588915890158911589215893158941589515896158971589815899159001590115902159031590415905159061590715908159091591015911159121591315914159151591615917159181591915920159211592215923159241592515926159271592815929159301593115932159331593415935159361593715938159391594015941159421594315944159451594615947159481594915950159511595215953159541595515956159571595815959159601596115962159631596415965159661596715968159691597015971159721597315974159751597615977159781597915980159811598215983159841598515986159871598815989159901599115992159931599415995159961599715998159991600016001160021600316004160051600616007160081600916010160111601216013160141601516016160171601816019160201602116022160231602416025160261602716028160291603016031160321603316034160351603616037160381603916040160411604216043160441604516046160471604816049160501605116052160531605416055160561605716058160591606016061160621606316064160651606616067160681606916070160711607216073160741607516076160771607816079160801608116082160831608416085160861608716088160891609016091160921609316094160951609616097160981609916100161011610216103161041610516106161071610816109161101611116112161131611416115161161611716118161191612016121161221612316124161251612616127161281612916130161311613216133161341613516136161371613816139161401614116142161431614416145161461614716148161491615016151161521615316154161551615616157161581615916160161611616216163161641616516166161671616816169161701617116172161731617416175161761617716178161791618016181161821618316184161851618616187161881618916190161911619216193161941619516196161971619816199162001620116202162031620416205162061620716208162091621016211162121621316214162151621616217162181621916220162211622216223162241622516226162271622816229162301623116232162331623416235162361623716238162391624016241162421624316244162451624616247162481624916250162511625216253162541625516256162571625816259162601626116262162631626416265162661626716268162691627016271162721627316274162751627616277162781627916280162811628216283162841628516286162871628816289162901629116292162931629416295162961629716298162991630016301163021630316304163051630616307163081630916310163111631216313163141631516316163171631816319163201632116322163231632416325163261632716328163291633016331163321633316334163351633616337163381633916340163411634216343163441634516346163471634816349163501635116352163531635416355163561635716358163591636016361163621636316364163651636616367163681636916370163711637216373163741637516376163771637816379163801638116382163831638416385163861638716388163891639016391163921639316394163951639616397163981639916400164011640216403164041640516406164071640816409164101641116412164131641416415164161641716418164191642016421164221642316424164251642616427164281642916430164311643216433164341643516436164371643816439164401644116442164431644416445164461644716448164491645016451164521645316454164551645616457164581645916460164611646216463164641646516466164671646816469164701647116472164731647416475164761647716478164791648016481164821648316484164851648616487164881648916490164911649216493164941649516496164971649816499165001650116502165031650416505165061650716508165091651016511165121651316514165151651616517165181651916520165211652216523165241652516526165271652816529165301653116532165331653416535165361653716538165391654016541165421654316544165451654616547165481654916550165511655216553165541655516556165571655816559165601656116562165631656416565165661656716568165691657016571165721657316574165751657616577165781657916580165811658216583165841658516586165871658816589165901659116592165931659416595165961659716598165991660016601166021660316604166051660616607166081660916610166111661216613166141661516616166171661816619166201662116622166231662416625166261662716628166291663016631166321663316634166351663616637166381663916640166411664216643166441664516646166471664816649166501665116652166531665416655166561665716658166591666016661166621666316664166651666616667166681666916670166711667216673166741667516676166771667816679166801668116682166831668416685166861668716688166891669016691166921669316694166951669616697166981669916700167011670216703167041670516706167071670816709167101671116712167131671416715167161671716718167191672016721167221672316724167251672616727167281672916730167311673216733167341673516736167371673816739167401674116742167431674416745167461674716748167491675016751167521675316754167551675616757167581675916760167611676216763167641676516766167671676816769167701677116772167731677416775167761677716778167791678016781167821678316784167851678616787167881678916790167911679216793167941679516796167971679816799168001680116802168031680416805168061680716808168091681016811168121681316814168151681616817168181681916820168211682216823168241682516826168271682816829168301683116832168331683416835168361683716838168391684016841168421684316844168451684616847168481684916850168511685216853168541685516856168571685816859168601686116862168631686416865168661686716868168691687016871168721687316874168751687616877168781687916880168811688216883168841688516886168871688816889168901689116892168931689416895168961689716898168991690016901169021690316904169051690616907169081690916910169111691216913169141691516916169171691816919169201692116922169231692416925169261692716928169291693016931169321693316934169351693616937169381693916940169411694216943169441694516946169471694816949169501695116952169531695416955169561695716958169591696016961169621696316964169651696616967169681696916970169711697216973169741697516976169771697816979169801698116982169831698416985169861698716988169891699016991169921699316994169951699616997169981699917000170011700217003170041700517006170071700817009170101701117012170131701417015170161701717018170191702017021170221702317024170251702617027170281702917030170311703217033170341703517036170371703817039170401704117042170431704417045170461704717048170491705017051170521705317054170551705617057170581705917060170611706217063170641706517066170671706817069170701707117072170731707417075170761707717078170791708017081170821708317084170851708617087170881708917090170911709217093170941709517096170971709817099171001710117102171031710417105171061710717108171091711017111171121711317114171151711617117171181711917120171211712217123171241712517126171271712817129171301713117132171331713417135171361713717138171391714017141171421714317144171451714617147171481714917150171511715217153171541715517156171571715817159171601716117162171631716417165171661716717168171691717017171171721717317174171751717617177171781717917180171811718217183171841718517186171871718817189171901719117192171931719417195171961719717198171991720017201172021720317204172051720617207172081720917210172111721217213172141721517216172171721817219172201722117222172231722417225172261722717228172291723017231172321723317234172351723617237172381723917240172411724217243172441724517246172471724817249172501725117252172531725417255172561725717258172591726017261172621726317264172651726617267172681726917270172711727217273172741727517276172771727817279172801728117282172831728417285172861728717288172891729017291172921729317294172951729617297172981729917300173011730217303173041730517306173071730817309173101731117312173131731417315173161731717318173191732017321173221732317324173251732617327173281732917330173311733217333173341733517336173371733817339173401734117342173431734417345173461734717348173491735017351173521735317354173551735617357173581735917360173611736217363173641736517366173671736817369173701737117372173731737417375173761737717378173791738017381173821738317384173851738617387173881738917390173911739217393173941739517396173971739817399174001740117402174031740417405174061740717408174091741017411174121741317414174151741617417174181741917420174211742217423174241742517426174271742817429174301743117432174331743417435174361743717438174391744017441174421744317444174451744617447174481744917450174511745217453174541745517456174571745817459174601746117462174631746417465174661746717468174691747017471174721747317474174751747617477174781747917480174811748217483174841748517486174871748817489174901749117492174931749417495174961749717498174991750017501175021750317504175051750617507175081750917510175111751217513175141751517516175171751817519175201752117522175231752417525175261752717528175291753017531175321753317534175351753617537175381753917540175411754217543175441754517546175471754817549175501755117552175531755417555175561755717558175591756017561175621756317564175651756617567175681756917570175711757217573175741757517576175771757817579175801758117582175831758417585175861758717588175891759017591175921759317594175951759617597175981759917600176011760217603176041760517606176071760817609176101761117612176131761417615176161761717618176191762017621176221762317624176251762617627176281762917630176311763217633176341763517636176371763817639176401764117642176431764417645176461764717648176491765017651176521765317654176551765617657176581765917660176611766217663176641766517666176671766817669176701767117672176731767417675176761767717678176791768017681176821768317684176851768617687176881768917690176911769217693176941769517696176971769817699177001770117702177031770417705177061770717708177091771017711177121771317714177151771617717177181771917720177211772217723177241772517726177271772817729177301773117732177331773417735177361773717738177391774017741177421774317744177451774617747177481774917750177511775217753177541775517756177571775817759177601776117762177631776417765177661776717768177691777017771177721777317774177751777617777177781777917780177811778217783177841778517786177871778817789177901779117792177931779417795177961779717798177991780017801178021780317804178051780617807178081780917810178111781217813178141781517816178171781817819178201782117822178231782417825178261782717828178291783017831178321783317834178351783617837178381783917840178411784217843178441784517846178471784817849178501785117852178531785417855178561785717858178591786017861178621786317864178651786617867178681786917870178711787217873178741787517876178771787817879178801788117882178831788417885178861788717888178891789017891178921789317894178951789617897178981789917900179011790217903179041790517906179071790817909179101791117912179131791417915179161791717918179191792017921179221792317924179251792617927179281792917930179311793217933179341793517936179371793817939179401794117942179431794417945179461794717948179491795017951179521795317954179551795617957179581795917960179611796217963179641796517966179671796817969179701797117972179731797417975179761797717978179791798017981179821798317984179851798617987179881798917990179911799217993179941799517996179971799817999180001800118002180031800418005180061800718008180091801018011180121801318014180151801618017180181801918020180211802218023180241802518026180271802818029180301803118032180331803418035180361803718038180391804018041180421804318044180451804618047180481804918050180511805218053180541805518056180571805818059180601806118062180631806418065180661806718068180691807018071180721807318074180751807618077180781807918080180811808218083180841808518086180871808818089180901809118092180931809418095180961809718098180991810018101181021810318104181051810618107181081810918110181111811218113181141811518116181171811818119181201812118122181231812418125181261812718128181291813018131181321813318134181351813618137181381813918140181411814218143181441814518146181471814818149181501815118152181531815418155181561815718158181591816018161181621816318164181651816618167181681816918170181711817218173181741817518176181771817818179181801818118182181831818418185181861818718188181891819018191181921819318194181951819618197181981819918200182011820218203182041820518206182071820818209182101821118212182131821418215182161821718218182191822018221182221822318224182251822618227182281822918230182311823218233182341823518236182371823818239182401824118242182431824418245182461824718248182491825018251182521825318254182551825618257182581825918260182611826218263182641826518266182671826818269182701827118272182731827418275182761827718278182791828018281182821828318284182851828618287182881828918290182911829218293182941829518296182971829818299183001830118302183031830418305183061830718308183091831018311183121831318314183151831618317183181831918320183211832218323183241832518326183271832818329183301833118332183331833418335183361833718338183391834018341183421834318344183451834618347183481834918350183511835218353183541835518356183571835818359183601836118362183631836418365183661836718368183691837018371183721837318374183751837618377183781837918380183811838218383183841838518386183871838818389183901839118392183931839418395183961839718398183991840018401184021840318404184051840618407184081840918410184111841218413184141841518416184171841818419184201842118422184231842418425184261842718428184291843018431184321843318434184351843618437184381843918440184411844218443184441844518446184471844818449184501845118452184531845418455184561845718458184591846018461184621846318464184651846618467184681846918470184711847218473184741847518476184771847818479184801848118482184831848418485184861848718488184891849018491184921849318494184951849618497184981849918500185011850218503185041850518506185071850818509185101851118512185131851418515185161851718518185191852018521185221852318524185251852618527185281852918530185311853218533185341853518536185371853818539185401854118542185431854418545185461854718548185491855018551185521855318554185551855618557185581855918560185611856218563185641856518566185671856818569185701857118572185731857418575185761857718578185791858018581185821858318584185851858618587185881858918590185911859218593185941859518596185971859818599186001860118602186031860418605186061860718608186091861018611186121861318614186151861618617186181861918620186211862218623186241862518626186271862818629186301863118632186331863418635186361863718638186391864018641186421864318644186451864618647186481864918650186511865218653186541865518656186571865818659186601866118662186631866418665186661866718668186691867018671186721867318674186751867618677186781867918680186811868218683186841868518686186871868818689186901869118692186931869418695186961869718698186991870018701187021870318704187051870618707187081870918710187111871218713187141871518716187171871818719187201872118722187231872418725187261872718728187291873018731187321873318734187351873618737187381873918740187411874218743187441874518746187471874818749187501875118752187531875418755187561875718758187591876018761187621876318764187651876618767187681876918770187711877218773187741877518776187771877818779187801878118782187831878418785187861878718788187891879018791187921879318794187951879618797187981879918800188011880218803188041880518806188071880818809188101881118812188131881418815188161881718818188191882018821188221882318824188251882618827188281882918830188311883218833188341883518836188371883818839188401884118842188431884418845188461884718848188491885018851188521885318854188551885618857188581885918860188611886218863188641886518866188671886818869188701887118872188731887418875188761887718878188791888018881188821888318884188851888618887188881888918890188911889218893188941889518896188971889818899189001890118902189031890418905189061890718908189091891018911189121891318914189151891618917189181891918920189211892218923189241892518926189271892818929189301893118932189331893418935189361893718938189391894018941189421894318944189451894618947189481894918950189511895218953189541895518956189571895818959189601896118962189631896418965189661896718968189691897018971189721897318974189751897618977189781897918980189811898218983189841898518986189871898818989189901899118992189931899418995189961899718998189991900019001190021900319004190051900619007190081900919010190111901219013190141901519016190171901819019190201902119022190231902419025190261902719028190291903019031190321903319034190351903619037190381903919040190411904219043190441904519046190471904819049190501905119052190531905419055190561905719058190591906019061190621906319064190651906619067190681906919070190711907219073190741907519076190771907819079190801908119082190831908419085190861908719088190891909019091190921909319094190951909619097190981909919100191011910219103191041910519106191071910819109191101911119112191131911419115191161911719118191191912019121191221912319124191251912619127191281912919130191311913219133191341913519136191371913819139191401914119142191431914419145191461914719148191491915019151191521915319154191551915619157191581915919160191611916219163191641916519166191671916819169191701917119172191731917419175191761917719178191791918019181191821918319184191851918619187191881918919190191911919219193191941919519196191971919819199192001920119202192031920419205192061920719208192091921019211192121921319214192151921619217192181921919220192211922219223192241922519226192271922819229192301923119232192331923419235192361923719238192391924019241192421924319244192451924619247192481924919250192511925219253192541925519256192571925819259192601926119262192631926419265192661926719268192691927019271192721927319274192751927619277192781927919280192811928219283192841928519286192871928819289192901929119292192931929419295192961929719298192991930019301193021930319304193051930619307193081930919310193111931219313193141931519316193171931819319193201932119322193231932419325193261932719328193291933019331193321933319334193351933619337193381933919340193411934219343193441934519346193471934819349193501935119352193531935419355193561935719358193591936019361193621936319364193651936619367193681936919370193711937219373193741937519376193771937819379193801938119382193831938419385193861938719388193891939019391193921939319394193951939619397193981939919400194011940219403194041940519406194071940819409194101941119412194131941419415194161941719418194191942019421194221942319424194251942619427194281942919430194311943219433194341943519436194371943819439194401944119442194431944419445194461944719448194491945019451194521945319454194551945619457194581945919460194611946219463194641946519466194671946819469194701947119472194731947419475194761947719478194791948019481194821948319484194851948619487194881948919490194911949219493194941949519496194971949819499195001950119502195031950419505195061950719508195091951019511195121951319514195151951619517195181951919520195211952219523195241952519526195271952819529195301953119532195331953419535195361953719538195391954019541195421954319544195451954619547195481954919550195511955219553195541955519556195571955819559195601956119562195631956419565195661956719568195691957019571195721957319574195751957619577195781957919580195811958219583195841958519586195871958819589195901959119592195931959419595195961959719598195991960019601196021960319604196051960619607196081960919610196111961219613196141961519616196171961819619196201962119622196231962419625196261962719628196291963019631196321963319634196351963619637196381963919640196411964219643196441964519646196471964819649196501965119652196531965419655196561965719658196591966019661196621966319664196651966619667196681966919670196711967219673196741967519676196771967819679196801968119682196831968419685196861968719688196891969019691196921969319694196951969619697196981969919700197011970219703197041970519706197071970819709197101971119712197131971419715197161971719718197191972019721197221972319724197251972619727197281972919730197311973219733197341973519736197371973819739197401974119742197431974419745197461974719748197491975019751197521975319754197551975619757197581975919760197611976219763197641976519766197671976819769197701977119772197731977419775197761977719778197791978019781197821978319784197851978619787197881978919790197911979219793197941979519796197971979819799198001980119802198031980419805198061980719808198091981019811198121981319814198151981619817198181981919820198211982219823198241982519826198271982819829198301983119832198331983419835198361983719838198391984019841198421984319844198451984619847198481984919850198511985219853198541985519856198571985819859198601986119862198631986419865198661986719868198691987019871198721987319874198751987619877198781987919880198811988219883198841988519886198871988819889198901989119892198931989419895198961989719898198991990019901199021990319904199051990619907199081990919910199111991219913199141991519916199171991819919199201992119922199231992419925199261992719928199291993019931199321993319934199351993619937199381993919940199411994219943199441994519946199471994819949199501995119952199531995419955199561995719958199591996019961199621996319964199651996619967199681996919970199711997219973199741997519976199771997819979199801998119982199831998419985199861998719988199891999019991199921999319994199951999619997199981999920000200012000220003200042000520006200072000820009200102001120012200132001420015200162001720018200192002020021200222002320024200252002620027200282002920030200312003220033200342003520036200372003820039200402004120042200432004420045200462004720048200492005020051200522005320054200552005620057200582005920060200612006220063200642006520066200672006820069200702007120072200732007420075200762007720078200792008020081200822008320084200852008620087200882008920090200912009220093200942009520096200972009820099201002010120102201032010420105201062010720108201092011020111201122011320114201152011620117201182011920120201212012220123201242012520126201272012820129201302013120132201332013420135201362013720138201392014020141201422014320144201452014620147201482014920150201512015220153201542015520156201572015820159201602016120162201632016420165201662016720168201692017020171201722017320174201752017620177201782017920180201812018220183201842018520186201872018820189201902019120192201932019420195201962019720198201992020020201202022020320204202052020620207202082020920210202112021220213202142021520216202172021820219202202022120222202232022420225202262022720228202292023020231202322023320234202352023620237202382023920240202412024220243202442024520246202472024820249202502025120252202532025420255202562025720258202592026020261202622026320264202652026620267202682026920270202712027220273202742027520276202772027820279202802028120282202832028420285202862028720288202892029020291202922029320294202952029620297202982029920300203012030220303203042030520306203072030820309203102031120312203132031420315203162031720318203192032020321203222032320324203252032620327203282032920330203312033220333203342033520336203372033820339203402034120342203432034420345203462034720348203492035020351203522035320354203552035620357203582035920360203612036220363203642036520366203672036820369203702037120372203732037420375203762037720378203792038020381203822038320384203852038620387203882038920390203912039220393203942039520396203972039820399204002040120402204032040420405204062040720408204092041020411204122041320414204152041620417204182041920420204212042220423204242042520426204272042820429204302043120432204332043420435204362043720438204392044020441204422044320444204452044620447204482044920450204512045220453204542045520456204572045820459204602046120462204632046420465204662046720468204692047020471204722047320474204752047620477204782047920480204812048220483204842048520486204872048820489204902049120492204932049420495204962049720498204992050020501205022050320504205052050620507205082050920510205112051220513205142051520516205172051820519205202052120522205232052420525205262052720528205292053020531205322053320534205352053620537205382053920540205412054220543205442054520546205472054820549205502055120552205532055420555205562055720558205592056020561205622056320564205652056620567205682056920570205712057220573205742057520576205772057820579205802058120582205832058420585205862058720588205892059020591205922059320594205952059620597205982059920600206012060220603206042060520606206072060820609206102061120612206132061420615206162061720618206192062020621206222062320624206252062620627206282062920630206312063220633206342063520636206372063820639206402064120642206432064420645206462064720648206492065020651206522065320654206552065620657206582065920660206612066220663206642066520666206672066820669206702067120672206732067420675206762067720678206792068020681206822068320684206852068620687206882068920690206912069220693206942069520696206972069820699207002070120702207032070420705207062070720708207092071020711207122071320714207152071620717207182071920720207212072220723207242072520726207272072820729207302073120732207332073420735207362073720738207392074020741207422074320744207452074620747207482074920750207512075220753207542075520756207572075820759207602076120762207632076420765207662076720768207692077020771207722077320774207752077620777207782077920780207812078220783207842078520786207872078820789207902079120792207932079420795207962079720798207992080020801208022080320804208052080620807208082080920810208112081220813208142081520816208172081820819208202082120822208232082420825208262082720828208292083020831208322083320834208352083620837208382083920840208412084220843208442084520846208472084820849208502085120852208532085420855208562085720858208592086020861208622086320864208652086620867208682086920870208712087220873208742087520876208772087820879208802088120882208832088420885208862088720888208892089020891208922089320894208952089620897208982089920900209012090220903209042090520906209072090820909209102091120912209132091420915209162091720918209192092020921209222092320924209252092620927209282092920930209312093220933209342093520936209372093820939209402094120942209432094420945209462094720948209492095020951209522095320954209552095620957209582095920960209612096220963209642096520966209672096820969209702097120972209732097420975209762097720978209792098020981209822098320984209852098620987209882098920990209912099220993209942099520996209972099820999210002100121002210032100421005210062100721008210092101021011210122101321014210152101621017210182101921020210212102221023210242102521026210272102821029210302103121032210332103421035210362103721038210392104021041210422104321044210452104621047210482104921050210512105221053210542105521056210572105821059210602106121062210632106421065210662106721068210692107021071210722107321074210752107621077210782107921080210812108221083210842108521086210872108821089210902109121092210932109421095210962109721098210992110021101211022110321104211052110621107211082110921110211112111221113211142111521116211172111821119211202112121122211232112421125211262112721128211292113021131211322113321134211352113621137211382113921140211412114221143211442114521146211472114821149211502115121152211532115421155211562115721158211592116021161211622116321164211652116621167211682116921170211712117221173211742117521176211772117821179211802118121182211832118421185211862118721188211892119021191211922119321194211952119621197211982119921200212012120221203212042120521206212072120821209212102121121212212132121421215212162121721218212192122021221212222122321224212252122621227212282122921230212312123221233212342123521236212372123821239212402124121242212432124421245212462124721248212492125021251212522125321254212552125621257212582125921260212612126221263212642126521266212672126821269212702127121272212732127421275212762127721278212792128021281212822128321284212852128621287212882128921290212912129221293212942129521296212972129821299213002130121302213032130421305213062130721308213092131021311213122131321314213152131621317213182131921320213212132221323213242132521326213272132821329213302133121332213332133421335213362133721338213392134021341213422134321344213452134621347213482134921350213512135221353213542135521356213572135821359213602136121362213632136421365213662136721368213692137021371213722137321374213752137621377213782137921380213812138221383213842138521386213872138821389213902139121392213932139421395213962139721398213992140021401214022140321404214052140621407214082140921410214112141221413214142141521416214172141821419214202142121422214232142421425214262142721428214292143021431214322143321434214352143621437214382143921440214412144221443214442144521446214472144821449214502145121452214532145421455214562145721458214592146021461214622146321464214652146621467214682146921470214712147221473214742147521476214772147821479214802148121482214832148421485214862148721488214892149021491214922149321494214952149621497214982149921500215012150221503215042150521506215072150821509215102151121512215132151421515215162151721518215192152021521215222152321524215252152621527215282152921530215312153221533215342153521536215372153821539215402154121542215432154421545215462154721548215492155021551215522155321554215552155621557215582155921560215612156221563215642156521566215672156821569215702157121572215732157421575215762157721578215792158021581215822158321584215852158621587215882158921590215912159221593215942159521596215972159821599216002160121602216032160421605216062160721608216092161021611216122161321614216152161621617216182161921620216212162221623216242162521626216272162821629216302163121632216332163421635216362163721638216392164021641216422164321644216452164621647216482164921650216512165221653216542165521656216572165821659216602166121662216632166421665216662166721668216692167021671216722167321674216752167621677216782167921680216812168221683216842168521686216872168821689216902169121692216932169421695216962169721698216992170021701217022170321704217052170621707217082170921710217112171221713217142171521716217172171821719217202172121722217232172421725217262172721728217292173021731217322173321734217352173621737217382173921740217412174221743217442174521746217472174821749217502175121752217532175421755217562175721758217592176021761217622176321764217652176621767217682176921770217712177221773217742177521776217772177821779217802178121782217832178421785217862178721788217892179021791217922179321794217952179621797217982179921800218012180221803218042180521806218072180821809218102181121812218132181421815218162181721818218192182021821218222182321824218252182621827218282182921830218312183221833218342183521836218372183821839218402184121842218432184421845218462184721848218492185021851218522185321854218552185621857218582185921860218612186221863218642186521866218672186821869218702187121872218732187421875218762187721878218792188021881218822188321884218852188621887218882188921890218912189221893218942189521896218972189821899219002190121902219032190421905219062190721908219092191021911219122191321914219152191621917219182191921920219212192221923219242192521926219272192821929219302193121932219332193421935219362193721938219392194021941219422194321944219452194621947219482194921950219512195221953219542195521956219572195821959219602196121962219632196421965219662196721968219692197021971219722197321974219752197621977219782197921980219812198221983219842198521986219872198821989219902199121992219932199421995219962199721998219992200022001220022200322004220052200622007220082200922010220112201222013220142201522016220172201822019220202202122022220232202422025220262202722028220292203022031220322203322034220352203622037220382203922040220412204222043220442204522046220472204822049220502205122052220532205422055220562205722058220592206022061220622206322064220652206622067220682206922070220712207222073220742207522076220772207822079220802208122082220832208422085220862208722088220892209022091220922209322094220952209622097220982209922100221012210222103221042210522106221072210822109221102211122112221132211422115221162211722118221192212022121221222212322124221252212622127221282212922130221312213222133221342213522136221372213822139221402214122142221432214422145221462214722148221492215022151221522215322154221552215622157221582215922160221612216222163221642216522166221672216822169221702217122172221732217422175221762217722178221792218022181221822218322184221852218622187221882218922190221912219222193221942219522196221972219822199222002220122202222032220422205222062220722208222092221022211222122221322214222152221622217222182221922220222212222222223222242222522226222272222822229222302223122232222332223422235222362223722238222392224022241222422224322244222452224622247222482224922250222512225222253222542225522256222572225822259222602226122262222632226422265222662226722268222692227022271222722227322274222752227622277222782227922280222812228222283222842228522286222872228822289222902229122292222932229422295222962229722298222992230022301223022230322304223052230622307223082230922310223112231222313223142231522316223172231822319223202232122322223232232422325223262232722328223292233022331223322233322334223352233622337223382233922340223412234222343223442234522346223472234822349223502235122352223532235422355223562235722358223592236022361223622236322364223652236622367223682236922370223712237222373223742237522376223772237822379223802238122382223832238422385223862238722388223892239022391223922239322394223952239622397223982239922400224012240222403224042240522406224072240822409224102241122412224132241422415224162241722418224192242022421224222242322424224252242622427224282242922430224312243222433224342243522436224372243822439224402244122442224432244422445224462244722448224492245022451224522245322454224552245622457224582245922460224612246222463224642246522466224672246822469224702247122472224732247422475224762247722478224792248022481224822248322484224852248622487224882248922490224912249222493224942249522496224972249822499225002250122502225032250422505225062250722508225092251022511225122251322514225152251622517225182251922520225212252222523225242252522526225272252822529225302253122532225332253422535225362253722538225392254022541225422254322544225452254622547225482254922550225512255222553225542255522556225572255822559225602256122562225632256422565225662256722568225692257022571225722257322574225752257622577225782257922580225812258222583225842258522586225872258822589225902259122592225932259422595225962259722598225992260022601226022260322604226052260622607226082260922610226112261222613226142261522616226172261822619226202262122622226232262422625226262262722628226292263022631226322263322634226352263622637226382263922640226412264222643226442264522646226472264822649226502265122652226532265422655226562265722658226592266022661226622266322664226652266622667226682266922670226712267222673226742267522676226772267822679226802268122682226832268422685226862268722688226892269022691226922269322694226952269622697226982269922700227012270222703227042270522706227072270822709227102271122712227132271422715227162271722718227192272022721227222272322724227252272622727227282272922730227312273222733227342273522736227372273822739227402274122742227432274422745227462274722748227492275022751227522275322754227552275622757227582275922760227612276222763227642276522766227672276822769227702277122772227732277422775227762277722778227792278022781227822278322784227852278622787227882278922790227912279222793227942279522796227972279822799228002280122802228032280422805228062280722808228092281022811228122281322814228152281622817228182281922820228212282222823228242282522826228272282822829228302283122832228332283422835228362283722838228392284022841228422284322844228452284622847228482284922850228512285222853228542285522856228572285822859228602286122862228632286422865228662286722868228692287022871228722287322874228752287622877228782287922880228812288222883228842288522886228872288822889228902289122892228932289422895228962289722898228992290022901229022290322904229052290622907229082290922910229112291222913229142291522916229172291822919229202292122922229232292422925229262292722928229292293022931229322293322934229352293622937229382293922940229412294222943229442294522946229472294822949229502295122952229532295422955229562295722958229592296022961229622296322964229652296622967229682296922970229712297222973229742297522976229772297822979229802298122982229832298422985229862298722988229892299022991229922299322994229952299622997229982299923000230012300223003230042300523006230072300823009230102301123012230132301423015230162301723018230192302023021230222302323024230252302623027230282302923030230312303223033230342303523036230372303823039230402304123042230432304423045230462304723048230492305023051230522305323054230552305623057230582305923060230612306223063230642306523066230672306823069230702307123072230732307423075230762307723078230792308023081230822308323084230852308623087230882308923090230912309223093230942309523096230972309823099231002310123102231032310423105231062310723108231092311023111231122311323114231152311623117231182311923120231212312223123231242312523126231272312823129231302313123132231332313423135231362313723138231392314023141231422314323144231452314623147231482314923150231512315223153231542315523156231572315823159231602316123162231632316423165231662316723168231692317023171231722317323174231752317623177231782317923180231812318223183231842318523186231872318823189231902319123192231932319423195231962319723198231992320023201232022320323204232052320623207232082320923210232112321223213232142321523216232172321823219232202322123222232232322423225232262322723228232292323023231232322323323234232352323623237232382323923240232412324223243232442324523246232472324823249232502325123252232532325423255232562325723258232592326023261232622326323264232652326623267232682326923270232712327223273232742327523276232772327823279232802328123282232832328423285232862328723288232892329023291232922329323294232952329623297232982329923300233012330223303233042330523306233072330823309233102331123312233132331423315233162331723318233192332023321233222332323324233252332623327233282332923330233312333223333233342333523336233372333823339233402334123342233432334423345233462334723348233492335023351233522335323354233552335623357233582335923360233612336223363233642336523366233672336823369233702337123372233732337423375233762337723378233792338023381233822338323384233852338623387233882338923390233912339223393233942339523396233972339823399234002340123402234032340423405234062340723408234092341023411234122341323414234152341623417234182341923420234212342223423234242342523426234272342823429234302343123432234332343423435234362343723438234392344023441234422344323444234452344623447234482344923450234512345223453234542345523456234572345823459234602346123462234632346423465234662346723468234692347023471234722347323474234752347623477234782347923480234812348223483234842348523486234872348823489234902349123492234932349423495234962349723498234992350023501235022350323504235052350623507235082350923510235112351223513235142351523516235172351823519235202352123522235232352423525235262352723528235292353023531235322353323534235352353623537235382353923540235412354223543235442354523546235472354823549235502355123552235532355423555235562355723558235592356023561235622356323564235652356623567235682356923570235712357223573235742357523576235772357823579235802358123582235832358423585235862358723588235892359023591235922359323594235952359623597235982359923600236012360223603236042360523606236072360823609236102361123612236132361423615236162361723618236192362023621236222362323624236252362623627236282362923630236312363223633236342363523636236372363823639236402364123642236432364423645236462364723648236492365023651236522365323654236552365623657236582365923660236612366223663236642366523666236672366823669236702367123672236732367423675236762367723678236792368023681236822368323684236852368623687236882368923690236912369223693236942369523696236972369823699237002370123702237032370423705237062370723708237092371023711237122371323714237152371623717237182371923720237212372223723237242372523726237272372823729237302373123732237332373423735237362373723738237392374023741237422374323744237452374623747237482374923750237512375223753237542375523756237572375823759237602376123762237632376423765237662376723768237692377023771237722377323774237752377623777237782377923780237812378223783237842378523786237872378823789237902379123792237932379423795237962379723798237992380023801238022380323804238052380623807238082380923810238112381223813238142381523816238172381823819238202382123822238232382423825238262382723828238292383023831238322383323834238352383623837238382383923840238412384223843238442384523846238472384823849238502385123852238532385423855238562385723858238592386023861238622386323864238652386623867238682386923870238712387223873238742387523876238772387823879238802388123882238832388423885238862388723888238892389023891238922389323894238952389623897238982389923900239012390223903239042390523906239072390823909239102391123912239132391423915239162391723918239192392023921239222392323924239252392623927239282392923930239312393223933239342393523936239372393823939239402394123942239432394423945239462394723948239492395023951239522395323954239552395623957239582395923960239612396223963239642396523966239672396823969239702397123972239732397423975239762397723978239792398023981239822398323984239852398623987239882398923990239912399223993239942399523996239972399823999240002400124002240032400424005240062400724008240092401024011240122401324014240152401624017240182401924020240212402224023240242402524026240272402824029240302403124032240332403424035240362403724038240392404024041240422404324044240452404624047240482404924050240512405224053240542405524056240572405824059240602406124062240632406424065240662406724068240692407024071240722407324074240752407624077240782407924080240812408224083240842408524086240872408824089240902409124092240932409424095240962409724098240992410024101241022410324104241052410624107241082410924110241112411224113241142411524116241172411824119241202412124122241232412424125241262412724128241292413024131241322413324134241352413624137241382413924140241412414224143241442414524146241472414824149241502415124152241532415424155241562415724158241592416024161241622416324164241652416624167241682416924170241712417224173241742417524176241772417824179241802418124182241832418424185241862418724188241892419024191241922419324194241952419624197241982419924200242012420224203242042420524206242072420824209242102421124212242132421424215242162421724218242192422024221242222422324224242252422624227242282422924230242312423224233242342423524236242372423824239242402424124242242432424424245242462424724248242492425024251242522425324254242552425624257242582425924260242612426224263242642426524266242672426824269242702427124272242732427424275242762427724278242792428024281242822428324284242852428624287242882428924290242912429224293242942429524296242972429824299243002430124302243032430424305243062430724308243092431024311243122431324314243152431624317243182431924320243212432224323243242432524326243272432824329243302433124332243332433424335243362433724338243392434024341243422434324344243452434624347243482434924350243512435224353243542435524356243572435824359243602436124362243632436424365243662436724368243692437024371243722437324374243752437624377243782437924380243812438224383243842438524386243872438824389243902439124392243932439424395243962439724398243992440024401244022440324404244052440624407244082440924410244112441224413244142441524416244172441824419244202442124422244232442424425244262442724428244292443024431244322443324434244352443624437244382443924440244412444224443244442444524446244472444824449244502445124452244532445424455244562445724458244592446024461244622446324464244652446624467244682446924470244712447224473244742447524476244772447824479244802448124482244832448424485244862448724488244892449024491244922449324494244952449624497244982449924500245012450224503245042450524506245072450824509245102451124512245132451424515245162451724518245192452024521245222452324524245252452624527245282452924530245312453224533245342453524536245372453824539245402454124542245432454424545245462454724548245492455024551245522455324554245552455624557245582455924560245612456224563245642456524566245672456824569245702457124572245732457424575245762457724578245792458024581245822458324584245852458624587245882458924590245912459224593245942459524596245972459824599246002460124602246032460424605246062460724608246092461024611246122461324614246152461624617246182461924620246212462224623246242462524626246272462824629246302463124632246332463424635246362463724638246392464024641246422464324644246452464624647246482464924650246512465224653246542465524656246572465824659246602466124662246632466424665246662466724668246692467024671246722467324674246752467624677246782467924680246812468224683246842468524686246872468824689246902469124692246932469424695246962469724698246992470024701247022470324704247052470624707247082470924710247112471224713247142471524716247172471824719247202472124722247232472424725247262472724728247292473024731247322473324734247352473624737247382473924740247412474224743247442474524746247472474824749247502475124752247532475424755247562475724758247592476024761247622476324764247652476624767247682476924770247712477224773247742477524776247772477824779247802478124782247832478424785247862478724788247892479024791247922479324794247952479624797247982479924800248012480224803248042480524806248072480824809248102481124812248132481424815248162481724818248192482024821248222482324824248252482624827248282482924830248312483224833248342483524836248372483824839248402484124842248432484424845248462484724848248492485024851248522485324854248552485624857248582485924860248612486224863248642486524866248672486824869248702487124872248732487424875248762487724878248792488024881248822488324884248852488624887248882488924890248912489224893248942489524896248972489824899249002490124902249032490424905249062490724908249092491024911249122491324914249152491624917249182491924920249212492224923249242492524926249272492824929249302493124932249332493424935249362493724938249392494024941249422494324944249452494624947249482494924950249512495224953249542495524956249572495824959249602496124962249632496424965249662496724968249692497024971249722497324974249752497624977249782497924980249812498224983249842498524986249872498824989249902499124992249932499424995249962499724998249992500025001250022500325004250052500625007250082500925010250112501225013250142501525016250172501825019250202502125022250232502425025250262502725028250292503025031250322503325034250352503625037250382503925040250412504225043250442504525046250472504825049250502505125052250532505425055250562505725058250592506025061250622506325064250652506625067250682506925070250712507225073250742507525076250772507825079250802508125082250832508425085250862508725088250892509025091250922509325094250952509625097250982509925100251012510225103251042510525106251072510825109251102511125112251132511425115251162511725118251192512025121251222512325124251252512625127251282512925130251312513225133251342513525136251372513825139251402514125142251432514425145251462514725148251492515025151251522515325154251552515625157251582515925160251612516225163251642516525166251672516825169251702517125172251732517425175251762517725178251792518025181251822518325184251852518625187251882518925190251912519225193251942519525196251972519825199252002520125202252032520425205252062520725208252092521025211252122521325214252152521625217252182521925220252212522225223252242522525226252272522825229252302523125232252332523425235252362523725238252392524025241252422524325244252452524625247252482524925250252512525225253252542525525256252572525825259252602526125262252632526425265252662526725268252692527025271252722527325274252752527625277252782527925280252812528225283252842528525286252872528825289252902529125292252932529425295252962529725298252992530025301253022530325304253052530625307253082530925310253112531225313253142531525316253172531825319253202532125322253232532425325253262532725328253292533025331253322533325334253352533625337253382533925340253412534225343253442534525346253472534825349253502535125352253532535425355253562535725358253592536025361253622536325364253652536625367253682536925370253712537225373253742537525376253772537825379253802538125382253832538425385253862538725388253892539025391253922539325394253952539625397253982539925400254012540225403254042540525406254072540825409254102541125412254132541425415254162541725418254192542025421254222542325424254252542625427254282542925430254312543225433254342543525436254372543825439254402544125442254432544425445254462544725448254492545025451254522545325454254552545625457254582545925460254612546225463254642546525466254672546825469254702547125472254732547425475254762547725478254792548025481254822548325484254852548625487254882548925490254912549225493254942549525496254972549825499255002550125502255032550425505255062550725508255092551025511255122551325514255152551625517255182551925520255212552225523255242552525526255272552825529255302553125532255332553425535255362553725538255392554025541255422554325544255452554625547255482554925550255512555225553255542555525556255572555825559255602556125562255632556425565255662556725568255692557025571255722557325574255752557625577255782557925580255812558225583255842558525586255872558825589255902559125592255932559425595255962559725598255992560025601256022560325604256052560625607256082560925610256112561225613256142561525616256172561825619256202562125622256232562425625256262562725628256292563025631256322563325634256352563625637256382563925640256412564225643256442564525646256472564825649256502565125652256532565425655256562565725658256592566025661256622566325664256652566625667256682566925670256712567225673256742567525676256772567825679256802568125682256832568425685256862568725688256892569025691256922569325694256952569625697256982569925700257012570225703257042570525706257072570825709257102571125712257132571425715257162571725718257192572025721257222572325724257252572625727257282572925730257312573225733257342573525736257372573825739257402574125742257432574425745257462574725748257492575025751257522575325754257552575625757257582575925760257612576225763257642576525766257672576825769257702577125772257732577425775257762577725778257792578025781257822578325784257852578625787257882578925790257912579225793257942579525796257972579825799258002580125802258032580425805258062580725808258092581025811258122581325814258152581625817258182581925820258212582225823258242582525826258272582825829258302583125832258332583425835258362583725838258392584025841258422584325844258452584625847258482584925850258512585225853258542585525856258572585825859258602586125862258632586425865258662586725868258692587025871258722587325874258752587625877258782587925880258812588225883258842588525886258872588825889258902589125892258932589425895258962589725898258992590025901259022590325904259052590625907259082590925910259112591225913259142591525916259172591825919259202592125922259232592425925259262592725928259292593025931259322593325934259352593625937259382593925940259412594225943259442594525946259472594825949259502595125952259532595425955259562595725958259592596025961259622596325964259652596625967259682596925970259712597225973259742597525976259772597825979259802598125982259832598425985259862598725988259892599025991259922599325994259952599625997259982599926000260012600226003260042600526006260072600826009260102601126012260132601426015260162601726018260192602026021260222602326024260252602626027260282602926030260312603226033260342603526036260372603826039260402604126042260432604426045260462604726048260492605026051260522605326054260552605626057260582605926060260612606226063260642606526066260672606826069260702607126072260732607426075260762607726078260792608026081260822608326084260852608626087260882608926090260912609226093260942609526096260972609826099261002610126102261032610426105261062610726108261092611026111261122611326114261152611626117261182611926120261212612226123261242612526126261272612826129261302613126132261332613426135261362613726138261392614026141261422614326144261452614626147261482614926150261512615226153261542615526156261572615826159261602616126162261632616426165261662616726168261692617026171261722617326174261752617626177261782617926180261812618226183261842618526186261872618826189261902619126192261932619426195261962619726198261992620026201262022620326204262052620626207262082620926210262112621226213262142621526216262172621826219262202622126222262232622426225262262622726228262292623026231262322623326234262352623626237262382623926240262412624226243262442624526246262472624826249262502625126252262532625426255262562625726258262592626026261262622626326264262652626626267262682626926270262712627226273262742627526276262772627826279262802628126282262832628426285262862628726288262892629026291262922629326294262952629626297262982629926300263012630226303263042630526306263072630826309263102631126312263132631426315263162631726318263192632026321263222632326324263252632626327263282632926330263312633226333263342633526336263372633826339263402634126342263432634426345263462634726348263492635026351263522635326354263552635626357263582635926360263612636226363263642636526366263672636826369263702637126372263732637426375263762637726378263792638026381263822638326384263852638626387263882638926390263912639226393263942639526396263972639826399264002640126402264032640426405264062640726408264092641026411264122641326414264152641626417264182641926420264212642226423264242642526426264272642826429264302643126432264332643426435264362643726438264392644026441264422644326444264452644626447264482644926450264512645226453264542645526456264572645826459264602646126462264632646426465264662646726468264692647026471264722647326474264752647626477264782647926480264812648226483264842648526486264872648826489264902649126492264932649426495264962649726498264992650026501265022650326504265052650626507265082650926510265112651226513265142651526516265172651826519265202652126522265232652426525265262652726528265292653026531265322653326534265352653626537265382653926540265412654226543265442654526546265472654826549265502655126552265532655426555265562655726558265592656026561265622656326564265652656626567265682656926570265712657226573265742657526576265772657826579265802658126582265832658426585265862658726588265892659026591265922659326594265952659626597265982659926600266012660226603266042660526606266072660826609266102661126612266132661426615266162661726618266192662026621266222662326624266252662626627266282662926630266312663226633266342663526636266372663826639266402664126642266432664426645266462664726648266492665026651266522665326654266552665626657266582665926660266612666226663266642666526666266672666826669266702667126672266732667426675266762667726678266792668026681266822668326684266852668626687266882668926690266912669226693266942669526696266972669826699267002670126702267032670426705267062670726708267092671026711267122671326714267152671626717267182671926720267212672226723267242672526726267272672826729267302673126732267332673426735267362673726738267392674026741267422674326744267452674626747267482674926750267512675226753267542675526756267572675826759267602676126762267632676426765267662676726768267692677026771267722677326774267752677626777267782677926780267812678226783267842678526786267872678826789267902679126792267932679426795267962679726798267992680026801268022680326804268052680626807268082680926810268112681226813268142681526816268172681826819268202682126822268232682426825268262682726828268292683026831268322683326834268352683626837268382683926840268412684226843268442684526846268472684826849268502685126852268532685426855268562685726858268592686026861268622686326864268652686626867268682686926870268712687226873268742687526876268772687826879268802688126882268832688426885268862688726888268892689026891268922689326894268952689626897268982689926900269012690226903269042690526906269072690826909269102691126912269132691426915269162691726918269192692026921269222692326924269252692626927269282692926930269312693226933269342693526936269372693826939269402694126942269432694426945269462694726948269492695026951269522695326954269552695626957269582695926960269612696226963269642696526966269672696826969269702697126972269732697426975269762697726978269792698026981269822698326984269852698626987269882698926990269912699226993269942699526996269972699826999270002700127002270032700427005270062700727008270092701027011270122701327014270152701627017270182701927020270212702227023270242702527026270272702827029270302703127032270332703427035270362703727038270392704027041270422704327044270452704627047270482704927050270512705227053270542705527056270572705827059270602706127062270632706427065270662706727068270692707027071270722707327074270752707627077270782707927080270812708227083270842708527086270872708827089270902709127092270932709427095270962709727098270992710027101271022710327104271052710627107271082710927110271112711227113271142711527116271172711827119271202712127122271232712427125271262712727128271292713027131271322713327134271352713627137271382713927140271412714227143271442714527146271472714827149271502715127152271532715427155271562715727158271592716027161271622716327164271652716627167271682716927170271712717227173271742717527176271772717827179271802718127182271832718427185271862718727188271892719027191271922719327194271952719627197271982719927200272012720227203272042720527206272072720827209272102721127212272132721427215272162721727218272192722027221272222722327224272252722627227272282722927230272312723227233272342723527236272372723827239272402724127242272432724427245272462724727248272492725027251272522725327254272552725627257272582725927260272612726227263272642726527266272672726827269272702727127272272732727427275272762727727278272792728027281272822728327284272852728627287272882728927290272912729227293272942729527296272972729827299273002730127302273032730427305273062730727308273092731027311273122731327314273152731627317273182731927320273212732227323273242732527326273272732827329273302733127332273332733427335273362733727338273392734027341273422734327344273452734627347273482734927350273512735227353273542735527356273572735827359273602736127362273632736427365273662736727368273692737027371273722737327374273752737627377273782737927380273812738227383273842738527386273872738827389273902739127392273932739427395273962739727398273992740027401274022740327404274052740627407274082740927410274112741227413274142741527416274172741827419274202742127422274232742427425274262742727428274292743027431274322743327434274352743627437274382743927440274412744227443274442744527446274472744827449274502745127452274532745427455274562745727458274592746027461274622746327464274652746627467274682746927470274712747227473274742747527476274772747827479274802748127482274832748427485274862748727488274892749027491274922749327494274952749627497274982749927500275012750227503275042750527506275072750827509275102751127512275132751427515275162751727518275192752027521275222752327524275252752627527275282752927530275312753227533275342753527536275372753827539275402754127542275432754427545275462754727548275492755027551275522755327554275552755627557275582755927560275612756227563275642756527566275672756827569275702757127572275732757427575275762757727578275792758027581275822758327584275852758627587275882758927590275912759227593275942759527596275972759827599276002760127602276032760427605276062760727608276092761027611276122761327614276152761627617276182761927620276212762227623276242762527626276272762827629276302763127632276332763427635276362763727638276392764027641276422764327644276452764627647276482764927650276512765227653276542765527656276572765827659276602766127662276632766427665276662766727668276692767027671276722767327674276752767627677276782767927680276812768227683276842768527686276872768827689276902769127692276932769427695276962769727698276992770027701277022770327704277052770627707277082770927710277112771227713277142771527716277172771827719277202772127722277232772427725277262772727728277292773027731277322773327734277352773627737277382773927740277412774227743277442774527746277472774827749277502775127752277532775427755277562775727758277592776027761277622776327764277652776627767277682776927770277712777227773277742777527776277772777827779277802778127782277832778427785277862778727788277892779027791277922779327794277952779627797277982779927800278012780227803278042780527806278072780827809278102781127812278132781427815278162781727818278192782027821278222782327824278252782627827278282782927830278312783227833278342783527836278372783827839278402784127842278432784427845278462784727848278492785027851278522785327854278552785627857278582785927860278612786227863278642786527866278672786827869278702787127872278732787427875278762787727878278792788027881278822788327884278852788627887278882788927890278912789227893278942789527896278972789827899279002790127902279032790427905279062790727908279092791027911279122791327914279152791627917279182791927920279212792227923279242792527926279272792827929279302793127932279332793427935279362793727938279392794027941279422794327944279452794627947279482794927950279512795227953279542795527956279572795827959279602796127962279632796427965279662796727968279692797027971279722797327974279752797627977279782797927980279812798227983279842798527986279872798827989279902799127992279932799427995279962799727998279992800028001280022800328004280052800628007280082800928010280112801228013280142801528016280172801828019280202802128022280232802428025280262802728028280292803028031280322803328034280352803628037280382803928040280412804228043280442804528046280472804828049280502805128052280532805428055280562805728058280592806028061280622806328064280652806628067280682806928070280712807228073280742807528076280772807828079280802808128082280832808428085280862808728088280892809028091280922809328094280952809628097280982809928100281012810228103281042810528106281072810828109281102811128112281132811428115281162811728118281192812028121281222812328124281252812628127281282812928130281312813228133281342813528136281372813828139281402814128142281432814428145281462814728148281492815028151281522815328154281552815628157281582815928160281612816228163281642816528166281672816828169281702817128172281732817428175281762817728178281792818028181281822818328184281852818628187281882818928190281912819228193281942819528196281972819828199282002820128202282032820428205282062820728208282092821028211282122821328214282152821628217282182821928220282212822228223282242822528226282272822828229282302823128232282332823428235282362823728238282392824028241282422824328244282452824628247282482824928250282512825228253282542825528256282572825828259282602826128262282632826428265282662826728268282692827028271282722827328274282752827628277282782827928280282812828228283282842828528286282872828828289282902829128292282932829428295282962829728298282992830028301283022830328304283052830628307283082830928310283112831228313283142831528316283172831828319283202832128322283232832428325283262832728328283292833028331283322833328334283352833628337283382833928340283412834228343283442834528346283472834828349283502835128352283532835428355283562835728358283592836028361283622836328364283652836628367283682836928370283712837228373283742837528376283772837828379283802838128382283832838428385283862838728388283892839028391283922839328394283952839628397283982839928400284012840228403284042840528406284072840828409284102841128412284132841428415284162841728418284192842028421284222842328424284252842628427284282842928430284312843228433284342843528436284372843828439284402844128442284432844428445284462844728448284492845028451284522845328454284552845628457284582845928460284612846228463284642846528466284672846828469284702847128472284732847428475284762847728478284792848028481284822848328484284852848628487284882848928490284912849228493284942849528496284972849828499285002850128502285032850428505285062850728508285092851028511285122851328514285152851628517285182851928520285212852228523285242852528526285272852828529285302853128532285332853428535285362853728538285392854028541285422854328544285452854628547285482854928550285512855228553285542855528556285572855828559285602856128562285632856428565285662856728568285692857028571285722857328574285752857628577285782857928580285812858228583285842858528586285872858828589285902859128592285932859428595285962859728598285992860028601286022860328604286052860628607286082860928610286112861228613286142861528616286172861828619286202862128622286232862428625286262862728628286292863028631286322863328634286352863628637286382863928640286412864228643286442864528646286472864828649286502865128652286532865428655286562865728658286592866028661286622866328664286652866628667286682866928670286712867228673286742867528676286772867828679286802868128682286832868428685286862868728688286892869028691286922869328694286952869628697286982869928700287012870228703287042870528706287072870828709287102871128712287132871428715287162871728718287192872028721287222872328724287252872628727287282872928730287312873228733287342873528736287372873828739287402874128742287432874428745287462874728748287492875028751287522875328754287552875628757287582875928760287612876228763287642876528766287672876828769287702877128772287732877428775287762877728778287792878028781287822878328784287852878628787287882878928790287912879228793287942879528796287972879828799288002880128802288032880428805288062880728808288092881028811288122881328814288152881628817288182881928820288212882228823288242882528826288272882828829288302883128832288332883428835288362883728838288392884028841288422884328844288452884628847288482884928850288512885228853288542885528856288572885828859288602886128862288632886428865288662886728868288692887028871288722887328874288752887628877288782887928880288812888228883288842888528886288872888828889288902889128892288932889428895288962889728898288992890028901289022890328904289052890628907289082890928910289112891228913289142891528916289172891828919289202892128922289232892428925289262892728928289292893028931289322893328934289352893628937289382893928940289412894228943289442894528946289472894828949289502895128952289532895428955289562895728958289592896028961289622896328964289652896628967289682896928970289712897228973289742897528976289772897828979289802898128982289832898428985289862898728988289892899028991289922899328994289952899628997289982899929000290012900229003290042900529006290072900829009290102901129012290132901429015290162901729018290192902029021290222902329024290252902629027290282902929030290312903229033290342903529036290372903829039290402904129042290432904429045290462904729048290492905029051290522905329054290552905629057290582905929060290612906229063290642906529066290672906829069290702907129072290732907429075290762907729078290792908029081290822908329084290852908629087290882908929090290912909229093290942909529096290972909829099291002910129102291032910429105291062910729108291092911029111291122911329114291152911629117291182911929120291212912229123291242912529126291272912829129291302913129132291332913429135291362913729138291392914029141291422914329144291452914629147291482914929150291512915229153291542915529156291572915829159291602916129162291632916429165291662916729168291692917029171291722917329174291752917629177291782917929180291812918229183291842918529186291872918829189291902919129192291932919429195291962919729198291992920029201292022920329204292052920629207292082920929210292112921229213292142921529216292172921829219292202922129222292232922429225292262922729228292292923029231292322923329234292352923629237292382923929240292412924229243292442924529246292472924829249292502925129252292532925429255292562925729258292592926029261292622926329264292652926629267292682926929270292712927229273292742927529276292772927829279292802928129282292832928429285292862928729288292892929029291292922929329294292952929629297292982929929300293012930229303293042930529306293072930829309293102931129312293132931429315293162931729318293192932029321293222932329324293252932629327293282932929330293312933229333293342933529336293372933829339293402934129342293432934429345293462934729348293492935029351293522935329354293552935629357293582935929360293612936229363293642936529366293672936829369293702937129372293732937429375293762937729378293792938029381293822938329384293852938629387293882938929390293912939229393293942939529396293972939829399294002940129402294032940429405294062940729408294092941029411294122941329414294152941629417294182941929420294212942229423294242942529426294272942829429294302943129432294332943429435294362943729438294392944029441294422944329444294452944629447294482944929450294512945229453294542945529456294572945829459294602946129462294632946429465294662946729468294692947029471294722947329474294752947629477294782947929480294812948229483294842948529486294872948829489294902949129492294932949429495294962949729498294992950029501295022950329504295052950629507295082950929510295112951229513295142951529516295172951829519295202952129522295232952429525295262952729528295292953029531295322953329534295352953629537295382953929540295412954229543295442954529546295472954829549295502955129552295532955429555295562955729558295592956029561295622956329564295652956629567295682956929570295712957229573295742957529576295772957829579295802958129582295832958429585295862958729588295892959029591295922959329594295952959629597295982959929600296012960229603296042960529606296072960829609296102961129612296132961429615296162961729618296192962029621296222962329624296252962629627296282962929630296312963229633296342963529636296372963829639296402964129642296432964429645296462964729648296492965029651296522965329654296552965629657296582965929660296612966229663296642966529666296672966829669296702967129672296732967429675296762967729678296792968029681296822968329684296852968629687296882968929690296912969229693296942969529696296972969829699297002970129702297032970429705297062970729708297092971029711297122971329714297152971629717297182971929720297212972229723297242972529726297272972829729297302973129732297332973429735297362973729738297392974029741297422974329744297452974629747297482974929750297512975229753297542975529756297572975829759297602976129762297632976429765297662976729768297692977029771297722977329774297752977629777297782977929780297812978229783297842978529786297872978829789297902979129792297932979429795297962979729798297992980029801298022980329804298052980629807298082980929810298112981229813298142981529816298172981829819298202982129822298232982429825298262982729828298292983029831298322983329834298352983629837298382983929840298412984229843298442984529846298472984829849298502985129852298532985429855298562985729858298592986029861298622986329864298652986629867298682986929870298712987229873298742987529876298772987829879298802988129882298832988429885298862988729888298892989029891298922989329894298952989629897298982989929900299012990229903299042990529906299072990829909299102991129912299132991429915299162991729918299192992029921299222992329924299252992629927299282992929930299312993229933299342993529936299372993829939299402994129942299432994429945299462994729948299492995029951299522995329954299552995629957299582995929960299612996229963299642996529966299672996829969299702997129972299732997429975299762997729978299792998029981299822998329984299852998629987299882998929990299912999229993299942999529996299972999829999300003000130002300033000430005300063000730008300093001030011300123001330014300153001630017300183001930020300213002230023300243002530026300273002830029300303003130032300333003430035300363003730038300393004030041300423004330044300453004630047300483004930050300513005230053300543005530056300573005830059300603006130062300633006430065300663006730068300693007030071300723007330074300753007630077300783007930080300813008230083300843008530086300873008830089300903009130092300933009430095300963009730098300993010030101301023010330104301053010630107301083010930110301113011230113301143011530116301173011830119301203012130122301233012430125301263012730128301293013030131301323013330134301353013630137301383013930140301413014230143301443014530146301473014830149301503015130152301533015430155301563015730158301593016030161301623016330164301653016630167301683016930170301713017230173301743017530176301773017830179301803018130182301833018430185301863018730188301893019030191301923019330194301953019630197301983019930200302013020230203302043020530206302073020830209302103021130212302133021430215302163021730218302193022030221302223022330224302253022630227302283022930230302313023230233302343023530236302373023830239302403024130242302433024430245302463024730248302493025030251302523025330254302553025630257302583025930260302613026230263302643026530266302673026830269302703027130272302733027430275302763027730278302793028030281302823028330284302853028630287302883028930290302913029230293302943029530296302973029830299303003030130302303033030430305303063030730308303093031030311303123031330314303153031630317303183031930320303213032230323303243032530326303273032830329303303033130332303333033430335303363033730338303393034030341303423034330344303453034630347303483034930350303513035230353303543035530356303573035830359303603036130362303633036430365303663036730368303693037030371303723037330374303753037630377303783037930380303813038230383303843038530386303873038830389303903039130392303933039430395303963039730398303993040030401304023040330404304053040630407304083040930410304113041230413304143041530416304173041830419304203042130422304233042430425304263042730428304293043030431304323043330434304353043630437304383043930440304413044230443304443044530446304473044830449304503045130452304533045430455304563045730458304593046030461304623046330464304653046630467304683046930470304713047230473304743047530476304773047830479304803048130482304833048430485304863048730488304893049030491304923049330494304953049630497304983049930500305013050230503305043050530506305073050830509305103051130512305133051430515305163051730518305193052030521305223052330524305253052630527305283052930530305313053230533305343053530536305373053830539305403054130542305433054430545305463054730548305493055030551305523055330554305553055630557305583055930560305613056230563305643056530566305673056830569305703057130572305733057430575305763057730578305793058030581305823058330584305853058630587305883058930590305913059230593305943059530596305973059830599306003060130602306033060430605306063060730608306093061030611306123061330614306153061630617306183061930620306213062230623306243062530626306273062830629306303063130632306333063430635
  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.reciprocalApproximation(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 equation = function (t, val0, val1, val2) {
  2717. var res = (1 - t) * (1 - t) * val0 + 2 * t * (1 - t) * val1 + t * t * val2;
  2718. return res;
  2719. };
  2720. for (var i = 0; i <= nbPoints; i++) {
  2721. bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x), equation(i / nbPoints, v0.y, v1.y, v2.y), equation(i / nbPoints, v0.z, v1.z, v2.z)));
  2722. }
  2723. return new Curve3(bez);
  2724. };
  2725. // CubicBezier(origin_V3, control1_V3, control2_V3, destination_V3)
  2726. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  2727. nbPoints = nbPoints > 3 ? nbPoints : 4;
  2728. var bez = new Array();
  2729. var equation = function (t, val0, val1, val2, val3) {
  2730. 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;
  2731. return res;
  2732. };
  2733. for (var i = 0; i <= nbPoints; i++) {
  2734. bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x, v3.x), equation(i / nbPoints, v0.y, v1.y, v2.y, v3.y), equation(i / nbPoints, v0.z, v1.z, v2.z, v3.z)));
  2735. }
  2736. return new Curve3(bez);
  2737. };
  2738. Curve3.prototype.getPoints = function () {
  2739. return this._points;
  2740. };
  2741. Curve3.prototype.continue = function (curve) {
  2742. var lastPoint = this._points[this._points.length - 1];
  2743. var continuedPoints = this._points.slice();
  2744. var curvePoints = curve.getPoints();
  2745. for (var i = 1; i < curvePoints.length; i++) {
  2746. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  2747. }
  2748. return new Curve3(continuedPoints);
  2749. };
  2750. return Curve3;
  2751. })();
  2752. BABYLON.Curve3 = Curve3;
  2753. // Vertex formats
  2754. var PositionNormalVertex = (function () {
  2755. function PositionNormalVertex(position, normal) {
  2756. if (position === void 0) { position = Vector3.Zero(); }
  2757. if (normal === void 0) { normal = Vector3.Up(); }
  2758. this.position = position;
  2759. this.normal = normal;
  2760. }
  2761. PositionNormalVertex.prototype.clone = function () {
  2762. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  2763. };
  2764. return PositionNormalVertex;
  2765. })();
  2766. BABYLON.PositionNormalVertex = PositionNormalVertex;
  2767. var PositionNormalTextureVertex = (function () {
  2768. function PositionNormalTextureVertex(position, normal, uv) {
  2769. if (position === void 0) { position = Vector3.Zero(); }
  2770. if (normal === void 0) { normal = Vector3.Up(); }
  2771. if (uv === void 0) { uv = Vector2.Zero(); }
  2772. this.position = position;
  2773. this.normal = normal;
  2774. this.uv = uv;
  2775. }
  2776. PositionNormalTextureVertex.prototype.clone = function () {
  2777. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  2778. };
  2779. return PositionNormalTextureVertex;
  2780. })();
  2781. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  2782. // SIMD
  2783. var previousMultiplyToArray = Matrix.prototype.multiplyToArray;
  2784. var previousInvertToRef = Matrix.prototype.invertToRef;
  2785. var previousLookAtLHToRef = Matrix.LookAtLHToRef;
  2786. var previousTransformCoordinatesToRef = Vector3.TransformCoordinatesToRef;
  2787. var previousTransformCoordinatesFromFloatsToRef = Vector3.TransformCoordinatesFromFloatsToRef;
  2788. var SIMDHelper = (function () {
  2789. function SIMDHelper() {
  2790. }
  2791. Object.defineProperty(SIMDHelper, "IsEnabled", {
  2792. get: function () {
  2793. return SIMDHelper._isEnabled;
  2794. },
  2795. enumerable: true,
  2796. configurable: true
  2797. });
  2798. SIMDHelper.DisableSIMD = function () {
  2799. // Replace functions
  2800. Matrix.prototype.multiplyToArray = previousMultiplyToArray;
  2801. Matrix.prototype.invertToRef = previousInvertToRef;
  2802. Matrix.LookAtLHToRef = previousLookAtLHToRef;
  2803. Vector3.TransformCoordinatesToRef = previousTransformCoordinatesToRef;
  2804. Vector3.TransformCoordinatesFromFloatsToRef = previousTransformCoordinatesFromFloatsToRef;
  2805. SIMDHelper._isEnabled = false;
  2806. };
  2807. SIMDHelper.EnableSIMD = function () {
  2808. if (window.SIMD === undefined) {
  2809. return;
  2810. }
  2811. // Replace functions
  2812. Matrix.prototype.multiplyToArray = Matrix.prototype.multiplyToArraySIMD;
  2813. Matrix.prototype.invertToRef = Matrix.prototype.invertToRefSIMD;
  2814. Matrix.LookAtLHToRef = Matrix.LookAtLHToRefSIMD;
  2815. Vector3.TransformCoordinatesToRef = Vector3.TransformCoordinatesToRefSIMD;
  2816. Vector3.TransformCoordinatesFromFloatsToRef = Vector3.TransformCoordinatesFromFloatsToRefSIMD;
  2817. Object.defineProperty(BABYLON.Vector3.prototype, "x", {
  2818. get: function () {
  2819. return this._data[0];
  2820. },
  2821. set: function (value) {
  2822. if (!this._data) {
  2823. this._data = new Float32Array(3);
  2824. }
  2825. this._data[0] = value;
  2826. }
  2827. });
  2828. Object.defineProperty(BABYLON.Vector3.prototype, "y", {
  2829. get: function () {
  2830. return this._data[1];
  2831. },
  2832. set: function (value) {
  2833. this._data[1] = value;
  2834. }
  2835. });
  2836. Object.defineProperty(BABYLON.Vector3.prototype, "z", {
  2837. get: function () {
  2838. return this._data[2];
  2839. },
  2840. set: function (value) {
  2841. this._data[2] = value;
  2842. }
  2843. });
  2844. SIMDHelper._isEnabled = true;
  2845. };
  2846. SIMDHelper._isEnabled = false;
  2847. return SIMDHelper;
  2848. })();
  2849. BABYLON.SIMDHelper = SIMDHelper;
  2850. if (window.SIMD !== undefined) {
  2851. SIMDHelper.EnableSIMD();
  2852. }
  2853. })(BABYLON || (BABYLON = {}));
  2854. //# sourceMappingURL=babylon.math.js.mapvar BABYLON;
  2855. (function (BABYLON) {
  2856. // Screenshots
  2857. var screenshotCanvas;
  2858. var cloneValue = function (source, destinationObject) {
  2859. if (!source)
  2860. return null;
  2861. if (source instanceof BABYLON.Mesh) {
  2862. return null;
  2863. }
  2864. if (source instanceof BABYLON.SubMesh) {
  2865. return source.clone(destinationObject);
  2866. }
  2867. else if (source.clone) {
  2868. return source.clone();
  2869. }
  2870. return null;
  2871. };
  2872. var Tools = (function () {
  2873. function Tools() {
  2874. }
  2875. Tools.GetFilename = function (path) {
  2876. var index = path.lastIndexOf("/");
  2877. if (index < 0)
  2878. return path;
  2879. return path.substring(index + 1);
  2880. };
  2881. Tools.GetDOMTextContent = function (element) {
  2882. var result = "";
  2883. var child = element.firstChild;
  2884. while (child) {
  2885. if (child.nodeType === 3) {
  2886. result += child.textContent;
  2887. }
  2888. child = child.nextSibling;
  2889. }
  2890. return result;
  2891. };
  2892. Tools.ToDegrees = function (angle) {
  2893. return angle * 180 / Math.PI;
  2894. };
  2895. Tools.ToRadians = function (angle) {
  2896. return angle * Math.PI / 180;
  2897. };
  2898. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount) {
  2899. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  2900. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  2901. for (var index = indexStart; index < indexStart + indexCount; index++) {
  2902. var current = new BABYLON.Vector3(positions[indices[index] * 3], positions[indices[index] * 3 + 1], positions[indices[index] * 3 + 2]);
  2903. minimum = BABYLON.Vector3.Minimize(current, minimum);
  2904. maximum = BABYLON.Vector3.Maximize(current, maximum);
  2905. }
  2906. return {
  2907. minimum: minimum,
  2908. maximum: maximum
  2909. };
  2910. };
  2911. Tools.ExtractMinAndMax = function (positions, start, count) {
  2912. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  2913. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  2914. for (var index = start; index < start + count; index++) {
  2915. var current = new BABYLON.Vector3(positions[index * 3], positions[index * 3 + 1], positions[index * 3 + 2]);
  2916. minimum = BABYLON.Vector3.Minimize(current, minimum);
  2917. maximum = BABYLON.Vector3.Maximize(current, maximum);
  2918. }
  2919. return {
  2920. minimum: minimum,
  2921. maximum: maximum
  2922. };
  2923. };
  2924. Tools.MakeArray = function (obj, allowsNullUndefined) {
  2925. if (allowsNullUndefined !== true && (obj === undefined || obj == null))
  2926. return undefined;
  2927. return Array.isArray(obj) ? obj : [obj];
  2928. };
  2929. // Misc.
  2930. Tools.GetPointerPrefix = function () {
  2931. var eventPrefix = "pointer";
  2932. // Check if hand.js is referenced or if the browser natively supports pointer events
  2933. if (!navigator.pointerEnabled) {
  2934. eventPrefix = "mouse";
  2935. }
  2936. return eventPrefix;
  2937. };
  2938. Tools.QueueNewFrame = function (func) {
  2939. if (window.requestAnimationFrame)
  2940. window.requestAnimationFrame(func);
  2941. else if (window.msRequestAnimationFrame)
  2942. window.msRequestAnimationFrame(func);
  2943. else if (window.webkitRequestAnimationFrame)
  2944. window.webkitRequestAnimationFrame(func);
  2945. else if (window.mozRequestAnimationFrame)
  2946. window.mozRequestAnimationFrame(func);
  2947. else if (window.oRequestAnimationFrame)
  2948. window.oRequestAnimationFrame(func);
  2949. else {
  2950. window.setTimeout(func, 16);
  2951. }
  2952. };
  2953. Tools.RequestFullscreen = function (element) {
  2954. if (element.requestFullscreen)
  2955. element.requestFullscreen();
  2956. else if (element.msRequestFullscreen)
  2957. element.msRequestFullscreen();
  2958. else if (element.webkitRequestFullscreen)
  2959. element.webkitRequestFullscreen();
  2960. else if (element.mozRequestFullScreen)
  2961. element.mozRequestFullScreen();
  2962. };
  2963. Tools.ExitFullscreen = function () {
  2964. if (document.exitFullscreen) {
  2965. document.exitFullscreen();
  2966. }
  2967. else if (document.mozCancelFullScreen) {
  2968. document.mozCancelFullScreen();
  2969. }
  2970. else if (document.webkitCancelFullScreen) {
  2971. document.webkitCancelFullScreen();
  2972. }
  2973. else if (document.msCancelFullScreen) {
  2974. document.msCancelFullScreen();
  2975. }
  2976. };
  2977. // External files
  2978. Tools.CleanUrl = function (url) {
  2979. url = url.replace(/#/mg, "%23");
  2980. return url;
  2981. };
  2982. Tools.LoadImage = function (url, onload, onerror, database) {
  2983. url = Tools.CleanUrl(url);
  2984. var img = new Image();
  2985. if (url.substr(0, 5) !== "data:")
  2986. img.crossOrigin = 'anonymous';
  2987. img.onload = function () {
  2988. onload(img);
  2989. };
  2990. img.onerror = function (err) {
  2991. onerror(img, err);
  2992. };
  2993. var noIndexedDB = function () {
  2994. img.src = url;
  2995. };
  2996. var loadFromIndexedDB = function () {
  2997. database.loadImageFromDB(url, img);
  2998. };
  2999. //ANY database to do!
  3000. if (database && database.enableTexturesOffline && BABYLON.Database.isUASupportingBlobStorage) {
  3001. database.openAsync(loadFromIndexedDB, noIndexedDB);
  3002. }
  3003. else {
  3004. if (url.indexOf("file:") === -1) {
  3005. noIndexedDB();
  3006. }
  3007. else {
  3008. try {
  3009. var textureName = url.substring(5);
  3010. var blobURL;
  3011. try {
  3012. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName], { oneTimeOnly: true });
  3013. }
  3014. catch (ex) {
  3015. // Chrome doesn't support oneTimeOnly parameter
  3016. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName]);
  3017. }
  3018. img.src = blobURL;
  3019. }
  3020. catch (e) {
  3021. Tools.Log("Error while trying to load texture: " + textureName);
  3022. img.src = null;
  3023. }
  3024. }
  3025. }
  3026. return img;
  3027. };
  3028. //ANY
  3029. Tools.LoadFile = function (url, callback, progressCallBack, database, useArrayBuffer, onError) {
  3030. url = Tools.CleanUrl(url);
  3031. var noIndexedDB = function () {
  3032. var request = new XMLHttpRequest();
  3033. var loadUrl = Tools.BaseUrl + url;
  3034. request.open('GET', loadUrl, true);
  3035. if (useArrayBuffer) {
  3036. request.responseType = "arraybuffer";
  3037. }
  3038. request.onprogress = progressCallBack;
  3039. request.onreadystatechange = function () {
  3040. if (request.readyState === 4) {
  3041. if (request.status === 200 || Tools.ValidateXHRData(request, !useArrayBuffer ? 1 : 6)) {
  3042. callback(!useArrayBuffer ? request.responseText : request.response);
  3043. }
  3044. else {
  3045. if (onError) {
  3046. onError();
  3047. }
  3048. else {
  3049. throw new Error("Error status: " + request.status + " - Unable to load " + loadUrl);
  3050. }
  3051. }
  3052. }
  3053. };
  3054. request.send(null);
  3055. };
  3056. var loadFromIndexedDB = function () {
  3057. database.loadFileFromDB(url, callback, progressCallBack, noIndexedDB, useArrayBuffer);
  3058. };
  3059. if (url.indexOf("file:") !== -1) {
  3060. var fileName = url.substring(5);
  3061. Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], callback, progressCallBack, true);
  3062. }
  3063. else {
  3064. // Caching all files
  3065. if (database && database.enableSceneOffline) {
  3066. database.openAsync(loadFromIndexedDB, noIndexedDB);
  3067. }
  3068. else {
  3069. noIndexedDB();
  3070. }
  3071. }
  3072. };
  3073. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  3074. var reader = new FileReader();
  3075. reader.onload = function (e) {
  3076. //target doesn't have result from ts 1.3
  3077. callback(e.target['result']);
  3078. };
  3079. reader.onprogress = progressCallback;
  3080. reader.readAsDataURL(fileToLoad);
  3081. };
  3082. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  3083. var reader = new FileReader();
  3084. reader.onerror = function (e) {
  3085. Tools.Log("Error while reading file: " + fileToLoad.name);
  3086. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.81, 0], meshes: [], cameras: [], lights: [] }));
  3087. };
  3088. reader.onload = function (e) {
  3089. //target doesn't have result from ts 1.3
  3090. callback(e.target['result']);
  3091. };
  3092. reader.onprogress = progressCallBack;
  3093. if (!useArrayBuffer) {
  3094. // Asynchronous read
  3095. reader.readAsText(fileToLoad);
  3096. }
  3097. else {
  3098. reader.readAsArrayBuffer(fileToLoad);
  3099. }
  3100. };
  3101. // Misc.
  3102. Tools.Clamp = function (value, min, max) {
  3103. if (min === void 0) { min = 0; }
  3104. if (max === void 0) { max = 1; }
  3105. return Math.min(max, Math.max(min, value));
  3106. };
  3107. // Returns -1 when value is a negative number and
  3108. // +1 when value is a positive number.
  3109. Tools.Sign = function (value) {
  3110. value = +value; // convert to a number
  3111. if (value === 0 || isNaN(value))
  3112. return value;
  3113. return value > 0 ? 1 : -1;
  3114. };
  3115. Tools.Format = function (value, decimals) {
  3116. if (decimals === void 0) { decimals = 2; }
  3117. return value.toFixed(decimals);
  3118. };
  3119. Tools.CheckExtends = function (v, min, max) {
  3120. if (v.x < min.x)
  3121. min.x = v.x;
  3122. if (v.y < min.y)
  3123. min.y = v.y;
  3124. if (v.z < min.z)
  3125. min.z = v.z;
  3126. if (v.x > max.x)
  3127. max.x = v.x;
  3128. if (v.y > max.y)
  3129. max.y = v.y;
  3130. if (v.z > max.z)
  3131. max.z = v.z;
  3132. };
  3133. Tools.WithinEpsilon = function (a, b, epsilon) {
  3134. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  3135. var num = a - b;
  3136. return -epsilon <= num && num <= epsilon;
  3137. };
  3138. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  3139. for (var prop in source) {
  3140. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  3141. continue;
  3142. }
  3143. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  3144. continue;
  3145. }
  3146. var sourceValue = source[prop];
  3147. var typeOfSourceValue = typeof sourceValue;
  3148. if (typeOfSourceValue === "function") {
  3149. continue;
  3150. }
  3151. if (typeOfSourceValue === "object") {
  3152. if (sourceValue instanceof Array) {
  3153. destination[prop] = [];
  3154. if (sourceValue.length > 0) {
  3155. if (typeof sourceValue[0] == "object") {
  3156. for (var index = 0; index < sourceValue.length; index++) {
  3157. var clonedValue = cloneValue(sourceValue[index], destination);
  3158. if (destination[prop].indexOf(clonedValue) === -1) {
  3159. destination[prop].push(clonedValue);
  3160. }
  3161. }
  3162. }
  3163. else {
  3164. destination[prop] = sourceValue.slice(0);
  3165. }
  3166. }
  3167. }
  3168. else {
  3169. destination[prop] = cloneValue(sourceValue, destination);
  3170. }
  3171. }
  3172. else {
  3173. destination[prop] = sourceValue;
  3174. }
  3175. }
  3176. };
  3177. Tools.IsEmpty = function (obj) {
  3178. for (var i in obj) {
  3179. return false;
  3180. }
  3181. return true;
  3182. };
  3183. Tools.RegisterTopRootEvents = function (events) {
  3184. for (var index = 0; index < events.length; index++) {
  3185. var event = events[index];
  3186. window.addEventListener(event.name, event.handler, false);
  3187. try {
  3188. if (window.parent) {
  3189. window.parent.addEventListener(event.name, event.handler, false);
  3190. }
  3191. }
  3192. catch (e) {
  3193. }
  3194. }
  3195. };
  3196. Tools.UnregisterTopRootEvents = function (events) {
  3197. for (var index = 0; index < events.length; index++) {
  3198. var event = events[index];
  3199. window.removeEventListener(event.name, event.handler);
  3200. try {
  3201. if (window.parent) {
  3202. window.parent.removeEventListener(event.name, event.handler);
  3203. }
  3204. }
  3205. catch (e) {
  3206. }
  3207. }
  3208. };
  3209. Tools.DumpFramebuffer = function (width, height, engine) {
  3210. // Read the contents of the framebuffer
  3211. var numberOfChannelsByLine = width * 4;
  3212. var halfHeight = height / 2;
  3213. //Reading datas from WebGL
  3214. var data = engine.readPixels(0, 0, width, height);
  3215. for (var i = 0; i < halfHeight; i++) {
  3216. for (var j = 0; j < numberOfChannelsByLine; j++) {
  3217. var currentCell = j + i * numberOfChannelsByLine;
  3218. var targetLine = height - i - 1;
  3219. var targetCell = j + targetLine * numberOfChannelsByLine;
  3220. var temp = data[currentCell];
  3221. data[currentCell] = data[targetCell];
  3222. data[targetCell] = temp;
  3223. }
  3224. }
  3225. // Create a 2D canvas to store the result
  3226. if (!screenshotCanvas) {
  3227. screenshotCanvas = document.createElement('canvas');
  3228. }
  3229. screenshotCanvas.width = width;
  3230. screenshotCanvas.height = height;
  3231. var context = screenshotCanvas.getContext('2d');
  3232. // Copy the pixels to a 2D canvas
  3233. var imageData = context.createImageData(width, height);
  3234. //cast is due to ts error in lib.d.ts, see here - https://github.com/Microsoft/TypeScript/issues/949
  3235. var castData = imageData.data;
  3236. castData.set(data);
  3237. context.putImageData(imageData, 0, 0);
  3238. var base64Image = screenshotCanvas.toDataURL();
  3239. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  3240. if (("download" in document.createElement("a"))) {
  3241. var a = window.document.createElement("a");
  3242. a.href = base64Image;
  3243. var date = new Date();
  3244. var stringDate = date.getFullYear() + "/" + date.getMonth() + "/" + date.getDate() + "-" + date.getHours() + ":" + date.getMinutes();
  3245. a.setAttribute("download", "screenshot-" + stringDate + ".png");
  3246. window.document.body.appendChild(a);
  3247. a.addEventListener("click", function () {
  3248. a.parentElement.removeChild(a);
  3249. });
  3250. a.click();
  3251. }
  3252. else {
  3253. var newWindow = window.open("");
  3254. var img = newWindow.document.createElement("img");
  3255. img.src = base64Image;
  3256. newWindow.document.body.appendChild(img);
  3257. }
  3258. };
  3259. Tools.CreateScreenshot = function (engine, camera, size) {
  3260. var width;
  3261. var height;
  3262. var scene = camera.getScene();
  3263. var previousCamera = null;
  3264. if (scene.activeCamera !== camera) {
  3265. previousCamera = scene.activeCamera;
  3266. scene.activeCamera = camera;
  3267. }
  3268. //If a precision value is specified
  3269. if (size.precision) {
  3270. width = Math.round(engine.getRenderWidth() * size.precision);
  3271. height = Math.round(width / engine.getAspectRatio(camera));
  3272. size = { width: width, height: height };
  3273. }
  3274. else if (size.width && size.height) {
  3275. width = size.width;
  3276. height = size.height;
  3277. }
  3278. else if (size.width && !size.height) {
  3279. width = size.width;
  3280. height = Math.round(width / engine.getAspectRatio(camera));
  3281. size = { width: width, height: height };
  3282. }
  3283. else if (size.height && !size.width) {
  3284. height = size.height;
  3285. width = Math.round(height * engine.getAspectRatio(camera));
  3286. size = { width: width, height: height };
  3287. }
  3288. else if (!isNaN(size)) {
  3289. height = size;
  3290. width = size;
  3291. }
  3292. else {
  3293. Tools.Error("Invalid 'size' parameter !");
  3294. return;
  3295. }
  3296. //At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  3297. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false);
  3298. texture.renderList = scene.meshes;
  3299. texture.onAfterRender = function () {
  3300. Tools.DumpFramebuffer(width, height, engine);
  3301. };
  3302. scene.incrementRenderId();
  3303. texture.render(true);
  3304. texture.dispose();
  3305. if (previousCamera) {
  3306. scene.activeCamera = previousCamera;
  3307. }
  3308. };
  3309. // XHR response validator for local file scenario
  3310. Tools.ValidateXHRData = function (xhr, dataType) {
  3311. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  3312. if (dataType === void 0) { dataType = 7; }
  3313. try {
  3314. if (dataType & 1) {
  3315. if (xhr.responseText && xhr.responseText.length > 0) {
  3316. return true;
  3317. }
  3318. else if (dataType === 1) {
  3319. return false;
  3320. }
  3321. }
  3322. if (dataType & 2) {
  3323. // Check header width and height since there is no "TGA" magic number
  3324. var tgaHeader = BABYLON.Internals.TGATools.GetTGAHeader(xhr.response);
  3325. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  3326. return true;
  3327. }
  3328. else if (dataType === 2) {
  3329. return false;
  3330. }
  3331. }
  3332. if (dataType & 4) {
  3333. // Check for the "DDS" magic number
  3334. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  3335. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  3336. return true;
  3337. }
  3338. else {
  3339. return false;
  3340. }
  3341. }
  3342. }
  3343. catch (e) {
  3344. }
  3345. return false;
  3346. };
  3347. Object.defineProperty(Tools, "NoneLogLevel", {
  3348. get: function () {
  3349. return Tools._NoneLogLevel;
  3350. },
  3351. enumerable: true,
  3352. configurable: true
  3353. });
  3354. Object.defineProperty(Tools, "MessageLogLevel", {
  3355. get: function () {
  3356. return Tools._MessageLogLevel;
  3357. },
  3358. enumerable: true,
  3359. configurable: true
  3360. });
  3361. Object.defineProperty(Tools, "WarningLogLevel", {
  3362. get: function () {
  3363. return Tools._WarningLogLevel;
  3364. },
  3365. enumerable: true,
  3366. configurable: true
  3367. });
  3368. Object.defineProperty(Tools, "ErrorLogLevel", {
  3369. get: function () {
  3370. return Tools._ErrorLogLevel;
  3371. },
  3372. enumerable: true,
  3373. configurable: true
  3374. });
  3375. Object.defineProperty(Tools, "AllLogLevel", {
  3376. get: function () {
  3377. return Tools._MessageLogLevel | Tools._WarningLogLevel | Tools._ErrorLogLevel;
  3378. },
  3379. enumerable: true,
  3380. configurable: true
  3381. });
  3382. Tools._AddLogEntry = function (entry) {
  3383. Tools._LogCache = entry + Tools._LogCache;
  3384. if (Tools.OnNewCacheEntry) {
  3385. Tools.OnNewCacheEntry(entry);
  3386. }
  3387. };
  3388. Tools._FormatMessage = function (message) {
  3389. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  3390. var date = new Date();
  3391. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  3392. };
  3393. Tools._LogDisabled = function (message) {
  3394. // nothing to do
  3395. };
  3396. Tools._LogEnabled = function (message) {
  3397. var formattedMessage = Tools._FormatMessage(message);
  3398. console.log("BJS - " + formattedMessage);
  3399. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  3400. Tools._AddLogEntry(entry);
  3401. };
  3402. Tools._WarnDisabled = function (message) {
  3403. // nothing to do
  3404. };
  3405. Tools._WarnEnabled = function (message) {
  3406. var formattedMessage = Tools._FormatMessage(message);
  3407. console.warn("BJS - " + formattedMessage);
  3408. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  3409. Tools._AddLogEntry(entry);
  3410. };
  3411. Tools._ErrorDisabled = function (message) {
  3412. // nothing to do
  3413. };
  3414. Tools._ErrorEnabled = function (message) {
  3415. var formattedMessage = Tools._FormatMessage(message);
  3416. console.error("BJS - " + formattedMessage);
  3417. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  3418. Tools._AddLogEntry(entry);
  3419. };
  3420. Object.defineProperty(Tools, "LogCache", {
  3421. get: function () {
  3422. return Tools._LogCache;
  3423. },
  3424. enumerable: true,
  3425. configurable: true
  3426. });
  3427. Object.defineProperty(Tools, "LogLevels", {
  3428. set: function (level) {
  3429. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  3430. Tools.Log = Tools._LogEnabled;
  3431. }
  3432. else {
  3433. Tools.Log = Tools._LogDisabled;
  3434. }
  3435. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  3436. Tools.Warn = Tools._WarnEnabled;
  3437. }
  3438. else {
  3439. Tools.Warn = Tools._WarnDisabled;
  3440. }
  3441. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  3442. Tools.Error = Tools._ErrorEnabled;
  3443. }
  3444. else {
  3445. Tools.Error = Tools._ErrorDisabled;
  3446. }
  3447. },
  3448. enumerable: true,
  3449. configurable: true
  3450. });
  3451. Object.defineProperty(Tools, "PerformanceNoneLogLevel", {
  3452. get: function () {
  3453. return Tools._PerformanceNoneLogLevel;
  3454. },
  3455. enumerable: true,
  3456. configurable: true
  3457. });
  3458. Object.defineProperty(Tools, "PerformanceUserMarkLogLevel", {
  3459. get: function () {
  3460. return Tools._PerformanceUserMarkLogLevel;
  3461. },
  3462. enumerable: true,
  3463. configurable: true
  3464. });
  3465. Object.defineProperty(Tools, "PerformanceConsoleLogLevel", {
  3466. get: function () {
  3467. return Tools._PerformanceConsoleLogLevel;
  3468. },
  3469. enumerable: true,
  3470. configurable: true
  3471. });
  3472. Object.defineProperty(Tools, "PerformanceLogLevel", {
  3473. set: function (level) {
  3474. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  3475. Tools.StartPerformanceCounter = Tools._StartUserMark;
  3476. Tools.EndPerformanceCounter = Tools._EndUserMark;
  3477. return;
  3478. }
  3479. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  3480. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  3481. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  3482. return;
  3483. }
  3484. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3485. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3486. },
  3487. enumerable: true,
  3488. configurable: true
  3489. });
  3490. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  3491. };
  3492. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  3493. };
  3494. Tools._StartUserMark = function (counterName, condition) {
  3495. if (condition === void 0) { condition = true; }
  3496. if (!condition || !Tools._performance.mark) {
  3497. return;
  3498. }
  3499. Tools._performance.mark(counterName + "-Begin");
  3500. };
  3501. Tools._EndUserMark = function (counterName, condition) {
  3502. if (condition === void 0) { condition = true; }
  3503. if (!condition || !Tools._performance.mark) {
  3504. return;
  3505. }
  3506. Tools._performance.mark(counterName + "-End");
  3507. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  3508. };
  3509. Tools._StartPerformanceConsole = function (counterName, condition) {
  3510. if (condition === void 0) { condition = true; }
  3511. if (!condition) {
  3512. return;
  3513. }
  3514. Tools._StartUserMark(counterName, condition);
  3515. if (console.time) {
  3516. console.time(counterName);
  3517. }
  3518. };
  3519. Tools._EndPerformanceConsole = function (counterName, condition) {
  3520. if (condition === void 0) { condition = true; }
  3521. if (!condition) {
  3522. return;
  3523. }
  3524. Tools._EndUserMark(counterName, condition);
  3525. if (console.time) {
  3526. console.timeEnd(counterName);
  3527. }
  3528. };
  3529. Object.defineProperty(Tools, "Now", {
  3530. get: function () {
  3531. if (window.performance && window.performance.now) {
  3532. return window.performance.now();
  3533. }
  3534. return new Date().getTime();
  3535. },
  3536. enumerable: true,
  3537. configurable: true
  3538. });
  3539. // Deprecated
  3540. Tools.GetFps = function () {
  3541. Tools.Warn("Tools.GetFps() is deprecated. Please use engine.getFps() instead");
  3542. return 0;
  3543. };
  3544. Tools.BaseUrl = "";
  3545. Tools.GetExponantOfTwo = function (value, max) {
  3546. var count = 1;
  3547. do {
  3548. count *= 2;
  3549. } while (count < value);
  3550. if (count > max)
  3551. count = max;
  3552. return count;
  3553. };
  3554. // Logs
  3555. Tools._NoneLogLevel = 0;
  3556. Tools._MessageLogLevel = 1;
  3557. Tools._WarningLogLevel = 2;
  3558. Tools._ErrorLogLevel = 4;
  3559. Tools._LogCache = "";
  3560. Tools.Log = Tools._LogEnabled;
  3561. Tools.Warn = Tools._WarnEnabled;
  3562. Tools.Error = Tools._ErrorEnabled;
  3563. // Performances
  3564. Tools._PerformanceNoneLogLevel = 0;
  3565. Tools._PerformanceUserMarkLogLevel = 1;
  3566. Tools._PerformanceConsoleLogLevel = 2;
  3567. Tools._performance = window.performance;
  3568. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3569. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3570. return Tools;
  3571. })();
  3572. BABYLON.Tools = Tools;
  3573. /**
  3574. * An implementation of a loop for asynchronous functions.
  3575. */
  3576. var AsyncLoop = (function () {
  3577. /**
  3578. * Constroctor.
  3579. * @param iterations the number of iterations.
  3580. * @param _fn the function to run each iteration
  3581. * @param _successCallback the callback that will be called upon succesful execution
  3582. * @param offset starting offset.
  3583. */
  3584. function AsyncLoop(iterations, _fn, _successCallback, offset) {
  3585. if (offset === void 0) { offset = 0; }
  3586. this.iterations = iterations;
  3587. this._fn = _fn;
  3588. this._successCallback = _successCallback;
  3589. this.index = offset - 1;
  3590. this._done = false;
  3591. }
  3592. /**
  3593. * Execute the next iteration. Must be called after the last iteration was finished.
  3594. */
  3595. AsyncLoop.prototype.executeNext = function () {
  3596. if (!this._done) {
  3597. if (this.index + 1 < this.iterations) {
  3598. ++this.index;
  3599. this._fn(this);
  3600. }
  3601. else {
  3602. this.breakLoop();
  3603. }
  3604. }
  3605. };
  3606. /**
  3607. * Break the loop and run the success callback.
  3608. */
  3609. AsyncLoop.prototype.breakLoop = function () {
  3610. this._done = true;
  3611. this._successCallback();
  3612. };
  3613. /**
  3614. * Helper function
  3615. */
  3616. AsyncLoop.Run = function (iterations, _fn, _successCallback, offset) {
  3617. if (offset === void 0) { offset = 0; }
  3618. var loop = new AsyncLoop(iterations, _fn, _successCallback, offset);
  3619. loop.executeNext();
  3620. return loop;
  3621. };
  3622. /**
  3623. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3624. * @param iterations total number of iterations
  3625. * @param syncedIterations number of synchronous iterations in each async iteration.
  3626. * @param fn the function to call each iteration.
  3627. * @param callback a success call back that will be called when iterating stops.
  3628. * @param breakFunction a break condition (optional)
  3629. * @param timeout timeout settings for the setTimeout function. default - 0.
  3630. * @constructor
  3631. */
  3632. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3633. if (timeout === void 0) { timeout = 0; }
  3634. AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3635. if (breakFunction && breakFunction())
  3636. loop.breakLoop();
  3637. else {
  3638. setTimeout(function () {
  3639. for (var i = 0; i < syncedIterations; ++i) {
  3640. var iteration = (loop.index * syncedIterations) + i;
  3641. if (iteration >= iterations)
  3642. break;
  3643. fn(iteration);
  3644. if (breakFunction && breakFunction()) {
  3645. loop.breakLoop();
  3646. break;
  3647. }
  3648. }
  3649. loop.executeNext();
  3650. }, timeout);
  3651. }
  3652. }, callback);
  3653. };
  3654. return AsyncLoop;
  3655. })();
  3656. BABYLON.AsyncLoop = AsyncLoop;
  3657. })(BABYLON || (BABYLON = {}));
  3658. //# sourceMappingURL=babylon.tools.js.mapvar BABYLON;
  3659. (function (BABYLON) {
  3660. var _DepthCullingState = (function () {
  3661. function _DepthCullingState() {
  3662. this._isDepthTestDirty = false;
  3663. this._isDepthMaskDirty = false;
  3664. this._isDepthFuncDirty = false;
  3665. this._isCullFaceDirty = false;
  3666. this._isCullDirty = false;
  3667. this._isZOffsetDirty = false;
  3668. }
  3669. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  3670. get: function () {
  3671. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty;
  3672. },
  3673. enumerable: true,
  3674. configurable: true
  3675. });
  3676. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  3677. get: function () {
  3678. return this._zOffset;
  3679. },
  3680. set: function (value) {
  3681. if (this._zOffset === value) {
  3682. return;
  3683. }
  3684. this._zOffset = value;
  3685. this._isZOffsetDirty = true;
  3686. },
  3687. enumerable: true,
  3688. configurable: true
  3689. });
  3690. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  3691. get: function () {
  3692. return this._cullFace;
  3693. },
  3694. set: function (value) {
  3695. if (this._cullFace === value) {
  3696. return;
  3697. }
  3698. this._cullFace = value;
  3699. this._isCullFaceDirty = true;
  3700. },
  3701. enumerable: true,
  3702. configurable: true
  3703. });
  3704. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  3705. get: function () {
  3706. return this._cull;
  3707. },
  3708. set: function (value) {
  3709. if (this._cull === value) {
  3710. return;
  3711. }
  3712. this._cull = value;
  3713. this._isCullDirty = true;
  3714. },
  3715. enumerable: true,
  3716. configurable: true
  3717. });
  3718. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  3719. get: function () {
  3720. return this._depthFunc;
  3721. },
  3722. set: function (value) {
  3723. if (this._depthFunc === value) {
  3724. return;
  3725. }
  3726. this._depthFunc = value;
  3727. this._isDepthFuncDirty = true;
  3728. },
  3729. enumerable: true,
  3730. configurable: true
  3731. });
  3732. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  3733. get: function () {
  3734. return this._depthMask;
  3735. },
  3736. set: function (value) {
  3737. if (this._depthMask === value) {
  3738. return;
  3739. }
  3740. this._depthMask = value;
  3741. this._isDepthMaskDirty = true;
  3742. },
  3743. enumerable: true,
  3744. configurable: true
  3745. });
  3746. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  3747. get: function () {
  3748. return this._depthTest;
  3749. },
  3750. set: function (value) {
  3751. if (this._depthTest === value) {
  3752. return;
  3753. }
  3754. this._depthTest = value;
  3755. this._isDepthTestDirty = true;
  3756. },
  3757. enumerable: true,
  3758. configurable: true
  3759. });
  3760. _DepthCullingState.prototype.reset = function () {
  3761. this._depthMask = true;
  3762. this._depthTest = true;
  3763. this._depthFunc = null;
  3764. this._cull = null;
  3765. this._cullFace = null;
  3766. this._zOffset = 0;
  3767. this._isDepthTestDirty = true;
  3768. this._isDepthMaskDirty = true;
  3769. this._isDepthFuncDirty = false;
  3770. this._isCullFaceDirty = false;
  3771. this._isCullDirty = false;
  3772. this._isZOffsetDirty = false;
  3773. };
  3774. _DepthCullingState.prototype.apply = function (gl) {
  3775. if (!this.isDirty) {
  3776. return;
  3777. }
  3778. // Cull
  3779. if (this._isCullDirty) {
  3780. if (this.cull) {
  3781. gl.enable(gl.CULL_FACE);
  3782. }
  3783. else {
  3784. gl.disable(gl.CULL_FACE);
  3785. }
  3786. this._isCullDirty = false;
  3787. }
  3788. // Cull face
  3789. if (this._isCullFaceDirty) {
  3790. gl.cullFace(this.cullFace);
  3791. this._isCullFaceDirty = false;
  3792. }
  3793. // Depth mask
  3794. if (this._isDepthMaskDirty) {
  3795. gl.depthMask(this.depthMask);
  3796. this._isDepthMaskDirty = false;
  3797. }
  3798. // Depth test
  3799. if (this._isDepthTestDirty) {
  3800. if (this.depthTest) {
  3801. gl.enable(gl.DEPTH_TEST);
  3802. }
  3803. else {
  3804. gl.disable(gl.DEPTH_TEST);
  3805. }
  3806. this._isDepthTestDirty = false;
  3807. }
  3808. // Depth func
  3809. if (this._isDepthFuncDirty) {
  3810. gl.depthFunc(this.depthFunc);
  3811. this._isDepthFuncDirty = false;
  3812. }
  3813. // zOffset
  3814. if (this._isZOffsetDirty) {
  3815. if (this.zOffset) {
  3816. gl.enable(gl.POLYGON_OFFSET_FILL);
  3817. gl.polygonOffset(this.zOffset, 0);
  3818. }
  3819. else {
  3820. gl.disable(gl.POLYGON_OFFSET_FILL);
  3821. }
  3822. this._isZOffsetDirty = false;
  3823. }
  3824. };
  3825. return _DepthCullingState;
  3826. })();
  3827. BABYLON._DepthCullingState = _DepthCullingState;
  3828. var _AlphaState = (function () {
  3829. function _AlphaState() {
  3830. this._isAlphaBlendDirty = false;
  3831. this._isBlendFunctionParametersDirty = false;
  3832. this._alphaBlend = false;
  3833. this._blendFunctionParameters = new Array(4);
  3834. }
  3835. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  3836. get: function () {
  3837. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  3838. },
  3839. enumerable: true,
  3840. configurable: true
  3841. });
  3842. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  3843. get: function () {
  3844. return this._alphaBlend;
  3845. },
  3846. set: function (value) {
  3847. if (this._alphaBlend === value) {
  3848. return;
  3849. }
  3850. this._alphaBlend = value;
  3851. this._isAlphaBlendDirty = true;
  3852. },
  3853. enumerable: true,
  3854. configurable: true
  3855. });
  3856. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  3857. if (this._blendFunctionParameters[0] === value0 && this._blendFunctionParameters[1] === value1 && this._blendFunctionParameters[2] === value2 && this._blendFunctionParameters[3] === value3) {
  3858. return;
  3859. }
  3860. this._blendFunctionParameters[0] = value0;
  3861. this._blendFunctionParameters[1] = value1;
  3862. this._blendFunctionParameters[2] = value2;
  3863. this._blendFunctionParameters[3] = value3;
  3864. this._isBlendFunctionParametersDirty = true;
  3865. };
  3866. _AlphaState.prototype.reset = function () {
  3867. this._alphaBlend = false;
  3868. this._blendFunctionParameters[0] = null;
  3869. this._blendFunctionParameters[1] = null;
  3870. this._blendFunctionParameters[2] = null;
  3871. this._blendFunctionParameters[3] = null;
  3872. this._isAlphaBlendDirty = true;
  3873. this._isBlendFunctionParametersDirty = false;
  3874. };
  3875. _AlphaState.prototype.apply = function (gl) {
  3876. if (!this.isDirty) {
  3877. return;
  3878. }
  3879. // Alpha blend
  3880. if (this._isAlphaBlendDirty) {
  3881. if (this._alphaBlend) {
  3882. gl.enable(gl.BLEND);
  3883. }
  3884. else {
  3885. gl.disable(gl.BLEND);
  3886. }
  3887. this._isAlphaBlendDirty = false;
  3888. }
  3889. // Alpha function
  3890. if (this._isBlendFunctionParametersDirty) {
  3891. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  3892. this._isBlendFunctionParametersDirty = false;
  3893. }
  3894. };
  3895. return _AlphaState;
  3896. })();
  3897. BABYLON._AlphaState = _AlphaState;
  3898. var compileShader = function (gl, source, type, defines) {
  3899. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  3900. gl.shaderSource(shader, (defines ? defines + "\n" : "") + source);
  3901. gl.compileShader(shader);
  3902. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  3903. throw new Error(gl.getShaderInfoLog(shader));
  3904. }
  3905. return shader;
  3906. };
  3907. var getWebGLTextureType = function (gl, type) {
  3908. var textureType = gl.UNSIGNED_BYTE;
  3909. if (type === Engine.TEXTURETYPE_FLOAT)
  3910. textureType = gl.FLOAT;
  3911. return textureType;
  3912. };
  3913. var getSamplingParameters = function (samplingMode, generateMipMaps, gl) {
  3914. var magFilter = gl.NEAREST;
  3915. var minFilter = gl.NEAREST;
  3916. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  3917. magFilter = gl.LINEAR;
  3918. if (generateMipMaps) {
  3919. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  3920. }
  3921. else {
  3922. minFilter = gl.LINEAR;
  3923. }
  3924. }
  3925. else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  3926. magFilter = gl.LINEAR;
  3927. if (generateMipMaps) {
  3928. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  3929. }
  3930. else {
  3931. minFilter = gl.LINEAR;
  3932. }
  3933. }
  3934. else if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  3935. magFilter = gl.NEAREST;
  3936. if (generateMipMaps) {
  3937. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  3938. }
  3939. else {
  3940. minFilter = gl.NEAREST;
  3941. }
  3942. }
  3943. return {
  3944. min: minFilter,
  3945. mag: magFilter
  3946. };
  3947. };
  3948. var prepareWebGLTexture = function (texture, gl, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  3949. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  3950. var engine = scene.getEngine();
  3951. var potWidth = BABYLON.Tools.GetExponantOfTwo(width, engine.getCaps().maxTextureSize);
  3952. var potHeight = BABYLON.Tools.GetExponantOfTwo(height, engine.getCaps().maxTextureSize);
  3953. gl.bindTexture(gl.TEXTURE_2D, texture);
  3954. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  3955. texture._baseWidth = width;
  3956. texture._baseHeight = height;
  3957. texture._width = potWidth;
  3958. texture._height = potHeight;
  3959. texture.isReady = true;
  3960. processFunction(potWidth, potHeight);
  3961. var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
  3962. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  3963. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  3964. if (!noMipmap && !isCompressed) {
  3965. gl.generateMipmap(gl.TEXTURE_2D);
  3966. }
  3967. gl.bindTexture(gl.TEXTURE_2D, null);
  3968. engine._activeTexturesCache = [];
  3969. texture.samplingMode = samplingMode;
  3970. scene._removePendingData(texture);
  3971. };
  3972. var partialLoad = function (url, index, loadedImages, scene, onfinish) {
  3973. var onload = function () {
  3974. loadedImages[index] = img;
  3975. loadedImages._internalCount++;
  3976. scene._removePendingData(img);
  3977. if (loadedImages._internalCount === 6) {
  3978. onfinish(loadedImages);
  3979. }
  3980. };
  3981. var onerror = function () {
  3982. scene._removePendingData(img);
  3983. };
  3984. var img = BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  3985. scene._addPendingData(img);
  3986. };
  3987. var cascadeLoad = function (rootUrl, scene, onfinish, extensions) {
  3988. var loadedImages = [];
  3989. loadedImages._internalCount = 0;
  3990. for (var index = 0; index < 6; index++) {
  3991. partialLoad(rootUrl + extensions[index], index, loadedImages, scene, onfinish);
  3992. }
  3993. };
  3994. var EngineCapabilities = (function () {
  3995. function EngineCapabilities() {
  3996. }
  3997. return EngineCapabilities;
  3998. })();
  3999. BABYLON.EngineCapabilities = EngineCapabilities;
  4000. /**
  4001. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio.
  4002. */
  4003. var Engine = (function () {
  4004. /**
  4005. * @constructor
  4006. * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering
  4007. * @param {boolean} [antialias] - enable antialias
  4008. * @param options - further options to be sent to the getContext function
  4009. */
  4010. function Engine(canvas, antialias, options) {
  4011. var _this = this;
  4012. // Public members
  4013. this.isFullscreen = false;
  4014. this.isPointerLock = false;
  4015. this.cullBackFaces = true;
  4016. this.renderEvenInBackground = true;
  4017. this.scenes = new Array();
  4018. this._windowIsBackground = false;
  4019. this._loadingDivBackgroundColor = "black";
  4020. this._drawCalls = 0;
  4021. this._renderingQueueLaunched = false;
  4022. this._activeRenderLoops = [];
  4023. // FPS
  4024. this.fpsRange = 60;
  4025. this.previousFramesDuration = [];
  4026. this.fps = 60;
  4027. this.deltaTime = 0;
  4028. // States
  4029. this._depthCullingState = new _DepthCullingState();
  4030. this._alphaState = new _AlphaState();
  4031. this._alphaMode = Engine.ALPHA_DISABLE;
  4032. // Cache
  4033. this._loadedTexturesCache = new Array();
  4034. this._activeTexturesCache = new Array();
  4035. this._compiledEffects = {};
  4036. this._uintIndicesCurrentlySet = false;
  4037. this._renderingCanvas = canvas;
  4038. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  4039. options = options || {};
  4040. options.antialias = antialias;
  4041. try {
  4042. this._gl = canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options);
  4043. }
  4044. catch (e) {
  4045. throw new Error("WebGL not supported");
  4046. }
  4047. if (!this._gl) {
  4048. throw new Error("WebGL not supported");
  4049. }
  4050. this._onBlur = function () {
  4051. _this._windowIsBackground = true;
  4052. };
  4053. this._onFocus = function () {
  4054. _this._windowIsBackground = false;
  4055. };
  4056. window.addEventListener("blur", this._onBlur);
  4057. window.addEventListener("focus", this._onFocus);
  4058. // Viewport
  4059. this._hardwareScalingLevel = 1.0 / (window.devicePixelRatio || 1.0);
  4060. this.resize();
  4061. // Caps
  4062. this._caps = new EngineCapabilities();
  4063. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  4064. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  4065. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  4066. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  4067. // Infos
  4068. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  4069. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  4070. if (rendererInfo != null) {
  4071. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  4072. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  4073. }
  4074. if (!this._glVendor) {
  4075. this._glVendor = "Unknown vendor";
  4076. }
  4077. if (!this._glRenderer) {
  4078. this._glRenderer = "Unknown renderer";
  4079. }
  4080. // Extensions
  4081. this._caps.standardDerivatives = (this._gl.getExtension('OES_standard_derivatives') !== null);
  4082. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc');
  4083. this._caps.textureFloat = (this._gl.getExtension('OES_texture_float') !== null);
  4084. 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');
  4085. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  4086. this._caps.instancedArrays = this._gl.getExtension('ANGLE_instanced_arrays');
  4087. this._caps.uintIndices = this._gl.getExtension('OES_element_index_uint') !== null;
  4088. this._caps.highPrecisionShaderSupported = true;
  4089. if (this._gl.getShaderPrecisionFormat) {
  4090. var highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  4091. this._caps.highPrecisionShaderSupported = highp.precision != 0;
  4092. }
  4093. // Depth buffer
  4094. this.setDepthBuffer(true);
  4095. this.setDepthFunctionToLessOrEqual();
  4096. this.setDepthWrite(true);
  4097. // Fullscreen
  4098. this._onFullscreenChange = function () {
  4099. if (document.fullscreen !== undefined) {
  4100. _this.isFullscreen = document.fullscreen;
  4101. }
  4102. else if (document.mozFullScreen !== undefined) {
  4103. _this.isFullscreen = document.mozFullScreen;
  4104. }
  4105. else if (document.webkitIsFullScreen !== undefined) {
  4106. _this.isFullscreen = document.webkitIsFullScreen;
  4107. }
  4108. else if (document.msIsFullScreen !== undefined) {
  4109. _this.isFullscreen = document.msIsFullScreen;
  4110. }
  4111. // Pointer lock
  4112. if (_this.isFullscreen && _this._pointerLockRequested) {
  4113. canvas.requestPointerLock = canvas.requestPointerLock || canvas.msRequestPointerLock || canvas.mozRequestPointerLock || canvas.webkitRequestPointerLock;
  4114. if (canvas.requestPointerLock) {
  4115. canvas.requestPointerLock();
  4116. }
  4117. }
  4118. };
  4119. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  4120. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  4121. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  4122. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  4123. // Pointer lock
  4124. this._onPointerLockChange = function () {
  4125. _this.isPointerLock = (document.mozPointerLockElement === canvas || document.webkitPointerLockElement === canvas || document.msPointerLockElement === canvas || document.pointerLockElement === canvas);
  4126. };
  4127. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  4128. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  4129. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  4130. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  4131. if (!Engine.audioEngine) {
  4132. Engine.audioEngine = new BABYLON.AudioEngine();
  4133. }
  4134. BABYLON.Tools.Log("Babylon.js engine (v" + Engine.Version + ") launched");
  4135. }
  4136. Object.defineProperty(Engine, "ALPHA_DISABLE", {
  4137. get: function () {
  4138. return Engine._ALPHA_DISABLE;
  4139. },
  4140. enumerable: true,
  4141. configurable: true
  4142. });
  4143. Object.defineProperty(Engine, "ALPHA_ADD", {
  4144. get: function () {
  4145. return Engine._ALPHA_ADD;
  4146. },
  4147. enumerable: true,
  4148. configurable: true
  4149. });
  4150. Object.defineProperty(Engine, "ALPHA_COMBINE", {
  4151. get: function () {
  4152. return Engine._ALPHA_COMBINE;
  4153. },
  4154. enumerable: true,
  4155. configurable: true
  4156. });
  4157. Object.defineProperty(Engine, "DELAYLOADSTATE_NONE", {
  4158. get: function () {
  4159. return Engine._DELAYLOADSTATE_NONE;
  4160. },
  4161. enumerable: true,
  4162. configurable: true
  4163. });
  4164. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADED", {
  4165. get: function () {
  4166. return Engine._DELAYLOADSTATE_LOADED;
  4167. },
  4168. enumerable: true,
  4169. configurable: true
  4170. });
  4171. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADING", {
  4172. get: function () {
  4173. return Engine._DELAYLOADSTATE_LOADING;
  4174. },
  4175. enumerable: true,
  4176. configurable: true
  4177. });
  4178. Object.defineProperty(Engine, "DELAYLOADSTATE_NOTLOADED", {
  4179. get: function () {
  4180. return Engine._DELAYLOADSTATE_NOTLOADED;
  4181. },
  4182. enumerable: true,
  4183. configurable: true
  4184. });
  4185. Object.defineProperty(Engine, "TEXTUREFORMAT_ALPHA", {
  4186. get: function () {
  4187. return Engine._TEXTUREFORMAT_ALPHA;
  4188. },
  4189. enumerable: true,
  4190. configurable: true
  4191. });
  4192. Object.defineProperty(Engine, "TEXTUREFORMAT_LUMINANCE", {
  4193. get: function () {
  4194. return Engine._TEXTUREFORMAT_LUMINANCE;
  4195. },
  4196. enumerable: true,
  4197. configurable: true
  4198. });
  4199. Object.defineProperty(Engine, "TEXTUREFORMAT_LUMINANCE_ALPHA", {
  4200. get: function () {
  4201. return Engine._TEXTUREFORMAT_LUMINANCE_ALPHA;
  4202. },
  4203. enumerable: true,
  4204. configurable: true
  4205. });
  4206. Object.defineProperty(Engine, "TEXTUREFORMAT_RGB", {
  4207. get: function () {
  4208. return Engine._TEXTUREFORMAT_RGB;
  4209. },
  4210. enumerable: true,
  4211. configurable: true
  4212. });
  4213. Object.defineProperty(Engine, "TEXTUREFORMAT_RGBA", {
  4214. get: function () {
  4215. return Engine._TEXTUREFORMAT_RGBA;
  4216. },
  4217. enumerable: true,
  4218. configurable: true
  4219. });
  4220. Object.defineProperty(Engine, "TEXTURETYPE_UNSIGNED_INT", {
  4221. get: function () {
  4222. return Engine._TEXTURETYPE_UNSIGNED_INT;
  4223. },
  4224. enumerable: true,
  4225. configurable: true
  4226. });
  4227. Object.defineProperty(Engine, "TEXTURETYPE_FLOAT", {
  4228. get: function () {
  4229. return Engine._TEXTURETYPE_FLOAT;
  4230. },
  4231. enumerable: true,
  4232. configurable: true
  4233. });
  4234. Object.defineProperty(Engine, "Version", {
  4235. get: function () {
  4236. return "2.1.0 beta";
  4237. },
  4238. enumerable: true,
  4239. configurable: true
  4240. });
  4241. Engine.prototype._prepareWorkingCanvas = function () {
  4242. if (this._workingCanvas) {
  4243. return;
  4244. }
  4245. this._workingCanvas = document.createElement("canvas");
  4246. this._workingContext = this._workingCanvas.getContext("2d");
  4247. };
  4248. Engine.prototype.getGlInfo = function () {
  4249. return {
  4250. vendor: this._glVendor,
  4251. renderer: this._glRenderer,
  4252. version: this._glVersion
  4253. };
  4254. };
  4255. Engine.prototype.getAspectRatio = function (camera) {
  4256. var viewport = camera.viewport;
  4257. return (this.getRenderWidth() * viewport.width) / (this.getRenderHeight() * viewport.height);
  4258. };
  4259. Engine.prototype.getRenderWidth = function () {
  4260. if (this._currentRenderTarget) {
  4261. return this._currentRenderTarget._width;
  4262. }
  4263. return this._renderingCanvas.width;
  4264. };
  4265. Engine.prototype.getRenderHeight = function () {
  4266. if (this._currentRenderTarget) {
  4267. return this._currentRenderTarget._height;
  4268. }
  4269. return this._renderingCanvas.height;
  4270. };
  4271. Engine.prototype.getRenderingCanvas = function () {
  4272. return this._renderingCanvas;
  4273. };
  4274. Engine.prototype.getRenderingCanvasClientRect = function () {
  4275. return this._renderingCanvas.getBoundingClientRect();
  4276. };
  4277. Engine.prototype.setHardwareScalingLevel = function (level) {
  4278. this._hardwareScalingLevel = level;
  4279. this.resize();
  4280. };
  4281. Engine.prototype.getHardwareScalingLevel = function () {
  4282. return this._hardwareScalingLevel;
  4283. };
  4284. Engine.prototype.getLoadedTexturesCache = function () {
  4285. return this._loadedTexturesCache;
  4286. };
  4287. Engine.prototype.getCaps = function () {
  4288. return this._caps;
  4289. };
  4290. Object.defineProperty(Engine.prototype, "drawCalls", {
  4291. get: function () {
  4292. return this._drawCalls;
  4293. },
  4294. enumerable: true,
  4295. configurable: true
  4296. });
  4297. // Methods
  4298. Engine.prototype.resetDrawCalls = function () {
  4299. this._drawCalls = 0;
  4300. };
  4301. Engine.prototype.setDepthFunctionToGreater = function () {
  4302. this._depthCullingState.depthFunc = this._gl.GREATER;
  4303. };
  4304. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  4305. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  4306. };
  4307. Engine.prototype.setDepthFunctionToLess = function () {
  4308. this._depthCullingState.depthFunc = this._gl.LESS;
  4309. };
  4310. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  4311. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  4312. };
  4313. /**
  4314. * stop executing a render loop function and remove it from the execution array
  4315. * @param {Function} [renderFunction] the function to be removed. If not provided all functions will be removed.
  4316. */
  4317. Engine.prototype.stopRenderLoop = function (renderFunction) {
  4318. if (!renderFunction) {
  4319. this._activeRenderLoops = [];
  4320. return;
  4321. }
  4322. var index = this._activeRenderLoops.indexOf(renderFunction);
  4323. if (index >= 0) {
  4324. this._activeRenderLoops.splice(index, 1);
  4325. }
  4326. };
  4327. Engine.prototype._renderLoop = function () {
  4328. var _this = this;
  4329. var shouldRender = true;
  4330. if (!this.renderEvenInBackground && this._windowIsBackground) {
  4331. shouldRender = false;
  4332. }
  4333. if (shouldRender) {
  4334. // Start new frame
  4335. this.beginFrame();
  4336. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  4337. var renderFunction = this._activeRenderLoops[index];
  4338. renderFunction();
  4339. }
  4340. // Present
  4341. this.endFrame();
  4342. }
  4343. if (this._activeRenderLoops.length > 0) {
  4344. // Register new frame
  4345. BABYLON.Tools.QueueNewFrame(function () {
  4346. _this._renderLoop();
  4347. });
  4348. }
  4349. else {
  4350. this._renderingQueueLaunched = false;
  4351. }
  4352. };
  4353. /**
  4354. * Register and execute a render loop. The engine can have more than one render function.
  4355. * @param {Function} renderFunction - the function to continuesly execute starting the next render loop.
  4356. * @example
  4357. * engine.runRenderLoop(function () {
  4358. * scene.render()
  4359. * })
  4360. */
  4361. Engine.prototype.runRenderLoop = function (renderFunction) {
  4362. var _this = this;
  4363. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  4364. return;
  4365. }
  4366. this._activeRenderLoops.push(renderFunction);
  4367. if (!this._renderingQueueLaunched) {
  4368. this._renderingQueueLaunched = true;
  4369. BABYLON.Tools.QueueNewFrame(function () {
  4370. _this._renderLoop();
  4371. });
  4372. }
  4373. };
  4374. /**
  4375. * Toggle full screen mode.
  4376. * @param {boolean} requestPointerLock - should a pointer lock be requested from the user
  4377. */
  4378. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  4379. if (this.isFullscreen) {
  4380. BABYLON.Tools.ExitFullscreen();
  4381. }
  4382. else {
  4383. this._pointerLockRequested = requestPointerLock;
  4384. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  4385. }
  4386. };
  4387. Engine.prototype.clear = function (color, backBuffer, depthStencil) {
  4388. this.applyStates();
  4389. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  4390. if (this._depthCullingState.depthMask) {
  4391. this._gl.clearDepth(1.0);
  4392. }
  4393. var mode = 0;
  4394. if (backBuffer)
  4395. mode |= this._gl.COLOR_BUFFER_BIT;
  4396. if (depthStencil && this._depthCullingState.depthMask)
  4397. mode |= this._gl.DEPTH_BUFFER_BIT;
  4398. this._gl.clear(mode);
  4399. };
  4400. /**
  4401. * Set the WebGL's viewport
  4402. * @param {BABYLON.Viewport} viewport - the viewport element to be used.
  4403. * @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used.
  4404. * @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used.
  4405. */
  4406. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  4407. var width = requiredWidth || (navigator.isCocoonJS ? window.innerWidth : this._renderingCanvas.width);
  4408. var height = requiredHeight || (navigator.isCocoonJS ? window.innerHeight : this._renderingCanvas.height);
  4409. var x = viewport.x || 0;
  4410. var y = viewport.y || 0;
  4411. this._cachedViewport = viewport;
  4412. this._gl.viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  4413. };
  4414. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  4415. this._cachedViewport = null;
  4416. this._gl.viewport(x, y, width, height);
  4417. };
  4418. Engine.prototype.beginFrame = function () {
  4419. this._measureFps();
  4420. };
  4421. Engine.prototype.endFrame = function () {
  4422. //this.flushFramebuffer();
  4423. };
  4424. /**
  4425. * resize the view according to the canvas' size.
  4426. * @example
  4427. * window.addEventListener("resize", function () {
  4428. * engine.resize();
  4429. * });
  4430. */
  4431. Engine.prototype.resize = function () {
  4432. var width = navigator.isCocoonJS ? window.innerWidth : this._renderingCanvas.clientWidth;
  4433. var height = navigator.isCocoonJS ? window.innerHeight : this._renderingCanvas.clientHeight;
  4434. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  4435. };
  4436. /**
  4437. * force a specific size of the canvas
  4438. * @param {number} width - the new canvas' width
  4439. * @param {number} height - the new canvas' height
  4440. */
  4441. Engine.prototype.setSize = function (width, height) {
  4442. this._renderingCanvas.width = width;
  4443. this._renderingCanvas.height = height;
  4444. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  4445. for (var index = 0; index < this.scenes.length; index++) {
  4446. var scene = this.scenes[index];
  4447. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  4448. var cam = scene.cameras[camIndex];
  4449. cam._currentRenderId = 0;
  4450. }
  4451. }
  4452. };
  4453. Engine.prototype.bindFramebuffer = function (texture) {
  4454. this._currentRenderTarget = texture;
  4455. var gl = this._gl;
  4456. gl.bindFramebuffer(gl.FRAMEBUFFER, texture._framebuffer);
  4457. this._gl.viewport(0, 0, texture._width, texture._height);
  4458. this.wipeCaches();
  4459. };
  4460. Engine.prototype.unBindFramebuffer = function (texture) {
  4461. this._currentRenderTarget = null;
  4462. if (texture.generateMipMaps) {
  4463. var gl = this._gl;
  4464. gl.bindTexture(gl.TEXTURE_2D, texture);
  4465. gl.generateMipmap(gl.TEXTURE_2D);
  4466. gl.bindTexture(gl.TEXTURE_2D, null);
  4467. }
  4468. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  4469. };
  4470. Engine.prototype.flushFramebuffer = function () {
  4471. this._gl.flush();
  4472. };
  4473. Engine.prototype.restoreDefaultFramebuffer = function () {
  4474. this._currentRenderTarget = null;
  4475. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  4476. this.setViewport(this._cachedViewport);
  4477. this.wipeCaches();
  4478. };
  4479. // VBOs
  4480. Engine.prototype._resetVertexBufferBinding = function () {
  4481. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, null);
  4482. this._cachedVertexBuffers = null;
  4483. };
  4484. Engine.prototype.createVertexBuffer = function (vertices) {
  4485. var vbo = this._gl.createBuffer();
  4486. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  4487. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(vertices), this._gl.STATIC_DRAW);
  4488. this._resetVertexBufferBinding();
  4489. vbo.references = 1;
  4490. return vbo;
  4491. };
  4492. Engine.prototype.createDynamicVertexBuffer = function (capacity) {
  4493. var vbo = this._gl.createBuffer();
  4494. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  4495. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  4496. this._resetVertexBufferBinding();
  4497. vbo.references = 1;
  4498. return vbo;
  4499. };
  4500. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, offset) {
  4501. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  4502. if (offset === undefined) {
  4503. offset = 0;
  4504. }
  4505. if (vertices instanceof Float32Array) {
  4506. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, vertices);
  4507. }
  4508. else {
  4509. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, new Float32Array(vertices));
  4510. }
  4511. this._resetVertexBufferBinding();
  4512. };
  4513. Engine.prototype._resetIndexBufferBinding = function () {
  4514. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, null);
  4515. this._cachedIndexBuffer = null;
  4516. };
  4517. Engine.prototype.createIndexBuffer = function (indices) {
  4518. var vbo = this._gl.createBuffer();
  4519. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, vbo);
  4520. // Check for 32 bits indices
  4521. var arrayBuffer;
  4522. var need32Bits = false;
  4523. if (this._caps.uintIndices) {
  4524. for (var index = 0; index < indices.length; index++) {
  4525. if (indices[index] > 65535) {
  4526. need32Bits = true;
  4527. break;
  4528. }
  4529. }
  4530. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  4531. }
  4532. else {
  4533. arrayBuffer = new Uint16Array(indices);
  4534. }
  4535. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.STATIC_DRAW);
  4536. this._resetIndexBufferBinding();
  4537. vbo.references = 1;
  4538. vbo.is32Bits = need32Bits;
  4539. return vbo;
  4540. };
  4541. Engine.prototype.bindBuffers = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  4542. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  4543. this._cachedVertexBuffers = vertexBuffer;
  4544. this._cachedEffectForVertexBuffers = effect;
  4545. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  4546. var offset = 0;
  4547. for (var index = 0; index < vertexDeclaration.length; index++) {
  4548. var order = effect.getAttributeLocation(index);
  4549. if (order >= 0) {
  4550. this._gl.vertexAttribPointer(order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  4551. }
  4552. offset += vertexDeclaration[index] * 4;
  4553. }
  4554. }
  4555. if (this._cachedIndexBuffer !== indexBuffer) {
  4556. this._cachedIndexBuffer = indexBuffer;
  4557. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  4558. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  4559. }
  4560. };
  4561. Engine.prototype.bindMultiBuffers = function (vertexBuffers, indexBuffer, effect) {
  4562. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  4563. this._cachedVertexBuffers = vertexBuffers;
  4564. this._cachedEffectForVertexBuffers = effect;
  4565. var attributes = effect.getAttributesNames();
  4566. for (var index = 0; index < attributes.length; index++) {
  4567. var order = effect.getAttributeLocation(index);
  4568. if (order >= 0) {
  4569. var vertexBuffer = vertexBuffers[attributes[index]];
  4570. if (!vertexBuffer) {
  4571. continue;
  4572. }
  4573. var stride = vertexBuffer.getStrideSize();
  4574. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer.getBuffer());
  4575. this._gl.vertexAttribPointer(order, stride, this._gl.FLOAT, false, stride * 4, 0);
  4576. }
  4577. }
  4578. }
  4579. if (indexBuffer != null && this._cachedIndexBuffer !== indexBuffer) {
  4580. this._cachedIndexBuffer = indexBuffer;
  4581. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  4582. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  4583. }
  4584. };
  4585. Engine.prototype._releaseBuffer = function (buffer) {
  4586. buffer.references--;
  4587. if (buffer.references === 0) {
  4588. this._gl.deleteBuffer(buffer);
  4589. return true;
  4590. }
  4591. return false;
  4592. };
  4593. Engine.prototype.createInstancesBuffer = function (capacity) {
  4594. var buffer = this._gl.createBuffer();
  4595. buffer.capacity = capacity;
  4596. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, buffer);
  4597. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  4598. return buffer;
  4599. };
  4600. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  4601. this._gl.deleteBuffer(buffer);
  4602. };
  4603. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  4604. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  4605. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  4606. for (var index = 0; index < 4; index++) {
  4607. var offsetLocation = offsetLocations[index];
  4608. this._gl.enableVertexAttribArray(offsetLocation);
  4609. this._gl.vertexAttribPointer(offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  4610. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 1);
  4611. }
  4612. };
  4613. Engine.prototype.unBindInstancesBuffer = function (instancesBuffer, offsetLocations) {
  4614. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  4615. for (var index = 0; index < 4; index++) {
  4616. var offsetLocation = offsetLocations[index];
  4617. this._gl.disableVertexAttribArray(offsetLocation);
  4618. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 0);
  4619. }
  4620. };
  4621. Engine.prototype.applyStates = function () {
  4622. this._depthCullingState.apply(this._gl);
  4623. this._alphaState.apply(this._gl);
  4624. };
  4625. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  4626. // Apply states
  4627. this.applyStates();
  4628. this._drawCalls++;
  4629. // Render
  4630. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  4631. if (instancesCount) {
  4632. this._caps.instancedArrays.drawElementsInstancedANGLE(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * 2, instancesCount);
  4633. return;
  4634. }
  4635. this._gl.drawElements(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * 2);
  4636. };
  4637. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  4638. // Apply states
  4639. this.applyStates();
  4640. this._drawCalls++;
  4641. if (instancesCount) {
  4642. this._caps.instancedArrays.drawArraysInstancedANGLE(this._gl.POINTS, verticesStart, verticesCount, instancesCount);
  4643. return;
  4644. }
  4645. this._gl.drawArrays(this._gl.POINTS, verticesStart, verticesCount);
  4646. };
  4647. // Shaders
  4648. Engine.prototype._releaseEffect = function (effect) {
  4649. if (this._compiledEffects[effect._key]) {
  4650. delete this._compiledEffects[effect._key];
  4651. if (effect.getProgram()) {
  4652. this._gl.deleteProgram(effect.getProgram());
  4653. }
  4654. }
  4655. };
  4656. Engine.prototype.createEffect = function (baseName, attributesNames, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  4657. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  4658. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  4659. var name = vertex + "+" + fragment + "@" + defines;
  4660. if (this._compiledEffects[name]) {
  4661. return this._compiledEffects[name];
  4662. }
  4663. var effect = new BABYLON.Effect(baseName, attributesNames, uniformsNames, samplers, this, defines, fallbacks, onCompiled, onError);
  4664. effect._key = name;
  4665. this._compiledEffects[name] = effect;
  4666. return effect;
  4667. };
  4668. Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  4669. if (uniformsNames === void 0) { uniformsNames = []; }
  4670. if (samplers === void 0) { samplers = []; }
  4671. if (defines === void 0) { defines = ""; }
  4672. return this.createEffect({
  4673. vertex: "particles",
  4674. fragmentElement: fragmentName
  4675. }, ["position", "color", "options"], ["view", "projection"].concat(uniformsNames), ["diffuseSampler"].concat(samplers), defines, fallbacks, onCompiled, onError);
  4676. };
  4677. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines) {
  4678. var vertexShader = compileShader(this._gl, vertexCode, "vertex", defines);
  4679. var fragmentShader = compileShader(this._gl, fragmentCode, "fragment", defines);
  4680. var shaderProgram = this._gl.createProgram();
  4681. this._gl.attachShader(shaderProgram, vertexShader);
  4682. this._gl.attachShader(shaderProgram, fragmentShader);
  4683. this._gl.linkProgram(shaderProgram);
  4684. var linked = this._gl.getProgramParameter(shaderProgram, this._gl.LINK_STATUS);
  4685. if (!linked) {
  4686. var error = this._gl.getProgramInfoLog(shaderProgram);
  4687. if (error) {
  4688. throw new Error(error);
  4689. }
  4690. }
  4691. this._gl.deleteShader(vertexShader);
  4692. this._gl.deleteShader(fragmentShader);
  4693. return shaderProgram;
  4694. };
  4695. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  4696. var results = [];
  4697. for (var index = 0; index < uniformsNames.length; index++) {
  4698. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  4699. }
  4700. return results;
  4701. };
  4702. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  4703. var results = [];
  4704. for (var index = 0; index < attributesNames.length; index++) {
  4705. try {
  4706. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  4707. }
  4708. catch (e) {
  4709. results.push(-1);
  4710. }
  4711. }
  4712. return results;
  4713. };
  4714. Engine.prototype.enableEffect = function (effect) {
  4715. if (!effect || !effect.getAttributesCount() || this._currentEffect === effect) {
  4716. if (effect && effect.onBind) {
  4717. effect.onBind(effect);
  4718. }
  4719. return;
  4720. }
  4721. this._vertexAttribArrays = this._vertexAttribArrays || [];
  4722. // Use program
  4723. this._gl.useProgram(effect.getProgram());
  4724. for (var i in this._vertexAttribArrays) {
  4725. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  4726. continue;
  4727. }
  4728. this._vertexAttribArrays[i] = false;
  4729. this._gl.disableVertexAttribArray(i);
  4730. }
  4731. var attributesCount = effect.getAttributesCount();
  4732. for (var index = 0; index < attributesCount; index++) {
  4733. // Attributes
  4734. var order = effect.getAttributeLocation(index);
  4735. if (order >= 0) {
  4736. this._vertexAttribArrays[order] = true;
  4737. this._gl.enableVertexAttribArray(order);
  4738. }
  4739. }
  4740. this._currentEffect = effect;
  4741. if (effect.onBind) {
  4742. effect.onBind(effect);
  4743. }
  4744. };
  4745. Engine.prototype.setArray = function (uniform, array) {
  4746. if (!uniform)
  4747. return;
  4748. this._gl.uniform1fv(uniform, array);
  4749. };
  4750. Engine.prototype.setArray2 = function (uniform, array) {
  4751. if (!uniform || array.length % 2 !== 0)
  4752. return;
  4753. this._gl.uniform2fv(uniform, array);
  4754. };
  4755. Engine.prototype.setArray3 = function (uniform, array) {
  4756. if (!uniform || array.length % 3 !== 0)
  4757. return;
  4758. this._gl.uniform3fv(uniform, array);
  4759. };
  4760. Engine.prototype.setArray4 = function (uniform, array) {
  4761. if (!uniform || array.length % 4 !== 0)
  4762. return;
  4763. this._gl.uniform4fv(uniform, array);
  4764. };
  4765. Engine.prototype.setMatrices = function (uniform, matrices) {
  4766. if (!uniform)
  4767. return;
  4768. this._gl.uniformMatrix4fv(uniform, false, matrices);
  4769. };
  4770. Engine.prototype.setMatrix = function (uniform, matrix) {
  4771. if (!uniform)
  4772. return;
  4773. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  4774. };
  4775. Engine.prototype.setFloat = function (uniform, value) {
  4776. if (!uniform)
  4777. return;
  4778. this._gl.uniform1f(uniform, value);
  4779. };
  4780. Engine.prototype.setFloat2 = function (uniform, x, y) {
  4781. if (!uniform)
  4782. return;
  4783. this._gl.uniform2f(uniform, x, y);
  4784. };
  4785. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  4786. if (!uniform)
  4787. return;
  4788. this._gl.uniform3f(uniform, x, y, z);
  4789. };
  4790. Engine.prototype.setBool = function (uniform, bool) {
  4791. if (!uniform)
  4792. return;
  4793. this._gl.uniform1i(uniform, bool);
  4794. };
  4795. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  4796. if (!uniform)
  4797. return;
  4798. this._gl.uniform4f(uniform, x, y, z, w);
  4799. };
  4800. Engine.prototype.setColor3 = function (uniform, color3) {
  4801. if (!uniform)
  4802. return;
  4803. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  4804. };
  4805. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  4806. if (!uniform)
  4807. return;
  4808. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  4809. };
  4810. // States
  4811. Engine.prototype.setState = function (culling, zOffset, force) {
  4812. if (zOffset === void 0) { zOffset = 0; }
  4813. // Culling
  4814. if (this._depthCullingState.cull !== culling || force) {
  4815. if (culling) {
  4816. this._depthCullingState.cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  4817. this._depthCullingState.cull = true;
  4818. }
  4819. else {
  4820. this._depthCullingState.cull = false;
  4821. }
  4822. }
  4823. // Z offset
  4824. this._depthCullingState.zOffset = zOffset;
  4825. };
  4826. Engine.prototype.setDepthBuffer = function (enable) {
  4827. this._depthCullingState.depthTest = enable;
  4828. };
  4829. Engine.prototype.getDepthWrite = function () {
  4830. return this._depthCullingState.depthMask;
  4831. };
  4832. Engine.prototype.setDepthWrite = function (enable) {
  4833. this._depthCullingState.depthMask = enable;
  4834. };
  4835. Engine.prototype.setColorWrite = function (enable) {
  4836. this._gl.colorMask(enable, enable, enable, enable);
  4837. };
  4838. Engine.prototype.setAlphaMode = function (mode) {
  4839. switch (mode) {
  4840. case Engine.ALPHA_DISABLE:
  4841. this.setDepthWrite(true);
  4842. this._alphaState.alphaBlend = false;
  4843. break;
  4844. case Engine.ALPHA_COMBINE:
  4845. this.setDepthWrite(false);
  4846. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  4847. this._alphaState.alphaBlend = true;
  4848. break;
  4849. case Engine.ALPHA_ADD:
  4850. this.setDepthWrite(false);
  4851. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  4852. this._alphaState.alphaBlend = true;
  4853. break;
  4854. }
  4855. this._alphaMode = mode;
  4856. };
  4857. Engine.prototype.getAlphaMode = function () {
  4858. return this._alphaMode;
  4859. };
  4860. Engine.prototype.setAlphaTesting = function (enable) {
  4861. this._alphaTest = enable;
  4862. };
  4863. Engine.prototype.getAlphaTesting = function () {
  4864. return this._alphaTest;
  4865. };
  4866. // Textures
  4867. Engine.prototype.wipeCaches = function () {
  4868. this._activeTexturesCache = [];
  4869. this._currentEffect = null;
  4870. this._depthCullingState.reset();
  4871. this._alphaState.reset();
  4872. this._cachedVertexBuffers = null;
  4873. this._cachedIndexBuffer = null;
  4874. this._cachedEffectForVertexBuffers = null;
  4875. };
  4876. Engine.prototype.setSamplingMode = function (texture, samplingMode) {
  4877. var gl = this._gl;
  4878. gl.bindTexture(gl.TEXTURE_2D, texture);
  4879. var magFilter = gl.NEAREST;
  4880. var minFilter = gl.NEAREST;
  4881. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  4882. magFilter = gl.LINEAR;
  4883. minFilter = gl.LINEAR;
  4884. }
  4885. else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  4886. magFilter = gl.LINEAR;
  4887. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  4888. }
  4889. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
  4890. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
  4891. gl.bindTexture(gl.TEXTURE_2D, null);
  4892. texture.samplingMode = samplingMode;
  4893. };
  4894. Engine.prototype.createTexture = function (url, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer) {
  4895. var _this = this;
  4896. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  4897. if (onLoad === void 0) { onLoad = null; }
  4898. if (onError === void 0) { onError = null; }
  4899. if (buffer === void 0) { buffer = null; }
  4900. var texture = this._gl.createTexture();
  4901. var extension;
  4902. var fromData = false;
  4903. if (url.substr(0, 5) === "data:") {
  4904. fromData = true;
  4905. }
  4906. if (!fromData)
  4907. extension = url.substr(url.length - 4, 4).toLowerCase();
  4908. else {
  4909. var oldUrl = url;
  4910. fromData = oldUrl.split(':');
  4911. url = oldUrl;
  4912. extension = fromData[1].substr(fromData[1].length - 4, 4).toLowerCase();
  4913. }
  4914. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  4915. var isTGA = (extension === ".tga");
  4916. scene._addPendingData(texture);
  4917. texture.url = url;
  4918. texture.noMipmap = noMipmap;
  4919. texture.references = 1;
  4920. this._loadedTexturesCache.push(texture);
  4921. var onerror = function () {
  4922. scene._removePendingData(texture);
  4923. if (onError) {
  4924. onError();
  4925. }
  4926. };
  4927. if (isTGA) {
  4928. var callback = function (arrayBuffer) {
  4929. var data = new Uint8Array(arrayBuffer);
  4930. var header = BABYLON.Internals.TGATools.GetTGAHeader(data);
  4931. prepareWebGLTexture(texture, _this._gl, scene, header.width, header.height, invertY, noMipmap, false, function () {
  4932. BABYLON.Internals.TGATools.UploadContent(_this._gl, data);
  4933. if (onLoad) {
  4934. onLoad();
  4935. }
  4936. }, samplingMode);
  4937. };
  4938. if (!(fromData instanceof Array))
  4939. BABYLON.Tools.LoadFile(url, function (arrayBuffer) {
  4940. callback(arrayBuffer);
  4941. }, onerror, scene.database, true);
  4942. else
  4943. callback(buffer);
  4944. }
  4945. else if (isDDS) {
  4946. callback = function (data) {
  4947. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  4948. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap && ((info.width >> (info.mipmapCount - 1)) === 1);
  4949. prepareWebGLTexture(texture, _this._gl, scene, info.width, info.height, invertY, !loadMipmap, info.isFourCC, function () {
  4950. BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 1);
  4951. if (onLoad) {
  4952. onLoad();
  4953. }
  4954. }, samplingMode);
  4955. };
  4956. if (!(fromData instanceof Array))
  4957. BABYLON.Tools.LoadFile(url, function (data) {
  4958. callback(data);
  4959. }, onerror, scene.database, true);
  4960. else
  4961. callback(buffer);
  4962. }
  4963. else {
  4964. var onload = function (img) {
  4965. prepareWebGLTexture(texture, _this._gl, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight) {
  4966. var isPot = (img.width === potWidth && img.height === potHeight);
  4967. if (!isPot) {
  4968. _this._prepareWorkingCanvas();
  4969. _this._workingCanvas.width = potWidth;
  4970. _this._workingCanvas.height = potHeight;
  4971. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  4972. _this._workingContext.imageSmoothingEnabled = false;
  4973. _this._workingContext.mozImageSmoothingEnabled = false;
  4974. _this._workingContext.oImageSmoothingEnabled = false;
  4975. _this._workingContext.webkitImageSmoothingEnabled = false;
  4976. _this._workingContext.msImageSmoothingEnabled = false;
  4977. }
  4978. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  4979. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  4980. _this._workingContext.imageSmoothingEnabled = true;
  4981. _this._workingContext.mozImageSmoothingEnabled = true;
  4982. _this._workingContext.oImageSmoothingEnabled = true;
  4983. _this._workingContext.webkitImageSmoothingEnabled = true;
  4984. _this._workingContext.msImageSmoothingEnabled = true;
  4985. }
  4986. }
  4987. _this._gl.texImage2D(_this._gl.TEXTURE_2D, 0, _this._gl.RGBA, _this._gl.RGBA, _this._gl.UNSIGNED_BYTE, isPot ? img : _this._workingCanvas);
  4988. if (onLoad) {
  4989. onLoad();
  4990. }
  4991. }, samplingMode);
  4992. };
  4993. if (!(fromData instanceof Array))
  4994. BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  4995. else
  4996. BABYLON.Tools.LoadImage(buffer, onload, onerror, scene.database);
  4997. }
  4998. return texture;
  4999. };
  5000. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode) {
  5001. var texture = this._gl.createTexture();
  5002. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  5003. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  5004. // Format
  5005. var internalFormat = this._gl.RGBA;
  5006. switch (format) {
  5007. case Engine.TEXTUREFORMAT_ALPHA:
  5008. internalFormat = this._gl.ALPHA;
  5009. break;
  5010. case Engine.TEXTUREFORMAT_LUMINANCE:
  5011. internalFormat = this._gl.LUMINANCE;
  5012. break;
  5013. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  5014. internalFormat = this._gl.LUMINANCE_ALPHA;
  5015. break;
  5016. case Engine.TEXTUREFORMAT_RGB:
  5017. internalFormat = this._gl.RGB;
  5018. break;
  5019. case Engine.TEXTUREFORMAT_RGBA:
  5020. internalFormat = this._gl.RGBA;
  5021. break;
  5022. }
  5023. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, width, height, 0, internalFormat, this._gl.UNSIGNED_BYTE, data);
  5024. if (generateMipMaps) {
  5025. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  5026. }
  5027. // Filters
  5028. var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl);
  5029. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  5030. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  5031. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  5032. this._activeTexturesCache = [];
  5033. texture._baseWidth = width;
  5034. texture._baseHeight = height;
  5035. texture._width = width;
  5036. texture._height = height;
  5037. texture.isReady = true;
  5038. texture.references = 1;
  5039. texture.samplingMode = samplingMode;
  5040. this._loadedTexturesCache.push(texture);
  5041. return texture;
  5042. };
  5043. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  5044. var texture = this._gl.createTexture();
  5045. width = BABYLON.Tools.GetExponantOfTwo(width, this._caps.maxTextureSize);
  5046. height = BABYLON.Tools.GetExponantOfTwo(height, this._caps.maxTextureSize);
  5047. this._activeTexturesCache = [];
  5048. texture._baseWidth = width;
  5049. texture._baseHeight = height;
  5050. texture._width = width;
  5051. texture._height = height;
  5052. texture.isReady = false;
  5053. texture.generateMipMaps = generateMipMaps;
  5054. texture.references = 1;
  5055. texture.samplingMode = samplingMode;
  5056. this.updateTextureSamplingMode(samplingMode, texture);
  5057. this._loadedTexturesCache.push(texture);
  5058. return texture;
  5059. };
  5060. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  5061. var filters = getSamplingParameters(samplingMode, texture.generateMipMaps, this._gl);
  5062. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  5063. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  5064. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  5065. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  5066. };
  5067. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY) {
  5068. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  5069. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 1 : 0);
  5070. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, canvas);
  5071. if (texture.generateMipMaps) {
  5072. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  5073. }
  5074. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  5075. this._activeTexturesCache = [];
  5076. texture.isReady = true;
  5077. };
  5078. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  5079. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  5080. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 0 : 1); // Video are upside down by default
  5081. // Scale the video if it is a NPOT using the current working canvas
  5082. if (video.videoWidth !== texture._width || video.videoHeight !== texture._height) {
  5083. if (!texture._workingCanvas) {
  5084. texture._workingCanvas = document.createElement("canvas");
  5085. texture._workingContext = texture._workingCanvas.getContext("2d");
  5086. texture._workingCanvas.width = texture._width;
  5087. texture._workingCanvas.height = texture._height;
  5088. }
  5089. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture._width, texture._height);
  5090. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  5091. }
  5092. else {
  5093. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  5094. }
  5095. if (texture.generateMipMaps) {
  5096. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  5097. }
  5098. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  5099. this._activeTexturesCache = [];
  5100. texture.isReady = true;
  5101. };
  5102. Engine.prototype.createRenderTargetTexture = function (size, options) {
  5103. // old version had a "generateMipMaps" arg instead of options.
  5104. // if options.generateMipMaps is undefined, consider that options itself if the generateMipmaps value
  5105. // in the same way, generateDepthBuffer is defaulted to true
  5106. var generateMipMaps = false;
  5107. var generateDepthBuffer = true;
  5108. var type = Engine.TEXTURETYPE_UNSIGNED_INT;
  5109. var samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  5110. if (options !== undefined) {
  5111. generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipmaps;
  5112. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  5113. type = options.type === undefined ? type : options.type;
  5114. if (options.samplingMode !== undefined) {
  5115. samplingMode = options.samplingMode;
  5116. }
  5117. if (type === Engine.TEXTURETYPE_FLOAT) {
  5118. // if floating point (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  5119. samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE;
  5120. }
  5121. }
  5122. var gl = this._gl;
  5123. var texture = gl.createTexture();
  5124. gl.bindTexture(gl.TEXTURE_2D, texture);
  5125. var width = size.width || size;
  5126. var height = size.height || size;
  5127. var filters = getSamplingParameters(samplingMode, generateMipMaps, gl);
  5128. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  5129. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  5130. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  5131. }
  5132. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  5133. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  5134. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  5135. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  5136. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, getWebGLTextureType(gl, type), null);
  5137. var depthBuffer;
  5138. // Create the depth buffer
  5139. if (generateDepthBuffer) {
  5140. depthBuffer = gl.createRenderbuffer();
  5141. gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
  5142. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  5143. }
  5144. // Create the framebuffer
  5145. var framebuffer = gl.createFramebuffer();
  5146. gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
  5147. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  5148. if (generateDepthBuffer) {
  5149. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
  5150. }
  5151. // Unbind
  5152. gl.bindTexture(gl.TEXTURE_2D, null);
  5153. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  5154. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  5155. texture._framebuffer = framebuffer;
  5156. if (generateDepthBuffer) {
  5157. texture._depthBuffer = depthBuffer;
  5158. }
  5159. texture._width = width;
  5160. texture._height = height;
  5161. texture.isReady = true;
  5162. texture.generateMipMaps = generateMipMaps;
  5163. texture.references = 1;
  5164. texture.samplingMode = samplingMode;
  5165. this._activeTexturesCache = [];
  5166. this._loadedTexturesCache.push(texture);
  5167. return texture;
  5168. };
  5169. Engine.prototype.createCubeTexture = function (rootUrl, scene, extensions, noMipmap) {
  5170. var _this = this;
  5171. var gl = this._gl;
  5172. var texture = gl.createTexture();
  5173. texture.isCube = true;
  5174. texture.url = rootUrl;
  5175. texture.references = 1;
  5176. this._loadedTexturesCache.push(texture);
  5177. var extension = rootUrl.substr(rootUrl.length - 4, 4).toLowerCase();
  5178. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  5179. if (isDDS) {
  5180. BABYLON.Tools.LoadFile(rootUrl, function (data) {
  5181. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  5182. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap;
  5183. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  5184. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
  5185. BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 6);
  5186. if (!noMipmap && !info.isFourCC && info.mipmapCount === 1) {
  5187. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  5188. }
  5189. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  5190. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  5191. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  5192. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  5193. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  5194. _this._activeTexturesCache = [];
  5195. texture._width = info.width;
  5196. texture._height = info.height;
  5197. texture.isReady = true;
  5198. }, null, null, true);
  5199. }
  5200. else {
  5201. cascadeLoad(rootUrl, scene, function (imgs) {
  5202. var width = BABYLON.Tools.GetExponantOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize);
  5203. var height = width;
  5204. _this._prepareWorkingCanvas();
  5205. _this._workingCanvas.width = width;
  5206. _this._workingCanvas.height = height;
  5207. var faces = [
  5208. gl.TEXTURE_CUBE_MAP_POSITIVE_X,
  5209. gl.TEXTURE_CUBE_MAP_POSITIVE_Y,
  5210. gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  5211. gl.TEXTURE_CUBE_MAP_NEGATIVE_X,
  5212. gl.TEXTURE_CUBE_MAP_NEGATIVE_Y,
  5213. gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  5214. ];
  5215. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  5216. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
  5217. for (var index = 0; index < faces.length; index++) {
  5218. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  5219. gl.texImage2D(faces[index], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, _this._workingCanvas);
  5220. }
  5221. if (!noMipmap) {
  5222. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  5223. }
  5224. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  5225. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, noMipmap ? gl.LINEAR : gl.LINEAR_MIPMAP_LINEAR);
  5226. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  5227. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  5228. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  5229. _this._activeTexturesCache = [];
  5230. texture._width = width;
  5231. texture._height = height;
  5232. texture.isReady = true;
  5233. }, extensions);
  5234. }
  5235. return texture;
  5236. };
  5237. Engine.prototype._releaseTexture = function (texture) {
  5238. var gl = this._gl;
  5239. if (texture._framebuffer) {
  5240. gl.deleteFramebuffer(texture._framebuffer);
  5241. }
  5242. if (texture._depthBuffer) {
  5243. gl.deleteRenderbuffer(texture._depthBuffer);
  5244. }
  5245. gl.deleteTexture(texture);
  5246. for (var channel = 0; channel < this._caps.maxTexturesImageUnits; channel++) {
  5247. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  5248. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  5249. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  5250. this._activeTexturesCache[channel] = null;
  5251. }
  5252. var index = this._loadedTexturesCache.indexOf(texture);
  5253. if (index !== -1) {
  5254. this._loadedTexturesCache.splice(index, 1);
  5255. }
  5256. };
  5257. Engine.prototype.bindSamplers = function (effect) {
  5258. this._gl.useProgram(effect.getProgram());
  5259. var samplers = effect.getSamplers();
  5260. for (var index = 0; index < samplers.length; index++) {
  5261. var uniform = effect.getUniform(samplers[index]);
  5262. this._gl.uniform1i(uniform, index);
  5263. }
  5264. this._currentEffect = null;
  5265. };
  5266. Engine.prototype._bindTexture = function (channel, texture) {
  5267. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  5268. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  5269. this._activeTexturesCache[channel] = null;
  5270. };
  5271. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  5272. this._bindTexture(channel, postProcess._textures.data[postProcess._currentRenderTextureInd]);
  5273. };
  5274. Engine.prototype.setTexture = function (channel, texture) {
  5275. if (channel < 0) {
  5276. return;
  5277. }
  5278. // Not ready?
  5279. if (!texture || !texture.isReady()) {
  5280. if (this._activeTexturesCache[channel] != null) {
  5281. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  5282. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  5283. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  5284. this._activeTexturesCache[channel] = null;
  5285. }
  5286. return;
  5287. }
  5288. // Video
  5289. if (texture instanceof BABYLON.VideoTexture) {
  5290. if (texture.update()) {
  5291. this._activeTexturesCache[channel] = null;
  5292. }
  5293. }
  5294. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) {
  5295. texture.delayLoad();
  5296. return;
  5297. }
  5298. if (this._activeTexturesCache[channel] === texture) {
  5299. return;
  5300. }
  5301. this._activeTexturesCache[channel] = texture;
  5302. var internalTexture = texture.getInternalTexture();
  5303. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  5304. if (internalTexture.isCube) {
  5305. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, internalTexture);
  5306. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  5307. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  5308. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  5309. var textureWrapMode = (texture.coordinatesMode !== BABYLON.Texture.CUBIC_MODE && texture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  5310. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode);
  5311. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  5312. }
  5313. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  5314. }
  5315. else {
  5316. this._gl.bindTexture(this._gl.TEXTURE_2D, internalTexture);
  5317. if (internalTexture._cachedWrapU !== texture.wrapU) {
  5318. internalTexture._cachedWrapU = texture.wrapU;
  5319. switch (texture.wrapU) {
  5320. case BABYLON.Texture.WRAP_ADDRESSMODE:
  5321. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.REPEAT);
  5322. break;
  5323. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  5324. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);
  5325. break;
  5326. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  5327. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.MIRRORED_REPEAT);
  5328. break;
  5329. }
  5330. }
  5331. if (internalTexture._cachedWrapV !== texture.wrapV) {
  5332. internalTexture._cachedWrapV = texture.wrapV;
  5333. switch (texture.wrapV) {
  5334. case BABYLON.Texture.WRAP_ADDRESSMODE:
  5335. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.REPEAT);
  5336. break;
  5337. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  5338. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);
  5339. break;
  5340. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  5341. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.MIRRORED_REPEAT);
  5342. break;
  5343. }
  5344. }
  5345. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  5346. }
  5347. };
  5348. Engine.prototype._setAnisotropicLevel = function (key, texture) {
  5349. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  5350. var value = texture.anisotropicFilteringLevel;
  5351. if (texture.getInternalTexture().samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  5352. value = 1;
  5353. }
  5354. if (anisotropicFilterExtension && texture._cachedAnisotropicFilteringLevel !== value) {
  5355. this._gl.texParameterf(key, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy));
  5356. texture._cachedAnisotropicFilteringLevel = value;
  5357. }
  5358. };
  5359. Engine.prototype.readPixels = function (x, y, width, height) {
  5360. var data = new Uint8Array(height * width * 4);
  5361. this._gl.readPixels(0, 0, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  5362. return data;
  5363. };
  5364. // Dispose
  5365. Engine.prototype.dispose = function () {
  5366. this.hideLoadingUI();
  5367. this.stopRenderLoop();
  5368. while (this.scenes.length) {
  5369. this.scenes[0].dispose();
  5370. }
  5371. // Release audio engine
  5372. Engine.audioEngine.dispose();
  5373. for (var name in this._compiledEffects) {
  5374. this._gl.deleteProgram(this._compiledEffects[name]._program);
  5375. }
  5376. for (var i in this._vertexAttribArrays) {
  5377. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  5378. continue;
  5379. }
  5380. this._gl.disableVertexAttribArray(i);
  5381. }
  5382. // Events
  5383. window.removeEventListener("blur", this._onBlur);
  5384. window.removeEventListener("focus", this._onFocus);
  5385. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  5386. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  5387. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  5388. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  5389. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  5390. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  5391. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  5392. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  5393. };
  5394. // Loading screen
  5395. Engine.prototype.displayLoadingUI = function () {
  5396. var _this = this;
  5397. this._loadingDiv = document.createElement("div");
  5398. this._loadingDiv.style.opacity = "0";
  5399. this._loadingDiv.style.transition = "opacity 1.5s ease";
  5400. // Loading text
  5401. this._loadingTextDiv = document.createElement("div");
  5402. this._loadingTextDiv.style.position = "absolute";
  5403. this._loadingTextDiv.style.left = "0";
  5404. this._loadingTextDiv.style.top = "50%";
  5405. this._loadingTextDiv.style.marginTop = "80px";
  5406. this._loadingTextDiv.style.width = "100%";
  5407. this._loadingTextDiv.style.height = "20px";
  5408. this._loadingTextDiv.style.fontFamily = "Arial";
  5409. this._loadingTextDiv.style.fontSize = "14px";
  5410. this._loadingTextDiv.style.color = "white";
  5411. this._loadingTextDiv.style.textAlign = "center";
  5412. this._loadingTextDiv.innerHTML = "Loading";
  5413. this._loadingDiv.appendChild(this._loadingTextDiv);
  5414. // Loading img
  5415. var imgBack = new Image();
  5416. 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==";
  5417. imgBack.style.position = "absolute";
  5418. imgBack.style.left = "50%";
  5419. imgBack.style.top = "50%";
  5420. imgBack.style.marginLeft = "-50px";
  5421. imgBack.style.marginTop = "-50px";
  5422. imgBack.style.transition = "transform 1.0s ease";
  5423. imgBack.style.webkitTransition = "-webkit-transform 1.0s ease";
  5424. var deg = 360;
  5425. var onTransitionEnd = function () {
  5426. deg += 360;
  5427. imgBack.style.transform = "rotateZ(" + deg + "deg)";
  5428. imgBack.style.webkitTransform = "rotateZ(" + deg + "deg)";
  5429. };
  5430. imgBack.addEventListener("transitionend", onTransitionEnd);
  5431. imgBack.addEventListener("webkitTransitionEnd", onTransitionEnd);
  5432. this._loadingDiv.appendChild(imgBack);
  5433. // front image
  5434. var imgFront = new Image();
  5435. imgFront.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGQAAABkCAYAAABw4pVUAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuM4zml1AAAAYJSURBVHhe7Zy/qx1FFMff/2Av2Nvbi4WFiiAEY/OQ2IgQsbCJQoqkCAgpFLXyoZURLfwBIiIpgqZJoYQYlWelNsIrNOxDJcrzfHe+G97dnTl75u7euzv7zgcWHrlnZmfOmXPmzI/NjuM4juM4juM4juM4juM4juM4juM4juM45fPic08/uHf5/CvffH7lnT8PfrtxdHS0n3p+/fHGl5+89/prr5599iEWd8bg0rkXHoFyqehKnlxQpjYSDHTm9JMPsGrHylOPPXofvICKXMcIGtXdf/76AYbm6xyNW9e/eAtKC7rbKLXnvHHx5Sf4auc4Ek7OQkFU1Dap/vv37k/wSjblZANFiFIGzw98hhizwqBgs04mCBdQRNCHidoAEtY+lLIvtSdoGFeyql2ZH57HBH4sE7O+o/r9l+8/ZXUni68+2jsHBQQ9qNRGeP/tSxdSYQX/roUcpL4/f3vtM9TD+jTq92n1LQ7jxF1hhGPtwWL3gGccy8JuS1r8sVWBGXNVdSKMYjBGPUJjCzooiGuSpnwlnnOGP2dhHRSLNgpHp2oMKIriK8TmG4Qh/rwW8D6pps9b9im+LDDipXOqMVJrAngBfg9i98gevWKA+/nnCod3Dr5GfaHaDgidVym6HKRjGIkpqthcAVKGxNqBImbEo66kjCih8AOpNmkUmbMuUrR8kEqiU6FvHZLGAPJ71JCYSyhiBqmwFE2GoD6jLGIfDHtG6EzoU4dK21PCqIRMEF0FGRjFzGDtIkXVAdATvsqfT9CJ0JcOFdYiFIsiMlqYy1YOFpQo2OddqBtyEaq9y+efoVh5oPHoROjLKn0j3JIE5Ka8UqZRtGrMnneX6yVofOhDh94MSbznTcpqmDOt1vyQzOgaJAF4F3JBfIXesrNEGWWmjIX7UBZ6jRJbBMLg/DmJiKUGVHleIpnVNTa+jakzkAviJqLhi4MC9XQGBrZeKJZESSrKy7ik0VGFWhQBRDTHIACKQ5l9nAjy75gya4a2w+Jhs0FJdc0xX/GwUbAqFBkZi7QpJ2w16WUbjFyK9MJF3KaoEM74KhVtLrQOrsmRxkbdHEqmSC/c+EuGnIFkjW7Ih2Kr4CCMIvNG2hrrgLpCjiFloooYCjyYrzCRyvhyBthkIPuQtsZGdnbMTezyDiU71KTC5zr7aVsHbsz2tllrEkS5UHwU1tq1HbtPW4UbeB0O7xx8R5EsMJql+BheUmHjkNVmIRP7LutoM3+D4O4tG7vCkNO9ESZ4lL3J6rKRMPx4qKbD/A0icf8CG7tC7kTahnMTwleuYSrsS7GatRAvfZh1tTm5BmmQCdZ8a0Sefe28xUrRBkmFLKy8KTIKUDRX0Y1xagPgwbaIdeFnQULmKak3xvwNMkVGgok/N5XNoehJvejRlCDl9escI28dJU0tZ++nBTJE9mEF647x5Ehbo4s5hDOKFIU0PdofeA5F5k1q63zIWmQqNI/P3ZubjFTqKxQ3jyjHAOX0RdlgVO9hzRFpczRcjZ3Gbxxpc7Qj6+5pTYF2OFXawNI+yDGf1k2NcvOlzBQeDQ/t7zD7DsEDpJ2xATXaNtDWUS4IzP4DS2ljajAVu57SUkYw245ptxZxA5JiZaJ0DswudGn3kYUy54426EjoT4dZfYbccxC2nI92cDkZHQr96jD4AGkMDKeSy/COBsRe6VTSKFN6irLeaCh3IteQjt1E5+oudsG/b/2DfZ5AqsYo8vMDK9LB1HzSsLWvlGThdxXvC6+NsqyPPWP0pMINtbdsajfVeC6f/GZ+cdAofQoB1d+Hf9waY98I7+RXWab3Lt4zYkjHtTnlOLXHYMsCh1zWeQYehu1zfNPOOiys/d91LAKEBSgh6MJMbSA82AaHofDgAIwbgvVvlLNS11nModMm4UZergLHZBZrodmBuA3lBB1thdorSjkOmATMDwg/UBQVtglqQyx6fbEJ+H3IWIapjYAjAfeIgeCMHldueJvFaqDaAHhwf8qNsEEQ1iQbOoUUGIbCLRc8+Bvfp4jyd2FEijuO4ziO4ziO4ziO4ziO4ziO4ziO4ziOUzw7O/8D0P7rcZ/GEboAAAAASUVORK5CYII=";
  5436. imgFront.style.position = "absolute";
  5437. imgFront.style.left = "50%";
  5438. imgFront.style.top = "50%";
  5439. imgFront.style.marginLeft = "-50px";
  5440. imgFront.style.marginTop = "-50px";
  5441. this._loadingDiv.appendChild(imgFront);
  5442. // Resize
  5443. this._resizeLoadingUI = function () {
  5444. var canvasRect = _this.getRenderingCanvasClientRect();
  5445. _this._loadingDiv.style.position = "absolute";
  5446. _this._loadingDiv.style.left = canvasRect.left + "px";
  5447. _this._loadingDiv.style.top = canvasRect.top + "px";
  5448. _this._loadingDiv.style.width = canvasRect.width + "px";
  5449. _this._loadingDiv.style.height = canvasRect.height + "px";
  5450. };
  5451. this._resizeLoadingUI();
  5452. window.addEventListener("resize", this._resizeLoadingUI);
  5453. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  5454. document.body.appendChild(this._loadingDiv);
  5455. setTimeout(function () {
  5456. _this._loadingDiv.style.opacity = "1";
  5457. imgBack.style.transform = "rotateZ(360deg)";
  5458. imgBack.style.webkitTransform = "rotateZ(360deg)";
  5459. }, 0);
  5460. };
  5461. Object.defineProperty(Engine.prototype, "loadingUIText", {
  5462. set: function (text) {
  5463. if (!this._loadingDiv) {
  5464. return;
  5465. }
  5466. this._loadingTextDiv.innerHTML = text;
  5467. },
  5468. enumerable: true,
  5469. configurable: true
  5470. });
  5471. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  5472. get: function () {
  5473. return this._loadingDivBackgroundColor;
  5474. },
  5475. set: function (color) {
  5476. this._loadingDivBackgroundColor = color;
  5477. if (!this._loadingDiv) {
  5478. return;
  5479. }
  5480. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  5481. },
  5482. enumerable: true,
  5483. configurable: true
  5484. });
  5485. Engine.prototype.hideLoadingUI = function () {
  5486. var _this = this;
  5487. if (!this._loadingDiv) {
  5488. return;
  5489. }
  5490. var onTransitionEnd = function () {
  5491. if (!_this._loadingDiv) {
  5492. return;
  5493. }
  5494. document.body.removeChild(_this._loadingDiv);
  5495. window.removeEventListener("resize", _this._resizeLoadingUI);
  5496. _this._loadingDiv = null;
  5497. };
  5498. this._loadingDiv.style.opacity = "0";
  5499. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  5500. };
  5501. // FPS
  5502. Engine.prototype.getFps = function () {
  5503. return this.fps;
  5504. };
  5505. Engine.prototype.getDeltaTime = function () {
  5506. return this.deltaTime;
  5507. };
  5508. Engine.prototype._measureFps = function () {
  5509. this.previousFramesDuration.push(BABYLON.Tools.Now);
  5510. var length = this.previousFramesDuration.length;
  5511. if (length >= 2) {
  5512. this.deltaTime = this.previousFramesDuration[length - 1] - this.previousFramesDuration[length - 2];
  5513. }
  5514. if (length >= this.fpsRange) {
  5515. if (length > this.fpsRange) {
  5516. this.previousFramesDuration.splice(0, 1);
  5517. length = this.previousFramesDuration.length;
  5518. }
  5519. var sum = 0;
  5520. for (var id = 0; id < length - 1; id++) {
  5521. sum += this.previousFramesDuration[id + 1] - this.previousFramesDuration[id];
  5522. }
  5523. this.fps = 1000.0 / (sum / (length - 1));
  5524. }
  5525. };
  5526. // Statics
  5527. Engine.isSupported = function () {
  5528. try {
  5529. // Avoid creating an unsized context for CocoonJS, since size determined on first creation. Is not resizable
  5530. if (navigator.isCocoonJS) {
  5531. return true;
  5532. }
  5533. var tempcanvas = document.createElement("canvas");
  5534. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  5535. return gl != null && !!window.WebGLRenderingContext;
  5536. }
  5537. catch (e) {
  5538. return false;
  5539. }
  5540. };
  5541. // Const statics
  5542. Engine._ALPHA_DISABLE = 0;
  5543. Engine._ALPHA_ADD = 1;
  5544. Engine._ALPHA_COMBINE = 2;
  5545. Engine._DELAYLOADSTATE_NONE = 0;
  5546. Engine._DELAYLOADSTATE_LOADED = 1;
  5547. Engine._DELAYLOADSTATE_LOADING = 2;
  5548. Engine._DELAYLOADSTATE_NOTLOADED = 4;
  5549. Engine._TEXTUREFORMAT_ALPHA = 0;
  5550. Engine._TEXTUREFORMAT_LUMINANCE = 1;
  5551. Engine._TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  5552. Engine._TEXTUREFORMAT_RGB = 4;
  5553. Engine._TEXTUREFORMAT_RGBA = 4;
  5554. Engine._TEXTURETYPE_UNSIGNED_INT = 0;
  5555. Engine._TEXTURETYPE_FLOAT = 1;
  5556. // Updatable statics so stick with vars here
  5557. Engine.Epsilon = 0.001;
  5558. Engine.CollisionsEpsilon = 0.001;
  5559. Engine.ShadersRepository = "Babylon/Shaders/";
  5560. return Engine;
  5561. })();
  5562. BABYLON.Engine = Engine;
  5563. })(BABYLON || (BABYLON = {}));
  5564. //# sourceMappingURL=babylon.engine.js.mapvar BABYLON;
  5565. (function (BABYLON) {
  5566. /**
  5567. * Node is the basic class for all scene objects (Mesh, Light Camera).
  5568. */
  5569. var Node = (function () {
  5570. /**
  5571. * @constructor
  5572. * @param {string} name - the name and id to be given to this node
  5573. * @param {BABYLON.Scene} the scene this node will be added to
  5574. */
  5575. function Node(name, scene) {
  5576. this.state = "";
  5577. this.animations = new Array();
  5578. this._childrenFlag = -1;
  5579. this._isEnabled = true;
  5580. this._isReady = true;
  5581. this._currentRenderId = -1;
  5582. this._parentRenderId = -1;
  5583. this.name = name;
  5584. this.id = name;
  5585. this._scene = scene;
  5586. this._initCache();
  5587. }
  5588. Node.prototype.getScene = function () {
  5589. return this._scene;
  5590. };
  5591. Node.prototype.getEngine = function () {
  5592. return this._scene.getEngine();
  5593. };
  5594. // override it in derived class
  5595. Node.prototype.getWorldMatrix = function () {
  5596. return BABYLON.Matrix.Identity();
  5597. };
  5598. // override it in derived class if you add new variables to the cache
  5599. // and call the parent class method
  5600. Node.prototype._initCache = function () {
  5601. this._cache = {};
  5602. this._cache.parent = undefined;
  5603. };
  5604. Node.prototype.updateCache = function (force) {
  5605. if (!force && this.isSynchronized())
  5606. return;
  5607. this._cache.parent = this.parent;
  5608. this._updateCache();
  5609. };
  5610. // override it in derived class if you add new variables to the cache
  5611. // and call the parent class method if !ignoreParentClass
  5612. Node.prototype._updateCache = function (ignoreParentClass) {
  5613. };
  5614. // override it in derived class if you add new variables to the cache
  5615. Node.prototype._isSynchronized = function () {
  5616. return true;
  5617. };
  5618. Node.prototype._markSyncedWithParent = function () {
  5619. this._parentRenderId = this.parent._currentRenderId;
  5620. };
  5621. Node.prototype.isSynchronizedWithParent = function () {
  5622. if (!this.parent) {
  5623. return true;
  5624. }
  5625. if (this._parentRenderId !== this.parent._currentRenderId) {
  5626. return false;
  5627. }
  5628. return this.parent.isSynchronized();
  5629. };
  5630. Node.prototype.isSynchronized = function (updateCache) {
  5631. var check = this.hasNewParent();
  5632. check = check || !this.isSynchronizedWithParent();
  5633. check = check || !this._isSynchronized();
  5634. if (updateCache)
  5635. this.updateCache(true);
  5636. return !check;
  5637. };
  5638. Node.prototype.hasNewParent = function (update) {
  5639. if (this._cache.parent === this.parent)
  5640. return false;
  5641. if (update)
  5642. this._cache.parent = this.parent;
  5643. return true;
  5644. };
  5645. /**
  5646. * Is this node ready to be used/rendered
  5647. * @return {boolean} is it ready
  5648. */
  5649. Node.prototype.isReady = function () {
  5650. return this._isReady;
  5651. };
  5652. /**
  5653. * Is this node enabled.
  5654. * If the node has a parent and is enabled, the parent will be inspected as well.
  5655. * @return {boolean} whether this node (and its parent) is enabled.
  5656. * @see setEnabled
  5657. */
  5658. Node.prototype.isEnabled = function () {
  5659. if (!this._isEnabled) {
  5660. return false;
  5661. }
  5662. if (this.parent) {
  5663. return this.parent.isEnabled();
  5664. }
  5665. return true;
  5666. };
  5667. /**
  5668. * Set the enabled state of this node.
  5669. * @param {boolean} value - the new enabled state
  5670. * @see isEnabled
  5671. */
  5672. Node.prototype.setEnabled = function (value) {
  5673. this._isEnabled = value;
  5674. };
  5675. /**
  5676. * Is this node a descendant of the given node.
  5677. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined.
  5678. * @param {BABYLON.Node} ancestor - The parent node to inspect
  5679. * @see parent
  5680. */
  5681. Node.prototype.isDescendantOf = function (ancestor) {
  5682. if (this.parent) {
  5683. if (this.parent === ancestor) {
  5684. return true;
  5685. }
  5686. return this.parent.isDescendantOf(ancestor);
  5687. }
  5688. return false;
  5689. };
  5690. Node.prototype._getDescendants = function (list, results) {
  5691. for (var index = 0; index < list.length; index++) {
  5692. var item = list[index];
  5693. if (item.isDescendantOf(this)) {
  5694. results.push(item);
  5695. }
  5696. }
  5697. };
  5698. /**
  5699. * Will return all nodes that have this node as parent.
  5700. * @return {BABYLON.Node[]} all children nodes of all types.
  5701. */
  5702. Node.prototype.getDescendants = function () {
  5703. var results = [];
  5704. this._getDescendants(this._scene.meshes, results);
  5705. this._getDescendants(this._scene.lights, results);
  5706. this._getDescendants(this._scene.cameras, results);
  5707. return results;
  5708. };
  5709. Node.prototype._setReady = function (state) {
  5710. if (state == this._isReady) {
  5711. return;
  5712. }
  5713. if (!state) {
  5714. this._isReady = false;
  5715. return;
  5716. }
  5717. this._isReady = true;
  5718. if (this.onReady) {
  5719. this.onReady(this);
  5720. }
  5721. };
  5722. return Node;
  5723. })();
  5724. BABYLON.Node = Node;
  5725. })(BABYLON || (BABYLON = {}));
  5726. //# sourceMappingURL=babylon.node.js.mapvar BABYLON;
  5727. (function (BABYLON) {
  5728. var BoundingSphere = (function () {
  5729. function BoundingSphere(minimum, maximum) {
  5730. this.minimum = minimum;
  5731. this.maximum = maximum;
  5732. this._tempRadiusVector = BABYLON.Vector3.Zero();
  5733. var distance = BABYLON.Vector3.Distance(minimum, maximum);
  5734. this.center = BABYLON.Vector3.Lerp(minimum, maximum, 0.5);
  5735. this.radius = distance * 0.5;
  5736. this.centerWorld = BABYLON.Vector3.Zero();
  5737. this._update(BABYLON.Matrix.Identity());
  5738. }
  5739. // Methods
  5740. BoundingSphere.prototype._update = function (world) {
  5741. BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
  5742. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
  5743. this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
  5744. };
  5745. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  5746. for (var i = 0; i < 6; i++) {
  5747. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
  5748. return false;
  5749. }
  5750. return true;
  5751. };
  5752. BoundingSphere.prototype.intersectsPoint = function (point) {
  5753. var x = this.centerWorld.x - point.x;
  5754. var y = this.centerWorld.y - point.y;
  5755. var z = this.centerWorld.z - point.z;
  5756. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  5757. if (Math.abs(this.radiusWorld - distance) < BABYLON.Engine.Epsilon)
  5758. return false;
  5759. return true;
  5760. };
  5761. // Statics
  5762. BoundingSphere.Intersects = function (sphere0, sphere1) {
  5763. var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
  5764. var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
  5765. var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
  5766. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  5767. if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
  5768. return false;
  5769. return true;
  5770. };
  5771. return BoundingSphere;
  5772. })();
  5773. BABYLON.BoundingSphere = BoundingSphere;
  5774. })(BABYLON || (BABYLON = {}));
  5775. //# sourceMappingURL=babylon.boundingSphere.js.mapvar BABYLON;
  5776. (function (BABYLON) {
  5777. var BoundingBox = (function () {
  5778. function BoundingBox(minimum, maximum) {
  5779. this.minimum = minimum;
  5780. this.maximum = maximum;
  5781. this.vectors = new Array();
  5782. this.vectorsWorld = new Array();
  5783. // Bounding vectors
  5784. this.vectors.push(this.minimum.clone());
  5785. this.vectors.push(this.maximum.clone());
  5786. this.vectors.push(this.minimum.clone());
  5787. this.vectors[2].x = this.maximum.x;
  5788. this.vectors.push(this.minimum.clone());
  5789. this.vectors[3].y = this.maximum.y;
  5790. this.vectors.push(this.minimum.clone());
  5791. this.vectors[4].z = this.maximum.z;
  5792. this.vectors.push(this.maximum.clone());
  5793. this.vectors[5].z = this.minimum.z;
  5794. this.vectors.push(this.maximum.clone());
  5795. this.vectors[6].x = this.minimum.x;
  5796. this.vectors.push(this.maximum.clone());
  5797. this.vectors[7].y = this.minimum.y;
  5798. // OBB
  5799. this.center = this.maximum.add(this.minimum).scale(0.5);
  5800. this.extendSize = this.maximum.subtract(this.minimum).scale(0.5);
  5801. this.directions = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  5802. for (var index = 0; index < this.vectors.length; index++) {
  5803. this.vectorsWorld[index] = BABYLON.Vector3.Zero();
  5804. }
  5805. this.minimumWorld = BABYLON.Vector3.Zero();
  5806. this.maximumWorld = BABYLON.Vector3.Zero();
  5807. this._update(BABYLON.Matrix.Identity());
  5808. }
  5809. // Methods
  5810. BoundingBox.prototype.getWorldMatrix = function () {
  5811. return this._worldMatrix;
  5812. };
  5813. BoundingBox.prototype._update = function (world) {
  5814. BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this.minimumWorld);
  5815. BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this.maximumWorld);
  5816. for (var index = 0; index < this.vectors.length; index++) {
  5817. var v = this.vectorsWorld[index];
  5818. BABYLON.Vector3.TransformCoordinatesToRef(this.vectors[index], world, v);
  5819. if (v.x < this.minimumWorld.x)
  5820. this.minimumWorld.x = v.x;
  5821. if (v.y < this.minimumWorld.y)
  5822. this.minimumWorld.y = v.y;
  5823. if (v.z < this.minimumWorld.z)
  5824. this.minimumWorld.z = v.z;
  5825. if (v.x > this.maximumWorld.x)
  5826. this.maximumWorld.x = v.x;
  5827. if (v.y > this.maximumWorld.y)
  5828. this.maximumWorld.y = v.y;
  5829. if (v.z > this.maximumWorld.z)
  5830. this.maximumWorld.z = v.z;
  5831. }
  5832. // OBB
  5833. this.maximumWorld.addToRef(this.minimumWorld, this.center);
  5834. this.center.scaleInPlace(0.5);
  5835. BABYLON.Vector3.FromFloatArrayToRef(world.m, 0, this.directions[0]);
  5836. BABYLON.Vector3.FromFloatArrayToRef(world.m, 4, this.directions[1]);
  5837. BABYLON.Vector3.FromFloatArrayToRef(world.m, 8, this.directions[2]);
  5838. this._worldMatrix = world;
  5839. };
  5840. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  5841. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  5842. };
  5843. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  5844. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  5845. };
  5846. BoundingBox.prototype.intersectsPoint = function (point) {
  5847. var delta = BABYLON.Engine.Epsilon;
  5848. if (this.maximumWorld.x - point.x < delta || delta > point.x - this.minimumWorld.x)
  5849. return false;
  5850. if (this.maximumWorld.y - point.y < delta || delta > point.y - this.minimumWorld.y)
  5851. return false;
  5852. if (this.maximumWorld.z - point.z < delta || delta > point.z - this.minimumWorld.z)
  5853. return false;
  5854. return true;
  5855. };
  5856. BoundingBox.prototype.intersectsSphere = function (sphere) {
  5857. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  5858. };
  5859. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  5860. if (this.maximumWorld.x < min.x || this.minimumWorld.x > max.x)
  5861. return false;
  5862. if (this.maximumWorld.y < min.y || this.minimumWorld.y > max.y)
  5863. return false;
  5864. if (this.maximumWorld.z < min.z || this.minimumWorld.z > max.z)
  5865. return false;
  5866. return true;
  5867. };
  5868. // Statics
  5869. BoundingBox.Intersects = function (box0, box1) {
  5870. if (box0.maximumWorld.x < box1.minimumWorld.x || box0.minimumWorld.x > box1.maximumWorld.x)
  5871. return false;
  5872. if (box0.maximumWorld.y < box1.minimumWorld.y || box0.minimumWorld.y > box1.maximumWorld.y)
  5873. return false;
  5874. if (box0.maximumWorld.z < box1.minimumWorld.z || box0.minimumWorld.z > box1.maximumWorld.z)
  5875. return false;
  5876. return true;
  5877. };
  5878. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  5879. var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint);
  5880. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  5881. return (num <= (sphereRadius * sphereRadius));
  5882. };
  5883. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  5884. for (var p = 0; p < 6; p++) {
  5885. for (var i = 0; i < 8; i++) {
  5886. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  5887. return false;
  5888. }
  5889. }
  5890. }
  5891. return true;
  5892. };
  5893. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  5894. for (var p = 0; p < 6; p++) {
  5895. var inCount = 8;
  5896. for (var i = 0; i < 8; i++) {
  5897. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  5898. --inCount;
  5899. }
  5900. else {
  5901. break;
  5902. }
  5903. }
  5904. if (inCount === 0)
  5905. return false;
  5906. }
  5907. return true;
  5908. };
  5909. return BoundingBox;
  5910. })();
  5911. BABYLON.BoundingBox = BoundingBox;
  5912. })(BABYLON || (BABYLON = {}));
  5913. //# sourceMappingURL=babylon.boundingBox.js.mapvar BABYLON;
  5914. (function (BABYLON) {
  5915. var computeBoxExtents = function (axis, box) {
  5916. var p = BABYLON.Vector3.Dot(box.center, axis);
  5917. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  5918. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  5919. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  5920. var r = r0 + r1 + r2;
  5921. return {
  5922. min: p - r,
  5923. max: p + r
  5924. };
  5925. };
  5926. var extentsOverlap = function (min0, max0, min1, max1) { return !(min0 > max1 || min1 > max0); };
  5927. var axisOverlap = function (axis, box0, box1) {
  5928. var result0 = computeBoxExtents(axis, box0);
  5929. var result1 = computeBoxExtents(axis, box1);
  5930. return extentsOverlap(result0.min, result0.max, result1.min, result1.max);
  5931. };
  5932. var BoundingInfo = (function () {
  5933. function BoundingInfo(minimum, maximum) {
  5934. this.minimum = minimum;
  5935. this.maximum = maximum;
  5936. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum);
  5937. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum);
  5938. }
  5939. // Methods
  5940. BoundingInfo.prototype._update = function (world) {
  5941. this.boundingBox._update(world);
  5942. this.boundingSphere._update(world);
  5943. };
  5944. BoundingInfo.prototype.isInFrustum = function (frustumPlanes) {
  5945. if (!this.boundingSphere.isInFrustum(frustumPlanes))
  5946. return false;
  5947. return this.boundingBox.isInFrustum(frustumPlanes);
  5948. };
  5949. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  5950. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  5951. };
  5952. BoundingInfo.prototype._checkCollision = function (collider) {
  5953. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  5954. };
  5955. BoundingInfo.prototype.intersectsPoint = function (point) {
  5956. if (!this.boundingSphere.centerWorld) {
  5957. return false;
  5958. }
  5959. if (!this.boundingSphere.intersectsPoint(point)) {
  5960. return false;
  5961. }
  5962. if (!this.boundingBox.intersectsPoint(point)) {
  5963. return false;
  5964. }
  5965. return true;
  5966. };
  5967. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  5968. if (!this.boundingSphere.centerWorld || !boundingInfo.boundingSphere.centerWorld) {
  5969. return false;
  5970. }
  5971. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  5972. return false;
  5973. }
  5974. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  5975. return false;
  5976. }
  5977. if (!precise) {
  5978. return true;
  5979. }
  5980. var box0 = this.boundingBox;
  5981. var box1 = boundingInfo.boundingBox;
  5982. if (!axisOverlap(box0.directions[0], box0, box1))
  5983. return false;
  5984. if (!axisOverlap(box0.directions[1], box0, box1))
  5985. return false;
  5986. if (!axisOverlap(box0.directions[2], box0, box1))
  5987. return false;
  5988. if (!axisOverlap(box1.directions[0], box0, box1))
  5989. return false;
  5990. if (!axisOverlap(box1.directions[1], box0, box1))
  5991. return false;
  5992. if (!axisOverlap(box1.directions[2], box0, box1))
  5993. return false;
  5994. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1))
  5995. return false;
  5996. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1))
  5997. return false;
  5998. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1))
  5999. return false;
  6000. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1))
  6001. return false;
  6002. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1))
  6003. return false;
  6004. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1))
  6005. return false;
  6006. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1))
  6007. return false;
  6008. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1))
  6009. return false;
  6010. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1))
  6011. return false;
  6012. return true;
  6013. };
  6014. return BoundingInfo;
  6015. })();
  6016. BABYLON.BoundingInfo = BoundingInfo;
  6017. })(BABYLON || (BABYLON = {}));
  6018. //# sourceMappingURL=babylon.boundingInfo.js.map
  6019. var BABYLON;
  6020. (function (BABYLON) {
  6021. var Light = (function (_super) {
  6022. __extends(Light, _super);
  6023. function Light(name, scene) {
  6024. _super.call(this, name, scene);
  6025. this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  6026. this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  6027. this.intensity = 1.0;
  6028. this.range = Number.MAX_VALUE;
  6029. this.includeOnlyWithLayerMask = 0;
  6030. this.includedOnlyMeshes = new Array();
  6031. this.excludedMeshes = new Array();
  6032. this.excludeWithLayerMask = 0;
  6033. this._excludedMeshesIds = new Array();
  6034. this._includedOnlyMeshesIds = new Array();
  6035. scene.addLight(this);
  6036. }
  6037. Light.prototype.getShadowGenerator = function () {
  6038. return this._shadowGenerator;
  6039. };
  6040. Light.prototype.getAbsolutePosition = function () {
  6041. return BABYLON.Vector3.Zero();
  6042. };
  6043. Light.prototype.transferToEffect = function (effect, uniformName0, uniformName1) {
  6044. };
  6045. Light.prototype._getWorldMatrix = function () {
  6046. return BABYLON.Matrix.Identity();
  6047. };
  6048. Light.prototype.canAffectMesh = function (mesh) {
  6049. if (!mesh) {
  6050. return true;
  6051. }
  6052. if (this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  6053. return false;
  6054. }
  6055. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  6056. return false;
  6057. }
  6058. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  6059. return false;
  6060. }
  6061. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  6062. return false;
  6063. }
  6064. return true;
  6065. };
  6066. Light.prototype.getWorldMatrix = function () {
  6067. this._currentRenderId = this.getScene().getRenderId();
  6068. var worldMatrix = this._getWorldMatrix();
  6069. if (this.parent && this.parent.getWorldMatrix) {
  6070. if (!this._parentedWorldMatrix) {
  6071. this._parentedWorldMatrix = BABYLON.Matrix.Identity();
  6072. }
  6073. worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._parentedWorldMatrix);
  6074. this._markSyncedWithParent();
  6075. return this._parentedWorldMatrix;
  6076. }
  6077. return worldMatrix;
  6078. };
  6079. Light.prototype.dispose = function () {
  6080. if (this._shadowGenerator) {
  6081. this._shadowGenerator.dispose();
  6082. this._shadowGenerator = null;
  6083. }
  6084. // Remove from scene
  6085. this.getScene().removeLight(this);
  6086. };
  6087. return Light;
  6088. })(BABYLON.Node);
  6089. BABYLON.Light = Light;
  6090. })(BABYLON || (BABYLON = {}));
  6091. //# sourceMappingURL=babylon.light.js.map
  6092. var BABYLON;
  6093. (function (BABYLON) {
  6094. var PointLight = (function (_super) {
  6095. __extends(PointLight, _super);
  6096. function PointLight(name, position, scene) {
  6097. _super.call(this, name, scene);
  6098. this.position = position;
  6099. }
  6100. PointLight.prototype.getAbsolutePosition = function () {
  6101. return this._transformedPosition ? this._transformedPosition : this.position;
  6102. };
  6103. PointLight.prototype.transferToEffect = function (effect, positionUniformName) {
  6104. if (this.parent && this.parent.getWorldMatrix) {
  6105. if (!this._transformedPosition) {
  6106. this._transformedPosition = BABYLON.Vector3.Zero();
  6107. }
  6108. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this._transformedPosition);
  6109. effect.setFloat4(positionUniformName, this._transformedPosition.x, this._transformedPosition.y, this._transformedPosition.z, 0);
  6110. return;
  6111. }
  6112. effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, 0);
  6113. };
  6114. PointLight.prototype.getShadowGenerator = function () {
  6115. return null;
  6116. };
  6117. PointLight.prototype._getWorldMatrix = function () {
  6118. if (!this._worldMatrix) {
  6119. this._worldMatrix = BABYLON.Matrix.Identity();
  6120. }
  6121. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  6122. return this._worldMatrix;
  6123. };
  6124. return PointLight;
  6125. })(BABYLON.Light);
  6126. BABYLON.PointLight = PointLight;
  6127. })(BABYLON || (BABYLON = {}));
  6128. //# sourceMappingURL=babylon.pointLight.js.map
  6129. var BABYLON;
  6130. (function (BABYLON) {
  6131. var SpotLight = (function (_super) {
  6132. __extends(SpotLight, _super);
  6133. function SpotLight(name, position, direction, angle, exponent, scene) {
  6134. _super.call(this, name, scene);
  6135. this.position = position;
  6136. this.direction = direction;
  6137. this.angle = angle;
  6138. this.exponent = exponent;
  6139. }
  6140. SpotLight.prototype.getAbsolutePosition = function () {
  6141. return this.transformedPosition ? this.transformedPosition : this.position;
  6142. };
  6143. SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  6144. var activeCamera = this.getScene().activeCamera;
  6145. BABYLON.Matrix.PerspectiveFovLHToRef(this.angle, 1.0, activeCamera.minZ, activeCamera.maxZ, matrix);
  6146. };
  6147. SpotLight.prototype.supportsVSM = function () {
  6148. return true;
  6149. };
  6150. SpotLight.prototype.needRefreshPerFrame = function () {
  6151. return false;
  6152. };
  6153. SpotLight.prototype.setDirectionToTarget = function (target) {
  6154. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  6155. return this.direction;
  6156. };
  6157. SpotLight.prototype.computeTransformedPosition = function () {
  6158. if (this.parent && this.parent.getWorldMatrix) {
  6159. if (!this.transformedPosition) {
  6160. this.transformedPosition = BABYLON.Vector3.Zero();
  6161. }
  6162. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  6163. return true;
  6164. }
  6165. return false;
  6166. };
  6167. SpotLight.prototype.transferToEffect = function (effect, positionUniformName, directionUniformName) {
  6168. var normalizeDirection;
  6169. if (this.parent && this.parent.getWorldMatrix) {
  6170. if (!this._transformedDirection) {
  6171. this._transformedDirection = BABYLON.Vector3.Zero();
  6172. }
  6173. this.computeTransformedPosition();
  6174. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection);
  6175. effect.setFloat4(positionUniformName, this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent);
  6176. normalizeDirection = BABYLON.Vector3.Normalize(this._transformedDirection);
  6177. }
  6178. else {
  6179. effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, this.exponent);
  6180. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  6181. }
  6182. effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, Math.cos(this.angle * 0.5));
  6183. };
  6184. SpotLight.prototype._getWorldMatrix = function () {
  6185. if (!this._worldMatrix) {
  6186. this._worldMatrix = BABYLON.Matrix.Identity();
  6187. }
  6188. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  6189. return this._worldMatrix;
  6190. };
  6191. return SpotLight;
  6192. })(BABYLON.Light);
  6193. BABYLON.SpotLight = SpotLight;
  6194. })(BABYLON || (BABYLON = {}));
  6195. //# sourceMappingURL=babylon.spotLight.js.map
  6196. var BABYLON;
  6197. (function (BABYLON) {
  6198. var DirectionalLight = (function (_super) {
  6199. __extends(DirectionalLight, _super);
  6200. function DirectionalLight(name, direction, scene) {
  6201. _super.call(this, name, scene);
  6202. this.direction = direction;
  6203. this.shadowOrthoScale = 0.5;
  6204. this.position = direction.scale(-1);
  6205. }
  6206. DirectionalLight.prototype.getAbsolutePosition = function () {
  6207. return this.transformedPosition ? this.transformedPosition : this.position;
  6208. };
  6209. DirectionalLight.prototype.setDirectionToTarget = function (target) {
  6210. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  6211. return this.direction;
  6212. };
  6213. DirectionalLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  6214. var orthoLeft = Number.MAX_VALUE;
  6215. var orthoRight = Number.MIN_VALUE;
  6216. var orthoTop = Number.MIN_VALUE;
  6217. var orthoBottom = Number.MAX_VALUE;
  6218. var tempVector3 = BABYLON.Vector3.Zero();
  6219. var activeCamera = this.getScene().activeCamera;
  6220. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  6221. var mesh = renderList[meshIndex];
  6222. if (!mesh) {
  6223. continue;
  6224. }
  6225. var boundingInfo = mesh.getBoundingInfo();
  6226. if (!boundingInfo) {
  6227. continue;
  6228. }
  6229. var boundingBox = boundingInfo.boundingBox;
  6230. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  6231. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  6232. if (tempVector3.x < orthoLeft)
  6233. orthoLeft = tempVector3.x;
  6234. if (tempVector3.y < orthoBottom)
  6235. orthoBottom = tempVector3.y;
  6236. if (tempVector3.x > orthoRight)
  6237. orthoRight = tempVector3.x;
  6238. if (tempVector3.y > orthoTop)
  6239. orthoTop = tempVector3.y;
  6240. }
  6241. }
  6242. var xOffset = orthoRight - orthoLeft;
  6243. var yOffset = orthoTop - orthoBottom;
  6244. BABYLON.Matrix.OrthoOffCenterLHToRef(orthoLeft - xOffset * this.shadowOrthoScale, orthoRight + xOffset * this.shadowOrthoScale, orthoBottom - yOffset * this.shadowOrthoScale, orthoTop + yOffset * this.shadowOrthoScale, -activeCamera.maxZ, activeCamera.maxZ, matrix);
  6245. };
  6246. DirectionalLight.prototype.supportsVSM = function () {
  6247. return true;
  6248. };
  6249. DirectionalLight.prototype.needRefreshPerFrame = function () {
  6250. return true;
  6251. };
  6252. DirectionalLight.prototype.computeTransformedPosition = function () {
  6253. if (this.parent && this.parent.getWorldMatrix) {
  6254. if (!this.transformedPosition) {
  6255. this.transformedPosition = BABYLON.Vector3.Zero();
  6256. }
  6257. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  6258. return true;
  6259. }
  6260. return false;
  6261. };
  6262. DirectionalLight.prototype.transferToEffect = function (effect, directionUniformName) {
  6263. if (this.parent && this.parent.getWorldMatrix) {
  6264. if (!this._transformedDirection) {
  6265. this._transformedDirection = BABYLON.Vector3.Zero();
  6266. }
  6267. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection);
  6268. effect.setFloat4(directionUniformName, this._transformedDirection.x, this._transformedDirection.y, this._transformedDirection.z, 1);
  6269. return;
  6270. }
  6271. effect.setFloat4(directionUniformName, this.direction.x, this.direction.y, this.direction.z, 1);
  6272. };
  6273. DirectionalLight.prototype._getWorldMatrix = function () {
  6274. if (!this._worldMatrix) {
  6275. this._worldMatrix = BABYLON.Matrix.Identity();
  6276. }
  6277. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  6278. return this._worldMatrix;
  6279. };
  6280. return DirectionalLight;
  6281. })(BABYLON.Light);
  6282. BABYLON.DirectionalLight = DirectionalLight;
  6283. })(BABYLON || (BABYLON = {}));
  6284. //# sourceMappingURL=babylon.directionalLight.js.mapvar BABYLON;
  6285. (function (BABYLON) {
  6286. var ShadowGenerator = (function () {
  6287. function ShadowGenerator(mapSize, light) {
  6288. var _this = this;
  6289. // Members
  6290. this._filter = ShadowGenerator.FILTER_NONE;
  6291. this.blurScale = 2;
  6292. this._blurBoxOffset = 0;
  6293. this._bias = 0.00005;
  6294. this._darkness = 0;
  6295. this._transparencyShadow = false;
  6296. this._viewMatrix = BABYLON.Matrix.Zero();
  6297. this._projectionMatrix = BABYLON.Matrix.Zero();
  6298. this._transformMatrix = BABYLON.Matrix.Zero();
  6299. this._worldViewProjection = BABYLON.Matrix.Zero();
  6300. this._light = light;
  6301. this._scene = light.getScene();
  6302. this._mapSize = mapSize;
  6303. light._shadowGenerator = this;
  6304. // Render target
  6305. this._shadowMap = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, this._scene, false);
  6306. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  6307. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  6308. this._shadowMap.anisotropicFilteringLevel = 1;
  6309. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  6310. this._shadowMap.renderParticles = false;
  6311. this._shadowMap.onAfterUnbind = function () {
  6312. if (!_this.useBlurVarianceShadowMap) {
  6313. return;
  6314. }
  6315. if (!_this._shadowMap2) {
  6316. _this._shadowMap2 = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, _this._scene, false);
  6317. _this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  6318. _this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  6319. _this._shadowMap2.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  6320. _this._downSamplePostprocess = new BABYLON.PassPostProcess("downScale", 1.0 / _this.blurScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, _this._scene.getEngine());
  6321. _this._downSamplePostprocess.onApply = function (effect) {
  6322. effect.setTexture("textureSampler", _this._shadowMap);
  6323. };
  6324. _this.blurBoxOffset = 1;
  6325. }
  6326. _this._scene.postProcessManager.directRender([_this._downSamplePostprocess, _this._boxBlurPostprocess], _this._shadowMap2.getInternalTexture());
  6327. };
  6328. // Custom render function
  6329. var renderSubMesh = function (subMesh) {
  6330. var mesh = subMesh.getRenderingMesh();
  6331. var scene = _this._scene;
  6332. var engine = scene.getEngine();
  6333. // Culling
  6334. engine.setState(subMesh.getMaterial().backFaceCulling);
  6335. // Managing instances
  6336. var batch = mesh._getInstancesRenderList(subMesh._id);
  6337. if (batch.mustReturn) {
  6338. return;
  6339. }
  6340. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
  6341. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  6342. engine.enableEffect(_this._effect);
  6343. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  6344. var material = subMesh.getMaterial();
  6345. _this._effect.setMatrix("viewProjection", _this.getTransformMatrix());
  6346. // Alpha test
  6347. if (material && material.needAlphaTesting()) {
  6348. var alphaTexture = material.getAlphaTestTexture();
  6349. _this._effect.setTexture("diffuseSampler", alphaTexture);
  6350. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  6351. }
  6352. // Bones
  6353. if (mesh.useBones) {
  6354. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  6355. }
  6356. // Draw
  6357. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  6358. }
  6359. else {
  6360. // Need to reset refresh rate of the shadowMap
  6361. _this._shadowMap.resetRefreshCounter();
  6362. }
  6363. };
  6364. this._shadowMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) {
  6365. var index;
  6366. for (index = 0; index < opaqueSubMeshes.length; index++) {
  6367. renderSubMesh(opaqueSubMeshes.data[index]);
  6368. }
  6369. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  6370. renderSubMesh(alphaTestSubMeshes.data[index]);
  6371. }
  6372. if (_this._transparencyShadow) {
  6373. for (index = 0; index < transparentSubMeshes.length; index++) {
  6374. renderSubMesh(transparentSubMeshes.data[index]);
  6375. }
  6376. }
  6377. };
  6378. this._shadowMap.onClear = function (engine) {
  6379. if (_this.useBlurVarianceShadowMap || _this.useVarianceShadowMap) {
  6380. engine.clear(new BABYLON.Color4(0, 0, 0, 0), true, true);
  6381. }
  6382. else {
  6383. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true);
  6384. }
  6385. };
  6386. }
  6387. Object.defineProperty(ShadowGenerator, "FILTER_NONE", {
  6388. // Static
  6389. get: function () {
  6390. return ShadowGenerator._FILTER_NONE;
  6391. },
  6392. enumerable: true,
  6393. configurable: true
  6394. });
  6395. Object.defineProperty(ShadowGenerator, "FILTER_VARIANCESHADOWMAP", {
  6396. get: function () {
  6397. return ShadowGenerator._FILTER_VARIANCESHADOWMAP;
  6398. },
  6399. enumerable: true,
  6400. configurable: true
  6401. });
  6402. Object.defineProperty(ShadowGenerator, "FILTER_POISSONSAMPLING", {
  6403. get: function () {
  6404. return ShadowGenerator._FILTER_POISSONSAMPLING;
  6405. },
  6406. enumerable: true,
  6407. configurable: true
  6408. });
  6409. Object.defineProperty(ShadowGenerator, "FILTER_BLURVARIANCESHADOWMAP", {
  6410. get: function () {
  6411. return ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP;
  6412. },
  6413. enumerable: true,
  6414. configurable: true
  6415. });
  6416. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  6417. get: function () {
  6418. return this._bias;
  6419. },
  6420. set: function (bias) {
  6421. this._bias = bias;
  6422. },
  6423. enumerable: true,
  6424. configurable: true
  6425. });
  6426. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  6427. get: function () {
  6428. return this._blurBoxOffset;
  6429. },
  6430. set: function (value) {
  6431. var _this = this;
  6432. if (this._blurBoxOffset === value) {
  6433. return;
  6434. }
  6435. this._blurBoxOffset = value;
  6436. if (this._boxBlurPostprocess) {
  6437. this._boxBlurPostprocess.dispose();
  6438. }
  6439. 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);
  6440. this._boxBlurPostprocess.onApply = function (effect) {
  6441. effect.setFloat2("screenSize", _this._mapSize / _this.blurScale, _this._mapSize / _this.blurScale);
  6442. };
  6443. },
  6444. enumerable: true,
  6445. configurable: true
  6446. });
  6447. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  6448. get: function () {
  6449. return this._filter;
  6450. },
  6451. set: function (value) {
  6452. if (this._filter === value) {
  6453. return;
  6454. }
  6455. this._filter = value;
  6456. if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) {
  6457. this._shadowMap.anisotropicFilteringLevel = 16;
  6458. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  6459. }
  6460. else {
  6461. this._shadowMap.anisotropicFilteringLevel = 1;
  6462. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  6463. }
  6464. },
  6465. enumerable: true,
  6466. configurable: true
  6467. });
  6468. Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
  6469. get: function () {
  6470. return this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP && this._light.supportsVSM();
  6471. },
  6472. set: function (value) {
  6473. this.filter = (value ? ShadowGenerator.FILTER_VARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
  6474. },
  6475. enumerable: true,
  6476. configurable: true
  6477. });
  6478. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  6479. get: function () {
  6480. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING || (!this._light.supportsVSM() && (this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP || this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP));
  6481. },
  6482. set: function (value) {
  6483. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  6484. },
  6485. enumerable: true,
  6486. configurable: true
  6487. });
  6488. Object.defineProperty(ShadowGenerator.prototype, "useBlurVarianceShadowMap", {
  6489. get: function () {
  6490. return this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP && this._light.supportsVSM();
  6491. },
  6492. set: function (value) {
  6493. this.filter = (value ? ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
  6494. },
  6495. enumerable: true,
  6496. configurable: true
  6497. });
  6498. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  6499. var defines = [];
  6500. if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) {
  6501. defines.push("#define VSM");
  6502. }
  6503. var attribs = [BABYLON.VertexBuffer.PositionKind];
  6504. var mesh = subMesh.getMesh();
  6505. var material = subMesh.getMaterial();
  6506. // Alpha test
  6507. if (material && material.needAlphaTesting()) {
  6508. defines.push("#define ALPHATEST");
  6509. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  6510. attribs.push(BABYLON.VertexBuffer.UVKind);
  6511. defines.push("#define UV1");
  6512. }
  6513. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  6514. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  6515. defines.push("#define UV2");
  6516. }
  6517. }
  6518. // Bones
  6519. if (mesh.useBones) {
  6520. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  6521. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  6522. defines.push("#define BONES");
  6523. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  6524. }
  6525. // Instances
  6526. if (useInstances) {
  6527. defines.push("#define INSTANCES");
  6528. attribs.push("world0");
  6529. attribs.push("world1");
  6530. attribs.push("world2");
  6531. attribs.push("world3");
  6532. }
  6533. // Get correct effect
  6534. var join = defines.join("\n");
  6535. if (this._cachedDefines !== join) {
  6536. this._cachedDefines = join;
  6537. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  6538. }
  6539. return this._effect.isReady();
  6540. };
  6541. ShadowGenerator.prototype.getShadowMap = function () {
  6542. return this._shadowMap;
  6543. };
  6544. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  6545. if (this._shadowMap2) {
  6546. return this._shadowMap2;
  6547. }
  6548. return this._shadowMap;
  6549. };
  6550. ShadowGenerator.prototype.getLight = function () {
  6551. return this._light;
  6552. };
  6553. // Methods
  6554. ShadowGenerator.prototype.getTransformMatrix = function () {
  6555. var scene = this._scene;
  6556. if (this._currentRenderID === scene.getRenderId()) {
  6557. return this._transformMatrix;
  6558. }
  6559. this._currentRenderID = scene.getRenderId();
  6560. var lightPosition = this._light.position;
  6561. var lightDirection = this._light.direction;
  6562. if (this._light.computeTransformedPosition()) {
  6563. lightPosition = this._light.transformedPosition;
  6564. }
  6565. if (this._light.needRefreshPerFrame() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !lightDirection.equals(this._cachedDirection)) {
  6566. this._cachedPosition = lightPosition.clone();
  6567. this._cachedDirection = lightDirection.clone();
  6568. BABYLON.Matrix.LookAtLHToRef(lightPosition, this._light.position.add(lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  6569. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, this.getShadowMap().renderList);
  6570. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  6571. }
  6572. return this._transformMatrix;
  6573. };
  6574. ShadowGenerator.prototype.getDarkness = function () {
  6575. return this._darkness;
  6576. };
  6577. ShadowGenerator.prototype.setDarkness = function (darkness) {
  6578. if (darkness >= 1.0)
  6579. this._darkness = 1.0;
  6580. else if (darkness <= 0.0)
  6581. this._darkness = 0.0;
  6582. else
  6583. this._darkness = darkness;
  6584. };
  6585. ShadowGenerator.prototype.setTransparencyShadow = function (hasShadow) {
  6586. this._transparencyShadow = hasShadow;
  6587. };
  6588. ShadowGenerator.prototype._packHalf = function (depth) {
  6589. var scale = depth * 255.0;
  6590. var fract = scale - Math.floor(scale);
  6591. return new BABYLON.Vector2(depth - fract / 255.0, fract);
  6592. };
  6593. ShadowGenerator.prototype.dispose = function () {
  6594. this._shadowMap.dispose();
  6595. if (this._shadowMap2) {
  6596. this._shadowMap2.dispose();
  6597. }
  6598. if (this._downSamplePostprocess) {
  6599. this._downSamplePostprocess.dispose();
  6600. }
  6601. if (this._boxBlurPostprocess) {
  6602. this._boxBlurPostprocess.dispose();
  6603. }
  6604. };
  6605. ShadowGenerator._FILTER_NONE = 0;
  6606. ShadowGenerator._FILTER_VARIANCESHADOWMAP = 1;
  6607. ShadowGenerator._FILTER_POISSONSAMPLING = 2;
  6608. ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP = 3;
  6609. return ShadowGenerator;
  6610. })();
  6611. BABYLON.ShadowGenerator = ShadowGenerator;
  6612. })(BABYLON || (BABYLON = {}));
  6613. //# sourceMappingURL=babylon.shadowGenerator.js.map
  6614. var BABYLON;
  6615. (function (BABYLON) {
  6616. var HemisphericLight = (function (_super) {
  6617. __extends(HemisphericLight, _super);
  6618. function HemisphericLight(name, direction, scene) {
  6619. _super.call(this, name, scene);
  6620. this.direction = direction;
  6621. this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  6622. }
  6623. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  6624. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  6625. return this.direction;
  6626. };
  6627. HemisphericLight.prototype.getShadowGenerator = function () {
  6628. return null;
  6629. };
  6630. HemisphericLight.prototype.transferToEffect = function (effect, directionUniformName, groundColorUniformName) {
  6631. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  6632. effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0);
  6633. effect.setColor3(groundColorUniformName, this.groundColor.scale(this.intensity));
  6634. };
  6635. HemisphericLight.prototype._getWorldMatrix = function () {
  6636. if (!this._worldMatrix) {
  6637. this._worldMatrix = BABYLON.Matrix.Identity();
  6638. }
  6639. return this._worldMatrix;
  6640. };
  6641. return HemisphericLight;
  6642. })(BABYLON.Light);
  6643. BABYLON.HemisphericLight = HemisphericLight;
  6644. })(BABYLON || (BABYLON = {}));
  6645. //# sourceMappingURL=babylon.hemisphericLight.js.mapvar BABYLON;
  6646. (function (BABYLON) {
  6647. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  6648. if (boxMin.x > sphereCenter.x + sphereRadius)
  6649. return false;
  6650. if (sphereCenter.x - sphereRadius > boxMax.x)
  6651. return false;
  6652. if (boxMin.y > sphereCenter.y + sphereRadius)
  6653. return false;
  6654. if (sphereCenter.y - sphereRadius > boxMax.y)
  6655. return false;
  6656. if (boxMin.z > sphereCenter.z + sphereRadius)
  6657. return false;
  6658. if (sphereCenter.z - sphereRadius > boxMax.z)
  6659. return false;
  6660. return true;
  6661. };
  6662. var getLowestRoot = function (a, b, c, maxR) {
  6663. var determinant = b * b - 4.0 * a * c;
  6664. var result = { root: 0, found: false };
  6665. if (determinant < 0)
  6666. return result;
  6667. var sqrtD = Math.sqrt(determinant);
  6668. var r1 = (-b - sqrtD) / (2.0 * a);
  6669. var r2 = (-b + sqrtD) / (2.0 * a);
  6670. if (r1 > r2) {
  6671. var temp = r2;
  6672. r2 = r1;
  6673. r1 = temp;
  6674. }
  6675. if (r1 > 0 && r1 < maxR) {
  6676. result.root = r1;
  6677. result.found = true;
  6678. return result;
  6679. }
  6680. if (r2 > 0 && r2 < maxR) {
  6681. result.root = r2;
  6682. result.found = true;
  6683. return result;
  6684. }
  6685. return result;
  6686. };
  6687. var Collider = (function () {
  6688. function Collider() {
  6689. this.radius = new BABYLON.Vector3(1, 1, 1);
  6690. this.retry = 0;
  6691. this.basePointWorld = BABYLON.Vector3.Zero();
  6692. this.velocityWorld = BABYLON.Vector3.Zero();
  6693. this.normalizedVelocity = BABYLON.Vector3.Zero();
  6694. this._collisionPoint = BABYLON.Vector3.Zero();
  6695. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  6696. this._tempVector = BABYLON.Vector3.Zero();
  6697. this._tempVector2 = BABYLON.Vector3.Zero();
  6698. this._tempVector3 = BABYLON.Vector3.Zero();
  6699. this._tempVector4 = BABYLON.Vector3.Zero();
  6700. this._edge = BABYLON.Vector3.Zero();
  6701. this._baseToVertex = BABYLON.Vector3.Zero();
  6702. this._destinationPoint = BABYLON.Vector3.Zero();
  6703. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  6704. this._displacementVector = BABYLON.Vector3.Zero();
  6705. }
  6706. // Methods
  6707. Collider.prototype._initialize = function (source, dir, e) {
  6708. this.velocity = dir;
  6709. BABYLON.Vector3.NormalizeToRef(dir, this.normalizedVelocity);
  6710. this.basePoint = source;
  6711. source.multiplyToRef(this.radius, this.basePointWorld);
  6712. dir.multiplyToRef(this.radius, this.velocityWorld);
  6713. this.velocityWorldLength = this.velocityWorld.length();
  6714. this.epsilon = e;
  6715. this.collisionFound = false;
  6716. };
  6717. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  6718. pa.subtractToRef(point, this._tempVector);
  6719. pb.subtractToRef(point, this._tempVector2);
  6720. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  6721. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  6722. if (d < 0)
  6723. return false;
  6724. pc.subtractToRef(point, this._tempVector3);
  6725. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  6726. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  6727. if (d < 0)
  6728. return false;
  6729. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  6730. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  6731. return d >= 0;
  6732. };
  6733. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  6734. var distance = BABYLON.Vector3.Distance(this.basePointWorld, sphereCenter);
  6735. var max = Math.max(this.radius.x, this.radius.y, this.radius.z);
  6736. if (distance > this.velocityWorldLength + max + sphereRadius) {
  6737. return false;
  6738. }
  6739. if (!intersectBoxAASphere(vecMin, vecMax, this.basePointWorld, this.velocityWorldLength + max))
  6740. return false;
  6741. return true;
  6742. };
  6743. Collider.prototype._testTriangle = function (faceIndex, subMesh, p1, p2, p3) {
  6744. var t0;
  6745. var embeddedInPlane = false;
  6746. if (!subMesh._trianglePlanes) {
  6747. subMesh._trianglePlanes = [];
  6748. }
  6749. if (!subMesh._trianglePlanes[faceIndex]) {
  6750. subMesh._trianglePlanes[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  6751. subMesh._trianglePlanes[faceIndex].copyFromPoints(p1, p2, p3);
  6752. }
  6753. var trianglePlane = subMesh._trianglePlanes[faceIndex];
  6754. if ((!subMesh.getMaterial()) && !trianglePlane.isFrontFacingTo(this.normalizedVelocity, 0))
  6755. return;
  6756. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this.basePoint);
  6757. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this.velocity);
  6758. if (normalDotVelocity == 0) {
  6759. if (Math.abs(signedDistToTrianglePlane) >= 1.0)
  6760. return;
  6761. embeddedInPlane = true;
  6762. t0 = 0;
  6763. }
  6764. else {
  6765. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  6766. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  6767. if (t0 > t1) {
  6768. var temp = t1;
  6769. t1 = t0;
  6770. t0 = temp;
  6771. }
  6772. if (t0 > 1.0 || t1 < 0.0)
  6773. return;
  6774. if (t0 < 0)
  6775. t0 = 0;
  6776. if (t0 > 1.0)
  6777. t0 = 1.0;
  6778. }
  6779. this._collisionPoint.copyFromFloats(0, 0, 0);
  6780. var found = false;
  6781. var t = 1.0;
  6782. if (!embeddedInPlane) {
  6783. this.basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  6784. this.velocity.scaleToRef(t0, this._tempVector);
  6785. this._planeIntersectionPoint.addInPlace(this._tempVector);
  6786. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  6787. found = true;
  6788. t = t0;
  6789. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  6790. }
  6791. }
  6792. if (!found) {
  6793. var velocitySquaredLength = this.velocity.lengthSquared();
  6794. var a = velocitySquaredLength;
  6795. this.basePoint.subtractToRef(p1, this._tempVector);
  6796. var b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  6797. var c = this._tempVector.lengthSquared() - 1.0;
  6798. var lowestRoot = getLowestRoot(a, b, c, t);
  6799. if (lowestRoot.found) {
  6800. t = lowestRoot.root;
  6801. found = true;
  6802. this._collisionPoint.copyFrom(p1);
  6803. }
  6804. this.basePoint.subtractToRef(p2, this._tempVector);
  6805. b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  6806. c = this._tempVector.lengthSquared() - 1.0;
  6807. lowestRoot = getLowestRoot(a, b, c, t);
  6808. if (lowestRoot.found) {
  6809. t = lowestRoot.root;
  6810. found = true;
  6811. this._collisionPoint.copyFrom(p2);
  6812. }
  6813. this.basePoint.subtractToRef(p3, this._tempVector);
  6814. b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  6815. c = this._tempVector.lengthSquared() - 1.0;
  6816. lowestRoot = getLowestRoot(a, b, c, t);
  6817. if (lowestRoot.found) {
  6818. t = lowestRoot.root;
  6819. found = true;
  6820. this._collisionPoint.copyFrom(p3);
  6821. }
  6822. p2.subtractToRef(p1, this._edge);
  6823. p1.subtractToRef(this.basePoint, this._baseToVertex);
  6824. var edgeSquaredLength = this._edge.lengthSquared();
  6825. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  6826. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  6827. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  6828. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  6829. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  6830. lowestRoot = getLowestRoot(a, b, c, t);
  6831. if (lowestRoot.found) {
  6832. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  6833. if (f >= 0.0 && f <= 1.0) {
  6834. t = lowestRoot.root;
  6835. found = true;
  6836. this._edge.scaleInPlace(f);
  6837. p1.addToRef(this._edge, this._collisionPoint);
  6838. }
  6839. }
  6840. p3.subtractToRef(p2, this._edge);
  6841. p2.subtractToRef(this.basePoint, this._baseToVertex);
  6842. edgeSquaredLength = this._edge.lengthSquared();
  6843. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  6844. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  6845. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  6846. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  6847. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  6848. lowestRoot = getLowestRoot(a, b, c, t);
  6849. if (lowestRoot.found) {
  6850. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  6851. if (f >= 0.0 && f <= 1.0) {
  6852. t = lowestRoot.root;
  6853. found = true;
  6854. this._edge.scaleInPlace(f);
  6855. p2.addToRef(this._edge, this._collisionPoint);
  6856. }
  6857. }
  6858. p1.subtractToRef(p3, this._edge);
  6859. p3.subtractToRef(this.basePoint, this._baseToVertex);
  6860. edgeSquaredLength = this._edge.lengthSquared();
  6861. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  6862. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  6863. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  6864. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  6865. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  6866. lowestRoot = getLowestRoot(a, b, c, t);
  6867. if (lowestRoot.found) {
  6868. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  6869. if (f >= 0.0 && f <= 1.0) {
  6870. t = lowestRoot.root;
  6871. found = true;
  6872. this._edge.scaleInPlace(f);
  6873. p3.addToRef(this._edge, this._collisionPoint);
  6874. }
  6875. }
  6876. }
  6877. if (found) {
  6878. var distToCollision = t * this.velocity.length();
  6879. if (!this.collisionFound || distToCollision < this.nearestDistance) {
  6880. if (!this.intersectionPoint) {
  6881. this.intersectionPoint = this._collisionPoint.clone();
  6882. }
  6883. else {
  6884. this.intersectionPoint.copyFrom(this._collisionPoint);
  6885. }
  6886. this.nearestDistance = distToCollision;
  6887. this.collisionFound = true;
  6888. this.collidedMesh = subMesh.getMesh();
  6889. }
  6890. }
  6891. };
  6892. Collider.prototype._collide = function (subMesh, pts, indices, indexStart, indexEnd, decal) {
  6893. for (var i = indexStart; i < indexEnd; i += 3) {
  6894. var p1 = pts[indices[i] - decal];
  6895. var p2 = pts[indices[i + 1] - decal];
  6896. var p3 = pts[indices[i + 2] - decal];
  6897. this._testTriangle(i, subMesh, p3, p2, p1);
  6898. }
  6899. };
  6900. Collider.prototype._getResponse = function (pos, vel) {
  6901. pos.addToRef(vel, this._destinationPoint);
  6902. vel.scaleInPlace((this.nearestDistance / vel.length()));
  6903. this.basePoint.addToRef(vel, pos);
  6904. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  6905. this._slidePlaneNormal.normalize();
  6906. this._slidePlaneNormal.scaleToRef(this.epsilon, this._displacementVector);
  6907. pos.addInPlace(this._displacementVector);
  6908. this.intersectionPoint.addInPlace(this._displacementVector);
  6909. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  6910. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  6911. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  6912. };
  6913. return Collider;
  6914. })();
  6915. BABYLON.Collider = Collider;
  6916. })(BABYLON || (BABYLON = {}));
  6917. //# sourceMappingURL=babylon.collider.js.map
  6918. var BABYLON;
  6919. (function (BABYLON) {
  6920. var Camera = (function (_super) {
  6921. __extends(Camera, _super);
  6922. function Camera(name, position, scene) {
  6923. _super.call(this, name, scene);
  6924. this.position = position;
  6925. // Members
  6926. this.upVector = BABYLON.Vector3.Up();
  6927. this.orthoLeft = null;
  6928. this.orthoRight = null;
  6929. this.orthoBottom = null;
  6930. this.orthoTop = null;
  6931. this.fov = 0.8;
  6932. this.minZ = 1.0;
  6933. this.maxZ = 10000.0;
  6934. this.inertia = 0.9;
  6935. this.mode = Camera.PERSPECTIVE_CAMERA;
  6936. this.isIntermediate = false;
  6937. this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  6938. this.subCameras = [];
  6939. this.layerMask = 0xFFFFFFFF;
  6940. this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  6941. this._computedViewMatrix = BABYLON.Matrix.Identity();
  6942. this._projectionMatrix = new BABYLON.Matrix();
  6943. this._postProcesses = new Array();
  6944. this._postProcessesTakenIndices = [];
  6945. this._activeMeshes = new BABYLON.SmartArray(256);
  6946. this._globalPosition = BABYLON.Vector3.Zero();
  6947. scene.addCamera(this);
  6948. if (!scene.activeCamera) {
  6949. scene.activeCamera = this;
  6950. }
  6951. }
  6952. Object.defineProperty(Camera, "PERSPECTIVE_CAMERA", {
  6953. get: function () {
  6954. return Camera._PERSPECTIVE_CAMERA;
  6955. },
  6956. enumerable: true,
  6957. configurable: true
  6958. });
  6959. Object.defineProperty(Camera, "ORTHOGRAPHIC_CAMERA", {
  6960. get: function () {
  6961. return Camera._ORTHOGRAPHIC_CAMERA;
  6962. },
  6963. enumerable: true,
  6964. configurable: true
  6965. });
  6966. Object.defineProperty(Camera, "FOVMODE_VERTICAL_FIXED", {
  6967. get: function () {
  6968. return Camera._FOVMODE_VERTICAL_FIXED;
  6969. },
  6970. enumerable: true,
  6971. configurable: true
  6972. });
  6973. Object.defineProperty(Camera, "FOVMODE_HORIZONTAL_FIXED", {
  6974. get: function () {
  6975. return Camera._FOVMODE_HORIZONTAL_FIXED;
  6976. },
  6977. enumerable: true,
  6978. configurable: true
  6979. });
  6980. Object.defineProperty(Camera.prototype, "globalPosition", {
  6981. get: function () {
  6982. return this._globalPosition;
  6983. },
  6984. enumerable: true,
  6985. configurable: true
  6986. });
  6987. Camera.prototype.getActiveMeshes = function () {
  6988. return this._activeMeshes;
  6989. };
  6990. Camera.prototype.isActiveMesh = function (mesh) {
  6991. return (this._activeMeshes.indexOf(mesh) !== -1);
  6992. };
  6993. //Cache
  6994. Camera.prototype._initCache = function () {
  6995. _super.prototype._initCache.call(this);
  6996. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  6997. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  6998. this._cache.mode = undefined;
  6999. this._cache.minZ = undefined;
  7000. this._cache.maxZ = undefined;
  7001. this._cache.fov = undefined;
  7002. this._cache.aspectRatio = undefined;
  7003. this._cache.orthoLeft = undefined;
  7004. this._cache.orthoRight = undefined;
  7005. this._cache.orthoBottom = undefined;
  7006. this._cache.orthoTop = undefined;
  7007. this._cache.renderWidth = undefined;
  7008. this._cache.renderHeight = undefined;
  7009. };
  7010. Camera.prototype._updateCache = function (ignoreParentClass) {
  7011. if (!ignoreParentClass) {
  7012. _super.prototype._updateCache.call(this);
  7013. }
  7014. var engine = this.getEngine();
  7015. this._cache.position.copyFrom(this.position);
  7016. this._cache.upVector.copyFrom(this.upVector);
  7017. this._cache.mode = this.mode;
  7018. this._cache.minZ = this.minZ;
  7019. this._cache.maxZ = this.maxZ;
  7020. this._cache.fov = this.fov;
  7021. this._cache.aspectRatio = engine.getAspectRatio(this);
  7022. this._cache.orthoLeft = this.orthoLeft;
  7023. this._cache.orthoRight = this.orthoRight;
  7024. this._cache.orthoBottom = this.orthoBottom;
  7025. this._cache.orthoTop = this.orthoTop;
  7026. this._cache.renderWidth = engine.getRenderWidth();
  7027. this._cache.renderHeight = engine.getRenderHeight();
  7028. };
  7029. Camera.prototype._updateFromScene = function () {
  7030. this.updateCache();
  7031. this._update();
  7032. };
  7033. // Synchronized
  7034. Camera.prototype._isSynchronized = function () {
  7035. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  7036. };
  7037. Camera.prototype._isSynchronizedViewMatrix = function () {
  7038. if (!_super.prototype._isSynchronized.call(this))
  7039. return false;
  7040. return this._cache.position.equals(this.position) && this._cache.upVector.equals(this.upVector) && this.isSynchronizedWithParent();
  7041. };
  7042. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  7043. var check = this._cache.mode === this.mode && this._cache.minZ === this.minZ && this._cache.maxZ === this.maxZ;
  7044. if (!check) {
  7045. return false;
  7046. }
  7047. var engine = this.getEngine();
  7048. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  7049. check = this._cache.fov === this.fov && this._cache.aspectRatio === engine.getAspectRatio(this);
  7050. }
  7051. else {
  7052. 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();
  7053. }
  7054. return check;
  7055. };
  7056. // Controls
  7057. Camera.prototype.attachControl = function (element) {
  7058. };
  7059. Camera.prototype.detachControl = function (element) {
  7060. };
  7061. Camera.prototype._update = function () {
  7062. };
  7063. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  7064. if (insertAt === void 0) { insertAt = null; }
  7065. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  7066. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  7067. return 0;
  7068. }
  7069. if (insertAt == null || insertAt < 0) {
  7070. this._postProcesses.push(postProcess);
  7071. this._postProcessesTakenIndices.push(this._postProcesses.length - 1);
  7072. return this._postProcesses.length - 1;
  7073. }
  7074. var add = 0;
  7075. if (this._postProcesses[insertAt]) {
  7076. var start = this._postProcesses.length - 1;
  7077. for (var i = start; i >= insertAt + 1; --i) {
  7078. this._postProcesses[i + 1] = this._postProcesses[i];
  7079. }
  7080. add = 1;
  7081. }
  7082. for (i = 0; i < this._postProcessesTakenIndices.length; ++i) {
  7083. if (this._postProcessesTakenIndices[i] < insertAt) {
  7084. continue;
  7085. }
  7086. start = this._postProcessesTakenIndices.length - 1;
  7087. for (var j = start; j >= i; --j) {
  7088. this._postProcessesTakenIndices[j + 1] = this._postProcessesTakenIndices[j] + add;
  7089. }
  7090. this._postProcessesTakenIndices[i] = insertAt;
  7091. break;
  7092. }
  7093. if (!add && this._postProcessesTakenIndices.indexOf(insertAt) == -1) {
  7094. this._postProcessesTakenIndices.push(insertAt);
  7095. }
  7096. var result = insertAt + add;
  7097. this._postProcesses[result] = postProcess;
  7098. return result;
  7099. };
  7100. Camera.prototype.detachPostProcess = function (postProcess, atIndices) {
  7101. if (atIndices === void 0) { atIndices = null; }
  7102. var result = [];
  7103. if (!atIndices) {
  7104. var length = this._postProcesses.length;
  7105. for (var i = 0; i < length; i++) {
  7106. if (this._postProcesses[i] !== postProcess) {
  7107. continue;
  7108. }
  7109. delete this._postProcesses[i];
  7110. var index = this._postProcessesTakenIndices.indexOf(i);
  7111. this._postProcessesTakenIndices.splice(index, 1);
  7112. }
  7113. }
  7114. else {
  7115. atIndices = (atIndices instanceof Array) ? atIndices : [atIndices];
  7116. for (i = 0; i < atIndices.length; i++) {
  7117. var foundPostProcess = this._postProcesses[atIndices[i]];
  7118. if (foundPostProcess !== postProcess) {
  7119. result.push(i);
  7120. continue;
  7121. }
  7122. delete this._postProcesses[atIndices[i]];
  7123. index = this._postProcessesTakenIndices.indexOf(atIndices[i]);
  7124. this._postProcessesTakenIndices.splice(index, 1);
  7125. }
  7126. }
  7127. return result;
  7128. };
  7129. Camera.prototype.getWorldMatrix = function () {
  7130. if (!this._worldMatrix) {
  7131. this._worldMatrix = BABYLON.Matrix.Identity();
  7132. }
  7133. var viewMatrix = this.getViewMatrix();
  7134. viewMatrix.invertToRef(this._worldMatrix);
  7135. return this._worldMatrix;
  7136. };
  7137. Camera.prototype._getViewMatrix = function () {
  7138. return BABYLON.Matrix.Identity();
  7139. };
  7140. Camera.prototype.getViewMatrix = function (force) {
  7141. this._computedViewMatrix = this._computeViewMatrix(force);
  7142. if (!force && this._isSynchronizedViewMatrix()) {
  7143. return this._computedViewMatrix;
  7144. }
  7145. if (!this.parent || !this.parent.getWorldMatrix) {
  7146. this._globalPosition.copyFrom(this.position);
  7147. }
  7148. else {
  7149. if (!this._worldMatrix) {
  7150. this._worldMatrix = BABYLON.Matrix.Identity();
  7151. }
  7152. this._computedViewMatrix.invertToRef(this._worldMatrix);
  7153. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._computedViewMatrix);
  7154. this._globalPosition.copyFromFloats(this._computedViewMatrix.m[12], this._computedViewMatrix.m[13], this._computedViewMatrix.m[14]);
  7155. this._computedViewMatrix.invert();
  7156. this._markSyncedWithParent();
  7157. }
  7158. this._currentRenderId = this.getScene().getRenderId();
  7159. return this._computedViewMatrix;
  7160. };
  7161. Camera.prototype._computeViewMatrix = function (force) {
  7162. if (!force && this._isSynchronizedViewMatrix()) {
  7163. return this._computedViewMatrix;
  7164. }
  7165. this._computedViewMatrix = this._getViewMatrix();
  7166. this._currentRenderId = this.getScene().getRenderId();
  7167. return this._computedViewMatrix;
  7168. };
  7169. Camera.prototype.getProjectionMatrix = function (force) {
  7170. if (!force && this._isSynchronizedProjectionMatrix()) {
  7171. return this._projectionMatrix;
  7172. }
  7173. var engine = this.getEngine();
  7174. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  7175. if (this.minZ <= 0) {
  7176. this.minZ = 0.1;
  7177. }
  7178. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode);
  7179. return this._projectionMatrix;
  7180. }
  7181. var halfWidth = engine.getRenderWidth() / 2.0;
  7182. var halfHeight = engine.getRenderHeight() / 2.0;
  7183. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  7184. return this._projectionMatrix;
  7185. };
  7186. Camera.prototype.dispose = function () {
  7187. // Remove from scene
  7188. this.getScene().removeCamera(this);
  7189. for (var i = 0; i < this._postProcessesTakenIndices.length; ++i) {
  7190. this._postProcesses[this._postProcessesTakenIndices[i]].dispose(this);
  7191. }
  7192. };
  7193. // Statics
  7194. Camera._PERSPECTIVE_CAMERA = 0;
  7195. Camera._ORTHOGRAPHIC_CAMERA = 1;
  7196. Camera._FOVMODE_VERTICAL_FIXED = 0;
  7197. Camera._FOVMODE_HORIZONTAL_FIXED = 1;
  7198. return Camera;
  7199. })(BABYLON.Node);
  7200. BABYLON.Camera = Camera;
  7201. })(BABYLON || (BABYLON = {}));
  7202. //# sourceMappingURL=babylon.camera.js.map
  7203. var BABYLON;
  7204. (function (BABYLON) {
  7205. var TargetCamera = (function (_super) {
  7206. __extends(TargetCamera, _super);
  7207. function TargetCamera(name, position, scene) {
  7208. _super.call(this, name, position, scene);
  7209. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  7210. this.cameraRotation = new BABYLON.Vector2(0, 0);
  7211. this.rotation = new BABYLON.Vector3(0, 0, 0);
  7212. this.speed = 2.0;
  7213. this.noRotationConstraint = false;
  7214. this.lockedTarget = null;
  7215. this._currentTarget = BABYLON.Vector3.Zero();
  7216. this._viewMatrix = BABYLON.Matrix.Zero();
  7217. this._camMatrix = BABYLON.Matrix.Zero();
  7218. this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  7219. this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  7220. this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  7221. this._transformedReferencePoint = BABYLON.Vector3.Zero();
  7222. this._lookAtTemp = BABYLON.Matrix.Zero();
  7223. this._tempMatrix = BABYLON.Matrix.Zero();
  7224. }
  7225. TargetCamera.prototype._getLockedTargetPosition = function () {
  7226. if (!this.lockedTarget) {
  7227. return null;
  7228. }
  7229. return this.lockedTarget.position || this.lockedTarget;
  7230. };
  7231. // Cache
  7232. TargetCamera.prototype._initCache = function () {
  7233. _super.prototype._initCache.call(this);
  7234. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  7235. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  7236. };
  7237. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  7238. if (!ignoreParentClass) {
  7239. _super.prototype._updateCache.call(this);
  7240. }
  7241. var lockedTargetPosition = this._getLockedTargetPosition();
  7242. if (!lockedTargetPosition) {
  7243. this._cache.lockedTarget = null;
  7244. }
  7245. else {
  7246. if (!this._cache.lockedTarget) {
  7247. this._cache.lockedTarget = lockedTargetPosition.clone();
  7248. }
  7249. else {
  7250. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  7251. }
  7252. }
  7253. this._cache.rotation.copyFrom(this.rotation);
  7254. };
  7255. // Synchronized
  7256. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  7257. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  7258. return false;
  7259. }
  7260. var lockedTargetPosition = this._getLockedTargetPosition();
  7261. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) && this._cache.rotation.equals(this.rotation);
  7262. };
  7263. // Methods
  7264. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  7265. var engine = this.getEngine();
  7266. return this.speed * ((engine.getDeltaTime() / (engine.getFps() * 10.0)));
  7267. };
  7268. // Target
  7269. TargetCamera.prototype.setTarget = function (target) {
  7270. this.upVector.normalize();
  7271. BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._camMatrix);
  7272. this._camMatrix.invert();
  7273. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  7274. var vDir = target.subtract(this.position);
  7275. if (vDir.x >= 0.0) {
  7276. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  7277. }
  7278. else {
  7279. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  7280. }
  7281. this.rotation.z = -Math.acos(BABYLON.Vector3.Dot(new BABYLON.Vector3(0, 1.0, 0), this.upVector));
  7282. if (isNaN(this.rotation.x)) {
  7283. this.rotation.x = 0;
  7284. }
  7285. if (isNaN(this.rotation.y)) {
  7286. this.rotation.y = 0;
  7287. }
  7288. if (isNaN(this.rotation.z)) {
  7289. this.rotation.z = 0;
  7290. }
  7291. };
  7292. TargetCamera.prototype.getTarget = function () {
  7293. return this._currentTarget;
  7294. };
  7295. TargetCamera.prototype._decideIfNeedsToMove = function () {
  7296. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  7297. };
  7298. TargetCamera.prototype._updatePosition = function () {
  7299. this.position.addInPlace(this.cameraDirection);
  7300. };
  7301. TargetCamera.prototype._update = function () {
  7302. var needToMove = this._decideIfNeedsToMove();
  7303. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  7304. // Move
  7305. if (needToMove) {
  7306. this._updatePosition();
  7307. }
  7308. // Rotate
  7309. if (needToRotate) {
  7310. this.rotation.x += this.cameraRotation.x;
  7311. this.rotation.y += this.cameraRotation.y;
  7312. if (!this.noRotationConstraint) {
  7313. var limit = (Math.PI / 2) * 0.95;
  7314. if (this.rotation.x > limit)
  7315. this.rotation.x = limit;
  7316. if (this.rotation.x < -limit)
  7317. this.rotation.x = -limit;
  7318. }
  7319. }
  7320. // Inertia
  7321. if (needToMove) {
  7322. if (Math.abs(this.cameraDirection.x) < BABYLON.Engine.Epsilon) {
  7323. this.cameraDirection.x = 0;
  7324. }
  7325. if (Math.abs(this.cameraDirection.y) < BABYLON.Engine.Epsilon) {
  7326. this.cameraDirection.y = 0;
  7327. }
  7328. if (Math.abs(this.cameraDirection.z) < BABYLON.Engine.Epsilon) {
  7329. this.cameraDirection.z = 0;
  7330. }
  7331. this.cameraDirection.scaleInPlace(this.inertia);
  7332. }
  7333. if (needToRotate) {
  7334. if (Math.abs(this.cameraRotation.x) < BABYLON.Engine.Epsilon) {
  7335. this.cameraRotation.x = 0;
  7336. }
  7337. if (Math.abs(this.cameraRotation.y) < BABYLON.Engine.Epsilon) {
  7338. this.cameraRotation.y = 0;
  7339. }
  7340. this.cameraRotation.scaleInPlace(this.inertia);
  7341. }
  7342. };
  7343. TargetCamera.prototype._getViewMatrix = function () {
  7344. if (!this.lockedTarget) {
  7345. // Compute
  7346. if (this.upVector.x !== 0 || this.upVector.y !== 1.0 || this.upVector.z !== 0) {
  7347. BABYLON.Matrix.LookAtLHToRef(BABYLON.Vector3.Zero(), this._referencePoint, this.upVector, this._lookAtTemp);
  7348. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  7349. this._lookAtTemp.multiplyToRef(this._cameraRotationMatrix, this._tempMatrix);
  7350. this._lookAtTemp.invert();
  7351. this._tempMatrix.multiplyToRef(this._lookAtTemp, this._cameraRotationMatrix);
  7352. }
  7353. else {
  7354. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  7355. }
  7356. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  7357. // Computing target and final matrix
  7358. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  7359. }
  7360. else {
  7361. this._currentTarget.copyFrom(this._getLockedTargetPosition());
  7362. }
  7363. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this.upVector, this._viewMatrix);
  7364. return this._viewMatrix;
  7365. };
  7366. return TargetCamera;
  7367. })(BABYLON.Camera);
  7368. BABYLON.TargetCamera = TargetCamera;
  7369. })(BABYLON || (BABYLON = {}));
  7370. //# sourceMappingURL=babylon.targetCamera.js.map
  7371. var BABYLON;
  7372. (function (BABYLON) {
  7373. var FollowCamera = (function (_super) {
  7374. __extends(FollowCamera, _super);
  7375. function FollowCamera(name, position, scene) {
  7376. _super.call(this, name, position, scene);
  7377. this.radius = 12;
  7378. this.rotationOffset = 0;
  7379. this.heightOffset = 4;
  7380. this.cameraAcceleration = 0.05;
  7381. this.maxCameraSpeed = 20;
  7382. }
  7383. FollowCamera.prototype.getRadians = function (degrees) {
  7384. return degrees * Math.PI / 180;
  7385. };
  7386. FollowCamera.prototype.follow = function (cameraTarget) {
  7387. if (!cameraTarget)
  7388. return;
  7389. var yRotation;
  7390. if (cameraTarget.rotationQuaternion) {
  7391. var rotMatrix = new BABYLON.Matrix();
  7392. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  7393. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  7394. }
  7395. else {
  7396. yRotation = cameraTarget.rotation.y;
  7397. }
  7398. var radians = this.getRadians(this.rotationOffset) + yRotation;
  7399. var targetX = cameraTarget.position.x + Math.sin(radians) * this.radius;
  7400. var targetZ = cameraTarget.position.z + Math.cos(radians) * this.radius;
  7401. var dx = targetX - this.position.x;
  7402. var dy = (cameraTarget.position.y + this.heightOffset) - this.position.y;
  7403. var dz = (targetZ) - this.position.z;
  7404. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  7405. var vy = dy * this.cameraAcceleration;
  7406. var vz = dz * this.cameraAcceleration * 2;
  7407. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  7408. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  7409. }
  7410. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  7411. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  7412. }
  7413. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  7414. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  7415. }
  7416. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  7417. this.setTarget(cameraTarget.position);
  7418. };
  7419. FollowCamera.prototype._update = function () {
  7420. _super.prototype._update.call(this);
  7421. this.follow(this.target);
  7422. };
  7423. return FollowCamera;
  7424. })(BABYLON.TargetCamera);
  7425. BABYLON.FollowCamera = FollowCamera;
  7426. })(BABYLON || (BABYLON = {}));
  7427. //# sourceMappingURL=babylon.followCamera.js.map
  7428. var BABYLON;
  7429. (function (BABYLON) {
  7430. var FreeCamera = (function (_super) {
  7431. __extends(FreeCamera, _super);
  7432. function FreeCamera(name, position, scene) {
  7433. _super.call(this, name, position, scene);
  7434. this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  7435. this.keysUp = [38];
  7436. this.keysDown = [40];
  7437. this.keysLeft = [37];
  7438. this.keysRight = [39];
  7439. this.checkCollisions = false;
  7440. this.applyGravity = false;
  7441. this.angularSensibility = 2000.0;
  7442. this._keys = [];
  7443. this._collider = new BABYLON.Collider();
  7444. this._needMoveForGravity = true;
  7445. this._oldPosition = BABYLON.Vector3.Zero();
  7446. this._diffPosition = BABYLON.Vector3.Zero();
  7447. this._newPosition = BABYLON.Vector3.Zero();
  7448. }
  7449. // Controls
  7450. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  7451. var _this = this;
  7452. var previousPosition;
  7453. var engine = this.getEngine();
  7454. if (this._attachedElement) {
  7455. return;
  7456. }
  7457. this._attachedElement = element;
  7458. if (this._onMouseDown === undefined) {
  7459. this._onMouseDown = function (evt) {
  7460. previousPosition = {
  7461. x: evt.clientX,
  7462. y: evt.clientY
  7463. };
  7464. if (!noPreventDefault) {
  7465. evt.preventDefault();
  7466. }
  7467. };
  7468. this._onMouseUp = function (evt) {
  7469. previousPosition = null;
  7470. if (!noPreventDefault) {
  7471. evt.preventDefault();
  7472. }
  7473. };
  7474. this._onMouseOut = function (evt) {
  7475. previousPosition = null;
  7476. _this._keys = [];
  7477. if (!noPreventDefault) {
  7478. evt.preventDefault();
  7479. }
  7480. };
  7481. this._onMouseMove = function (evt) {
  7482. if (!previousPosition && !engine.isPointerLock) {
  7483. return;
  7484. }
  7485. var offsetX;
  7486. var offsetY;
  7487. if (!engine.isPointerLock) {
  7488. offsetX = evt.clientX - previousPosition.x;
  7489. offsetY = evt.clientY - previousPosition.y;
  7490. }
  7491. else {
  7492. offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  7493. offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  7494. }
  7495. _this.cameraRotation.y += offsetX / _this.angularSensibility;
  7496. _this.cameraRotation.x += offsetY / _this.angularSensibility;
  7497. previousPosition = {
  7498. x: evt.clientX,
  7499. y: evt.clientY
  7500. };
  7501. if (!noPreventDefault) {
  7502. evt.preventDefault();
  7503. }
  7504. };
  7505. this._onKeyDown = function (evt) {
  7506. 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) {
  7507. var index = _this._keys.indexOf(evt.keyCode);
  7508. if (index === -1) {
  7509. _this._keys.push(evt.keyCode);
  7510. }
  7511. if (!noPreventDefault) {
  7512. evt.preventDefault();
  7513. }
  7514. }
  7515. };
  7516. this._onKeyUp = function (evt) {
  7517. 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) {
  7518. var index = _this._keys.indexOf(evt.keyCode);
  7519. if (index >= 0) {
  7520. _this._keys.splice(index, 1);
  7521. }
  7522. if (!noPreventDefault) {
  7523. evt.preventDefault();
  7524. }
  7525. }
  7526. };
  7527. this._onLostFocus = function () {
  7528. _this._keys = [];
  7529. };
  7530. this._reset = function () {
  7531. _this._keys = [];
  7532. previousPosition = null;
  7533. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  7534. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  7535. };
  7536. }
  7537. element.addEventListener("mousedown", this._onMouseDown, false);
  7538. element.addEventListener("mouseup", this._onMouseUp, false);
  7539. element.addEventListener("mouseout", this._onMouseOut, false);
  7540. element.addEventListener("mousemove", this._onMouseMove, false);
  7541. BABYLON.Tools.RegisterTopRootEvents([
  7542. { name: "keydown", handler: this._onKeyDown },
  7543. { name: "keyup", handler: this._onKeyUp },
  7544. { name: "blur", handler: this._onLostFocus }
  7545. ]);
  7546. };
  7547. FreeCamera.prototype.detachControl = function (element) {
  7548. if (this._attachedElement != element) {
  7549. return;
  7550. }
  7551. element.removeEventListener("mousedown", this._onMouseDown);
  7552. element.removeEventListener("mouseup", this._onMouseUp);
  7553. element.removeEventListener("mouseout", this._onMouseOut);
  7554. element.removeEventListener("mousemove", this._onMouseMove);
  7555. BABYLON.Tools.UnregisterTopRootEvents([
  7556. { name: "keydown", handler: this._onKeyDown },
  7557. { name: "keyup", handler: this._onKeyUp },
  7558. { name: "blur", handler: this._onLostFocus }
  7559. ]);
  7560. this._attachedElement = null;
  7561. if (this._reset) {
  7562. this._reset();
  7563. }
  7564. };
  7565. FreeCamera.prototype._collideWithWorld = function (velocity) {
  7566. var globalPosition;
  7567. if (this.parent) {
  7568. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  7569. }
  7570. else {
  7571. globalPosition = this.position;
  7572. }
  7573. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  7574. this._collider.radius = this.ellipsoid;
  7575. this.getScene()._getNewPosition(this._oldPosition, velocity, this._collider, 3, this._newPosition);
  7576. this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);
  7577. if (this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  7578. this.position.addInPlace(this._diffPosition);
  7579. if (this.onCollide) {
  7580. this.onCollide(this._collider.collidedMesh);
  7581. }
  7582. }
  7583. };
  7584. FreeCamera.prototype._checkInputs = function () {
  7585. if (!this._localDirection) {
  7586. this._localDirection = BABYLON.Vector3.Zero();
  7587. this._transformedDirection = BABYLON.Vector3.Zero();
  7588. }
  7589. for (var index = 0; index < this._keys.length; index++) {
  7590. var keyCode = this._keys[index];
  7591. var speed = this._computeLocalCameraSpeed();
  7592. if (this.keysLeft.indexOf(keyCode) !== -1) {
  7593. this._localDirection.copyFromFloats(-speed, 0, 0);
  7594. }
  7595. else if (this.keysUp.indexOf(keyCode) !== -1) {
  7596. this._localDirection.copyFromFloats(0, 0, speed);
  7597. }
  7598. else if (this.keysRight.indexOf(keyCode) !== -1) {
  7599. this._localDirection.copyFromFloats(speed, 0, 0);
  7600. }
  7601. else if (this.keysDown.indexOf(keyCode) !== -1) {
  7602. this._localDirection.copyFromFloats(0, 0, -speed);
  7603. }
  7604. this.getViewMatrix().invertToRef(this._cameraTransformMatrix);
  7605. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  7606. this.cameraDirection.addInPlace(this._transformedDirection);
  7607. }
  7608. };
  7609. FreeCamera.prototype._decideIfNeedsToMove = function () {
  7610. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  7611. };
  7612. FreeCamera.prototype._updatePosition = function () {
  7613. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  7614. this._collideWithWorld(this.cameraDirection);
  7615. if (this.applyGravity) {
  7616. var oldPosition = this.position;
  7617. this._collideWithWorld(this.getScene().gravity);
  7618. this._needMoveForGravity = (BABYLON.Vector3.DistanceSquared(oldPosition, this.position) != 0);
  7619. }
  7620. }
  7621. else {
  7622. this.position.addInPlace(this.cameraDirection);
  7623. }
  7624. };
  7625. FreeCamera.prototype._update = function () {
  7626. this._checkInputs();
  7627. _super.prototype._update.call(this);
  7628. };
  7629. return FreeCamera;
  7630. })(BABYLON.TargetCamera);
  7631. BABYLON.FreeCamera = FreeCamera;
  7632. })(BABYLON || (BABYLON = {}));
  7633. //# sourceMappingURL=babylon.freeCamera.js.map
  7634. var BABYLON;
  7635. (function (BABYLON) {
  7636. // We're mainly based on the logic defined into the FreeCamera code
  7637. var TouchCamera = (function (_super) {
  7638. __extends(TouchCamera, _super);
  7639. function TouchCamera(name, position, scene) {
  7640. _super.call(this, name, position, scene);
  7641. this._offsetX = null;
  7642. this._offsetY = null;
  7643. this._pointerCount = 0;
  7644. this._pointerPressed = [];
  7645. this.angularSensibility = 200000.0;
  7646. this.moveSensibility = 500.0;
  7647. }
  7648. TouchCamera.prototype.attachControl = function (canvas, noPreventDefault) {
  7649. var _this = this;
  7650. var previousPosition;
  7651. if (this._attachedCanvas) {
  7652. return;
  7653. }
  7654. this._attachedCanvas = canvas;
  7655. if (this._onPointerDown === undefined) {
  7656. this._onPointerDown = function (evt) {
  7657. if (!noPreventDefault) {
  7658. evt.preventDefault();
  7659. }
  7660. _this._pointerPressed.push(evt.pointerId);
  7661. if (_this._pointerPressed.length !== 1) {
  7662. return;
  7663. }
  7664. previousPosition = {
  7665. x: evt.clientX,
  7666. y: evt.clientY
  7667. };
  7668. };
  7669. this._onPointerUp = function (evt) {
  7670. if (!noPreventDefault) {
  7671. evt.preventDefault();
  7672. }
  7673. var index = _this._pointerPressed.indexOf(evt.pointerId);
  7674. if (index === -1) {
  7675. return;
  7676. }
  7677. _this._pointerPressed.splice(index, 1);
  7678. if (index != 0) {
  7679. return;
  7680. }
  7681. previousPosition = null;
  7682. _this._offsetX = null;
  7683. _this._offsetY = null;
  7684. };
  7685. this._onPointerMove = function (evt) {
  7686. if (!noPreventDefault) {
  7687. evt.preventDefault();
  7688. }
  7689. if (!previousPosition) {
  7690. return;
  7691. }
  7692. var index = _this._pointerPressed.indexOf(evt.pointerId);
  7693. if (index != 0) {
  7694. return;
  7695. }
  7696. _this._offsetX = evt.clientX - previousPosition.x;
  7697. _this._offsetY = -(evt.clientY - previousPosition.y);
  7698. };
  7699. this._onLostFocus = function () {
  7700. _this._offsetX = null;
  7701. _this._offsetY = null;
  7702. };
  7703. }
  7704. canvas.addEventListener("pointerdown", this._onPointerDown);
  7705. canvas.addEventListener("pointerup", this._onPointerUp);
  7706. canvas.addEventListener("pointerout", this._onPointerUp);
  7707. canvas.addEventListener("pointermove", this._onPointerMove);
  7708. BABYLON.Tools.RegisterTopRootEvents([
  7709. { name: "blur", handler: this._onLostFocus }
  7710. ]);
  7711. };
  7712. TouchCamera.prototype.detachControl = function (canvas) {
  7713. if (this._attachedCanvas != canvas) {
  7714. return;
  7715. }
  7716. canvas.removeEventListener("pointerdown", this._onPointerDown);
  7717. canvas.removeEventListener("pointerup", this._onPointerUp);
  7718. canvas.removeEventListener("pointerout", this._onPointerUp);
  7719. canvas.removeEventListener("pointermove", this._onPointerMove);
  7720. BABYLON.Tools.UnregisterTopRootEvents([
  7721. { name: "blur", handler: this._onLostFocus }
  7722. ]);
  7723. this._attachedCanvas = null;
  7724. };
  7725. TouchCamera.prototype._checkInputs = function () {
  7726. if (!this._offsetX) {
  7727. return;
  7728. }
  7729. this.cameraRotation.y += this._offsetX / this.angularSensibility;
  7730. if (this._pointerPressed.length > 1) {
  7731. this.cameraRotation.x += -this._offsetY / this.angularSensibility;
  7732. }
  7733. else {
  7734. var speed = this._computeLocalCameraSpeed();
  7735. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
  7736. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
  7737. this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
  7738. }
  7739. };
  7740. return TouchCamera;
  7741. })(BABYLON.FreeCamera);
  7742. BABYLON.TouchCamera = TouchCamera;
  7743. })(BABYLON || (BABYLON = {}));
  7744. //# sourceMappingURL=babylon.touchCamera.js.map
  7745. var BABYLON;
  7746. (function (BABYLON) {
  7747. // We're mainly based on the logic defined into the FreeCamera code
  7748. var DeviceOrientationCamera = (function (_super) {
  7749. __extends(DeviceOrientationCamera, _super);
  7750. function DeviceOrientationCamera(name, position, scene) {
  7751. var _this = this;
  7752. _super.call(this, name, position, scene);
  7753. this._offsetX = null;
  7754. this._offsetY = null;
  7755. this._orientationGamma = 0;
  7756. this._orientationBeta = 0;
  7757. this._initialOrientationGamma = 0;
  7758. this._initialOrientationBeta = 0;
  7759. this.angularSensibility = 10000.0;
  7760. this.moveSensibility = 50.0;
  7761. window.addEventListener("resize", function () {
  7762. _this._initialOrientationGamma = null;
  7763. }, false);
  7764. }
  7765. DeviceOrientationCamera.prototype.attachControl = function (canvas, noPreventDefault) {
  7766. var _this = this;
  7767. if (this._attachedCanvas) {
  7768. return;
  7769. }
  7770. this._attachedCanvas = canvas;
  7771. if (!this._orientationChanged) {
  7772. this._orientationChanged = function (evt) {
  7773. if (!_this._initialOrientationGamma) {
  7774. _this._initialOrientationGamma = evt.gamma;
  7775. _this._initialOrientationBeta = evt.beta;
  7776. }
  7777. _this._orientationGamma = evt.gamma;
  7778. _this._orientationBeta = evt.beta;
  7779. _this._offsetY = (_this._initialOrientationBeta - _this._orientationBeta);
  7780. _this._offsetX = (_this._initialOrientationGamma - _this._orientationGamma);
  7781. };
  7782. }
  7783. window.addEventListener("deviceorientation", this._orientationChanged);
  7784. };
  7785. DeviceOrientationCamera.prototype.detachControl = function (canvas) {
  7786. if (this._attachedCanvas != canvas) {
  7787. return;
  7788. }
  7789. window.removeEventListener("deviceorientation", this._orientationChanged);
  7790. this._attachedCanvas = null;
  7791. this._orientationGamma = 0;
  7792. this._orientationBeta = 0;
  7793. this._initialOrientationGamma = 0;
  7794. this._initialOrientationBeta = 0;
  7795. };
  7796. DeviceOrientationCamera.prototype._checkInputs = function () {
  7797. if (!this._offsetX) {
  7798. return;
  7799. }
  7800. this.cameraRotation.y -= this._offsetX / this.angularSensibility;
  7801. var speed = this._computeLocalCameraSpeed();
  7802. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
  7803. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
  7804. this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
  7805. };
  7806. return DeviceOrientationCamera;
  7807. })(BABYLON.FreeCamera);
  7808. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  7809. })(BABYLON || (BABYLON = {}));
  7810. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  7811. var BABYLON;
  7812. (function (BABYLON) {
  7813. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  7814. var ArcRotateCamera = (function (_super) {
  7815. __extends(ArcRotateCamera, _super);
  7816. function ArcRotateCamera(name, alpha, beta, radius, target, scene) {
  7817. _super.call(this, name, BABYLON.Vector3.Zero(), scene);
  7818. this.alpha = alpha;
  7819. this.beta = beta;
  7820. this.radius = radius;
  7821. this.target = target;
  7822. this.inertialAlphaOffset = 0;
  7823. this.inertialBetaOffset = 0;
  7824. this.inertialRadiusOffset = 0;
  7825. this.lowerAlphaLimit = null;
  7826. this.upperAlphaLimit = null;
  7827. this.lowerBetaLimit = 0.01;
  7828. this.upperBetaLimit = Math.PI;
  7829. this.lowerRadiusLimit = null;
  7830. this.upperRadiusLimit = null;
  7831. this.angularSensibility = 1000.0;
  7832. this.wheelPrecision = 3.0;
  7833. this.pinchPrecision = 2.0;
  7834. this.keysUp = [38];
  7835. this.keysDown = [40];
  7836. this.keysLeft = [37];
  7837. this.keysRight = [39];
  7838. this.zoomOnFactor = 1;
  7839. this.targetScreenOffset = BABYLON.Vector2.Zero();
  7840. this._keys = [];
  7841. this._viewMatrix = new BABYLON.Matrix();
  7842. this.checkCollisions = false;
  7843. this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  7844. this._collider = new BABYLON.Collider();
  7845. this._previousPosition = BABYLON.Vector3.Zero();
  7846. this._collisionVelocity = BABYLON.Vector3.Zero();
  7847. this._newPosition = BABYLON.Vector3.Zero();
  7848. if (!this.target) {
  7849. this.target = BABYLON.Vector3.Zero();
  7850. }
  7851. this.getViewMatrix();
  7852. }
  7853. ArcRotateCamera.prototype._getTargetPosition = function () {
  7854. return this.target.position || this.target;
  7855. };
  7856. // Cache
  7857. ArcRotateCamera.prototype._initCache = function () {
  7858. _super.prototype._initCache.call(this);
  7859. this._cache.target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  7860. this._cache.alpha = undefined;
  7861. this._cache.beta = undefined;
  7862. this._cache.radius = undefined;
  7863. this._cache.targetScreenOffset = undefined;
  7864. };
  7865. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  7866. if (!ignoreParentClass) {
  7867. _super.prototype._updateCache.call(this);
  7868. }
  7869. this._cache.target.copyFrom(this._getTargetPosition());
  7870. this._cache.alpha = this.alpha;
  7871. this._cache.beta = this.beta;
  7872. this._cache.radius = this.radius;
  7873. this._cache.targetScreenOffset = this.targetScreenOffset.clone();
  7874. };
  7875. // Synchronized
  7876. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  7877. if (!_super.prototype._isSynchronizedViewMatrix.call(this))
  7878. return false;
  7879. 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);
  7880. };
  7881. // Methods
  7882. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault) {
  7883. var _this = this;
  7884. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  7885. var previousPinchDistance = 0;
  7886. var pointers = new BABYLON.SmartCollection();
  7887. if (this._attachedElement) {
  7888. return;
  7889. }
  7890. this._attachedElement = element;
  7891. var engine = this.getEngine();
  7892. if (this._onPointerDown === undefined) {
  7893. this._onPointerDown = function (evt) {
  7894. pointers.add(evt.pointerId, { x: evt.clientX, y: evt.clientY, type: evt.pointerType });
  7895. cacheSoloPointer = pointers.item(evt.pointerId);
  7896. if (!noPreventDefault) {
  7897. evt.preventDefault();
  7898. }
  7899. };
  7900. this._onPointerUp = function (evt) {
  7901. cacheSoloPointer = null;
  7902. previousPinchDistance = 0;
  7903. pointers.remove(evt.pointerId);
  7904. if (!noPreventDefault) {
  7905. evt.preventDefault();
  7906. }
  7907. };
  7908. this._onPointerMove = function (evt) {
  7909. if (!noPreventDefault) {
  7910. evt.preventDefault();
  7911. }
  7912. switch (pointers.count) {
  7913. case 1:
  7914. //var offsetX = evt.clientX - pointers.item(evt.pointerId).x;
  7915. //var offsetY = evt.clientY - pointers.item(evt.pointerId).y;
  7916. var offsetX = evt.clientX - cacheSoloPointer.x;
  7917. var offsetY = evt.clientY - cacheSoloPointer.y;
  7918. _this.inertialAlphaOffset -= offsetX / _this.angularSensibility;
  7919. _this.inertialBetaOffset -= offsetY / _this.angularSensibility;
  7920. //pointers.item(evt.pointerId).x = evt.clientX;
  7921. //pointers.item(evt.pointerId).y = evt.clientY;
  7922. cacheSoloPointer.x = evt.clientX;
  7923. cacheSoloPointer.y = evt.clientY;
  7924. break;
  7925. case 2:
  7926. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be usefull to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  7927. pointers.item(evt.pointerId).x = evt.clientX;
  7928. pointers.item(evt.pointerId).y = evt.clientY;
  7929. var direction = 1;
  7930. var distX = pointers.getItemByIndex(0).x - pointers.getItemByIndex(1).x;
  7931. var distY = pointers.getItemByIndex(0).y - pointers.getItemByIndex(1).y;
  7932. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  7933. if (previousPinchDistance === 0) {
  7934. previousPinchDistance = pinchSquaredDistance;
  7935. return;
  7936. }
  7937. if (pinchSquaredDistance !== previousPinchDistance) {
  7938. if (pinchSquaredDistance > previousPinchDistance) {
  7939. direction = -1;
  7940. }
  7941. _this.inertialRadiusOffset += (pinchSquaredDistance - previousPinchDistance) / (_this.pinchPrecision * _this.wheelPrecision * _this.angularSensibility);
  7942. previousPinchDistance = pinchSquaredDistance;
  7943. }
  7944. break;
  7945. default:
  7946. if (pointers.item(evt.pointerId)) {
  7947. pointers.item(evt.pointerId).x = evt.clientX;
  7948. pointers.item(evt.pointerId).y = evt.clientY;
  7949. }
  7950. }
  7951. };
  7952. this._onMouseMove = function (evt) {
  7953. if (!engine.isPointerLock) {
  7954. return;
  7955. }
  7956. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  7957. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  7958. _this.inertialAlphaOffset -= offsetX / _this.angularSensibility;
  7959. _this.inertialBetaOffset -= offsetY / _this.angularSensibility;
  7960. if (!noPreventDefault) {
  7961. evt.preventDefault();
  7962. }
  7963. };
  7964. this._wheel = function (event) {
  7965. var delta = 0;
  7966. if (event.wheelDelta) {
  7967. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  7968. }
  7969. else if (event.detail) {
  7970. delta = -event.detail / _this.wheelPrecision;
  7971. }
  7972. if (delta)
  7973. _this.inertialRadiusOffset += delta;
  7974. if (event.preventDefault) {
  7975. if (!noPreventDefault) {
  7976. event.preventDefault();
  7977. }
  7978. }
  7979. };
  7980. this._onKeyDown = function (evt) {
  7981. 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) {
  7982. var index = _this._keys.indexOf(evt.keyCode);
  7983. if (index === -1) {
  7984. _this._keys.push(evt.keyCode);
  7985. }
  7986. if (evt.preventDefault) {
  7987. if (!noPreventDefault) {
  7988. evt.preventDefault();
  7989. }
  7990. }
  7991. }
  7992. };
  7993. this._onKeyUp = function (evt) {
  7994. 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) {
  7995. var index = _this._keys.indexOf(evt.keyCode);
  7996. if (index >= 0) {
  7997. _this._keys.splice(index, 1);
  7998. }
  7999. if (evt.preventDefault) {
  8000. if (!noPreventDefault) {
  8001. evt.preventDefault();
  8002. }
  8003. }
  8004. }
  8005. };
  8006. this._onLostFocus = function () {
  8007. _this._keys = [];
  8008. pointers.empty();
  8009. previousPinchDistance = 0;
  8010. cacheSoloPointer = null;
  8011. };
  8012. this._onGestureStart = function (e) {
  8013. if (window.MSGesture === undefined) {
  8014. return;
  8015. }
  8016. if (!_this._MSGestureHandler) {
  8017. _this._MSGestureHandler = new MSGesture();
  8018. _this._MSGestureHandler.target = element;
  8019. }
  8020. _this._MSGestureHandler.addPointer(e.pointerId);
  8021. };
  8022. this._onGesture = function (e) {
  8023. _this.radius *= e.scale;
  8024. if (e.preventDefault) {
  8025. if (!noPreventDefault) {
  8026. e.stopPropagation();
  8027. e.preventDefault();
  8028. }
  8029. }
  8030. };
  8031. this._reset = function () {
  8032. _this._keys = [];
  8033. _this.inertialAlphaOffset = 0;
  8034. _this.inertialBetaOffset = 0;
  8035. _this.inertialRadiusOffset = 0;
  8036. pointers.empty();
  8037. previousPinchDistance = 0;
  8038. cacheSoloPointer = null;
  8039. };
  8040. }
  8041. element.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  8042. element.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  8043. element.addEventListener(eventPrefix + "out", this._onPointerUp, false);
  8044. element.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  8045. element.addEventListener("mousemove", this._onMouseMove, false);
  8046. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  8047. element.addEventListener("MSGestureChange", this._onGesture, false);
  8048. element.addEventListener('mousewheel', this._wheel, false);
  8049. element.addEventListener('DOMMouseScroll', this._wheel, false);
  8050. BABYLON.Tools.RegisterTopRootEvents([
  8051. { name: "keydown", handler: this._onKeyDown },
  8052. { name: "keyup", handler: this._onKeyUp },
  8053. { name: "blur", handler: this._onLostFocus }
  8054. ]);
  8055. };
  8056. ArcRotateCamera.prototype.detachControl = function (element) {
  8057. if (this._attachedElement !== element) {
  8058. return;
  8059. }
  8060. element.removeEventListener(eventPrefix + "down", this._onPointerDown);
  8061. element.removeEventListener(eventPrefix + "up", this._onPointerUp);
  8062. element.removeEventListener(eventPrefix + "out", this._onPointerUp);
  8063. element.removeEventListener(eventPrefix + "move", this._onPointerMove);
  8064. element.removeEventListener("mousemove", this._onMouseMove);
  8065. element.removeEventListener("MSPointerDown", this._onGestureStart);
  8066. element.removeEventListener("MSGestureChange", this._onGesture);
  8067. element.removeEventListener('mousewheel', this._wheel);
  8068. element.removeEventListener('DOMMouseScroll', this._wheel);
  8069. BABYLON.Tools.UnregisterTopRootEvents([
  8070. { name: "keydown", handler: this._onKeyDown },
  8071. { name: "keyup", handler: this._onKeyUp },
  8072. { name: "blur", handler: this._onLostFocus }
  8073. ]);
  8074. this._MSGestureHandler = null;
  8075. this._attachedElement = null;
  8076. if (this._reset) {
  8077. this._reset();
  8078. }
  8079. };
  8080. ArcRotateCamera.prototype._update = function () {
  8081. for (var index = 0; index < this._keys.length; index++) {
  8082. var keyCode = this._keys[index];
  8083. if (this.keysLeft.indexOf(keyCode) !== -1) {
  8084. this.inertialAlphaOffset -= 0.01;
  8085. }
  8086. else if (this.keysUp.indexOf(keyCode) !== -1) {
  8087. this.inertialBetaOffset -= 0.01;
  8088. }
  8089. else if (this.keysRight.indexOf(keyCode) !== -1) {
  8090. this.inertialAlphaOffset += 0.01;
  8091. }
  8092. else if (this.keysDown.indexOf(keyCode) !== -1) {
  8093. this.inertialBetaOffset += 0.01;
  8094. }
  8095. }
  8096. // Inertia
  8097. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset != 0) {
  8098. this.alpha += this.inertialAlphaOffset;
  8099. this.beta += this.inertialBetaOffset;
  8100. this.radius -= this.inertialRadiusOffset;
  8101. this.inertialAlphaOffset *= this.inertia;
  8102. this.inertialBetaOffset *= this.inertia;
  8103. this.inertialRadiusOffset *= this.inertia;
  8104. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Engine.Epsilon)
  8105. this.inertialAlphaOffset = 0;
  8106. if (Math.abs(this.inertialBetaOffset) < BABYLON.Engine.Epsilon)
  8107. this.inertialBetaOffset = 0;
  8108. if (Math.abs(this.inertialRadiusOffset) < BABYLON.Engine.Epsilon)
  8109. this.inertialRadiusOffset = 0;
  8110. }
  8111. // Limits
  8112. if (this.lowerAlphaLimit && this.alpha < this.lowerAlphaLimit) {
  8113. this.alpha = this.lowerAlphaLimit;
  8114. }
  8115. if (this.upperAlphaLimit && this.alpha > this.upperAlphaLimit) {
  8116. this.alpha = this.upperAlphaLimit;
  8117. }
  8118. if (this.lowerBetaLimit && this.beta < this.lowerBetaLimit) {
  8119. this.beta = this.lowerBetaLimit;
  8120. }
  8121. if (this.upperBetaLimit && this.beta > this.upperBetaLimit) {
  8122. this.beta = this.upperBetaLimit;
  8123. }
  8124. if (this.lowerRadiusLimit && this.radius < this.lowerRadiusLimit) {
  8125. this.radius = this.lowerRadiusLimit;
  8126. }
  8127. if (this.upperRadiusLimit && this.radius > this.upperRadiusLimit) {
  8128. this.radius = this.upperRadiusLimit;
  8129. }
  8130. };
  8131. ArcRotateCamera.prototype.setPosition = function (position) {
  8132. var radiusv3 = position.subtract(this._getTargetPosition());
  8133. this.radius = radiusv3.length();
  8134. // Alpha
  8135. this.alpha = Math.acos(radiusv3.x / Math.sqrt(Math.pow(radiusv3.x, 2) + Math.pow(radiusv3.z, 2)));
  8136. if (radiusv3.z < 0) {
  8137. this.alpha = 2 * Math.PI - this.alpha;
  8138. }
  8139. // Beta
  8140. this.beta = Math.acos(radiusv3.y / this.radius);
  8141. };
  8142. ArcRotateCamera.prototype._getViewMatrix = function () {
  8143. // Compute
  8144. var cosa = Math.cos(this.alpha);
  8145. var sina = Math.sin(this.alpha);
  8146. var cosb = Math.cos(this.beta);
  8147. var sinb = Math.sin(this.beta);
  8148. var target = this._getTargetPosition();
  8149. target.addToRef(new BABYLON.Vector3(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb), this.position);
  8150. if (this.checkCollisions) {
  8151. this._collider.radius = this.collisionRadius;
  8152. this.position.subtractToRef(this._previousPosition, this._collisionVelocity);
  8153. this.getScene()._getNewPosition(this._previousPosition, this._collisionVelocity, this._collider, 3, this._newPosition);
  8154. if (!this._newPosition.equalsWithEpsilon(this.position)) {
  8155. this.position.copyFrom(this._previousPosition);
  8156. this.alpha = this._previousAlpha;
  8157. this.beta = this._previousBeta;
  8158. this.radius = this._previousRadius;
  8159. if (this.onCollide) {
  8160. this.onCollide(this._collider.collidedMesh);
  8161. }
  8162. }
  8163. }
  8164. BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._viewMatrix);
  8165. this._previousAlpha = this.alpha;
  8166. this._previousBeta = this.beta;
  8167. this._previousRadius = this.radius;
  8168. this._previousPosition.copyFrom(this.position);
  8169. this._viewMatrix.m[12] += this.targetScreenOffset.x;
  8170. this._viewMatrix.m[13] += this.targetScreenOffset.y;
  8171. return this._viewMatrix;
  8172. };
  8173. ArcRotateCamera.prototype.zoomOn = function (meshes) {
  8174. meshes = meshes || this.getScene().meshes;
  8175. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  8176. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  8177. this.radius = distance * this.zoomOnFactor;
  8178. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance });
  8179. };
  8180. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance) {
  8181. var meshesOrMinMaxVector;
  8182. var distance;
  8183. if (meshesOrMinMaxVectorAndDistance.min === undefined) {
  8184. meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  8185. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
  8186. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  8187. }
  8188. else {
  8189. meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance;
  8190. distance = meshesOrMinMaxVectorAndDistance.distance;
  8191. }
  8192. this.target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  8193. this.maxZ = distance * 2;
  8194. };
  8195. return ArcRotateCamera;
  8196. })(BABYLON.Camera);
  8197. BABYLON.ArcRotateCamera = ArcRotateCamera;
  8198. })(BABYLON || (BABYLON = {}));
  8199. //# sourceMappingURL=babylon.arcRotateCamera.js.mapvar BABYLON;
  8200. (function (BABYLON) {
  8201. /**
  8202. * Represents a scene to be rendered by the engine.
  8203. * @see http://doc.babylonjs.com/page.php?p=21911
  8204. */
  8205. var Scene = (function () {
  8206. /**
  8207. * @constructor
  8208. * @param {BABYLON.Engine} engine - the engine to be used to render this scene.
  8209. */
  8210. function Scene(engine) {
  8211. // Members
  8212. this.autoClear = true;
  8213. this.clearColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  8214. this.ambientColor = new BABYLON.Color3(0, 0, 0);
  8215. this.forceWireframe = false;
  8216. this.forcePointsCloud = false;
  8217. this.forceShowBoundingBoxes = false;
  8218. this.animationsEnabled = true;
  8219. 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
  8220. // Fog
  8221. /**
  8222. * is fog enabled on this scene.
  8223. * @type {boolean}
  8224. */
  8225. this.fogEnabled = true;
  8226. this.fogMode = Scene.FOGMODE_NONE;
  8227. this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  8228. this.fogDensity = 0.1;
  8229. this.fogStart = 0;
  8230. this.fogEnd = 1000.0;
  8231. // Lights
  8232. /**
  8233. * is shadow enabled on this scene.
  8234. * @type {boolean}
  8235. */
  8236. this.shadowsEnabled = true;
  8237. /**
  8238. * is light enabled on this scene.
  8239. * @type {boolean}
  8240. */
  8241. this.lightsEnabled = true;
  8242. /**
  8243. * All of the lights added to this scene.
  8244. * @see BABYLON.Light
  8245. * @type {BABYLON.Light[]}
  8246. */
  8247. this.lights = new Array();
  8248. // Cameras
  8249. /**
  8250. * All of the cameras added to this scene.
  8251. * @see BABYLON.Camera
  8252. * @type {BABYLON.Camera[]}
  8253. */
  8254. this.cameras = new Array();
  8255. this.activeCameras = new Array();
  8256. // Meshes
  8257. /**
  8258. * All of the (abstract) meshes added to this scene.
  8259. * @see BABYLON.AbstractMesh
  8260. * @type {BABYLON.AbstractMesh[]}
  8261. */
  8262. this.meshes = new Array();
  8263. // Geometries
  8264. this._geometries = new Array();
  8265. this.materials = new Array();
  8266. this.multiMaterials = new Array();
  8267. this.defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  8268. // Textures
  8269. this.texturesEnabled = true;
  8270. this.textures = new Array();
  8271. // Particles
  8272. this.particlesEnabled = true;
  8273. this.particleSystems = new Array();
  8274. // Sprites
  8275. this.spritesEnabled = true;
  8276. this.spriteManagers = new Array();
  8277. // Layers
  8278. this.layers = new Array();
  8279. // Skeletons
  8280. this.skeletonsEnabled = true;
  8281. this.skeletons = new Array();
  8282. // Lens flares
  8283. this.lensFlaresEnabled = true;
  8284. this.lensFlareSystems = new Array();
  8285. // Collisions
  8286. this.collisionsEnabled = true;
  8287. this.gravity = new BABYLON.Vector3(0, -9.0, 0);
  8288. // Postprocesses
  8289. this.postProcessesEnabled = true;
  8290. // Customs render targets
  8291. this.renderTargetsEnabled = true;
  8292. this.dumpNextRenderTargets = false;
  8293. this.customRenderTargets = new Array();
  8294. // Imported meshes
  8295. this.importedMeshesFiles = new Array();
  8296. this._actionManagers = new Array();
  8297. this._meshesForIntersections = new BABYLON.SmartArray(256);
  8298. // Procedural textures
  8299. this.proceduralTexturesEnabled = true;
  8300. this._proceduralTextures = new Array();
  8301. this.soundTracks = new Array();
  8302. this._audioEnabled = true;
  8303. this._headphone = false;
  8304. this._totalVertices = 0;
  8305. this._activeIndices = 0;
  8306. this._activeParticles = 0;
  8307. this._lastFrameDuration = 0;
  8308. this._evaluateActiveMeshesDuration = 0;
  8309. this._renderTargetsDuration = 0;
  8310. this._particlesDuration = 0;
  8311. this._renderDuration = 0;
  8312. this._spritesDuration = 0;
  8313. this._animationRatio = 0;
  8314. this._renderId = 0;
  8315. this._executeWhenReadyTimeoutId = -1;
  8316. this._toBeDisposed = new BABYLON.SmartArray(256);
  8317. this._onReadyCallbacks = new Array();
  8318. this._pendingData = []; //ANY
  8319. this._onBeforeRenderCallbacks = new Array();
  8320. this._onAfterRenderCallbacks = new Array();
  8321. this._activeMeshes = new BABYLON.SmartArray(256);
  8322. this._processedMaterials = new BABYLON.SmartArray(256);
  8323. this._renderTargets = new BABYLON.SmartArray(256);
  8324. this._activeParticleSystems = new BABYLON.SmartArray(256);
  8325. this._activeSkeletons = new BABYLON.SmartArray(32);
  8326. this._activeBones = 0;
  8327. this._activeAnimatables = new Array();
  8328. this._transformMatrix = BABYLON.Matrix.Zero();
  8329. this._scaledPosition = BABYLON.Vector3.Zero();
  8330. this._scaledVelocity = BABYLON.Vector3.Zero();
  8331. this._uniqueIdCounter = 0;
  8332. this._engine = engine;
  8333. engine.scenes.push(this);
  8334. this._renderingManager = new BABYLON.RenderingManager(this);
  8335. this.postProcessManager = new BABYLON.PostProcessManager(this);
  8336. this.postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  8337. this._boundingBoxRenderer = new BABYLON.BoundingBoxRenderer(this);
  8338. this._outlineRenderer = new BABYLON.OutlineRenderer(this);
  8339. this.attachControl();
  8340. this._debugLayer = new BABYLON.DebugLayer(this);
  8341. this.mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  8342. //simplification queue
  8343. this.simplificationQueue = new BABYLON.SimplificationQueue();
  8344. }
  8345. Object.defineProperty(Scene, "FOGMODE_NONE", {
  8346. get: function () {
  8347. return Scene._FOGMODE_NONE;
  8348. },
  8349. enumerable: true,
  8350. configurable: true
  8351. });
  8352. Object.defineProperty(Scene, "FOGMODE_EXP", {
  8353. get: function () {
  8354. return Scene._FOGMODE_EXP;
  8355. },
  8356. enumerable: true,
  8357. configurable: true
  8358. });
  8359. Object.defineProperty(Scene, "FOGMODE_EXP2", {
  8360. get: function () {
  8361. return Scene._FOGMODE_EXP2;
  8362. },
  8363. enumerable: true,
  8364. configurable: true
  8365. });
  8366. Object.defineProperty(Scene, "FOGMODE_LINEAR", {
  8367. get: function () {
  8368. return Scene._FOGMODE_LINEAR;
  8369. },
  8370. enumerable: true,
  8371. configurable: true
  8372. });
  8373. Object.defineProperty(Scene.prototype, "debugLayer", {
  8374. // Properties
  8375. get: function () {
  8376. return this._debugLayer;
  8377. },
  8378. enumerable: true,
  8379. configurable: true
  8380. });
  8381. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  8382. /**
  8383. * The mesh that is currently under the pointer.
  8384. * @return {BABYLON.AbstractMesh} mesh under the pointer/mouse cursor or null if none.
  8385. */
  8386. get: function () {
  8387. return this._meshUnderPointer;
  8388. },
  8389. enumerable: true,
  8390. configurable: true
  8391. });
  8392. Object.defineProperty(Scene.prototype, "pointerX", {
  8393. /**
  8394. * Current on-screen X position of the pointer
  8395. * @return {number} X position of the pointer
  8396. */
  8397. get: function () {
  8398. return this._pointerX;
  8399. },
  8400. enumerable: true,
  8401. configurable: true
  8402. });
  8403. Object.defineProperty(Scene.prototype, "pointerY", {
  8404. /**
  8405. * Current on-screen Y position of the pointer
  8406. * @return {number} Y position of the pointer
  8407. */
  8408. get: function () {
  8409. return this._pointerY;
  8410. },
  8411. enumerable: true,
  8412. configurable: true
  8413. });
  8414. Scene.prototype.getCachedMaterial = function () {
  8415. return this._cachedMaterial;
  8416. };
  8417. Scene.prototype.getBoundingBoxRenderer = function () {
  8418. return this._boundingBoxRenderer;
  8419. };
  8420. Scene.prototype.getOutlineRenderer = function () {
  8421. return this._outlineRenderer;
  8422. };
  8423. Scene.prototype.getEngine = function () {
  8424. return this._engine;
  8425. };
  8426. Scene.prototype.getTotalVertices = function () {
  8427. return this._totalVertices;
  8428. };
  8429. Scene.prototype.getActiveIndices = function () {
  8430. return this._activeIndices;
  8431. };
  8432. Scene.prototype.getActiveParticles = function () {
  8433. return this._activeParticles;
  8434. };
  8435. Scene.prototype.getActiveBones = function () {
  8436. return this._activeBones;
  8437. };
  8438. // Stats
  8439. Scene.prototype.getLastFrameDuration = function () {
  8440. return this._lastFrameDuration;
  8441. };
  8442. Scene.prototype.getEvaluateActiveMeshesDuration = function () {
  8443. return this._evaluateActiveMeshesDuration;
  8444. };
  8445. Scene.prototype.getActiveMeshes = function () {
  8446. return this._activeMeshes;
  8447. };
  8448. Scene.prototype.getRenderTargetsDuration = function () {
  8449. return this._renderTargetsDuration;
  8450. };
  8451. Scene.prototype.getRenderDuration = function () {
  8452. return this._renderDuration;
  8453. };
  8454. Scene.prototype.getParticlesDuration = function () {
  8455. return this._particlesDuration;
  8456. };
  8457. Scene.prototype.getSpritesDuration = function () {
  8458. return this._spritesDuration;
  8459. };
  8460. Scene.prototype.getAnimationRatio = function () {
  8461. return this._animationRatio;
  8462. };
  8463. Scene.prototype.getRenderId = function () {
  8464. return this._renderId;
  8465. };
  8466. Scene.prototype.incrementRenderId = function () {
  8467. this._renderId++;
  8468. };
  8469. Scene.prototype._updatePointerPosition = function (evt) {
  8470. var canvasRect = this._engine.getRenderingCanvasClientRect();
  8471. this._pointerX = evt.clientX - canvasRect.left;
  8472. this._pointerY = evt.clientY - canvasRect.top;
  8473. if (this.cameraToUseForPointers) {
  8474. this._pointerX = this._pointerX - this.cameraToUseForPointers.viewport.x * this._engine.getRenderWidth();
  8475. this._pointerY = this._pointerY - this.cameraToUseForPointers.viewport.y * this._engine.getRenderHeight();
  8476. }
  8477. };
  8478. // Pointers handling
  8479. Scene.prototype.attachControl = function () {
  8480. var _this = this;
  8481. this._onPointerMove = function (evt) {
  8482. var canvas = _this._engine.getRenderingCanvas();
  8483. _this._updatePointerPosition(evt);
  8484. 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);
  8485. if (pickResult.hit) {
  8486. _this._meshUnderPointer = pickResult.pickedMesh;
  8487. _this.setPointerOverMesh(pickResult.pickedMesh);
  8488. canvas.style.cursor = "pointer";
  8489. }
  8490. else {
  8491. _this.setPointerOverMesh(null);
  8492. canvas.style.cursor = "";
  8493. _this._meshUnderPointer = null;
  8494. }
  8495. };
  8496. this._onPointerDown = function (evt) {
  8497. var predicate = null;
  8498. if (!_this.onPointerDown) {
  8499. predicate = function (mesh) {
  8500. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPickTriggers;
  8501. };
  8502. }
  8503. _this._updatePointerPosition(evt);
  8504. var pickResult = _this.pick(_this._pointerX, _this._pointerY, predicate, false, _this.cameraToUseForPointers);
  8505. if (pickResult.hit) {
  8506. if (pickResult.pickedMesh.actionManager) {
  8507. switch (evt.button) {
  8508. case 0:
  8509. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  8510. break;
  8511. case 1:
  8512. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  8513. break;
  8514. case 2:
  8515. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  8516. break;
  8517. }
  8518. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  8519. }
  8520. }
  8521. if (_this.onPointerDown) {
  8522. _this.onPointerDown(evt, pickResult);
  8523. }
  8524. };
  8525. this._onPointerUp = function (evt) {
  8526. var predicate = null;
  8527. if (!_this.onPointerUp) {
  8528. predicate = function (mesh) {
  8529. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickUpTrigger);
  8530. };
  8531. }
  8532. _this._updatePointerPosition(evt);
  8533. var pickResult = _this.pick(_this._pointerX, _this._pointerY, predicate, false, _this.cameraToUseForPointers);
  8534. if (pickResult.hit) {
  8535. if (pickResult.pickedMesh.actionManager) {
  8536. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  8537. }
  8538. }
  8539. if (_this.onPointerUp) {
  8540. _this.onPointerUp(evt, pickResult);
  8541. }
  8542. };
  8543. this._onKeyDown = function (evt) {
  8544. if (_this.actionManager) {
  8545. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  8546. }
  8547. };
  8548. this._onKeyUp = function (evt) {
  8549. if (_this.actionManager) {
  8550. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  8551. }
  8552. };
  8553. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  8554. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "move", this._onPointerMove, false);
  8555. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "down", this._onPointerDown, false);
  8556. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "up", this._onPointerUp, false);
  8557. BABYLON.Tools.RegisterTopRootEvents([
  8558. { name: "keydown", handler: this._onKeyDown },
  8559. { name: "keyup", handler: this._onKeyUp }
  8560. ]);
  8561. };
  8562. Scene.prototype.detachControl = function () {
  8563. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  8564. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "move", this._onPointerMove);
  8565. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "down", this._onPointerDown);
  8566. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "up", this._onPointerUp);
  8567. BABYLON.Tools.UnregisterTopRootEvents([
  8568. { name: "keydown", handler: this._onKeyDown },
  8569. { name: "keyup", handler: this._onKeyUp }
  8570. ]);
  8571. };
  8572. // Ready
  8573. Scene.prototype.isReady = function () {
  8574. if (this._pendingData.length > 0) {
  8575. return false;
  8576. }
  8577. for (var index = 0; index < this._geometries.length; index++) {
  8578. var geometry = this._geometries[index];
  8579. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  8580. return false;
  8581. }
  8582. }
  8583. for (index = 0; index < this.meshes.length; index++) {
  8584. var mesh = this.meshes[index];
  8585. if (!mesh.isReady()) {
  8586. return false;
  8587. }
  8588. var mat = mesh.material;
  8589. if (mat) {
  8590. if (!mat.isReady(mesh)) {
  8591. return false;
  8592. }
  8593. }
  8594. }
  8595. return true;
  8596. };
  8597. Scene.prototype.resetCachedMaterial = function () {
  8598. this._cachedMaterial = null;
  8599. };
  8600. Scene.prototype.registerBeforeRender = function (func) {
  8601. this._onBeforeRenderCallbacks.push(func);
  8602. };
  8603. Scene.prototype.unregisterBeforeRender = function (func) {
  8604. var index = this._onBeforeRenderCallbacks.indexOf(func);
  8605. if (index > -1) {
  8606. this._onBeforeRenderCallbacks.splice(index, 1);
  8607. }
  8608. };
  8609. Scene.prototype.registerAfterRender = function (func) {
  8610. this._onAfterRenderCallbacks.push(func);
  8611. };
  8612. Scene.prototype.unregisterAfterRender = function (func) {
  8613. var index = this._onAfterRenderCallbacks.indexOf(func);
  8614. if (index > -1) {
  8615. this._onAfterRenderCallbacks.splice(index, 1);
  8616. }
  8617. };
  8618. Scene.prototype._addPendingData = function (data) {
  8619. this._pendingData.push(data);
  8620. };
  8621. Scene.prototype._removePendingData = function (data) {
  8622. var index = this._pendingData.indexOf(data);
  8623. if (index !== -1) {
  8624. this._pendingData.splice(index, 1);
  8625. }
  8626. };
  8627. Scene.prototype.getWaitingItemsCount = function () {
  8628. return this._pendingData.length;
  8629. };
  8630. /**
  8631. * Registers a function to be executed when the scene is ready.
  8632. * @param {Function} func - the function to be executed.
  8633. */
  8634. Scene.prototype.executeWhenReady = function (func) {
  8635. var _this = this;
  8636. this._onReadyCallbacks.push(func);
  8637. if (this._executeWhenReadyTimeoutId !== -1) {
  8638. return;
  8639. }
  8640. this._executeWhenReadyTimeoutId = setTimeout(function () {
  8641. _this._checkIsReady();
  8642. }, 150);
  8643. };
  8644. Scene.prototype._checkIsReady = function () {
  8645. var _this = this;
  8646. if (this.isReady()) {
  8647. this._onReadyCallbacks.forEach(function (func) {
  8648. func();
  8649. });
  8650. this._onReadyCallbacks = [];
  8651. this._executeWhenReadyTimeoutId = -1;
  8652. return;
  8653. }
  8654. this._executeWhenReadyTimeoutId = setTimeout(function () {
  8655. _this._checkIsReady();
  8656. }, 150);
  8657. };
  8658. // Animations
  8659. /**
  8660. * Will start the animation sequence of a given target
  8661. * @param target - the target
  8662. * @param {number} from - from which frame should animation start
  8663. * @param {number} to - till which frame should animation run.
  8664. * @param {boolean} [loop] - should the animation loop
  8665. * @param {number} [speedRatio] - the speed in which to run the animation
  8666. * @param {Function} [onAnimationEnd] function to be executed when the animation ended.
  8667. * @param {BABYLON.Animatable} [animatable] an animatable object. If not provided a new one will be created from the given params.
  8668. * @return {BABYLON.Animatable} the animatable object created for this animation
  8669. * @see BABYLON.Animatable
  8670. * @see http://doc.babylonjs.com/page.php?p=22081
  8671. */
  8672. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable) {
  8673. if (speedRatio === undefined) {
  8674. speedRatio = 1.0;
  8675. }
  8676. this.stopAnimation(target);
  8677. if (!animatable) {
  8678. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  8679. }
  8680. // Local animations
  8681. if (target.animations) {
  8682. animatable.appendAnimations(target, target.animations);
  8683. }
  8684. // Children animations
  8685. if (target.getAnimatables) {
  8686. var animatables = target.getAnimatables();
  8687. for (var index = 0; index < animatables.length; index++) {
  8688. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable);
  8689. }
  8690. }
  8691. return animatable;
  8692. };
  8693. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  8694. if (speedRatio === undefined) {
  8695. speedRatio = 1.0;
  8696. }
  8697. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  8698. return animatable;
  8699. };
  8700. Scene.prototype.getAnimatableByTarget = function (target) {
  8701. for (var index = 0; index < this._activeAnimatables.length; index++) {
  8702. if (this._activeAnimatables[index].target === target) {
  8703. return this._activeAnimatables[index];
  8704. }
  8705. }
  8706. return null;
  8707. };
  8708. /**
  8709. * Will stop the animation of the given target
  8710. * @param target - the target
  8711. * @see beginAnimation
  8712. */
  8713. Scene.prototype.stopAnimation = function (target) {
  8714. var animatable = this.getAnimatableByTarget(target);
  8715. if (animatable) {
  8716. animatable.stop();
  8717. }
  8718. };
  8719. Scene.prototype._animate = function () {
  8720. if (!this.animationsEnabled) {
  8721. return;
  8722. }
  8723. if (!this._animationStartDate) {
  8724. this._animationStartDate = BABYLON.Tools.Now;
  8725. }
  8726. // Getting time
  8727. var now = BABYLON.Tools.Now;
  8728. var delay = now - this._animationStartDate;
  8729. for (var index = 0; index < this._activeAnimatables.length; index++) {
  8730. this._activeAnimatables[index]._animate(delay);
  8731. }
  8732. };
  8733. // Matrix
  8734. Scene.prototype.getViewMatrix = function () {
  8735. return this._viewMatrix;
  8736. };
  8737. Scene.prototype.getProjectionMatrix = function () {
  8738. return this._projectionMatrix;
  8739. };
  8740. Scene.prototype.getTransformMatrix = function () {
  8741. return this._transformMatrix;
  8742. };
  8743. Scene.prototype.setTransformMatrix = function (view, projection) {
  8744. this._viewMatrix = view;
  8745. this._projectionMatrix = projection;
  8746. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  8747. };
  8748. // Methods
  8749. Scene.prototype.addMesh = function (newMesh) {
  8750. newMesh.uniqueId = this._uniqueIdCounter++;
  8751. var position = this.meshes.push(newMesh);
  8752. if (this.onNewMeshAdded) {
  8753. this.onNewMeshAdded(newMesh, position, this);
  8754. }
  8755. };
  8756. Scene.prototype.removeMesh = function (toRemove) {
  8757. var index = this.meshes.indexOf(toRemove);
  8758. if (index !== -1) {
  8759. // Remove from the scene if mesh found
  8760. this.meshes.splice(index, 1);
  8761. }
  8762. if (this.onMeshRemoved) {
  8763. this.onMeshRemoved(toRemove);
  8764. }
  8765. return index;
  8766. };
  8767. Scene.prototype.removeLight = function (toRemove) {
  8768. var index = this.lights.indexOf(toRemove);
  8769. if (index !== -1) {
  8770. // Remove from the scene if mesh found
  8771. this.lights.splice(index, 1);
  8772. }
  8773. if (this.onLightRemoved) {
  8774. this.onLightRemoved(toRemove);
  8775. }
  8776. return index;
  8777. };
  8778. Scene.prototype.removeCamera = function (toRemove) {
  8779. var index = this.cameras.indexOf(toRemove);
  8780. if (index !== -1) {
  8781. // Remove from the scene if mesh found
  8782. this.cameras.splice(index, 1);
  8783. }
  8784. // Remove from activeCameras
  8785. var index2 = this.activeCameras.indexOf(toRemove);
  8786. if (index2 !== -1) {
  8787. // Remove from the scene if mesh found
  8788. this.activeCameras.splice(index2, 1);
  8789. }
  8790. // Reset the activeCamera
  8791. if (this.activeCamera === toRemove) {
  8792. if (this.cameras.length > 0) {
  8793. this.activeCamera = this.cameras[0];
  8794. }
  8795. else {
  8796. this.activeCamera = null;
  8797. }
  8798. }
  8799. if (this.onCameraRemoved) {
  8800. this.onCameraRemoved(toRemove);
  8801. }
  8802. return index;
  8803. };
  8804. Scene.prototype.addLight = function (newLight) {
  8805. newLight.uniqueId = this._uniqueIdCounter++;
  8806. var position = this.lights.push(newLight);
  8807. if (this.onNewLightAdded) {
  8808. this.onNewLightAdded(newLight, position, this);
  8809. }
  8810. };
  8811. Scene.prototype.addCamera = function (newCamera) {
  8812. newCamera.uniqueId = this._uniqueIdCounter++;
  8813. var position = this.cameras.push(newCamera);
  8814. if (this.onNewCameraAdded) {
  8815. this.onNewCameraAdded(newCamera, position, this);
  8816. }
  8817. };
  8818. /**
  8819. * sets the active camera of the scene using its ID
  8820. * @param {string} id - the camera's ID
  8821. * @return {BABYLON.Camera|null} the new active camera or null if none found.
  8822. * @see activeCamera
  8823. */
  8824. Scene.prototype.setActiveCameraByID = function (id) {
  8825. var camera = this.getCameraByID(id);
  8826. if (camera) {
  8827. this.activeCamera = camera;
  8828. return camera;
  8829. }
  8830. return null;
  8831. };
  8832. /**
  8833. * sets the active camera of the scene using its name
  8834. * @param {string} name - the camera's name
  8835. * @return {BABYLON.Camera|null} the new active camera or null if none found.
  8836. * @see activeCamera
  8837. */
  8838. Scene.prototype.setActiveCameraByName = function (name) {
  8839. var camera = this.getCameraByName(name);
  8840. if (camera) {
  8841. this.activeCamera = camera;
  8842. return camera;
  8843. }
  8844. return null;
  8845. };
  8846. /**
  8847. * get a material using its id
  8848. * @param {string} the material's ID
  8849. * @return {BABYLON.Material|null} the material or null if none found.
  8850. */
  8851. Scene.prototype.getMaterialByID = function (id) {
  8852. for (var index = 0; index < this.materials.length; index++) {
  8853. if (this.materials[index].id === id) {
  8854. return this.materials[index];
  8855. }
  8856. }
  8857. return null;
  8858. };
  8859. /**
  8860. * get a material using its name
  8861. * @param {string} the material's name
  8862. * @return {BABYLON.Material|null} the material or null if none found.
  8863. */
  8864. Scene.prototype.getMaterialByName = function (name) {
  8865. for (var index = 0; index < this.materials.length; index++) {
  8866. if (this.materials[index].name === name) {
  8867. return this.materials[index];
  8868. }
  8869. }
  8870. return null;
  8871. };
  8872. Scene.prototype.getCameraByID = function (id) {
  8873. for (var index = 0; index < this.cameras.length; index++) {
  8874. if (this.cameras[index].id === id) {
  8875. return this.cameras[index];
  8876. }
  8877. }
  8878. return null;
  8879. };
  8880. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  8881. for (var index = 0; index < this.cameras.length; index++) {
  8882. if (this.cameras[index].uniqueId === uniqueId) {
  8883. return this.cameras[index];
  8884. }
  8885. }
  8886. return null;
  8887. };
  8888. /**
  8889. * get a camera using its name
  8890. * @param {string} the camera's name
  8891. * @return {BABYLON.Camera|null} the camera or null if none found.
  8892. */
  8893. Scene.prototype.getCameraByName = function (name) {
  8894. for (var index = 0; index < this.cameras.length; index++) {
  8895. if (this.cameras[index].name === name) {
  8896. return this.cameras[index];
  8897. }
  8898. }
  8899. return null;
  8900. };
  8901. /**
  8902. * get a light node using its name
  8903. * @param {string} the light's name
  8904. * @return {BABYLON.Light|null} the light or null if none found.
  8905. */
  8906. Scene.prototype.getLightByName = function (name) {
  8907. for (var index = 0; index < this.lights.length; index++) {
  8908. if (this.lights[index].name === name) {
  8909. return this.lights[index];
  8910. }
  8911. }
  8912. return null;
  8913. };
  8914. /**
  8915. * get a light node using its ID
  8916. * @param {string} the light's id
  8917. * @return {BABYLON.Light|null} the light or null if none found.
  8918. */
  8919. Scene.prototype.getLightByID = function (id) {
  8920. for (var index = 0; index < this.lights.length; index++) {
  8921. if (this.lights[index].id === id) {
  8922. return this.lights[index];
  8923. }
  8924. }
  8925. return null;
  8926. };
  8927. /**
  8928. * get a light node using its scene-generated unique ID
  8929. * @param {number} the light's unique id
  8930. * @return {BABYLON.Light|null} the light or null if none found.
  8931. */
  8932. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  8933. for (var index = 0; index < this.lights.length; index++) {
  8934. if (this.lights[index].uniqueId === uniqueId) {
  8935. return this.lights[index];
  8936. }
  8937. }
  8938. return null;
  8939. };
  8940. /**
  8941. * get a geometry using its ID
  8942. * @param {string} the geometry's id
  8943. * @return {BABYLON.Geometry|null} the geometry or null if none found.
  8944. */
  8945. Scene.prototype.getGeometryByID = function (id) {
  8946. for (var index = 0; index < this._geometries.length; index++) {
  8947. if (this._geometries[index].id === id) {
  8948. return this._geometries[index];
  8949. }
  8950. }
  8951. return null;
  8952. };
  8953. /**
  8954. * add a new geometry to this scene.
  8955. * @param {BABYLON.Geometry} geometry - the geometry to be added to the scene.
  8956. * @param {boolean} [force] - force addition, even if a geometry with this ID already exists
  8957. * @return {boolean} was the geometry added or not
  8958. */
  8959. Scene.prototype.pushGeometry = function (geometry, force) {
  8960. if (!force && this.getGeometryByID(geometry.id)) {
  8961. return false;
  8962. }
  8963. this._geometries.push(geometry);
  8964. if (this.onGeometryAdded) {
  8965. this.onGeometryAdded(geometry);
  8966. }
  8967. return true;
  8968. };
  8969. /**
  8970. * Removes an existing geometry
  8971. * @param {BABYLON.Geometry} geometry - the geometry to be removed from the scene.
  8972. * @return {boolean} was the geometry removed or not
  8973. */
  8974. Scene.prototype.removeGeometry = function (geometry) {
  8975. var index = this._geometries.indexOf(geometry);
  8976. if (index > -1) {
  8977. this._geometries.splice(index, 1);
  8978. if (this.onGeometryRemoved) {
  8979. this.onGeometryRemoved(geometry);
  8980. }
  8981. return true;
  8982. }
  8983. return false;
  8984. };
  8985. Scene.prototype.getGeometries = function () {
  8986. return this._geometries;
  8987. };
  8988. /**
  8989. * Get the first added mesh found of a given ID
  8990. * @param {string} id - the id to search for
  8991. * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
  8992. */
  8993. Scene.prototype.getMeshByID = function (id) {
  8994. for (var index = 0; index < this.meshes.length; index++) {
  8995. if (this.meshes[index].id === id) {
  8996. return this.meshes[index];
  8997. }
  8998. }
  8999. return null;
  9000. };
  9001. /**
  9002. * Get a mesh with its auto-generated unique id
  9003. * @param {number} uniqueId - the unique id to search for
  9004. * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
  9005. */
  9006. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  9007. for (var index = 0; index < this.meshes.length; index++) {
  9008. if (this.meshes[index].uniqueId === uniqueId) {
  9009. return this.meshes[index];
  9010. }
  9011. }
  9012. return null;
  9013. };
  9014. /**
  9015. * Get a the last added mesh found of a given ID
  9016. * @param {string} id - the id to search for
  9017. * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
  9018. */
  9019. Scene.prototype.getLastMeshByID = function (id) {
  9020. for (var index = this.meshes.length - 1; index >= 0; index--) {
  9021. if (this.meshes[index].id === id) {
  9022. return this.meshes[index];
  9023. }
  9024. }
  9025. return null;
  9026. };
  9027. /**
  9028. * Get a the last added node (Mesh, Camera, Light) found of a given ID
  9029. * @param {string} id - the id to search for
  9030. * @return {BABYLON.Node|null} the node found or null if not found at all.
  9031. */
  9032. Scene.prototype.getLastEntryByID = function (id) {
  9033. for (var index = this.meshes.length - 1; index >= 0; index--) {
  9034. if (this.meshes[index].id === id) {
  9035. return this.meshes[index];
  9036. }
  9037. }
  9038. for (index = this.cameras.length - 1; index >= 0; index--) {
  9039. if (this.cameras[index].id === id) {
  9040. return this.cameras[index];
  9041. }
  9042. }
  9043. for (index = this.lights.length - 1; index >= 0; index--) {
  9044. if (this.lights[index].id === id) {
  9045. return this.lights[index];
  9046. }
  9047. }
  9048. return null;
  9049. };
  9050. Scene.prototype.getNodeByName = function (name) {
  9051. var mesh = this.getMeshByName(name);
  9052. if (mesh) {
  9053. return mesh;
  9054. }
  9055. var light = this.getLightByName(name);
  9056. if (light) {
  9057. return light;
  9058. }
  9059. return this.getCameraByName(name);
  9060. };
  9061. Scene.prototype.getMeshByName = function (name) {
  9062. for (var index = 0; index < this.meshes.length; index++) {
  9063. if (this.meshes[index].name === name) {
  9064. return this.meshes[index];
  9065. }
  9066. }
  9067. return null;
  9068. };
  9069. Scene.prototype.getSoundByName = function (name) {
  9070. for (var index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  9071. if (this.mainSoundTrack.soundCollection[index].name === name) {
  9072. return this.mainSoundTrack.soundCollection[index];
  9073. }
  9074. }
  9075. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  9076. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  9077. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  9078. return this.soundTracks[sdIndex].soundCollection[index];
  9079. }
  9080. }
  9081. }
  9082. return null;
  9083. };
  9084. Scene.prototype.getLastSkeletonByID = function (id) {
  9085. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  9086. if (this.skeletons[index].id === id) {
  9087. return this.skeletons[index];
  9088. }
  9089. }
  9090. return null;
  9091. };
  9092. Scene.prototype.getSkeletonById = function (id) {
  9093. for (var index = 0; index < this.skeletons.length; index++) {
  9094. if (this.skeletons[index].id === id) {
  9095. return this.skeletons[index];
  9096. }
  9097. }
  9098. return null;
  9099. };
  9100. Scene.prototype.getSkeletonByName = function (name) {
  9101. for (var index = 0; index < this.skeletons.length; index++) {
  9102. if (this.skeletons[index].name === name) {
  9103. return this.skeletons[index];
  9104. }
  9105. }
  9106. return null;
  9107. };
  9108. Scene.prototype.isActiveMesh = function (mesh) {
  9109. return (this._activeMeshes.indexOf(mesh) !== -1);
  9110. };
  9111. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  9112. if (mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  9113. var material = subMesh.getMaterial();
  9114. if (mesh.showSubMeshesBoundingBox) {
  9115. this._boundingBoxRenderer.renderList.push(subMesh.getBoundingInfo().boundingBox);
  9116. }
  9117. if (material) {
  9118. // Render targets
  9119. if (material.getRenderTargetTextures) {
  9120. if (this._processedMaterials.indexOf(material) === -1) {
  9121. this._processedMaterials.push(material);
  9122. this._renderTargets.concat(material.getRenderTargetTextures());
  9123. }
  9124. }
  9125. // Dispatch
  9126. this._activeIndices += subMesh.indexCount;
  9127. this._renderingManager.dispatch(subMesh);
  9128. }
  9129. }
  9130. };
  9131. Scene.prototype._evaluateActiveMeshes = function () {
  9132. this.activeCamera._activeMeshes.reset();
  9133. this._activeMeshes.reset();
  9134. this._renderingManager.reset();
  9135. this._processedMaterials.reset();
  9136. this._activeParticleSystems.reset();
  9137. this._activeSkeletons.reset();
  9138. this._boundingBoxRenderer.reset();
  9139. if (!this._frustumPlanes) {
  9140. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  9141. }
  9142. else {
  9143. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  9144. }
  9145. // Meshes
  9146. var meshes;
  9147. var len;
  9148. if (this._selectionOctree) {
  9149. var selection = this._selectionOctree.select(this._frustumPlanes);
  9150. meshes = selection.data;
  9151. len = selection.length;
  9152. }
  9153. else {
  9154. len = this.meshes.length;
  9155. meshes = this.meshes;
  9156. }
  9157. for (var meshIndex = 0; meshIndex < len; meshIndex++) {
  9158. var mesh = meshes[meshIndex];
  9159. if (mesh.isBlocked) {
  9160. continue;
  9161. }
  9162. this._totalVertices += mesh.getTotalVertices();
  9163. if (!mesh.isReady() || !mesh.isEnabled()) {
  9164. continue;
  9165. }
  9166. mesh.computeWorldMatrix();
  9167. // Intersections
  9168. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger])) {
  9169. this._meshesForIntersections.pushNoDuplicate(mesh);
  9170. }
  9171. // Switch to current LOD
  9172. var meshLOD = mesh.getLOD(this.activeCamera);
  9173. if (!meshLOD) {
  9174. continue;
  9175. }
  9176. mesh._preActivate();
  9177. if (mesh.alwaysSelectAsActiveMesh || mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && mesh.isInFrustum(this._frustumPlanes)) {
  9178. this._activeMeshes.push(mesh);
  9179. this.activeCamera._activeMeshes.push(mesh);
  9180. mesh._activate(this._renderId);
  9181. this._activeMesh(meshLOD);
  9182. }
  9183. }
  9184. // Particle systems
  9185. var beforeParticlesDate = BABYLON.Tools.Now;
  9186. if (this.particlesEnabled) {
  9187. BABYLON.Tools.StartPerformanceCounter("Particles", this.particleSystems.length > 0);
  9188. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  9189. var particleSystem = this.particleSystems[particleIndex];
  9190. if (!particleSystem.isStarted()) {
  9191. continue;
  9192. }
  9193. if (!particleSystem.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) {
  9194. this._activeParticleSystems.push(particleSystem);
  9195. particleSystem.animate();
  9196. }
  9197. }
  9198. BABYLON.Tools.EndPerformanceCounter("Particles", this.particleSystems.length > 0);
  9199. }
  9200. this._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate;
  9201. };
  9202. Scene.prototype._activeMesh = function (mesh) {
  9203. if (mesh.skeleton && this.skeletonsEnabled) {
  9204. this._activeSkeletons.pushNoDuplicate(mesh.skeleton);
  9205. }
  9206. if (mesh.showBoundingBox || this.forceShowBoundingBoxes) {
  9207. this._boundingBoxRenderer.renderList.push(mesh.getBoundingInfo().boundingBox);
  9208. }
  9209. if (mesh && mesh.subMeshes) {
  9210. // Submeshes Octrees
  9211. var len;
  9212. var subMeshes;
  9213. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  9214. var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
  9215. len = intersections.length;
  9216. subMeshes = intersections.data;
  9217. }
  9218. else {
  9219. subMeshes = mesh.subMeshes;
  9220. len = subMeshes.length;
  9221. }
  9222. for (var subIndex = 0; subIndex < len; subIndex++) {
  9223. var subMesh = subMeshes[subIndex];
  9224. this._evaluateSubMesh(subMesh, mesh);
  9225. }
  9226. }
  9227. };
  9228. Scene.prototype.updateTransformMatrix = function (force) {
  9229. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  9230. };
  9231. Scene.prototype._renderForCamera = function (camera) {
  9232. var engine = this._engine;
  9233. this.activeCamera = camera;
  9234. if (!this.activeCamera)
  9235. throw new Error("Active camera not set");
  9236. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + this.activeCamera.name);
  9237. // Viewport
  9238. engine.setViewport(this.activeCamera.viewport);
  9239. // Camera
  9240. this._renderId++;
  9241. this.updateTransformMatrix();
  9242. if (this.beforeCameraRender) {
  9243. this.beforeCameraRender(this.activeCamera);
  9244. }
  9245. // Meshes
  9246. var beforeEvaluateActiveMeshesDate = BABYLON.Tools.Now;
  9247. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  9248. this._evaluateActiveMeshes();
  9249. this._evaluateActiveMeshesDuration += BABYLON.Tools.Now - beforeEvaluateActiveMeshesDate;
  9250. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  9251. for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
  9252. var skeleton = this._activeSkeletons.data[skeletonIndex];
  9253. skeleton.prepare();
  9254. }
  9255. // Render targets
  9256. var beforeRenderTargetDate = BABYLON.Tools.Now;
  9257. if (this.renderTargetsEnabled) {
  9258. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  9259. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  9260. var renderTarget = this._renderTargets.data[renderIndex];
  9261. if (renderTarget._shouldRender()) {
  9262. this._renderId++;
  9263. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  9264. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  9265. }
  9266. }
  9267. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  9268. this._renderId++;
  9269. }
  9270. if (this._renderTargets.length > 0) {
  9271. engine.restoreDefaultFramebuffer();
  9272. }
  9273. this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate;
  9274. // Prepare Frame
  9275. this.postProcessManager._prepareFrame();
  9276. var beforeRenderDate = BABYLON.Tools.Now;
  9277. // Backgrounds
  9278. if (this.layers.length) {
  9279. engine.setDepthBuffer(false);
  9280. var layerIndex;
  9281. var layer;
  9282. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  9283. layer = this.layers[layerIndex];
  9284. if (layer.isBackground) {
  9285. layer.render();
  9286. }
  9287. }
  9288. engine.setDepthBuffer(true);
  9289. }
  9290. // Render
  9291. BABYLON.Tools.StartPerformanceCounter("Main render");
  9292. this._renderingManager.render(null, null, true, true);
  9293. BABYLON.Tools.EndPerformanceCounter("Main render");
  9294. // Bounding boxes
  9295. this._boundingBoxRenderer.render();
  9296. // Lens flares
  9297. if (this.lensFlaresEnabled) {
  9298. BABYLON.Tools.StartPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  9299. for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) {
  9300. this.lensFlareSystems[lensFlareSystemIndex].render();
  9301. }
  9302. BABYLON.Tools.EndPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  9303. }
  9304. // Foregrounds
  9305. if (this.layers.length) {
  9306. engine.setDepthBuffer(false);
  9307. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  9308. layer = this.layers[layerIndex];
  9309. if (!layer.isBackground) {
  9310. layer.render();
  9311. }
  9312. }
  9313. engine.setDepthBuffer(true);
  9314. }
  9315. this._renderDuration += BABYLON.Tools.Now - beforeRenderDate;
  9316. // Finalize frame
  9317. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  9318. // Update camera
  9319. this.activeCamera._updateFromScene();
  9320. // Reset some special arrays
  9321. this._renderTargets.reset();
  9322. if (this.afterCameraRender) {
  9323. this.afterCameraRender(this.activeCamera);
  9324. }
  9325. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + this.activeCamera.name);
  9326. };
  9327. Scene.prototype._processSubCameras = function (camera) {
  9328. if (camera.subCameras.length === 0) {
  9329. this._renderForCamera(camera);
  9330. return;
  9331. }
  9332. for (var index = 0; index < camera.subCameras.length; index++) {
  9333. this._renderForCamera(camera.subCameras[index]);
  9334. }
  9335. this.activeCamera = camera;
  9336. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  9337. // Update camera
  9338. this.activeCamera._updateFromScene();
  9339. };
  9340. Scene.prototype._checkIntersections = function () {
  9341. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  9342. var sourceMesh = this._meshesForIntersections.data[index];
  9343. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  9344. var action = sourceMesh.actionManager.actions[actionIndex];
  9345. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  9346. var parameters = action.getTriggerParameter();
  9347. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  9348. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  9349. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  9350. if (areIntersecting && currentIntersectionInProgress === -1) {
  9351. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  9352. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh));
  9353. sourceMesh._intersectionsInProgress.push(otherMesh);
  9354. }
  9355. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  9356. sourceMesh._intersectionsInProgress.push(otherMesh);
  9357. }
  9358. }
  9359. else if (!areIntersecting && currentIntersectionInProgress > -1 && action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  9360. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh));
  9361. var indexOfOther = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  9362. if (indexOfOther > -1) {
  9363. sourceMesh._intersectionsInProgress.splice(indexOfOther, 1);
  9364. }
  9365. }
  9366. }
  9367. }
  9368. }
  9369. };
  9370. Scene.prototype.render = function () {
  9371. var startDate = BABYLON.Tools.Now;
  9372. this._particlesDuration = 0;
  9373. this._spritesDuration = 0;
  9374. this._activeParticles = 0;
  9375. this._renderDuration = 0;
  9376. this._renderTargetsDuration = 0;
  9377. this._evaluateActiveMeshesDuration = 0;
  9378. this._totalVertices = 0;
  9379. this._activeIndices = 0;
  9380. this._activeBones = 0;
  9381. this.getEngine().resetDrawCalls();
  9382. this._meshesForIntersections.reset();
  9383. this.resetCachedMaterial();
  9384. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  9385. // Actions
  9386. if (this.actionManager) {
  9387. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger, null);
  9388. }
  9389. //Simplification Queue
  9390. if (!this.simplificationQueue.running) {
  9391. this.simplificationQueue.executeNext();
  9392. }
  9393. // Before render
  9394. if (this.beforeRender) {
  9395. this.beforeRender();
  9396. }
  9397. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  9398. this._onBeforeRenderCallbacks[callbackIndex]();
  9399. }
  9400. // Animations
  9401. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  9402. this._animationRatio = deltaTime * (60.0 / 1000.0);
  9403. this._animate();
  9404. // Physics
  9405. if (this._physicsEngine) {
  9406. BABYLON.Tools.StartPerformanceCounter("Physics");
  9407. this._physicsEngine._runOneStep(deltaTime / 1000.0);
  9408. BABYLON.Tools.EndPerformanceCounter("Physics");
  9409. }
  9410. // Customs render targets
  9411. var beforeRenderTargetDate = BABYLON.Tools.Now;
  9412. var engine = this.getEngine();
  9413. var currentActiveCamera = this.activeCamera;
  9414. if (this.renderTargetsEnabled) {
  9415. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  9416. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  9417. var renderTarget = this.customRenderTargets[customIndex];
  9418. if (renderTarget._shouldRender()) {
  9419. this._renderId++;
  9420. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  9421. if (!this.activeCamera)
  9422. throw new Error("Active camera not set");
  9423. // Viewport
  9424. engine.setViewport(this.activeCamera.viewport);
  9425. // Camera
  9426. this.updateTransformMatrix();
  9427. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  9428. }
  9429. }
  9430. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  9431. this._renderId++;
  9432. }
  9433. if (this.customRenderTargets.length > 0) {
  9434. engine.restoreDefaultFramebuffer();
  9435. }
  9436. this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate;
  9437. this.activeCamera = currentActiveCamera;
  9438. // Procedural textures
  9439. if (this.proceduralTexturesEnabled) {
  9440. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
  9441. for (var proceduralIndex = 0; proceduralIndex < this._proceduralTextures.length; proceduralIndex++) {
  9442. var proceduralTexture = this._proceduralTextures[proceduralIndex];
  9443. if (proceduralTexture._shouldRender()) {
  9444. proceduralTexture.render();
  9445. }
  9446. }
  9447. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
  9448. }
  9449. // Clear
  9450. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, true);
  9451. // Shadows
  9452. if (this.shadowsEnabled) {
  9453. for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) {
  9454. var light = this.lights[lightIndex];
  9455. var shadowGenerator = light.getShadowGenerator();
  9456. if (light.isEnabled() && shadowGenerator && shadowGenerator.getShadowMap().getScene().textures.indexOf(shadowGenerator.getShadowMap()) !== -1) {
  9457. this._renderTargets.push(shadowGenerator.getShadowMap());
  9458. }
  9459. }
  9460. }
  9461. // Depth renderer
  9462. if (this._depthRenderer) {
  9463. this._renderTargets.push(this._depthRenderer.getDepthMap());
  9464. }
  9465. // RenderPipeline
  9466. this.postProcessRenderPipelineManager.update();
  9467. // Multi-cameras?
  9468. if (this.activeCameras.length > 0) {
  9469. var currentRenderId = this._renderId;
  9470. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  9471. this._renderId = currentRenderId;
  9472. this._processSubCameras(this.activeCameras[cameraIndex]);
  9473. }
  9474. }
  9475. else {
  9476. if (!this.activeCamera) {
  9477. throw new Error("No camera defined");
  9478. }
  9479. this._processSubCameras(this.activeCamera);
  9480. }
  9481. // Intersection checks
  9482. this._checkIntersections();
  9483. // Update the audio listener attached to the camera
  9484. this._updateAudioParameters();
  9485. // After render
  9486. if (this.afterRender) {
  9487. this.afterRender();
  9488. }
  9489. for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
  9490. this._onAfterRenderCallbacks[callbackIndex]();
  9491. }
  9492. for (var index = 0; index < this._toBeDisposed.length; index++) {
  9493. this._toBeDisposed.data[index].dispose();
  9494. this._toBeDisposed[index] = null;
  9495. }
  9496. this._toBeDisposed.reset();
  9497. if (this.dumpNextRenderTargets) {
  9498. this.dumpNextRenderTargets = false;
  9499. }
  9500. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  9501. this._lastFrameDuration = BABYLON.Tools.Now - startDate;
  9502. };
  9503. Scene.prototype._updateAudioParameters = function () {
  9504. if (!this.audioEnabled || (this.mainSoundTrack.soundCollection.length === 0 && this.soundTracks.length === 0)) {
  9505. return;
  9506. }
  9507. var listeningCamera;
  9508. var audioEngine = BABYLON.Engine.audioEngine;
  9509. if (this.activeCameras.length > 0) {
  9510. listeningCamera = this.activeCameras[0];
  9511. }
  9512. else {
  9513. listeningCamera = this.activeCamera;
  9514. }
  9515. if (listeningCamera && audioEngine.canUseWebAudio) {
  9516. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  9517. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  9518. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  9519. cameraDirection.normalize();
  9520. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  9521. for (var i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  9522. var sound = this.mainSoundTrack.soundCollection[i];
  9523. if (sound.useCustomAttenuation) {
  9524. sound.updateDistanceFromListener();
  9525. }
  9526. }
  9527. for (i = 0; i < this.soundTracks.length; i++) {
  9528. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  9529. sound = this.soundTracks[i].soundCollection[j];
  9530. if (sound.useCustomAttenuation) {
  9531. sound.updateDistanceFromListener();
  9532. }
  9533. }
  9534. }
  9535. }
  9536. };
  9537. Object.defineProperty(Scene.prototype, "audioEnabled", {
  9538. // Audio
  9539. get: function () {
  9540. return this._audioEnabled;
  9541. },
  9542. set: function (value) {
  9543. this._audioEnabled = value;
  9544. if (this._audioEnabled) {
  9545. this._enableAudio();
  9546. }
  9547. else {
  9548. this._disableAudio();
  9549. }
  9550. },
  9551. enumerable: true,
  9552. configurable: true
  9553. });
  9554. Scene.prototype._disableAudio = function () {
  9555. for (var i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  9556. this.mainSoundTrack.soundCollection[i].pause();
  9557. }
  9558. for (i = 0; i < this.soundTracks.length; i++) {
  9559. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  9560. this.soundTracks[i].soundCollection[j].pause();
  9561. }
  9562. }
  9563. };
  9564. Scene.prototype._enableAudio = function () {
  9565. for (var i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  9566. if (this.mainSoundTrack.soundCollection[i].isPaused) {
  9567. this.mainSoundTrack.soundCollection[i].play();
  9568. }
  9569. }
  9570. for (i = 0; i < this.soundTracks.length; i++) {
  9571. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  9572. if (this.soundTracks[i].soundCollection[j].isPaused) {
  9573. this.soundTracks[i].soundCollection[j].play();
  9574. }
  9575. }
  9576. }
  9577. };
  9578. Object.defineProperty(Scene.prototype, "headphone", {
  9579. get: function () {
  9580. return this._headphone;
  9581. },
  9582. set: function (value) {
  9583. this._headphone = value;
  9584. if (this._headphone) {
  9585. this._switchAudioModeForHeadphones();
  9586. }
  9587. else {
  9588. this._switchAudioModeForNormalSpeakers();
  9589. }
  9590. },
  9591. enumerable: true,
  9592. configurable: true
  9593. });
  9594. Scene.prototype._switchAudioModeForHeadphones = function () {
  9595. this.mainSoundTrack.switchPanningModelToHRTF();
  9596. for (var i = 0; i < this.soundTracks.length; i++) {
  9597. this.soundTracks[i].switchPanningModelToHRTF();
  9598. }
  9599. };
  9600. Scene.prototype._switchAudioModeForNormalSpeakers = function () {
  9601. this.mainSoundTrack.switchPanningModelToEqualPower();
  9602. for (var i = 0; i < this.soundTracks.length; i++) {
  9603. this.soundTracks[i].switchPanningModelToEqualPower();
  9604. }
  9605. };
  9606. Scene.prototype.enableDepthRenderer = function () {
  9607. if (this._depthRenderer) {
  9608. return this._depthRenderer;
  9609. }
  9610. this._depthRenderer = new BABYLON.DepthRenderer(this);
  9611. return this._depthRenderer;
  9612. };
  9613. Scene.prototype.disableDepthRenderer = function () {
  9614. if (!this._depthRenderer) {
  9615. return;
  9616. }
  9617. this._depthRenderer.dispose();
  9618. this._depthRenderer = null;
  9619. };
  9620. Scene.prototype.dispose = function () {
  9621. this.beforeRender = null;
  9622. this.afterRender = null;
  9623. this.skeletons = [];
  9624. this._boundingBoxRenderer.dispose();
  9625. if (this._depthRenderer) {
  9626. this._depthRenderer.dispose();
  9627. }
  9628. // Debug layer
  9629. this.debugLayer.hide();
  9630. // Events
  9631. if (this.onDispose) {
  9632. this.onDispose();
  9633. }
  9634. this._onBeforeRenderCallbacks = [];
  9635. this._onAfterRenderCallbacks = [];
  9636. this.detachControl();
  9637. // Release sounds & sounds tracks
  9638. this.disposeSounds();
  9639. // Detach cameras
  9640. var canvas = this._engine.getRenderingCanvas();
  9641. var index;
  9642. for (index = 0; index < this.cameras.length; index++) {
  9643. this.cameras[index].detachControl(canvas);
  9644. }
  9645. while (this.lights.length) {
  9646. this.lights[0].dispose();
  9647. }
  9648. while (this.meshes.length) {
  9649. this.meshes[0].dispose(true);
  9650. }
  9651. while (this.cameras.length) {
  9652. this.cameras[0].dispose();
  9653. }
  9654. while (this.materials.length) {
  9655. this.materials[0].dispose();
  9656. }
  9657. while (this.particleSystems.length) {
  9658. this.particleSystems[0].dispose();
  9659. }
  9660. while (this.spriteManagers.length) {
  9661. this.spriteManagers[0].dispose();
  9662. }
  9663. while (this.layers.length) {
  9664. this.layers[0].dispose();
  9665. }
  9666. while (this.textures.length) {
  9667. this.textures[0].dispose();
  9668. }
  9669. // Post-processes
  9670. this.postProcessManager.dispose();
  9671. // Physics
  9672. if (this._physicsEngine) {
  9673. this.disablePhysicsEngine();
  9674. }
  9675. // Remove from engine
  9676. index = this._engine.scenes.indexOf(this);
  9677. if (index > -1) {
  9678. this._engine.scenes.splice(index, 1);
  9679. }
  9680. this._engine.wipeCaches();
  9681. };
  9682. // Release sounds & sounds tracks
  9683. Scene.prototype.disposeSounds = function () {
  9684. this.mainSoundTrack.dispose();
  9685. for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) {
  9686. this.soundTracks[scIndex].dispose();
  9687. }
  9688. };
  9689. // Collisions
  9690. Scene.prototype._getNewPosition = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  9691. if (excludedMesh === void 0) { excludedMesh = null; }
  9692. position.divideToRef(collider.radius, this._scaledPosition);
  9693. velocity.divideToRef(collider.radius, this._scaledVelocity);
  9694. collider.retry = 0;
  9695. collider.initialVelocity = this._scaledVelocity;
  9696. collider.initialPosition = this._scaledPosition;
  9697. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, finalPosition, excludedMesh);
  9698. finalPosition.multiplyInPlace(collider.radius);
  9699. };
  9700. Scene.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  9701. if (excludedMesh === void 0) { excludedMesh = null; }
  9702. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  9703. if (collider.retry >= maximumRetry) {
  9704. finalPosition.copyFrom(position);
  9705. return;
  9706. }
  9707. collider._initialize(position, velocity, closeDistance);
  9708. for (var index = 0; index < this.meshes.length; index++) {
  9709. var mesh = this.meshes[index];
  9710. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh) {
  9711. mesh._checkCollision(collider);
  9712. }
  9713. }
  9714. if (!collider.collisionFound) {
  9715. position.addToRef(velocity, finalPosition);
  9716. return;
  9717. }
  9718. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  9719. collider._getResponse(position, velocity);
  9720. }
  9721. if (velocity.length() <= closeDistance) {
  9722. finalPosition.copyFrom(position);
  9723. return;
  9724. }
  9725. collider.retry++;
  9726. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  9727. };
  9728. // Octrees
  9729. Scene.prototype.getWorldExtends = function () {
  9730. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  9731. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  9732. for (var index = 0; index < this.meshes.length; index++) {
  9733. var mesh = this.meshes[index];
  9734. mesh.computeWorldMatrix(true);
  9735. var minBox = mesh.getBoundingInfo().boundingBox.minimumWorld;
  9736. var maxBox = mesh.getBoundingInfo().boundingBox.maximumWorld;
  9737. BABYLON.Tools.CheckExtends(minBox, min, max);
  9738. BABYLON.Tools.CheckExtends(maxBox, min, max);
  9739. }
  9740. return {
  9741. min: min,
  9742. max: max
  9743. };
  9744. };
  9745. Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  9746. if (maxCapacity === void 0) { maxCapacity = 64; }
  9747. if (maxDepth === void 0) { maxDepth = 2; }
  9748. if (!this._selectionOctree) {
  9749. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  9750. }
  9751. var worldExtends = this.getWorldExtends();
  9752. // Update octree
  9753. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  9754. return this._selectionOctree;
  9755. };
  9756. // Picking
  9757. Scene.prototype.createPickingRay = function (x, y, world, camera) {
  9758. var engine = this._engine;
  9759. if (!camera) {
  9760. if (!this.activeCamera)
  9761. throw new Error("Active camera not set");
  9762. camera = this.activeCamera;
  9763. }
  9764. var cameraViewport = camera.viewport;
  9765. var viewport = cameraViewport.toGlobal(engine);
  9766. // Moving coordinates to local viewport world
  9767. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  9768. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  9769. return BABYLON.Ray.CreateNew(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
  9770. // return BABYLON.Ray.CreateNew(x / window.devicePixelRatio, y / window.devicePixelRatio, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
  9771. };
  9772. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  9773. var pickingInfo = null;
  9774. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  9775. var mesh = this.meshes[meshIndex];
  9776. if (predicate) {
  9777. if (!predicate(mesh)) {
  9778. continue;
  9779. }
  9780. }
  9781. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  9782. continue;
  9783. }
  9784. var world = mesh.getWorldMatrix();
  9785. var ray = rayFunction(world);
  9786. var result = mesh.intersects(ray, fastCheck);
  9787. if (!result || !result.hit)
  9788. continue;
  9789. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  9790. continue;
  9791. pickingInfo = result;
  9792. if (fastCheck) {
  9793. break;
  9794. }
  9795. }
  9796. return pickingInfo || new BABYLON.PickingInfo();
  9797. };
  9798. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  9799. var _this = this;
  9800. /// <summary>Launch a ray to try to pick a mesh in the scene</summary>
  9801. /// <param name="x">X position on screen</param>
  9802. /// <param name="y">Y position on screen</param>
  9803. /// <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>
  9804. /// <param name="fastCheck">Launch a fast check only using the bounding boxes. Can be set to null.</param>
  9805. /// <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>
  9806. return this._internalPick(function (world) { return _this.createPickingRay(x, y, world, camera); }, predicate, fastCheck);
  9807. };
  9808. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  9809. var _this = this;
  9810. return this._internalPick(function (world) {
  9811. if (!_this._pickWithRayInverseMatrix) {
  9812. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  9813. }
  9814. world.invertToRef(_this._pickWithRayInverseMatrix);
  9815. return BABYLON.Ray.Transform(ray, _this._pickWithRayInverseMatrix);
  9816. }, predicate, fastCheck);
  9817. };
  9818. Scene.prototype.setPointerOverMesh = function (mesh) {
  9819. if (this._pointerOverMesh === mesh) {
  9820. return;
  9821. }
  9822. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  9823. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  9824. }
  9825. this._pointerOverMesh = mesh;
  9826. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  9827. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  9828. }
  9829. };
  9830. Scene.prototype.getPointerOverMesh = function () {
  9831. return this._pointerOverMesh;
  9832. };
  9833. // Physics
  9834. Scene.prototype.getPhysicsEngine = function () {
  9835. return this._physicsEngine;
  9836. };
  9837. Scene.prototype.enablePhysics = function (gravity, plugin) {
  9838. if (this._physicsEngine) {
  9839. return true;
  9840. }
  9841. this._physicsEngine = new BABYLON.PhysicsEngine(plugin);
  9842. if (!this._physicsEngine.isSupported()) {
  9843. this._physicsEngine = null;
  9844. return false;
  9845. }
  9846. this._physicsEngine._initialize(gravity);
  9847. return true;
  9848. };
  9849. Scene.prototype.disablePhysicsEngine = function () {
  9850. if (!this._physicsEngine) {
  9851. return;
  9852. }
  9853. this._physicsEngine.dispose();
  9854. this._physicsEngine = undefined;
  9855. };
  9856. Scene.prototype.isPhysicsEnabled = function () {
  9857. return this._physicsEngine !== undefined;
  9858. };
  9859. Scene.prototype.setGravity = function (gravity) {
  9860. if (!this._physicsEngine) {
  9861. return;
  9862. }
  9863. this._physicsEngine._setGravity(gravity);
  9864. };
  9865. Scene.prototype.createCompoundImpostor = function (parts, options) {
  9866. if (parts.parts) {
  9867. options = parts;
  9868. parts = parts.parts;
  9869. }
  9870. if (!this._physicsEngine) {
  9871. return null;
  9872. }
  9873. for (var index = 0; index < parts.length; index++) {
  9874. var mesh = parts[index].mesh;
  9875. mesh._physicImpostor = parts[index].impostor;
  9876. mesh._physicsMass = options.mass / parts.length;
  9877. mesh._physicsFriction = options.friction;
  9878. mesh._physicRestitution = options.restitution;
  9879. }
  9880. return this._physicsEngine._registerMeshesAsCompound(parts, options);
  9881. };
  9882. Scene.prototype.deleteCompoundImpostor = function (compound) {
  9883. for (var index = 0; index < compound.parts.length; index++) {
  9884. var mesh = compound.parts[index].mesh;
  9885. mesh._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
  9886. this._physicsEngine._unregisterMesh(mesh);
  9887. }
  9888. };
  9889. // Misc.
  9890. Scene.prototype.createDefaultCameraOrLight = function () {
  9891. // Light
  9892. if (this.lights.length === 0) {
  9893. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  9894. }
  9895. // Camera
  9896. if (!this.activeCamera) {
  9897. var camera = new BABYLON.FreeCamera("default camera", BABYLON.Vector3.Zero(), this);
  9898. // Compute position
  9899. var worldExtends = this.getWorldExtends();
  9900. var worldCenter = worldExtends.min.add(worldExtends.max.subtract(worldExtends.min).scale(0.5));
  9901. camera.position = new BABYLON.Vector3(worldCenter.x, worldCenter.y, worldExtends.min.z - (worldExtends.max.z - worldExtends.min.z));
  9902. camera.setTarget(worldCenter);
  9903. this.activeCamera = camera;
  9904. }
  9905. };
  9906. // Tags
  9907. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  9908. if (tagsQuery === undefined) {
  9909. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  9910. return list;
  9911. }
  9912. var listByTags = [];
  9913. forEach = forEach || (function (item) {
  9914. return;
  9915. });
  9916. for (var i in list) {
  9917. var item = list[i];
  9918. if (BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  9919. listByTags.push(item);
  9920. forEach(item);
  9921. }
  9922. }
  9923. return listByTags;
  9924. };
  9925. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  9926. return this._getByTags(this.meshes, tagsQuery, forEach);
  9927. };
  9928. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  9929. return this._getByTags(this.cameras, tagsQuery, forEach);
  9930. };
  9931. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  9932. return this._getByTags(this.lights, tagsQuery, forEach);
  9933. };
  9934. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  9935. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  9936. };
  9937. // Statics
  9938. Scene._FOGMODE_NONE = 0;
  9939. Scene._FOGMODE_EXP = 1;
  9940. Scene._FOGMODE_EXP2 = 2;
  9941. Scene._FOGMODE_LINEAR = 3;
  9942. Scene.MinDeltaTime = 1.0;
  9943. Scene.MaxDeltaTime = 1000.0;
  9944. return Scene;
  9945. })();
  9946. BABYLON.Scene = Scene;
  9947. })(BABYLON || (BABYLON = {}));
  9948. //# sourceMappingURL=babylon.scene.js.mapvar BABYLON;
  9949. (function (BABYLON) {
  9950. var VertexBuffer = (function () {
  9951. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride) {
  9952. if (engine instanceof BABYLON.Mesh) {
  9953. this._engine = engine.getScene().getEngine();
  9954. }
  9955. else {
  9956. this._engine = engine;
  9957. }
  9958. this._updatable = updatable;
  9959. this._data = data;
  9960. if (!postponeInternalCreation) {
  9961. this.create();
  9962. }
  9963. this._kind = kind;
  9964. if (stride) {
  9965. this._strideSize = stride;
  9966. return;
  9967. }
  9968. switch (kind) {
  9969. case VertexBuffer.PositionKind:
  9970. this._strideSize = 3;
  9971. break;
  9972. case VertexBuffer.NormalKind:
  9973. this._strideSize = 3;
  9974. break;
  9975. case VertexBuffer.UVKind:
  9976. this._strideSize = 2;
  9977. break;
  9978. case VertexBuffer.UV2Kind:
  9979. this._strideSize = 2;
  9980. break;
  9981. case VertexBuffer.ColorKind:
  9982. this._strideSize = 4;
  9983. break;
  9984. case VertexBuffer.MatricesIndicesKind:
  9985. this._strideSize = 4;
  9986. break;
  9987. case VertexBuffer.MatricesWeightsKind:
  9988. this._strideSize = 4;
  9989. break;
  9990. }
  9991. }
  9992. // Properties
  9993. VertexBuffer.prototype.isUpdatable = function () {
  9994. return this._updatable;
  9995. };
  9996. VertexBuffer.prototype.getData = function () {
  9997. return this._data;
  9998. };
  9999. VertexBuffer.prototype.getBuffer = function () {
  10000. return this._buffer;
  10001. };
  10002. VertexBuffer.prototype.getStrideSize = function () {
  10003. return this._strideSize;
  10004. };
  10005. // Methods
  10006. VertexBuffer.prototype.create = function (data) {
  10007. if (!data && this._buffer) {
  10008. return; // nothing to do
  10009. }
  10010. data = data || this._data;
  10011. if (!this._buffer) {
  10012. if (this._updatable) {
  10013. this._buffer = this._engine.createDynamicVertexBuffer(data.length * 4);
  10014. }
  10015. else {
  10016. this._buffer = this._engine.createVertexBuffer(data);
  10017. }
  10018. }
  10019. if (this._updatable) {
  10020. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  10021. this._data = data;
  10022. }
  10023. };
  10024. VertexBuffer.prototype.update = function (data) {
  10025. this.create(data);
  10026. };
  10027. VertexBuffer.prototype.updateDirectly = function (data, offset) {
  10028. if (!this._buffer) {
  10029. return;
  10030. }
  10031. if (this._updatable) {
  10032. this._engine.updateDynamicVertexBuffer(this._buffer, data, offset);
  10033. this._data = null;
  10034. }
  10035. };
  10036. VertexBuffer.prototype.dispose = function () {
  10037. if (!this._buffer) {
  10038. return;
  10039. }
  10040. if (this._engine._releaseBuffer(this._buffer)) {
  10041. this._buffer = null;
  10042. }
  10043. };
  10044. Object.defineProperty(VertexBuffer, "PositionKind", {
  10045. get: function () {
  10046. return VertexBuffer._PositionKind;
  10047. },
  10048. enumerable: true,
  10049. configurable: true
  10050. });
  10051. Object.defineProperty(VertexBuffer, "NormalKind", {
  10052. get: function () {
  10053. return VertexBuffer._NormalKind;
  10054. },
  10055. enumerable: true,
  10056. configurable: true
  10057. });
  10058. Object.defineProperty(VertexBuffer, "UVKind", {
  10059. get: function () {
  10060. return VertexBuffer._UVKind;
  10061. },
  10062. enumerable: true,
  10063. configurable: true
  10064. });
  10065. Object.defineProperty(VertexBuffer, "UV2Kind", {
  10066. get: function () {
  10067. return VertexBuffer._UV2Kind;
  10068. },
  10069. enumerable: true,
  10070. configurable: true
  10071. });
  10072. Object.defineProperty(VertexBuffer, "ColorKind", {
  10073. get: function () {
  10074. return VertexBuffer._ColorKind;
  10075. },
  10076. enumerable: true,
  10077. configurable: true
  10078. });
  10079. Object.defineProperty(VertexBuffer, "MatricesIndicesKind", {
  10080. get: function () {
  10081. return VertexBuffer._MatricesIndicesKind;
  10082. },
  10083. enumerable: true,
  10084. configurable: true
  10085. });
  10086. Object.defineProperty(VertexBuffer, "MatricesWeightsKind", {
  10087. get: function () {
  10088. return VertexBuffer._MatricesWeightsKind;
  10089. },
  10090. enumerable: true,
  10091. configurable: true
  10092. });
  10093. // Enums
  10094. VertexBuffer._PositionKind = "position";
  10095. VertexBuffer._NormalKind = "normal";
  10096. VertexBuffer._UVKind = "uv";
  10097. VertexBuffer._UV2Kind = "uv2";
  10098. VertexBuffer._ColorKind = "color";
  10099. VertexBuffer._MatricesIndicesKind = "matricesIndices";
  10100. VertexBuffer._MatricesWeightsKind = "matricesWeights";
  10101. return VertexBuffer;
  10102. })();
  10103. BABYLON.VertexBuffer = VertexBuffer;
  10104. })(BABYLON || (BABYLON = {}));
  10105. //# sourceMappingURL=babylon.vertexBuffer.js.map
  10106. var BABYLON;
  10107. (function (BABYLON) {
  10108. var AbstractMesh = (function (_super) {
  10109. __extends(AbstractMesh, _super);
  10110. function AbstractMesh(name, scene) {
  10111. _super.call(this, name, scene);
  10112. // Properties
  10113. this.definedFacingForward = true; // orientation for POV movement & rotation
  10114. this.position = new BABYLON.Vector3(0, 0, 0);
  10115. this.rotation = new BABYLON.Vector3(0, 0, 0);
  10116. this.scaling = new BABYLON.Vector3(1, 1, 1);
  10117. this.billboardMode = AbstractMesh.BILLBOARDMODE_NONE;
  10118. this.visibility = 1.0;
  10119. this.alphaIndex = Number.MAX_VALUE;
  10120. this.infiniteDistance = false;
  10121. this.isVisible = true;
  10122. this.isPickable = true;
  10123. this.showBoundingBox = false;
  10124. this.showSubMeshesBoundingBox = false;
  10125. this.onDispose = null;
  10126. this.checkCollisions = false;
  10127. this.isBlocker = false;
  10128. this.renderingGroupId = 0;
  10129. this.receiveShadows = false;
  10130. this.renderOutline = false;
  10131. this.outlineColor = BABYLON.Color3.Red();
  10132. this.outlineWidth = 0.02;
  10133. this.renderOverlay = false;
  10134. this.overlayColor = BABYLON.Color3.Red();
  10135. this.overlayAlpha = 0.5;
  10136. this.hasVertexAlpha = false;
  10137. this.useVertexColors = true;
  10138. this.applyFog = true;
  10139. this.useOctreeForRenderingSelection = true;
  10140. this.useOctreeForPicking = true;
  10141. this.useOctreeForCollisions = true;
  10142. this.layerMask = 0x0FFFFFFF;
  10143. this.alwaysSelectAsActiveMesh = false;
  10144. // Physics
  10145. this._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
  10146. // Collisions
  10147. this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  10148. this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  10149. this._collider = new BABYLON.Collider();
  10150. this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  10151. this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  10152. this._newPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  10153. // Cache
  10154. this._localScaling = BABYLON.Matrix.Zero();
  10155. this._localRotation = BABYLON.Matrix.Zero();
  10156. this._localTranslation = BABYLON.Matrix.Zero();
  10157. this._localBillboard = BABYLON.Matrix.Zero();
  10158. this._localPivotScaling = BABYLON.Matrix.Zero();
  10159. this._localPivotScalingRotation = BABYLON.Matrix.Zero();
  10160. this._localWorld = BABYLON.Matrix.Zero();
  10161. this._worldMatrix = BABYLON.Matrix.Zero();
  10162. this._rotateYByPI = BABYLON.Matrix.RotationY(Math.PI);
  10163. this._absolutePosition = BABYLON.Vector3.Zero();
  10164. this._collisionsTransformMatrix = BABYLON.Matrix.Zero();
  10165. this._collisionsScalingMatrix = BABYLON.Matrix.Zero();
  10166. this._isDirty = false;
  10167. this._pivotMatrix = BABYLON.Matrix.Identity();
  10168. this._isDisposed = false;
  10169. this._renderId = 0;
  10170. this._intersectionsInProgress = new Array();
  10171. this._onAfterWorldMatrixUpdate = new Array();
  10172. this._isWorldMatrixFrozen = false;
  10173. scene.addMesh(this);
  10174. }
  10175. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  10176. get: function () {
  10177. return AbstractMesh._BILLBOARDMODE_NONE;
  10178. },
  10179. enumerable: true,
  10180. configurable: true
  10181. });
  10182. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  10183. get: function () {
  10184. return AbstractMesh._BILLBOARDMODE_X;
  10185. },
  10186. enumerable: true,
  10187. configurable: true
  10188. });
  10189. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  10190. get: function () {
  10191. return AbstractMesh._BILLBOARDMODE_Y;
  10192. },
  10193. enumerable: true,
  10194. configurable: true
  10195. });
  10196. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  10197. get: function () {
  10198. return AbstractMesh._BILLBOARDMODE_Z;
  10199. },
  10200. enumerable: true,
  10201. configurable: true
  10202. });
  10203. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  10204. get: function () {
  10205. return AbstractMesh._BILLBOARDMODE_ALL;
  10206. },
  10207. enumerable: true,
  10208. configurable: true
  10209. });
  10210. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  10211. // Methods
  10212. get: function () {
  10213. return false;
  10214. },
  10215. enumerable: true,
  10216. configurable: true
  10217. });
  10218. AbstractMesh.prototype.getLOD = function (camera) {
  10219. return this;
  10220. };
  10221. AbstractMesh.prototype.getTotalVertices = function () {
  10222. return 0;
  10223. };
  10224. AbstractMesh.prototype.getIndices = function () {
  10225. return null;
  10226. };
  10227. AbstractMesh.prototype.getVerticesData = function (kind) {
  10228. return null;
  10229. };
  10230. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  10231. return false;
  10232. };
  10233. AbstractMesh.prototype.getBoundingInfo = function () {
  10234. if (this._masterMesh) {
  10235. return this._masterMesh.getBoundingInfo();
  10236. }
  10237. if (!this._boundingInfo) {
  10238. this._updateBoundingInfo();
  10239. }
  10240. return this._boundingInfo;
  10241. };
  10242. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  10243. get: function () {
  10244. return this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind);
  10245. },
  10246. enumerable: true,
  10247. configurable: true
  10248. });
  10249. AbstractMesh.prototype._preActivate = function () {
  10250. };
  10251. AbstractMesh.prototype._activate = function (renderId) {
  10252. this._renderId = renderId;
  10253. };
  10254. AbstractMesh.prototype.getWorldMatrix = function () {
  10255. if (this._masterMesh) {
  10256. return this._masterMesh.getWorldMatrix();
  10257. }
  10258. if (this._currentRenderId !== this.getScene().getRenderId()) {
  10259. this.computeWorldMatrix();
  10260. }
  10261. return this._worldMatrix;
  10262. };
  10263. Object.defineProperty(AbstractMesh.prototype, "worldMatrixFromCache", {
  10264. get: function () {
  10265. return this._worldMatrix;
  10266. },
  10267. enumerable: true,
  10268. configurable: true
  10269. });
  10270. Object.defineProperty(AbstractMesh.prototype, "absolutePosition", {
  10271. get: function () {
  10272. return this._absolutePosition;
  10273. },
  10274. enumerable: true,
  10275. configurable: true
  10276. });
  10277. AbstractMesh.prototype.freezeWorldMatrix = function () {
  10278. this.computeWorldMatrix(true);
  10279. this._isWorldMatrixFrozen = true;
  10280. };
  10281. AbstractMesh.prototype.unfreezeWorldMatrix = function () {
  10282. this.computeWorldMatrix(true);
  10283. this._isWorldMatrixFrozen = false;
  10284. };
  10285. AbstractMesh.prototype.rotate = function (axis, amount, space) {
  10286. if (!this.rotationQuaternion) {
  10287. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  10288. this.rotation = BABYLON.Vector3.Zero();
  10289. }
  10290. if (!space || space === 0 /* LOCAL */) {
  10291. var rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
  10292. this.rotationQuaternion = this.rotationQuaternion.multiply(rotationQuaternion);
  10293. }
  10294. else {
  10295. if (this.parent) {
  10296. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  10297. invertParentWorldMatrix.invert();
  10298. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  10299. }
  10300. rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
  10301. this.rotationQuaternion = rotationQuaternion.multiply(this.rotationQuaternion);
  10302. }
  10303. };
  10304. AbstractMesh.prototype.translate = function (axis, distance, space) {
  10305. var displacementVector = axis.scale(distance);
  10306. if (!space || space === 0 /* LOCAL */) {
  10307. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  10308. this.setPositionWithLocalVector(tempV3);
  10309. }
  10310. else {
  10311. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  10312. }
  10313. };
  10314. AbstractMesh.prototype.getAbsolutePosition = function () {
  10315. this.computeWorldMatrix();
  10316. return this._absolutePosition;
  10317. };
  10318. AbstractMesh.prototype.setAbsolutePosition = function (absolutePosition) {
  10319. if (!absolutePosition) {
  10320. return;
  10321. }
  10322. var absolutePositionX;
  10323. var absolutePositionY;
  10324. var absolutePositionZ;
  10325. if (absolutePosition.x === undefined) {
  10326. if (arguments.length < 3) {
  10327. return;
  10328. }
  10329. absolutePositionX = arguments[0];
  10330. absolutePositionY = arguments[1];
  10331. absolutePositionZ = arguments[2];
  10332. }
  10333. else {
  10334. absolutePositionX = absolutePosition.x;
  10335. absolutePositionY = absolutePosition.y;
  10336. absolutePositionZ = absolutePosition.z;
  10337. }
  10338. if (this.parent) {
  10339. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  10340. invertParentWorldMatrix.invert();
  10341. var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ);
  10342. this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix);
  10343. }
  10344. else {
  10345. this.position.x = absolutePositionX;
  10346. this.position.y = absolutePositionY;
  10347. this.position.z = absolutePositionZ;
  10348. }
  10349. };
  10350. // ================================== Point of View Movement =================================
  10351. /**
  10352. * Perform relative position change from the point of view of behind the front of the mesh.
  10353. * This is performed taking into account the meshes current rotation, so you do not have to care.
  10354. * Supports definition of mesh facing forward or backward.
  10355. * @param {number} amountRight
  10356. * @param {number} amountUp
  10357. * @param {number} amountForward
  10358. */
  10359. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  10360. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  10361. };
  10362. /**
  10363. * Calculate relative position change from the point of view of behind the front of the mesh.
  10364. * This is performed taking into account the meshes current rotation, so you do not have to care.
  10365. * Supports definition of mesh facing forward or backward.
  10366. * @param {number} amountRight
  10367. * @param {number} amountUp
  10368. * @param {number} amountForward
  10369. */
  10370. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  10371. var rotMatrix = new BABYLON.Matrix();
  10372. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  10373. rotQuaternion.toRotationMatrix(rotMatrix);
  10374. var translationDelta = BABYLON.Vector3.Zero();
  10375. var defForwardMult = this.definedFacingForward ? -1 : 1;
  10376. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  10377. return translationDelta;
  10378. };
  10379. // ================================== Point of View Rotation =================================
  10380. /**
  10381. * Perform relative rotation change from the point of view of behind the front of the mesh.
  10382. * Supports definition of mesh facing forward or backward.
  10383. * @param {number} flipBack
  10384. * @param {number} twirlClockwise
  10385. * @param {number} tiltRight
  10386. */
  10387. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  10388. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  10389. };
  10390. /**
  10391. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  10392. * Supports definition of mesh facing forward or backward.
  10393. * @param {number} flipBack
  10394. * @param {number} twirlClockwise
  10395. * @param {number} tiltRight
  10396. */
  10397. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  10398. var defForwardMult = this.definedFacingForward ? 1 : -1;
  10399. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  10400. };
  10401. AbstractMesh.prototype.setPivotMatrix = function (matrix) {
  10402. this._pivotMatrix = matrix;
  10403. this._cache.pivotMatrixUpdated = true;
  10404. };
  10405. AbstractMesh.prototype.getPivotMatrix = function () {
  10406. return this._pivotMatrix;
  10407. };
  10408. AbstractMesh.prototype._isSynchronized = function () {
  10409. if (this._isDirty) {
  10410. return false;
  10411. }
  10412. if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE)
  10413. return false;
  10414. if (this._cache.pivotMatrixUpdated) {
  10415. return false;
  10416. }
  10417. if (this.infiniteDistance) {
  10418. return false;
  10419. }
  10420. if (!this._cache.position.equals(this.position))
  10421. return false;
  10422. if (this.rotationQuaternion) {
  10423. if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion))
  10424. return false;
  10425. }
  10426. else {
  10427. if (!this._cache.rotation.equals(this.rotation))
  10428. return false;
  10429. }
  10430. if (!this._cache.scaling.equals(this.scaling))
  10431. return false;
  10432. return true;
  10433. };
  10434. AbstractMesh.prototype._initCache = function () {
  10435. _super.prototype._initCache.call(this);
  10436. this._cache.localMatrixUpdated = false;
  10437. this._cache.position = BABYLON.Vector3.Zero();
  10438. this._cache.scaling = BABYLON.Vector3.Zero();
  10439. this._cache.rotation = BABYLON.Vector3.Zero();
  10440. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  10441. };
  10442. AbstractMesh.prototype.markAsDirty = function (property) {
  10443. if (property === "rotation") {
  10444. this.rotationQuaternion = null;
  10445. }
  10446. this._currentRenderId = Number.MAX_VALUE;
  10447. this._isDirty = true;
  10448. };
  10449. AbstractMesh.prototype._updateBoundingInfo = function () {
  10450. this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition);
  10451. this._boundingInfo._update(this.worldMatrixFromCache);
  10452. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  10453. };
  10454. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  10455. if (!this.subMeshes) {
  10456. return;
  10457. }
  10458. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  10459. var subMesh = this.subMeshes[subIndex];
  10460. subMesh.updateBoundingInfo(matrix);
  10461. }
  10462. };
  10463. AbstractMesh.prototype.computeWorldMatrix = function (force) {
  10464. if (this._isWorldMatrixFrozen) {
  10465. return this._worldMatrix;
  10466. }
  10467. if (!force && (this._currentRenderId === this.getScene().getRenderId() || this.isSynchronized(true))) {
  10468. return this._worldMatrix;
  10469. }
  10470. this._cache.position.copyFrom(this.position);
  10471. this._cache.scaling.copyFrom(this.scaling);
  10472. this._cache.pivotMatrixUpdated = false;
  10473. this._currentRenderId = this.getScene().getRenderId();
  10474. this._isDirty = false;
  10475. // Scaling
  10476. BABYLON.Matrix.ScalingToRef(this.scaling.x, this.scaling.y, this.scaling.z, this._localScaling);
  10477. // Rotation
  10478. if (this.rotationQuaternion) {
  10479. this.rotationQuaternion.toRotationMatrix(this._localRotation);
  10480. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  10481. }
  10482. else {
  10483. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._localRotation);
  10484. this._cache.rotation.copyFrom(this.rotation);
  10485. }
  10486. // Translation
  10487. if (this.infiniteDistance && !this.parent) {
  10488. var camera = this.getScene().activeCamera;
  10489. var cameraWorldMatrix = camera.getWorldMatrix();
  10490. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  10491. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, this._localTranslation);
  10492. }
  10493. else {
  10494. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._localTranslation);
  10495. }
  10496. // Composing transformations
  10497. this._pivotMatrix.multiplyToRef(this._localScaling, this._localPivotScaling);
  10498. this._localPivotScaling.multiplyToRef(this._localRotation, this._localPivotScalingRotation);
  10499. // Billboarding
  10500. if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE && this.getScene().activeCamera) {
  10501. var localPosition = this.position.clone();
  10502. var zero = this.getScene().activeCamera.globalPosition.clone();
  10503. if (this.parent && this.parent.position) {
  10504. localPosition.addInPlace(this.parent.position);
  10505. BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, this._localTranslation);
  10506. }
  10507. if ((this.billboardMode & AbstractMesh.BILLBOARDMODE_ALL) != AbstractMesh.BILLBOARDMODE_ALL) {
  10508. if (this.billboardMode & AbstractMesh.BILLBOARDMODE_X)
  10509. zero.x = localPosition.x + BABYLON.Engine.Epsilon;
  10510. if (this.billboardMode & AbstractMesh.BILLBOARDMODE_Y)
  10511. zero.y = localPosition.y + 0.001;
  10512. if (this.billboardMode & AbstractMesh.BILLBOARDMODE_Z)
  10513. zero.z = localPosition.z + 0.001;
  10514. }
  10515. BABYLON.Matrix.LookAtLHToRef(localPosition, zero, BABYLON.Vector3.Up(), this._localBillboard);
  10516. this._localBillboard.m[12] = this._localBillboard.m[13] = this._localBillboard.m[14] = 0;
  10517. this._localBillboard.invert();
  10518. this._localPivotScalingRotation.multiplyToRef(this._localBillboard, this._localWorld);
  10519. this._rotateYByPI.multiplyToRef(this._localWorld, this._localPivotScalingRotation);
  10520. }
  10521. // Local world
  10522. this._localPivotScalingRotation.multiplyToRef(this._localTranslation, this._localWorld);
  10523. // Parent
  10524. if (this.parent && this.parent.getWorldMatrix && this.billboardMode === AbstractMesh.BILLBOARDMODE_NONE) {
  10525. this._markSyncedWithParent();
  10526. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  10527. }
  10528. else {
  10529. this._worldMatrix.copyFrom(this._localWorld);
  10530. }
  10531. // Bounding info
  10532. this._updateBoundingInfo();
  10533. // Absolute position
  10534. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  10535. for (var callbackIndex = 0; callbackIndex < this._onAfterWorldMatrixUpdate.length; callbackIndex++) {
  10536. this._onAfterWorldMatrixUpdate[callbackIndex](this);
  10537. }
  10538. return this._worldMatrix;
  10539. };
  10540. /**
  10541. * If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
  10542. * @param func: callback function to add
  10543. */
  10544. AbstractMesh.prototype.registerAfterWorldMatrixUpdate = function (func) {
  10545. this._onAfterWorldMatrixUpdate.push(func);
  10546. };
  10547. AbstractMesh.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  10548. var index = this._onAfterWorldMatrixUpdate.indexOf(func);
  10549. if (index > -1) {
  10550. this._onAfterWorldMatrixUpdate.splice(index, 1);
  10551. }
  10552. };
  10553. AbstractMesh.prototype.setPositionWithLocalVector = function (vector3) {
  10554. this.computeWorldMatrix();
  10555. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  10556. };
  10557. AbstractMesh.prototype.getPositionExpressedInLocalSpace = function () {
  10558. this.computeWorldMatrix();
  10559. var invLocalWorldMatrix = this._localWorld.clone();
  10560. invLocalWorldMatrix.invert();
  10561. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  10562. };
  10563. AbstractMesh.prototype.locallyTranslate = function (vector3) {
  10564. this.computeWorldMatrix();
  10565. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  10566. };
  10567. AbstractMesh.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor) {
  10568. /// <summary>Orients a mesh towards a target point. Mesh must be drawn facing user.</summary>
  10569. /// <param name="targetPoint" type="Vector3">The position (must be in same space as current mesh) to look at</param>
  10570. /// <param name="yawCor" type="Number">optional yaw (y-axis) correction in radians</param>
  10571. /// <param name="pitchCor" type="Number">optional pitch (x-axis) correction in radians</param>
  10572. /// <param name="rollCor" type="Number">optional roll (z-axis) correction in radians</param>
  10573. /// <returns>Mesh oriented towards targetMesh</returns>
  10574. yawCor = yawCor || 0; // default to zero if undefined
  10575. pitchCor = pitchCor || 0;
  10576. rollCor = rollCor || 0;
  10577. var dv = targetPoint.subtract(this.position);
  10578. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  10579. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  10580. var pitch = Math.atan2(dv.y, len);
  10581. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(yaw + yawCor, pitch + pitchCor, rollCor);
  10582. };
  10583. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  10584. if (!this._boundingInfo.isInFrustum(frustumPlanes)) {
  10585. return false;
  10586. }
  10587. return true;
  10588. };
  10589. AbstractMesh.prototype.isCompletelyInFrustum = function (camera) {
  10590. if (!camera) {
  10591. camera = this.getScene().activeCamera;
  10592. }
  10593. var transformMatrix = camera.getViewMatrix().multiply(camera.getProjectionMatrix());
  10594. if (!this._boundingInfo.isCompletelyInFrustum(BABYLON.Frustum.GetPlanes(transformMatrix))) {
  10595. return false;
  10596. }
  10597. return true;
  10598. };
  10599. AbstractMesh.prototype.intersectsMesh = function (mesh, precise) {
  10600. if (!this._boundingInfo || !mesh._boundingInfo) {
  10601. return false;
  10602. }
  10603. return this._boundingInfo.intersects(mesh._boundingInfo, precise);
  10604. };
  10605. AbstractMesh.prototype.intersectsPoint = function (point) {
  10606. if (!this._boundingInfo) {
  10607. return false;
  10608. }
  10609. return this._boundingInfo.intersectsPoint(point);
  10610. };
  10611. // Physics
  10612. AbstractMesh.prototype.setPhysicsState = function (impostor, options) {
  10613. var physicsEngine = this.getScene().getPhysicsEngine();
  10614. if (!physicsEngine) {
  10615. return;
  10616. }
  10617. impostor = impostor || BABYLON.PhysicsEngine.NoImpostor;
  10618. if (impostor.impostor) {
  10619. // Old API
  10620. options = impostor;
  10621. impostor = impostor.impostor;
  10622. }
  10623. if (impostor === BABYLON.PhysicsEngine.NoImpostor) {
  10624. physicsEngine._unregisterMesh(this);
  10625. return;
  10626. }
  10627. if (!options) {
  10628. options = { mass: 0, friction: 0.2, restitution: 0.2 };
  10629. }
  10630. else {
  10631. if (!options.mass && options.mass !== 0)
  10632. options.mass = 0;
  10633. if (!options.friction && options.friction !== 0)
  10634. options.friction = 0.2;
  10635. if (!options.restitution && options.restitution !== 0)
  10636. options.restitution = 0.2;
  10637. }
  10638. this._physicImpostor = impostor;
  10639. this._physicsMass = options.mass;
  10640. this._physicsFriction = options.friction;
  10641. this._physicRestitution = options.restitution;
  10642. return physicsEngine._registerMesh(this, impostor, options);
  10643. };
  10644. AbstractMesh.prototype.getPhysicsImpostor = function () {
  10645. if (!this._physicImpostor) {
  10646. return BABYLON.PhysicsEngine.NoImpostor;
  10647. }
  10648. return this._physicImpostor;
  10649. };
  10650. AbstractMesh.prototype.getPhysicsMass = function () {
  10651. if (!this._physicsMass) {
  10652. return 0;
  10653. }
  10654. return this._physicsMass;
  10655. };
  10656. AbstractMesh.prototype.getPhysicsFriction = function () {
  10657. if (!this._physicsFriction) {
  10658. return 0;
  10659. }
  10660. return this._physicsFriction;
  10661. };
  10662. AbstractMesh.prototype.getPhysicsRestitution = function () {
  10663. if (!this._physicRestitution) {
  10664. return 0;
  10665. }
  10666. return this._physicRestitution;
  10667. };
  10668. AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
  10669. if (!camera) {
  10670. camera = this.getScene().activeCamera;
  10671. }
  10672. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  10673. };
  10674. AbstractMesh.prototype.getDistanceToCamera = function (camera) {
  10675. if (!camera) {
  10676. camera = this.getScene().activeCamera;
  10677. }
  10678. return this.absolutePosition.subtract(camera.position).length();
  10679. };
  10680. AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  10681. if (!this._physicImpostor) {
  10682. return;
  10683. }
  10684. this.getScene().getPhysicsEngine()._applyImpulse(this, force, contactPoint);
  10685. };
  10686. AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  10687. if (!this._physicImpostor) {
  10688. return;
  10689. }
  10690. this.getScene().getPhysicsEngine()._createLink(this, otherMesh, pivot1, pivot2, options);
  10691. };
  10692. AbstractMesh.prototype.updatePhysicsBodyPosition = function () {
  10693. if (!this._physicImpostor) {
  10694. return;
  10695. }
  10696. this.getScene().getPhysicsEngine()._updateBodyPosition(this);
  10697. };
  10698. // Collisions
  10699. AbstractMesh.prototype.moveWithCollisions = function (velocity) {
  10700. var globalPosition = this.getAbsolutePosition();
  10701. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPositionForCollisions);
  10702. this._oldPositionForCollisions.addInPlace(this.ellipsoidOffset);
  10703. this._collider.radius = this.ellipsoid;
  10704. this.getScene()._getNewPosition(this._oldPositionForCollisions, velocity, this._collider, 3, this._newPositionForCollisions, this);
  10705. this._newPositionForCollisions.subtractToRef(this._oldPositionForCollisions, this._diffPositionForCollisions);
  10706. if (this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  10707. this.position.addInPlace(this._diffPositionForCollisions);
  10708. }
  10709. };
  10710. // Submeshes octree
  10711. /**
  10712. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  10713. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  10714. */
  10715. AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  10716. if (maxCapacity === void 0) { maxCapacity = 64; }
  10717. if (maxDepth === void 0) { maxDepth = 2; }
  10718. if (!this._submeshesOctree) {
  10719. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  10720. }
  10721. this.computeWorldMatrix(true);
  10722. // Update octree
  10723. var bbox = this.getBoundingInfo().boundingBox;
  10724. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  10725. return this._submeshesOctree;
  10726. };
  10727. // Collisions
  10728. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  10729. this._generatePointsArray();
  10730. // Transformation
  10731. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  10732. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  10733. subMesh._lastColliderWorldVertices = [];
  10734. subMesh._trianglePlanes = [];
  10735. var start = subMesh.verticesStart;
  10736. var end = (subMesh.verticesStart + subMesh.verticesCount);
  10737. for (var i = start; i < end; i++) {
  10738. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  10739. }
  10740. }
  10741. // Collide
  10742. collider._collide(subMesh, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart);
  10743. };
  10744. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  10745. var subMeshes;
  10746. var len;
  10747. // Octrees
  10748. if (this._submeshesOctree && this.useOctreeForCollisions) {
  10749. var radius = collider.velocityWorldLength + Math.max(collider.radius.x, collider.radius.y, collider.radius.z);
  10750. var intersections = this._submeshesOctree.intersects(collider.basePointWorld, radius);
  10751. len = intersections.length;
  10752. subMeshes = intersections.data;
  10753. }
  10754. else {
  10755. subMeshes = this.subMeshes;
  10756. len = subMeshes.length;
  10757. }
  10758. for (var index = 0; index < len; index++) {
  10759. var subMesh = subMeshes[index];
  10760. // Bounding test
  10761. if (len > 1 && !subMesh._checkCollision(collider))
  10762. continue;
  10763. this._collideForSubMesh(subMesh, transformMatrix, collider);
  10764. }
  10765. };
  10766. AbstractMesh.prototype._checkCollision = function (collider) {
  10767. // Bounding box test
  10768. if (!this._boundingInfo._checkCollision(collider))
  10769. return;
  10770. // Transformation matrix
  10771. BABYLON.Matrix.ScalingToRef(1.0 / collider.radius.x, 1.0 / collider.radius.y, 1.0 / collider.radius.z, this._collisionsScalingMatrix);
  10772. this.worldMatrixFromCache.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix);
  10773. this._processCollisionsForSubMeshes(collider, this._collisionsTransformMatrix);
  10774. };
  10775. // Picking
  10776. AbstractMesh.prototype._generatePointsArray = function () {
  10777. return false;
  10778. };
  10779. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  10780. var pickingInfo = new BABYLON.PickingInfo();
  10781. if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
  10782. return pickingInfo;
  10783. }
  10784. if (!this._generatePointsArray()) {
  10785. return pickingInfo;
  10786. }
  10787. var intersectInfo = null;
  10788. // Octrees
  10789. var subMeshes;
  10790. var len;
  10791. if (this._submeshesOctree && this.useOctreeForPicking) {
  10792. var worldRay = BABYLON.Ray.Transform(ray, this.getWorldMatrix());
  10793. var intersections = this._submeshesOctree.intersectsRay(worldRay);
  10794. len = intersections.length;
  10795. subMeshes = intersections.data;
  10796. }
  10797. else {
  10798. subMeshes = this.subMeshes;
  10799. len = subMeshes.length;
  10800. }
  10801. for (var index = 0; index < len; index++) {
  10802. var subMesh = subMeshes[index];
  10803. // Bounding test
  10804. if (len > 1 && !subMesh.canIntersects(ray))
  10805. continue;
  10806. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  10807. if (currentIntersectInfo) {
  10808. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  10809. intersectInfo = currentIntersectInfo;
  10810. intersectInfo.subMeshId = index;
  10811. if (fastCheck) {
  10812. break;
  10813. }
  10814. }
  10815. }
  10816. }
  10817. if (intersectInfo) {
  10818. // Get picked point
  10819. var world = this.getWorldMatrix();
  10820. var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
  10821. var direction = ray.direction.clone();
  10822. direction = direction.scale(intersectInfo.distance);
  10823. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  10824. var pickedPoint = worldOrigin.add(worldDirection);
  10825. // Return result
  10826. pickingInfo.hit = true;
  10827. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  10828. pickingInfo.pickedPoint = pickedPoint;
  10829. pickingInfo.pickedMesh = this;
  10830. pickingInfo.bu = intersectInfo.bu;
  10831. pickingInfo.bv = intersectInfo.bv;
  10832. pickingInfo.faceId = intersectInfo.faceId;
  10833. pickingInfo.subMeshId = intersectInfo.subMeshId;
  10834. return pickingInfo;
  10835. }
  10836. return pickingInfo;
  10837. };
  10838. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  10839. return null;
  10840. };
  10841. AbstractMesh.prototype.releaseSubMeshes = function () {
  10842. if (this.subMeshes) {
  10843. while (this.subMeshes.length) {
  10844. this.subMeshes[0].dispose();
  10845. }
  10846. }
  10847. else {
  10848. this.subMeshes = new Array();
  10849. }
  10850. };
  10851. AbstractMesh.prototype.dispose = function (doNotRecurse) {
  10852. var index;
  10853. // Physics
  10854. if (this.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  10855. this.setPhysicsState(BABYLON.PhysicsEngine.NoImpostor);
  10856. }
  10857. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  10858. var other = this._intersectionsInProgress[index];
  10859. var pos = other._intersectionsInProgress.indexOf(this);
  10860. other._intersectionsInProgress.splice(pos, 1);
  10861. }
  10862. this._intersectionsInProgress = [];
  10863. // SubMeshes
  10864. this.releaseSubMeshes();
  10865. // Remove from scene
  10866. this.getScene().removeMesh(this);
  10867. if (!doNotRecurse) {
  10868. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  10869. if (this.getScene().particleSystems[index].emitter === this) {
  10870. this.getScene().particleSystems[index].dispose();
  10871. index--;
  10872. }
  10873. }
  10874. // Children
  10875. var objects = this.getScene().meshes.slice(0);
  10876. for (index = 0; index < objects.length; index++) {
  10877. if (objects[index].parent === this) {
  10878. objects[index].dispose();
  10879. }
  10880. }
  10881. }
  10882. else {
  10883. for (index = 0; index < this.getScene().meshes.length; index++) {
  10884. var obj = this.getScene().meshes[index];
  10885. if (obj.parent === this) {
  10886. obj.parent = null;
  10887. obj.computeWorldMatrix(true);
  10888. }
  10889. }
  10890. }
  10891. this._onAfterWorldMatrixUpdate = [];
  10892. this._isDisposed = true;
  10893. // Callback
  10894. if (this.onDispose) {
  10895. this.onDispose();
  10896. }
  10897. };
  10898. // Statics
  10899. AbstractMesh._BILLBOARDMODE_NONE = 0;
  10900. AbstractMesh._BILLBOARDMODE_X = 1;
  10901. AbstractMesh._BILLBOARDMODE_Y = 2;
  10902. AbstractMesh._BILLBOARDMODE_Z = 4;
  10903. AbstractMesh._BILLBOARDMODE_ALL = 7;
  10904. return AbstractMesh;
  10905. })(BABYLON.Node);
  10906. BABYLON.AbstractMesh = AbstractMesh;
  10907. })(BABYLON || (BABYLON = {}));
  10908. //# sourceMappingURL=babylon.abstractMesh.js.map
  10909. var BABYLON;
  10910. (function (BABYLON) {
  10911. var _InstancesBatch = (function () {
  10912. function _InstancesBatch() {
  10913. this.mustReturn = false;
  10914. this.visibleInstances = new Array();
  10915. this.renderSelf = new Array();
  10916. }
  10917. return _InstancesBatch;
  10918. })();
  10919. BABYLON._InstancesBatch = _InstancesBatch;
  10920. var Mesh = (function (_super) {
  10921. __extends(Mesh, _super);
  10922. /**
  10923. * @constructor
  10924. * @param {string} name - The value used by scene.getMeshByName() to do a lookup.
  10925. * @param {Scene} scene - The scene to add this mesh to.
  10926. * @param {Node} parent - The parent of this mesh, if it has one
  10927. * @param {Mesh} source - An optional Mesh from which geometry is shared, cloned.
  10928. * @param {boolean} doNotCloneChildren - When cloning, skip cloning child meshes of source, default False.
  10929. * When false, achieved by calling a clone(), also passing False.
  10930. * This will make creation of children, recursive.
  10931. */
  10932. function Mesh(name, scene, parent, source, doNotCloneChildren) {
  10933. if (parent === void 0) { parent = null; }
  10934. _super.call(this, name, scene);
  10935. // Members
  10936. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  10937. this.instances = new Array();
  10938. this._LODLevels = new Array();
  10939. this._onBeforeRenderCallbacks = new Array();
  10940. this._onAfterRenderCallbacks = new Array();
  10941. this._visibleInstances = {};
  10942. this._renderIdForInstances = new Array();
  10943. this._batchCache = new _InstancesBatch();
  10944. this._instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  10945. this._sideOrientation = Mesh._DEFAULTSIDE;
  10946. if (source) {
  10947. // Geometry
  10948. if (source._geometry) {
  10949. source._geometry.applyToMesh(this);
  10950. }
  10951. // Deep copy
  10952. BABYLON.Tools.DeepCopy(source, this, ["name", "material", "skeleton", "instances"], []);
  10953. // Material
  10954. this.material = source.material;
  10955. if (!doNotCloneChildren) {
  10956. for (var index = 0; index < scene.meshes.length; index++) {
  10957. var mesh = scene.meshes[index];
  10958. if (mesh.parent === source) {
  10959. // doNotCloneChildren is always going to be False
  10960. var newChild = mesh.clone(name + "." + mesh.name, this, doNotCloneChildren);
  10961. }
  10962. }
  10963. }
  10964. for (index = 0; index < scene.particleSystems.length; index++) {
  10965. var system = scene.particleSystems[index];
  10966. if (system.emitter === source) {
  10967. system.clone(system.name, this);
  10968. }
  10969. }
  10970. this.computeWorldMatrix(true);
  10971. }
  10972. // Parent
  10973. if (parent !== null) {
  10974. this.parent = parent;
  10975. }
  10976. }
  10977. Object.defineProperty(Mesh, "FRONTSIDE", {
  10978. get: function () {
  10979. return Mesh._FRONTSIDE;
  10980. },
  10981. enumerable: true,
  10982. configurable: true
  10983. });
  10984. Object.defineProperty(Mesh, "BACKSIDE", {
  10985. get: function () {
  10986. return Mesh._BACKSIDE;
  10987. },
  10988. enumerable: true,
  10989. configurable: true
  10990. });
  10991. Object.defineProperty(Mesh, "DOUBLESIDE", {
  10992. get: function () {
  10993. return Mesh._DOUBLESIDE;
  10994. },
  10995. enumerable: true,
  10996. configurable: true
  10997. });
  10998. Object.defineProperty(Mesh, "DEFAULTSIDE", {
  10999. get: function () {
  11000. return Mesh._DEFAULTSIDE;
  11001. },
  11002. enumerable: true,
  11003. configurable: true
  11004. });
  11005. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  11006. // Methods
  11007. get: function () {
  11008. return this._LODLevels.length > 0;
  11009. },
  11010. enumerable: true,
  11011. configurable: true
  11012. });
  11013. Mesh.prototype._sortLODLevels = function () {
  11014. this._LODLevels.sort(function (a, b) {
  11015. if (a.distance < b.distance) {
  11016. return 1;
  11017. }
  11018. if (a.distance > b.distance) {
  11019. return -1;
  11020. }
  11021. return 0;
  11022. });
  11023. };
  11024. /**
  11025. * Add a mesh as LOD level triggered at the given distance.
  11026. * @param {number} distance - the distance from the center of the object to show this level
  11027. * @param {BABYLON.Mesh} mesh - the mesh to be added as LOD level
  11028. * @return {BABYLON.Mesh} this mesh (for chaining)
  11029. */
  11030. Mesh.prototype.addLODLevel = function (distance, mesh) {
  11031. if (mesh && mesh._masterMesh) {
  11032. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  11033. return this;
  11034. }
  11035. var level = new BABYLON.Internals.MeshLODLevel(distance, mesh);
  11036. this._LODLevels.push(level);
  11037. if (mesh) {
  11038. mesh._masterMesh = this;
  11039. }
  11040. this._sortLODLevels();
  11041. return this;
  11042. };
  11043. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  11044. for (var index = 0; index < this._LODLevels.length; index++) {
  11045. var level = this._LODLevels[index];
  11046. if (level.distance === distance) {
  11047. return level.mesh;
  11048. }
  11049. }
  11050. return null;
  11051. };
  11052. /**
  11053. * Remove a mesh from the LOD array
  11054. * @param {BABYLON.Mesh} mesh - the mesh to be removed.
  11055. * @return {BABYLON.Mesh} this mesh (for chaining)
  11056. */
  11057. Mesh.prototype.removeLODLevel = function (mesh) {
  11058. for (var index = 0; index < this._LODLevels.length; index++) {
  11059. if (this._LODLevels[index].mesh === mesh) {
  11060. this._LODLevels.splice(index, 1);
  11061. if (mesh) {
  11062. mesh._masterMesh = null;
  11063. }
  11064. }
  11065. }
  11066. this._sortLODLevels();
  11067. return this;
  11068. };
  11069. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  11070. if (!this._LODLevels || this._LODLevels.length === 0) {
  11071. return this;
  11072. }
  11073. var distanceToCamera = (boundingSphere ? boundingSphere : this.getBoundingInfo().boundingSphere).centerWorld.subtract(camera.position).length();
  11074. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  11075. if (this.onLODLevelSelection) {
  11076. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  11077. }
  11078. return this;
  11079. }
  11080. for (var index = 0; index < this._LODLevels.length; index++) {
  11081. var level = this._LODLevels[index];
  11082. if (level.distance < distanceToCamera) {
  11083. if (level.mesh) {
  11084. level.mesh._preActivate();
  11085. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  11086. }
  11087. if (this.onLODLevelSelection) {
  11088. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  11089. }
  11090. return level.mesh;
  11091. }
  11092. }
  11093. if (this.onLODLevelSelection) {
  11094. this.onLODLevelSelection(distanceToCamera, this, this);
  11095. }
  11096. return this;
  11097. };
  11098. Object.defineProperty(Mesh.prototype, "geometry", {
  11099. get: function () {
  11100. return this._geometry;
  11101. },
  11102. enumerable: true,
  11103. configurable: true
  11104. });
  11105. Mesh.prototype.getTotalVertices = function () {
  11106. if (!this._geometry) {
  11107. return 0;
  11108. }
  11109. return this._geometry.getTotalVertices();
  11110. };
  11111. Mesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  11112. if (!this._geometry) {
  11113. return null;
  11114. }
  11115. return this._geometry.getVerticesData(kind, copyWhenShared);
  11116. };
  11117. Mesh.prototype.getVertexBuffer = function (kind) {
  11118. if (!this._geometry) {
  11119. return undefined;
  11120. }
  11121. return this._geometry.getVertexBuffer(kind);
  11122. };
  11123. Mesh.prototype.isVerticesDataPresent = function (kind) {
  11124. if (!this._geometry) {
  11125. if (this._delayInfo) {
  11126. return this._delayInfo.indexOf(kind) !== -1;
  11127. }
  11128. return false;
  11129. }
  11130. return this._geometry.isVerticesDataPresent(kind);
  11131. };
  11132. Mesh.prototype.getVerticesDataKinds = function () {
  11133. if (!this._geometry) {
  11134. var result = [];
  11135. if (this._delayInfo) {
  11136. for (var kind in this._delayInfo) {
  11137. result.push(kind);
  11138. }
  11139. }
  11140. return result;
  11141. }
  11142. return this._geometry.getVerticesDataKinds();
  11143. };
  11144. Mesh.prototype.getTotalIndices = function () {
  11145. if (!this._geometry) {
  11146. return 0;
  11147. }
  11148. return this._geometry.getTotalIndices();
  11149. };
  11150. Mesh.prototype.getIndices = function (copyWhenShared) {
  11151. if (!this._geometry) {
  11152. return [];
  11153. }
  11154. return this._geometry.getIndices(copyWhenShared);
  11155. };
  11156. Object.defineProperty(Mesh.prototype, "isBlocked", {
  11157. get: function () {
  11158. return this._masterMesh !== null && this._masterMesh !== undefined;
  11159. },
  11160. enumerable: true,
  11161. configurable: true
  11162. });
  11163. Mesh.prototype.isReady = function () {
  11164. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  11165. return false;
  11166. }
  11167. return _super.prototype.isReady.call(this);
  11168. };
  11169. Mesh.prototype.isDisposed = function () {
  11170. return this._isDisposed;
  11171. };
  11172. Object.defineProperty(Mesh.prototype, "sideOrientation", {
  11173. get: function () {
  11174. return this._sideOrientation;
  11175. },
  11176. set: function (sideO) {
  11177. this._sideOrientation = sideO;
  11178. },
  11179. enumerable: true,
  11180. configurable: true
  11181. });
  11182. // Methods
  11183. Mesh.prototype._preActivate = function () {
  11184. var sceneRenderId = this.getScene().getRenderId();
  11185. if (this._preActivateId === sceneRenderId) {
  11186. return;
  11187. }
  11188. this._preActivateId = sceneRenderId;
  11189. this._visibleInstances = null;
  11190. };
  11191. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  11192. if (!this._visibleInstances) {
  11193. this._visibleInstances = {};
  11194. this._visibleInstances.defaultRenderId = renderId;
  11195. this._visibleInstances.selfDefaultRenderId = this._renderId;
  11196. }
  11197. if (!this._visibleInstances[renderId]) {
  11198. this._visibleInstances[renderId] = new Array();
  11199. }
  11200. this._visibleInstances[renderId].push(instance);
  11201. };
  11202. Mesh.prototype.refreshBoundingInfo = function () {
  11203. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  11204. if (data) {
  11205. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices());
  11206. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  11207. }
  11208. if (this.subMeshes) {
  11209. for (var index = 0; index < this.subMeshes.length; index++) {
  11210. this.subMeshes[index].refreshBoundingInfo();
  11211. }
  11212. }
  11213. this._updateBoundingInfo();
  11214. };
  11215. Mesh.prototype._createGlobalSubMesh = function () {
  11216. var totalVertices = this.getTotalVertices();
  11217. if (!totalVertices || !this.getIndices()) {
  11218. return null;
  11219. }
  11220. this.releaseSubMeshes();
  11221. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  11222. };
  11223. Mesh.prototype.subdivide = function (count) {
  11224. if (count < 1) {
  11225. return;
  11226. }
  11227. var totalIndices = this.getTotalIndices();
  11228. var subdivisionSize = (totalIndices / count) | 0;
  11229. var offset = 0;
  11230. while (subdivisionSize % 3 !== 0) {
  11231. subdivisionSize++;
  11232. }
  11233. this.releaseSubMeshes();
  11234. for (var index = 0; index < count; index++) {
  11235. if (offset >= totalIndices) {
  11236. break;
  11237. }
  11238. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  11239. offset += subdivisionSize;
  11240. }
  11241. this.synchronizeInstances();
  11242. };
  11243. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  11244. if (kind instanceof Array) {
  11245. var temp = data;
  11246. data = kind;
  11247. kind = temp;
  11248. BABYLON.Tools.Warn("Deprecated usage of setVerticesData detected (since v1.12). Current signature is setVerticesData(kind, data, updatable).");
  11249. }
  11250. if (!this._geometry) {
  11251. var vertexData = new BABYLON.VertexData();
  11252. vertexData.set(data, kind);
  11253. var scene = this.getScene();
  11254. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  11255. }
  11256. else {
  11257. this._geometry.setVerticesData(kind, data, updatable, stride);
  11258. }
  11259. };
  11260. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  11261. if (!this._geometry) {
  11262. return;
  11263. }
  11264. if (!makeItUnique) {
  11265. this._geometry.updateVerticesData(kind, data, updateExtends);
  11266. }
  11267. else {
  11268. this.makeGeometryUnique();
  11269. this.updateVerticesData(kind, data, updateExtends, false);
  11270. }
  11271. };
  11272. Mesh.prototype.updateVerticesDataDirectly = function (kind, data, offset, makeItUnique) {
  11273. if (!this._geometry) {
  11274. return;
  11275. }
  11276. if (!makeItUnique) {
  11277. this._geometry.updateVerticesDataDirectly(kind, data, offset);
  11278. }
  11279. else {
  11280. this.makeGeometryUnique();
  11281. this.updateVerticesDataDirectly(kind, data, offset, false);
  11282. }
  11283. };
  11284. // Mesh positions update function :
  11285. // updates the mesh positions according to the positionFunction returned values.
  11286. // The positionFunction argument must be a javascript function accepting the mesh "positions" array as parameter.
  11287. // This dedicated positionFunction computes new mesh positions according to the given mesh type.
  11288. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  11289. if (computeNormals === void 0) { computeNormals = true; }
  11290. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  11291. positionFunction(positions);
  11292. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  11293. if (computeNormals) {
  11294. var indices = this.getIndices();
  11295. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  11296. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  11297. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  11298. }
  11299. };
  11300. Mesh.prototype.makeGeometryUnique = function () {
  11301. if (!this._geometry) {
  11302. return;
  11303. }
  11304. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  11305. geometry.applyToMesh(this);
  11306. };
  11307. Mesh.prototype.setIndices = function (indices, totalVertices) {
  11308. if (!this._geometry) {
  11309. var vertexData = new BABYLON.VertexData();
  11310. vertexData.indices = indices;
  11311. var scene = this.getScene();
  11312. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, false, this);
  11313. }
  11314. else {
  11315. this._geometry.setIndices(indices, totalVertices);
  11316. }
  11317. };
  11318. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  11319. var engine = this.getScene().getEngine();
  11320. // Wireframe
  11321. var indexToBind;
  11322. switch (fillMode) {
  11323. case BABYLON.Material.PointFillMode:
  11324. indexToBind = null;
  11325. break;
  11326. case BABYLON.Material.WireFrameFillMode:
  11327. indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine);
  11328. break;
  11329. default:
  11330. case BABYLON.Material.TriangleFillMode:
  11331. indexToBind = this._geometry.getIndexBuffer();
  11332. break;
  11333. }
  11334. // VBOs
  11335. engine.bindMultiBuffers(this._geometry.getVertexBuffers(), indexToBind, effect);
  11336. };
  11337. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  11338. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  11339. return;
  11340. }
  11341. var engine = this.getScene().getEngine();
  11342. switch (fillMode) {
  11343. case BABYLON.Material.PointFillMode:
  11344. engine.drawPointClouds(subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  11345. break;
  11346. case BABYLON.Material.WireFrameFillMode:
  11347. engine.draw(false, 0, subMesh.linesIndexCount, instancesCount);
  11348. break;
  11349. default:
  11350. engine.draw(true, subMesh.indexStart, subMesh.indexCount, instancesCount);
  11351. }
  11352. };
  11353. Mesh.prototype.registerBeforeRender = function (func) {
  11354. this._onBeforeRenderCallbacks.push(func);
  11355. };
  11356. Mesh.prototype.unregisterBeforeRender = function (func) {
  11357. var index = this._onBeforeRenderCallbacks.indexOf(func);
  11358. if (index > -1) {
  11359. this._onBeforeRenderCallbacks.splice(index, 1);
  11360. }
  11361. };
  11362. Mesh.prototype.registerAfterRender = function (func) {
  11363. this._onAfterRenderCallbacks.push(func);
  11364. };
  11365. Mesh.prototype.unregisterAfterRender = function (func) {
  11366. var index = this._onAfterRenderCallbacks.indexOf(func);
  11367. if (index > -1) {
  11368. this._onAfterRenderCallbacks.splice(index, 1);
  11369. }
  11370. };
  11371. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  11372. var scene = this.getScene();
  11373. this._batchCache.mustReturn = false;
  11374. this._batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  11375. this._batchCache.visibleInstances[subMeshId] = null;
  11376. if (this._visibleInstances) {
  11377. var currentRenderId = scene.getRenderId();
  11378. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[currentRenderId];
  11379. var selfRenderId = this._renderId;
  11380. if (!this._batchCache.visibleInstances[subMeshId] && this._visibleInstances.defaultRenderId) {
  11381. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[this._visibleInstances.defaultRenderId];
  11382. currentRenderId = Math.max(this._visibleInstances.defaultRenderId, currentRenderId);
  11383. selfRenderId = Math.max(this._visibleInstances.selfDefaultRenderId, currentRenderId);
  11384. }
  11385. if (this._batchCache.visibleInstances[subMeshId] && this._batchCache.visibleInstances[subMeshId].length) {
  11386. if (this._renderIdForInstances[subMeshId] === currentRenderId) {
  11387. this._batchCache.mustReturn = true;
  11388. return this._batchCache;
  11389. }
  11390. if (currentRenderId !== selfRenderId) {
  11391. this._batchCache.renderSelf[subMeshId] = false;
  11392. }
  11393. }
  11394. this._renderIdForInstances[subMeshId] = currentRenderId;
  11395. }
  11396. return this._batchCache;
  11397. };
  11398. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  11399. var visibleInstances = batch.visibleInstances[subMesh._id];
  11400. var matricesCount = visibleInstances.length + 1;
  11401. var bufferSize = matricesCount * 16 * 4;
  11402. while (this._instancesBufferSize < bufferSize) {
  11403. this._instancesBufferSize *= 2;
  11404. }
  11405. if (!this._worldMatricesInstancesBuffer || this._worldMatricesInstancesBuffer.capacity < this._instancesBufferSize) {
  11406. if (this._worldMatricesInstancesBuffer) {
  11407. engine.deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  11408. }
  11409. this._worldMatricesInstancesBuffer = engine.createInstancesBuffer(this._instancesBufferSize);
  11410. this._worldMatricesInstancesArray = new Float32Array(this._instancesBufferSize / 4);
  11411. }
  11412. var offset = 0;
  11413. var instancesCount = 0;
  11414. var world = this.getWorldMatrix();
  11415. if (batch.renderSelf[subMesh._id]) {
  11416. world.copyToArray(this._worldMatricesInstancesArray, offset);
  11417. offset += 16;
  11418. instancesCount++;
  11419. }
  11420. if (visibleInstances) {
  11421. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  11422. var instance = visibleInstances[instanceIndex];
  11423. instance.getWorldMatrix().copyToArray(this._worldMatricesInstancesArray, offset);
  11424. offset += 16;
  11425. instancesCount++;
  11426. }
  11427. }
  11428. var offsetLocation0 = effect.getAttributeLocationByName("world0");
  11429. var offsetLocation1 = effect.getAttributeLocationByName("world1");
  11430. var offsetLocation2 = effect.getAttributeLocationByName("world2");
  11431. var offsetLocation3 = effect.getAttributeLocationByName("world3");
  11432. var offsetLocations = [offsetLocation0, offsetLocation1, offsetLocation2, offsetLocation3];
  11433. engine.updateAndBindInstancesBuffer(this._worldMatricesInstancesBuffer, this._worldMatricesInstancesArray, offsetLocations);
  11434. this._draw(subMesh, fillMode, instancesCount);
  11435. engine.unBindInstancesBuffer(this._worldMatricesInstancesBuffer, offsetLocations);
  11436. };
  11437. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw) {
  11438. var scene = this.getScene();
  11439. var engine = scene.getEngine();
  11440. if (hardwareInstancedRendering) {
  11441. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  11442. }
  11443. else {
  11444. if (batch.renderSelf[subMesh._id]) {
  11445. // Draw
  11446. if (onBeforeDraw) {
  11447. onBeforeDraw(false, this.getWorldMatrix());
  11448. }
  11449. this._draw(subMesh, fillMode);
  11450. }
  11451. if (batch.visibleInstances[subMesh._id]) {
  11452. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  11453. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  11454. // World
  11455. var world = instance.getWorldMatrix();
  11456. if (onBeforeDraw) {
  11457. onBeforeDraw(true, world);
  11458. }
  11459. // Draw
  11460. this._draw(subMesh, fillMode);
  11461. }
  11462. }
  11463. }
  11464. };
  11465. Mesh.prototype.render = function (subMesh) {
  11466. var scene = this.getScene();
  11467. // Managing instances
  11468. var batch = this._getInstancesRenderList(subMesh._id);
  11469. if (batch.mustReturn) {
  11470. return;
  11471. }
  11472. // Checking geometry state
  11473. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  11474. return;
  11475. }
  11476. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  11477. this._onBeforeRenderCallbacks[callbackIndex](this);
  11478. }
  11479. var engine = scene.getEngine();
  11480. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  11481. // Material
  11482. var effectiveMaterial = subMesh.getMaterial();
  11483. if (!effectiveMaterial || !effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  11484. return;
  11485. }
  11486. // Outline - step 1
  11487. var savedDepthWrite = engine.getDepthWrite();
  11488. if (this.renderOutline) {
  11489. engine.setDepthWrite(false);
  11490. scene.getOutlineRenderer().render(subMesh, batch);
  11491. engine.setDepthWrite(savedDepthWrite);
  11492. }
  11493. effectiveMaterial._preBind();
  11494. var effect = effectiveMaterial.getEffect();
  11495. // Bind
  11496. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : effectiveMaterial.fillMode);
  11497. this._bind(subMesh, effect, fillMode);
  11498. var world = this.getWorldMatrix();
  11499. effectiveMaterial.bind(world, this);
  11500. // Draw
  11501. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, function (isInstance, world) {
  11502. if (isInstance) {
  11503. effectiveMaterial.bindOnlyWorldMatrix(world);
  11504. }
  11505. });
  11506. // Unbind
  11507. effectiveMaterial.unbind();
  11508. // Outline - step 2
  11509. if (this.renderOutline && savedDepthWrite) {
  11510. engine.setDepthWrite(true);
  11511. engine.setColorWrite(false);
  11512. scene.getOutlineRenderer().render(subMesh, batch);
  11513. engine.setColorWrite(true);
  11514. }
  11515. // Overlay
  11516. if (this.renderOverlay) {
  11517. var currentMode = engine.getAlphaMode();
  11518. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  11519. scene.getOutlineRenderer().render(subMesh, batch, true);
  11520. engine.setAlphaMode(currentMode);
  11521. }
  11522. for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
  11523. this._onAfterRenderCallbacks[callbackIndex](this);
  11524. }
  11525. };
  11526. Mesh.prototype.getEmittedParticleSystems = function () {
  11527. var results = new Array();
  11528. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  11529. var particleSystem = this.getScene().particleSystems[index];
  11530. if (particleSystem.emitter === this) {
  11531. results.push(particleSystem);
  11532. }
  11533. }
  11534. return results;
  11535. };
  11536. Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  11537. var results = new Array();
  11538. var descendants = this.getDescendants();
  11539. descendants.push(this);
  11540. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  11541. var particleSystem = this.getScene().particleSystems[index];
  11542. if (descendants.indexOf(particleSystem.emitter) !== -1) {
  11543. results.push(particleSystem);
  11544. }
  11545. }
  11546. return results;
  11547. };
  11548. Mesh.prototype.getChildren = function () {
  11549. var results = [];
  11550. for (var index = 0; index < this.getScene().meshes.length; index++) {
  11551. var mesh = this.getScene().meshes[index];
  11552. if (mesh.parent === this) {
  11553. results.push(mesh);
  11554. }
  11555. }
  11556. return results;
  11557. };
  11558. Mesh.prototype._checkDelayState = function () {
  11559. var _this = this;
  11560. var that = this;
  11561. var scene = this.getScene();
  11562. if (this._geometry) {
  11563. this._geometry.load(scene);
  11564. }
  11565. else if (that.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  11566. that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  11567. scene._addPendingData(that);
  11568. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  11569. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  11570. if (data instanceof ArrayBuffer) {
  11571. _this._delayLoadingFunction(data, _this);
  11572. }
  11573. else {
  11574. _this._delayLoadingFunction(JSON.parse(data), _this);
  11575. }
  11576. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  11577. scene._removePendingData(_this);
  11578. }, function () {
  11579. }, scene.database, getBinaryData);
  11580. }
  11581. };
  11582. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  11583. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  11584. return false;
  11585. }
  11586. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  11587. return false;
  11588. }
  11589. this._checkDelayState();
  11590. return true;
  11591. };
  11592. Mesh.prototype.setMaterialByID = function (id) {
  11593. var materials = this.getScene().materials;
  11594. for (var index = 0; index < materials.length; index++) {
  11595. if (materials[index].id === id) {
  11596. this.material = materials[index];
  11597. return;
  11598. }
  11599. }
  11600. // Multi
  11601. var multiMaterials = this.getScene().multiMaterials;
  11602. for (index = 0; index < multiMaterials.length; index++) {
  11603. if (multiMaterials[index].id === id) {
  11604. this.material = multiMaterials[index];
  11605. return;
  11606. }
  11607. }
  11608. };
  11609. Mesh.prototype.getAnimatables = function () {
  11610. var results = [];
  11611. if (this.material) {
  11612. results.push(this.material);
  11613. }
  11614. if (this.skeleton) {
  11615. results.push(this.skeleton);
  11616. }
  11617. return results;
  11618. };
  11619. // Geometry
  11620. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  11621. // Position
  11622. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  11623. return;
  11624. }
  11625. this._resetPointsArrayCache();
  11626. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  11627. var temp = [];
  11628. for (var index = 0; index < data.length; index += 3) {
  11629. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  11630. }
  11631. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  11632. // Normals
  11633. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  11634. return;
  11635. }
  11636. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  11637. temp = [];
  11638. for (index = 0; index < data.length; index += 3) {
  11639. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  11640. }
  11641. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  11642. };
  11643. // Cache
  11644. Mesh.prototype._resetPointsArrayCache = function () {
  11645. this._positions = null;
  11646. };
  11647. Mesh.prototype._generatePointsArray = function () {
  11648. if (this._positions)
  11649. return true;
  11650. this._positions = [];
  11651. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  11652. if (!data) {
  11653. return false;
  11654. }
  11655. for (var index = 0; index < data.length; index += 3) {
  11656. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  11657. }
  11658. return true;
  11659. };
  11660. // Clone
  11661. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  11662. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  11663. };
  11664. // Dispose
  11665. Mesh.prototype.dispose = function (doNotRecurse) {
  11666. if (this._geometry) {
  11667. this._geometry.releaseForMesh(this, true);
  11668. }
  11669. // Instances
  11670. if (this._worldMatricesInstancesBuffer) {
  11671. this.getEngine().deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  11672. this._worldMatricesInstancesBuffer = null;
  11673. }
  11674. while (this.instances.length) {
  11675. this.instances[0].dispose();
  11676. }
  11677. _super.prototype.dispose.call(this, doNotRecurse);
  11678. };
  11679. // Geometric tools
  11680. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess) {
  11681. var _this = this;
  11682. var scene = this.getScene();
  11683. var onload = function (img) {
  11684. // Getting height map data
  11685. var canvas = document.createElement("canvas");
  11686. var context = canvas.getContext("2d");
  11687. var heightMapWidth = img.width;
  11688. var heightMapHeight = img.height;
  11689. canvas.width = heightMapWidth;
  11690. canvas.height = heightMapHeight;
  11691. context.drawImage(img, 0, 0);
  11692. // Create VertexData from map data
  11693. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  11694. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  11695. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight);
  11696. //execute success callback, if set
  11697. if (onSuccess) {
  11698. onSuccess(_this);
  11699. }
  11700. };
  11701. BABYLON.Tools.LoadImage(url, onload, function () {
  11702. }, scene.database);
  11703. };
  11704. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight) {
  11705. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  11706. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  11707. return;
  11708. }
  11709. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  11710. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  11711. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  11712. var position = BABYLON.Vector3.Zero();
  11713. var normal = BABYLON.Vector3.Zero();
  11714. var uv = BABYLON.Vector2.Zero();
  11715. for (var index = 0; index < positions.length; index += 3) {
  11716. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  11717. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  11718. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  11719. // Compute height
  11720. var u = ((Math.abs(uv.x) * heightMapWidth) % heightMapWidth) | 0;
  11721. var v = ((Math.abs(uv.y) * heightMapHeight) % heightMapHeight) | 0;
  11722. var pos = (u + v * heightMapWidth) * 4;
  11723. var r = buffer[pos] / 255.0;
  11724. var g = buffer[pos + 1] / 255.0;
  11725. var b = buffer[pos + 2] / 255.0;
  11726. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  11727. normal.normalize();
  11728. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  11729. position = position.add(normal);
  11730. position.toArray(positions, index);
  11731. }
  11732. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  11733. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  11734. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  11735. };
  11736. Mesh.prototype.convertToFlatShadedMesh = function () {
  11737. /// <summary>Update normals and vertices to get a flat shading rendering.</summary>
  11738. /// <summary>Warning: This may imply adding vertices to the mesh in order to get exactly 3 vertices per face</summary>
  11739. var kinds = this.getVerticesDataKinds();
  11740. var vbs = [];
  11741. var data = [];
  11742. var newdata = [];
  11743. var updatableNormals = false;
  11744. for (var kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  11745. var kind = kinds[kindIndex];
  11746. var vertexBuffer = this.getVertexBuffer(kind);
  11747. if (kind === BABYLON.VertexBuffer.NormalKind) {
  11748. updatableNormals = vertexBuffer.isUpdatable();
  11749. kinds.splice(kindIndex, 1);
  11750. kindIndex--;
  11751. continue;
  11752. }
  11753. vbs[kind] = vertexBuffer;
  11754. data[kind] = vbs[kind].getData();
  11755. newdata[kind] = [];
  11756. }
  11757. // Save previous submeshes
  11758. var previousSubmeshes = this.subMeshes.slice(0);
  11759. var indices = this.getIndices();
  11760. var totalIndices = this.getTotalIndices();
  11761. for (var index = 0; index < totalIndices; index++) {
  11762. var vertexIndex = indices[index];
  11763. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  11764. kind = kinds[kindIndex];
  11765. var stride = vbs[kind].getStrideSize();
  11766. for (var offset = 0; offset < stride; offset++) {
  11767. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  11768. }
  11769. }
  11770. }
  11771. // Updating faces & normal
  11772. var normals = [];
  11773. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  11774. for (index = 0; index < totalIndices; index += 3) {
  11775. indices[index] = index;
  11776. indices[index + 1] = index + 1;
  11777. indices[index + 2] = index + 2;
  11778. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  11779. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  11780. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  11781. var p1p2 = p1.subtract(p2);
  11782. var p3p2 = p3.subtract(p2);
  11783. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  11784. for (var localIndex = 0; localIndex < 3; localIndex++) {
  11785. normals.push(normal.x);
  11786. normals.push(normal.y);
  11787. normals.push(normal.z);
  11788. }
  11789. }
  11790. this.setIndices(indices);
  11791. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  11792. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  11793. kind = kinds[kindIndex];
  11794. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  11795. }
  11796. // Updating submeshes
  11797. this.releaseSubMeshes();
  11798. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  11799. var previousOne = previousSubmeshes[submeshIndex];
  11800. var subMesh = new BABYLON.SubMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  11801. }
  11802. this.synchronizeInstances();
  11803. };
  11804. // Instances
  11805. Mesh.prototype.createInstance = function (name) {
  11806. return new BABYLON.InstancedMesh(name, this);
  11807. };
  11808. Mesh.prototype.synchronizeInstances = function () {
  11809. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  11810. var instance = this.instances[instanceIndex];
  11811. instance._syncSubMeshes();
  11812. }
  11813. };
  11814. /**
  11815. * Simplify the mesh according to the given array of settings.
  11816. * Function will return immediately and will simplify async.
  11817. * @param settings a collection of simplification settings.
  11818. * @param parallelProcessing should all levels calculate parallel or one after the other.
  11819. * @param type the type of simplification to run.
  11820. * @param successCallback optional success callback to be called after the simplification finished processing all settings.
  11821. */
  11822. Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  11823. if (parallelProcessing === void 0) { parallelProcessing = true; }
  11824. if (simplificationType === void 0) { simplificationType = 0 /* QUADRATIC */; }
  11825. this.getScene().simplificationQueue.addTask({
  11826. settings: settings,
  11827. parallelProcessing: parallelProcessing,
  11828. mesh: this,
  11829. simplificationType: simplificationType,
  11830. successCallback: successCallback
  11831. });
  11832. };
  11833. /**
  11834. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  11835. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  11836. * This should be used together with the simplification to avoid disappearing triangles.
  11837. * @param successCallback an optional success callback to be called after the optimization finished.
  11838. */
  11839. Mesh.prototype.optimizeIndices = function (successCallback) {
  11840. var _this = this;
  11841. var indices = this.getIndices();
  11842. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  11843. var vectorPositions = [];
  11844. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  11845. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  11846. }
  11847. var dupes = [];
  11848. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  11849. var realPos = vectorPositions.length - 1 - iteration;
  11850. var testedPosition = vectorPositions[realPos];
  11851. for (var j = 0; j < realPos; ++j) {
  11852. var againstPosition = vectorPositions[j];
  11853. if (testedPosition.equals(againstPosition)) {
  11854. dupes[realPos] = j;
  11855. break;
  11856. }
  11857. }
  11858. }, function () {
  11859. for (var i = 0; i < indices.length; ++i) {
  11860. indices[i] = dupes[indices[i]] || indices[i];
  11861. }
  11862. //indices are now reordered
  11863. var originalSubMeshes = _this.subMeshes.slice(0);
  11864. _this.setIndices(indices);
  11865. _this.subMeshes = originalSubMeshes;
  11866. if (successCallback) {
  11867. successCallback(_this);
  11868. }
  11869. });
  11870. };
  11871. // Statics
  11872. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, ribbonInstance) {
  11873. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  11874. if (ribbonInstance === void 0) { ribbonInstance = null; }
  11875. if (ribbonInstance) {
  11876. // positionFunction : ribbon case
  11877. // only pathArray and sideOrientation parameters are taken into account for positions update
  11878. var positionsOfRibbon = function (pathArray, sideOrientation) {
  11879. var positionFunction = function (positions) {
  11880. var minlg = pathArray[0].length;
  11881. var i = 0;
  11882. var ns = (sideOrientation == BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  11883. for (var si = 1; si <= ns; si++) {
  11884. for (var p = 0; p < pathArray.length; p++) {
  11885. var path = pathArray[p];
  11886. var l = path.length;
  11887. minlg = (minlg < l) ? minlg : l;
  11888. var j = 0;
  11889. while (j < minlg) {
  11890. positions[i] = path[j].x;
  11891. positions[i + 1] = path[j].y;
  11892. positions[i + 2] = path[j].z;
  11893. j++;
  11894. i += 3;
  11895. }
  11896. }
  11897. }
  11898. };
  11899. return positionFunction;
  11900. };
  11901. var sideOrientation = ribbonInstance.sideOrientation;
  11902. var positionFunction = positionsOfRibbon(pathArray, sideOrientation);
  11903. ribbonInstance.updateMeshPositions(positionFunction, true);
  11904. return ribbonInstance;
  11905. }
  11906. else {
  11907. var ribbon = new Mesh(name, scene);
  11908. ribbon.sideOrientation = sideOrientation;
  11909. var vertexData = BABYLON.VertexData.CreateRibbon(pathArray, closeArray, closePath, offset, sideOrientation);
  11910. vertexData.applyToMesh(ribbon, updatable);
  11911. return ribbon;
  11912. }
  11913. };
  11914. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  11915. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  11916. var disc = new Mesh(name, scene);
  11917. var vertexData = BABYLON.VertexData.CreateDisc(radius, tessellation, sideOrientation);
  11918. vertexData.applyToMesh(disc, updatable);
  11919. return disc;
  11920. };
  11921. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  11922. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  11923. var box = new Mesh(name, scene);
  11924. var vertexData = BABYLON.VertexData.CreateBox(size, sideOrientation);
  11925. vertexData.applyToMesh(box, updatable);
  11926. return box;
  11927. };
  11928. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  11929. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  11930. var sphere = new Mesh(name, scene);
  11931. var vertexData = BABYLON.VertexData.CreateSphere(segments, diameter, sideOrientation);
  11932. vertexData.applyToMesh(sphere, updatable);
  11933. return sphere;
  11934. };
  11935. // Cylinder and cone (Code inspired by SharpDX.org)
  11936. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  11937. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  11938. // subdivisions is a new parameter, we need to support old signature
  11939. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  11940. if (scene !== undefined) {
  11941. updatable = scene;
  11942. }
  11943. scene = subdivisions;
  11944. subdivisions = 1;
  11945. }
  11946. var cylinder = new Mesh(name, scene);
  11947. var vertexData = BABYLON.VertexData.CreateCylinder(height, diameterTop, diameterBottom, tessellation, subdivisions);
  11948. vertexData.applyToMesh(cylinder, updatable);
  11949. return cylinder;
  11950. };
  11951. // Torus (Code from SharpDX.org)
  11952. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  11953. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  11954. var torus = new Mesh(name, scene);
  11955. var vertexData = BABYLON.VertexData.CreateTorus(diameter, thickness, tessellation, sideOrientation);
  11956. vertexData.applyToMesh(torus, updatable);
  11957. return torus;
  11958. };
  11959. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  11960. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  11961. var torusKnot = new Mesh(name, scene);
  11962. var vertexData = BABYLON.VertexData.CreateTorusKnot(radius, tube, radialSegments, tubularSegments, p, q, sideOrientation);
  11963. vertexData.applyToMesh(torusKnot, updatable);
  11964. return torusKnot;
  11965. };
  11966. // Lines
  11967. Mesh.CreateLines = function (name, points, scene, updatable, linesInstance) {
  11968. if (linesInstance === void 0) { linesInstance = null; }
  11969. if (linesInstance) {
  11970. var positionsOfLines = function (points) {
  11971. var positionFunction = function (positions) {
  11972. var i = 0;
  11973. for (var p = 0; p < points.length; p++) {
  11974. positions[i] = points[p].x;
  11975. positions[i + 1] = points[p].y;
  11976. positions[i + 2] = points[p].z;
  11977. i += 3;
  11978. }
  11979. };
  11980. return positionFunction;
  11981. };
  11982. var positionFunction = positionsOfLines(points);
  11983. linesInstance.updateMeshPositions(positionFunction, false);
  11984. return linesInstance;
  11985. }
  11986. // lines creation
  11987. var lines = new BABYLON.LinesMesh(name, scene, updatable);
  11988. var vertexData = BABYLON.VertexData.CreateLines(points);
  11989. vertexData.applyToMesh(lines, updatable);
  11990. return lines;
  11991. };
  11992. // Extrusion
  11993. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, scene, updatable, sideOrientation, extrudedInstance) {
  11994. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  11995. if (extrudedInstance === void 0) { extrudedInstance = null; }
  11996. scale = scale || 1;
  11997. rotation = rotation || 0;
  11998. var extruded = Mesh._ExtrudeShapeGeneric(name, shape, path, scale, rotation, null, null, false, false, false, scene, updatable, sideOrientation, extrudedInstance);
  11999. return extruded;
  12000. };
  12001. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, scene, updatable, sideOrientation, extrudedInstance) {
  12002. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  12003. if (extrudedInstance === void 0) { extrudedInstance = null; }
  12004. var extrudedCustom = Mesh._ExtrudeShapeGeneric(name, shape, path, null, null, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, true, scene, updatable, sideOrientation, extrudedInstance);
  12005. return extrudedCustom;
  12006. };
  12007. Mesh._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, custom, scene, updtbl, side, instance) {
  12008. // extrusion geometry
  12009. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, custom) {
  12010. var tangents = path3D.getTangents();
  12011. var normals = path3D.getNormals();
  12012. var binormals = path3D.getBinormals();
  12013. var distances = path3D.getDistances();
  12014. var angle = 0;
  12015. var returnScale = function (i, distance) {
  12016. return scale;
  12017. };
  12018. var returnRotation = function (i, distance) {
  12019. return rotation;
  12020. };
  12021. var rotate = custom ? rotateFunction : returnRotation;
  12022. var scl = custom ? scaleFunction : returnScale;
  12023. var index = 0;
  12024. for (var i = 0; i < curve.length; i++) {
  12025. var shapePath = new Array();
  12026. var angleStep = rotate(i, distances[i]);
  12027. var scaleRatio = scl(i, distances[i]);
  12028. for (var p = 0; p < shape.length; p++) {
  12029. var rotationMatrix = BABYLON.Matrix.RotationAxis(tangents[i], angle);
  12030. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  12031. var rotated = BABYLON.Vector3.TransformCoordinates(planed, rotationMatrix).scaleInPlace(scaleRatio).add(curve[i]);
  12032. shapePath.push(rotated);
  12033. }
  12034. shapePaths[index] = shapePath;
  12035. angle += angleStep;
  12036. index++;
  12037. }
  12038. return shapePaths;
  12039. };
  12040. if (instance) {
  12041. var path3D = (instance.path3D).update(curve);
  12042. var pathArray = extrusionPathArray(shape, curve, instance.path3D, instance.pathArray, scale, rotation, scaleFunction, rotateFunction, custom);
  12043. instance = Mesh.CreateRibbon(null, pathArray, null, null, null, null, null, null, instance);
  12044. return instance;
  12045. }
  12046. // extruded shape creation
  12047. var path3D = new BABYLON.Path3D(curve);
  12048. var newShapePaths = new Array();
  12049. var pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, custom);
  12050. var extrudedGeneric = Mesh.CreateRibbon(name, pathArray, rbCA, rbCP, 0, scene, updtbl, side);
  12051. extrudedGeneric.pathArray = pathArray;
  12052. extrudedGeneric.path3D = path3D;
  12053. return extrudedGeneric;
  12054. };
  12055. // Plane & ground
  12056. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  12057. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  12058. var plane = new Mesh(name, scene);
  12059. var vertexData = BABYLON.VertexData.CreatePlane(size, sideOrientation);
  12060. vertexData.applyToMesh(plane, updatable);
  12061. return plane;
  12062. };
  12063. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  12064. var ground = new BABYLON.GroundMesh(name, scene);
  12065. ground._setReady(false);
  12066. ground._subdivisions = subdivisions;
  12067. var vertexData = BABYLON.VertexData.CreateGround(width, height, subdivisions);
  12068. vertexData.applyToMesh(ground, updatable);
  12069. ground._setReady(true);
  12070. return ground;
  12071. };
  12072. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  12073. var tiledGround = new Mesh(name, scene);
  12074. var vertexData = BABYLON.VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision);
  12075. vertexData.applyToMesh(tiledGround, updatable);
  12076. return tiledGround;
  12077. };
  12078. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady) {
  12079. var ground = new BABYLON.GroundMesh(name, scene);
  12080. ground._subdivisions = subdivisions;
  12081. ground._setReady(false);
  12082. var onload = function (img) {
  12083. // Getting height map data
  12084. var canvas = document.createElement("canvas");
  12085. var context = canvas.getContext("2d");
  12086. var heightMapWidth = img.width;
  12087. var heightMapHeight = img.height;
  12088. canvas.width = heightMapWidth;
  12089. canvas.height = heightMapHeight;
  12090. context.drawImage(img, 0, 0);
  12091. // Create VertexData from map data
  12092. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  12093. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  12094. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap(width, height, subdivisions, minHeight, maxHeight, buffer, heightMapWidth, heightMapHeight);
  12095. vertexData.applyToMesh(ground, updatable);
  12096. ground._setReady(true);
  12097. //execute ready callback, if set
  12098. if (onReady) {
  12099. onReady(ground);
  12100. }
  12101. };
  12102. BABYLON.Tools.LoadImage(url, onload, function () {
  12103. }, scene.database);
  12104. return ground;
  12105. };
  12106. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, scene, updatable, sideOrientation, tubeInstance) {
  12107. if (sideOrientation === void 0) { sideOrientation = Mesh.DEFAULTSIDE; }
  12108. if (tubeInstance === void 0) { tubeInstance = null; }
  12109. // tube geometry
  12110. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction) {
  12111. var tangents = path3D.getTangents();
  12112. var normals = path3D.getNormals();
  12113. var distances = path3D.getDistances();
  12114. var pi2 = Math.PI * 2;
  12115. var step = pi2 / tessellation;
  12116. var returnRadius = function (i, distance) { return radius; };
  12117. var radiusFunctionFinal = radiusFunction || returnRadius;
  12118. var circlePath;
  12119. var rad;
  12120. var normal;
  12121. var rotated;
  12122. var rotationMatrix;
  12123. var index = 0;
  12124. for (var i = 0; i < path.length; i++) {
  12125. rad = radiusFunctionFinal(i, distances[i]); // current radius
  12126. circlePath = Array(); // current circle array
  12127. normal = normals[i]; // current normal
  12128. for (var ang = 0; ang < pi2; ang += step) {
  12129. rotationMatrix = BABYLON.Matrix.RotationAxis(tangents[i], ang);
  12130. rotated = BABYLON.Vector3.TransformCoordinates(normal, rotationMatrix).scaleInPlace(rad).add(path[i]);
  12131. circlePath.push(rotated);
  12132. }
  12133. circlePaths[index] = circlePath;
  12134. index++;
  12135. }
  12136. return circlePaths;
  12137. };
  12138. if (tubeInstance) {
  12139. var path3D = (tubeInstance.path3D).update(path);
  12140. var pathArray = tubePathArray(path, path3D, tubeInstance.pathArray, radius, tubeInstance.tessellation, radiusFunction);
  12141. tubeInstance = Mesh.CreateRibbon(null, pathArray, null, null, null, null, null, null, tubeInstance);
  12142. return tubeInstance;
  12143. }
  12144. // tube creation
  12145. var path3D = new BABYLON.Path3D(path);
  12146. var newPathArray = new Array();
  12147. var pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction);
  12148. var tube = Mesh.CreateRibbon(name, pathArray, false, true, 0, scene, updatable, sideOrientation);
  12149. tube.pathArray = pathArray;
  12150. tube.path3D = path3D;
  12151. tube.tessellation = tessellation;
  12152. return tube;
  12153. };
  12154. // Decals
  12155. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  12156. if (angle === void 0) { angle = 0; }
  12157. var indices = sourceMesh.getIndices();
  12158. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  12159. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  12160. // Getting correct rotation
  12161. if (!normal) {
  12162. var target = new BABYLON.Vector3(0, 0, 1);
  12163. var camera = sourceMesh.getScene().activeCamera;
  12164. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  12165. normal = camera.globalPosition.subtract(cameraWorldTarget);
  12166. }
  12167. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  12168. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  12169. var pitch = Math.atan2(normal.y, len);
  12170. // Matrix
  12171. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  12172. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  12173. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  12174. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  12175. var vertexData = new BABYLON.VertexData();
  12176. vertexData.indices = [];
  12177. vertexData.positions = [];
  12178. vertexData.normals = [];
  12179. vertexData.uvs = [];
  12180. var currentVertexDataIndex = 0;
  12181. var extractDecalVector3 = function (indexId) {
  12182. var vertexId = indices[indexId];
  12183. var result = new BABYLON.PositionNormalVertex();
  12184. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  12185. // Send vector to decal local world
  12186. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  12187. // Get normal
  12188. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  12189. return result;
  12190. };
  12191. // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  12192. var clip = function (vertices, axis) {
  12193. if (vertices.length === 0) {
  12194. return vertices;
  12195. }
  12196. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  12197. var clipVertices = function (v0, v1) {
  12198. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  12199. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  12200. };
  12201. var result = new Array();
  12202. for (var index = 0; index < vertices.length; index += 3) {
  12203. var v1Out;
  12204. var v2Out;
  12205. var v3Out;
  12206. var total = 0;
  12207. var nV1, nV2, nV3, nV4;
  12208. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  12209. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  12210. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  12211. v1Out = d1 > 0;
  12212. v2Out = d2 > 0;
  12213. v3Out = d3 > 0;
  12214. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  12215. switch (total) {
  12216. case 0:
  12217. result.push(vertices[index]);
  12218. result.push(vertices[index + 1]);
  12219. result.push(vertices[index + 2]);
  12220. break;
  12221. case 1:
  12222. if (v1Out) {
  12223. nV1 = vertices[index + 1];
  12224. nV2 = vertices[index + 2];
  12225. nV3 = clipVertices(vertices[index], nV1);
  12226. nV4 = clipVertices(vertices[index], nV2);
  12227. }
  12228. if (v2Out) {
  12229. nV1 = vertices[index];
  12230. nV2 = vertices[index + 2];
  12231. nV3 = clipVertices(vertices[index + 1], nV1);
  12232. nV4 = clipVertices(vertices[index + 1], nV2);
  12233. result.push(nV3);
  12234. result.push(nV2.clone());
  12235. result.push(nV1.clone());
  12236. result.push(nV2.clone());
  12237. result.push(nV3.clone());
  12238. result.push(nV4);
  12239. break;
  12240. }
  12241. if (v3Out) {
  12242. nV1 = vertices[index];
  12243. nV2 = vertices[index + 1];
  12244. nV3 = clipVertices(vertices[index + 2], nV1);
  12245. nV4 = clipVertices(vertices[index + 2], nV2);
  12246. }
  12247. result.push(nV1.clone());
  12248. result.push(nV2.clone());
  12249. result.push(nV3);
  12250. result.push(nV4);
  12251. result.push(nV3.clone());
  12252. result.push(nV2.clone());
  12253. break;
  12254. case 2:
  12255. if (!v1Out) {
  12256. nV1 = vertices[index].clone();
  12257. nV2 = clipVertices(nV1, vertices[index + 1]);
  12258. nV3 = clipVertices(nV1, vertices[index + 2]);
  12259. result.push(nV1);
  12260. result.push(nV2);
  12261. result.push(nV3);
  12262. }
  12263. if (!v2Out) {
  12264. nV1 = vertices[index + 1].clone();
  12265. nV2 = clipVertices(nV1, vertices[index + 2]);
  12266. nV3 = clipVertices(nV1, vertices[index]);
  12267. result.push(nV1);
  12268. result.push(nV2);
  12269. result.push(nV3);
  12270. }
  12271. if (!v3Out) {
  12272. nV1 = vertices[index + 2].clone();
  12273. nV2 = clipVertices(nV1, vertices[index]);
  12274. nV3 = clipVertices(nV1, vertices[index + 1]);
  12275. result.push(nV1);
  12276. result.push(nV2);
  12277. result.push(nV3);
  12278. }
  12279. break;
  12280. case 3:
  12281. break;
  12282. }
  12283. }
  12284. return result;
  12285. };
  12286. for (var index = 0; index < indices.length; index += 3) {
  12287. var faceVertices = new Array();
  12288. faceVertices.push(extractDecalVector3(index));
  12289. faceVertices.push(extractDecalVector3(index + 1));
  12290. faceVertices.push(extractDecalVector3(index + 2));
  12291. // Clip
  12292. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  12293. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  12294. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  12295. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  12296. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  12297. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  12298. if (faceVertices.length === 0) {
  12299. continue;
  12300. }
  12301. // Add UVs and get back to world
  12302. var localRotationMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle);
  12303. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  12304. var vertex = faceVertices[vIndex];
  12305. vertexData.indices.push(currentVertexDataIndex);
  12306. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  12307. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  12308. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  12309. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  12310. currentVertexDataIndex++;
  12311. }
  12312. }
  12313. // Return mesh
  12314. var decal = new Mesh(name, sourceMesh.getScene());
  12315. vertexData.applyToMesh(decal);
  12316. decal.position = position.clone();
  12317. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  12318. return decal;
  12319. };
  12320. // Tools
  12321. Mesh.MinMax = function (meshes) {
  12322. var minVector = null;
  12323. var maxVector = null;
  12324. for (var i in meshes) {
  12325. var mesh = meshes[i];
  12326. var boundingBox = mesh.getBoundingInfo().boundingBox;
  12327. if (!minVector) {
  12328. minVector = boundingBox.minimumWorld;
  12329. maxVector = boundingBox.maximumWorld;
  12330. continue;
  12331. }
  12332. minVector.MinimizeInPlace(boundingBox.minimumWorld);
  12333. maxVector.MaximizeInPlace(boundingBox.maximumWorld);
  12334. }
  12335. return {
  12336. min: minVector,
  12337. max: maxVector
  12338. };
  12339. };
  12340. Mesh.Center = function (meshesOrMinMaxVector) {
  12341. var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : Mesh.MinMax(meshesOrMinMaxVector);
  12342. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  12343. };
  12344. /**
  12345. * Merge the array of meshes into a single mesh for performance reasons.
  12346. * @param {Array<Mesh>} meshes - The vertices source. They should all be of the same material. Entries can empty
  12347. * @param {boolean} disposeSource - When true (default), dispose of the vertices from the source meshes
  12348. * @param {boolean} allow32BitsIndices - When the sum of the vertices > 64k, this must be set to true.
  12349. * @param {Mesh} meshSubclass - When set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  12350. */
  12351. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass) {
  12352. if (disposeSource === void 0) { disposeSource = true; }
  12353. if (!allow32BitsIndices) {
  12354. var totalVertices = 0;
  12355. for (var index = 0; index < meshes.length; index++) {
  12356. if (meshes[index]) {
  12357. totalVertices += meshes[index].getTotalVertices();
  12358. if (totalVertices > 65536) {
  12359. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  12360. return null;
  12361. }
  12362. }
  12363. }
  12364. }
  12365. // Merge
  12366. var vertexData;
  12367. var otherVertexData;
  12368. var source;
  12369. for (index = 0; index < meshes.length; index++) {
  12370. if (meshes[index]) {
  12371. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true);
  12372. otherVertexData.transform(meshes[index].getWorldMatrix());
  12373. if (vertexData) {
  12374. vertexData.merge(otherVertexData);
  12375. }
  12376. else {
  12377. vertexData = otherVertexData;
  12378. source = meshes[index];
  12379. }
  12380. }
  12381. }
  12382. if (!meshSubclass) {
  12383. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  12384. }
  12385. vertexData.applyToMesh(meshSubclass);
  12386. // Setting properties
  12387. meshSubclass.material = source.material;
  12388. meshSubclass.checkCollisions = source.checkCollisions;
  12389. // Cleaning
  12390. if (disposeSource) {
  12391. for (index = 0; index < meshes.length; index++) {
  12392. if (meshes[index]) {
  12393. meshes[index].dispose();
  12394. }
  12395. }
  12396. }
  12397. return meshSubclass;
  12398. };
  12399. // Consts
  12400. Mesh._FRONTSIDE = 0;
  12401. Mesh._BACKSIDE = 1;
  12402. Mesh._DOUBLESIDE = 2;
  12403. Mesh._DEFAULTSIDE = 0;
  12404. return Mesh;
  12405. })(BABYLON.AbstractMesh);
  12406. BABYLON.Mesh = Mesh;
  12407. })(BABYLON || (BABYLON = {}));
  12408. //# sourceMappingURL=babylon.mesh.js.map
  12409. var BABYLON;
  12410. (function (BABYLON) {
  12411. var GroundMesh = (function (_super) {
  12412. __extends(GroundMesh, _super);
  12413. function GroundMesh(name, scene) {
  12414. _super.call(this, name, scene);
  12415. this.generateOctree = false;
  12416. this._worldInverse = new BABYLON.Matrix();
  12417. }
  12418. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  12419. get: function () {
  12420. return this._subdivisions;
  12421. },
  12422. enumerable: true,
  12423. configurable: true
  12424. });
  12425. GroundMesh.prototype.optimize = function (chunksCount) {
  12426. this.subdivide(this._subdivisions);
  12427. this.createOrUpdateSubmeshesOctree(32);
  12428. };
  12429. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  12430. var ray = new BABYLON.Ray(new BABYLON.Vector3(x, this.getBoundingInfo().boundingBox.maximumWorld.y + 1, z), new BABYLON.Vector3(0, -1, 0));
  12431. this.getWorldMatrix().invertToRef(this._worldInverse);
  12432. ray = BABYLON.Ray.Transform(ray, this._worldInverse);
  12433. var pickInfo = this.intersects(ray);
  12434. if (pickInfo.hit) {
  12435. return pickInfo.pickedPoint.y;
  12436. }
  12437. return 0;
  12438. };
  12439. return GroundMesh;
  12440. })(BABYLON.Mesh);
  12441. BABYLON.GroundMesh = GroundMesh;
  12442. })(BABYLON || (BABYLON = {}));
  12443. //# sourceMappingURL=babylon.groundMesh.js.map
  12444. var BABYLON;
  12445. (function (BABYLON) {
  12446. /**
  12447. * Creates an instance based on a source mesh.
  12448. */
  12449. var InstancedMesh = (function (_super) {
  12450. __extends(InstancedMesh, _super);
  12451. function InstancedMesh(name, source) {
  12452. _super.call(this, name, source.getScene());
  12453. source.instances.push(this);
  12454. this._sourceMesh = source;
  12455. this.position.copyFrom(source.position);
  12456. this.rotation.copyFrom(source.rotation);
  12457. this.scaling.copyFrom(source.scaling);
  12458. if (source.rotationQuaternion) {
  12459. this.rotationQuaternion = source.rotationQuaternion.clone();
  12460. }
  12461. this.infiniteDistance = source.infiniteDistance;
  12462. this.setPivotMatrix(source.getPivotMatrix());
  12463. this.refreshBoundingInfo();
  12464. this._syncSubMeshes();
  12465. }
  12466. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  12467. // Methods
  12468. get: function () {
  12469. return this._sourceMesh.receiveShadows;
  12470. },
  12471. enumerable: true,
  12472. configurable: true
  12473. });
  12474. Object.defineProperty(InstancedMesh.prototype, "material", {
  12475. get: function () {
  12476. return this._sourceMesh.material;
  12477. },
  12478. enumerable: true,
  12479. configurable: true
  12480. });
  12481. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  12482. get: function () {
  12483. return this._sourceMesh.visibility;
  12484. },
  12485. enumerable: true,
  12486. configurable: true
  12487. });
  12488. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  12489. get: function () {
  12490. return this._sourceMesh.skeleton;
  12491. },
  12492. enumerable: true,
  12493. configurable: true
  12494. });
  12495. InstancedMesh.prototype.getTotalVertices = function () {
  12496. return this._sourceMesh.getTotalVertices();
  12497. };
  12498. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  12499. get: function () {
  12500. return this._sourceMesh;
  12501. },
  12502. enumerable: true,
  12503. configurable: true
  12504. });
  12505. InstancedMesh.prototype.getVerticesData = function (kind) {
  12506. return this._sourceMesh.getVerticesData(kind);
  12507. };
  12508. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  12509. return this._sourceMesh.isVerticesDataPresent(kind);
  12510. };
  12511. InstancedMesh.prototype.getIndices = function () {
  12512. return this._sourceMesh.getIndices();
  12513. };
  12514. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  12515. get: function () {
  12516. return this._sourceMesh._positions;
  12517. },
  12518. enumerable: true,
  12519. configurable: true
  12520. });
  12521. InstancedMesh.prototype.refreshBoundingInfo = function () {
  12522. var data = this._sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  12523. if (data) {
  12524. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._sourceMesh.getTotalVertices());
  12525. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  12526. }
  12527. this._updateBoundingInfo();
  12528. };
  12529. InstancedMesh.prototype._preActivate = function () {
  12530. if (this._currentLOD) {
  12531. this._currentLOD._preActivate();
  12532. }
  12533. };
  12534. InstancedMesh.prototype._activate = function (renderId) {
  12535. if (this._currentLOD) {
  12536. this._currentLOD._registerInstanceForRenderId(this, renderId);
  12537. }
  12538. };
  12539. InstancedMesh.prototype.getLOD = function (camera) {
  12540. this._currentLOD = this.sourceMesh.getLOD(this.getScene().activeCamera, this.getBoundingInfo().boundingSphere);
  12541. if (this._currentLOD === this.sourceMesh) {
  12542. return this;
  12543. }
  12544. return this._currentLOD;
  12545. };
  12546. InstancedMesh.prototype._syncSubMeshes = function () {
  12547. this.releaseSubMeshes();
  12548. if (this._sourceMesh.subMeshes) {
  12549. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  12550. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  12551. }
  12552. }
  12553. };
  12554. InstancedMesh.prototype._generatePointsArray = function () {
  12555. return this._sourceMesh._generatePointsArray();
  12556. };
  12557. // Clone
  12558. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  12559. var result = this._sourceMesh.createInstance(name);
  12560. // Deep copy
  12561. BABYLON.Tools.DeepCopy(this, result, ["name"], []);
  12562. // Bounding info
  12563. this.refreshBoundingInfo();
  12564. // Parent
  12565. if (newParent) {
  12566. result.parent = newParent;
  12567. }
  12568. if (!doNotCloneChildren) {
  12569. for (var index = 0; index < this.getScene().meshes.length; index++) {
  12570. var mesh = this.getScene().meshes[index];
  12571. if (mesh.parent === this) {
  12572. mesh.clone(mesh.name, result);
  12573. }
  12574. }
  12575. }
  12576. result.computeWorldMatrix(true);
  12577. return result;
  12578. };
  12579. // Dispoe
  12580. InstancedMesh.prototype.dispose = function (doNotRecurse) {
  12581. // Remove from mesh
  12582. var index = this._sourceMesh.instances.indexOf(this);
  12583. this._sourceMesh.instances.splice(index, 1);
  12584. _super.prototype.dispose.call(this, doNotRecurse);
  12585. };
  12586. return InstancedMesh;
  12587. })(BABYLON.AbstractMesh);
  12588. BABYLON.InstancedMesh = InstancedMesh;
  12589. })(BABYLON || (BABYLON = {}));
  12590. //# sourceMappingURL=babylon.instancedMesh.js.mapvar BABYLON;
  12591. (function (BABYLON) {
  12592. var SubMesh = (function () {
  12593. function SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  12594. if (createBoundingBox === void 0) { createBoundingBox = true; }
  12595. this.materialIndex = materialIndex;
  12596. this.verticesStart = verticesStart;
  12597. this.verticesCount = verticesCount;
  12598. this.indexStart = indexStart;
  12599. this.indexCount = indexCount;
  12600. this._renderId = 0;
  12601. this._mesh = mesh;
  12602. this._renderingMesh = renderingMesh || mesh;
  12603. mesh.subMeshes.push(this);
  12604. this._id = mesh.subMeshes.length - 1;
  12605. if (createBoundingBox) {
  12606. this.refreshBoundingInfo();
  12607. mesh.computeWorldMatrix(true);
  12608. }
  12609. }
  12610. SubMesh.prototype.getBoundingInfo = function () {
  12611. return this._boundingInfo;
  12612. };
  12613. SubMesh.prototype.getMesh = function () {
  12614. return this._mesh;
  12615. };
  12616. SubMesh.prototype.getRenderingMesh = function () {
  12617. return this._renderingMesh;
  12618. };
  12619. SubMesh.prototype.getMaterial = function () {
  12620. var rootMaterial = this._renderingMesh.material;
  12621. if (rootMaterial && rootMaterial instanceof BABYLON.MultiMaterial) {
  12622. var multiMaterial = rootMaterial;
  12623. return multiMaterial.getSubMaterial(this.materialIndex);
  12624. }
  12625. if (!rootMaterial) {
  12626. return this._mesh.getScene().defaultMaterial;
  12627. }
  12628. return rootMaterial;
  12629. };
  12630. // Methods
  12631. SubMesh.prototype.refreshBoundingInfo = function () {
  12632. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  12633. if (!data) {
  12634. this._boundingInfo = this._mesh._boundingInfo;
  12635. return;
  12636. }
  12637. var indices = this._renderingMesh.getIndices();
  12638. var extend;
  12639. if (this.indexStart === 0 && this.indexCount === indices.length) {
  12640. extend = BABYLON.Tools.ExtractMinAndMax(data, this.verticesStart, this.verticesCount);
  12641. }
  12642. else {
  12643. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount);
  12644. }
  12645. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  12646. };
  12647. SubMesh.prototype._checkCollision = function (collider) {
  12648. return this._boundingInfo._checkCollision(collider);
  12649. };
  12650. SubMesh.prototype.updateBoundingInfo = function (world) {
  12651. if (!this._boundingInfo) {
  12652. this.refreshBoundingInfo();
  12653. }
  12654. this._boundingInfo._update(world);
  12655. };
  12656. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  12657. return this._boundingInfo.isInFrustum(frustumPlanes);
  12658. };
  12659. SubMesh.prototype.render = function () {
  12660. this._renderingMesh.render(this);
  12661. };
  12662. SubMesh.prototype.getLinesIndexBuffer = function (indices, engine) {
  12663. if (!this._linesIndexBuffer) {
  12664. var linesIndices = [];
  12665. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  12666. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  12667. }
  12668. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  12669. this.linesIndexCount = linesIndices.length;
  12670. }
  12671. return this._linesIndexBuffer;
  12672. };
  12673. SubMesh.prototype.canIntersects = function (ray) {
  12674. return ray.intersectsBox(this._boundingInfo.boundingBox);
  12675. };
  12676. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  12677. var intersectInfo = null;
  12678. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  12679. var p0 = positions[indices[index]];
  12680. var p1 = positions[indices[index + 1]];
  12681. var p2 = positions[indices[index + 2]];
  12682. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  12683. if (currentIntersectInfo) {
  12684. if (currentIntersectInfo.distance < 0) {
  12685. continue;
  12686. }
  12687. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  12688. intersectInfo = currentIntersectInfo;
  12689. intersectInfo.faceId = index / 3;
  12690. if (fastCheck) {
  12691. break;
  12692. }
  12693. }
  12694. }
  12695. }
  12696. return intersectInfo;
  12697. };
  12698. // Clone
  12699. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  12700. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  12701. result._boundingInfo = new BABYLON.BoundingInfo(this._boundingInfo.minimum, this._boundingInfo.maximum);
  12702. return result;
  12703. };
  12704. // Dispose
  12705. SubMesh.prototype.dispose = function () {
  12706. if (this._linesIndexBuffer) {
  12707. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  12708. this._linesIndexBuffer = null;
  12709. }
  12710. // Remove from mesh
  12711. var index = this._mesh.subMeshes.indexOf(this);
  12712. this._mesh.subMeshes.splice(index, 1);
  12713. };
  12714. // Statics
  12715. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  12716. var minVertexIndex = Number.MAX_VALUE;
  12717. var maxVertexIndex = -Number.MAX_VALUE;
  12718. renderingMesh = renderingMesh || mesh;
  12719. var indices = renderingMesh.getIndices();
  12720. for (var index = startIndex; index < startIndex + indexCount; index++) {
  12721. var vertexIndex = indices[index];
  12722. if (vertexIndex < minVertexIndex)
  12723. minVertexIndex = vertexIndex;
  12724. if (vertexIndex > maxVertexIndex)
  12725. maxVertexIndex = vertexIndex;
  12726. }
  12727. return new BABYLON.SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  12728. };
  12729. return SubMesh;
  12730. })();
  12731. BABYLON.SubMesh = SubMesh;
  12732. })(BABYLON || (BABYLON = {}));
  12733. //# sourceMappingURL=babylon.subMesh.js.mapvar BABYLON;
  12734. (function (BABYLON) {
  12735. var BaseTexture = (function () {
  12736. function BaseTexture(scene) {
  12737. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  12738. this.hasAlpha = false;
  12739. this.getAlphaFromRGB = false;
  12740. this.level = 1;
  12741. this.isCube = false;
  12742. this.isRenderTarget = false;
  12743. this.animations = new Array();
  12744. this.coordinatesIndex = 0;
  12745. this.coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  12746. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  12747. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  12748. this.anisotropicFilteringLevel = 4;
  12749. this._scene = scene;
  12750. this._scene.textures.push(this);
  12751. }
  12752. BaseTexture.prototype.getScene = function () {
  12753. return this._scene;
  12754. };
  12755. BaseTexture.prototype.getTextureMatrix = function () {
  12756. return null;
  12757. };
  12758. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  12759. return null;
  12760. };
  12761. BaseTexture.prototype.getInternalTexture = function () {
  12762. return this._texture;
  12763. };
  12764. BaseTexture.prototype.isReady = function () {
  12765. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  12766. return true;
  12767. }
  12768. if (this._texture) {
  12769. return this._texture.isReady;
  12770. }
  12771. return false;
  12772. };
  12773. BaseTexture.prototype.getSize = function () {
  12774. if (this._texture._width) {
  12775. return { width: this._texture._width, height: this._texture._height };
  12776. }
  12777. if (this._texture._size) {
  12778. return { width: this._texture._size, height: this._texture._size };
  12779. }
  12780. return { width: 0, height: 0 };
  12781. };
  12782. BaseTexture.prototype.getBaseSize = function () {
  12783. if (!this.isReady())
  12784. return { width: 0, height: 0 };
  12785. if (this._texture._size) {
  12786. return { width: this._texture._size, height: this._texture._size };
  12787. }
  12788. return { width: this._texture._baseWidth, height: this._texture._baseHeight };
  12789. };
  12790. BaseTexture.prototype.scale = function (ratio) {
  12791. };
  12792. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  12793. get: function () {
  12794. return false;
  12795. },
  12796. enumerable: true,
  12797. configurable: true
  12798. });
  12799. BaseTexture.prototype._removeFromCache = function (url, noMipmap) {
  12800. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  12801. for (var index = 0; index < texturesCache.length; index++) {
  12802. var texturesCacheEntry = texturesCache[index];
  12803. if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) {
  12804. texturesCache.splice(index, 1);
  12805. return;
  12806. }
  12807. }
  12808. };
  12809. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  12810. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  12811. for (var index = 0; index < texturesCache.length; index++) {
  12812. var texturesCacheEntry = texturesCache[index];
  12813. if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) {
  12814. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  12815. texturesCacheEntry.references++;
  12816. return texturesCacheEntry;
  12817. }
  12818. }
  12819. }
  12820. return null;
  12821. };
  12822. BaseTexture.prototype.delayLoad = function () {
  12823. };
  12824. BaseTexture.prototype.releaseInternalTexture = function () {
  12825. if (!this._texture) {
  12826. return;
  12827. }
  12828. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  12829. this._texture.references--;
  12830. // Final reference ?
  12831. if (this._texture.references === 0) {
  12832. var index = texturesCache.indexOf(this._texture);
  12833. texturesCache.splice(index, 1);
  12834. this._scene.getEngine()._releaseTexture(this._texture);
  12835. delete this._texture;
  12836. }
  12837. };
  12838. BaseTexture.prototype.clone = function () {
  12839. return null;
  12840. };
  12841. BaseTexture.prototype.dispose = function () {
  12842. // Remove from scene
  12843. var index = this._scene.textures.indexOf(this);
  12844. if (index >= 0) {
  12845. this._scene.textures.splice(index, 1);
  12846. }
  12847. if (this._texture === undefined) {
  12848. return;
  12849. }
  12850. this.releaseInternalTexture();
  12851. // Callback
  12852. if (this.onDispose) {
  12853. this.onDispose();
  12854. }
  12855. };
  12856. return BaseTexture;
  12857. })();
  12858. BABYLON.BaseTexture = BaseTexture;
  12859. })(BABYLON || (BABYLON = {}));
  12860. //# sourceMappingURL=babylon.baseTexture.js.mapvar BABYLON;
  12861. (function (BABYLON) {
  12862. var RenderingGroup = (function () {
  12863. function RenderingGroup(index, scene) {
  12864. this.index = index;
  12865. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  12866. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  12867. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  12868. this._scene = scene;
  12869. }
  12870. RenderingGroup.prototype.render = function (customRenderFunction) {
  12871. if (customRenderFunction) {
  12872. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes);
  12873. return true;
  12874. }
  12875. if (this._opaqueSubMeshes.length === 0 && this._alphaTestSubMeshes.length === 0 && this._transparentSubMeshes.length === 0) {
  12876. return false;
  12877. }
  12878. var engine = this._scene.getEngine();
  12879. // Opaque
  12880. var subIndex;
  12881. var submesh;
  12882. for (subIndex = 0; subIndex < this._opaqueSubMeshes.length; subIndex++) {
  12883. submesh = this._opaqueSubMeshes.data[subIndex];
  12884. submesh.render();
  12885. }
  12886. // Alpha test
  12887. engine.setAlphaTesting(true);
  12888. for (subIndex = 0; subIndex < this._alphaTestSubMeshes.length; subIndex++) {
  12889. submesh = this._alphaTestSubMeshes.data[subIndex];
  12890. submesh.render();
  12891. }
  12892. engine.setAlphaTesting(false);
  12893. // Transparent
  12894. if (this._transparentSubMeshes.length) {
  12895. for (subIndex = 0; subIndex < this._transparentSubMeshes.length; subIndex++) {
  12896. submesh = this._transparentSubMeshes.data[subIndex];
  12897. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  12898. submesh._distanceToCamera = submesh.getBoundingInfo().boundingSphere.centerWorld.subtract(this._scene.activeCamera.position).length();
  12899. }
  12900. var sortedArray = this._transparentSubMeshes.data.slice(0, this._transparentSubMeshes.length);
  12901. sortedArray.sort(function (a, b) {
  12902. // Alpha index first
  12903. if (a._alphaIndex > b._alphaIndex) {
  12904. return 1;
  12905. }
  12906. if (a._alphaIndex < b._alphaIndex) {
  12907. return -1;
  12908. }
  12909. // Then distance to camera
  12910. if (a._distanceToCamera < b._distanceToCamera) {
  12911. return 1;
  12912. }
  12913. if (a._distanceToCamera > b._distanceToCamera) {
  12914. return -1;
  12915. }
  12916. return 0;
  12917. });
  12918. // Rendering
  12919. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  12920. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  12921. submesh = sortedArray[subIndex];
  12922. submesh.render();
  12923. }
  12924. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  12925. }
  12926. return true;
  12927. };
  12928. RenderingGroup.prototype.prepare = function () {
  12929. this._opaqueSubMeshes.reset();
  12930. this._transparentSubMeshes.reset();
  12931. this._alphaTestSubMeshes.reset();
  12932. };
  12933. RenderingGroup.prototype.dispatch = function (subMesh) {
  12934. var material = subMesh.getMaterial();
  12935. var mesh = subMesh.getMesh();
  12936. if (material.needAlphaBlending() || mesh.visibility < 1.0 || mesh.hasVertexAlpha) {
  12937. this._transparentSubMeshes.push(subMesh);
  12938. }
  12939. else if (material.needAlphaTesting()) {
  12940. this._alphaTestSubMeshes.push(subMesh);
  12941. }
  12942. else {
  12943. this._opaqueSubMeshes.push(subMesh); // Opaque
  12944. }
  12945. };
  12946. return RenderingGroup;
  12947. })();
  12948. BABYLON.RenderingGroup = RenderingGroup;
  12949. })(BABYLON || (BABYLON = {}));
  12950. //# sourceMappingURL=babylon.renderingGroup.js.mapvar BABYLON;
  12951. (function (BABYLON) {
  12952. var RenderingManager = (function () {
  12953. function RenderingManager(scene) {
  12954. this._renderingGroups = new Array();
  12955. this._scene = scene;
  12956. }
  12957. RenderingManager.prototype._renderParticles = function (index, activeMeshes) {
  12958. if (this._scene._activeParticleSystems.length === 0) {
  12959. return;
  12960. }
  12961. // Particles
  12962. var beforeParticlesDate = BABYLON.Tools.Now;
  12963. for (var particleIndex = 0; particleIndex < this._scene._activeParticleSystems.length; particleIndex++) {
  12964. var particleSystem = this._scene._activeParticleSystems.data[particleIndex];
  12965. if (particleSystem.renderingGroupId !== index) {
  12966. continue;
  12967. }
  12968. this._clearDepthBuffer();
  12969. if (!particleSystem.emitter.position || !activeMeshes || activeMeshes.indexOf(particleSystem.emitter) !== -1) {
  12970. this._scene._activeParticles += particleSystem.render();
  12971. }
  12972. }
  12973. this._scene._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate;
  12974. };
  12975. RenderingManager.prototype._renderSprites = function (index) {
  12976. if (!this._scene.spritesEnabled || this._scene.spriteManagers.length === 0) {
  12977. return;
  12978. }
  12979. // Sprites
  12980. var beforeSpritessDate = BABYLON.Tools.Now;
  12981. for (var id = 0; id < this._scene.spriteManagers.length; id++) {
  12982. var spriteManager = this._scene.spriteManagers[id];
  12983. if (spriteManager.renderingGroupId === index) {
  12984. this._clearDepthBuffer();
  12985. spriteManager.render();
  12986. }
  12987. }
  12988. this._scene._spritesDuration += BABYLON.Tools.Now - beforeSpritessDate;
  12989. };
  12990. RenderingManager.prototype._clearDepthBuffer = function () {
  12991. if (this._depthBufferAlreadyCleaned) {
  12992. return;
  12993. }
  12994. this._scene.getEngine().clear(0, false, true);
  12995. this._depthBufferAlreadyCleaned = true;
  12996. };
  12997. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  12998. for (var index = 0; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  12999. this._depthBufferAlreadyCleaned = false;
  13000. var renderingGroup = this._renderingGroups[index];
  13001. var needToStepBack = false;
  13002. if (renderingGroup) {
  13003. this._clearDepthBuffer();
  13004. if (!renderingGroup.render(customRenderFunction)) {
  13005. this._renderingGroups.splice(index, 1);
  13006. needToStepBack = true;
  13007. }
  13008. }
  13009. if (renderSprites) {
  13010. this._renderSprites(index);
  13011. }
  13012. if (renderParticles) {
  13013. this._renderParticles(index, activeMeshes);
  13014. }
  13015. if (needToStepBack) {
  13016. index--;
  13017. }
  13018. }
  13019. };
  13020. RenderingManager.prototype.reset = function () {
  13021. for (var index in this._renderingGroups) {
  13022. var renderingGroup = this._renderingGroups[index];
  13023. renderingGroup.prepare();
  13024. }
  13025. };
  13026. RenderingManager.prototype.dispatch = function (subMesh) {
  13027. var mesh = subMesh.getMesh();
  13028. var renderingGroupId = mesh.renderingGroupId || 0;
  13029. if (!this._renderingGroups[renderingGroupId]) {
  13030. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene);
  13031. }
  13032. this._renderingGroups[renderingGroupId].dispatch(subMesh);
  13033. };
  13034. RenderingManager.MAX_RENDERINGGROUPS = 4;
  13035. return RenderingManager;
  13036. })();
  13037. BABYLON.RenderingManager = RenderingManager;
  13038. })(BABYLON || (BABYLON = {}));
  13039. //# sourceMappingURL=babylon.renderingManager.js.map
  13040. var BABYLON;
  13041. (function (BABYLON) {
  13042. var Texture = (function (_super) {
  13043. __extends(Texture, _super);
  13044. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer) {
  13045. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  13046. if (onLoad === void 0) { onLoad = null; }
  13047. if (onError === void 0) { onError = null; }
  13048. if (buffer === void 0) { buffer = null; }
  13049. if (deleteBuffer === void 0) { deleteBuffer = false; }
  13050. _super.call(this, scene);
  13051. this.uOffset = 0;
  13052. this.vOffset = 0;
  13053. this.uScale = 1.0;
  13054. this.vScale = 1.0;
  13055. this.uAng = 0;
  13056. this.vAng = 0;
  13057. this.wAng = 0;
  13058. this.name = url;
  13059. this.url = url;
  13060. this._noMipmap = noMipmap;
  13061. this._invertY = invertY;
  13062. this._samplingMode = samplingMode;
  13063. this._buffer = buffer;
  13064. this._deleteBuffer = deleteBuffer;
  13065. if (!url) {
  13066. return;
  13067. }
  13068. this._texture = this._getFromCache(url, noMipmap, samplingMode);
  13069. if (!this._texture) {
  13070. if (!scene.useDelayedTextureLoading) {
  13071. this._texture = scene.getEngine().createTexture(url, noMipmap, invertY, scene, this._samplingMode, onLoad, onError, this._buffer);
  13072. if (deleteBuffer) {
  13073. delete this._buffer;
  13074. }
  13075. }
  13076. else {
  13077. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  13078. }
  13079. }
  13080. }
  13081. Texture.prototype.delayLoad = function () {
  13082. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  13083. return;
  13084. }
  13085. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  13086. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  13087. if (!this._texture) {
  13088. this._texture = this.getScene().getEngine().createTexture(this.url, this._noMipmap, this._invertY, this.getScene(), this._samplingMode, null, null, this._buffer);
  13089. if (this._deleteBuffer) {
  13090. delete this._buffer;
  13091. }
  13092. }
  13093. };
  13094. Texture.prototype.updateSamplingMode = function (samplingMode) {
  13095. if (!this._texture) {
  13096. return;
  13097. }
  13098. this.getScene().getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  13099. };
  13100. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  13101. x -= this.uOffset + 0.5;
  13102. y -= this.vOffset + 0.5;
  13103. z -= 0.5;
  13104. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  13105. t.x *= this.uScale;
  13106. t.y *= this.vScale;
  13107. t.x += 0.5;
  13108. t.y += 0.5;
  13109. t.z += 0.5;
  13110. };
  13111. Texture.prototype.getTextureMatrix = function () {
  13112. 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) {
  13113. return this._cachedTextureMatrix;
  13114. }
  13115. this._cachedUOffset = this.uOffset;
  13116. this._cachedVOffset = this.vOffset;
  13117. this._cachedUScale = this.uScale;
  13118. this._cachedVScale = this.vScale;
  13119. this._cachedUAng = this.uAng;
  13120. this._cachedVAng = this.vAng;
  13121. this._cachedWAng = this.wAng;
  13122. if (!this._cachedTextureMatrix) {
  13123. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  13124. this._rowGenerationMatrix = new BABYLON.Matrix();
  13125. this._t0 = BABYLON.Vector3.Zero();
  13126. this._t1 = BABYLON.Vector3.Zero();
  13127. this._t2 = BABYLON.Vector3.Zero();
  13128. }
  13129. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  13130. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  13131. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  13132. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  13133. this._t1.subtractInPlace(this._t0);
  13134. this._t2.subtractInPlace(this._t0);
  13135. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  13136. this._cachedTextureMatrix.m[0] = this._t1.x;
  13137. this._cachedTextureMatrix.m[1] = this._t1.y;
  13138. this._cachedTextureMatrix.m[2] = this._t1.z;
  13139. this._cachedTextureMatrix.m[4] = this._t2.x;
  13140. this._cachedTextureMatrix.m[5] = this._t2.y;
  13141. this._cachedTextureMatrix.m[6] = this._t2.z;
  13142. this._cachedTextureMatrix.m[8] = this._t0.x;
  13143. this._cachedTextureMatrix.m[9] = this._t0.y;
  13144. this._cachedTextureMatrix.m[10] = this._t0.z;
  13145. return this._cachedTextureMatrix;
  13146. };
  13147. Texture.prototype.getReflectionTextureMatrix = function () {
  13148. if (this.uOffset === this._cachedUOffset && this.vOffset === this._cachedVOffset && this.uScale === this._cachedUScale && this.vScale === this._cachedVScale && this.coordinatesMode === this._cachedCoordinatesMode) {
  13149. return this._cachedTextureMatrix;
  13150. }
  13151. if (!this._cachedTextureMatrix) {
  13152. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  13153. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  13154. }
  13155. this._cachedCoordinatesMode = this.coordinatesMode;
  13156. switch (this.coordinatesMode) {
  13157. case Texture.SPHERICAL_MODE:
  13158. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  13159. this._cachedTextureMatrix[0] = -0.5 * this.uScale;
  13160. this._cachedTextureMatrix[5] = -0.5 * this.vScale;
  13161. this._cachedTextureMatrix[12] = 0.5 + this.uOffset;
  13162. this._cachedTextureMatrix[13] = 0.5 + this.vOffset;
  13163. break;
  13164. case Texture.PLANAR_MODE:
  13165. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  13166. this._cachedTextureMatrix[0] = this.uScale;
  13167. this._cachedTextureMatrix[5] = this.vScale;
  13168. this._cachedTextureMatrix[12] = this.uOffset;
  13169. this._cachedTextureMatrix[13] = this.vOffset;
  13170. break;
  13171. case Texture.PROJECTION_MODE:
  13172. BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix);
  13173. this._projectionModeMatrix.m[0] = 0.5;
  13174. this._projectionModeMatrix.m[5] = -0.5;
  13175. this._projectionModeMatrix.m[10] = 0.0;
  13176. this._projectionModeMatrix.m[12] = 0.5;
  13177. this._projectionModeMatrix.m[13] = 0.5;
  13178. this._projectionModeMatrix.m[14] = 1.0;
  13179. this._projectionModeMatrix.m[15] = 1.0;
  13180. this.getScene().getProjectionMatrix().multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  13181. break;
  13182. default:
  13183. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  13184. break;
  13185. }
  13186. return this._cachedTextureMatrix;
  13187. };
  13188. Texture.prototype.clone = function () {
  13189. var newTexture = new Texture(this._texture.url, this.getScene(), this._noMipmap, this._invertY, this._samplingMode);
  13190. // Base texture
  13191. newTexture.hasAlpha = this.hasAlpha;
  13192. newTexture.level = this.level;
  13193. newTexture.wrapU = this.wrapU;
  13194. newTexture.wrapV = this.wrapV;
  13195. newTexture.coordinatesIndex = this.coordinatesIndex;
  13196. newTexture.coordinatesMode = this.coordinatesMode;
  13197. // Texture
  13198. newTexture.uOffset = this.uOffset;
  13199. newTexture.vOffset = this.vOffset;
  13200. newTexture.uScale = this.uScale;
  13201. newTexture.vScale = this.vScale;
  13202. newTexture.uAng = this.uAng;
  13203. newTexture.vAng = this.vAng;
  13204. newTexture.wAng = this.wAng;
  13205. return newTexture;
  13206. };
  13207. // Statics
  13208. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError) {
  13209. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  13210. if (onLoad === void 0) { onLoad = null; }
  13211. if (onError === void 0) { onError = null; }
  13212. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data);
  13213. };
  13214. // Constants
  13215. Texture.NEAREST_SAMPLINGMODE = 1;
  13216. Texture.BILINEAR_SAMPLINGMODE = 2;
  13217. Texture.TRILINEAR_SAMPLINGMODE = 3;
  13218. Texture.EXPLICIT_MODE = 0;
  13219. Texture.SPHERICAL_MODE = 1;
  13220. Texture.PLANAR_MODE = 2;
  13221. Texture.CUBIC_MODE = 3;
  13222. Texture.PROJECTION_MODE = 4;
  13223. Texture.SKYBOX_MODE = 5;
  13224. Texture.CLAMP_ADDRESSMODE = 0;
  13225. Texture.WRAP_ADDRESSMODE = 1;
  13226. Texture.MIRROR_ADDRESSMODE = 2;
  13227. return Texture;
  13228. })(BABYLON.BaseTexture);
  13229. BABYLON.Texture = Texture;
  13230. })(BABYLON || (BABYLON = {}));
  13231. //# sourceMappingURL=babylon.texture.js.map
  13232. var BABYLON;
  13233. (function (BABYLON) {
  13234. var CubeTexture = (function (_super) {
  13235. __extends(CubeTexture, _super);
  13236. function CubeTexture(rootUrl, scene, extensions, noMipmap) {
  13237. _super.call(this, scene);
  13238. this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  13239. this.name = rootUrl;
  13240. this.url = rootUrl;
  13241. this._noMipmap = noMipmap;
  13242. this.hasAlpha = false;
  13243. this._texture = this._getFromCache(rootUrl, noMipmap);
  13244. if (!extensions) {
  13245. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  13246. }
  13247. this._extensions = extensions;
  13248. if (!this._texture) {
  13249. if (!scene.useDelayedTextureLoading) {
  13250. this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, extensions, noMipmap);
  13251. }
  13252. else {
  13253. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  13254. }
  13255. }
  13256. this.isCube = true;
  13257. this._textureMatrix = BABYLON.Matrix.Identity();
  13258. }
  13259. CubeTexture.prototype.clone = function () {
  13260. var newTexture = new CubeTexture(this.url, this.getScene(), this._extensions, this._noMipmap);
  13261. // Base texture
  13262. newTexture.level = this.level;
  13263. newTexture.wrapU = this.wrapU;
  13264. newTexture.wrapV = this.wrapV;
  13265. newTexture.coordinatesIndex = this.coordinatesIndex;
  13266. newTexture.coordinatesMode = this.coordinatesMode;
  13267. return newTexture;
  13268. };
  13269. // Methods
  13270. CubeTexture.prototype.delayLoad = function () {
  13271. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  13272. return;
  13273. }
  13274. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  13275. this._texture = this._getFromCache(this.url, this._noMipmap);
  13276. if (!this._texture) {
  13277. this._texture = this.getScene().getEngine().createCubeTexture(this.url, this.getScene(), this._extensions);
  13278. }
  13279. };
  13280. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  13281. return this._textureMatrix;
  13282. };
  13283. return CubeTexture;
  13284. })(BABYLON.BaseTexture);
  13285. BABYLON.CubeTexture = CubeTexture;
  13286. })(BABYLON || (BABYLON = {}));
  13287. //# sourceMappingURL=babylon.cubeTexture.js.map
  13288. var BABYLON;
  13289. (function (BABYLON) {
  13290. var RenderTargetTexture = (function (_super) {
  13291. __extends(RenderTargetTexture, _super);
  13292. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type) {
  13293. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  13294. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  13295. _super.call(this, null, scene, !generateMipMaps);
  13296. this.renderList = new Array();
  13297. this.renderParticles = true;
  13298. this.renderSprites = false;
  13299. this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  13300. this._currentRefreshId = -1;
  13301. this._refreshRate = 1;
  13302. this.name = name;
  13303. this.isRenderTarget = true;
  13304. this._size = size;
  13305. this._generateMipMaps = generateMipMaps;
  13306. this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  13307. this._texture = scene.getEngine().createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, type: type });
  13308. // Rendering groups
  13309. this._renderingManager = new BABYLON.RenderingManager(scene);
  13310. }
  13311. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  13312. this._currentRefreshId = -1;
  13313. };
  13314. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  13315. get: function () {
  13316. return this._refreshRate;
  13317. },
  13318. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  13319. set: function (value) {
  13320. this._refreshRate = value;
  13321. this.resetRefreshCounter();
  13322. },
  13323. enumerable: true,
  13324. configurable: true
  13325. });
  13326. RenderTargetTexture.prototype._shouldRender = function () {
  13327. if (this._currentRefreshId === -1) {
  13328. this._currentRefreshId = 1;
  13329. return true;
  13330. }
  13331. if (this.refreshRate === this._currentRefreshId) {
  13332. this._currentRefreshId = 1;
  13333. return true;
  13334. }
  13335. this._currentRefreshId++;
  13336. return false;
  13337. };
  13338. RenderTargetTexture.prototype.isReady = function () {
  13339. if (!this.getScene().renderTargetsEnabled) {
  13340. return false;
  13341. }
  13342. return _super.prototype.isReady.call(this);
  13343. };
  13344. RenderTargetTexture.prototype.getRenderSize = function () {
  13345. return this._size;
  13346. };
  13347. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  13348. get: function () {
  13349. return true;
  13350. },
  13351. enumerable: true,
  13352. configurable: true
  13353. });
  13354. RenderTargetTexture.prototype.scale = function (ratio) {
  13355. var newSize = this._size * ratio;
  13356. this.resize(newSize, this._generateMipMaps);
  13357. };
  13358. RenderTargetTexture.prototype.resize = function (size, generateMipMaps) {
  13359. this.releaseInternalTexture();
  13360. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  13361. };
  13362. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  13363. var scene = this.getScene();
  13364. var engine = scene.getEngine();
  13365. if (this._waitingRenderList) {
  13366. this.renderList = [];
  13367. for (var index = 0; index < this._waitingRenderList.length; index++) {
  13368. var id = this._waitingRenderList[index];
  13369. this.renderList.push(scene.getMeshByID(id));
  13370. }
  13371. delete this._waitingRenderList;
  13372. }
  13373. if (this.renderList && this.renderList.length === 0) {
  13374. return;
  13375. }
  13376. // Bind
  13377. if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  13378. engine.bindFramebuffer(this._texture);
  13379. }
  13380. this._renderingManager.reset();
  13381. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  13382. for (var meshIndex = 0; meshIndex < currentRenderList.length; meshIndex++) {
  13383. var mesh = currentRenderList[meshIndex];
  13384. if (mesh) {
  13385. if (!mesh.isReady()) {
  13386. // Reset _currentRefreshId
  13387. this.resetRefreshCounter();
  13388. continue;
  13389. }
  13390. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) !== 0)) {
  13391. mesh._activate(scene.getRenderId());
  13392. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  13393. var subMesh = mesh.subMeshes[subIndex];
  13394. scene._activeIndices += subMesh.indexCount;
  13395. this._renderingManager.dispatch(subMesh);
  13396. }
  13397. }
  13398. }
  13399. }
  13400. if (this.onBeforeRender) {
  13401. this.onBeforeRender();
  13402. }
  13403. // Clear
  13404. if (this.onClear) {
  13405. this.onClear(engine);
  13406. }
  13407. else {
  13408. engine.clear(scene.clearColor, true, true);
  13409. }
  13410. if (!this._doNotChangeAspectRatio) {
  13411. scene.updateTransformMatrix(true);
  13412. }
  13413. // Render
  13414. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  13415. if (useCameraPostProcess) {
  13416. scene.postProcessManager._finalizeFrame(false, this._texture);
  13417. }
  13418. if (!this._doNotChangeAspectRatio) {
  13419. scene.updateTransformMatrix(true);
  13420. }
  13421. if (this.onAfterRender) {
  13422. this.onAfterRender();
  13423. }
  13424. // Dump ?
  13425. if (dumpForDebug) {
  13426. BABYLON.Tools.DumpFramebuffer(this._size, this._size, engine);
  13427. }
  13428. // Unbind
  13429. engine.unBindFramebuffer(this._texture);
  13430. if (this.onAfterUnbind) {
  13431. this.onAfterUnbind();
  13432. }
  13433. };
  13434. RenderTargetTexture.prototype.clone = function () {
  13435. var textureSize = this.getSize();
  13436. var newTexture = new RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  13437. // Base texture
  13438. newTexture.hasAlpha = this.hasAlpha;
  13439. newTexture.level = this.level;
  13440. // RenderTarget Texture
  13441. newTexture.coordinatesMode = this.coordinatesMode;
  13442. newTexture.renderList = this.renderList.slice(0);
  13443. return newTexture;
  13444. };
  13445. return RenderTargetTexture;
  13446. })(BABYLON.Texture);
  13447. BABYLON.RenderTargetTexture = RenderTargetTexture;
  13448. })(BABYLON || (BABYLON = {}));
  13449. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  13450. var BABYLON;
  13451. (function (BABYLON) {
  13452. var ProceduralTexture = (function (_super) {
  13453. __extends(ProceduralTexture, _super);
  13454. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps) {
  13455. if (generateMipMaps === void 0) { generateMipMaps = true; }
  13456. _super.call(this, null, scene, !generateMipMaps);
  13457. this._currentRefreshId = -1;
  13458. this._refreshRate = 1;
  13459. this._vertexDeclaration = [2];
  13460. this._vertexStrideSize = 2 * 4;
  13461. this._uniforms = new Array();
  13462. this._samplers = new Array();
  13463. this._textures = new Array();
  13464. this._floats = new Array();
  13465. this._floatsArrays = {};
  13466. this._colors3 = new Array();
  13467. this._colors4 = new Array();
  13468. this._vectors2 = new Array();
  13469. this._vectors3 = new Array();
  13470. this._matrices = new Array();
  13471. this._fallbackTextureUsed = false;
  13472. scene._proceduralTextures.push(this);
  13473. this.name = name;
  13474. this.isRenderTarget = true;
  13475. this._size = size;
  13476. this._generateMipMaps = generateMipMaps;
  13477. this.setFragment(fragment);
  13478. this._fallbackTexture = fallbackTexture;
  13479. this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
  13480. // VBO
  13481. var vertices = [];
  13482. vertices.push(1, 1);
  13483. vertices.push(-1, 1);
  13484. vertices.push(-1, -1);
  13485. vertices.push(1, -1);
  13486. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  13487. // Indices
  13488. var indices = [];
  13489. indices.push(0);
  13490. indices.push(1);
  13491. indices.push(2);
  13492. indices.push(0);
  13493. indices.push(2);
  13494. indices.push(3);
  13495. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  13496. }
  13497. ProceduralTexture.prototype.reset = function () {
  13498. if (this._effect === undefined) {
  13499. return;
  13500. }
  13501. var engine = this.getScene().getEngine();
  13502. engine._releaseEffect(this._effect);
  13503. };
  13504. ProceduralTexture.prototype.isReady = function () {
  13505. var _this = this;
  13506. var engine = this.getScene().getEngine();
  13507. var shaders;
  13508. if (!this._fragment) {
  13509. return false;
  13510. }
  13511. if (this._fallbackTextureUsed) {
  13512. return true;
  13513. }
  13514. if (this._fragment.fragmentElement !== undefined) {
  13515. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  13516. }
  13517. else {
  13518. shaders = { vertex: "procedural", fragment: this._fragment };
  13519. }
  13520. this._effect = engine.createEffect(shaders, ["position"], this._uniforms, this._samplers, "", null, null, function () {
  13521. _this.releaseInternalTexture();
  13522. if (_this._fallbackTexture) {
  13523. _this._texture = _this._fallbackTexture._texture;
  13524. _this._texture.references++;
  13525. }
  13526. _this._fallbackTextureUsed = true;
  13527. });
  13528. return this._effect.isReady();
  13529. };
  13530. ProceduralTexture.prototype.resetRefreshCounter = function () {
  13531. this._currentRefreshId = -1;
  13532. };
  13533. ProceduralTexture.prototype.setFragment = function (fragment) {
  13534. this._fragment = fragment;
  13535. };
  13536. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  13537. get: function () {
  13538. return this._refreshRate;
  13539. },
  13540. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  13541. set: function (value) {
  13542. this._refreshRate = value;
  13543. this.resetRefreshCounter();
  13544. },
  13545. enumerable: true,
  13546. configurable: true
  13547. });
  13548. ProceduralTexture.prototype._shouldRender = function () {
  13549. if (!this.isReady() || !this._texture) {
  13550. return false;
  13551. }
  13552. if (this._fallbackTextureUsed) {
  13553. return false;
  13554. }
  13555. if (this._currentRefreshId === -1) {
  13556. this._currentRefreshId = 1;
  13557. return true;
  13558. }
  13559. if (this.refreshRate === this._currentRefreshId) {
  13560. this._currentRefreshId = 1;
  13561. return true;
  13562. }
  13563. this._currentRefreshId++;
  13564. return false;
  13565. };
  13566. ProceduralTexture.prototype.getRenderSize = function () {
  13567. return this._size;
  13568. };
  13569. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  13570. if (this._fallbackTextureUsed) {
  13571. return;
  13572. }
  13573. this.releaseInternalTexture();
  13574. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  13575. };
  13576. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  13577. if (this._uniforms.indexOf(uniformName) === -1) {
  13578. this._uniforms.push(uniformName);
  13579. }
  13580. };
  13581. ProceduralTexture.prototype.setTexture = function (name, texture) {
  13582. if (this._samplers.indexOf(name) === -1) {
  13583. this._samplers.push(name);
  13584. }
  13585. this._textures[name] = texture;
  13586. return this;
  13587. };
  13588. ProceduralTexture.prototype.setFloat = function (name, value) {
  13589. this._checkUniform(name);
  13590. this._floats[name] = value;
  13591. return this;
  13592. };
  13593. ProceduralTexture.prototype.setFloats = function (name, value) {
  13594. this._checkUniform(name);
  13595. this._floatsArrays[name] = value;
  13596. return this;
  13597. };
  13598. ProceduralTexture.prototype.setColor3 = function (name, value) {
  13599. this._checkUniform(name);
  13600. this._colors3[name] = value;
  13601. return this;
  13602. };
  13603. ProceduralTexture.prototype.setColor4 = function (name, value) {
  13604. this._checkUniform(name);
  13605. this._colors4[name] = value;
  13606. return this;
  13607. };
  13608. ProceduralTexture.prototype.setVector2 = function (name, value) {
  13609. this._checkUniform(name);
  13610. this._vectors2[name] = value;
  13611. return this;
  13612. };
  13613. ProceduralTexture.prototype.setVector3 = function (name, value) {
  13614. this._checkUniform(name);
  13615. this._vectors3[name] = value;
  13616. return this;
  13617. };
  13618. ProceduralTexture.prototype.setMatrix = function (name, value) {
  13619. this._checkUniform(name);
  13620. this._matrices[name] = value;
  13621. return this;
  13622. };
  13623. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  13624. var scene = this.getScene();
  13625. var engine = scene.getEngine();
  13626. engine.bindFramebuffer(this._texture);
  13627. // Clear
  13628. engine.clear(scene.clearColor, true, true);
  13629. // Render
  13630. engine.enableEffect(this._effect);
  13631. engine.setState(false);
  13632. for (var name in this._textures) {
  13633. this._effect.setTexture(name, this._textures[name]);
  13634. }
  13635. for (name in this._floats) {
  13636. this._effect.setFloat(name, this._floats[name]);
  13637. }
  13638. for (name in this._floatsArrays) {
  13639. this._effect.setArray(name, this._floatsArrays[name]);
  13640. }
  13641. for (name in this._colors3) {
  13642. this._effect.setColor3(name, this._colors3[name]);
  13643. }
  13644. for (name in this._colors4) {
  13645. var color = this._colors4[name];
  13646. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  13647. }
  13648. for (name in this._vectors2) {
  13649. this._effect.setVector2(name, this._vectors2[name]);
  13650. }
  13651. for (name in this._vectors3) {
  13652. this._effect.setVector3(name, this._vectors3[name]);
  13653. }
  13654. for (name in this._matrices) {
  13655. this._effect.setMatrix(name, this._matrices[name]);
  13656. }
  13657. // VBOs
  13658. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  13659. // Draw order
  13660. engine.draw(true, 0, 6);
  13661. // Unbind
  13662. engine.unBindFramebuffer(this._texture);
  13663. };
  13664. ProceduralTexture.prototype.clone = function () {
  13665. var textureSize = this.getSize();
  13666. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  13667. // Base texture
  13668. newTexture.hasAlpha = this.hasAlpha;
  13669. newTexture.level = this.level;
  13670. // RenderTarget Texture
  13671. newTexture.coordinatesMode = this.coordinatesMode;
  13672. return newTexture;
  13673. };
  13674. ProceduralTexture.prototype.dispose = function () {
  13675. var index = this.getScene()._proceduralTextures.indexOf(this);
  13676. if (index >= 0) {
  13677. this.getScene()._proceduralTextures.splice(index, 1);
  13678. }
  13679. _super.prototype.dispose.call(this);
  13680. };
  13681. return ProceduralTexture;
  13682. })(BABYLON.Texture);
  13683. BABYLON.ProceduralTexture = ProceduralTexture;
  13684. })(BABYLON || (BABYLON = {}));
  13685. //# sourceMappingURL=babylon.proceduralTexture.js.map
  13686. var BABYLON;
  13687. (function (BABYLON) {
  13688. var WoodProceduralTexture = (function (_super) {
  13689. __extends(WoodProceduralTexture, _super);
  13690. function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  13691. _super.call(this, name, size, "wood", scene, fallbackTexture, generateMipMaps);
  13692. this._ampScale = 100.0;
  13693. this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
  13694. this.updateShaderUniforms();
  13695. this.refreshRate = 0;
  13696. }
  13697. WoodProceduralTexture.prototype.updateShaderUniforms = function () {
  13698. this.setFloat("ampScale", this._ampScale);
  13699. this.setColor3("woodColor", this._woodColor);
  13700. };
  13701. Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
  13702. get: function () {
  13703. return this._ampScale;
  13704. },
  13705. set: function (value) {
  13706. this._ampScale = value;
  13707. this.updateShaderUniforms();
  13708. },
  13709. enumerable: true,
  13710. configurable: true
  13711. });
  13712. Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
  13713. get: function () {
  13714. return this._woodColor;
  13715. },
  13716. set: function (value) {
  13717. this._woodColor = value;
  13718. this.updateShaderUniforms();
  13719. },
  13720. enumerable: true,
  13721. configurable: true
  13722. });
  13723. return WoodProceduralTexture;
  13724. })(BABYLON.ProceduralTexture);
  13725. BABYLON.WoodProceduralTexture = WoodProceduralTexture;
  13726. var FireProceduralTexture = (function (_super) {
  13727. __extends(FireProceduralTexture, _super);
  13728. function FireProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  13729. _super.call(this, name, size, "fire", scene, fallbackTexture, generateMipMaps);
  13730. this._time = 0.0;
  13731. this._speed = new BABYLON.Vector2(0.5, 0.3);
  13732. this._autoGenerateTime = true;
  13733. this._alphaThreshold = 0.5;
  13734. this._fireColors = FireProceduralTexture.RedFireColors;
  13735. this.updateShaderUniforms();
  13736. this.refreshRate = 1;
  13737. }
  13738. FireProceduralTexture.prototype.updateShaderUniforms = function () {
  13739. this.setFloat("time", this._time);
  13740. this.setVector2("speed", this._speed);
  13741. this.setColor3("c1", this._fireColors[0]);
  13742. this.setColor3("c2", this._fireColors[1]);
  13743. this.setColor3("c3", this._fireColors[2]);
  13744. this.setColor3("c4", this._fireColors[3]);
  13745. this.setColor3("c5", this._fireColors[4]);
  13746. this.setColor3("c6", this._fireColors[5]);
  13747. this.setFloat("alphaThreshold", this._alphaThreshold);
  13748. };
  13749. FireProceduralTexture.prototype.render = function (useCameraPostProcess) {
  13750. if (this._autoGenerateTime) {
  13751. this._time += this.getScene().getAnimationRatio() * 0.03;
  13752. this.updateShaderUniforms();
  13753. }
  13754. _super.prototype.render.call(this, useCameraPostProcess);
  13755. };
  13756. Object.defineProperty(FireProceduralTexture, "PurpleFireColors", {
  13757. get: function () {
  13758. return [
  13759. new BABYLON.Color3(0.5, 0.0, 1.0),
  13760. new BABYLON.Color3(0.9, 0.0, 1.0),
  13761. new BABYLON.Color3(0.2, 0.0, 1.0),
  13762. new BABYLON.Color3(1.0, 0.9, 1.0),
  13763. new BABYLON.Color3(0.1, 0.1, 1.0),
  13764. new BABYLON.Color3(0.9, 0.9, 1.0)
  13765. ];
  13766. },
  13767. enumerable: true,
  13768. configurable: true
  13769. });
  13770. Object.defineProperty(FireProceduralTexture, "GreenFireColors", {
  13771. get: function () {
  13772. return [
  13773. new BABYLON.Color3(0.5, 1.0, 0.0),
  13774. new BABYLON.Color3(0.5, 1.0, 0.0),
  13775. new BABYLON.Color3(0.3, 0.4, 0.0),
  13776. new BABYLON.Color3(0.5, 1.0, 0.0),
  13777. new BABYLON.Color3(0.2, 0.0, 0.0),
  13778. new BABYLON.Color3(0.5, 1.0, 0.0)
  13779. ];
  13780. },
  13781. enumerable: true,
  13782. configurable: true
  13783. });
  13784. Object.defineProperty(FireProceduralTexture, "RedFireColors", {
  13785. get: function () {
  13786. return [
  13787. new BABYLON.Color3(0.5, 0.0, 0.1),
  13788. new BABYLON.Color3(0.9, 0.0, 0.0),
  13789. new BABYLON.Color3(0.2, 0.0, 0.0),
  13790. new BABYLON.Color3(1.0, 0.9, 0.0),
  13791. new BABYLON.Color3(0.1, 0.1, 0.1),
  13792. new BABYLON.Color3(0.9, 0.9, 0.9)
  13793. ];
  13794. },
  13795. enumerable: true,
  13796. configurable: true
  13797. });
  13798. Object.defineProperty(FireProceduralTexture, "BlueFireColors", {
  13799. get: function () {
  13800. return [
  13801. new BABYLON.Color3(0.1, 0.0, 0.5),
  13802. new BABYLON.Color3(0.0, 0.0, 0.5),
  13803. new BABYLON.Color3(0.1, 0.0, 0.2),
  13804. new BABYLON.Color3(0.0, 0.0, 1.0),
  13805. new BABYLON.Color3(0.1, 0.2, 0.3),
  13806. new BABYLON.Color3(0.0, 0.2, 0.9)
  13807. ];
  13808. },
  13809. enumerable: true,
  13810. configurable: true
  13811. });
  13812. Object.defineProperty(FireProceduralTexture.prototype, "fireColors", {
  13813. get: function () {
  13814. return this._fireColors;
  13815. },
  13816. set: function (value) {
  13817. this._fireColors = value;
  13818. this.updateShaderUniforms();
  13819. },
  13820. enumerable: true,
  13821. configurable: true
  13822. });
  13823. Object.defineProperty(FireProceduralTexture.prototype, "time", {
  13824. get: function () {
  13825. return this._time;
  13826. },
  13827. set: function (value) {
  13828. this._time = value;
  13829. this.updateShaderUniforms();
  13830. },
  13831. enumerable: true,
  13832. configurable: true
  13833. });
  13834. Object.defineProperty(FireProceduralTexture.prototype, "speed", {
  13835. get: function () {
  13836. return this._speed;
  13837. },
  13838. set: function (value) {
  13839. this._speed = value;
  13840. this.updateShaderUniforms();
  13841. },
  13842. enumerable: true,
  13843. configurable: true
  13844. });
  13845. Object.defineProperty(FireProceduralTexture.prototype, "alphaThreshold", {
  13846. get: function () {
  13847. return this._alphaThreshold;
  13848. },
  13849. set: function (value) {
  13850. this._alphaThreshold = value;
  13851. this.updateShaderUniforms();
  13852. },
  13853. enumerable: true,
  13854. configurable: true
  13855. });
  13856. return FireProceduralTexture;
  13857. })(BABYLON.ProceduralTexture);
  13858. BABYLON.FireProceduralTexture = FireProceduralTexture;
  13859. var CloudProceduralTexture = (function (_super) {
  13860. __extends(CloudProceduralTexture, _super);
  13861. function CloudProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  13862. _super.call(this, name, size, "cloud", scene, fallbackTexture, generateMipMaps);
  13863. this._skyColor = new BABYLON.Color3(0.15, 0.68, 1.0);
  13864. this._cloudColor = new BABYLON.Color3(1, 1, 1);
  13865. this.updateShaderUniforms();
  13866. this.refreshRate = 0;
  13867. }
  13868. CloudProceduralTexture.prototype.updateShaderUniforms = function () {
  13869. this.setColor3("skyColor", this._skyColor);
  13870. this.setColor3("cloudColor", this._cloudColor);
  13871. };
  13872. Object.defineProperty(CloudProceduralTexture.prototype, "skyColor", {
  13873. get: function () {
  13874. return this._skyColor;
  13875. },
  13876. set: function (value) {
  13877. this._skyColor = value;
  13878. this.updateShaderUniforms();
  13879. },
  13880. enumerable: true,
  13881. configurable: true
  13882. });
  13883. Object.defineProperty(CloudProceduralTexture.prototype, "cloudColor", {
  13884. get: function () {
  13885. return this._cloudColor;
  13886. },
  13887. set: function (value) {
  13888. this._cloudColor = value;
  13889. this.updateShaderUniforms();
  13890. },
  13891. enumerable: true,
  13892. configurable: true
  13893. });
  13894. return CloudProceduralTexture;
  13895. })(BABYLON.ProceduralTexture);
  13896. BABYLON.CloudProceduralTexture = CloudProceduralTexture;
  13897. var GrassProceduralTexture = (function (_super) {
  13898. __extends(GrassProceduralTexture, _super);
  13899. function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  13900. _super.call(this, name, size, "grass", scene, fallbackTexture, generateMipMaps);
  13901. this._herb1 = new BABYLON.Color3(0.29, 0.38, 0.02);
  13902. this._herb2 = new BABYLON.Color3(0.36, 0.49, 0.09);
  13903. this._herb3 = new BABYLON.Color3(0.51, 0.6, 0.28);
  13904. this._groundColor = new BABYLON.Color3(1, 1, 1);
  13905. this._grassColors = [
  13906. new BABYLON.Color3(0.29, 0.38, 0.02),
  13907. new BABYLON.Color3(0.36, 0.49, 0.09),
  13908. new BABYLON.Color3(0.51, 0.6, 0.28)
  13909. ];
  13910. this.updateShaderUniforms();
  13911. this.refreshRate = 0;
  13912. }
  13913. GrassProceduralTexture.prototype.updateShaderUniforms = function () {
  13914. this.setColor3("herb1Color", this._grassColors[0]);
  13915. this.setColor3("herb2Color", this._grassColors[1]);
  13916. this.setColor3("herb3Color", this._grassColors[2]);
  13917. this.setColor3("groundColor", this._groundColor);
  13918. };
  13919. Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", {
  13920. get: function () {
  13921. return this._grassColors;
  13922. },
  13923. set: function (value) {
  13924. this._grassColors = value;
  13925. this.updateShaderUniforms();
  13926. },
  13927. enumerable: true,
  13928. configurable: true
  13929. });
  13930. Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", {
  13931. get: function () {
  13932. return this._groundColor;
  13933. },
  13934. set: function (value) {
  13935. this.groundColor = value;
  13936. this.updateShaderUniforms();
  13937. },
  13938. enumerable: true,
  13939. configurable: true
  13940. });
  13941. return GrassProceduralTexture;
  13942. })(BABYLON.ProceduralTexture);
  13943. BABYLON.GrassProceduralTexture = GrassProceduralTexture;
  13944. var RoadProceduralTexture = (function (_super) {
  13945. __extends(RoadProceduralTexture, _super);
  13946. function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  13947. _super.call(this, name, size, "road", scene, fallbackTexture, generateMipMaps);
  13948. this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
  13949. this.updateShaderUniforms();
  13950. this.refreshRate = 0;
  13951. }
  13952. RoadProceduralTexture.prototype.updateShaderUniforms = function () {
  13953. this.setColor3("roadColor", this._roadColor);
  13954. };
  13955. Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
  13956. get: function () {
  13957. return this._roadColor;
  13958. },
  13959. set: function (value) {
  13960. this._roadColor = value;
  13961. this.updateShaderUniforms();
  13962. },
  13963. enumerable: true,
  13964. configurable: true
  13965. });
  13966. return RoadProceduralTexture;
  13967. })(BABYLON.ProceduralTexture);
  13968. BABYLON.RoadProceduralTexture = RoadProceduralTexture;
  13969. var BrickProceduralTexture = (function (_super) {
  13970. __extends(BrickProceduralTexture, _super);
  13971. function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  13972. _super.call(this, name, size, "brick", scene, fallbackTexture, generateMipMaps);
  13973. this._numberOfBricksHeight = 15;
  13974. this._numberOfBricksWidth = 5;
  13975. this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  13976. this._brickColor = new BABYLON.Color3(0.77, 0.47, 0.40);
  13977. this.updateShaderUniforms();
  13978. this.refreshRate = 0;
  13979. }
  13980. BrickProceduralTexture.prototype.updateShaderUniforms = function () {
  13981. this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
  13982. this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
  13983. this.setColor3("brickColor", this._brickColor);
  13984. this.setColor3("jointColor", this._jointColor);
  13985. };
  13986. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
  13987. get: function () {
  13988. return this._numberOfBricksHeight;
  13989. },
  13990. set: function (value) {
  13991. this._numberOfBricksHeight = value;
  13992. this.updateShaderUniforms();
  13993. },
  13994. enumerable: true,
  13995. configurable: true
  13996. });
  13997. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
  13998. get: function () {
  13999. return this._numberOfBricksWidth;
  14000. },
  14001. set: function (value) {
  14002. this._numberOfBricksHeight = value;
  14003. this.updateShaderUniforms();
  14004. },
  14005. enumerable: true,
  14006. configurable: true
  14007. });
  14008. Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
  14009. get: function () {
  14010. return this._jointColor;
  14011. },
  14012. set: function (value) {
  14013. this._jointColor = value;
  14014. this.updateShaderUniforms();
  14015. },
  14016. enumerable: true,
  14017. configurable: true
  14018. });
  14019. Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
  14020. get: function () {
  14021. return this._brickColor;
  14022. },
  14023. set: function (value) {
  14024. this._brickColor = value;
  14025. this.updateShaderUniforms();
  14026. },
  14027. enumerable: true,
  14028. configurable: true
  14029. });
  14030. return BrickProceduralTexture;
  14031. })(BABYLON.ProceduralTexture);
  14032. BABYLON.BrickProceduralTexture = BrickProceduralTexture;
  14033. var MarbleProceduralTexture = (function (_super) {
  14034. __extends(MarbleProceduralTexture, _super);
  14035. function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  14036. _super.call(this, name, size, "marble", scene, fallbackTexture, generateMipMaps);
  14037. this._numberOfTilesHeight = 3;
  14038. this._numberOfTilesWidth = 3;
  14039. this._amplitude = 9.0;
  14040. this._marbleColor = new BABYLON.Color3(0.77, 0.47, 0.40);
  14041. this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  14042. this.updateShaderUniforms();
  14043. this.refreshRate = 0;
  14044. }
  14045. MarbleProceduralTexture.prototype.updateShaderUniforms = function () {
  14046. this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
  14047. this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
  14048. this.setFloat("amplitude", this._amplitude);
  14049. this.setColor3("marbleColor", this._marbleColor);
  14050. this.setColor3("jointColor", this._jointColor);
  14051. };
  14052. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
  14053. get: function () {
  14054. return this._numberOfTilesHeight;
  14055. },
  14056. set: function (value) {
  14057. this._numberOfTilesHeight = value;
  14058. this.updateShaderUniforms();
  14059. },
  14060. enumerable: true,
  14061. configurable: true
  14062. });
  14063. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesWidth", {
  14064. get: function () {
  14065. return this._numberOfTilesWidth;
  14066. },
  14067. set: function (value) {
  14068. this._numberOfTilesWidth = value;
  14069. this.updateShaderUniforms();
  14070. },
  14071. enumerable: true,
  14072. configurable: true
  14073. });
  14074. Object.defineProperty(MarbleProceduralTexture.prototype, "jointColor", {
  14075. get: function () {
  14076. return this._jointColor;
  14077. },
  14078. set: function (value) {
  14079. this._jointColor = value;
  14080. this.updateShaderUniforms();
  14081. },
  14082. enumerable: true,
  14083. configurable: true
  14084. });
  14085. Object.defineProperty(MarbleProceduralTexture.prototype, "marbleColor", {
  14086. get: function () {
  14087. return this._marbleColor;
  14088. },
  14089. set: function (value) {
  14090. this._marbleColor = value;
  14091. this.updateShaderUniforms();
  14092. },
  14093. enumerable: true,
  14094. configurable: true
  14095. });
  14096. return MarbleProceduralTexture;
  14097. })(BABYLON.ProceduralTexture);
  14098. BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
  14099. })(BABYLON || (BABYLON = {}));
  14100. //# sourceMappingURL=babylon.standardProceduralTexture.js.map
  14101. var BABYLON;
  14102. (function (BABYLON) {
  14103. var CustomProceduralTexture = (function (_super) {
  14104. __extends(CustomProceduralTexture, _super);
  14105. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  14106. _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps);
  14107. this._animate = true;
  14108. this._time = 0;
  14109. this._texturePath = texturePath;
  14110. //Try to load json
  14111. this.loadJson(texturePath);
  14112. this.refreshRate = 1;
  14113. }
  14114. CustomProceduralTexture.prototype.loadJson = function (jsonUrl) {
  14115. var _this = this;
  14116. var that = this;
  14117. function noConfigFile() {
  14118. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  14119. try {
  14120. that.setFragment(that._texturePath);
  14121. }
  14122. catch (ex) {
  14123. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  14124. }
  14125. }
  14126. var configFileUrl = jsonUrl + "/config.json";
  14127. var xhr = new XMLHttpRequest();
  14128. xhr.open("GET", configFileUrl, true);
  14129. xhr.addEventListener("load", function () {
  14130. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  14131. try {
  14132. _this._config = JSON.parse(xhr.response);
  14133. _this.updateShaderUniforms();
  14134. _this.updateTextures();
  14135. _this.setFragment(_this._texturePath + "/custom");
  14136. _this._animate = _this._config.animate;
  14137. _this.refreshRate = _this._config.refreshrate;
  14138. }
  14139. catch (ex) {
  14140. noConfigFile();
  14141. }
  14142. }
  14143. else {
  14144. noConfigFile();
  14145. }
  14146. }, false);
  14147. xhr.addEventListener("error", function () {
  14148. noConfigFile();
  14149. }, false);
  14150. try {
  14151. xhr.send();
  14152. }
  14153. catch (ex) {
  14154. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  14155. }
  14156. };
  14157. CustomProceduralTexture.prototype.isReady = function () {
  14158. if (!_super.prototype.isReady.call(this)) {
  14159. return false;
  14160. }
  14161. for (var name in this._textures) {
  14162. var texture = this._textures[name];
  14163. if (!texture.isReady()) {
  14164. return false;
  14165. }
  14166. }
  14167. return true;
  14168. };
  14169. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  14170. if (this._animate) {
  14171. this._time += this.getScene().getAnimationRatio() * 0.03;
  14172. this.updateShaderUniforms();
  14173. }
  14174. _super.prototype.render.call(this, useCameraPostProcess);
  14175. };
  14176. CustomProceduralTexture.prototype.updateTextures = function () {
  14177. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  14178. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  14179. }
  14180. };
  14181. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  14182. if (this._config) {
  14183. for (var j = 0; j < this._config.uniforms.length; j++) {
  14184. var uniform = this._config.uniforms[j];
  14185. switch (uniform.type) {
  14186. case "float":
  14187. this.setFloat(uniform.name, uniform.value);
  14188. break;
  14189. case "color3":
  14190. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  14191. break;
  14192. case "color4":
  14193. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  14194. break;
  14195. case "vector2":
  14196. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  14197. break;
  14198. case "vector3":
  14199. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  14200. break;
  14201. }
  14202. }
  14203. }
  14204. this.setFloat("time", this._time);
  14205. };
  14206. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  14207. get: function () {
  14208. return this._animate;
  14209. },
  14210. set: function (value) {
  14211. this._animate = value;
  14212. },
  14213. enumerable: true,
  14214. configurable: true
  14215. });
  14216. return CustomProceduralTexture;
  14217. })(BABYLON.ProceduralTexture);
  14218. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  14219. })(BABYLON || (BABYLON = {}));
  14220. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  14221. var BABYLON;
  14222. (function (BABYLON) {
  14223. var MirrorTexture = (function (_super) {
  14224. __extends(MirrorTexture, _super);
  14225. function MirrorTexture(name, size, scene, generateMipMaps) {
  14226. var _this = this;
  14227. _super.call(this, name, size, scene, generateMipMaps, true);
  14228. this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  14229. this._transformMatrix = BABYLON.Matrix.Zero();
  14230. this._mirrorMatrix = BABYLON.Matrix.Zero();
  14231. this.onBeforeRender = function () {
  14232. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  14233. _this._savedViewMatrix = scene.getViewMatrix();
  14234. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  14235. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  14236. scene.clipPlane = _this.mirrorPlane;
  14237. scene.getEngine().cullBackFaces = false;
  14238. };
  14239. this.onAfterRender = function () {
  14240. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  14241. scene.getEngine().cullBackFaces = true;
  14242. delete scene.clipPlane;
  14243. };
  14244. }
  14245. MirrorTexture.prototype.clone = function () {
  14246. var textureSize = this.getSize();
  14247. var newTexture = new BABYLON.MirrorTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  14248. // Base texture
  14249. newTexture.hasAlpha = this.hasAlpha;
  14250. newTexture.level = this.level;
  14251. // Mirror Texture
  14252. newTexture.mirrorPlane = this.mirrorPlane.clone();
  14253. newTexture.renderList = this.renderList.slice(0);
  14254. return newTexture;
  14255. };
  14256. return MirrorTexture;
  14257. })(BABYLON.RenderTargetTexture);
  14258. BABYLON.MirrorTexture = MirrorTexture;
  14259. })(BABYLON || (BABYLON = {}));
  14260. //# sourceMappingURL=babylon.mirrorTexture.js.map
  14261. var BABYLON;
  14262. (function (BABYLON) {
  14263. var DynamicTexture = (function (_super) {
  14264. __extends(DynamicTexture, _super);
  14265. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode) {
  14266. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  14267. _super.call(this, null, scene, !generateMipMaps);
  14268. this.name = name;
  14269. this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  14270. this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  14271. this._generateMipMaps = generateMipMaps;
  14272. if (options.getContext) {
  14273. this._canvas = options;
  14274. this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  14275. }
  14276. else {
  14277. this._canvas = document.createElement("canvas");
  14278. if (options.width) {
  14279. this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  14280. }
  14281. else {
  14282. this._texture = scene.getEngine().createDynamicTexture(options, options, generateMipMaps, samplingMode);
  14283. }
  14284. }
  14285. var textureSize = this.getSize();
  14286. this._canvas.width = textureSize.width;
  14287. this._canvas.height = textureSize.height;
  14288. this._context = this._canvas.getContext("2d");
  14289. }
  14290. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  14291. get: function () {
  14292. return true;
  14293. },
  14294. enumerable: true,
  14295. configurable: true
  14296. });
  14297. DynamicTexture.prototype.scale = function (ratio) {
  14298. var textureSize = this.getSize();
  14299. textureSize.width *= ratio;
  14300. textureSize.height *= ratio;
  14301. this._canvas.width = textureSize.width;
  14302. this._canvas.height = textureSize.height;
  14303. this.releaseInternalTexture();
  14304. this._texture = this.getScene().getEngine().createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  14305. };
  14306. DynamicTexture.prototype.getContext = function () {
  14307. return this._context;
  14308. };
  14309. DynamicTexture.prototype.clear = function () {
  14310. var size = this.getSize();
  14311. this._context.fillRect(0, 0, size.width, size.height);
  14312. };
  14313. DynamicTexture.prototype.update = function (invertY) {
  14314. this.getScene().getEngine().updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY);
  14315. };
  14316. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  14317. if (update === void 0) { update = true; }
  14318. var size = this.getSize();
  14319. if (clearColor) {
  14320. this._context.fillStyle = clearColor;
  14321. this._context.fillRect(0, 0, size.width, size.height);
  14322. }
  14323. this._context.font = font;
  14324. if (x === null) {
  14325. var textSize = this._context.measureText(text);
  14326. x = (size.width - textSize.width) / 2;
  14327. }
  14328. this._context.fillStyle = color;
  14329. this._context.fillText(text, x, y);
  14330. if (update) {
  14331. this.update(invertY);
  14332. }
  14333. };
  14334. DynamicTexture.prototype.clone = function () {
  14335. var textureSize = this.getSize();
  14336. var newTexture = new DynamicTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  14337. // Base texture
  14338. newTexture.hasAlpha = this.hasAlpha;
  14339. newTexture.level = this.level;
  14340. // Dynamic Texture
  14341. newTexture.wrapU = this.wrapU;
  14342. newTexture.wrapV = this.wrapV;
  14343. return newTexture;
  14344. };
  14345. return DynamicTexture;
  14346. })(BABYLON.Texture);
  14347. BABYLON.DynamicTexture = DynamicTexture;
  14348. })(BABYLON || (BABYLON = {}));
  14349. //# sourceMappingURL=babylon.dynamicTexture.js.map
  14350. var BABYLON;
  14351. (function (BABYLON) {
  14352. var VideoTexture = (function (_super) {
  14353. __extends(VideoTexture, _super);
  14354. function VideoTexture(name, urls, size, scene, generateMipMaps, invertY, samplingMode) {
  14355. var _this = this;
  14356. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  14357. _super.call(this, null, scene, !generateMipMaps, invertY);
  14358. this._autoLaunch = true;
  14359. this.name = name;
  14360. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  14361. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  14362. var requiredWidth = size.width || size;
  14363. var requiredHeight = size.height || size;
  14364. this._texture = scene.getEngine().createDynamicTexture(requiredWidth, requiredHeight, generateMipMaps, samplingMode);
  14365. var textureSize = this.getSize();
  14366. this.video = document.createElement("video");
  14367. this.video.width = textureSize.width;
  14368. this.video.height = textureSize.height;
  14369. this.video.autoplay = false;
  14370. this.video.loop = true;
  14371. this.video.addEventListener("canplaythrough", function () {
  14372. if (_this._texture) {
  14373. _this._texture.isReady = true;
  14374. }
  14375. });
  14376. urls.forEach(function (url) {
  14377. //Backwards-compatibility for typescript 1. from 1.3 it should say "SOURCE". see here - https://github.com/Microsoft/TypeScript/issues/1850
  14378. var source = document.createElement("source");
  14379. source.src = url;
  14380. _this.video.appendChild(source);
  14381. });
  14382. this._lastUpdate = BABYLON.Tools.Now;
  14383. }
  14384. VideoTexture.prototype.update = function () {
  14385. if (this._autoLaunch) {
  14386. this._autoLaunch = false;
  14387. this.video.play();
  14388. }
  14389. var now = BABYLON.Tools.Now;
  14390. if (now - this._lastUpdate < 15) {
  14391. return false;
  14392. }
  14393. this._lastUpdate = now;
  14394. this.getScene().getEngine().updateVideoTexture(this._texture, this.video, this._invertY);
  14395. return true;
  14396. };
  14397. return VideoTexture;
  14398. })(BABYLON.Texture);
  14399. BABYLON.VideoTexture = VideoTexture;
  14400. })(BABYLON || (BABYLON = {}));
  14401. //# sourceMappingURL=babylon.videoTexture.js.mapvar BABYLON;
  14402. (function (BABYLON) {
  14403. var EffectFallbacks = (function () {
  14404. function EffectFallbacks() {
  14405. this._defines = {};
  14406. this._currentRank = 32;
  14407. this._maxRank = -1;
  14408. }
  14409. EffectFallbacks.prototype.addFallback = function (rank, define) {
  14410. if (!this._defines[rank]) {
  14411. if (rank < this._currentRank) {
  14412. this._currentRank = rank;
  14413. }
  14414. if (rank > this._maxRank) {
  14415. this._maxRank = rank;
  14416. }
  14417. this._defines[rank] = new Array();
  14418. }
  14419. this._defines[rank].push(define);
  14420. };
  14421. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  14422. get: function () {
  14423. return this._currentRank <= this._maxRank;
  14424. },
  14425. enumerable: true,
  14426. configurable: true
  14427. });
  14428. EffectFallbacks.prototype.reduce = function (currentDefines) {
  14429. var currentFallbacks = this._defines[this._currentRank];
  14430. for (var index = 0; index < currentFallbacks.length; index++) {
  14431. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  14432. }
  14433. this._currentRank++;
  14434. return currentDefines;
  14435. };
  14436. return EffectFallbacks;
  14437. })();
  14438. BABYLON.EffectFallbacks = EffectFallbacks;
  14439. var Effect = (function () {
  14440. function Effect(baseName, attributesNames, uniformsNames, samplers, engine, defines, fallbacks, onCompiled, onError) {
  14441. var _this = this;
  14442. this._isReady = false;
  14443. this._compilationError = "";
  14444. this._valueCache = [];
  14445. this._engine = engine;
  14446. this.name = baseName;
  14447. this.defines = defines;
  14448. this._uniformsNames = uniformsNames.concat(samplers);
  14449. this._samplers = samplers;
  14450. this._attributesNames = attributesNames;
  14451. this.onError = onError;
  14452. this.onCompiled = onCompiled;
  14453. var vertexSource;
  14454. var fragmentSource;
  14455. if (baseName.vertexElement) {
  14456. vertexSource = document.getElementById(baseName.vertexElement);
  14457. if (!vertexSource) {
  14458. vertexSource = baseName.vertexElement;
  14459. }
  14460. }
  14461. else {
  14462. vertexSource = baseName.vertex || baseName;
  14463. }
  14464. if (baseName.fragmentElement) {
  14465. fragmentSource = document.getElementById(baseName.fragmentElement);
  14466. if (!fragmentSource) {
  14467. fragmentSource = baseName.fragmentElement;
  14468. }
  14469. }
  14470. else {
  14471. fragmentSource = baseName.fragment || baseName;
  14472. }
  14473. this._loadVertexShader(vertexSource, function (vertexCode) {
  14474. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  14475. _this._prepareEffect(vertexCode, fragmentCode, attributesNames, defines, fallbacks);
  14476. });
  14477. });
  14478. }
  14479. // Properties
  14480. Effect.prototype.isReady = function () {
  14481. return this._isReady;
  14482. };
  14483. Effect.prototype.getProgram = function () {
  14484. return this._program;
  14485. };
  14486. Effect.prototype.getAttributesNames = function () {
  14487. return this._attributesNames;
  14488. };
  14489. Effect.prototype.getAttributeLocation = function (index) {
  14490. return this._attributes[index];
  14491. };
  14492. Effect.prototype.getAttributeLocationByName = function (name) {
  14493. var index = this._attributesNames.indexOf(name);
  14494. return this._attributes[index];
  14495. };
  14496. Effect.prototype.getAttributesCount = function () {
  14497. return this._attributes.length;
  14498. };
  14499. Effect.prototype.getUniformIndex = function (uniformName) {
  14500. return this._uniformsNames.indexOf(uniformName);
  14501. };
  14502. Effect.prototype.getUniform = function (uniformName) {
  14503. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  14504. };
  14505. Effect.prototype.getSamplers = function () {
  14506. return this._samplers;
  14507. };
  14508. Effect.prototype.getCompilationError = function () {
  14509. return this._compilationError;
  14510. };
  14511. // Methods
  14512. Effect.prototype._loadVertexShader = function (vertex, callback) {
  14513. // DOM element ?
  14514. if (vertex instanceof HTMLElement) {
  14515. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  14516. callback(vertexCode);
  14517. return;
  14518. }
  14519. // Is in local store ?
  14520. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  14521. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  14522. return;
  14523. }
  14524. var vertexShaderUrl;
  14525. if (vertex[0] === ".") {
  14526. vertexShaderUrl = vertex;
  14527. }
  14528. else {
  14529. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  14530. }
  14531. // Vertex shader
  14532. BABYLON.Tools.LoadFile(vertexShaderUrl + ".vertex.fx", callback);
  14533. };
  14534. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  14535. // DOM element ?
  14536. if (fragment instanceof HTMLElement) {
  14537. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  14538. callback(fragmentCode);
  14539. return;
  14540. }
  14541. // Is in local store ?
  14542. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  14543. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  14544. return;
  14545. }
  14546. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  14547. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  14548. return;
  14549. }
  14550. var fragmentShaderUrl;
  14551. if (fragment[0] === ".") {
  14552. fragmentShaderUrl = fragment;
  14553. }
  14554. else {
  14555. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  14556. }
  14557. // Fragment shader
  14558. BABYLON.Tools.LoadFile(fragmentShaderUrl + ".fragment.fx", callback);
  14559. };
  14560. Effect.prototype._prepareEffect = function (vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks) {
  14561. try {
  14562. var engine = this._engine;
  14563. if (!engine.getCaps().highPrecisionShaderSupported) {
  14564. vertexSourceCode = vertexSourceCode.replace("precision highp float", "precision mediump float");
  14565. fragmentSourceCode = fragmentSourceCode.replace("precision highp float", "precision mediump float");
  14566. }
  14567. this._program = engine.createShaderProgram(vertexSourceCode, fragmentSourceCode, defines);
  14568. this._uniforms = engine.getUniforms(this._program, this._uniformsNames);
  14569. this._attributes = engine.getAttributes(this._program, attributesNames);
  14570. for (var index = 0; index < this._samplers.length; index++) {
  14571. var sampler = this.getUniform(this._samplers[index]);
  14572. if (sampler == null) {
  14573. this._samplers.splice(index, 1);
  14574. index--;
  14575. }
  14576. }
  14577. engine.bindSamplers(this);
  14578. this._isReady = true;
  14579. if (this.onCompiled) {
  14580. this.onCompiled(this);
  14581. }
  14582. }
  14583. catch (e) {
  14584. // Is it a problem with precision?
  14585. if (e.message.indexOf("highp") !== -1) {
  14586. vertexSourceCode = vertexSourceCode.replace("precision highp float", "precision mediump float");
  14587. fragmentSourceCode = fragmentSourceCode.replace("precision highp float", "precision mediump float");
  14588. this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks);
  14589. return;
  14590. }
  14591. // Let's go through fallbacks then
  14592. if (fallbacks && fallbacks.isMoreFallbacks) {
  14593. defines = fallbacks.reduce(defines);
  14594. this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks);
  14595. }
  14596. else {
  14597. BABYLON.Tools.Error("Unable to compile effect: " + this.name);
  14598. BABYLON.Tools.Error("Defines: " + defines);
  14599. BABYLON.Tools.Error("Error: " + e.message);
  14600. this._compilationError = e.message;
  14601. if (this.onError) {
  14602. this.onError(this, this._compilationError);
  14603. }
  14604. }
  14605. }
  14606. };
  14607. Effect.prototype._bindTexture = function (channel, texture) {
  14608. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  14609. };
  14610. Effect.prototype.setTexture = function (channel, texture) {
  14611. this._engine.setTexture(this._samplers.indexOf(channel), texture);
  14612. };
  14613. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  14614. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  14615. };
  14616. //public _cacheMatrix(uniformName, matrix) {
  14617. // if (!this._valueCache[uniformName]) {
  14618. // this._valueCache[uniformName] = new BABYLON.Matrix();
  14619. // }
  14620. // for (var index = 0; index < 16; index++) {
  14621. // this._valueCache[uniformName].m[index] = matrix.m[index];
  14622. // }
  14623. //};
  14624. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  14625. if (!this._valueCache[uniformName]) {
  14626. this._valueCache[uniformName] = [x, y];
  14627. return;
  14628. }
  14629. this._valueCache[uniformName][0] = x;
  14630. this._valueCache[uniformName][1] = y;
  14631. };
  14632. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  14633. if (!this._valueCache[uniformName]) {
  14634. this._valueCache[uniformName] = [x, y, z];
  14635. return;
  14636. }
  14637. this._valueCache[uniformName][0] = x;
  14638. this._valueCache[uniformName][1] = y;
  14639. this._valueCache[uniformName][2] = z;
  14640. };
  14641. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  14642. if (!this._valueCache[uniformName]) {
  14643. this._valueCache[uniformName] = [x, y, z, w];
  14644. return;
  14645. }
  14646. this._valueCache[uniformName][0] = x;
  14647. this._valueCache[uniformName][1] = y;
  14648. this._valueCache[uniformName][2] = z;
  14649. this._valueCache[uniformName][3] = w;
  14650. };
  14651. Effect.prototype.setArray = function (uniformName, array) {
  14652. this._engine.setArray(this.getUniform(uniformName), array);
  14653. return this;
  14654. };
  14655. Effect.prototype.setArray2 = function (uniformName, array) {
  14656. this._engine.setArray2(this.getUniform(uniformName), array);
  14657. return this;
  14658. };
  14659. Effect.prototype.setArray3 = function (uniformName, array) {
  14660. this._engine.setArray3(this.getUniform(uniformName), array);
  14661. return this;
  14662. };
  14663. Effect.prototype.setArray4 = function (uniformName, array) {
  14664. this._engine.setArray4(this.getUniform(uniformName), array);
  14665. return this;
  14666. };
  14667. Effect.prototype.setMatrices = function (uniformName, matrices) {
  14668. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  14669. return this;
  14670. };
  14671. Effect.prototype.setMatrix = function (uniformName, matrix) {
  14672. //if (this._valueCache[uniformName] && this._valueCache[uniformName].equals(matrix))
  14673. // return;
  14674. //this._cacheMatrix(uniformName, matrix);
  14675. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  14676. return this;
  14677. };
  14678. Effect.prototype.setFloat = function (uniformName, value) {
  14679. if (this._valueCache[uniformName] && this._valueCache[uniformName] === value)
  14680. return this;
  14681. this._valueCache[uniformName] = value;
  14682. this._engine.setFloat(this.getUniform(uniformName), value);
  14683. return this;
  14684. };
  14685. Effect.prototype.setBool = function (uniformName, bool) {
  14686. if (this._valueCache[uniformName] && this._valueCache[uniformName] === bool)
  14687. return this;
  14688. this._valueCache[uniformName] = bool;
  14689. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  14690. return this;
  14691. };
  14692. Effect.prototype.setVector2 = function (uniformName, vector2) {
  14693. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector2.x && this._valueCache[uniformName][1] === vector2.y)
  14694. return this;
  14695. this._cacheFloat2(uniformName, vector2.x, vector2.y);
  14696. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  14697. return this;
  14698. };
  14699. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  14700. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y)
  14701. return this;
  14702. this._cacheFloat2(uniformName, x, y);
  14703. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  14704. return this;
  14705. };
  14706. Effect.prototype.setVector3 = function (uniformName, vector3) {
  14707. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector3.x && this._valueCache[uniformName][1] === vector3.y && this._valueCache[uniformName][2] === vector3.z)
  14708. return this;
  14709. this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z);
  14710. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  14711. return this;
  14712. };
  14713. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  14714. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z)
  14715. return this;
  14716. this._cacheFloat3(uniformName, x, y, z);
  14717. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  14718. return this;
  14719. };
  14720. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  14721. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z && this._valueCache[uniformName][3] === w)
  14722. return this;
  14723. this._cacheFloat4(uniformName, x, y, z, w);
  14724. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  14725. return this;
  14726. };
  14727. Effect.prototype.setColor3 = function (uniformName, color3) {
  14728. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === color3.r && this._valueCache[uniformName][1] === color3.g && this._valueCache[uniformName][2] === color3.b)
  14729. return this;
  14730. this._cacheFloat3(uniformName, color3.r, color3.g, color3.b);
  14731. this._engine.setColor3(this.getUniform(uniformName), color3);
  14732. return this;
  14733. };
  14734. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  14735. 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)
  14736. return this;
  14737. this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha);
  14738. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  14739. return this;
  14740. };
  14741. // Statics
  14742. 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}",
  14743. 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}",
  14744. 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}",
  14745. 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}",
  14746. 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}",
  14747. 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}",
  14748. colorPixelShader:"precision highp float;\n\nuniform vec4 color;\n\nvoid main(void) {\ngl_FragColor = color;\n}",
  14749. colorVertexShader:"precision highp float;\n\nattribute vec3 position;\n\nuniform mat4 worldViewProjection;\n\nvoid main(void) {\ngl_Position = worldViewProjection * vec4(position, 1.0);\n}",
  14750. 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}",
  14751. 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}",
  14752. 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}",
  14753. 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}",
  14754. 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}",
  14755. 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}",
  14756. 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}",
  14757. 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}",
  14758. 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}",
  14759. 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}",
  14760. 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}",
  14761. 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}",
  14762. 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}",
  14763. 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}",
  14764. 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}",
  14765. 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}",
  14766. 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}",
  14767. 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}",
  14768. 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}",
  14769. 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}",
  14770. 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}",
  14771. 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}",
  14772. 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}",
  14773. 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}",
  14774. 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}",
  14775. 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}",
  14776. 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}",
  14777. 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}",
  14778. 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}",
  14779. 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}",
  14780. 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}",
  14781. 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}",
  14782. 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}",
  14783. 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}",
  14784. 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}",
  14785. 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}",
  14786. 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}",
  14787. 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}",
  14788. 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}",
  14789. 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}",
  14790. };
  14791. return Effect;
  14792. })();
  14793. BABYLON.Effect = Effect;
  14794. })(BABYLON || (BABYLON = {}));
  14795. //# sourceMappingURL=babylon.effect.js.mapvar BABYLON;
  14796. (function (BABYLON) {
  14797. var Material = (function () {
  14798. function Material(name, scene, doNotAdd) {
  14799. this.name = name;
  14800. this.checkReadyOnEveryCall = true;
  14801. this.checkReadyOnlyOnce = false;
  14802. this.state = "";
  14803. this.alpha = 1.0;
  14804. this.backFaceCulling = true;
  14805. this._wasPreviouslyReady = false;
  14806. this._fillMode = Material.TriangleFillMode;
  14807. this.pointSize = 1.0;
  14808. this.zOffset = 0;
  14809. this.id = name;
  14810. this._scene = scene;
  14811. if (!doNotAdd) {
  14812. scene.materials.push(this);
  14813. }
  14814. }
  14815. Object.defineProperty(Material, "TriangleFillMode", {
  14816. get: function () {
  14817. return Material._TriangleFillMode;
  14818. },
  14819. enumerable: true,
  14820. configurable: true
  14821. });
  14822. Object.defineProperty(Material, "WireFrameFillMode", {
  14823. get: function () {
  14824. return Material._WireFrameFillMode;
  14825. },
  14826. enumerable: true,
  14827. configurable: true
  14828. });
  14829. Object.defineProperty(Material, "PointFillMode", {
  14830. get: function () {
  14831. return Material._PointFillMode;
  14832. },
  14833. enumerable: true,
  14834. configurable: true
  14835. });
  14836. Object.defineProperty(Material.prototype, "wireframe", {
  14837. get: function () {
  14838. return this._fillMode === Material.WireFrameFillMode;
  14839. },
  14840. set: function (value) {
  14841. this._fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  14842. },
  14843. enumerable: true,
  14844. configurable: true
  14845. });
  14846. Object.defineProperty(Material.prototype, "pointsCloud", {
  14847. get: function () {
  14848. return this._fillMode === Material.PointFillMode;
  14849. },
  14850. set: function (value) {
  14851. this._fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  14852. },
  14853. enumerable: true,
  14854. configurable: true
  14855. });
  14856. Object.defineProperty(Material.prototype, "fillMode", {
  14857. get: function () {
  14858. return this._fillMode;
  14859. },
  14860. set: function (value) {
  14861. this._fillMode = value;
  14862. },
  14863. enumerable: true,
  14864. configurable: true
  14865. });
  14866. Material.prototype.isReady = function (mesh, useInstances) {
  14867. return true;
  14868. };
  14869. Material.prototype.getEffect = function () {
  14870. return this._effect;
  14871. };
  14872. Material.prototype.getScene = function () {
  14873. return this._scene;
  14874. };
  14875. Material.prototype.needAlphaBlending = function () {
  14876. return (this.alpha < 1.0);
  14877. };
  14878. Material.prototype.needAlphaTesting = function () {
  14879. return false;
  14880. };
  14881. Material.prototype.getAlphaTestTexture = function () {
  14882. return null;
  14883. };
  14884. Material.prototype.trackCreation = function (onCompiled, onError) {
  14885. };
  14886. Material.prototype._preBind = function () {
  14887. var engine = this._scene.getEngine();
  14888. engine.enableEffect(this._effect);
  14889. engine.setState(this.backFaceCulling, this.zOffset);
  14890. };
  14891. Material.prototype.bind = function (world, mesh) {
  14892. this._scene._cachedMaterial = this;
  14893. if (this.onBind) {
  14894. this.onBind(this, mesh);
  14895. }
  14896. };
  14897. Material.prototype.bindOnlyWorldMatrix = function (world) {
  14898. };
  14899. Material.prototype.unbind = function () {
  14900. };
  14901. Material.prototype.dispose = function (forceDisposeEffect) {
  14902. // Remove from scene
  14903. var index = this._scene.materials.indexOf(this);
  14904. this._scene.materials.splice(index, 1);
  14905. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  14906. if (forceDisposeEffect && this._effect) {
  14907. this._scene.getEngine()._releaseEffect(this._effect);
  14908. this._effect = null;
  14909. }
  14910. // Callback
  14911. if (this.onDispose) {
  14912. this.onDispose();
  14913. }
  14914. };
  14915. Material._TriangleFillMode = 0;
  14916. Material._WireFrameFillMode = 1;
  14917. Material._PointFillMode = 2;
  14918. return Material;
  14919. })();
  14920. BABYLON.Material = Material;
  14921. })(BABYLON || (BABYLON = {}));
  14922. //# sourceMappingURL=babylon.material.js.map
  14923. var BABYLON;
  14924. (function (BABYLON) {
  14925. var maxSimultaneousLights = 4;
  14926. var FresnelParameters = (function () {
  14927. function FresnelParameters() {
  14928. this.isEnabled = true;
  14929. this.leftColor = BABYLON.Color3.White();
  14930. this.rightColor = BABYLON.Color3.Black();
  14931. this.bias = 0;
  14932. this.power = 1;
  14933. }
  14934. return FresnelParameters;
  14935. })();
  14936. BABYLON.FresnelParameters = FresnelParameters;
  14937. var StandardMaterial = (function (_super) {
  14938. __extends(StandardMaterial, _super);
  14939. function StandardMaterial(name, scene) {
  14940. var _this = this;
  14941. _super.call(this, name, scene);
  14942. this.ambientColor = new BABYLON.Color3(0, 0, 0);
  14943. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  14944. this.specularColor = new BABYLON.Color3(1, 1, 1);
  14945. this.specularPower = 64;
  14946. this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  14947. this.useAlphaFromDiffuseTexture = false;
  14948. this.useSpecularOverAlpha = true;
  14949. this.fogEnabled = true;
  14950. this._cachedDefines = null;
  14951. this._renderTargets = new BABYLON.SmartArray(16);
  14952. this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  14953. this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  14954. this._scaledDiffuse = new BABYLON.Color3();
  14955. this._scaledSpecular = new BABYLON.Color3();
  14956. this.getRenderTargetTextures = function () {
  14957. _this._renderTargets.reset();
  14958. if (_this.reflectionTexture && _this.reflectionTexture.isRenderTarget) {
  14959. _this._renderTargets.push(_this.reflectionTexture);
  14960. }
  14961. return _this._renderTargets;
  14962. };
  14963. }
  14964. StandardMaterial.prototype.needAlphaBlending = function () {
  14965. return (this.alpha < 1.0) || (this.opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled;
  14966. };
  14967. StandardMaterial.prototype.needAlphaTesting = function () {
  14968. return this.diffuseTexture != null && this.diffuseTexture.hasAlpha;
  14969. };
  14970. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  14971. return this.diffuseTexture != null && this.diffuseTexture.hasAlpha && this.useAlphaFromDiffuseTexture;
  14972. };
  14973. StandardMaterial.prototype.getAlphaTestTexture = function () {
  14974. return this.diffuseTexture;
  14975. };
  14976. // Methods
  14977. StandardMaterial.prototype.isReady = function (mesh, useInstances) {
  14978. if (this.checkReadyOnlyOnce) {
  14979. if (this._wasPreviouslyReady) {
  14980. }
  14981. }
  14982. var scene = this.getScene();
  14983. if (!this.checkReadyOnEveryCall) {
  14984. if (this._renderId === scene.getRenderId()) {
  14985. }
  14986. }
  14987. var engine = scene.getEngine();
  14988. var defines = [];
  14989. var fallbacks = new BABYLON.EffectFallbacks();
  14990. var needNormals = false;
  14991. var needUVs = false;
  14992. // Textures
  14993. if (scene.texturesEnabled) {
  14994. if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  14995. if (!this.diffuseTexture.isReady()) {
  14996. return false;
  14997. }
  14998. else {
  14999. needUVs = true;
  15000. defines.push("#define DIFFUSE");
  15001. }
  15002. }
  15003. if (this.ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  15004. if (!this.ambientTexture.isReady()) {
  15005. return false;
  15006. }
  15007. else {
  15008. needUVs = true;
  15009. defines.push("#define AMBIENT");
  15010. }
  15011. }
  15012. if (this.opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  15013. if (!this.opacityTexture.isReady()) {
  15014. return false;
  15015. }
  15016. else {
  15017. needUVs = true;
  15018. defines.push("#define OPACITY");
  15019. if (this.opacityTexture.getAlphaFromRGB) {
  15020. defines.push("#define OPACITYRGB");
  15021. }
  15022. }
  15023. }
  15024. if (this.reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  15025. if (!this.reflectionTexture.isReady()) {
  15026. return false;
  15027. }
  15028. else {
  15029. needNormals = true;
  15030. needUVs = true;
  15031. defines.push("#define REFLECTION");
  15032. fallbacks.addFallback(0, "REFLECTION");
  15033. }
  15034. }
  15035. if (this.emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  15036. if (!this.emissiveTexture.isReady()) {
  15037. return false;
  15038. }
  15039. else {
  15040. needUVs = true;
  15041. defines.push("#define EMISSIVE");
  15042. }
  15043. }
  15044. if (this.specularTexture && StandardMaterial.SpecularTextureEnabled) {
  15045. if (!this.specularTexture.isReady()) {
  15046. return false;
  15047. }
  15048. else {
  15049. needUVs = true;
  15050. defines.push("#define SPECULAR");
  15051. fallbacks.addFallback(0, "SPECULAR");
  15052. }
  15053. }
  15054. }
  15055. if (scene.getEngine().getCaps().standardDerivatives && this.bumpTexture && StandardMaterial.BumpTextureEnabled) {
  15056. if (!this.bumpTexture.isReady()) {
  15057. return false;
  15058. }
  15059. else {
  15060. needUVs = true;
  15061. defines.push("#define BUMP");
  15062. fallbacks.addFallback(0, "BUMP");
  15063. }
  15064. }
  15065. // Effect
  15066. if (this.useSpecularOverAlpha) {
  15067. defines.push("#define SPECULAROVERALPHA");
  15068. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  15069. }
  15070. if (scene.clipPlane) {
  15071. defines.push("#define CLIPPLANE");
  15072. }
  15073. if (engine.getAlphaTesting()) {
  15074. defines.push("#define ALPHATEST");
  15075. }
  15076. if (this._shouldUseAlphaFromDiffuseTexture()) {
  15077. defines.push("#define ALPHAFROMDIFFUSE");
  15078. }
  15079. // Point size
  15080. if (this.pointsCloud || scene.forcePointsCloud) {
  15081. defines.push("#define POINTSIZE");
  15082. }
  15083. // Fog
  15084. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  15085. defines.push("#define FOG");
  15086. fallbacks.addFallback(1, "FOG");
  15087. }
  15088. var shadowsActivated = false;
  15089. var lightIndex = 0;
  15090. if (scene.lightsEnabled) {
  15091. for (var index = 0; index < scene.lights.length; index++) {
  15092. var light = scene.lights[index];
  15093. if (!light.isEnabled()) {
  15094. continue;
  15095. }
  15096. // Excluded check
  15097. if (light._excludedMeshesIds.length > 0) {
  15098. for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
  15099. var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
  15100. if (excludedMesh) {
  15101. light.excludedMeshes.push(excludedMesh);
  15102. }
  15103. }
  15104. light._excludedMeshesIds = [];
  15105. }
  15106. // Included check
  15107. if (light._includedOnlyMeshesIds.length > 0) {
  15108. for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  15109. var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
  15110. if (includedOnlyMesh) {
  15111. light.includedOnlyMeshes.push(includedOnlyMesh);
  15112. }
  15113. }
  15114. light._includedOnlyMeshesIds = [];
  15115. }
  15116. if (!light.canAffectMesh(mesh)) {
  15117. continue;
  15118. }
  15119. needNormals = true;
  15120. defines.push("#define LIGHT" + lightIndex);
  15121. if (lightIndex > 0) {
  15122. fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
  15123. }
  15124. var type;
  15125. if (light instanceof BABYLON.SpotLight) {
  15126. type = "#define SPOTLIGHT" + lightIndex;
  15127. }
  15128. else if (light instanceof BABYLON.HemisphericLight) {
  15129. type = "#define HEMILIGHT" + lightIndex;
  15130. }
  15131. else {
  15132. type = "#define POINTDIRLIGHT" + lightIndex;
  15133. }
  15134. defines.push(type);
  15135. if (lightIndex > 0) {
  15136. fallbacks.addFallback(lightIndex, type.replace("#define ", ""));
  15137. }
  15138. // Shadows
  15139. if (scene.shadowsEnabled) {
  15140. var shadowGenerator = light.getShadowGenerator();
  15141. if (mesh && mesh.receiveShadows && shadowGenerator) {
  15142. defines.push("#define SHADOW" + lightIndex);
  15143. fallbacks.addFallback(0, "SHADOW" + lightIndex);
  15144. if (!shadowsActivated) {
  15145. defines.push("#define SHADOWS");
  15146. shadowsActivated = true;
  15147. }
  15148. if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) {
  15149. defines.push("#define SHADOWVSM" + lightIndex);
  15150. if (lightIndex > 0) {
  15151. fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
  15152. }
  15153. }
  15154. if (shadowGenerator.usePoissonSampling) {
  15155. defines.push("#define SHADOWPCF" + lightIndex);
  15156. if (lightIndex > 0) {
  15157. fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
  15158. }
  15159. }
  15160. }
  15161. }
  15162. lightIndex++;
  15163. if (lightIndex === maxSimultaneousLights)
  15164. break;
  15165. }
  15166. }
  15167. if (StandardMaterial.FresnelEnabled) {
  15168. // Fresnel
  15169. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled || this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled || this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  15170. var fresnelRank = 1;
  15171. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  15172. defines.push("#define DIFFUSEFRESNEL");
  15173. fallbacks.addFallback(fresnelRank, "DIFFUSEFRESNEL");
  15174. fresnelRank++;
  15175. }
  15176. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  15177. defines.push("#define OPACITYFRESNEL");
  15178. fallbacks.addFallback(fresnelRank, "OPACITYFRESNEL");
  15179. fresnelRank++;
  15180. }
  15181. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  15182. defines.push("#define REFLECTIONFRESNEL");
  15183. fallbacks.addFallback(fresnelRank, "REFLECTIONFRESNEL");
  15184. fresnelRank++;
  15185. }
  15186. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  15187. defines.push("#define EMISSIVEFRESNEL");
  15188. fallbacks.addFallback(fresnelRank, "EMISSIVEFRESNEL");
  15189. fresnelRank++;
  15190. }
  15191. needNormals = true;
  15192. defines.push("#define FRESNEL");
  15193. fallbacks.addFallback(fresnelRank - 1, "FRESNEL");
  15194. }
  15195. }
  15196. // Attribs
  15197. var attribs = [BABYLON.VertexBuffer.PositionKind];
  15198. if (mesh) {
  15199. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  15200. attribs.push(BABYLON.VertexBuffer.NormalKind);
  15201. defines.push("#define NORMAL");
  15202. }
  15203. if (needUVs) {
  15204. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  15205. attribs.push(BABYLON.VertexBuffer.UVKind);
  15206. defines.push("#define UV1");
  15207. }
  15208. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  15209. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  15210. defines.push("#define UV2");
  15211. }
  15212. }
  15213. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  15214. attribs.push(BABYLON.VertexBuffer.ColorKind);
  15215. defines.push("#define VERTEXCOLOR");
  15216. if (mesh.hasVertexAlpha) {
  15217. defines.push("#define VERTEXALPHA");
  15218. }
  15219. }
  15220. if (mesh.useBones) {
  15221. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  15222. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  15223. defines.push("#define BONES");
  15224. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  15225. defines.push("#define BONES4");
  15226. fallbacks.addFallback(0, "BONES4");
  15227. }
  15228. // Instances
  15229. if (useInstances) {
  15230. defines.push("#define INSTANCES");
  15231. attribs.push("world0");
  15232. attribs.push("world1");
  15233. attribs.push("world2");
  15234. attribs.push("world3");
  15235. }
  15236. }
  15237. // Get correct effect
  15238. var join = defines.join("\n");
  15239. if (this._cachedDefines !== join) {
  15240. this._cachedDefines = join;
  15241. scene.resetCachedMaterial();
  15242. // Legacy browser patch
  15243. var shaderName = "default";
  15244. if (!scene.getEngine().getCaps().standardDerivatives) {
  15245. shaderName = "legacydefault";
  15246. }
  15247. 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);
  15248. }
  15249. if (!this._effect.isReady()) {
  15250. return false;
  15251. }
  15252. this._renderId = scene.getRenderId();
  15253. this._wasPreviouslyReady = true;
  15254. return true;
  15255. };
  15256. StandardMaterial.prototype.unbind = function () {
  15257. if (this.reflectionTexture && this.reflectionTexture.isRenderTarget) {
  15258. this._effect.setTexture("reflection2DSampler", null);
  15259. }
  15260. };
  15261. StandardMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  15262. this._effect.setMatrix("world", world);
  15263. };
  15264. StandardMaterial.prototype.bind = function (world, mesh) {
  15265. var scene = this.getScene();
  15266. // Matrices
  15267. this.bindOnlyWorldMatrix(world);
  15268. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  15269. // Bones
  15270. if (mesh && mesh.useBones) {
  15271. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  15272. }
  15273. if (scene.getCachedMaterial() !== this) {
  15274. if (StandardMaterial.FresnelEnabled) {
  15275. // Fresnel
  15276. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  15277. this._effect.setColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  15278. this._effect.setColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  15279. }
  15280. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  15281. this._effect.setColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  15282. }
  15283. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  15284. this._effect.setColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  15285. this._effect.setColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  15286. }
  15287. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  15288. this._effect.setColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  15289. this._effect.setColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  15290. }
  15291. }
  15292. // Textures
  15293. if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  15294. this._effect.setTexture("diffuseSampler", this.diffuseTexture);
  15295. this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
  15296. this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
  15297. }
  15298. if (this.ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  15299. this._effect.setTexture("ambientSampler", this.ambientTexture);
  15300. this._effect.setFloat2("vAmbientInfos", this.ambientTexture.coordinatesIndex, this.ambientTexture.level);
  15301. this._effect.setMatrix("ambientMatrix", this.ambientTexture.getTextureMatrix());
  15302. }
  15303. if (this.opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  15304. this._effect.setTexture("opacitySampler", this.opacityTexture);
  15305. this._effect.setFloat2("vOpacityInfos", this.opacityTexture.coordinatesIndex, this.opacityTexture.level);
  15306. this._effect.setMatrix("opacityMatrix", this.opacityTexture.getTextureMatrix());
  15307. }
  15308. if (this.reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  15309. if (this.reflectionTexture.isCube) {
  15310. this._effect.setTexture("reflectionCubeSampler", this.reflectionTexture);
  15311. }
  15312. else {
  15313. this._effect.setTexture("reflection2DSampler", this.reflectionTexture);
  15314. }
  15315. this._effect.setMatrix("reflectionMatrix", this.reflectionTexture.getReflectionTextureMatrix());
  15316. this._effect.setFloat3("vReflectionInfos", this.reflectionTexture.coordinatesMode, this.reflectionTexture.level, this.reflectionTexture.isCube ? 1 : 0);
  15317. }
  15318. if (this.emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  15319. this._effect.setTexture("emissiveSampler", this.emissiveTexture);
  15320. this._effect.setFloat2("vEmissiveInfos", this.emissiveTexture.coordinatesIndex, this.emissiveTexture.level);
  15321. this._effect.setMatrix("emissiveMatrix", this.emissiveTexture.getTextureMatrix());
  15322. }
  15323. if (this.specularTexture && StandardMaterial.SpecularTextureEnabled) {
  15324. this._effect.setTexture("specularSampler", this.specularTexture);
  15325. this._effect.setFloat2("vSpecularInfos", this.specularTexture.coordinatesIndex, this.specularTexture.level);
  15326. this._effect.setMatrix("specularMatrix", this.specularTexture.getTextureMatrix());
  15327. }
  15328. if (this.bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  15329. this._effect.setTexture("bumpSampler", this.bumpTexture);
  15330. this._effect.setFloat2("vBumpInfos", this.bumpTexture.coordinatesIndex, 1.0 / this.bumpTexture.level);
  15331. this._effect.setMatrix("bumpMatrix", this.bumpTexture.getTextureMatrix());
  15332. }
  15333. // Clip plane
  15334. if (scene.clipPlane) {
  15335. var clipPlane = scene.clipPlane;
  15336. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  15337. }
  15338. // Point size
  15339. if (this.pointsCloud) {
  15340. this._effect.setFloat("pointSize", this.pointSize);
  15341. }
  15342. // Colors
  15343. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  15344. // Scaling down color according to emissive
  15345. this._scaledSpecular.r = this.specularColor.r * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.r);
  15346. this._scaledSpecular.g = this.specularColor.g * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.g);
  15347. this._scaledSpecular.b = this.specularColor.b * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.b);
  15348. this._effect.setVector3("vEyePosition", scene.activeCamera.position);
  15349. this._effect.setColor3("vAmbientColor", this._globalAmbientColor);
  15350. this._effect.setColor4("vSpecularColor", this._scaledSpecular, this.specularPower);
  15351. this._effect.setColor3("vEmissiveColor", this.emissiveColor);
  15352. }
  15353. // Scaling down color according to emissive
  15354. this._scaledDiffuse.r = this.diffuseColor.r * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.r);
  15355. this._scaledDiffuse.g = this.diffuseColor.g * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.g);
  15356. this._scaledDiffuse.b = this.diffuseColor.b * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.b);
  15357. this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
  15358. if (scene.lightsEnabled) {
  15359. var lightIndex = 0;
  15360. for (var index = 0; index < scene.lights.length; index++) {
  15361. var light = scene.lights[index];
  15362. if (!light.isEnabled()) {
  15363. continue;
  15364. }
  15365. if (!light.canAffectMesh(mesh)) {
  15366. continue;
  15367. }
  15368. if (light instanceof BABYLON.PointLight) {
  15369. // Point Light
  15370. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  15371. }
  15372. else if (light instanceof BABYLON.DirectionalLight) {
  15373. // Directional Light
  15374. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  15375. }
  15376. else if (light instanceof BABYLON.SpotLight) {
  15377. // Spot Light
  15378. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
  15379. }
  15380. else if (light instanceof BABYLON.HemisphericLight) {
  15381. // Hemispheric Light
  15382. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
  15383. }
  15384. light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
  15385. light.specular.scaleToRef(light.intensity, this._scaledSpecular);
  15386. this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
  15387. this._effect.setColor3("vLightSpecular" + lightIndex, this._scaledSpecular);
  15388. // Shadows
  15389. if (scene.shadowsEnabled) {
  15390. var shadowGenerator = light.getShadowGenerator();
  15391. if (mesh.receiveShadows && shadowGenerator) {
  15392. this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
  15393. this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
  15394. this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias);
  15395. }
  15396. }
  15397. lightIndex++;
  15398. if (lightIndex === maxSimultaneousLights)
  15399. break;
  15400. }
  15401. }
  15402. // View
  15403. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this.reflectionTexture) {
  15404. this._effect.setMatrix("view", scene.getViewMatrix());
  15405. }
  15406. // Fog
  15407. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  15408. this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  15409. this._effect.setColor3("vFogColor", scene.fogColor);
  15410. }
  15411. _super.prototype.bind.call(this, world, mesh);
  15412. };
  15413. StandardMaterial.prototype.getAnimatables = function () {
  15414. var results = [];
  15415. if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
  15416. results.push(this.diffuseTexture);
  15417. }
  15418. if (this.ambientTexture && this.ambientTexture.animations && this.ambientTexture.animations.length > 0) {
  15419. results.push(this.ambientTexture);
  15420. }
  15421. if (this.opacityTexture && this.opacityTexture.animations && this.opacityTexture.animations.length > 0) {
  15422. results.push(this.opacityTexture);
  15423. }
  15424. if (this.reflectionTexture && this.reflectionTexture.animations && this.reflectionTexture.animations.length > 0) {
  15425. results.push(this.reflectionTexture);
  15426. }
  15427. if (this.emissiveTexture && this.emissiveTexture.animations && this.emissiveTexture.animations.length > 0) {
  15428. results.push(this.emissiveTexture);
  15429. }
  15430. if (this.specularTexture && this.specularTexture.animations && this.specularTexture.animations.length > 0) {
  15431. results.push(this.specularTexture);
  15432. }
  15433. if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
  15434. results.push(this.bumpTexture);
  15435. }
  15436. return results;
  15437. };
  15438. StandardMaterial.prototype.dispose = function (forceDisposeEffect) {
  15439. if (this.diffuseTexture) {
  15440. this.diffuseTexture.dispose();
  15441. }
  15442. if (this.ambientTexture) {
  15443. this.ambientTexture.dispose();
  15444. }
  15445. if (this.opacityTexture) {
  15446. this.opacityTexture.dispose();
  15447. }
  15448. if (this.reflectionTexture) {
  15449. this.reflectionTexture.dispose();
  15450. }
  15451. if (this.emissiveTexture) {
  15452. this.emissiveTexture.dispose();
  15453. }
  15454. if (this.specularTexture) {
  15455. this.specularTexture.dispose();
  15456. }
  15457. if (this.bumpTexture) {
  15458. this.bumpTexture.dispose();
  15459. }
  15460. _super.prototype.dispose.call(this, forceDisposeEffect);
  15461. };
  15462. StandardMaterial.prototype.clone = function (name) {
  15463. var newStandardMaterial = new StandardMaterial(name, this.getScene());
  15464. // Base material
  15465. newStandardMaterial.checkReadyOnEveryCall = this.checkReadyOnEveryCall;
  15466. newStandardMaterial.alpha = this.alpha;
  15467. newStandardMaterial.fillMode = this.fillMode;
  15468. newStandardMaterial.backFaceCulling = this.backFaceCulling;
  15469. // Standard material
  15470. if (this.diffuseTexture && this.diffuseTexture.clone) {
  15471. newStandardMaterial.diffuseTexture = this.diffuseTexture.clone();
  15472. }
  15473. if (this.ambientTexture && this.ambientTexture.clone) {
  15474. newStandardMaterial.ambientTexture = this.ambientTexture.clone();
  15475. }
  15476. if (this.opacityTexture && this.opacityTexture.clone) {
  15477. newStandardMaterial.opacityTexture = this.opacityTexture.clone();
  15478. }
  15479. if (this.reflectionTexture && this.reflectionTexture.clone) {
  15480. newStandardMaterial.reflectionTexture = this.reflectionTexture.clone();
  15481. }
  15482. if (this.emissiveTexture && this.emissiveTexture.clone) {
  15483. newStandardMaterial.emissiveTexture = this.emissiveTexture.clone();
  15484. }
  15485. if (this.specularTexture && this.specularTexture.clone) {
  15486. newStandardMaterial.specularTexture = this.specularTexture.clone();
  15487. }
  15488. if (this.bumpTexture && this.bumpTexture.clone) {
  15489. newStandardMaterial.bumpTexture = this.bumpTexture.clone();
  15490. }
  15491. newStandardMaterial.ambientColor = this.ambientColor.clone();
  15492. newStandardMaterial.diffuseColor = this.diffuseColor.clone();
  15493. newStandardMaterial.specularColor = this.specularColor.clone();
  15494. newStandardMaterial.specularPower = this.specularPower;
  15495. newStandardMaterial.emissiveColor = this.emissiveColor.clone();
  15496. return newStandardMaterial;
  15497. };
  15498. // Statics
  15499. // Flags used to enable or disable a type of texture for all Standard Materials
  15500. StandardMaterial.DiffuseTextureEnabled = true;
  15501. StandardMaterial.AmbientTextureEnabled = true;
  15502. StandardMaterial.OpacityTextureEnabled = true;
  15503. StandardMaterial.ReflectionTextureEnabled = true;
  15504. StandardMaterial.EmissiveTextureEnabled = true;
  15505. StandardMaterial.SpecularTextureEnabled = true;
  15506. StandardMaterial.BumpTextureEnabled = true;
  15507. StandardMaterial.FresnelEnabled = true;
  15508. return StandardMaterial;
  15509. })(BABYLON.Material);
  15510. BABYLON.StandardMaterial = StandardMaterial;
  15511. })(BABYLON || (BABYLON = {}));
  15512. //# sourceMappingURL=babylon.standardMaterial.js.map
  15513. var BABYLON;
  15514. (function (BABYLON) {
  15515. var MultiMaterial = (function (_super) {
  15516. __extends(MultiMaterial, _super);
  15517. function MultiMaterial(name, scene) {
  15518. _super.call(this, name, scene, true);
  15519. this.subMaterials = new Array();
  15520. scene.multiMaterials.push(this);
  15521. }
  15522. // Properties
  15523. MultiMaterial.prototype.getSubMaterial = function (index) {
  15524. if (index < 0 || index >= this.subMaterials.length) {
  15525. return this.getScene().defaultMaterial;
  15526. }
  15527. return this.subMaterials[index];
  15528. };
  15529. // Methods
  15530. MultiMaterial.prototype.isReady = function (mesh) {
  15531. for (var index = 0; index < this.subMaterials.length; index++) {
  15532. var subMaterial = this.subMaterials[index];
  15533. if (subMaterial) {
  15534. if (!this.subMaterials[index].isReady(mesh)) {
  15535. return false;
  15536. }
  15537. }
  15538. }
  15539. return true;
  15540. };
  15541. return MultiMaterial;
  15542. })(BABYLON.Material);
  15543. BABYLON.MultiMaterial = MultiMaterial;
  15544. })(BABYLON || (BABYLON = {}));
  15545. //# sourceMappingURL=babylon.multiMaterial.js.mapvar BABYLON;
  15546. (function (BABYLON) {
  15547. var Database = (function () {
  15548. function Database(urlToScene, callbackManifestChecked) {
  15549. // Handling various flavors of prefixed version of IndexedDB
  15550. this.idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  15551. this.callbackManifestChecked = callbackManifestChecked;
  15552. this.currentSceneUrl = BABYLON.Database.ReturnFullUrlLocation(urlToScene);
  15553. this.db = null;
  15554. this.enableSceneOffline = false;
  15555. this.enableTexturesOffline = false;
  15556. this.manifestVersionFound = 0;
  15557. this.mustUpdateRessources = false;
  15558. this.hasReachedQuota = false;
  15559. this.checkManifestFile();
  15560. }
  15561. Database.prototype.checkManifestFile = function () {
  15562. var _this = this;
  15563. function noManifestFile() {
  15564. //BABYLON.Tools.Log("Valid manifest file not found. Scene & textures will be loaded directly from the web server.");
  15565. that.enableSceneOffline = false;
  15566. that.enableTexturesOffline = false;
  15567. that.callbackManifestChecked(false);
  15568. }
  15569. var that = this;
  15570. var manifestURL = this.currentSceneUrl + ".manifest";
  15571. var xhr = new XMLHttpRequest();
  15572. var manifestURLTimeStamped = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + (new Date()).getTime();
  15573. xhr.open("GET", manifestURLTimeStamped, true);
  15574. xhr.addEventListener("load", function () {
  15575. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  15576. try {
  15577. var manifestFile = JSON.parse(xhr.response);
  15578. _this.enableSceneOffline = manifestFile.enableSceneOffline;
  15579. _this.enableTexturesOffline = manifestFile.enableTexturesOffline;
  15580. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  15581. _this.manifestVersionFound = manifestFile.version;
  15582. }
  15583. if (_this.callbackManifestChecked) {
  15584. _this.callbackManifestChecked(true);
  15585. }
  15586. }
  15587. catch (ex) {
  15588. noManifestFile();
  15589. }
  15590. }
  15591. else {
  15592. noManifestFile();
  15593. }
  15594. }, false);
  15595. xhr.addEventListener("error", function (event) {
  15596. noManifestFile();
  15597. }, false);
  15598. try {
  15599. xhr.send();
  15600. }
  15601. catch (ex) {
  15602. BABYLON.Tools.Error("Error on XHR send request.");
  15603. that.callbackManifestChecked(false);
  15604. }
  15605. };
  15606. Database.prototype.openAsync = function (successCallback, errorCallback) {
  15607. var _this = this;
  15608. function handleError() {
  15609. that.isSupported = false;
  15610. if (errorCallback)
  15611. errorCallback();
  15612. }
  15613. var that = this;
  15614. if (!this.idbFactory || !(this.enableSceneOffline || this.enableTexturesOffline)) {
  15615. // Your browser doesn't support IndexedDB
  15616. this.isSupported = false;
  15617. if (errorCallback)
  15618. errorCallback();
  15619. }
  15620. else {
  15621. // If the DB hasn't been opened or created yet
  15622. if (!this.db) {
  15623. this.hasReachedQuota = false;
  15624. this.isSupported = true;
  15625. var request = this.idbFactory.open("babylonjs", 1);
  15626. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  15627. request.onerror = function (event) {
  15628. handleError();
  15629. };
  15630. // executes when a version change transaction cannot complete due to other active transactions
  15631. request.onblocked = function (event) {
  15632. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  15633. handleError();
  15634. };
  15635. // DB has been opened successfully
  15636. request.onsuccess = function (event) {
  15637. _this.db = request.result;
  15638. successCallback();
  15639. };
  15640. // Initialization of the DB. Creating Scenes & Textures stores
  15641. request.onupgradeneeded = function (event) {
  15642. _this.db = (event.target).result;
  15643. try {
  15644. var scenesStore = _this.db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  15645. var versionsStore = _this.db.createObjectStore("versions", { keyPath: "sceneUrl" });
  15646. var texturesStore = _this.db.createObjectStore("textures", { keyPath: "textureUrl" });
  15647. }
  15648. catch (ex) {
  15649. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  15650. handleError();
  15651. }
  15652. };
  15653. }
  15654. else {
  15655. if (successCallback)
  15656. successCallback();
  15657. }
  15658. }
  15659. };
  15660. Database.prototype.loadImageFromDB = function (url, image) {
  15661. var _this = this;
  15662. var completeURL = Database.ReturnFullUrlLocation(url);
  15663. var saveAndLoadImage = function () {
  15664. if (!_this.hasReachedQuota && _this.db !== null) {
  15665. // the texture is not yet in the DB, let's try to save it
  15666. _this._saveImageIntoDBAsync(completeURL, image);
  15667. }
  15668. else {
  15669. image.src = url;
  15670. }
  15671. };
  15672. if (!this.mustUpdateRessources) {
  15673. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  15674. }
  15675. else {
  15676. saveAndLoadImage();
  15677. }
  15678. };
  15679. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  15680. if (this.isSupported && this.db !== null) {
  15681. var texture;
  15682. var transaction = this.db.transaction(["textures"]);
  15683. transaction.onabort = function (event) {
  15684. image.src = url;
  15685. };
  15686. transaction.oncomplete = function (event) {
  15687. var blobTextureURL;
  15688. if (texture) {
  15689. var URL = window.URL || window.webkitURL;
  15690. blobTextureURL = URL.createObjectURL(texture.data, { oneTimeOnly: true });
  15691. image.onerror = function () {
  15692. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  15693. image.src = url;
  15694. };
  15695. image.src = blobTextureURL;
  15696. }
  15697. else {
  15698. notInDBCallback();
  15699. }
  15700. };
  15701. var getRequest = transaction.objectStore("textures").get(url);
  15702. getRequest.onsuccess = function (event) {
  15703. texture = (event.target).result;
  15704. };
  15705. getRequest.onerror = function (event) {
  15706. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  15707. image.src = url;
  15708. };
  15709. }
  15710. else {
  15711. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  15712. image.src = url;
  15713. }
  15714. };
  15715. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  15716. var _this = this;
  15717. if (this.isSupported) {
  15718. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  15719. var generateBlobUrl = function () {
  15720. var blobTextureURL;
  15721. if (blob) {
  15722. var URL = window.URL || window.webkitURL;
  15723. try {
  15724. blobTextureURL = URL.createObjectURL(blob, { oneTimeOnly: true });
  15725. }
  15726. catch (ex) {
  15727. blobTextureURL = URL.createObjectURL(blob);
  15728. }
  15729. }
  15730. image.src = blobTextureURL;
  15731. };
  15732. if (Database.isUASupportingBlobStorage) {
  15733. var xhr = new XMLHttpRequest(), blob;
  15734. xhr.open("GET", url, true);
  15735. xhr.responseType = "blob";
  15736. xhr.addEventListener("load", function () {
  15737. if (xhr.status === 200) {
  15738. // Blob as response (XHR2)
  15739. blob = xhr.response;
  15740. var transaction = _this.db.transaction(["textures"], "readwrite");
  15741. // the transaction could abort because of a QuotaExceededError error
  15742. transaction.onabort = function (event) {
  15743. try {
  15744. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  15745. if (event.srcElement['error'] && event.srcElement['error'].name === "QuotaExceededError") {
  15746. this.hasReachedQuota = true;
  15747. }
  15748. }
  15749. catch (ex) {
  15750. }
  15751. generateBlobUrl();
  15752. };
  15753. transaction.oncomplete = function (event) {
  15754. generateBlobUrl();
  15755. };
  15756. var newTexture = { textureUrl: url, data: blob };
  15757. try {
  15758. // Put the blob into the dabase
  15759. var addRequest = transaction.objectStore("textures").put(newTexture);
  15760. addRequest.onsuccess = function (event) {
  15761. };
  15762. addRequest.onerror = function (event) {
  15763. generateBlobUrl();
  15764. };
  15765. }
  15766. catch (ex) {
  15767. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  15768. if (ex.code === 25) {
  15769. Database.isUASupportingBlobStorage = false;
  15770. }
  15771. image.src = url;
  15772. }
  15773. }
  15774. else {
  15775. image.src = url;
  15776. }
  15777. }, false);
  15778. xhr.addEventListener("error", function (event) {
  15779. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  15780. image.src = url;
  15781. }, false);
  15782. xhr.send();
  15783. }
  15784. else {
  15785. image.src = url;
  15786. }
  15787. }
  15788. else {
  15789. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  15790. image.src = url;
  15791. }
  15792. };
  15793. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  15794. var _this = this;
  15795. var updateVersion = function (event) {
  15796. // the version is not yet in the DB or we need to update it
  15797. _this._saveVersionIntoDBAsync(url, versionLoaded);
  15798. };
  15799. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  15800. };
  15801. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  15802. var _this = this;
  15803. if (this.isSupported) {
  15804. var version;
  15805. try {
  15806. var transaction = this.db.transaction(["versions"]);
  15807. transaction.oncomplete = function (event) {
  15808. if (version) {
  15809. // If the version in the JSON file is > than the version in DB
  15810. if (_this.manifestVersionFound > version.data) {
  15811. _this.mustUpdateRessources = true;
  15812. updateInDBCallback();
  15813. }
  15814. else {
  15815. callback(version.data);
  15816. }
  15817. }
  15818. else {
  15819. _this.mustUpdateRessources = true;
  15820. updateInDBCallback();
  15821. }
  15822. };
  15823. transaction.onabort = function (event) {
  15824. callback(-1);
  15825. };
  15826. var getRequest = transaction.objectStore("versions").get(url);
  15827. getRequest.onsuccess = function (event) {
  15828. version = (event.target).result;
  15829. };
  15830. getRequest.onerror = function (event) {
  15831. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  15832. callback(-1);
  15833. };
  15834. }
  15835. catch (ex) {
  15836. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  15837. callback(-1);
  15838. }
  15839. }
  15840. else {
  15841. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  15842. callback(-1);
  15843. }
  15844. };
  15845. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  15846. var _this = this;
  15847. if (this.isSupported && !this.hasReachedQuota) {
  15848. try {
  15849. // Open a transaction to the database
  15850. var transaction = this.db.transaction(["versions"], "readwrite");
  15851. // the transaction could abort because of a QuotaExceededError error
  15852. transaction.onabort = function (event) {
  15853. try {
  15854. if (event.srcElement['error'] && event.srcElement['error'].name === "QuotaExceededError") {
  15855. _this.hasReachedQuota = true;
  15856. }
  15857. }
  15858. catch (ex) {
  15859. }
  15860. callback(-1);
  15861. };
  15862. transaction.oncomplete = function (event) {
  15863. callback(_this.manifestVersionFound);
  15864. };
  15865. var newVersion = { sceneUrl: url, data: this.manifestVersionFound };
  15866. // Put the scene into the database
  15867. var addRequest = transaction.objectStore("versions").put(newVersion);
  15868. addRequest.onsuccess = function (event) {
  15869. };
  15870. addRequest.onerror = function (event) {
  15871. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  15872. };
  15873. }
  15874. catch (ex) {
  15875. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  15876. callback(-1);
  15877. }
  15878. }
  15879. else {
  15880. callback(-1);
  15881. }
  15882. };
  15883. Database.prototype.loadFileFromDB = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  15884. var _this = this;
  15885. var completeUrl = Database.ReturnFullUrlLocation(url);
  15886. var saveAndLoadFile = function (event) {
  15887. // the scene is not yet in the DB, let's try to save it
  15888. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack);
  15889. };
  15890. this._checkVersionFromDB(completeUrl, function (version) {
  15891. if (version !== -1) {
  15892. if (!_this.mustUpdateRessources) {
  15893. _this._loadFileFromDBAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  15894. }
  15895. else {
  15896. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer);
  15897. }
  15898. }
  15899. else {
  15900. errorCallback();
  15901. }
  15902. });
  15903. };
  15904. Database.prototype._loadFileFromDBAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  15905. if (this.isSupported) {
  15906. var targetStore;
  15907. if (url.indexOf(".babylon") !== -1) {
  15908. targetStore = "scenes";
  15909. }
  15910. else {
  15911. targetStore = "textures";
  15912. }
  15913. var file;
  15914. var transaction = this.db.transaction([targetStore]);
  15915. transaction.oncomplete = function (event) {
  15916. if (file) {
  15917. callback(file.data);
  15918. }
  15919. else {
  15920. notInDBCallback();
  15921. }
  15922. };
  15923. transaction.onabort = function (event) {
  15924. notInDBCallback();
  15925. };
  15926. var getRequest = transaction.objectStore(targetStore).get(url);
  15927. getRequest.onsuccess = function (event) {
  15928. file = (event.target).result;
  15929. };
  15930. getRequest.onerror = function (event) {
  15931. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  15932. notInDBCallback();
  15933. };
  15934. }
  15935. else {
  15936. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  15937. callback();
  15938. }
  15939. };
  15940. Database.prototype._saveFileIntoDBAsync = function (url, callback, progressCallback, useArrayBuffer) {
  15941. var _this = this;
  15942. if (this.isSupported) {
  15943. var targetStore;
  15944. if (url.indexOf(".babylon") !== -1) {
  15945. targetStore = "scenes";
  15946. }
  15947. else {
  15948. targetStore = "textures";
  15949. }
  15950. // Create XHR
  15951. var xhr = new XMLHttpRequest(), fileData;
  15952. xhr.open("GET", url, true);
  15953. if (useArrayBuffer) {
  15954. xhr.responseType = "arraybuffer";
  15955. }
  15956. xhr.onprogress = progressCallback;
  15957. xhr.addEventListener("load", function () {
  15958. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6)) {
  15959. // Blob as response (XHR2)
  15960. //fileData = xhr.responseText;
  15961. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  15962. if (!_this.hasReachedQuota) {
  15963. // Open a transaction to the database
  15964. var transaction = _this.db.transaction([targetStore], "readwrite");
  15965. // the transaction could abort because of a QuotaExceededError error
  15966. transaction.onabort = function (event) {
  15967. try {
  15968. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  15969. if (event.srcElement['error'] && event.srcElement['error'].name === "QuotaExceededError") {
  15970. this.hasReachedQuota = true;
  15971. }
  15972. }
  15973. catch (ex) {
  15974. }
  15975. callback(fileData);
  15976. };
  15977. transaction.oncomplete = function (event) {
  15978. callback(fileData);
  15979. };
  15980. var newFile;
  15981. if (targetStore === "scenes") {
  15982. newFile = { sceneUrl: url, data: fileData, version: _this.manifestVersionFound };
  15983. }
  15984. else {
  15985. newFile = { textureUrl: url, data: fileData };
  15986. }
  15987. try {
  15988. // Put the scene into the database
  15989. var addRequest = transaction.objectStore(targetStore).put(newFile);
  15990. addRequest.onsuccess = function (event) {
  15991. };
  15992. addRequest.onerror = function (event) {
  15993. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  15994. };
  15995. }
  15996. catch (ex) {
  15997. callback(fileData);
  15998. }
  15999. }
  16000. else {
  16001. callback(fileData);
  16002. }
  16003. }
  16004. else {
  16005. callback();
  16006. }
  16007. }, false);
  16008. xhr.addEventListener("error", function (event) {
  16009. BABYLON.Tools.Error("error on XHR request.");
  16010. callback();
  16011. }, false);
  16012. xhr.send();
  16013. }
  16014. else {
  16015. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  16016. callback();
  16017. }
  16018. };
  16019. Database.isUASupportingBlobStorage = true;
  16020. Database.parseURL = function (url) {
  16021. var a = document.createElement('a');
  16022. a.href = url;
  16023. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  16024. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  16025. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  16026. return absLocation;
  16027. };
  16028. Database.ReturnFullUrlLocation = function (url) {
  16029. if (url.indexOf("http:/") === -1) {
  16030. return (BABYLON.Database.parseURL(window.location.href) + url);
  16031. }
  16032. else {
  16033. return url;
  16034. }
  16035. };
  16036. return Database;
  16037. })();
  16038. BABYLON.Database = Database;
  16039. })(BABYLON || (BABYLON = {}));
  16040. //# sourceMappingURL=babylon.database.js.mapvar BABYLON;
  16041. (function (BABYLON) {
  16042. var SpriteManager = (function () {
  16043. function SpriteManager(name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  16044. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  16045. this.name = name;
  16046. this.cellSize = cellSize;
  16047. this.sprites = new Array();
  16048. this.renderingGroupId = 0;
  16049. this.fogEnabled = true;
  16050. this._vertexDeclaration = [4, 4, 4, 4];
  16051. this._vertexStrideSize = 16 * 4; // 15 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color)
  16052. this._capacity = capacity;
  16053. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  16054. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  16055. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  16056. this._epsilon = epsilon === undefined ? 0.01 : epsilon;
  16057. this._scene = scene;
  16058. this._scene.spriteManagers.push(this);
  16059. // VBO
  16060. this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
  16061. var indices = [];
  16062. var index = 0;
  16063. for (var count = 0; count < capacity; count++) {
  16064. indices.push(index);
  16065. indices.push(index + 1);
  16066. indices.push(index + 2);
  16067. indices.push(index);
  16068. indices.push(index + 2);
  16069. indices.push(index + 3);
  16070. index += 4;
  16071. }
  16072. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  16073. this._vertices = new Float32Array(capacity * this._vertexStrideSize);
  16074. // Effects
  16075. this._effectBase = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  16076. this._effectFog = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  16077. }
  16078. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  16079. var arrayOffset = index * 16;
  16080. if (offsetX === 0)
  16081. offsetX = this._epsilon;
  16082. else if (offsetX === 1)
  16083. offsetX = 1 - this._epsilon;
  16084. if (offsetY === 0)
  16085. offsetY = this._epsilon;
  16086. else if (offsetY === 1)
  16087. offsetY = 1 - this._epsilon;
  16088. this._vertices[arrayOffset] = sprite.position.x;
  16089. this._vertices[arrayOffset + 1] = sprite.position.y;
  16090. this._vertices[arrayOffset + 2] = sprite.position.z;
  16091. this._vertices[arrayOffset + 3] = sprite.angle;
  16092. this._vertices[arrayOffset + 4] = sprite.width;
  16093. this._vertices[arrayOffset + 5] = sprite.height;
  16094. this._vertices[arrayOffset + 6] = offsetX;
  16095. this._vertices[arrayOffset + 7] = offsetY;
  16096. this._vertices[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  16097. this._vertices[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  16098. var offset = (sprite.cellIndex / rowSize) >> 0;
  16099. this._vertices[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  16100. this._vertices[arrayOffset + 11] = offset;
  16101. // Color
  16102. this._vertices[arrayOffset + 12] = sprite.color.r;
  16103. this._vertices[arrayOffset + 13] = sprite.color.g;
  16104. this._vertices[arrayOffset + 14] = sprite.color.b;
  16105. this._vertices[arrayOffset + 15] = sprite.color.a;
  16106. };
  16107. SpriteManager.prototype.render = function () {
  16108. // Check
  16109. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady())
  16110. return;
  16111. var engine = this._scene.getEngine();
  16112. var baseSize = this._spriteTexture.getBaseSize();
  16113. // Sprites
  16114. var deltaTime = engine.getDeltaTime();
  16115. var max = Math.min(this._capacity, this.sprites.length);
  16116. var rowSize = baseSize.width / this.cellSize;
  16117. var offset = 0;
  16118. for (var index = 0; index < max; index++) {
  16119. var sprite = this.sprites[index];
  16120. if (!sprite) {
  16121. continue;
  16122. }
  16123. sprite._animate(deltaTime);
  16124. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  16125. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  16126. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  16127. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  16128. }
  16129. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
  16130. // Render
  16131. var effect = this._effectBase;
  16132. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  16133. effect = this._effectFog;
  16134. }
  16135. engine.enableEffect(effect);
  16136. var viewMatrix = this._scene.getViewMatrix();
  16137. effect.setTexture("diffuseSampler", this._spriteTexture);
  16138. effect.setMatrix("view", viewMatrix);
  16139. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  16140. effect.setFloat2("textureInfos", this.cellSize / baseSize.width, this.cellSize / baseSize.height);
  16141. // Fog
  16142. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  16143. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  16144. effect.setColor3("vFogColor", this._scene.fogColor);
  16145. }
  16146. // VBOs
  16147. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  16148. // Draw order
  16149. engine.setDepthFunctionToLessOrEqual();
  16150. effect.setBool("alphaTest", true);
  16151. engine.setColorWrite(false);
  16152. engine.draw(true, 0, max * 6);
  16153. engine.setColorWrite(true);
  16154. effect.setBool("alphaTest", false);
  16155. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  16156. engine.draw(true, 0, max * 6);
  16157. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  16158. };
  16159. SpriteManager.prototype.dispose = function () {
  16160. if (this._vertexBuffer) {
  16161. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  16162. this._vertexBuffer = null;
  16163. }
  16164. if (this._indexBuffer) {
  16165. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  16166. this._indexBuffer = null;
  16167. }
  16168. if (this._spriteTexture) {
  16169. this._spriteTexture.dispose();
  16170. this._spriteTexture = null;
  16171. }
  16172. // Remove from scene
  16173. var index = this._scene.spriteManagers.indexOf(this);
  16174. this._scene.spriteManagers.splice(index, 1);
  16175. // Callback
  16176. if (this.onDispose) {
  16177. this.onDispose();
  16178. }
  16179. };
  16180. return SpriteManager;
  16181. })();
  16182. BABYLON.SpriteManager = SpriteManager;
  16183. })(BABYLON || (BABYLON = {}));
  16184. //# sourceMappingURL=babylon.spriteManager.js.mapvar BABYLON;
  16185. (function (BABYLON) {
  16186. var Sprite = (function () {
  16187. function Sprite(name, manager) {
  16188. this.name = name;
  16189. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  16190. this.width = 1.0;
  16191. this.height = 1.0;
  16192. this.angle = 0;
  16193. this.cellIndex = 0;
  16194. this.invertU = 0;
  16195. this.invertV = 0;
  16196. this.animations = new Array();
  16197. this._animationStarted = false;
  16198. this._loopAnimation = false;
  16199. this._fromIndex = 0;
  16200. this._toIndex = 0;
  16201. this._delay = 0;
  16202. this._direction = 1;
  16203. this._frameCount = 0;
  16204. this._time = 0;
  16205. this._manager = manager;
  16206. this._manager.sprites.push(this);
  16207. this.position = BABYLON.Vector3.Zero();
  16208. }
  16209. Object.defineProperty(Sprite.prototype, "size", {
  16210. get: function () {
  16211. return this.width;
  16212. },
  16213. set: function (value) {
  16214. this.width = value;
  16215. this.height = value;
  16216. },
  16217. enumerable: true,
  16218. configurable: true
  16219. });
  16220. Sprite.prototype.playAnimation = function (from, to, loop, delay) {
  16221. this._fromIndex = from;
  16222. this._toIndex = to;
  16223. this._loopAnimation = loop;
  16224. this._delay = delay;
  16225. this._animationStarted = true;
  16226. this._direction = from < to ? 1 : -1;
  16227. this.cellIndex = from;
  16228. this._time = 0;
  16229. };
  16230. Sprite.prototype.stopAnimation = function () {
  16231. this._animationStarted = false;
  16232. };
  16233. Sprite.prototype._animate = function (deltaTime) {
  16234. if (!this._animationStarted)
  16235. return;
  16236. this._time += deltaTime;
  16237. if (this._time > this._delay) {
  16238. this._time = this._time % this._delay;
  16239. this.cellIndex += this._direction;
  16240. if (this.cellIndex == this._toIndex) {
  16241. if (this._loopAnimation) {
  16242. this.cellIndex = this._fromIndex;
  16243. }
  16244. else {
  16245. this._animationStarted = false;
  16246. if (this.disposeWhenFinishedAnimating) {
  16247. this.dispose();
  16248. }
  16249. }
  16250. }
  16251. }
  16252. };
  16253. Sprite.prototype.dispose = function () {
  16254. for (var i = 0; i < this._manager.sprites.length; i++) {
  16255. if (this._manager.sprites[i] == this) {
  16256. this._manager.sprites.splice(i, 1);
  16257. }
  16258. }
  16259. };
  16260. return Sprite;
  16261. })();
  16262. BABYLON.Sprite = Sprite;
  16263. })(BABYLON || (BABYLON = {}));
  16264. //# sourceMappingURL=babylon.sprite.js.mapvar BABYLON;
  16265. (function (BABYLON) {
  16266. var Layer = (function () {
  16267. function Layer(name, imgUrl, scene, isBackground, color) {
  16268. this.name = name;
  16269. this._vertexDeclaration = [2];
  16270. this._vertexStrideSize = 2 * 4;
  16271. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  16272. this.isBackground = isBackground === undefined ? true : isBackground;
  16273. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  16274. this._scene = scene;
  16275. this._scene.layers.push(this);
  16276. // VBO
  16277. var vertices = [];
  16278. vertices.push(1, 1);
  16279. vertices.push(-1, 1);
  16280. vertices.push(-1, -1);
  16281. vertices.push(1, -1);
  16282. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  16283. // Indices
  16284. var indices = [];
  16285. indices.push(0);
  16286. indices.push(1);
  16287. indices.push(2);
  16288. indices.push(0);
  16289. indices.push(2);
  16290. indices.push(3);
  16291. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  16292. // Effects
  16293. this._effect = this._scene.getEngine().createEffect("layer", ["position"], ["textureMatrix", "color"], ["textureSampler"], "");
  16294. }
  16295. Layer.prototype.render = function () {
  16296. // Check
  16297. if (!this._effect.isReady() || !this.texture || !this.texture.isReady())
  16298. return;
  16299. var engine = this._scene.getEngine();
  16300. // Render
  16301. engine.enableEffect(this._effect);
  16302. engine.setState(false);
  16303. // Texture
  16304. this._effect.setTexture("textureSampler", this.texture);
  16305. this._effect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  16306. // Color
  16307. this._effect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  16308. // VBOs
  16309. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  16310. // Draw order
  16311. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  16312. engine.draw(true, 0, 6);
  16313. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  16314. };
  16315. Layer.prototype.dispose = function () {
  16316. if (this._vertexBuffer) {
  16317. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  16318. this._vertexBuffer = null;
  16319. }
  16320. if (this._indexBuffer) {
  16321. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  16322. this._indexBuffer = null;
  16323. }
  16324. if (this.texture) {
  16325. this.texture.dispose();
  16326. this.texture = null;
  16327. }
  16328. // Remove from scene
  16329. var index = this._scene.layers.indexOf(this);
  16330. this._scene.layers.splice(index, 1);
  16331. // Callback
  16332. if (this.onDispose) {
  16333. this.onDispose();
  16334. }
  16335. };
  16336. return Layer;
  16337. })();
  16338. BABYLON.Layer = Layer;
  16339. })(BABYLON || (BABYLON = {}));
  16340. //# sourceMappingURL=babylon.layer.js.mapvar BABYLON;
  16341. (function (BABYLON) {
  16342. var Particle = (function () {
  16343. function Particle() {
  16344. this.position = BABYLON.Vector3.Zero();
  16345. this.direction = BABYLON.Vector3.Zero();
  16346. this.color = new BABYLON.Color4(0, 0, 0, 0);
  16347. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  16348. this.lifeTime = 1.0;
  16349. this.age = 0;
  16350. this.size = 0;
  16351. this.angle = 0;
  16352. this.angularSpeed = 0;
  16353. }
  16354. Particle.prototype.copyTo = function (other) {
  16355. other.position.copyFrom(this.position);
  16356. other.direction.copyFrom(this.direction);
  16357. other.color.copyFrom(this.color);
  16358. other.colorStep.copyFrom(this.colorStep);
  16359. other.lifeTime = this.lifeTime;
  16360. other.age = this.age;
  16361. other.size = this.size;
  16362. other.angle = this.angle;
  16363. other.angularSpeed = this.angularSpeed;
  16364. };
  16365. return Particle;
  16366. })();
  16367. BABYLON.Particle = Particle;
  16368. })(BABYLON || (BABYLON = {}));
  16369. //# sourceMappingURL=babylon.particle.js.mapvar BABYLON;
  16370. (function (BABYLON) {
  16371. var randomNumber = function (min, max) {
  16372. if (min === max) {
  16373. return (min);
  16374. }
  16375. var random = Math.random();
  16376. return ((random * (max - min)) + min);
  16377. };
  16378. var ParticleSystem = (function () {
  16379. function ParticleSystem(name, capacity, scene, customEffect) {
  16380. var _this = this;
  16381. this.name = name;
  16382. this.renderingGroupId = 0;
  16383. this.emitter = null;
  16384. this.emitRate = 10;
  16385. this.manualEmitCount = -1;
  16386. this.updateSpeed = 0.01;
  16387. this.targetStopDuration = 0;
  16388. this.disposeOnStop = false;
  16389. this.minEmitPower = 1;
  16390. this.maxEmitPower = 1;
  16391. this.minLifeTime = 1;
  16392. this.maxLifeTime = 1;
  16393. this.minSize = 1;
  16394. this.maxSize = 1;
  16395. this.minAngularSpeed = 0;
  16396. this.maxAngularSpeed = 0;
  16397. this.blendMode = ParticleSystem.BLENDMODE_ONEONE;
  16398. this.forceDepthWrite = false;
  16399. this.gravity = BABYLON.Vector3.Zero();
  16400. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  16401. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  16402. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  16403. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  16404. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  16405. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  16406. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  16407. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  16408. this.particles = new Array();
  16409. this._vertexDeclaration = [3, 4, 4];
  16410. this._vertexStrideSize = 11 * 4; // 11 floats per particle (x, y, z, r, g, b, a, angle, size, offsetX, offsetY)
  16411. this._stockParticles = new Array();
  16412. this._newPartsExcess = 0;
  16413. this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  16414. this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  16415. this._scaledDirection = BABYLON.Vector3.Zero();
  16416. this._scaledGravity = BABYLON.Vector3.Zero();
  16417. this._currentRenderId = -1;
  16418. this._started = false;
  16419. this._stopped = false;
  16420. this._actualFrame = 0;
  16421. this.id = name;
  16422. this._capacity = capacity;
  16423. this._scene = scene;
  16424. this._customEffect = customEffect;
  16425. scene.particleSystems.push(this);
  16426. // VBO
  16427. this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
  16428. var indices = [];
  16429. var index = 0;
  16430. for (var count = 0; count < capacity; count++) {
  16431. indices.push(index);
  16432. indices.push(index + 1);
  16433. indices.push(index + 2);
  16434. indices.push(index);
  16435. indices.push(index + 2);
  16436. indices.push(index + 3);
  16437. index += 4;
  16438. }
  16439. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  16440. this._vertices = new Float32Array(capacity * this._vertexStrideSize);
  16441. // Default behaviors
  16442. this.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate) {
  16443. var randX = randomNumber(_this.direction1.x, _this.direction2.x);
  16444. var randY = randomNumber(_this.direction1.y, _this.direction2.y);
  16445. var randZ = randomNumber(_this.direction1.z, _this.direction2.z);
  16446. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate);
  16447. };
  16448. this.startPositionFunction = function (worldMatrix, positionToUpdate) {
  16449. var randX = randomNumber(_this.minEmitBox.x, _this.maxEmitBox.x);
  16450. var randY = randomNumber(_this.minEmitBox.y, _this.maxEmitBox.y);
  16451. var randZ = randomNumber(_this.minEmitBox.z, _this.maxEmitBox.z);
  16452. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  16453. };
  16454. this.updateFunction = function (particles) {
  16455. for (var index = 0; index < particles.length; index++) {
  16456. var particle = particles[index];
  16457. particle.age += _this._scaledUpdateSpeed;
  16458. if (particle.age >= particle.lifeTime) {
  16459. _this.recycleParticle(particle);
  16460. index--;
  16461. continue;
  16462. }
  16463. else {
  16464. particle.colorStep.scaleToRef(_this._scaledUpdateSpeed, _this._scaledColorStep);
  16465. particle.color.addInPlace(_this._scaledColorStep);
  16466. if (particle.color.a < 0)
  16467. particle.color.a = 0;
  16468. particle.angle += particle.angularSpeed * _this._scaledUpdateSpeed;
  16469. particle.direction.scaleToRef(_this._scaledUpdateSpeed, _this._scaledDirection);
  16470. particle.position.addInPlace(_this._scaledDirection);
  16471. _this.gravity.scaleToRef(_this._scaledUpdateSpeed, _this._scaledGravity);
  16472. particle.direction.addInPlace(_this._scaledGravity);
  16473. }
  16474. }
  16475. };
  16476. }
  16477. ParticleSystem.prototype.recycleParticle = function (particle) {
  16478. var lastParticle = this.particles.pop();
  16479. if (lastParticle !== particle) {
  16480. lastParticle.copyTo(particle);
  16481. this._stockParticles.push(lastParticle);
  16482. }
  16483. };
  16484. ParticleSystem.prototype.getCapacity = function () {
  16485. return this._capacity;
  16486. };
  16487. ParticleSystem.prototype.isAlive = function () {
  16488. return this._alive;
  16489. };
  16490. ParticleSystem.prototype.isStarted = function () {
  16491. return this._started;
  16492. };
  16493. ParticleSystem.prototype.start = function () {
  16494. this._started = true;
  16495. this._stopped = false;
  16496. this._actualFrame = 0;
  16497. };
  16498. ParticleSystem.prototype.stop = function () {
  16499. this._stopped = true;
  16500. };
  16501. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  16502. var offset = index * 11;
  16503. this._vertices[offset] = particle.position.x;
  16504. this._vertices[offset + 1] = particle.position.y;
  16505. this._vertices[offset + 2] = particle.position.z;
  16506. this._vertices[offset + 3] = particle.color.r;
  16507. this._vertices[offset + 4] = particle.color.g;
  16508. this._vertices[offset + 5] = particle.color.b;
  16509. this._vertices[offset + 6] = particle.color.a;
  16510. this._vertices[offset + 7] = particle.angle;
  16511. this._vertices[offset + 8] = particle.size;
  16512. this._vertices[offset + 9] = offsetX;
  16513. this._vertices[offset + 10] = offsetY;
  16514. };
  16515. ParticleSystem.prototype._update = function (newParticles) {
  16516. // Update current
  16517. this._alive = this.particles.length > 0;
  16518. this.updateFunction(this.particles);
  16519. // Add new ones
  16520. var worldMatrix;
  16521. if (this.emitter.position) {
  16522. worldMatrix = this.emitter.getWorldMatrix();
  16523. }
  16524. else {
  16525. worldMatrix = BABYLON.Matrix.Translation(this.emitter.x, this.emitter.y, this.emitter.z);
  16526. }
  16527. for (var index = 0; index < newParticles; index++) {
  16528. if (this.particles.length === this._capacity) {
  16529. break;
  16530. }
  16531. if (this._stockParticles.length !== 0) {
  16532. var particle = this._stockParticles.pop();
  16533. particle.age = 0;
  16534. }
  16535. else {
  16536. particle = new BABYLON.Particle();
  16537. }
  16538. this.particles.push(particle);
  16539. var emitPower = randomNumber(this.minEmitPower, this.maxEmitPower);
  16540. this.startDirectionFunction(emitPower, worldMatrix, particle.direction);
  16541. particle.lifeTime = randomNumber(this.minLifeTime, this.maxLifeTime);
  16542. particle.size = randomNumber(this.minSize, this.maxSize);
  16543. particle.angularSpeed = randomNumber(this.minAngularSpeed, this.maxAngularSpeed);
  16544. this.startPositionFunction(worldMatrix, particle.position);
  16545. var step = randomNumber(0, 1.0);
  16546. BABYLON.Color4.LerpToRef(this.color1, this.color2, step, particle.color);
  16547. this.colorDead.subtractToRef(particle.color, this._colorDiff);
  16548. this._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  16549. }
  16550. };
  16551. ParticleSystem.prototype._getEffect = function () {
  16552. if (this._customEffect) {
  16553. return this._customEffect;
  16554. }
  16555. ;
  16556. var defines = [];
  16557. if (this._scene.clipPlane) {
  16558. defines.push("#define CLIPPLANE");
  16559. }
  16560. // Effect
  16561. var join = defines.join("\n");
  16562. if (this._cachedDefines !== join) {
  16563. this._cachedDefines = join;
  16564. this._effect = this._scene.getEngine().createEffect("particles", ["position", "color", "options"], ["invView", "view", "projection", "vClipPlane", "textureMask"], ["diffuseSampler"], join);
  16565. }
  16566. return this._effect;
  16567. };
  16568. ParticleSystem.prototype.animate = function () {
  16569. if (!this._started)
  16570. return;
  16571. var effect = this._getEffect();
  16572. // Check
  16573. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady())
  16574. return;
  16575. if (this._currentRenderId === this._scene.getRenderId()) {
  16576. return;
  16577. }
  16578. this._currentRenderId = this._scene.getRenderId();
  16579. this._scaledUpdateSpeed = this.updateSpeed * this._scene.getAnimationRatio();
  16580. // determine the number of particles we need to create
  16581. var emitCout;
  16582. if (this.manualEmitCount > -1) {
  16583. emitCout = this.manualEmitCount;
  16584. this.manualEmitCount = 0;
  16585. }
  16586. else {
  16587. emitCout = this.emitRate;
  16588. }
  16589. var newParticles = ((emitCout * this._scaledUpdateSpeed) >> 0);
  16590. this._newPartsExcess += emitCout * this._scaledUpdateSpeed - newParticles;
  16591. if (this._newPartsExcess > 1.0) {
  16592. newParticles += this._newPartsExcess >> 0;
  16593. this._newPartsExcess -= this._newPartsExcess >> 0;
  16594. }
  16595. this._alive = false;
  16596. if (!this._stopped) {
  16597. this._actualFrame += this._scaledUpdateSpeed;
  16598. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration)
  16599. this.stop();
  16600. }
  16601. else {
  16602. newParticles = 0;
  16603. }
  16604. this._update(newParticles);
  16605. // Stopped?
  16606. if (this._stopped) {
  16607. if (!this._alive) {
  16608. this._started = false;
  16609. if (this.disposeOnStop) {
  16610. this._scene._toBeDisposed.push(this);
  16611. }
  16612. }
  16613. }
  16614. // Update VBO
  16615. var offset = 0;
  16616. for (var index = 0; index < this.particles.length; index++) {
  16617. var particle = this.particles[index];
  16618. this._appendParticleVertex(offset++, particle, 0, 0);
  16619. this._appendParticleVertex(offset++, particle, 1, 0);
  16620. this._appendParticleVertex(offset++, particle, 1, 1);
  16621. this._appendParticleVertex(offset++, particle, 0, 1);
  16622. }
  16623. var engine = this._scene.getEngine();
  16624. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
  16625. };
  16626. ParticleSystem.prototype.render = function () {
  16627. var effect = this._getEffect();
  16628. // Check
  16629. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady() || !this.particles.length)
  16630. return 0;
  16631. var engine = this._scene.getEngine();
  16632. // Render
  16633. engine.enableEffect(effect);
  16634. engine.setState(false);
  16635. var viewMatrix = this._scene.getViewMatrix();
  16636. effect.setTexture("diffuseSampler", this.particleTexture);
  16637. effect.setMatrix("view", viewMatrix);
  16638. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  16639. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  16640. if (this._scene.clipPlane) {
  16641. var clipPlane = this._scene.clipPlane;
  16642. var invView = viewMatrix.clone();
  16643. invView.invert();
  16644. effect.setMatrix("invView", invView);
  16645. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  16646. }
  16647. // VBOs
  16648. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  16649. // Draw order
  16650. if (this.blendMode === ParticleSystem.BLENDMODE_ONEONE) {
  16651. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  16652. }
  16653. else {
  16654. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  16655. }
  16656. if (this.forceDepthWrite) {
  16657. engine.setDepthWrite(true);
  16658. }
  16659. engine.draw(true, 0, this.particles.length * 6);
  16660. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  16661. return this.particles.length;
  16662. };
  16663. ParticleSystem.prototype.dispose = function () {
  16664. if (this._vertexBuffer) {
  16665. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  16666. this._vertexBuffer = null;
  16667. }
  16668. if (this._indexBuffer) {
  16669. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  16670. this._indexBuffer = null;
  16671. }
  16672. if (this.particleTexture) {
  16673. this.particleTexture.dispose();
  16674. this.particleTexture = null;
  16675. }
  16676. // Remove from scene
  16677. var index = this._scene.particleSystems.indexOf(this);
  16678. this._scene.particleSystems.splice(index, 1);
  16679. // Callback
  16680. if (this.onDispose) {
  16681. this.onDispose();
  16682. }
  16683. };
  16684. // Clone
  16685. ParticleSystem.prototype.clone = function (name, newEmitter) {
  16686. var result = new ParticleSystem(name, this._capacity, this._scene);
  16687. BABYLON.Tools.DeepCopy(this, result, ["particles"], ["_vertexDeclaration", "_vertexStrideSize"]);
  16688. if (newEmitter === undefined) {
  16689. newEmitter = this.emitter;
  16690. }
  16691. result.emitter = newEmitter;
  16692. if (this.particleTexture) {
  16693. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  16694. }
  16695. result.start();
  16696. return result;
  16697. };
  16698. // Statics
  16699. ParticleSystem.BLENDMODE_ONEONE = 0;
  16700. ParticleSystem.BLENDMODE_STANDARD = 1;
  16701. return ParticleSystem;
  16702. })();
  16703. BABYLON.ParticleSystem = ParticleSystem;
  16704. })(BABYLON || (BABYLON = {}));
  16705. //# sourceMappingURL=babylon.particleSystem.js.mapvar BABYLON;
  16706. (function (BABYLON) {
  16707. var Animation = (function () {
  16708. function Animation(name, targetProperty, framePerSecond, dataType, loopMode) {
  16709. this.name = name;
  16710. this.targetProperty = targetProperty;
  16711. this.framePerSecond = framePerSecond;
  16712. this.dataType = dataType;
  16713. this.loopMode = loopMode;
  16714. this._offsetsCache = {};
  16715. this._highLimitsCache = {};
  16716. this._stopped = false;
  16717. this.targetPropertyPath = targetProperty.split(".");
  16718. this.dataType = dataType;
  16719. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  16720. }
  16721. Animation.CreateAndStartAnimation = function (name, mesh, tartgetProperty, framePerSecond, totalFrame, from, to, loopMode) {
  16722. var dataType = undefined;
  16723. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  16724. dataType = Animation.ANIMATIONTYPE_FLOAT;
  16725. }
  16726. else if (from instanceof BABYLON.Quaternion) {
  16727. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  16728. }
  16729. else if (from instanceof BABYLON.Vector3) {
  16730. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  16731. }
  16732. else if (from instanceof BABYLON.Vector2) {
  16733. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  16734. }
  16735. else if (from instanceof BABYLON.Color3) {
  16736. dataType = Animation.ANIMATIONTYPE_COLOR3;
  16737. }
  16738. if (dataType == undefined) {
  16739. return null;
  16740. }
  16741. var animation = new Animation(name, tartgetProperty, framePerSecond, dataType, loopMode);
  16742. var keys = [];
  16743. keys.push({ frame: 0, value: from });
  16744. keys.push({ frame: totalFrame, value: to });
  16745. animation.setKeys(keys);
  16746. mesh.animations.push(animation);
  16747. return mesh.getScene().beginAnimation(mesh, 0, totalFrame, (animation.loopMode === 1));
  16748. };
  16749. // Methods
  16750. Animation.prototype.isStopped = function () {
  16751. return this._stopped;
  16752. };
  16753. Animation.prototype.getKeys = function () {
  16754. return this._keys;
  16755. };
  16756. Animation.prototype.getEasingFunction = function () {
  16757. return this._easingFunction;
  16758. };
  16759. Animation.prototype.setEasingFunction = function (easingFunction) {
  16760. this._easingFunction = easingFunction;
  16761. };
  16762. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  16763. return startValue + (endValue - startValue) * gradient;
  16764. };
  16765. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  16766. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  16767. };
  16768. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  16769. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  16770. };
  16771. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  16772. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  16773. };
  16774. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  16775. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  16776. };
  16777. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient) {
  16778. var startScale = new BABYLON.Vector3(0, 0, 0);
  16779. var startRotation = new BABYLON.Quaternion();
  16780. var startTranslation = new BABYLON.Vector3(0, 0, 0);
  16781. startValue.decompose(startScale, startRotation, startTranslation);
  16782. var endScale = new BABYLON.Vector3(0, 0, 0);
  16783. var endRotation = new BABYLON.Quaternion();
  16784. var endTranslation = new BABYLON.Vector3(0, 0, 0);
  16785. endValue.decompose(endScale, endRotation, endTranslation);
  16786. var resultScale = this.vector3InterpolateFunction(startScale, endScale, gradient);
  16787. var resultRotation = this.quaternionInterpolateFunction(startRotation, endRotation, gradient);
  16788. var resultTranslation = this.vector3InterpolateFunction(startTranslation, endTranslation, gradient);
  16789. var result = BABYLON.Matrix.Compose(resultScale, resultRotation, resultTranslation);
  16790. return result;
  16791. };
  16792. Animation.prototype.clone = function () {
  16793. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  16794. clone.setKeys(this._keys);
  16795. return clone;
  16796. };
  16797. Animation.prototype.setKeys = function (values) {
  16798. this._keys = values.slice(0);
  16799. this._offsetsCache = {};
  16800. this._highLimitsCache = {};
  16801. };
  16802. Animation.prototype._getKeyValue = function (value) {
  16803. if (typeof value === "function") {
  16804. return value();
  16805. }
  16806. return value;
  16807. };
  16808. Animation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  16809. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  16810. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  16811. }
  16812. this.currentFrame = currentFrame;
  16813. // Try to get a hash to find the right key
  16814. 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));
  16815. if (this._keys[startKey].frame >= currentFrame) {
  16816. while (startKey - 1 >= 0 && this._keys[startKey].frame >= currentFrame) {
  16817. startKey--;
  16818. }
  16819. }
  16820. for (var key = startKey; key < this._keys.length; key++) {
  16821. if (this._keys[key + 1].frame >= currentFrame) {
  16822. var startValue = this._getKeyValue(this._keys[key].value);
  16823. var endValue = this._getKeyValue(this._keys[key + 1].value);
  16824. // gradient : percent of currentFrame between the frame inf and the frame sup
  16825. var gradient = (currentFrame - this._keys[key].frame) / (this._keys[key + 1].frame - this._keys[key].frame);
  16826. // check for easingFunction and correction of gradient
  16827. if (this._easingFunction != null) {
  16828. gradient = this._easingFunction.ease(gradient);
  16829. }
  16830. switch (this.dataType) {
  16831. case Animation.ANIMATIONTYPE_FLOAT:
  16832. switch (loopMode) {
  16833. case Animation.ANIMATIONLOOPMODE_CYCLE:
  16834. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  16835. return this.floatInterpolateFunction(startValue, endValue, gradient);
  16836. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  16837. return offsetValue * repeatCount + this.floatInterpolateFunction(startValue, endValue, gradient);
  16838. }
  16839. break;
  16840. case Animation.ANIMATIONTYPE_QUATERNION:
  16841. var quaternion = null;
  16842. switch (loopMode) {
  16843. case Animation.ANIMATIONLOOPMODE_CYCLE:
  16844. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  16845. quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient);
  16846. break;
  16847. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  16848. quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  16849. break;
  16850. }
  16851. return quaternion;
  16852. case Animation.ANIMATIONTYPE_VECTOR3:
  16853. switch (loopMode) {
  16854. case Animation.ANIMATIONLOOPMODE_CYCLE:
  16855. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  16856. return this.vector3InterpolateFunction(startValue, endValue, gradient);
  16857. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  16858. return this.vector3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  16859. }
  16860. case Animation.ANIMATIONTYPE_VECTOR2:
  16861. switch (loopMode) {
  16862. case Animation.ANIMATIONLOOPMODE_CYCLE:
  16863. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  16864. return this.vector2InterpolateFunction(startValue, endValue, gradient);
  16865. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  16866. return this.vector2InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  16867. }
  16868. case Animation.ANIMATIONTYPE_COLOR3:
  16869. switch (loopMode) {
  16870. case Animation.ANIMATIONLOOPMODE_CYCLE:
  16871. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  16872. return this.color3InterpolateFunction(startValue, endValue, gradient);
  16873. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  16874. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  16875. }
  16876. case Animation.ANIMATIONTYPE_MATRIX:
  16877. switch (loopMode) {
  16878. case Animation.ANIMATIONLOOPMODE_CYCLE:
  16879. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  16880. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  16881. return startValue;
  16882. }
  16883. default:
  16884. break;
  16885. }
  16886. break;
  16887. }
  16888. }
  16889. return this._getKeyValue(this._keys[this._keys.length - 1].value);
  16890. };
  16891. Animation.prototype.animate = function (delay, from, to, loop, speedRatio) {
  16892. if (!this.targetPropertyPath || this.targetPropertyPath.length < 1) {
  16893. this._stopped = true;
  16894. return false;
  16895. }
  16896. var returnValue = true;
  16897. // Adding a start key at frame 0 if missing
  16898. if (this._keys[0].frame !== 0) {
  16899. var newKey = { frame: 0, value: this._keys[0].value };
  16900. this._keys.splice(0, 0, newKey);
  16901. }
  16902. // Check limits
  16903. if (from < this._keys[0].frame || from > this._keys[this._keys.length - 1].frame) {
  16904. from = this._keys[0].frame;
  16905. }
  16906. if (to < this._keys[0].frame || to > this._keys[this._keys.length - 1].frame) {
  16907. to = this._keys[this._keys.length - 1].frame;
  16908. }
  16909. // Compute ratio
  16910. var range = to - from;
  16911. var offsetValue;
  16912. // ratio represents the frame delta between from and to
  16913. var ratio = delay * (this.framePerSecond * speedRatio) / 1000.0;
  16914. var highLimitValue = 0;
  16915. if (ratio > range && !loop) {
  16916. returnValue = false;
  16917. highLimitValue = this._getKeyValue(this._keys[this._keys.length - 1].value);
  16918. }
  16919. else {
  16920. // Get max value if required
  16921. if (this.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) {
  16922. var keyOffset = to.toString() + from.toString();
  16923. if (!this._offsetsCache[keyOffset]) {
  16924. var fromValue = this._interpolate(from, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
  16925. var toValue = this._interpolate(to, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
  16926. switch (this.dataType) {
  16927. case Animation.ANIMATIONTYPE_FLOAT:
  16928. this._offsetsCache[keyOffset] = toValue - fromValue;
  16929. break;
  16930. case Animation.ANIMATIONTYPE_QUATERNION:
  16931. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  16932. break;
  16933. case Animation.ANIMATIONTYPE_VECTOR3:
  16934. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  16935. case Animation.ANIMATIONTYPE_VECTOR2:
  16936. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  16937. case Animation.ANIMATIONTYPE_COLOR3:
  16938. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  16939. default:
  16940. break;
  16941. }
  16942. this._highLimitsCache[keyOffset] = toValue;
  16943. }
  16944. highLimitValue = this._highLimitsCache[keyOffset];
  16945. offsetValue = this._offsetsCache[keyOffset];
  16946. }
  16947. }
  16948. if (offsetValue === undefined) {
  16949. switch (this.dataType) {
  16950. case Animation.ANIMATIONTYPE_FLOAT:
  16951. offsetValue = 0;
  16952. break;
  16953. case Animation.ANIMATIONTYPE_QUATERNION:
  16954. offsetValue = new BABYLON.Quaternion(0, 0, 0, 0);
  16955. break;
  16956. case Animation.ANIMATIONTYPE_VECTOR3:
  16957. offsetValue = BABYLON.Vector3.Zero();
  16958. break;
  16959. case Animation.ANIMATIONTYPE_VECTOR2:
  16960. offsetValue = BABYLON.Vector2.Zero();
  16961. break;
  16962. case Animation.ANIMATIONTYPE_COLOR3:
  16963. offsetValue = BABYLON.Color3.Black();
  16964. }
  16965. }
  16966. // Compute value
  16967. var repeatCount = (ratio / range) >> 0;
  16968. var currentFrame = returnValue ? from + ratio % range : to;
  16969. var currentValue = this._interpolate(currentFrame, repeatCount, this.loopMode, offsetValue, highLimitValue);
  16970. // Set value
  16971. if (this.targetPropertyPath.length > 1) {
  16972. var property = this._target[this.targetPropertyPath[0]];
  16973. for (var index = 1; index < this.targetPropertyPath.length - 1; index++) {
  16974. property = property[this.targetPropertyPath[index]];
  16975. }
  16976. property[this.targetPropertyPath[this.targetPropertyPath.length - 1]] = currentValue;
  16977. }
  16978. else {
  16979. this._target[this.targetPropertyPath[0]] = currentValue;
  16980. }
  16981. if (this._target.markAsDirty) {
  16982. this._target.markAsDirty(this.targetProperty);
  16983. }
  16984. if (!returnValue) {
  16985. this._stopped = true;
  16986. }
  16987. return returnValue;
  16988. };
  16989. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  16990. get: function () {
  16991. return Animation._ANIMATIONTYPE_FLOAT;
  16992. },
  16993. enumerable: true,
  16994. configurable: true
  16995. });
  16996. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  16997. get: function () {
  16998. return Animation._ANIMATIONTYPE_VECTOR3;
  16999. },
  17000. enumerable: true,
  17001. configurable: true
  17002. });
  17003. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  17004. get: function () {
  17005. return Animation._ANIMATIONTYPE_VECTOR2;
  17006. },
  17007. enumerable: true,
  17008. configurable: true
  17009. });
  17010. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  17011. get: function () {
  17012. return Animation._ANIMATIONTYPE_QUATERNION;
  17013. },
  17014. enumerable: true,
  17015. configurable: true
  17016. });
  17017. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  17018. get: function () {
  17019. return Animation._ANIMATIONTYPE_MATRIX;
  17020. },
  17021. enumerable: true,
  17022. configurable: true
  17023. });
  17024. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  17025. get: function () {
  17026. return Animation._ANIMATIONTYPE_COLOR3;
  17027. },
  17028. enumerable: true,
  17029. configurable: true
  17030. });
  17031. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  17032. get: function () {
  17033. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  17034. },
  17035. enumerable: true,
  17036. configurable: true
  17037. });
  17038. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  17039. get: function () {
  17040. return Animation._ANIMATIONLOOPMODE_CYCLE;
  17041. },
  17042. enumerable: true,
  17043. configurable: true
  17044. });
  17045. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  17046. get: function () {
  17047. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  17048. },
  17049. enumerable: true,
  17050. configurable: true
  17051. });
  17052. // Statics
  17053. Animation._ANIMATIONTYPE_FLOAT = 0;
  17054. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  17055. Animation._ANIMATIONTYPE_QUATERNION = 2;
  17056. Animation._ANIMATIONTYPE_MATRIX = 3;
  17057. Animation._ANIMATIONTYPE_COLOR3 = 4;
  17058. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  17059. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  17060. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  17061. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  17062. return Animation;
  17063. })();
  17064. BABYLON.Animation = Animation;
  17065. })(BABYLON || (BABYLON = {}));
  17066. //# sourceMappingURL=babylon.animation.js.mapvar BABYLON;
  17067. (function (BABYLON) {
  17068. var Animatable = (function () {
  17069. function Animatable(scene, target, fromFrame, toFrame, loopAnimation, speedRatio, onAnimationEnd, animations) {
  17070. if (fromFrame === void 0) { fromFrame = 0; }
  17071. if (toFrame === void 0) { toFrame = 100; }
  17072. if (loopAnimation === void 0) { loopAnimation = false; }
  17073. if (speedRatio === void 0) { speedRatio = 1.0; }
  17074. this.target = target;
  17075. this.fromFrame = fromFrame;
  17076. this.toFrame = toFrame;
  17077. this.loopAnimation = loopAnimation;
  17078. this.speedRatio = speedRatio;
  17079. this.onAnimationEnd = onAnimationEnd;
  17080. this._animations = new Array();
  17081. this._paused = false;
  17082. this.animationStarted = false;
  17083. if (animations) {
  17084. this.appendAnimations(target, animations);
  17085. }
  17086. this._scene = scene;
  17087. scene._activeAnimatables.push(this);
  17088. }
  17089. // Methods
  17090. Animatable.prototype.appendAnimations = function (target, animations) {
  17091. for (var index = 0; index < animations.length; index++) {
  17092. var animation = animations[index];
  17093. animation._target = target;
  17094. this._animations.push(animation);
  17095. }
  17096. };
  17097. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  17098. var animations = this._animations;
  17099. for (var index = 0; index < animations.length; index++) {
  17100. if (animations[index].targetProperty === property) {
  17101. return animations[index];
  17102. }
  17103. }
  17104. return null;
  17105. };
  17106. Animatable.prototype.pause = function () {
  17107. if (this._paused) {
  17108. return;
  17109. }
  17110. this._paused = true;
  17111. };
  17112. Animatable.prototype.restart = function () {
  17113. this._paused = false;
  17114. };
  17115. Animatable.prototype.stop = function () {
  17116. var index = this._scene._activeAnimatables.indexOf(this);
  17117. if (index > -1) {
  17118. this._scene._activeAnimatables.splice(index, 1);
  17119. }
  17120. if (this.onAnimationEnd) {
  17121. this.onAnimationEnd();
  17122. }
  17123. };
  17124. Animatable.prototype._animate = function (delay) {
  17125. if (this._paused) {
  17126. if (!this._pausedDelay) {
  17127. this._pausedDelay = delay;
  17128. }
  17129. return true;
  17130. }
  17131. if (!this._localDelayOffset) {
  17132. this._localDelayOffset = delay;
  17133. }
  17134. else if (this._pausedDelay) {
  17135. this._localDelayOffset += delay - this._pausedDelay;
  17136. this._pausedDelay = null;
  17137. }
  17138. // Animating
  17139. var running = false;
  17140. var animations = this._animations;
  17141. for (var index = 0; index < animations.length; index++) {
  17142. var animation = animations[index];
  17143. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this.speedRatio);
  17144. running = running || isRunning;
  17145. }
  17146. if (!running) {
  17147. // Remove from active animatables
  17148. index = this._scene._activeAnimatables.indexOf(this);
  17149. this._scene._activeAnimatables.splice(index, 1);
  17150. }
  17151. if (!running && this.onAnimationEnd) {
  17152. this.onAnimationEnd();
  17153. }
  17154. return running;
  17155. };
  17156. return Animatable;
  17157. })();
  17158. BABYLON.Animatable = Animatable;
  17159. })(BABYLON || (BABYLON = {}));
  17160. //# sourceMappingURL=babylon.animatable.js.map
  17161. var BABYLON;
  17162. (function (BABYLON) {
  17163. var EasingFunction = (function () {
  17164. function EasingFunction() {
  17165. // Properties
  17166. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  17167. }
  17168. Object.defineProperty(EasingFunction, "EASINGMODE_EASEIN", {
  17169. get: function () {
  17170. return EasingFunction._EASINGMODE_EASEIN;
  17171. },
  17172. enumerable: true,
  17173. configurable: true
  17174. });
  17175. Object.defineProperty(EasingFunction, "EASINGMODE_EASEOUT", {
  17176. get: function () {
  17177. return EasingFunction._EASINGMODE_EASEOUT;
  17178. },
  17179. enumerable: true,
  17180. configurable: true
  17181. });
  17182. Object.defineProperty(EasingFunction, "EASINGMODE_EASEINOUT", {
  17183. get: function () {
  17184. return EasingFunction._EASINGMODE_EASEINOUT;
  17185. },
  17186. enumerable: true,
  17187. configurable: true
  17188. });
  17189. EasingFunction.prototype.setEasingMode = function (easingMode) {
  17190. var n = Math.min(Math.max(easingMode, 0), 2);
  17191. this._easingMode = n;
  17192. };
  17193. EasingFunction.prototype.getEasingMode = function () {
  17194. return this._easingMode;
  17195. };
  17196. EasingFunction.prototype.easeInCore = function (gradient) {
  17197. throw new Error('You must implement this method');
  17198. };
  17199. EasingFunction.prototype.ease = function (gradient) {
  17200. switch (this._easingMode) {
  17201. case EasingFunction.EASINGMODE_EASEIN:
  17202. return this.easeInCore(gradient);
  17203. case EasingFunction.EASINGMODE_EASEOUT:
  17204. return (1 - this.easeInCore(1 - gradient));
  17205. }
  17206. if (gradient >= 0.5) {
  17207. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  17208. }
  17209. return (this.easeInCore(gradient * 2) * 0.5);
  17210. };
  17211. //Statics
  17212. EasingFunction._EASINGMODE_EASEIN = 0;
  17213. EasingFunction._EASINGMODE_EASEOUT = 1;
  17214. EasingFunction._EASINGMODE_EASEINOUT = 2;
  17215. return EasingFunction;
  17216. })();
  17217. BABYLON.EasingFunction = EasingFunction;
  17218. var CircleEase = (function (_super) {
  17219. __extends(CircleEase, _super);
  17220. function CircleEase() {
  17221. _super.apply(this, arguments);
  17222. }
  17223. CircleEase.prototype.easeInCore = function (gradient) {
  17224. gradient = Math.max(0, Math.min(1, gradient));
  17225. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  17226. };
  17227. return CircleEase;
  17228. })(EasingFunction);
  17229. BABYLON.CircleEase = CircleEase;
  17230. var BackEase = (function (_super) {
  17231. __extends(BackEase, _super);
  17232. function BackEase(amplitude) {
  17233. if (amplitude === void 0) { amplitude = 1; }
  17234. _super.call(this);
  17235. this.amplitude = amplitude;
  17236. }
  17237. BackEase.prototype.easeInCore = function (gradient) {
  17238. var num = Math.max(0, this.amplitude);
  17239. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  17240. };
  17241. return BackEase;
  17242. })(EasingFunction);
  17243. BABYLON.BackEase = BackEase;
  17244. var BounceEase = (function (_super) {
  17245. __extends(BounceEase, _super);
  17246. function BounceEase(bounces, bounciness) {
  17247. if (bounces === void 0) { bounces = 3; }
  17248. if (bounciness === void 0) { bounciness = 2; }
  17249. _super.call(this);
  17250. this.bounces = bounces;
  17251. this.bounciness = bounciness;
  17252. }
  17253. BounceEase.prototype.easeInCore = function (gradient) {
  17254. var y = Math.max(0.0, this.bounces);
  17255. var bounciness = this.bounciness;
  17256. if (bounciness <= 1.0) {
  17257. bounciness = 1.001;
  17258. }
  17259. var num9 = Math.pow(bounciness, y);
  17260. var num5 = 1.0 - bounciness;
  17261. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  17262. var num15 = gradient * num4;
  17263. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  17264. var num3 = Math.floor(num65);
  17265. var num13 = num3 + 1.0;
  17266. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  17267. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  17268. var num7 = (num8 + num12) * 0.5;
  17269. var num6 = gradient - num7;
  17270. var num2 = num7 - num8;
  17271. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  17272. };
  17273. return BounceEase;
  17274. })(EasingFunction);
  17275. BABYLON.BounceEase = BounceEase;
  17276. var CubicEase = (function (_super) {
  17277. __extends(CubicEase, _super);
  17278. function CubicEase() {
  17279. _super.apply(this, arguments);
  17280. }
  17281. CubicEase.prototype.easeInCore = function (gradient) {
  17282. return (gradient * gradient * gradient);
  17283. };
  17284. return CubicEase;
  17285. })(EasingFunction);
  17286. BABYLON.CubicEase = CubicEase;
  17287. var ElasticEase = (function (_super) {
  17288. __extends(ElasticEase, _super);
  17289. function ElasticEase(oscillations, springiness) {
  17290. if (oscillations === void 0) { oscillations = 3; }
  17291. if (springiness === void 0) { springiness = 3; }
  17292. _super.call(this);
  17293. this.oscillations = oscillations;
  17294. this.springiness = springiness;
  17295. }
  17296. ElasticEase.prototype.easeInCore = function (gradient) {
  17297. var num2;
  17298. var num3 = Math.max(0.0, this.oscillations);
  17299. var num = Math.max(0.0, this.springiness);
  17300. if (num == 0) {
  17301. num2 = gradient;
  17302. }
  17303. else {
  17304. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  17305. }
  17306. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  17307. };
  17308. return ElasticEase;
  17309. })(EasingFunction);
  17310. BABYLON.ElasticEase = ElasticEase;
  17311. var ExponentialEase = (function (_super) {
  17312. __extends(ExponentialEase, _super);
  17313. function ExponentialEase(exponent) {
  17314. if (exponent === void 0) { exponent = 2; }
  17315. _super.call(this);
  17316. this.exponent = exponent;
  17317. }
  17318. ExponentialEase.prototype.easeInCore = function (gradient) {
  17319. if (this.exponent <= 0) {
  17320. return gradient;
  17321. }
  17322. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  17323. };
  17324. return ExponentialEase;
  17325. })(EasingFunction);
  17326. BABYLON.ExponentialEase = ExponentialEase;
  17327. var PowerEase = (function (_super) {
  17328. __extends(PowerEase, _super);
  17329. function PowerEase(power) {
  17330. if (power === void 0) { power = 2; }
  17331. _super.call(this);
  17332. this.power = power;
  17333. }
  17334. PowerEase.prototype.easeInCore = function (gradient) {
  17335. var y = Math.max(0.0, this.power);
  17336. return Math.pow(gradient, y);
  17337. };
  17338. return PowerEase;
  17339. })(EasingFunction);
  17340. BABYLON.PowerEase = PowerEase;
  17341. var QuadraticEase = (function (_super) {
  17342. __extends(QuadraticEase, _super);
  17343. function QuadraticEase() {
  17344. _super.apply(this, arguments);
  17345. }
  17346. QuadraticEase.prototype.easeInCore = function (gradient) {
  17347. return (gradient * gradient);
  17348. };
  17349. return QuadraticEase;
  17350. })(EasingFunction);
  17351. BABYLON.QuadraticEase = QuadraticEase;
  17352. var QuarticEase = (function (_super) {
  17353. __extends(QuarticEase, _super);
  17354. function QuarticEase() {
  17355. _super.apply(this, arguments);
  17356. }
  17357. QuarticEase.prototype.easeInCore = function (gradient) {
  17358. return (gradient * gradient * gradient * gradient);
  17359. };
  17360. return QuarticEase;
  17361. })(EasingFunction);
  17362. BABYLON.QuarticEase = QuarticEase;
  17363. var QuinticEase = (function (_super) {
  17364. __extends(QuinticEase, _super);
  17365. function QuinticEase() {
  17366. _super.apply(this, arguments);
  17367. }
  17368. QuinticEase.prototype.easeInCore = function (gradient) {
  17369. return (gradient * gradient * gradient * gradient * gradient);
  17370. };
  17371. return QuinticEase;
  17372. })(EasingFunction);
  17373. BABYLON.QuinticEase = QuinticEase;
  17374. var SineEase = (function (_super) {
  17375. __extends(SineEase, _super);
  17376. function SineEase() {
  17377. _super.apply(this, arguments);
  17378. }
  17379. SineEase.prototype.easeInCore = function (gradient) {
  17380. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  17381. };
  17382. return SineEase;
  17383. })(EasingFunction);
  17384. BABYLON.SineEase = SineEase;
  17385. var BezierCurveEase = (function (_super) {
  17386. __extends(BezierCurveEase, _super);
  17387. function BezierCurveEase(x1, y1, x2, y2) {
  17388. if (x1 === void 0) { x1 = 0; }
  17389. if (y1 === void 0) { y1 = 0; }
  17390. if (x2 === void 0) { x2 = 1; }
  17391. if (y2 === void 0) { y2 = 1; }
  17392. _super.call(this);
  17393. this.x1 = x1;
  17394. this.y1 = y1;
  17395. this.x2 = x2;
  17396. this.y2 = y2;
  17397. }
  17398. BezierCurveEase.prototype.easeInCore = function (gradient) {
  17399. return BABYLON.BezierCurve.interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  17400. };
  17401. return BezierCurveEase;
  17402. })(EasingFunction);
  17403. BABYLON.BezierCurveEase = BezierCurveEase;
  17404. })(BABYLON || (BABYLON = {}));
  17405. //# sourceMappingURL=babylon.easing.js.mapvar BABYLON;
  17406. (function (BABYLON) {
  17407. var Octree = (function () {
  17408. function Octree(creationFunc, maxBlockCapacity, maxDepth) {
  17409. if (maxDepth === void 0) { maxDepth = 2; }
  17410. this.maxDepth = maxDepth;
  17411. this.dynamicContent = new Array();
  17412. this._maxBlockCapacity = maxBlockCapacity || 64;
  17413. this._selectionContent = new BABYLON.SmartArray(1024);
  17414. this._creationFunc = creationFunc;
  17415. }
  17416. // Methods
  17417. Octree.prototype.update = function (worldMin, worldMax, entries) {
  17418. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  17419. };
  17420. Octree.prototype.addMesh = function (entry) {
  17421. for (var index = 0; index < this.blocks.length; index++) {
  17422. var block = this.blocks[index];
  17423. block.addEntry(entry);
  17424. }
  17425. };
  17426. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  17427. this._selectionContent.reset();
  17428. for (var index = 0; index < this.blocks.length; index++) {
  17429. var block = this.blocks[index];
  17430. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  17431. }
  17432. if (allowDuplicate) {
  17433. this._selectionContent.concat(this.dynamicContent);
  17434. }
  17435. else {
  17436. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  17437. }
  17438. return this._selectionContent;
  17439. };
  17440. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  17441. this._selectionContent.reset();
  17442. for (var index = 0; index < this.blocks.length; index++) {
  17443. var block = this.blocks[index];
  17444. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  17445. }
  17446. if (allowDuplicate) {
  17447. this._selectionContent.concat(this.dynamicContent);
  17448. }
  17449. else {
  17450. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  17451. }
  17452. return this._selectionContent;
  17453. };
  17454. Octree.prototype.intersectsRay = function (ray) {
  17455. this._selectionContent.reset();
  17456. for (var index = 0; index < this.blocks.length; index++) {
  17457. var block = this.blocks[index];
  17458. block.intersectsRay(ray, this._selectionContent);
  17459. }
  17460. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  17461. return this._selectionContent;
  17462. };
  17463. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  17464. target.blocks = new Array();
  17465. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  17466. for (var x = 0; x < 2; x++) {
  17467. for (var y = 0; y < 2; y++) {
  17468. for (var z = 0; z < 2; z++) {
  17469. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  17470. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  17471. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  17472. block.addEntries(entries);
  17473. target.blocks.push(block);
  17474. }
  17475. }
  17476. }
  17477. };
  17478. Octree.CreationFuncForMeshes = function (entry, block) {
  17479. if (!entry.isBlocked && entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  17480. block.entries.push(entry);
  17481. }
  17482. };
  17483. Octree.CreationFuncForSubMeshes = function (entry, block) {
  17484. if (entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  17485. block.entries.push(entry);
  17486. }
  17487. };
  17488. return Octree;
  17489. })();
  17490. BABYLON.Octree = Octree;
  17491. })(BABYLON || (BABYLON = {}));
  17492. //# sourceMappingURL=babylon.octree.js.mapvar BABYLON;
  17493. (function (BABYLON) {
  17494. var OctreeBlock = (function () {
  17495. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  17496. this.entries = new Array();
  17497. this._boundingVectors = new Array();
  17498. this._capacity = capacity;
  17499. this._depth = depth;
  17500. this._maxDepth = maxDepth;
  17501. this._creationFunc = creationFunc;
  17502. this._minPoint = minPoint;
  17503. this._maxPoint = maxPoint;
  17504. this._boundingVectors.push(minPoint.clone());
  17505. this._boundingVectors.push(maxPoint.clone());
  17506. this._boundingVectors.push(minPoint.clone());
  17507. this._boundingVectors[2].x = maxPoint.x;
  17508. this._boundingVectors.push(minPoint.clone());
  17509. this._boundingVectors[3].y = maxPoint.y;
  17510. this._boundingVectors.push(minPoint.clone());
  17511. this._boundingVectors[4].z = maxPoint.z;
  17512. this._boundingVectors.push(maxPoint.clone());
  17513. this._boundingVectors[5].z = minPoint.z;
  17514. this._boundingVectors.push(maxPoint.clone());
  17515. this._boundingVectors[6].x = minPoint.x;
  17516. this._boundingVectors.push(maxPoint.clone());
  17517. this._boundingVectors[7].y = minPoint.y;
  17518. }
  17519. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  17520. // Property
  17521. get: function () {
  17522. return this._capacity;
  17523. },
  17524. enumerable: true,
  17525. configurable: true
  17526. });
  17527. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  17528. get: function () {
  17529. return this._minPoint;
  17530. },
  17531. enumerable: true,
  17532. configurable: true
  17533. });
  17534. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  17535. get: function () {
  17536. return this._maxPoint;
  17537. },
  17538. enumerable: true,
  17539. configurable: true
  17540. });
  17541. // Methods
  17542. OctreeBlock.prototype.addEntry = function (entry) {
  17543. if (this.blocks) {
  17544. for (var index = 0; index < this.blocks.length; index++) {
  17545. var block = this.blocks[index];
  17546. block.addEntry(entry);
  17547. }
  17548. return;
  17549. }
  17550. this._creationFunc(entry, this);
  17551. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  17552. this.createInnerBlocks();
  17553. }
  17554. };
  17555. OctreeBlock.prototype.addEntries = function (entries) {
  17556. for (var index = 0; index < entries.length; index++) {
  17557. var mesh = entries[index];
  17558. this.addEntry(mesh);
  17559. }
  17560. };
  17561. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  17562. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  17563. if (this.blocks) {
  17564. for (var index = 0; index < this.blocks.length; index++) {
  17565. var block = this.blocks[index];
  17566. block.select(frustumPlanes, selection, allowDuplicate);
  17567. }
  17568. return;
  17569. }
  17570. if (allowDuplicate) {
  17571. selection.concat(this.entries);
  17572. }
  17573. else {
  17574. selection.concatWithNoDuplicate(this.entries);
  17575. }
  17576. }
  17577. };
  17578. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  17579. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  17580. if (this.blocks) {
  17581. for (var index = 0; index < this.blocks.length; index++) {
  17582. var block = this.blocks[index];
  17583. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  17584. }
  17585. return;
  17586. }
  17587. if (allowDuplicate) {
  17588. selection.concat(this.entries);
  17589. }
  17590. else {
  17591. selection.concatWithNoDuplicate(this.entries);
  17592. }
  17593. }
  17594. };
  17595. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  17596. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  17597. if (this.blocks) {
  17598. for (var index = 0; index < this.blocks.length; index++) {
  17599. var block = this.blocks[index];
  17600. block.intersectsRay(ray, selection);
  17601. }
  17602. return;
  17603. }
  17604. selection.concatWithNoDuplicate(this.entries);
  17605. }
  17606. };
  17607. OctreeBlock.prototype.createInnerBlocks = function () {
  17608. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  17609. };
  17610. return OctreeBlock;
  17611. })();
  17612. BABYLON.OctreeBlock = OctreeBlock;
  17613. })(BABYLON || (BABYLON = {}));
  17614. //# sourceMappingURL=babylon.octreeBlock.js.mapvar BABYLON;
  17615. (function (BABYLON) {
  17616. var Bone = (function () {
  17617. function Bone(name, skeleton, parentBone, matrix) {
  17618. this.name = name;
  17619. this.children = new Array();
  17620. this.animations = new Array();
  17621. this._worldTransform = new BABYLON.Matrix();
  17622. this._absoluteTransform = new BABYLON.Matrix();
  17623. this._invertedAbsoluteTransform = new BABYLON.Matrix();
  17624. this._skeleton = skeleton;
  17625. this._matrix = matrix;
  17626. this._baseMatrix = matrix;
  17627. skeleton.bones.push(this);
  17628. if (parentBone) {
  17629. this._parent = parentBone;
  17630. parentBone.children.push(this);
  17631. }
  17632. else {
  17633. this._parent = null;
  17634. }
  17635. this._updateDifferenceMatrix();
  17636. }
  17637. // Members
  17638. Bone.prototype.getParent = function () {
  17639. return this._parent;
  17640. };
  17641. Bone.prototype.getLocalMatrix = function () {
  17642. return this._matrix;
  17643. };
  17644. Bone.prototype.getBaseMatrix = function () {
  17645. return this._baseMatrix;
  17646. };
  17647. Bone.prototype.getWorldMatrix = function () {
  17648. return this._worldTransform;
  17649. };
  17650. Bone.prototype.getInvertedAbsoluteTransform = function () {
  17651. return this._invertedAbsoluteTransform;
  17652. };
  17653. Bone.prototype.getAbsoluteMatrix = function () {
  17654. var matrix = this._matrix.clone();
  17655. var parent = this._parent;
  17656. while (parent) {
  17657. matrix = matrix.multiply(parent.getLocalMatrix());
  17658. parent = parent.getParent();
  17659. }
  17660. return matrix;
  17661. };
  17662. // Methods
  17663. Bone.prototype.updateMatrix = function (matrix) {
  17664. this._matrix = matrix;
  17665. this._skeleton._markAsDirty();
  17666. this._updateDifferenceMatrix();
  17667. };
  17668. Bone.prototype._updateDifferenceMatrix = function () {
  17669. if (this._parent) {
  17670. this._matrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  17671. }
  17672. else {
  17673. this._absoluteTransform.copyFrom(this._matrix);
  17674. }
  17675. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  17676. for (var index = 0; index < this.children.length; index++) {
  17677. this.children[index]._updateDifferenceMatrix();
  17678. }
  17679. };
  17680. Bone.prototype.markAsDirty = function () {
  17681. this._skeleton._markAsDirty();
  17682. };
  17683. return Bone;
  17684. })();
  17685. BABYLON.Bone = Bone;
  17686. })(BABYLON || (BABYLON = {}));
  17687. //# sourceMappingURL=babylon.bone.js.mapvar BABYLON;
  17688. (function (BABYLON) {
  17689. var Skeleton = (function () {
  17690. function Skeleton(name, id, scene) {
  17691. this.name = name;
  17692. this.id = id;
  17693. this.bones = new Array();
  17694. this._isDirty = true;
  17695. this._identity = BABYLON.Matrix.Identity();
  17696. this.bones = [];
  17697. this._scene = scene;
  17698. scene.skeletons.push(this);
  17699. this.prepare();
  17700. //make sure it will recalculate the matrix next time prepare is called.
  17701. this._isDirty = true;
  17702. }
  17703. // Members
  17704. Skeleton.prototype.getTransformMatrices = function () {
  17705. return this._transformMatrices;
  17706. };
  17707. // Methods
  17708. Skeleton.prototype._markAsDirty = function () {
  17709. this._isDirty = true;
  17710. };
  17711. Skeleton.prototype.prepare = function () {
  17712. if (!this._isDirty) {
  17713. return;
  17714. }
  17715. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  17716. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  17717. }
  17718. for (var index = 0; index < this.bones.length; index++) {
  17719. var bone = this.bones[index];
  17720. var parentBone = bone.getParent();
  17721. if (parentBone) {
  17722. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  17723. }
  17724. else {
  17725. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  17726. }
  17727. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), this._transformMatrices, index * 16);
  17728. }
  17729. this._identity.copyToArray(this._transformMatrices, this.bones.length * 16);
  17730. this._isDirty = false;
  17731. this._scene._activeBones += this.bones.length;
  17732. };
  17733. Skeleton.prototype.getAnimatables = function () {
  17734. if (!this._animatables || this._animatables.length !== this.bones.length) {
  17735. this._animatables = [];
  17736. for (var index = 0; index < this.bones.length; index++) {
  17737. this._animatables.push(this.bones[index]);
  17738. }
  17739. }
  17740. return this._animatables;
  17741. };
  17742. Skeleton.prototype.clone = function (name, id) {
  17743. var result = new Skeleton(name, id || name, this._scene);
  17744. for (var index = 0; index < this.bones.length; index++) {
  17745. var source = this.bones[index];
  17746. var parentBone = null;
  17747. if (source.getParent()) {
  17748. var parentIndex = this.bones.indexOf(source.getParent());
  17749. parentBone = result.bones[parentIndex];
  17750. }
  17751. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix());
  17752. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  17753. }
  17754. return result;
  17755. };
  17756. return Skeleton;
  17757. })();
  17758. BABYLON.Skeleton = Skeleton;
  17759. })(BABYLON || (BABYLON = {}));
  17760. //# sourceMappingURL=babylon.skeleton.js.mapvar BABYLON;
  17761. (function (BABYLON) {
  17762. var PostProcess = (function () {
  17763. function PostProcess(name, fragmentUrl, parameters, samplers, ratio, camera, samplingMode, engine, reusable, defines) {
  17764. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  17765. this.name = name;
  17766. this.width = -1;
  17767. this.height = -1;
  17768. this._reusable = false;
  17769. this._textures = new BABYLON.SmartArray(2);
  17770. this._currentRenderTextureInd = 0;
  17771. if (camera != null) {
  17772. this._camera = camera;
  17773. this._scene = camera.getScene();
  17774. camera.attachPostProcess(this);
  17775. this._engine = this._scene.getEngine();
  17776. }
  17777. else {
  17778. this._engine = engine;
  17779. }
  17780. this._renderRatio = ratio;
  17781. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  17782. this._reusable = reusable || false;
  17783. samplers = samplers || [];
  17784. samplers.push("textureSampler");
  17785. this._effect = this._engine.createEffect({ vertex: "postprocess", fragment: fragmentUrl }, ["position"], parameters || [], samplers, defines !== undefined ? defines : "");
  17786. }
  17787. PostProcess.prototype.isReusable = function () {
  17788. return this._reusable;
  17789. };
  17790. PostProcess.prototype.activate = function (camera, sourceTexture) {
  17791. camera = camera || this._camera;
  17792. var scene = camera.getScene();
  17793. var maxSize = camera.getEngine().getCaps().maxTextureSize;
  17794. var desiredWidth = ((sourceTexture ? sourceTexture._width : this._engine.getRenderingCanvas().width) * this._renderRatio) | 0;
  17795. var desiredHeight = ((sourceTexture ? sourceTexture._height : this._engine.getRenderingCanvas().height) * this._renderRatio) | 0;
  17796. desiredWidth = BABYLON.Tools.GetExponantOfTwo(desiredWidth, maxSize);
  17797. desiredHeight = BABYLON.Tools.GetExponantOfTwo(desiredHeight, maxSize);
  17798. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  17799. if (this._textures.length > 0) {
  17800. for (var i = 0; i < this._textures.length; i++) {
  17801. this._engine._releaseTexture(this._textures.data[i]);
  17802. }
  17803. this._textures.reset();
  17804. }
  17805. this.width = desiredWidth;
  17806. this.height = desiredHeight;
  17807. 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 }));
  17808. if (this._reusable) {
  17809. 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 }));
  17810. }
  17811. if (this.onSizeChanged) {
  17812. this.onSizeChanged();
  17813. }
  17814. }
  17815. this._engine.bindFramebuffer(this._textures.data[this._currentRenderTextureInd]);
  17816. if (this.onActivate) {
  17817. this.onActivate(camera);
  17818. }
  17819. // Clear
  17820. if (this.clearColor) {
  17821. this._engine.clear(this.clearColor, true, true);
  17822. }
  17823. else {
  17824. this._engine.clear(scene.clearColor, scene.autoClear || scene.forceWireframe, true);
  17825. }
  17826. if (this._reusable) {
  17827. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  17828. }
  17829. };
  17830. PostProcess.prototype.apply = function () {
  17831. // Check
  17832. if (!this._effect.isReady())
  17833. return null;
  17834. // States
  17835. this._engine.enableEffect(this._effect);
  17836. this._engine.setState(false);
  17837. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  17838. this._engine.setDepthBuffer(false);
  17839. this._engine.setDepthWrite(false);
  17840. // Texture
  17841. this._effect._bindTexture("textureSampler", this._textures.data[this._currentRenderTextureInd]);
  17842. // Parameters
  17843. if (this.onApply) {
  17844. this.onApply(this._effect);
  17845. }
  17846. return this._effect;
  17847. };
  17848. PostProcess.prototype.dispose = function (camera) {
  17849. camera = camera || this._camera;
  17850. if (this._textures.length > 0) {
  17851. for (var i = 0; i < this._textures.length; i++) {
  17852. this._engine._releaseTexture(this._textures.data[i]);
  17853. }
  17854. this._textures.reset();
  17855. }
  17856. if (!camera) {
  17857. return;
  17858. }
  17859. camera.detachPostProcess(this);
  17860. var index = camera._postProcesses.indexOf(this);
  17861. if (index === camera._postProcessesTakenIndices[0] && camera._postProcessesTakenIndices.length > 0) {
  17862. this._camera._postProcesses[camera._postProcessesTakenIndices[0]].width = -1; // invalidate frameBuffer to hint the postprocess to create a depth buffer
  17863. }
  17864. };
  17865. return PostProcess;
  17866. })();
  17867. BABYLON.PostProcess = PostProcess;
  17868. })(BABYLON || (BABYLON = {}));
  17869. //# sourceMappingURL=babylon.postProcess.js.mapvar BABYLON;
  17870. (function (BABYLON) {
  17871. var PostProcessManager = (function () {
  17872. function PostProcessManager(scene) {
  17873. this._vertexDeclaration = [2];
  17874. this._vertexStrideSize = 2 * 4;
  17875. this._scene = scene;
  17876. }
  17877. PostProcessManager.prototype._prepareBuffers = function () {
  17878. if (this._vertexBuffer) {
  17879. return;
  17880. }
  17881. // VBO
  17882. var vertices = [];
  17883. vertices.push(1, 1);
  17884. vertices.push(-1, 1);
  17885. vertices.push(-1, -1);
  17886. vertices.push(1, -1);
  17887. this._vertexBuffer = this._scene.getEngine().createVertexBuffer(vertices);
  17888. // Indices
  17889. var indices = [];
  17890. indices.push(0);
  17891. indices.push(1);
  17892. indices.push(2);
  17893. indices.push(0);
  17894. indices.push(2);
  17895. indices.push(3);
  17896. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  17897. };
  17898. // Methods
  17899. PostProcessManager.prototype._prepareFrame = function (sourceTexture) {
  17900. var postProcesses = this._scene.activeCamera._postProcesses;
  17901. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  17902. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  17903. return false;
  17904. }
  17905. postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera, sourceTexture);
  17906. return true;
  17907. };
  17908. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
  17909. var engine = this._scene.getEngine();
  17910. for (var index = 0; index < postProcesses.length; index++) {
  17911. if (index < postProcesses.length - 1) {
  17912. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  17913. }
  17914. else {
  17915. if (targetTexture) {
  17916. engine.bindFramebuffer(targetTexture);
  17917. }
  17918. else {
  17919. engine.restoreDefaultFramebuffer();
  17920. }
  17921. }
  17922. var pp = postProcesses[index];
  17923. var effect = pp.apply();
  17924. if (effect) {
  17925. if (pp.onBeforeRender) {
  17926. pp.onBeforeRender(effect);
  17927. }
  17928. // VBOs
  17929. this._prepareBuffers();
  17930. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  17931. // Draw order
  17932. engine.draw(true, 0, 6);
  17933. }
  17934. }
  17935. // Restore depth buffer
  17936. engine.setDepthBuffer(true);
  17937. engine.setDepthWrite(true);
  17938. };
  17939. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
  17940. postProcesses = postProcesses || this._scene.activeCamera._postProcesses;
  17941. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  17942. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  17943. return;
  17944. }
  17945. var engine = this._scene.getEngine();
  17946. for (var index = 0; index < postProcessesTakenIndices.length; index++) {
  17947. if (index < postProcessesTakenIndices.length - 1) {
  17948. postProcesses[postProcessesTakenIndices[index + 1]].activate(this._scene.activeCamera);
  17949. }
  17950. else {
  17951. if (targetTexture) {
  17952. engine.bindFramebuffer(targetTexture);
  17953. }
  17954. else {
  17955. engine.restoreDefaultFramebuffer();
  17956. }
  17957. }
  17958. if (doNotPresent) {
  17959. break;
  17960. }
  17961. var pp = postProcesses[postProcessesTakenIndices[index]];
  17962. var effect = pp.apply();
  17963. if (effect) {
  17964. if (pp.onBeforeRender) {
  17965. pp.onBeforeRender(effect);
  17966. }
  17967. // VBOs
  17968. this._prepareBuffers();
  17969. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  17970. // Draw order
  17971. engine.draw(true, 0, 6);
  17972. }
  17973. }
  17974. // Restore depth buffer
  17975. engine.setDepthBuffer(true);
  17976. engine.setDepthWrite(true);
  17977. };
  17978. PostProcessManager.prototype.dispose = function () {
  17979. if (this._vertexBuffer) {
  17980. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  17981. this._vertexBuffer = null;
  17982. }
  17983. if (this._indexBuffer) {
  17984. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  17985. this._indexBuffer = null;
  17986. }
  17987. };
  17988. return PostProcessManager;
  17989. })();
  17990. BABYLON.PostProcessManager = PostProcessManager;
  17991. })(BABYLON || (BABYLON = {}));
  17992. //# sourceMappingURL=babylon.postProcessManager.js.map
  17993. var BABYLON;
  17994. (function (BABYLON) {
  17995. var PassPostProcess = (function (_super) {
  17996. __extends(PassPostProcess, _super);
  17997. function PassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  17998. _super.call(this, name, "pass", null, null, ratio, camera, samplingMode, engine, reusable);
  17999. }
  18000. return PassPostProcess;
  18001. })(BABYLON.PostProcess);
  18002. BABYLON.PassPostProcess = PassPostProcess;
  18003. })(BABYLON || (BABYLON = {}));
  18004. //# sourceMappingURL=babylon.passPostProcess.js.map
  18005. var BABYLON;
  18006. (function (BABYLON) {
  18007. var BlurPostProcess = (function (_super) {
  18008. __extends(BlurPostProcess, _super);
  18009. function BlurPostProcess(name, direction, blurWidth, ratio, camera, samplingMode, engine, reusable) {
  18010. var _this = this;
  18011. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  18012. _super.call(this, name, "blur", ["screenSize", "direction", "blurWidth"], null, ratio, camera, samplingMode, engine, reusable);
  18013. this.direction = direction;
  18014. this.blurWidth = blurWidth;
  18015. this.onApply = function (effect) {
  18016. effect.setFloat2("screenSize", _this.width, _this.height);
  18017. effect.setVector2("direction", _this.direction);
  18018. effect.setFloat("blurWidth", _this.blurWidth);
  18019. };
  18020. }
  18021. return BlurPostProcess;
  18022. })(BABYLON.PostProcess);
  18023. BABYLON.BlurPostProcess = BlurPostProcess;
  18024. })(BABYLON || (BABYLON = {}));
  18025. //# sourceMappingURL=babylon.blurPostProcess.js.map
  18026. var BABYLON;
  18027. (function (BABYLON) {
  18028. var FilterPostProcess = (function (_super) {
  18029. __extends(FilterPostProcess, _super);
  18030. function FilterPostProcess(name, kernelMatrix, ratio, camera, samplingMode, engine, reusable) {
  18031. var _this = this;
  18032. _super.call(this, name, "filter", ["kernelMatrix"], null, ratio, camera, samplingMode, engine, reusable);
  18033. this.kernelMatrix = kernelMatrix;
  18034. this.onApply = function (effect) {
  18035. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  18036. };
  18037. }
  18038. return FilterPostProcess;
  18039. })(BABYLON.PostProcess);
  18040. BABYLON.FilterPostProcess = FilterPostProcess;
  18041. })(BABYLON || (BABYLON = {}));
  18042. //# sourceMappingURL=babylon.filterPostProcess.js.map
  18043. var BABYLON;
  18044. (function (BABYLON) {
  18045. var RefractionPostProcess = (function (_super) {
  18046. __extends(RefractionPostProcess, _super);
  18047. function RefractionPostProcess(name, refractionTextureUrl, color, depth, colorLevel, ratio, camera, samplingMode, engine, reusable) {
  18048. var _this = this;
  18049. _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], ratio, camera, samplingMode, engine, reusable);
  18050. this.color = color;
  18051. this.depth = depth;
  18052. this.colorLevel = colorLevel;
  18053. this.onActivate = function (cam) {
  18054. _this._refRexture = _this._refRexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  18055. };
  18056. this.onApply = function (effect) {
  18057. effect.setColor3("baseColor", _this.color);
  18058. effect.setFloat("depth", _this.depth);
  18059. effect.setFloat("colorLevel", _this.colorLevel);
  18060. effect.setTexture("refractionSampler", _this._refRexture);
  18061. };
  18062. }
  18063. // Methods
  18064. RefractionPostProcess.prototype.dispose = function (camera) {
  18065. if (this._refRexture) {
  18066. this._refRexture.dispose();
  18067. }
  18068. _super.prototype.dispose.call(this, camera);
  18069. };
  18070. return RefractionPostProcess;
  18071. })(BABYLON.PostProcess);
  18072. BABYLON.RefractionPostProcess = RefractionPostProcess;
  18073. })(BABYLON || (BABYLON = {}));
  18074. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  18075. var BABYLON;
  18076. (function (BABYLON) {
  18077. var BlackAndWhitePostProcess = (function (_super) {
  18078. __extends(BlackAndWhitePostProcess, _super);
  18079. function BlackAndWhitePostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  18080. _super.call(this, name, "blackAndWhite", null, null, ratio, camera, samplingMode, engine, reusable);
  18081. }
  18082. return BlackAndWhitePostProcess;
  18083. })(BABYLON.PostProcess);
  18084. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  18085. })(BABYLON || (BABYLON = {}));
  18086. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  18087. var BABYLON;
  18088. (function (BABYLON) {
  18089. var ConvolutionPostProcess = (function (_super) {
  18090. __extends(ConvolutionPostProcess, _super);
  18091. function ConvolutionPostProcess(name, kernel, ratio, camera, samplingMode, engine, reusable) {
  18092. var _this = this;
  18093. _super.call(this, name, "convolution", ["kernel", "screenSize"], null, ratio, camera, samplingMode, engine, reusable);
  18094. this.kernel = kernel;
  18095. this.onApply = function (effect) {
  18096. effect.setFloat2("screenSize", _this.width, _this.height);
  18097. effect.setArray("kernel", _this.kernel);
  18098. };
  18099. }
  18100. // Statics
  18101. // Based on http://en.wikipedia.org/wiki/Kernel_(image_processing)
  18102. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  18103. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  18104. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  18105. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  18106. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  18107. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  18108. return ConvolutionPostProcess;
  18109. })(BABYLON.PostProcess);
  18110. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  18111. })(BABYLON || (BABYLON = {}));
  18112. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  18113. var BABYLON;
  18114. (function (BABYLON) {
  18115. var FxaaPostProcess = (function (_super) {
  18116. __extends(FxaaPostProcess, _super);
  18117. function FxaaPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  18118. var _this = this;
  18119. _super.call(this, name, "fxaa", ["texelSize"], null, ratio, camera, samplingMode, engine, reusable);
  18120. this.onSizeChanged = function () {
  18121. _this.texelWidth = 1.0 / _this.width;
  18122. _this.texelHeight = 1.0 / _this.height;
  18123. };
  18124. this.onApply = function (effect) {
  18125. effect.setFloat2("texelSize", _this.texelWidth, _this.texelHeight);
  18126. };
  18127. }
  18128. return FxaaPostProcess;
  18129. })(BABYLON.PostProcess);
  18130. BABYLON.FxaaPostProcess = FxaaPostProcess;
  18131. })(BABYLON || (BABYLON = {}));
  18132. //# sourceMappingURL=babylon.fxaaPostProcess.js.mapvar BABYLON;
  18133. (function (BABYLON) {
  18134. var LensFlare = (function () {
  18135. function LensFlare(size, position, color, imgUrl, system) {
  18136. this.size = size;
  18137. this.position = position;
  18138. this.dispose = function () {
  18139. if (this.texture) {
  18140. this.texture.dispose();
  18141. }
  18142. // Remove from scene
  18143. var index = this._system.lensFlares.indexOf(this);
  18144. this._system.lensFlares.splice(index, 1);
  18145. };
  18146. this.color = color || new BABYLON.Color3(1, 1, 1);
  18147. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  18148. this._system = system;
  18149. system.lensFlares.push(this);
  18150. }
  18151. return LensFlare;
  18152. })();
  18153. BABYLON.LensFlare = LensFlare;
  18154. })(BABYLON || (BABYLON = {}));
  18155. //# sourceMappingURL=babylon.lensFlare.js.mapvar BABYLON;
  18156. (function (BABYLON) {
  18157. var LensFlareSystem = (function () {
  18158. function LensFlareSystem(name, emitter, scene) {
  18159. this.name = name;
  18160. this.lensFlares = new Array();
  18161. this.borderLimit = 300;
  18162. this._vertexDeclaration = [2];
  18163. this._vertexStrideSize = 2 * 4;
  18164. this._isEnabled = true;
  18165. this._scene = scene;
  18166. this._emitter = emitter;
  18167. scene.lensFlareSystems.push(this);
  18168. this.meshesSelectionPredicate = function (m) { return m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0); };
  18169. // VBO
  18170. var vertices = [];
  18171. vertices.push(1, 1);
  18172. vertices.push(-1, 1);
  18173. vertices.push(-1, -1);
  18174. vertices.push(1, -1);
  18175. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  18176. // Indices
  18177. var indices = [];
  18178. indices.push(0);
  18179. indices.push(1);
  18180. indices.push(2);
  18181. indices.push(0);
  18182. indices.push(2);
  18183. indices.push(3);
  18184. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  18185. // Effects
  18186. this._effect = this._scene.getEngine().createEffect("lensFlare", ["position"], ["color", "viewportMatrix"], ["textureSampler"], "");
  18187. }
  18188. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  18189. get: function () {
  18190. return this._isEnabled;
  18191. },
  18192. set: function (value) {
  18193. this._isEnabled = value;
  18194. },
  18195. enumerable: true,
  18196. configurable: true
  18197. });
  18198. LensFlareSystem.prototype.getScene = function () {
  18199. return this._scene;
  18200. };
  18201. LensFlareSystem.prototype.getEmitter = function () {
  18202. return this._emitter;
  18203. };
  18204. LensFlareSystem.prototype.getEmitterPosition = function () {
  18205. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  18206. };
  18207. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  18208. var position = this.getEmitterPosition();
  18209. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  18210. this._positionX = position.x;
  18211. this._positionY = position.y;
  18212. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  18213. if (position.z > 0) {
  18214. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  18215. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height))
  18216. return true;
  18217. }
  18218. }
  18219. return false;
  18220. };
  18221. LensFlareSystem.prototype._isVisible = function () {
  18222. if (!this._isEnabled) {
  18223. return false;
  18224. }
  18225. var emitterPosition = this.getEmitterPosition();
  18226. var direction = emitterPosition.subtract(this._scene.activeCamera.position);
  18227. var distance = direction.length();
  18228. direction.normalize();
  18229. var ray = new BABYLON.Ray(this._scene.activeCamera.position, direction);
  18230. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  18231. return !pickInfo.hit || pickInfo.distance > distance;
  18232. };
  18233. LensFlareSystem.prototype.render = function () {
  18234. if (!this._effect.isReady())
  18235. return false;
  18236. var engine = this._scene.getEngine();
  18237. var viewport = this._scene.activeCamera.viewport;
  18238. var globalViewport = viewport.toGlobal(engine);
  18239. // Position
  18240. if (!this.computeEffectivePosition(globalViewport)) {
  18241. return false;
  18242. }
  18243. // Visibility
  18244. if (!this._isVisible()) {
  18245. return false;
  18246. }
  18247. // Intensity
  18248. var awayX;
  18249. var awayY;
  18250. if (this._positionX < this.borderLimit + globalViewport.x) {
  18251. awayX = this.borderLimit + globalViewport.x - this._positionX;
  18252. }
  18253. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  18254. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  18255. }
  18256. else {
  18257. awayX = 0;
  18258. }
  18259. if (this._positionY < this.borderLimit + globalViewport.y) {
  18260. awayY = this.borderLimit + globalViewport.y - this._positionY;
  18261. }
  18262. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  18263. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  18264. }
  18265. else {
  18266. awayY = 0;
  18267. }
  18268. var away = (awayX > awayY) ? awayX : awayY;
  18269. if (away > this.borderLimit) {
  18270. away = this.borderLimit;
  18271. }
  18272. var intensity = 1.0 - (away / this.borderLimit);
  18273. if (intensity < 0) {
  18274. return false;
  18275. }
  18276. if (intensity > 1.0) {
  18277. intensity = 1.0;
  18278. }
  18279. // Position
  18280. var centerX = globalViewport.x + globalViewport.width / 2;
  18281. var centerY = globalViewport.y + globalViewport.height / 2;
  18282. var distX = centerX - this._positionX;
  18283. var distY = centerY - this._positionY;
  18284. // Effects
  18285. engine.enableEffect(this._effect);
  18286. engine.setState(false);
  18287. engine.setDepthBuffer(false);
  18288. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  18289. // VBOs
  18290. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  18291. for (var index = 0; index < this.lensFlares.length; index++) {
  18292. var flare = this.lensFlares[index];
  18293. var x = centerX - (distX * flare.position);
  18294. var y = centerY - (distY * flare.position);
  18295. var cw = flare.size;
  18296. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera);
  18297. var cx = 2 * (x / globalViewport.width) - 1.0;
  18298. var cy = 1.0 - 2 * (y / globalViewport.height);
  18299. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  18300. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  18301. // Texture
  18302. this._effect.setTexture("textureSampler", flare.texture);
  18303. // Color
  18304. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  18305. // Draw order
  18306. engine.draw(true, 0, 6);
  18307. }
  18308. engine.setDepthBuffer(true);
  18309. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  18310. return true;
  18311. };
  18312. LensFlareSystem.prototype.dispose = function () {
  18313. if (this._vertexBuffer) {
  18314. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  18315. this._vertexBuffer = null;
  18316. }
  18317. if (this._indexBuffer) {
  18318. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  18319. this._indexBuffer = null;
  18320. }
  18321. while (this.lensFlares.length) {
  18322. this.lensFlares[0].dispose();
  18323. }
  18324. // Remove from scene
  18325. var index = this._scene.lensFlareSystems.indexOf(this);
  18326. this._scene.lensFlareSystems.splice(index, 1);
  18327. };
  18328. return LensFlareSystem;
  18329. })();
  18330. BABYLON.LensFlareSystem = LensFlareSystem;
  18331. })(BABYLON || (BABYLON = {}));
  18332. //# sourceMappingURL=babylon.lensFlareSystem.js.mapvar BABYLON;
  18333. (function (BABYLON) {
  18334. var IntersectionInfo = (function () {
  18335. function IntersectionInfo(bu, bv, distance) {
  18336. this.bu = bu;
  18337. this.bv = bv;
  18338. this.distance = distance;
  18339. this.faceId = 0;
  18340. this.subMeshId = 0;
  18341. }
  18342. return IntersectionInfo;
  18343. })();
  18344. BABYLON.IntersectionInfo = IntersectionInfo;
  18345. var PickingInfo = (function () {
  18346. function PickingInfo() {
  18347. this.hit = false;
  18348. this.distance = 0;
  18349. this.pickedPoint = null;
  18350. this.pickedMesh = null;
  18351. this.bu = 0;
  18352. this.bv = 0;
  18353. this.faceId = -1;
  18354. this.subMeshId = 0;
  18355. }
  18356. // Methods
  18357. PickingInfo.prototype.getNormal = function (useWorldCoordinates) {
  18358. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  18359. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  18360. return null;
  18361. }
  18362. var indices = this.pickedMesh.getIndices();
  18363. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  18364. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  18365. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  18366. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  18367. normal0 = normal0.scale(this.bu);
  18368. normal1 = normal1.scale(this.bv);
  18369. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  18370. var result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  18371. if (useWorldCoordinates) {
  18372. result = BABYLON.Vector3.TransformNormal(result, this.pickedMesh.getWorldMatrix());
  18373. }
  18374. return result;
  18375. };
  18376. PickingInfo.prototype.getTextureCoordinates = function () {
  18377. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  18378. return null;
  18379. }
  18380. var indices = this.pickedMesh.getIndices();
  18381. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  18382. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  18383. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  18384. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  18385. uv0 = uv0.scale(this.bu);
  18386. uv1 = uv1.scale(this.bv);
  18387. uv2 = uv2.scale(1.0 - this.bu - this.bv);
  18388. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  18389. };
  18390. return PickingInfo;
  18391. })();
  18392. BABYLON.PickingInfo = PickingInfo;
  18393. })(BABYLON || (BABYLON = {}));
  18394. //# sourceMappingURL=babylon.pickingInfo.js.mapvar BABYLON;
  18395. (function (BABYLON) {
  18396. var FilesInput = (function () {
  18397. /// Register to core BabylonJS object: engine, scene, rendering canvas, callback function when the scene will be loaded,
  18398. /// loading progress callback and optionnal addionnal logic to call in the rendering loop
  18399. function FilesInput(p_engine, p_scene, p_canvas, p_sceneLoadedCallback, p_progressCallback, p_additionnalRenderLoopLogicCallback, p_textureLoadingCallback, p_startingProcessingFilesCallback) {
  18400. this._engine = p_engine;
  18401. this._canvas = p_canvas;
  18402. this._currentScene = p_scene;
  18403. this._sceneLoadedCallback = p_sceneLoadedCallback;
  18404. this._progressCallback = p_progressCallback;
  18405. this._additionnalRenderLoopLogicCallback = p_additionnalRenderLoopLogicCallback;
  18406. this._textureLoadingCallback = p_textureLoadingCallback;
  18407. this._startingProcessingFilesCallback = p_startingProcessingFilesCallback;
  18408. }
  18409. FilesInput.prototype.monitorElementForDragNDrop = function (p_elementToMonitor) {
  18410. var _this = this;
  18411. if (p_elementToMonitor) {
  18412. this._elementToMonitor = p_elementToMonitor;
  18413. this._elementToMonitor.addEventListener("dragenter", function (e) {
  18414. _this.drag(e);
  18415. }, false);
  18416. this._elementToMonitor.addEventListener("dragover", function (e) {
  18417. _this.drag(e);
  18418. }, false);
  18419. this._elementToMonitor.addEventListener("drop", function (e) {
  18420. _this.drop(e);
  18421. }, false);
  18422. }
  18423. };
  18424. FilesInput.prototype.renderFunction = function () {
  18425. if (this._additionnalRenderLoopLogicCallback) {
  18426. this._additionnalRenderLoopLogicCallback();
  18427. }
  18428. if (this._currentScene) {
  18429. if (this._textureLoadingCallback) {
  18430. var remaining = this._currentScene.getWaitingItemsCount();
  18431. if (remaining > 0) {
  18432. this._textureLoadingCallback(remaining);
  18433. }
  18434. }
  18435. this._currentScene.render();
  18436. }
  18437. };
  18438. FilesInput.prototype.drag = function (e) {
  18439. e.stopPropagation();
  18440. e.preventDefault();
  18441. };
  18442. FilesInput.prototype.drop = function (eventDrop) {
  18443. eventDrop.stopPropagation();
  18444. eventDrop.preventDefault();
  18445. this.loadFiles(eventDrop);
  18446. };
  18447. FilesInput.prototype.loadFiles = function (event) {
  18448. if (this._startingProcessingFilesCallback)
  18449. this._startingProcessingFilesCallback();
  18450. // Handling data transfer via drag'n'drop
  18451. if (event && event.dataTransfer && event.dataTransfer.files) {
  18452. this._filesToLoad = event.dataTransfer.files;
  18453. }
  18454. // Handling files from input files
  18455. if (event && event.target && event.target.files) {
  18456. this._filesToLoad = event.target.files;
  18457. }
  18458. if (this._filesToLoad && this._filesToLoad.length > 0) {
  18459. for (var i = 0; i < this._filesToLoad.length; i++) {
  18460. switch (this._filesToLoad[i].type) {
  18461. case "image/jpeg":
  18462. case "image/png":
  18463. case "image/bmp":
  18464. FilesInput.FilesTextures[this._filesToLoad[i].name] = this._filesToLoad[i];
  18465. break;
  18466. case "image/targa":
  18467. case "image/vnd.ms-dds":
  18468. case "audio/wav":
  18469. case "audio/x-wav":
  18470. case "audio/mp3":
  18471. case "audio/mpeg":
  18472. case "audio/mpeg3":
  18473. case "audio/x-mpeg-3":
  18474. case "audio/ogg":
  18475. FilesInput.FilesToLoad[this._filesToLoad[i].name] = this._filesToLoad[i];
  18476. break;
  18477. default:
  18478. 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) {
  18479. this._sceneFileToLoad = this._filesToLoad[i];
  18480. }
  18481. break;
  18482. }
  18483. }
  18484. this.reload();
  18485. }
  18486. };
  18487. FilesInput.prototype.reload = function () {
  18488. var _this = this;
  18489. var that = this;
  18490. // If a ".babylon" file has been provided
  18491. if (this._sceneFileToLoad) {
  18492. if (this._currentScene) {
  18493. this._engine.stopRenderLoop();
  18494. this._currentScene.dispose();
  18495. }
  18496. BABYLON.SceneLoader.Load("file:", this._sceneFileToLoad, this._engine, function (newScene) {
  18497. that._currentScene = newScene;
  18498. // Wait for textures and shaders to be ready
  18499. that._currentScene.executeWhenReady(function () {
  18500. // Attach camera to canvas inputs
  18501. if (!that._currentScene.activeCamera || that._currentScene.lights.length === 0) {
  18502. that._currentScene.createDefaultCameraOrLight();
  18503. }
  18504. that._currentScene.activeCamera.attachControl(that._canvas);
  18505. if (that._sceneLoadedCallback) {
  18506. that._sceneLoadedCallback(_this._sceneFileToLoad, that._currentScene);
  18507. }
  18508. that._engine.runRenderLoop(function () {
  18509. that.renderFunction();
  18510. });
  18511. });
  18512. }, function (progress) {
  18513. if (_this._progressCallback) {
  18514. _this._progressCallback(progress);
  18515. }
  18516. });
  18517. }
  18518. else {
  18519. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  18520. }
  18521. };
  18522. FilesInput.FilesTextures = new Array();
  18523. FilesInput.FilesToLoad = new Array();
  18524. return FilesInput;
  18525. })();
  18526. BABYLON.FilesInput = FilesInput;
  18527. })(BABYLON || (BABYLON = {}));
  18528. //# sourceMappingURL=babylon.filesInput.js.mapvar BABYLON;
  18529. (function (BABYLON) {
  18530. var OimoJSPlugin = (function () {
  18531. function OimoJSPlugin() {
  18532. this._registeredMeshes = [];
  18533. /**
  18534. * Update the body position according to the mesh position
  18535. * @param mesh
  18536. */
  18537. this.updateBodyPosition = function (mesh) {
  18538. for (var index = 0; index < this._registeredMeshes.length; index++) {
  18539. var registeredMesh = this._registeredMeshes[index];
  18540. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  18541. var body = registeredMesh.body.body;
  18542. mesh.computeWorldMatrix(true);
  18543. var center = mesh.getBoundingInfo().boundingBox.center;
  18544. body.setPosition(center.x, center.y, center.z);
  18545. body.setRotation(mesh.rotation.x, mesh.rotation.y, mesh.rotation.z);
  18546. return;
  18547. }
  18548. // Case where the parent has been updated
  18549. if (registeredMesh.mesh.parent === mesh) {
  18550. mesh.computeWorldMatrix(true);
  18551. registeredMesh.mesh.computeWorldMatrix(true);
  18552. var absolutePosition = registeredMesh.mesh.getAbsolutePosition();
  18553. var absoluteRotation = mesh.rotation;
  18554. body = registeredMesh.body.body;
  18555. body.setPosition(absolutePosition.x, absolutePosition.y, absolutePosition.z);
  18556. body.setRotation(absoluteRotation.x, absoluteRotation.y, absoluteRotation.z);
  18557. return;
  18558. }
  18559. }
  18560. };
  18561. }
  18562. OimoJSPlugin.prototype._checkWithEpsilon = function (value) {
  18563. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  18564. };
  18565. OimoJSPlugin.prototype.initialize = function (iterations) {
  18566. this._world = new OIMO.World();
  18567. this._world.clear();
  18568. };
  18569. OimoJSPlugin.prototype.setGravity = function (gravity) {
  18570. this._world.gravity = gravity;
  18571. };
  18572. OimoJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
  18573. var body = null;
  18574. this.unregisterMesh(mesh);
  18575. mesh.computeWorldMatrix(true);
  18576. var initialRotation = null;
  18577. if (mesh.rotationQuaternion) {
  18578. initialRotation = mesh.rotationQuaternion.clone();
  18579. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  18580. mesh.computeWorldMatrix(true);
  18581. }
  18582. var bbox = mesh.getBoundingInfo().boundingBox;
  18583. // The delta between the mesh position and the mesh bounding box center
  18584. var deltaPosition = mesh.position.subtract(bbox.center);
  18585. // Transform delta position with the rotation
  18586. if (initialRotation) {
  18587. var m = new BABYLON.Matrix();
  18588. initialRotation.toRotationMatrix(m);
  18589. deltaPosition = BABYLON.Vector3.TransformCoordinates(deltaPosition, m);
  18590. }
  18591. switch (impostor) {
  18592. case BABYLON.PhysicsEngine.SphereImpostor:
  18593. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  18594. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  18595. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  18596. var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
  18597. body = new OIMO.Body({
  18598. type: 'sphere',
  18599. size: [size],
  18600. pos: [bbox.center.x, bbox.center.y, bbox.center.z],
  18601. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD],
  18602. move: options.mass != 0,
  18603. config: [options.mass, options.friction, options.restitution],
  18604. world: this._world
  18605. });
  18606. break;
  18607. case BABYLON.PhysicsEngine.PlaneImpostor:
  18608. case BABYLON.PhysicsEngine.CylinderImpostor:
  18609. case BABYLON.PhysicsEngine.BoxImpostor:
  18610. var min = bbox.minimumWorld;
  18611. var max = bbox.maximumWorld;
  18612. var box = max.subtract(min);
  18613. var sizeX = this._checkWithEpsilon(box.x);
  18614. var sizeY = this._checkWithEpsilon(box.y);
  18615. var sizeZ = this._checkWithEpsilon(box.z);
  18616. body = new OIMO.Body({
  18617. type: 'box',
  18618. size: [sizeX, sizeY, sizeZ],
  18619. pos: [bbox.center.x, bbox.center.y, bbox.center.z],
  18620. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD],
  18621. move: options.mass != 0,
  18622. config: [options.mass, options.friction, options.restitution],
  18623. world: this._world
  18624. });
  18625. break;
  18626. }
  18627. //If quaternion was set as the rotation of the object
  18628. if (initialRotation) {
  18629. //We have to access the rigid body's properties to set the quaternion.
  18630. //The setQuaternion function of Oimo only sets the newOrientation that is only set after an impulse is given or a collision.
  18631. body.body.orientation = new OIMO.Quat(initialRotation.w, initialRotation.x, initialRotation.y, initialRotation.z);
  18632. //update the internal rotation matrix
  18633. body.body.syncShapes();
  18634. }
  18635. this._registeredMeshes.push({
  18636. mesh: mesh,
  18637. body: body,
  18638. delta: deltaPosition
  18639. });
  18640. return body;
  18641. };
  18642. OimoJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
  18643. var types = [], sizes = [], positions = [], rotations = [];
  18644. var initialMesh = parts[0].mesh;
  18645. for (var index = 0; index < parts.length; index++) {
  18646. var part = parts[index];
  18647. var bodyParameters = this._createBodyAsCompound(part, options, initialMesh);
  18648. types.push(bodyParameters.type);
  18649. sizes.push.apply(sizes, bodyParameters.size);
  18650. positions.push.apply(positions, bodyParameters.pos);
  18651. rotations.push.apply(rotations, bodyParameters.rot);
  18652. }
  18653. var body = new OIMO.Body({
  18654. type: types,
  18655. size: sizes,
  18656. pos: positions,
  18657. rot: rotations,
  18658. move: options.mass != 0,
  18659. config: [options.mass, options.friction, options.restitution],
  18660. world: this._world
  18661. });
  18662. this._registeredMeshes.push({
  18663. mesh: initialMesh,
  18664. body: body
  18665. });
  18666. return body;
  18667. };
  18668. OimoJSPlugin.prototype._createBodyAsCompound = function (part, options, initialMesh) {
  18669. var bodyParameters = null;
  18670. var mesh = part.mesh;
  18671. // We need the bounding box/sphere info to compute the physics body
  18672. mesh.computeWorldMatrix();
  18673. switch (part.impostor) {
  18674. case BABYLON.PhysicsEngine.SphereImpostor:
  18675. var bbox = mesh.getBoundingInfo().boundingBox;
  18676. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  18677. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  18678. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  18679. var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
  18680. bodyParameters = {
  18681. type: 'sphere',
  18682. /* bug with oimo : sphere needs 3 sizes in this case */
  18683. size: [size, -1, -1],
  18684. pos: [mesh.position.x, mesh.position.y, mesh.position.z],
  18685. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD]
  18686. };
  18687. break;
  18688. case BABYLON.PhysicsEngine.PlaneImpostor:
  18689. case BABYLON.PhysicsEngine.BoxImpostor:
  18690. bbox = mesh.getBoundingInfo().boundingBox;
  18691. var min = bbox.minimumWorld;
  18692. var max = bbox.maximumWorld;
  18693. var box = max.subtract(min);
  18694. var sizeX = this._checkWithEpsilon(box.x);
  18695. var sizeY = this._checkWithEpsilon(box.y);
  18696. var sizeZ = this._checkWithEpsilon(box.z);
  18697. var relativePosition = mesh.position;
  18698. bodyParameters = {
  18699. type: 'box',
  18700. size: [sizeX, sizeY, sizeZ],
  18701. pos: [relativePosition.x, relativePosition.y, relativePosition.z],
  18702. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD]
  18703. };
  18704. break;
  18705. }
  18706. return bodyParameters;
  18707. };
  18708. OimoJSPlugin.prototype.unregisterMesh = function (mesh) {
  18709. for (var index = 0; index < this._registeredMeshes.length; index++) {
  18710. var registeredMesh = this._registeredMeshes[index];
  18711. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  18712. if (registeredMesh.body) {
  18713. this._world.removeRigidBody(registeredMesh.body.body);
  18714. this._unbindBody(registeredMesh.body);
  18715. }
  18716. this._registeredMeshes.splice(index, 1);
  18717. return;
  18718. }
  18719. }
  18720. };
  18721. OimoJSPlugin.prototype._unbindBody = function (body) {
  18722. for (var index = 0; index < this._registeredMeshes.length; index++) {
  18723. var registeredMesh = this._registeredMeshes[index];
  18724. if (registeredMesh.body === body) {
  18725. registeredMesh.body = null;
  18726. }
  18727. }
  18728. };
  18729. OimoJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
  18730. for (var index = 0; index < this._registeredMeshes.length; index++) {
  18731. var registeredMesh = this._registeredMeshes[index];
  18732. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  18733. // Get object mass to have a behaviour similar to cannon.js
  18734. var mass = registeredMesh.body.body.massInfo.mass;
  18735. // The force is scaled with the mass of object
  18736. registeredMesh.body.body.applyImpulse(contactPoint.scale(OIMO.INV_SCALE), force.scale(OIMO.INV_SCALE * mass));
  18737. return;
  18738. }
  18739. }
  18740. };
  18741. OimoJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
  18742. var body1 = null, body2 = null;
  18743. for (var index = 0; index < this._registeredMeshes.length; index++) {
  18744. var registeredMesh = this._registeredMeshes[index];
  18745. if (registeredMesh.mesh === mesh1) {
  18746. body1 = registeredMesh.body.body;
  18747. }
  18748. else if (registeredMesh.mesh === mesh2) {
  18749. body2 = registeredMesh.body.body;
  18750. }
  18751. }
  18752. if (!body1 || !body2) {
  18753. return false;
  18754. }
  18755. if (!options) {
  18756. options = {};
  18757. }
  18758. new OIMO.Link({
  18759. type: options.type,
  18760. body1: body1,
  18761. body2: body2,
  18762. min: options.min,
  18763. max: options.max,
  18764. axe1: options.axe1,
  18765. axe2: options.axe2,
  18766. pos1: [pivot1.x, pivot1.y, pivot1.z],
  18767. pos2: [pivot2.x, pivot2.y, pivot2.z],
  18768. collision: options.collision,
  18769. spring: options.spring,
  18770. world: this._world
  18771. });
  18772. return true;
  18773. };
  18774. OimoJSPlugin.prototype.dispose = function () {
  18775. this._world.clear();
  18776. while (this._registeredMeshes.length) {
  18777. this.unregisterMesh(this._registeredMeshes[0].mesh);
  18778. }
  18779. };
  18780. OimoJSPlugin.prototype.isSupported = function () {
  18781. return OIMO !== undefined;
  18782. };
  18783. OimoJSPlugin.prototype._getLastShape = function (body) {
  18784. var lastShape = body.shapes;
  18785. while (lastShape.next) {
  18786. lastShape = lastShape.next;
  18787. }
  18788. return lastShape;
  18789. };
  18790. OimoJSPlugin.prototype.runOneStep = function (time) {
  18791. this._world.step();
  18792. // Update the position of all registered meshes
  18793. var i = this._registeredMeshes.length;
  18794. var m;
  18795. while (i--) {
  18796. var body = this._registeredMeshes[i].body.body;
  18797. var mesh = this._registeredMeshes[i].mesh;
  18798. var delta = this._registeredMeshes[i].delta;
  18799. if (!body.sleeping) {
  18800. if (body.shapes.next) {
  18801. var parentShape = this._getLastShape(body);
  18802. mesh.position.x = parentShape.position.x * OIMO.WORLD_SCALE;
  18803. mesh.position.y = parentShape.position.y * OIMO.WORLD_SCALE;
  18804. mesh.position.z = parentShape.position.z * OIMO.WORLD_SCALE;
  18805. var mtx = BABYLON.Matrix.FromArray(body.getMatrix());
  18806. if (!mesh.rotationQuaternion) {
  18807. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  18808. }
  18809. mesh.rotationQuaternion.fromRotationMatrix(mtx);
  18810. mesh.computeWorldMatrix();
  18811. }
  18812. else {
  18813. m = body.getMatrix();
  18814. mtx = BABYLON.Matrix.FromArray(m);
  18815. // Body position
  18816. var bodyX = mtx.m[12], bodyY = mtx.m[13], bodyZ = mtx.m[14];
  18817. if (!delta) {
  18818. mesh.position.x = bodyX;
  18819. mesh.position.y = bodyY;
  18820. mesh.position.z = bodyZ;
  18821. }
  18822. else {
  18823. mesh.position.x = bodyX + delta.x;
  18824. mesh.position.y = bodyY + delta.y;
  18825. mesh.position.z = bodyZ + delta.z;
  18826. }
  18827. if (!mesh.rotationQuaternion) {
  18828. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  18829. }
  18830. BABYLON.Quaternion.FromRotationMatrixToRef(mtx, mesh.rotationQuaternion);
  18831. mesh.computeWorldMatrix();
  18832. }
  18833. }
  18834. }
  18835. };
  18836. return OimoJSPlugin;
  18837. })();
  18838. BABYLON.OimoJSPlugin = OimoJSPlugin;
  18839. })(BABYLON || (BABYLON = {}));
  18840. //# sourceMappingURL=babylon.oimoJSPlugin.js.mapvar BABYLON;
  18841. (function (BABYLON) {
  18842. var PhysicsEngine = (function () {
  18843. function PhysicsEngine(plugin) {
  18844. this._currentPlugin = plugin || new BABYLON.OimoJSPlugin();
  18845. }
  18846. PhysicsEngine.prototype._initialize = function (gravity) {
  18847. this._currentPlugin.initialize();
  18848. this._setGravity(gravity);
  18849. };
  18850. PhysicsEngine.prototype._runOneStep = function (delta) {
  18851. if (delta > 0.1) {
  18852. delta = 0.1;
  18853. }
  18854. else if (delta <= 0) {
  18855. delta = 1.0 / 60.0;
  18856. }
  18857. this._currentPlugin.runOneStep(delta);
  18858. };
  18859. PhysicsEngine.prototype._setGravity = function (gravity) {
  18860. this.gravity = gravity || new BABYLON.Vector3(0, -9.82, 0);
  18861. this._currentPlugin.setGravity(this.gravity);
  18862. };
  18863. PhysicsEngine.prototype._registerMesh = function (mesh, impostor, options) {
  18864. return this._currentPlugin.registerMesh(mesh, impostor, options);
  18865. };
  18866. PhysicsEngine.prototype._registerMeshesAsCompound = function (parts, options) {
  18867. return this._currentPlugin.registerMeshesAsCompound(parts, options);
  18868. };
  18869. PhysicsEngine.prototype._unregisterMesh = function (mesh) {
  18870. this._currentPlugin.unregisterMesh(mesh);
  18871. };
  18872. PhysicsEngine.prototype._applyImpulse = function (mesh, force, contactPoint) {
  18873. this._currentPlugin.applyImpulse(mesh, force, contactPoint);
  18874. };
  18875. PhysicsEngine.prototype._createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
  18876. return this._currentPlugin.createLink(mesh1, mesh2, pivot1, pivot2, options);
  18877. };
  18878. PhysicsEngine.prototype._updateBodyPosition = function (mesh) {
  18879. this._currentPlugin.updateBodyPosition(mesh);
  18880. };
  18881. PhysicsEngine.prototype.dispose = function () {
  18882. this._currentPlugin.dispose();
  18883. };
  18884. PhysicsEngine.prototype.isSupported = function () {
  18885. return this._currentPlugin.isSupported();
  18886. };
  18887. // Statics
  18888. PhysicsEngine.NoImpostor = 0;
  18889. PhysicsEngine.SphereImpostor = 1;
  18890. PhysicsEngine.BoxImpostor = 2;
  18891. PhysicsEngine.PlaneImpostor = 3;
  18892. PhysicsEngine.MeshImpostor = 4;
  18893. PhysicsEngine.CapsuleImpostor = 5;
  18894. PhysicsEngine.ConeImpostor = 6;
  18895. PhysicsEngine.CylinderImpostor = 7;
  18896. PhysicsEngine.ConvexHullImpostor = 8;
  18897. PhysicsEngine.Epsilon = 0.001;
  18898. return PhysicsEngine;
  18899. })();
  18900. BABYLON.PhysicsEngine = PhysicsEngine;
  18901. })(BABYLON || (BABYLON = {}));
  18902. //# sourceMappingURL=babylon.physicsEngine.js.mapvar BABYLON;
  18903. (function (BABYLON) {
  18904. var serializeLight = function (light) {
  18905. var serializationObject = {};
  18906. serializationObject.name = light.name;
  18907. serializationObject.id = light.id;
  18908. serializationObject.tags = BABYLON.Tags.GetTags(light);
  18909. if (light instanceof BABYLON.PointLight) {
  18910. serializationObject.type = 0;
  18911. serializationObject.position = light.position.asArray();
  18912. }
  18913. else if (light instanceof BABYLON.DirectionalLight) {
  18914. serializationObject.type = 1;
  18915. var directionalLight = light;
  18916. serializationObject.position = directionalLight.position.asArray();
  18917. serializationObject.direction = directionalLight.direction.asArray();
  18918. }
  18919. else if (light instanceof BABYLON.SpotLight) {
  18920. serializationObject.type = 2;
  18921. var spotLight = light;
  18922. serializationObject.position = spotLight.position.asArray();
  18923. serializationObject.direction = spotLight.position.asArray();
  18924. serializationObject.angle = spotLight.angle;
  18925. serializationObject.exponent = spotLight.exponent;
  18926. }
  18927. else if (light instanceof BABYLON.HemisphericLight) {
  18928. serializationObject.type = 3;
  18929. var hemisphericLight = light;
  18930. serializationObject.direction = hemisphericLight.direction.asArray();
  18931. serializationObject.groundColor = hemisphericLight.groundColor.asArray();
  18932. }
  18933. if (light.intensity) {
  18934. serializationObject.intensity = light.intensity;
  18935. }
  18936. serializationObject.range = light.range;
  18937. serializationObject.diffuse = light.diffuse.asArray();
  18938. serializationObject.specular = light.specular.asArray();
  18939. return serializationObject;
  18940. };
  18941. var serializeFresnelParameter = function (fresnelParameter) {
  18942. var serializationObject = {};
  18943. serializationObject.isEnabled = fresnelParameter.isEnabled;
  18944. serializationObject.leftColor = fresnelParameter.leftColor;
  18945. serializationObject.rightColor = fresnelParameter.rightColor;
  18946. serializationObject.bias = fresnelParameter.bias;
  18947. serializationObject.power = fresnelParameter.power;
  18948. return serializationObject;
  18949. };
  18950. var appendAnimations = function (source, destination) {
  18951. if (source.animations) {
  18952. destination.animations = [];
  18953. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  18954. var animation = source.animations[animationIndex];
  18955. destination.animations.push(serializeAnimation(animation));
  18956. }
  18957. }
  18958. };
  18959. var serializeCamera = function (camera) {
  18960. var serializationObject = {};
  18961. serializationObject.name = camera.name;
  18962. serializationObject.tags = BABYLON.Tags.GetTags(camera);
  18963. serializationObject.id = camera.id;
  18964. serializationObject.position = camera.position.asArray();
  18965. // Parent
  18966. if (camera.parent) {
  18967. serializationObject.parentId = camera.parent.id;
  18968. }
  18969. serializationObject.fov = camera.fov;
  18970. serializationObject.minZ = camera.minZ;
  18971. serializationObject.maxZ = camera.maxZ;
  18972. serializationObject.inertia = camera.inertia;
  18973. //setting the type
  18974. if (camera instanceof BABYLON.FreeCamera) {
  18975. serializationObject.type = "FreeCamera";
  18976. }
  18977. else if (camera instanceof BABYLON.ArcRotateCamera) {
  18978. serializationObject.type = "ArcRotateCamera";
  18979. }
  18980. else if (camera instanceof BABYLON.AnaglyphArcRotateCamera) {
  18981. serializationObject.type = "AnaglyphArcRotateCamera";
  18982. }
  18983. else if (camera instanceof BABYLON.GamepadCamera) {
  18984. serializationObject.type = "GamepadCamera";
  18985. }
  18986. else if (camera instanceof BABYLON.AnaglyphFreeCamera) {
  18987. serializationObject.type = "AnaglyphFreeCamera";
  18988. }
  18989. else if (camera instanceof BABYLON.DeviceOrientationCamera) {
  18990. serializationObject.type = "DeviceOrientationCamera";
  18991. }
  18992. else if (camera instanceof BABYLON.FollowCamera) {
  18993. serializationObject.type = "FollowCamera";
  18994. }
  18995. else if (camera instanceof BABYLON.OculusCamera) {
  18996. serializationObject.type = "OculusCamera";
  18997. }
  18998. else if (camera instanceof BABYLON.OculusGamepadCamera) {
  18999. serializationObject.type = "OculusGamepadCamera";
  19000. }
  19001. else if (camera instanceof BABYLON.TouchCamera) {
  19002. serializationObject.type = "TouchCamera";
  19003. }
  19004. else if (camera instanceof BABYLON.VirtualJoysticksCamera) {
  19005. serializationObject.type = "VirtualJoysticksCamera";
  19006. }
  19007. else if (camera instanceof BABYLON.WebVRCamera) {
  19008. serializationObject.type = "WebVRCamera";
  19009. }
  19010. else if (camera instanceof BABYLON.VRDeviceOrientationCamera) {
  19011. serializationObject.type = "VRDeviceOrientationCamera";
  19012. }
  19013. //special properties of specific cameras
  19014. if (camera instanceof BABYLON.ArcRotateCamera || camera instanceof BABYLON.AnaglyphArcRotateCamera) {
  19015. var arcCamera = camera;
  19016. serializationObject.alpha = arcCamera.alpha;
  19017. serializationObject.beta = arcCamera.beta;
  19018. serializationObject.radius = arcCamera.radius;
  19019. if (arcCamera.target && arcCamera.target.id) {
  19020. serializationObject.lockedTargetId = arcCamera.target.id;
  19021. }
  19022. }
  19023. else if (camera instanceof BABYLON.FollowCamera) {
  19024. var followCam = camera;
  19025. serializationObject.radius = followCam.radius;
  19026. serializationObject.heightOffset = followCam.heightOffset;
  19027. serializationObject.rotationOffset = followCam.rotationOffset;
  19028. }
  19029. else if (camera instanceof BABYLON.AnaglyphFreeCamera || camera instanceof BABYLON.AnaglyphArcRotateCamera) {
  19030. //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.
  19031. if (camera['_eyeSpace'] !== undefined) {
  19032. serializationObject.eye_space = BABYLON.Tools.ToDegrees(camera['_eyeSpace']);
  19033. }
  19034. }
  19035. //general properties that not all cameras have. The [] is due to typescript's type safety
  19036. if (camera['speed'] !== undefined) {
  19037. serializationObject.speed = camera['speed'];
  19038. }
  19039. if (camera['target'] && camera['target'] instanceof BABYLON.Vector3) {
  19040. serializationObject.target = camera['target'].asArray();
  19041. }
  19042. // Target
  19043. if (camera['rotation'] && camera['rotation'] instanceof BABYLON.Vector3) {
  19044. serializationObject.rotation = camera['rotation'].asArray();
  19045. }
  19046. // Locked target
  19047. if (camera['lockedTarget'] && camera['lockedTarget'].id) {
  19048. serializationObject.lockedTargetId = camera['lockedTarget'].id;
  19049. }
  19050. serializationObject.checkCollisions = camera['checkCollisions'] || false;
  19051. serializationObject.applyGravity = camera['applyGravity'] || false;
  19052. if (camera['ellipsoid']) {
  19053. serializationObject.ellipsoid = camera['ellipsoid'].asArray();
  19054. }
  19055. // Animations
  19056. appendAnimations(camera, serializationObject);
  19057. // Layer mask
  19058. serializationObject.layerMask = camera.layerMask;
  19059. return serializationObject;
  19060. };
  19061. var serializeAnimation = function (animation) {
  19062. var serializationObject = {};
  19063. serializationObject.name = animation.name;
  19064. serializationObject.property = animation.targetProperty;
  19065. serializationObject.framePerSecond = animation.framePerSecond;
  19066. serializationObject.dataType = animation.dataType;
  19067. serializationObject.loopBehavior = animation.loopMode;
  19068. var dataType = animation.dataType;
  19069. serializationObject.keys = [];
  19070. var keys = animation.getKeys();
  19071. for (var index = 0; index < keys.length; index++) {
  19072. var animationKey = keys[index];
  19073. var key = {};
  19074. key.frame = animationKey.frame;
  19075. switch (dataType) {
  19076. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  19077. key.values = [animationKey.value];
  19078. break;
  19079. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  19080. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  19081. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  19082. key.values = animationKey.value.asArray();
  19083. break;
  19084. }
  19085. serializationObject.keys.push(key);
  19086. }
  19087. return serializationObject;
  19088. };
  19089. var serializeMultiMaterial = function (material) {
  19090. var serializationObject = {};
  19091. serializationObject.name = material.name;
  19092. serializationObject.id = material.id;
  19093. serializationObject.tags = BABYLON.Tags.GetTags(material);
  19094. serializationObject.materials = [];
  19095. for (var matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {
  19096. var subMat = material.subMaterials[matIndex];
  19097. if (subMat) {
  19098. serializationObject.materials.push(subMat.id);
  19099. }
  19100. else {
  19101. serializationObject.materials.push(null);
  19102. }
  19103. }
  19104. return serializationObject;
  19105. };
  19106. var serializeMaterial = function (material) {
  19107. var serializationObject = {};
  19108. serializationObject.name = material.name;
  19109. serializationObject.ambient = material.ambientColor.asArray();
  19110. serializationObject.diffuse = material.diffuseColor.asArray();
  19111. serializationObject.specular = material.specularColor.asArray();
  19112. serializationObject.specularPower = material.specularPower;
  19113. serializationObject.emissive = material.emissiveColor.asArray();
  19114. serializationObject.alpha = material.alpha;
  19115. serializationObject.id = material.id;
  19116. serializationObject.tags = BABYLON.Tags.GetTags(material);
  19117. serializationObject.backFaceCulling = material.backFaceCulling;
  19118. if (material.diffuseTexture) {
  19119. serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture);
  19120. }
  19121. if (material.diffuseFresnelParameters) {
  19122. serializationObject.diffuseFresnelParameters = serializeFresnelParameter(material.diffuseFresnelParameters);
  19123. }
  19124. if (material.ambientTexture) {
  19125. serializationObject.ambientTexture = serializeTexture(material.ambientTexture);
  19126. }
  19127. if (material.opacityTexture) {
  19128. serializationObject.opacityTexture = serializeTexture(material.opacityTexture);
  19129. }
  19130. if (material.opacityFresnelParameters) {
  19131. serializationObject.opacityFresnelParameters = serializeFresnelParameter(material.opacityFresnelParameters);
  19132. }
  19133. if (material.reflectionTexture) {
  19134. serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture);
  19135. }
  19136. if (material.reflectionFresnelParameters) {
  19137. serializationObject.reflectionFresnelParameters = serializeFresnelParameter(material.reflectionFresnelParameters);
  19138. }
  19139. if (material.emissiveTexture) {
  19140. serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture);
  19141. }
  19142. if (material.emissiveFresnelParameters) {
  19143. serializationObject.emissiveFresnelParameters = serializeFresnelParameter(material.emissiveFresnelParameters);
  19144. }
  19145. if (material.specularTexture) {
  19146. serializationObject.specularTexture = serializeTexture(material.specularTexture);
  19147. }
  19148. if (material.bumpTexture) {
  19149. serializationObject.bumpTexture = serializeTexture(material.bumpTexture);
  19150. }
  19151. return serializationObject;
  19152. };
  19153. var serializeTexture = function (texture) {
  19154. var serializationObject = {};
  19155. if (!texture.name) {
  19156. return null;
  19157. }
  19158. if (texture instanceof BABYLON.CubeTexture) {
  19159. serializationObject.name = texture.name;
  19160. serializationObject.hasAlpha = texture.hasAlpha;
  19161. serializationObject.level = texture.level;
  19162. serializationObject.coordinatesMode = texture.coordinatesMode;
  19163. return serializationObject;
  19164. }
  19165. if (texture instanceof BABYLON.MirrorTexture) {
  19166. var mirrorTexture = texture;
  19167. serializationObject.renderTargetSize = mirrorTexture.getRenderSize();
  19168. serializationObject.renderList = [];
  19169. for (var index = 0; index < mirrorTexture.renderList.length; index++) {
  19170. serializationObject.renderList.push(mirrorTexture.renderList[index].id);
  19171. }
  19172. serializationObject.mirrorPlane = mirrorTexture.mirrorPlane.asArray();
  19173. }
  19174. else if (texture instanceof BABYLON.RenderTargetTexture) {
  19175. var renderTargetTexture = texture;
  19176. serializationObject.renderTargetSize = renderTargetTexture.getRenderSize();
  19177. serializationObject.renderList = [];
  19178. for (index = 0; index < renderTargetTexture.renderList.length; index++) {
  19179. serializationObject.renderList.push(renderTargetTexture.renderList[index].id);
  19180. }
  19181. }
  19182. var regularTexture = texture;
  19183. serializationObject.name = texture.name;
  19184. serializationObject.hasAlpha = texture.hasAlpha;
  19185. serializationObject.level = texture.level;
  19186. serializationObject.coordinatesIndex = texture.coordinatesIndex;
  19187. serializationObject.coordinatesMode = texture.coordinatesMode;
  19188. serializationObject.uOffset = regularTexture.uOffset;
  19189. serializationObject.vOffset = regularTexture.vOffset;
  19190. serializationObject.uScale = regularTexture.uScale;
  19191. serializationObject.vScale = regularTexture.vScale;
  19192. serializationObject.uAng = regularTexture.uAng;
  19193. serializationObject.vAng = regularTexture.vAng;
  19194. serializationObject.wAng = regularTexture.wAng;
  19195. serializationObject.wrapU = texture.wrapU;
  19196. serializationObject.wrapV = texture.wrapV;
  19197. // Animations
  19198. appendAnimations(texture, serializationObject);
  19199. return serializationObject;
  19200. };
  19201. var serializeSkeleton = function (skeleton) {
  19202. var serializationObject = {};
  19203. serializationObject.name = skeleton.name;
  19204. serializationObject.id = skeleton.id;
  19205. serializationObject.bones = [];
  19206. for (var index = 0; index < skeleton.bones.length; index++) {
  19207. var bone = skeleton.bones[index];
  19208. var serializedBone = {
  19209. parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1,
  19210. name: bone.name,
  19211. matrix: bone.getLocalMatrix().toArray()
  19212. };
  19213. serializationObject.bones.push(serializedBone);
  19214. if (bone.animations && bone.animations.length > 0) {
  19215. serializedBone.animation = serializeAnimation(bone.animations[0]);
  19216. }
  19217. }
  19218. return serializationObject;
  19219. };
  19220. var serializeParticleSystem = function (particleSystem) {
  19221. var serializationObject = {};
  19222. serializationObject.emitterId = particleSystem.emitter.id;
  19223. serializationObject.capacity = particleSystem.getCapacity();
  19224. if (particleSystem.particleTexture) {
  19225. serializationObject.textureName = particleSystem.particleTexture.name;
  19226. }
  19227. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  19228. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  19229. serializationObject.minSize = particleSystem.minSize;
  19230. serializationObject.maxSize = particleSystem.maxSize;
  19231. serializationObject.minLifeTime = particleSystem.minLifeTime;
  19232. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  19233. serializationObject.emitRate = particleSystem.emitRate;
  19234. serializationObject.minEmitBox = particleSystem.minEmitBox.asArray();
  19235. serializationObject.maxEmitBox = particleSystem.maxEmitBox.asArray();
  19236. serializationObject.gravity = particleSystem.gravity.asArray();
  19237. serializationObject.direction1 = particleSystem.direction1.asArray();
  19238. serializationObject.direction2 = particleSystem.direction2.asArray();
  19239. serializationObject.color1 = particleSystem.color1.asArray();
  19240. serializationObject.color2 = particleSystem.color2.asArray();
  19241. serializationObject.colorDead = particleSystem.colorDead.asArray();
  19242. serializationObject.updateSpeed = particleSystem.updateSpeed;
  19243. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  19244. serializationObject.textureMask = particleSystem.textureMask.asArray();
  19245. serializationObject.blendMode = particleSystem.blendMode;
  19246. return serializationObject;
  19247. };
  19248. var serializeLensFlareSystem = function (lensFlareSystem) {
  19249. var serializationObject = {};
  19250. serializationObject.emitterId = lensFlareSystem.getEmitter().id;
  19251. serializationObject.borderLimit = lensFlareSystem.borderLimit;
  19252. serializationObject.flares = [];
  19253. for (var index = 0; index < lensFlareSystem.lensFlares.length; index++) {
  19254. var flare = lensFlareSystem.lensFlares[index];
  19255. serializationObject.flares.push({
  19256. size: flare.size,
  19257. position: flare.position,
  19258. color: flare.color.asArray(),
  19259. textureName: BABYLON.Tools.GetFilename(flare.texture.name)
  19260. });
  19261. }
  19262. return serializationObject;
  19263. };
  19264. var serializeShadowGenerator = function (light) {
  19265. var serializationObject = {};
  19266. var shadowGenerator = light.getShadowGenerator();
  19267. serializationObject.lightId = light.id;
  19268. serializationObject.mapSize = shadowGenerator.getShadowMap().getRenderSize();
  19269. serializationObject.useVarianceShadowMap = shadowGenerator.useVarianceShadowMap;
  19270. serializationObject.usePoissonSampling = shadowGenerator.usePoissonSampling;
  19271. serializationObject.renderList = [];
  19272. for (var meshIndex = 0; meshIndex < shadowGenerator.getShadowMap().renderList.length; meshIndex++) {
  19273. var mesh = shadowGenerator.getShadowMap().renderList[meshIndex];
  19274. serializationObject.renderList.push(mesh.id);
  19275. }
  19276. return serializationObject;
  19277. };
  19278. var serializedGeometries = [];
  19279. var serializeGeometry = function (geometry, serializationGeometries) {
  19280. if (serializedGeometries[geometry.id]) {
  19281. return;
  19282. }
  19283. if (geometry instanceof BABYLON.Geometry.Primitives.Box) {
  19284. serializationGeometries.boxes.push(serializeBox(geometry));
  19285. }
  19286. else if (geometry instanceof BABYLON.Geometry.Primitives.Sphere) {
  19287. serializationGeometries.spheres.push(serializeSphere(geometry));
  19288. }
  19289. else if (geometry instanceof BABYLON.Geometry.Primitives.Cylinder) {
  19290. serializationGeometries.cylinders.push(serializeCylinder(geometry));
  19291. }
  19292. else if (geometry instanceof BABYLON.Geometry.Primitives.Torus) {
  19293. serializationGeometries.toruses.push(serializeTorus(geometry));
  19294. }
  19295. else if (geometry instanceof BABYLON.Geometry.Primitives.Ground) {
  19296. serializationGeometries.grounds.push(serializeGround(geometry));
  19297. }
  19298. else if (geometry instanceof BABYLON.Geometry.Primitives.Plane) {
  19299. serializationGeometries.planes.push(serializePlane(geometry));
  19300. }
  19301. else if (geometry instanceof BABYLON.Geometry.Primitives.TorusKnot) {
  19302. serializationGeometries.torusKnots.push(serializeTorusKnot(geometry));
  19303. }
  19304. else if (geometry instanceof BABYLON.Geometry.Primitives._Primitive) {
  19305. throw new Error("Unknow primitive type");
  19306. }
  19307. else {
  19308. serializationGeometries.vertexData.push(serializeVertexData(geometry));
  19309. }
  19310. serializedGeometries[geometry.id] = true;
  19311. };
  19312. var serializeGeometryBase = function (geometry) {
  19313. var serializationObject = {};
  19314. serializationObject.id = geometry.id;
  19315. if (BABYLON.Tags.HasTags(geometry)) {
  19316. serializationObject.tags = BABYLON.Tags.GetTags(geometry);
  19317. }
  19318. return serializationObject;
  19319. };
  19320. var serializeVertexData = function (vertexData) {
  19321. var serializationObject = serializeGeometryBase(vertexData);
  19322. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  19323. serializationObject.positions = vertexData.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  19324. }
  19325. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  19326. serializationObject.normals = vertexData.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  19327. }
  19328. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  19329. serializationObject.uvs = vertexData.getVerticesData(BABYLON.VertexBuffer.UVKind);
  19330. }
  19331. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  19332. serializationObject.uvs2 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  19333. }
  19334. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  19335. serializationObject.colors = vertexData.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  19336. }
  19337. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  19338. serializationObject.matricesIndices = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  19339. serializationObject.matricesIndices._isExpanded = true;
  19340. }
  19341. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  19342. serializationObject.matricesWeights = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  19343. }
  19344. serializationObject.indices = vertexData.getIndices();
  19345. return serializationObject;
  19346. };
  19347. var serializePrimitive = function (primitive) {
  19348. var serializationObject = serializeGeometryBase(primitive);
  19349. serializationObject.canBeRegenerated = primitive.canBeRegenerated();
  19350. return serializationObject;
  19351. };
  19352. var serializeBox = function (box) {
  19353. var serializationObject = serializePrimitive(box);
  19354. serializationObject.size = box.size;
  19355. return serializationObject;
  19356. };
  19357. var serializeSphere = function (sphere) {
  19358. var serializationObject = serializePrimitive(sphere);
  19359. serializationObject.segments = sphere.segments;
  19360. serializationObject.diameter = sphere.diameter;
  19361. return serializationObject;
  19362. };
  19363. var serializeCylinder = function (cylinder) {
  19364. var serializationObject = serializePrimitive(cylinder);
  19365. serializationObject.height = cylinder.height;
  19366. serializationObject.diameterTop = cylinder.diameterTop;
  19367. serializationObject.diameterBottom = cylinder.diameterBottom;
  19368. serializationObject.tessellation = cylinder.tessellation;
  19369. return serializationObject;
  19370. };
  19371. var serializeTorus = function (torus) {
  19372. var serializationObject = serializePrimitive(torus);
  19373. serializationObject.diameter = torus.diameter;
  19374. serializationObject.thickness = torus.thickness;
  19375. serializationObject.tessellation = torus.tessellation;
  19376. return serializationObject;
  19377. };
  19378. var serializeGround = function (ground) {
  19379. var serializationObject = serializePrimitive(ground);
  19380. serializationObject.width = ground.width;
  19381. serializationObject.height = ground.height;
  19382. serializationObject.subdivisions = ground.subdivisions;
  19383. return serializationObject;
  19384. };
  19385. var serializePlane = function (plane) {
  19386. var serializationObject = serializePrimitive(plane);
  19387. serializationObject.size = plane.size;
  19388. return serializationObject;
  19389. };
  19390. var serializeTorusKnot = function (torusKnot) {
  19391. var serializationObject = serializePrimitive(torusKnot);
  19392. serializationObject.radius = torusKnot.radius;
  19393. serializationObject.tube = torusKnot.tube;
  19394. serializationObject.radialSegments = torusKnot.radialSegments;
  19395. serializationObject.tubularSegments = torusKnot.tubularSegments;
  19396. serializationObject.p = torusKnot.p;
  19397. serializationObject.q = torusKnot.q;
  19398. return serializationObject;
  19399. };
  19400. var serializeMesh = function (mesh, serializationScene) {
  19401. var serializationObject = {};
  19402. serializationObject.name = mesh.name;
  19403. serializationObject.id = mesh.id;
  19404. if (BABYLON.Tags.HasTags(mesh)) {
  19405. serializationObject.tags = BABYLON.Tags.GetTags(mesh);
  19406. }
  19407. serializationObject.position = mesh.position.asArray();
  19408. if (mesh.rotationQuaternion) {
  19409. serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
  19410. }
  19411. else if (mesh.rotation) {
  19412. serializationObject.rotation = mesh.rotation.asArray();
  19413. }
  19414. serializationObject.scaling = mesh.scaling.asArray();
  19415. serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
  19416. serializationObject.isEnabled = mesh.isEnabled();
  19417. serializationObject.isVisible = mesh.isVisible;
  19418. serializationObject.infiniteDistance = mesh.infiniteDistance;
  19419. serializationObject.pickable = mesh.isPickable;
  19420. serializationObject.receiveShadows = mesh.receiveShadows;
  19421. serializationObject.billboardMode = mesh.billboardMode;
  19422. serializationObject.visibility = mesh.visibility;
  19423. serializationObject.checkCollisions = mesh.checkCollisions;
  19424. // Parent
  19425. if (mesh.parent) {
  19426. serializationObject.parentId = mesh.parent.id;
  19427. }
  19428. // Geometry
  19429. var geometry = mesh._geometry;
  19430. if (geometry) {
  19431. var geometryId = geometry.id;
  19432. serializationObject.geometryId = geometryId;
  19433. if (!mesh.getScene().getGeometryByID(geometryId)) {
  19434. // 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
  19435. serializeGeometry(geometry, serializationScene.geometries);
  19436. }
  19437. // SubMeshes
  19438. serializationObject.subMeshes = [];
  19439. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  19440. var subMesh = mesh.subMeshes[subIndex];
  19441. serializationObject.subMeshes.push({
  19442. materialIndex: subMesh.materialIndex,
  19443. verticesStart: subMesh.verticesStart,
  19444. verticesCount: subMesh.verticesCount,
  19445. indexStart: subMesh.indexStart,
  19446. indexCount: subMesh.indexCount
  19447. });
  19448. }
  19449. }
  19450. // Material
  19451. if (mesh.material) {
  19452. serializationObject.materialId = mesh.material.id;
  19453. }
  19454. else {
  19455. mesh.material = null;
  19456. }
  19457. // Skeleton
  19458. if (mesh.skeleton) {
  19459. serializationObject.skeletonId = mesh.skeleton.id;
  19460. }
  19461. // Physics
  19462. if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  19463. serializationObject.physicsMass = mesh.getPhysicsMass();
  19464. serializationObject.physicsFriction = mesh.getPhysicsFriction();
  19465. serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
  19466. switch (mesh.getPhysicsImpostor()) {
  19467. case BABYLON.PhysicsEngine.BoxImpostor:
  19468. serializationObject.physicsImpostor = 1;
  19469. break;
  19470. case BABYLON.PhysicsEngine.SphereImpostor:
  19471. serializationObject.physicsImpostor = 2;
  19472. break;
  19473. }
  19474. }
  19475. // Instances
  19476. serializationObject.instances = [];
  19477. for (var index = 0; index < mesh.instances.length; index++) {
  19478. var instance = mesh.instances[index];
  19479. var serializationInstance = {
  19480. name: instance.name,
  19481. position: instance.position,
  19482. rotation: instance.rotation,
  19483. rotationQuaternion: instance.rotationQuaternion,
  19484. scaling: instance.scaling
  19485. };
  19486. serializationObject.instances.push(serializationInstance);
  19487. // Animations
  19488. appendAnimations(instance, serializationInstance);
  19489. }
  19490. // Animations
  19491. appendAnimations(mesh, serializationObject);
  19492. // Layer mask
  19493. serializationObject.layerMask = mesh.layerMask;
  19494. return serializationObject;
  19495. };
  19496. var SceneSerializer = (function () {
  19497. function SceneSerializer() {
  19498. }
  19499. SceneSerializer.Serialize = function (scene) {
  19500. var serializationObject = {};
  19501. // Scene
  19502. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  19503. serializationObject.autoClear = scene.autoClear;
  19504. serializationObject.clearColor = scene.clearColor.asArray();
  19505. serializationObject.ambientColor = scene.ambientColor.asArray();
  19506. serializationObject.gravity = scene.gravity.asArray();
  19507. // Fog
  19508. if (scene.fogMode && scene.fogMode !== 0) {
  19509. serializationObject.fogMode = scene.fogMode;
  19510. serializationObject.fogColor = scene.fogColor.asArray();
  19511. serializationObject.fogStart = scene.fogStart;
  19512. serializationObject.fogEnd = scene.fogEnd;
  19513. serializationObject.fogDensity = scene.fogDensity;
  19514. }
  19515. // Lights
  19516. serializationObject.lights = [];
  19517. for (var index = 0; index < scene.lights.length; index++) {
  19518. var light = scene.lights[index];
  19519. serializationObject.lights.push(serializeLight(light));
  19520. }
  19521. // Cameras
  19522. serializationObject.cameras = [];
  19523. for (index = 0; index < scene.cameras.length; index++) {
  19524. var camera = scene.cameras[index];
  19525. serializationObject.cameras.push(serializeCamera(camera));
  19526. }
  19527. if (scene.activeCamera) {
  19528. serializationObject.activeCameraID = scene.activeCamera.id;
  19529. }
  19530. // Materials
  19531. serializationObject.materials = [];
  19532. serializationObject.multiMaterials = [];
  19533. for (index = 0; index < scene.materials.length; index++) {
  19534. var material = scene.materials[index];
  19535. if (material instanceof BABYLON.StandardMaterial) {
  19536. serializationObject.materials.push(serializeMaterial(material));
  19537. }
  19538. else if (material instanceof BABYLON.MultiMaterial) {
  19539. serializationObject.multiMaterials.push(serializeMultiMaterial(material));
  19540. }
  19541. }
  19542. // Skeletons
  19543. serializationObject.skeletons = [];
  19544. for (index = 0; index < scene.skeletons.length; index++) {
  19545. serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));
  19546. }
  19547. // Geometries
  19548. serializationObject.geometries = {};
  19549. serializationObject.geometries.boxes = [];
  19550. serializationObject.geometries.spheres = [];
  19551. serializationObject.geometries.cylinders = [];
  19552. serializationObject.geometries.toruses = [];
  19553. serializationObject.geometries.grounds = [];
  19554. serializationObject.geometries.planes = [];
  19555. serializationObject.geometries.torusKnots = [];
  19556. serializationObject.geometries.vertexData = [];
  19557. serializedGeometries = [];
  19558. var geometries = scene.getGeometries();
  19559. for (index = 0; index < geometries.length; index++) {
  19560. var geometry = geometries[index];
  19561. if (geometry.isReady()) {
  19562. serializeGeometry(geometry, serializationObject.geometries);
  19563. }
  19564. }
  19565. // Meshes
  19566. serializationObject.meshes = [];
  19567. for (index = 0; index < scene.meshes.length; index++) {
  19568. var abstractMesh = scene.meshes[index];
  19569. if (abstractMesh instanceof BABYLON.Mesh) {
  19570. var mesh = abstractMesh;
  19571. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  19572. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  19573. }
  19574. }
  19575. }
  19576. // Particles Systems
  19577. serializationObject.particleSystems = [];
  19578. for (index = 0; index < scene.particleSystems.length; index++) {
  19579. serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));
  19580. }
  19581. // Lens flares
  19582. serializationObject.lensFlareSystems = [];
  19583. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  19584. serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));
  19585. }
  19586. // Shadows
  19587. serializationObject.shadowGenerators = [];
  19588. for (index = 0; index < scene.lights.length; index++) {
  19589. light = scene.lights[index];
  19590. if (light.getShadowGenerator()) {
  19591. serializationObject.shadowGenerators.push(serializeShadowGenerator(light));
  19592. }
  19593. }
  19594. return serializationObject;
  19595. };
  19596. return SceneSerializer;
  19597. })();
  19598. BABYLON.SceneSerializer = SceneSerializer;
  19599. })(BABYLON || (BABYLON = {}));
  19600. //# sourceMappingURL=babylon.sceneSerializer.js.mapvar BABYLON;
  19601. (function (BABYLON) {
  19602. var SceneLoader = (function () {
  19603. function SceneLoader() {
  19604. }
  19605. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  19606. get: function () {
  19607. return SceneLoader._ForceFullSceneLoadingForIncremental;
  19608. },
  19609. set: function (value) {
  19610. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  19611. },
  19612. enumerable: true,
  19613. configurable: true
  19614. });
  19615. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  19616. get: function () {
  19617. return SceneLoader._ShowLoadingScreen;
  19618. },
  19619. set: function (value) {
  19620. SceneLoader._ShowLoadingScreen = value;
  19621. },
  19622. enumerable: true,
  19623. configurable: true
  19624. });
  19625. SceneLoader._getPluginForFilename = function (sceneFilename) {
  19626. var dotPosition = sceneFilename.lastIndexOf(".");
  19627. var queryStringPosition = sceneFilename.indexOf("?");
  19628. if (queryStringPosition === -1) {
  19629. queryStringPosition = sceneFilename.length;
  19630. }
  19631. var extension = sceneFilename.substring(dotPosition, queryStringPosition).toLowerCase();
  19632. for (var index = 0; index < this._registeredPlugins.length; index++) {
  19633. var plugin = this._registeredPlugins[index];
  19634. if (plugin.extensions.indexOf(extension) !== -1) {
  19635. return plugin;
  19636. }
  19637. }
  19638. return this._registeredPlugins[this._registeredPlugins.length - 1];
  19639. };
  19640. // Public functions
  19641. SceneLoader.RegisterPlugin = function (plugin) {
  19642. plugin.extensions = plugin.extensions.toLowerCase();
  19643. SceneLoader._registeredPlugins.push(plugin);
  19644. };
  19645. SceneLoader.ImportMesh = function (meshesNames, rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
  19646. if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
  19647. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  19648. return;
  19649. }
  19650. var manifestChecked = function (success) {
  19651. scene.database = database;
  19652. var plugin = SceneLoader._getPluginForFilename(sceneFilename);
  19653. var importMeshFromData = function (data) {
  19654. var meshes = [];
  19655. var particleSystems = [];
  19656. var skeletons = [];
  19657. try {
  19658. if (!plugin.importMesh(meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons)) {
  19659. if (onerror) {
  19660. onerror(scene, 'unable to load the scene');
  19661. }
  19662. return;
  19663. }
  19664. }
  19665. catch (e) {
  19666. if (onerror) {
  19667. onerror(scene, e);
  19668. }
  19669. return;
  19670. }
  19671. if (onsuccess) {
  19672. scene.importedMeshesFiles.push(rootUrl + sceneFilename);
  19673. onsuccess(meshes, particleSystems, skeletons);
  19674. }
  19675. };
  19676. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  19677. // Direct load
  19678. importMeshFromData(sceneFilename.substr(5));
  19679. return;
  19680. }
  19681. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  19682. importMeshFromData(data);
  19683. }, progressCallBack, database);
  19684. };
  19685. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  19686. var database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  19687. };
  19688. /**
  19689. * Load a scene
  19690. * @param rootUrl a string that defines the root url for scene and resources
  19691. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  19692. * @param engine is the instance of BABYLON.Engine to use to create the scene
  19693. */
  19694. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onsuccess, progressCallBack, onerror) {
  19695. SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onsuccess, progressCallBack, onerror);
  19696. };
  19697. /**
  19698. * Append a scene
  19699. * @param rootUrl a string that defines the root url for scene and resources
  19700. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  19701. * @param scene is the instance of BABYLON.Scene to append to
  19702. */
  19703. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
  19704. if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
  19705. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  19706. return;
  19707. }
  19708. var plugin = this._getPluginForFilename(sceneFilename.name || sceneFilename);
  19709. var database;
  19710. if (SceneLoader.ShowLoadingScreen) {
  19711. scene.getEngine().displayLoadingUI();
  19712. }
  19713. var loadSceneFromData = function (data) {
  19714. scene.database = database;
  19715. if (!plugin.load(scene, data, rootUrl)) {
  19716. if (onerror) {
  19717. onerror(scene);
  19718. }
  19719. scene.getEngine().hideLoadingUI();
  19720. return;
  19721. }
  19722. if (onsuccess) {
  19723. onsuccess(scene);
  19724. }
  19725. if (SceneLoader.ShowLoadingScreen) {
  19726. scene.executeWhenReady(function () {
  19727. scene.getEngine().hideLoadingUI();
  19728. });
  19729. }
  19730. };
  19731. var manifestChecked = function (success) {
  19732. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database);
  19733. };
  19734. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  19735. // Direct load
  19736. loadSceneFromData(sceneFilename.substr(5));
  19737. return;
  19738. }
  19739. if (rootUrl.indexOf("file:") === -1) {
  19740. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  19741. database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  19742. }
  19743. else {
  19744. BABYLON.Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack);
  19745. }
  19746. };
  19747. // Flags
  19748. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  19749. SceneLoader._ShowLoadingScreen = true;
  19750. // Members
  19751. SceneLoader._registeredPlugins = new Array();
  19752. return SceneLoader;
  19753. })();
  19754. BABYLON.SceneLoader = SceneLoader;
  19755. ;
  19756. })(BABYLON || (BABYLON = {}));
  19757. //# sourceMappingURL=babylon.sceneLoader.js.mapvar BABYLON;
  19758. (function (BABYLON) {
  19759. var Internals;
  19760. (function (Internals) {
  19761. var checkColors4 = function (colors, count) {
  19762. // Check if color3 was used
  19763. if (colors.length === count * 3) {
  19764. var colors4 = [];
  19765. for (var index = 0; index < colors.length; index += 3) {
  19766. var newIndex = (index / 3) * 4;
  19767. colors4[newIndex] = colors[index];
  19768. colors4[newIndex + 1] = colors[index + 1];
  19769. colors4[newIndex + 2] = colors[index + 2];
  19770. colors4[newIndex + 3] = 1.0;
  19771. }
  19772. return colors4;
  19773. }
  19774. return colors;
  19775. };
  19776. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  19777. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  19778. texture.name = parsedTexture.name;
  19779. texture.hasAlpha = parsedTexture.hasAlpha;
  19780. texture.level = parsedTexture.level;
  19781. texture.coordinatesMode = parsedTexture.coordinatesMode;
  19782. return texture;
  19783. };
  19784. var loadTexture = function (rootUrl, parsedTexture, scene) {
  19785. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  19786. return null;
  19787. }
  19788. if (parsedTexture.isCube) {
  19789. return loadCubeTexture(rootUrl, parsedTexture, scene);
  19790. }
  19791. var texture;
  19792. if (parsedTexture.mirrorPlane) {
  19793. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  19794. texture._waitingRenderList = parsedTexture.renderList;
  19795. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  19796. }
  19797. else if (parsedTexture.isRenderTarget) {
  19798. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  19799. texture._waitingRenderList = parsedTexture.renderList;
  19800. }
  19801. else {
  19802. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  19803. }
  19804. texture.name = parsedTexture.name;
  19805. texture.hasAlpha = parsedTexture.hasAlpha;
  19806. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  19807. texture.level = parsedTexture.level;
  19808. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  19809. texture.coordinatesMode = parsedTexture.coordinatesMode;
  19810. texture.uOffset = parsedTexture.uOffset;
  19811. texture.vOffset = parsedTexture.vOffset;
  19812. texture.uScale = parsedTexture.uScale;
  19813. texture.vScale = parsedTexture.vScale;
  19814. texture.uAng = parsedTexture.uAng;
  19815. texture.vAng = parsedTexture.vAng;
  19816. texture.wAng = parsedTexture.wAng;
  19817. texture.wrapU = parsedTexture.wrapU;
  19818. texture.wrapV = parsedTexture.wrapV;
  19819. // Animations
  19820. if (parsedTexture.animations) {
  19821. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  19822. var parsedAnimation = parsedTexture.animations[animationIndex];
  19823. texture.animations.push(parseAnimation(parsedAnimation));
  19824. }
  19825. }
  19826. return texture;
  19827. };
  19828. var parseSkeleton = function (parsedSkeleton, scene) {
  19829. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  19830. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  19831. var parsedBone = parsedSkeleton.bones[index];
  19832. var parentBone = null;
  19833. if (parsedBone.parentBoneIndex > -1) {
  19834. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  19835. }
  19836. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  19837. if (parsedBone.animation) {
  19838. bone.animations.push(parseAnimation(parsedBone.animation));
  19839. }
  19840. }
  19841. return skeleton;
  19842. };
  19843. var parseFresnelParameters = function (parsedFresnelParameters) {
  19844. var fresnelParameters = new BABYLON.FresnelParameters();
  19845. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  19846. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  19847. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  19848. fresnelParameters.bias = parsedFresnelParameters.bias;
  19849. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  19850. return fresnelParameters;
  19851. };
  19852. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  19853. var material;
  19854. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  19855. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  19856. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  19857. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  19858. material.specularPower = parsedMaterial.specularPower;
  19859. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  19860. material.alpha = parsedMaterial.alpha;
  19861. material.id = parsedMaterial.id;
  19862. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  19863. material.backFaceCulling = parsedMaterial.backFaceCulling;
  19864. material.wireframe = parsedMaterial.wireframe;
  19865. if (parsedMaterial.diffuseTexture) {
  19866. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  19867. }
  19868. if (parsedMaterial.diffuseFresnelParameters) {
  19869. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  19870. }
  19871. if (parsedMaterial.ambientTexture) {
  19872. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  19873. }
  19874. if (parsedMaterial.opacityTexture) {
  19875. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  19876. }
  19877. if (parsedMaterial.opacityFresnelParameters) {
  19878. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  19879. }
  19880. if (parsedMaterial.reflectionTexture) {
  19881. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  19882. }
  19883. if (parsedMaterial.reflectionFresnelParameters) {
  19884. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  19885. }
  19886. if (parsedMaterial.emissiveTexture) {
  19887. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  19888. }
  19889. if (parsedMaterial.emissiveFresnelParameters) {
  19890. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  19891. }
  19892. if (parsedMaterial.specularTexture) {
  19893. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  19894. }
  19895. if (parsedMaterial.bumpTexture) {
  19896. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  19897. }
  19898. return material;
  19899. };
  19900. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  19901. for (var index = 0; index < parsedData.materials.length; index++) {
  19902. var parsedMaterial = parsedData.materials[index];
  19903. if (parsedMaterial.id === id) {
  19904. return parseMaterial(parsedMaterial, scene, rootUrl);
  19905. }
  19906. }
  19907. return null;
  19908. };
  19909. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  19910. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  19911. multiMaterial.id = parsedMultiMaterial.id;
  19912. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  19913. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  19914. var subMatId = parsedMultiMaterial.materials[matIndex];
  19915. if (subMatId) {
  19916. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  19917. }
  19918. else {
  19919. multiMaterial.subMaterials.push(null);
  19920. }
  19921. }
  19922. return multiMaterial;
  19923. };
  19924. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  19925. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  19926. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  19927. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  19928. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  19929. var parsedFlare = parsedLensFlareSystem.flares[index];
  19930. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  19931. }
  19932. return lensFlareSystem;
  19933. };
  19934. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  19935. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  19936. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  19937. if (parsedParticleSystem.textureName) {
  19938. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  19939. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  19940. }
  19941. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  19942. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  19943. particleSystem.minSize = parsedParticleSystem.minSize;
  19944. particleSystem.maxSize = parsedParticleSystem.maxSize;
  19945. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  19946. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  19947. particleSystem.emitter = emitter;
  19948. particleSystem.emitRate = parsedParticleSystem.emitRate;
  19949. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  19950. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  19951. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  19952. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  19953. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  19954. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  19955. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  19956. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  19957. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  19958. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  19959. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  19960. particleSystem.blendMode = parsedParticleSystem.blendMode;
  19961. particleSystem.start();
  19962. return particleSystem;
  19963. };
  19964. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  19965. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  19966. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  19967. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  19968. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  19969. shadowGenerator.getShadowMap().renderList.push(mesh);
  19970. }
  19971. if (parsedShadowGenerator.usePoissonSampling) {
  19972. shadowGenerator.usePoissonSampling = true;
  19973. }
  19974. else if (parsedShadowGenerator.useVarianceShadowMap) {
  19975. shadowGenerator.useVarianceShadowMap = true;
  19976. }
  19977. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  19978. shadowGenerator.useBlurVarianceShadowMap = true;
  19979. if (parsedShadowGenerator.blurScale) {
  19980. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  19981. }
  19982. if (parsedShadowGenerator.blurBoxOffset) {
  19983. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  19984. }
  19985. }
  19986. if (parsedShadowGenerator.bias !== undefined) {
  19987. shadowGenerator.bias = parsedShadowGenerator.bias;
  19988. }
  19989. return shadowGenerator;
  19990. };
  19991. var parseAnimation = function (parsedAnimation) {
  19992. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  19993. var dataType = parsedAnimation.dataType;
  19994. var keys = [];
  19995. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  19996. var key = parsedAnimation.keys[index];
  19997. var data;
  19998. switch (dataType) {
  19999. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  20000. data = key.values[0];
  20001. break;
  20002. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  20003. data = BABYLON.Quaternion.FromArray(key.values);
  20004. break;
  20005. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  20006. data = BABYLON.Matrix.FromArray(key.values);
  20007. break;
  20008. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  20009. default:
  20010. data = BABYLON.Vector3.FromArray(key.values);
  20011. break;
  20012. }
  20013. keys.push({
  20014. frame: key.frame,
  20015. value: data
  20016. });
  20017. }
  20018. animation.setKeys(keys);
  20019. return animation;
  20020. };
  20021. var parseLight = function (parsedLight, scene) {
  20022. var light;
  20023. switch (parsedLight.type) {
  20024. case 0:
  20025. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  20026. break;
  20027. case 1:
  20028. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  20029. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  20030. break;
  20031. case 2:
  20032. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  20033. break;
  20034. case 3:
  20035. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  20036. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  20037. break;
  20038. }
  20039. light.id = parsedLight.id;
  20040. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  20041. if (parsedLight.intensity !== undefined) {
  20042. light.intensity = parsedLight.intensity;
  20043. }
  20044. if (parsedLight.range) {
  20045. light.range = parsedLight.range;
  20046. }
  20047. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  20048. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  20049. if (parsedLight.excludedMeshesIds) {
  20050. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  20051. }
  20052. // Parent
  20053. if (parsedLight.parentId) {
  20054. light._waitingParentId = parsedLight.parentId;
  20055. }
  20056. if (parsedLight.includedOnlyMeshesIds) {
  20057. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  20058. }
  20059. // Animations
  20060. if (parsedLight.animations) {
  20061. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  20062. var parsedAnimation = parsedLight.animations[animationIndex];
  20063. light.animations.push(parseAnimation(parsedAnimation));
  20064. }
  20065. }
  20066. if (parsedLight.autoAnimate) {
  20067. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  20068. }
  20069. };
  20070. var parseCamera = function (parsedCamera, scene) {
  20071. var camera;
  20072. var position = BABYLON.Vector3.FromArray(parsedCamera.position);
  20073. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  20074. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  20075. var alpha = parsedCamera.alpha;
  20076. var beta = parsedCamera.beta;
  20077. var radius = parsedCamera.radius;
  20078. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  20079. var eye_space = parsedCamera.eye_space;
  20080. camera = new BABYLON.AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, eye_space, scene);
  20081. }
  20082. else {
  20083. camera = new BABYLON.ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  20084. }
  20085. }
  20086. else if (parsedCamera.type === "AnaglyphFreeCamera") {
  20087. eye_space = parsedCamera.eye_space;
  20088. camera = new BABYLON.AnaglyphFreeCamera(parsedCamera.name, position, eye_space, scene);
  20089. }
  20090. else if (parsedCamera.type === "DeviceOrientationCamera") {
  20091. camera = new BABYLON.DeviceOrientationCamera(parsedCamera.name, position, scene);
  20092. }
  20093. else if (parsedCamera.type === "FollowCamera") {
  20094. camera = new BABYLON.FollowCamera(parsedCamera.name, position, scene);
  20095. camera.heightOffset = parsedCamera.heightOffset;
  20096. camera.radius = parsedCamera.radius;
  20097. camera.rotationOffset = parsedCamera.rotationOffset;
  20098. if (lockedTargetMesh)
  20099. camera.target = lockedTargetMesh;
  20100. }
  20101. else if (parsedCamera.type === "GamepadCamera") {
  20102. camera = new BABYLON.GamepadCamera(parsedCamera.name, position, scene);
  20103. }
  20104. else if (parsedCamera.type === "OculusCamera") {
  20105. camera = new BABYLON.OculusCamera(parsedCamera.name, position, scene);
  20106. }
  20107. else if (parsedCamera.type === "OculusGamepadCamera") {
  20108. camera = new BABYLON.OculusGamepadCamera(parsedCamera.name, position, scene);
  20109. }
  20110. else if (parsedCamera.type === "TouchCamera") {
  20111. camera = new BABYLON.TouchCamera(parsedCamera.name, position, scene);
  20112. }
  20113. else if (parsedCamera.type === "VirtualJoysticksCamera") {
  20114. camera = new BABYLON.VirtualJoysticksCamera(parsedCamera.name, position, scene);
  20115. }
  20116. else if (parsedCamera.type === "WebVRCamera") {
  20117. camera = new BABYLON.WebVRCamera(parsedCamera.name, position, scene);
  20118. }
  20119. else if (parsedCamera.type === "VRDeviceOrientationCamera") {
  20120. camera = new BABYLON.VRDeviceOrientationCamera(parsedCamera.name, position, scene);
  20121. }
  20122. else {
  20123. // Free Camera is the default value
  20124. camera = new BABYLON.FreeCamera(parsedCamera.name, position, scene);
  20125. }
  20126. // Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
  20127. if (lockedTargetMesh && camera instanceof BABYLON.FreeCamera) {
  20128. camera.lockedTarget = lockedTargetMesh;
  20129. }
  20130. camera.id = parsedCamera.id;
  20131. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  20132. // Parent
  20133. if (parsedCamera.parentId) {
  20134. camera._waitingParentId = parsedCamera.parentId;
  20135. }
  20136. // Target
  20137. if (parsedCamera.target) {
  20138. if (camera.setTarget) {
  20139. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  20140. }
  20141. else {
  20142. //For ArcRotate
  20143. camera.target = BABYLON.Vector3.FromArray(parsedCamera.target);
  20144. }
  20145. }
  20146. else {
  20147. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  20148. }
  20149. camera.fov = parsedCamera.fov;
  20150. camera.minZ = parsedCamera.minZ;
  20151. camera.maxZ = parsedCamera.maxZ;
  20152. camera.speed = parsedCamera.speed;
  20153. camera.inertia = parsedCamera.inertia;
  20154. camera.checkCollisions = parsedCamera.checkCollisions;
  20155. camera.applyGravity = parsedCamera.applyGravity;
  20156. if (parsedCamera.ellipsoid) {
  20157. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  20158. }
  20159. // Animations
  20160. if (parsedCamera.animations) {
  20161. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  20162. var parsedAnimation = parsedCamera.animations[animationIndex];
  20163. camera.animations.push(parseAnimation(parsedAnimation));
  20164. }
  20165. }
  20166. if (parsedCamera.autoAnimate) {
  20167. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  20168. }
  20169. // Layer Mask
  20170. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  20171. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  20172. }
  20173. else {
  20174. camera.layerMask = 0xFFFFFFFF;
  20175. }
  20176. return camera;
  20177. };
  20178. var parseGeometry = function (parsedGeometry, scene) {
  20179. var id = parsedGeometry.id;
  20180. return scene.getGeometryByID(id);
  20181. };
  20182. var parseBox = function (parsedBox, scene) {
  20183. if (parseGeometry(parsedBox, scene)) {
  20184. return null; // null since geometry could be something else than a box...
  20185. }
  20186. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  20187. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  20188. scene.pushGeometry(box, true);
  20189. return box;
  20190. };
  20191. var parseSphere = function (parsedSphere, scene) {
  20192. if (parseGeometry(parsedSphere, scene)) {
  20193. return null; // null since geometry could be something else than a sphere...
  20194. }
  20195. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  20196. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  20197. scene.pushGeometry(sphere, true);
  20198. return sphere;
  20199. };
  20200. var parseCylinder = function (parsedCylinder, scene) {
  20201. if (parseGeometry(parsedCylinder, scene)) {
  20202. return null; // null since geometry could be something else than a cylinder...
  20203. }
  20204. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  20205. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  20206. scene.pushGeometry(cylinder, true);
  20207. return cylinder;
  20208. };
  20209. var parseTorus = function (parsedTorus, scene) {
  20210. if (parseGeometry(parsedTorus, scene)) {
  20211. return null; // null since geometry could be something else than a torus...
  20212. }
  20213. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  20214. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  20215. scene.pushGeometry(torus, true);
  20216. return torus;
  20217. };
  20218. var parseGround = function (parsedGround, scene) {
  20219. if (parseGeometry(parsedGround, scene)) {
  20220. return null; // null since geometry could be something else than a ground...
  20221. }
  20222. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  20223. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  20224. scene.pushGeometry(ground, true);
  20225. return ground;
  20226. };
  20227. var parsePlane = function (parsedPlane, scene) {
  20228. if (parseGeometry(parsedPlane, scene)) {
  20229. return null; // null since geometry could be something else than a plane...
  20230. }
  20231. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  20232. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  20233. scene.pushGeometry(plane, true);
  20234. return plane;
  20235. };
  20236. var parseTorusKnot = function (parsedTorusKnot, scene) {
  20237. if (parseGeometry(parsedTorusKnot, scene)) {
  20238. return null; // null since geometry could be something else than a torusKnot...
  20239. }
  20240. 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);
  20241. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  20242. scene.pushGeometry(torusKnot, true);
  20243. return torusKnot;
  20244. };
  20245. var parseVertexData = function (parsedVertexData, scene, rootUrl) {
  20246. if (parseGeometry(parsedVertexData, scene)) {
  20247. return null; // null since geometry could be a primitive
  20248. }
  20249. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  20250. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  20251. if (parsedVertexData.delayLoadingFile) {
  20252. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  20253. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  20254. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  20255. geometry._delayInfo = [];
  20256. if (parsedVertexData.hasUVs) {
  20257. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  20258. }
  20259. if (parsedVertexData.hasUVs2) {
  20260. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  20261. }
  20262. if (parsedVertexData.hasColors) {
  20263. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  20264. }
  20265. if (parsedVertexData.hasMatricesIndices) {
  20266. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  20267. }
  20268. if (parsedVertexData.hasMatricesWeights) {
  20269. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  20270. }
  20271. geometry._delayLoadingFunction = importVertexData;
  20272. }
  20273. else {
  20274. importVertexData(parsedVertexData, geometry);
  20275. }
  20276. scene.pushGeometry(geometry, true);
  20277. return geometry;
  20278. };
  20279. var parseMesh = function (parsedMesh, scene, rootUrl) {
  20280. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  20281. mesh.id = parsedMesh.id;
  20282. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  20283. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  20284. if (parsedMesh.rotationQuaternion) {
  20285. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  20286. }
  20287. else if (parsedMesh.rotation) {
  20288. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  20289. }
  20290. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  20291. if (parsedMesh.localMatrix) {
  20292. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  20293. }
  20294. else if (parsedMesh.pivotMatrix) {
  20295. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  20296. }
  20297. mesh.setEnabled(parsedMesh.isEnabled);
  20298. mesh.isVisible = parsedMesh.isVisible;
  20299. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  20300. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  20301. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  20302. if (parsedMesh.applyFog !== undefined) {
  20303. mesh.applyFog = parsedMesh.applyFog;
  20304. }
  20305. if (parsedMesh.pickable !== undefined) {
  20306. mesh.isPickable = parsedMesh.pickable;
  20307. }
  20308. if (parsedMesh.alphaIndex !== undefined) {
  20309. mesh.alphaIndex = parsedMesh.alphaIndex;
  20310. }
  20311. mesh.receiveShadows = parsedMesh.receiveShadows;
  20312. mesh.billboardMode = parsedMesh.billboardMode;
  20313. if (parsedMesh.visibility !== undefined) {
  20314. mesh.visibility = parsedMesh.visibility;
  20315. }
  20316. mesh.checkCollisions = parsedMesh.checkCollisions;
  20317. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  20318. // Parent
  20319. if (parsedMesh.parentId) {
  20320. mesh._waitingParentId = parsedMesh.parentId;
  20321. }
  20322. // Actions
  20323. if (parsedMesh.actions !== undefined) {
  20324. mesh._waitingActions = parsedMesh.actions;
  20325. }
  20326. // Geometry
  20327. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  20328. if (parsedMesh.delayLoadingFile) {
  20329. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  20330. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  20331. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  20332. if (parsedMesh._binaryInfo) {
  20333. mesh._binaryInfo = parsedMesh._binaryInfo;
  20334. }
  20335. mesh._delayInfo = [];
  20336. if (parsedMesh.hasUVs) {
  20337. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  20338. }
  20339. if (parsedMesh.hasUVs2) {
  20340. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  20341. }
  20342. if (parsedMesh.hasColors) {
  20343. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  20344. }
  20345. if (parsedMesh.hasMatricesIndices) {
  20346. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  20347. }
  20348. if (parsedMesh.hasMatricesWeights) {
  20349. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  20350. }
  20351. mesh._delayLoadingFunction = importGeometry;
  20352. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  20353. mesh._checkDelayState();
  20354. }
  20355. }
  20356. else {
  20357. importGeometry(parsedMesh, mesh);
  20358. }
  20359. // Material
  20360. if (parsedMesh.materialId) {
  20361. mesh.setMaterialByID(parsedMesh.materialId);
  20362. }
  20363. else {
  20364. mesh.material = null;
  20365. }
  20366. // Skeleton
  20367. if (parsedMesh.skeletonId > -1) {
  20368. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  20369. }
  20370. // Physics
  20371. if (parsedMesh.physicsImpostor) {
  20372. if (!scene.isPhysicsEnabled()) {
  20373. scene.enablePhysics();
  20374. }
  20375. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  20376. }
  20377. // Animations
  20378. if (parsedMesh.animations) {
  20379. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  20380. var parsedAnimation = parsedMesh.animations[animationIndex];
  20381. mesh.animations.push(parseAnimation(parsedAnimation));
  20382. }
  20383. }
  20384. if (parsedMesh.autoAnimate) {
  20385. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  20386. }
  20387. // Layer Mask
  20388. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  20389. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  20390. }
  20391. else {
  20392. mesh.layerMask = 0xFFFFFFFF;
  20393. }
  20394. // Instances
  20395. if (parsedMesh.instances) {
  20396. for (var index = 0; index < parsedMesh.instances.length; index++) {
  20397. var parsedInstance = parsedMesh.instances[index];
  20398. var instance = mesh.createInstance(parsedInstance.name);
  20399. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  20400. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  20401. if (parsedInstance.rotationQuaternion) {
  20402. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  20403. }
  20404. else if (parsedInstance.rotation) {
  20405. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  20406. }
  20407. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  20408. instance.checkCollisions = mesh.checkCollisions;
  20409. if (parsedMesh.animations) {
  20410. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  20411. parsedAnimation = parsedMesh.animations[animationIndex];
  20412. instance.animations.push(parseAnimation(parsedAnimation));
  20413. }
  20414. }
  20415. }
  20416. }
  20417. return mesh;
  20418. };
  20419. var parseActions = function (parsedActions, object, scene) {
  20420. var actionManager = new BABYLON.ActionManager(scene);
  20421. if (object === null)
  20422. scene.actionManager = actionManager;
  20423. else
  20424. object.actionManager = actionManager;
  20425. // instanciate a new object
  20426. var instanciate = function (name, params) {
  20427. var newInstance = Object.create(BABYLON[name].prototype);
  20428. newInstance.constructor.apply(newInstance, params);
  20429. return newInstance;
  20430. };
  20431. var parseParameter = function (name, value, target, propertyPath) {
  20432. if (propertyPath === null) {
  20433. // String, boolean or float
  20434. var floatValue = parseFloat(value);
  20435. if (value === "true" || value === "false")
  20436. return value === "true";
  20437. else
  20438. return isNaN(floatValue) ? value : floatValue;
  20439. }
  20440. var effectiveTarget = propertyPath.split(".");
  20441. var values = value.split(",");
  20442. for (var i = 0; i < effectiveTarget.length; i++) {
  20443. target = target[effectiveTarget[i]];
  20444. }
  20445. // Return appropriate value with its type
  20446. if (typeof (target) === "boolean")
  20447. return values[0] === "true";
  20448. if (typeof (target) === "string")
  20449. return values[0];
  20450. // Parameters with multiple values such as Vector3 etc.
  20451. var split = new Array();
  20452. for (var i = 0; i < values.length; i++)
  20453. split.push(parseFloat(values[i]));
  20454. if (target instanceof BABYLON.Vector3)
  20455. return BABYLON.Vector3.FromArray(split);
  20456. if (target instanceof BABYLON.Vector4)
  20457. return BABYLON.Vector4.FromArray(split);
  20458. if (target instanceof BABYLON.Color3)
  20459. return BABYLON.Color3.FromArray(split);
  20460. if (target instanceof BABYLON.Color4)
  20461. return BABYLON.Color4.FromArray(split);
  20462. return parseFloat(values[0]);
  20463. };
  20464. // traverse graph per trigger
  20465. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  20466. if (combineArray === void 0) { combineArray = null; }
  20467. if (parsedAction.detached)
  20468. return;
  20469. var parameters = new Array();
  20470. var target = null;
  20471. var propertyPath = null;
  20472. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  20473. // Parameters
  20474. if (parsedAction.type === 2)
  20475. parameters.push(actionManager);
  20476. else
  20477. parameters.push(trigger);
  20478. if (combine) {
  20479. var actions = new Array();
  20480. for (var j = 0; j < parsedAction.combine.length; j++) {
  20481. traverse(parsedAction.combine[j], BABYLON.ActionManager.NothingTrigger, condition, action, actions);
  20482. }
  20483. parameters.push(actions);
  20484. }
  20485. else {
  20486. for (var i = 0; i < parsedAction.properties.length; i++) {
  20487. var value = parsedAction.properties[i].value;
  20488. var name = parsedAction.properties[i].name;
  20489. var targetType = parsedAction.properties[i].targetType;
  20490. if (name === "target")
  20491. if (targetType !== null && targetType === "SceneProperties")
  20492. value = target = scene;
  20493. else
  20494. value = target = scene.getNodeByName(value);
  20495. else if (name === "parent")
  20496. value = scene.getNodeByName(value);
  20497. else if (name === "sound")
  20498. value = scene.getSoundByName(value);
  20499. else if (name !== "propertyPath") {
  20500. if (parsedAction.type === 2 && name === "operator")
  20501. value = BABYLON.ValueCondition[value];
  20502. else
  20503. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  20504. }
  20505. else {
  20506. propertyPath = value;
  20507. }
  20508. parameters.push(value);
  20509. }
  20510. }
  20511. if (combineArray === null) {
  20512. parameters.push(condition);
  20513. }
  20514. else {
  20515. parameters.push(null);
  20516. }
  20517. // If interpolate value action
  20518. if (parsedAction.name === "InterpolateValueAction") {
  20519. var param = parameters[parameters.length - 2];
  20520. parameters[parameters.length - 1] = param;
  20521. parameters[parameters.length - 2] = condition;
  20522. }
  20523. // Action or condition(s) and not CombineAction
  20524. var newAction = instanciate(parsedAction.name, parameters);
  20525. if (combineArray === null) {
  20526. if (newAction instanceof BABYLON.Condition) {
  20527. condition = newAction;
  20528. newAction = action;
  20529. }
  20530. else {
  20531. condition = null;
  20532. if (action)
  20533. action.then(newAction);
  20534. else
  20535. actionManager.registerAction(newAction);
  20536. }
  20537. }
  20538. else {
  20539. combineArray.push(newAction);
  20540. }
  20541. for (var i = 0; i < parsedAction.children.length; i++)
  20542. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  20543. };
  20544. for (var i = 0; i < parsedActions.children.length; i++) {
  20545. var triggerParams;
  20546. var trigger = parsedActions.children[i];
  20547. if (trigger.properties.length > 0) {
  20548. var param = trigger.properties[0].value;
  20549. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  20550. triggerParams = { trigger: BABYLON.ActionManager[trigger.name], parameter: value };
  20551. }
  20552. else
  20553. triggerParams = BABYLON.ActionManager[trigger.name];
  20554. for (var j = 0; j < trigger.children.length; j++) {
  20555. if (!trigger.detached)
  20556. traverse(trigger.children[j], triggerParams, null, null);
  20557. }
  20558. }
  20559. };
  20560. var parseSound = function (parsedSound, scene, rootUrl) {
  20561. var soundName = parsedSound.name;
  20562. var soundUrl = rootUrl + soundName;
  20563. var options = {
  20564. autoplay: parsedSound.autoplay,
  20565. loop: parsedSound.loop,
  20566. volume: parsedSound.volume,
  20567. spatialSound: parsedSound.spatialSound,
  20568. maxDistance: parsedSound.maxDistance,
  20569. rolloffFactor: parsedSound.rolloffFactor,
  20570. refDistance: parsedSound.refDistance,
  20571. distanceModel: parsedSound.distanceModel,
  20572. playbackRate: parsedSound.playbackRate
  20573. };
  20574. var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () {
  20575. scene._removePendingData(newSound);
  20576. }, options);
  20577. scene._addPendingData(newSound);
  20578. if (parsedSound.position) {
  20579. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  20580. newSound.setPosition(soundPosition);
  20581. }
  20582. if (parsedSound.isDirectional) {
  20583. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  20584. if (parsedSound.localDirectionToMesh) {
  20585. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  20586. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  20587. }
  20588. }
  20589. if (parsedSound.connectedMeshId) {
  20590. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  20591. if (connectedMesh) {
  20592. newSound.attachToMesh(connectedMesh);
  20593. }
  20594. }
  20595. };
  20596. var isDescendantOf = function (mesh, names, hierarchyIds) {
  20597. names = (names instanceof Array) ? names : [names];
  20598. for (var i in names) {
  20599. if (mesh.name === names[i]) {
  20600. hierarchyIds.push(mesh.id);
  20601. return true;
  20602. }
  20603. }
  20604. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  20605. hierarchyIds.push(mesh.id);
  20606. return true;
  20607. }
  20608. return false;
  20609. };
  20610. var importVertexData = function (parsedVertexData, geometry) {
  20611. var vertexData = new BABYLON.VertexData();
  20612. // positions
  20613. var positions = parsedVertexData.positions;
  20614. if (positions) {
  20615. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  20616. }
  20617. // normals
  20618. var normals = parsedVertexData.normals;
  20619. if (normals) {
  20620. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  20621. }
  20622. // uvs
  20623. var uvs = parsedVertexData.uvs;
  20624. if (uvs) {
  20625. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  20626. }
  20627. // uv2s
  20628. var uv2s = parsedVertexData.uv2s;
  20629. if (uv2s) {
  20630. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  20631. }
  20632. // colors
  20633. var colors = parsedVertexData.colors;
  20634. if (colors) {
  20635. vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  20636. }
  20637. // matricesIndices
  20638. var matricesIndices = parsedVertexData.matricesIndices;
  20639. if (matricesIndices) {
  20640. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  20641. }
  20642. // matricesWeights
  20643. var matricesWeights = parsedVertexData.matricesWeights;
  20644. if (matricesWeights) {
  20645. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  20646. }
  20647. // indices
  20648. var indices = parsedVertexData.indices;
  20649. if (indices) {
  20650. vertexData.indices = indices;
  20651. }
  20652. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  20653. };
  20654. var importGeometry = function (parsedGeometry, mesh) {
  20655. var scene = mesh.getScene();
  20656. // Geometry
  20657. var geometryId = parsedGeometry.geometryId;
  20658. if (geometryId) {
  20659. var geometry = scene.getGeometryByID(geometryId);
  20660. if (geometry) {
  20661. geometry.applyToMesh(mesh);
  20662. }
  20663. }
  20664. else if (parsedGeometry instanceof ArrayBuffer) {
  20665. var binaryInfo = mesh._binaryInfo;
  20666. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  20667. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  20668. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  20669. }
  20670. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  20671. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  20672. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  20673. }
  20674. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  20675. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  20676. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  20677. }
  20678. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  20679. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  20680. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  20681. }
  20682. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  20683. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  20684. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false);
  20685. }
  20686. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  20687. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  20688. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  20689. }
  20690. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  20691. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  20692. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  20693. }
  20694. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  20695. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  20696. mesh.setIndices(indicesData);
  20697. }
  20698. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  20699. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  20700. mesh.subMeshes = [];
  20701. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  20702. var materialIndex = subMeshesData[(i * 5) + 0];
  20703. var verticesStart = subMeshesData[(i * 5) + 1];
  20704. var verticesCount = subMeshesData[(i * 5) + 2];
  20705. var indexStart = subMeshesData[(i * 5) + 3];
  20706. var indexCount = subMeshesData[(i * 5) + 4];
  20707. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  20708. }
  20709. }
  20710. }
  20711. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  20712. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  20713. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  20714. if (parsedGeometry.uvs) {
  20715. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  20716. }
  20717. if (parsedGeometry.uvs2) {
  20718. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  20719. }
  20720. if (parsedGeometry.colors) {
  20721. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
  20722. }
  20723. if (parsedGeometry.matricesIndices) {
  20724. if (!parsedGeometry.matricesIndices._isExpanded) {
  20725. var floatIndices = [];
  20726. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  20727. var matricesIndex = parsedGeometry.matricesIndices[i];
  20728. floatIndices.push(matricesIndex & 0x000000FF);
  20729. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  20730. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  20731. floatIndices.push(matricesIndex >> 24);
  20732. }
  20733. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  20734. }
  20735. else {
  20736. delete parsedGeometry.matricesIndices._isExpanded;
  20737. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  20738. }
  20739. }
  20740. if (parsedGeometry.matricesWeights) {
  20741. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  20742. }
  20743. mesh.setIndices(parsedGeometry.indices);
  20744. // SubMeshes
  20745. if (parsedGeometry.subMeshes) {
  20746. mesh.subMeshes = [];
  20747. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  20748. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  20749. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  20750. }
  20751. }
  20752. }
  20753. // Flat shading
  20754. if (mesh._shouldGenerateFlatShading) {
  20755. mesh.convertToFlatShadedMesh();
  20756. delete mesh._shouldGenerateFlatShading;
  20757. }
  20758. // Update
  20759. mesh.computeWorldMatrix(true);
  20760. // Octree
  20761. if (scene._selectionOctree) {
  20762. scene._selectionOctree.addMesh(mesh);
  20763. }
  20764. };
  20765. BABYLON.SceneLoader.RegisterPlugin({
  20766. extensions: ".babylon",
  20767. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  20768. var parsedData = JSON.parse(data);
  20769. var loadedSkeletonsIds = [];
  20770. var loadedMaterialsIds = [];
  20771. var hierarchyIds = [];
  20772. for (var index = 0; index < parsedData.meshes.length; index++) {
  20773. var parsedMesh = parsedData.meshes[index];
  20774. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  20775. if (meshesNames instanceof Array) {
  20776. // Remove found mesh name from list.
  20777. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  20778. }
  20779. // Material ?
  20780. if (parsedMesh.materialId) {
  20781. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  20782. if (!materialFound) {
  20783. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  20784. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  20785. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  20786. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  20787. var subMatId = parsedMultiMaterial.materials[matIndex];
  20788. loadedMaterialsIds.push(subMatId);
  20789. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  20790. }
  20791. loadedMaterialsIds.push(parsedMultiMaterial.id);
  20792. parseMultiMaterial(parsedMultiMaterial, scene);
  20793. materialFound = true;
  20794. break;
  20795. }
  20796. }
  20797. }
  20798. if (!materialFound) {
  20799. loadedMaterialsIds.push(parsedMesh.materialId);
  20800. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  20801. }
  20802. }
  20803. // Skeleton ?
  20804. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  20805. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  20806. if (!skeletonAlreadyLoaded) {
  20807. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  20808. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  20809. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  20810. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  20811. loadedSkeletonsIds.push(parsedSkeleton.id);
  20812. }
  20813. }
  20814. }
  20815. }
  20816. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  20817. meshes.push(mesh);
  20818. }
  20819. }
  20820. for (index = 0; index < scene.meshes.length; index++) {
  20821. var currentMesh = scene.meshes[index];
  20822. if (currentMesh._waitingParentId) {
  20823. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  20824. currentMesh._waitingParentId = undefined;
  20825. }
  20826. }
  20827. // Particles
  20828. if (parsedData.particleSystems) {
  20829. for (index = 0; index < parsedData.particleSystems.length; index++) {
  20830. var parsedParticleSystem = parsedData.particleSystems[index];
  20831. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  20832. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  20833. }
  20834. }
  20835. }
  20836. return true;
  20837. },
  20838. load: function (scene, data, rootUrl) {
  20839. var parsedData = JSON.parse(data);
  20840. // Scene
  20841. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  20842. scene.autoClear = parsedData.autoClear;
  20843. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  20844. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  20845. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  20846. // Fog
  20847. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  20848. scene.fogMode = parsedData.fogMode;
  20849. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  20850. scene.fogStart = parsedData.fogStart;
  20851. scene.fogEnd = parsedData.fogEnd;
  20852. scene.fogDensity = parsedData.fogDensity;
  20853. }
  20854. for (var index = 0; index < parsedData.lights.length; index++) {
  20855. var parsedLight = parsedData.lights[index];
  20856. parseLight(parsedLight, scene);
  20857. }
  20858. // Materials
  20859. if (parsedData.materials) {
  20860. for (index = 0; index < parsedData.materials.length; index++) {
  20861. var parsedMaterial = parsedData.materials[index];
  20862. parseMaterial(parsedMaterial, scene, rootUrl);
  20863. }
  20864. }
  20865. if (parsedData.multiMaterials) {
  20866. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  20867. var parsedMultiMaterial = parsedData.multiMaterials[index];
  20868. parseMultiMaterial(parsedMultiMaterial, scene);
  20869. }
  20870. }
  20871. // Skeletons
  20872. if (parsedData.skeletons) {
  20873. for (index = 0; index < parsedData.skeletons.length; index++) {
  20874. var parsedSkeleton = parsedData.skeletons[index];
  20875. parseSkeleton(parsedSkeleton, scene);
  20876. }
  20877. }
  20878. // Geometries
  20879. var geometries = parsedData.geometries;
  20880. if (geometries) {
  20881. // Boxes
  20882. var boxes = geometries.boxes;
  20883. if (boxes) {
  20884. for (index = 0; index < boxes.length; index++) {
  20885. var parsedBox = boxes[index];
  20886. parseBox(parsedBox, scene);
  20887. }
  20888. }
  20889. // Spheres
  20890. var spheres = geometries.spheres;
  20891. if (spheres) {
  20892. for (index = 0; index < spheres.length; index++) {
  20893. var parsedSphere = spheres[index];
  20894. parseSphere(parsedSphere, scene);
  20895. }
  20896. }
  20897. // Cylinders
  20898. var cylinders = geometries.cylinders;
  20899. if (cylinders) {
  20900. for (index = 0; index < cylinders.length; index++) {
  20901. var parsedCylinder = cylinders[index];
  20902. parseCylinder(parsedCylinder, scene);
  20903. }
  20904. }
  20905. // Toruses
  20906. var toruses = geometries.toruses;
  20907. if (toruses) {
  20908. for (index = 0; index < toruses.length; index++) {
  20909. var parsedTorus = toruses[index];
  20910. parseTorus(parsedTorus, scene);
  20911. }
  20912. }
  20913. // Grounds
  20914. var grounds = geometries.grounds;
  20915. if (grounds) {
  20916. for (index = 0; index < grounds.length; index++) {
  20917. var parsedGround = grounds[index];
  20918. parseGround(parsedGround, scene);
  20919. }
  20920. }
  20921. // Planes
  20922. var planes = geometries.planes;
  20923. if (planes) {
  20924. for (index = 0; index < planes.length; index++) {
  20925. var parsedPlane = planes[index];
  20926. parsePlane(parsedPlane, scene);
  20927. }
  20928. }
  20929. // TorusKnots
  20930. var torusKnots = geometries.torusKnots;
  20931. if (torusKnots) {
  20932. for (index = 0; index < torusKnots.length; index++) {
  20933. var parsedTorusKnot = torusKnots[index];
  20934. parseTorusKnot(parsedTorusKnot, scene);
  20935. }
  20936. }
  20937. // VertexData
  20938. var vertexData = geometries.vertexData;
  20939. if (vertexData) {
  20940. for (index = 0; index < vertexData.length; index++) {
  20941. var parsedVertexData = vertexData[index];
  20942. parseVertexData(parsedVertexData, scene, rootUrl);
  20943. }
  20944. }
  20945. }
  20946. for (index = 0; index < parsedData.meshes.length; index++) {
  20947. var parsedMesh = parsedData.meshes[index];
  20948. parseMesh(parsedMesh, scene, rootUrl);
  20949. }
  20950. for (index = 0; index < parsedData.cameras.length; index++) {
  20951. var parsedCamera = parsedData.cameras[index];
  20952. parseCamera(parsedCamera, scene);
  20953. }
  20954. if (parsedData.activeCameraID) {
  20955. scene.setActiveCameraByID(parsedData.activeCameraID);
  20956. }
  20957. for (index = 0; index < scene.cameras.length; index++) {
  20958. var camera = scene.cameras[index];
  20959. if (camera._waitingParentId) {
  20960. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  20961. camera._waitingParentId = undefined;
  20962. }
  20963. }
  20964. for (index = 0; index < scene.lights.length; index++) {
  20965. var light = scene.lights[index];
  20966. if (light._waitingParentId) {
  20967. light.parent = scene.getLastEntryByID(light._waitingParentId);
  20968. light._waitingParentId = undefined;
  20969. }
  20970. }
  20971. // Sounds
  20972. if (parsedData.sounds) {
  20973. for (index = 0; index < parsedData.sounds.length; index++) {
  20974. var parsedSound = parsedData.sounds[index];
  20975. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  20976. parseSound(parsedSound, scene, rootUrl);
  20977. }
  20978. else {
  20979. var emptySound = new BABYLON.Sound(parsedSound.name, null, scene);
  20980. }
  20981. }
  20982. }
  20983. for (index = 0; index < scene.meshes.length; index++) {
  20984. var mesh = scene.meshes[index];
  20985. if (mesh._waitingParentId) {
  20986. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  20987. mesh._waitingParentId = undefined;
  20988. }
  20989. if (mesh._waitingActions) {
  20990. parseActions(mesh._waitingActions, mesh, scene);
  20991. mesh._waitingActions = undefined;
  20992. }
  20993. }
  20994. // Particles Systems
  20995. if (parsedData.particleSystems) {
  20996. for (index = 0; index < parsedData.particleSystems.length; index++) {
  20997. var parsedParticleSystem = parsedData.particleSystems[index];
  20998. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  20999. }
  21000. }
  21001. // Lens flares
  21002. if (parsedData.lensFlareSystems) {
  21003. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  21004. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  21005. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  21006. }
  21007. }
  21008. // Shadows
  21009. if (parsedData.shadowGenerators) {
  21010. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  21011. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  21012. parseShadowGenerator(parsedShadowGenerator, scene);
  21013. }
  21014. }
  21015. // Actions (scene)
  21016. if (parsedData.actions) {
  21017. parseActions(parsedData.actions, null, scene);
  21018. }
  21019. // Finish
  21020. return true;
  21021. }
  21022. });
  21023. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  21024. })(BABYLON || (BABYLON = {}));
  21025. //# sourceMappingURL=babylon.babylonFileLoader.js.mapvar BABYLON;
  21026. (function (BABYLON) {
  21027. // Unique ID when we import meshes from Babylon to CSG
  21028. var currentCSGMeshId = 0;
  21029. // # class Vertex
  21030. // Represents a vertex of a polygon. Use your own vertex class instead of this
  21031. // one to provide additional features like texture coordinates and vertex
  21032. // colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  21033. // `flip()`, and `interpolate()` methods that behave analogous to the ones
  21034. // defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  21035. // functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  21036. // is not used anywhere else.
  21037. // Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  21038. var Vertex = (function () {
  21039. function Vertex(pos, normal, uv) {
  21040. this.pos = pos;
  21041. this.normal = normal;
  21042. this.uv = uv;
  21043. }
  21044. Vertex.prototype.clone = function () {
  21045. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  21046. };
  21047. // Invert all orientation-specific data (e.g. vertex normal). Called when the
  21048. // orientation of a polygon is flipped.
  21049. Vertex.prototype.flip = function () {
  21050. this.normal = this.normal.scale(-1);
  21051. };
  21052. // Create a new vertex between this vertex and `other` by linearly
  21053. // interpolating all properties using a parameter of `t`. Subclasses should
  21054. // override this to interpolate additional properties.
  21055. Vertex.prototype.interpolate = function (other, t) {
  21056. 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));
  21057. };
  21058. return Vertex;
  21059. })();
  21060. // # class Plane
  21061. // Represents a plane in 3D space.
  21062. var Plane = (function () {
  21063. function Plane(normal, w) {
  21064. this.normal = normal;
  21065. this.w = w;
  21066. }
  21067. Plane.FromPoints = function (a, b, c) {
  21068. var v0 = c.subtract(a);
  21069. var v1 = b.subtract(a);
  21070. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  21071. return null;
  21072. }
  21073. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  21074. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  21075. };
  21076. Plane.prototype.clone = function () {
  21077. return new Plane(this.normal.clone(), this.w);
  21078. };
  21079. Plane.prototype.flip = function () {
  21080. this.normal.scaleInPlace(-1);
  21081. this.w = -this.w;
  21082. };
  21083. // Split `polygon` by this plane if needed, then put the polygon or polygon
  21084. // fragments in the appropriate lists. Coplanar polygons go into either
  21085. // `coplanarFront` or `coplanarBack` depending on their orientation with
  21086. // respect to this plane. Polygons in front or in back of this plane go into
  21087. // either `front` or `back`.
  21088. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  21089. var COPLANAR = 0;
  21090. var FRONT = 1;
  21091. var BACK = 2;
  21092. var SPANNING = 3;
  21093. // Classify each point as well as the entire polygon into one of the above
  21094. // four classes.
  21095. var polygonType = 0;
  21096. var types = [];
  21097. for (var i = 0; i < polygon.vertices.length; i++) {
  21098. var t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  21099. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  21100. polygonType |= type;
  21101. types.push(type);
  21102. }
  21103. switch (polygonType) {
  21104. case COPLANAR:
  21105. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  21106. break;
  21107. case FRONT:
  21108. front.push(polygon);
  21109. break;
  21110. case BACK:
  21111. back.push(polygon);
  21112. break;
  21113. case SPANNING:
  21114. var f = [], b = [];
  21115. for (i = 0; i < polygon.vertices.length; i++) {
  21116. var j = (i + 1) % polygon.vertices.length;
  21117. var ti = types[i], tj = types[j];
  21118. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  21119. if (ti != BACK)
  21120. f.push(vi);
  21121. if (ti != FRONT)
  21122. b.push(ti != BACK ? vi.clone() : vi);
  21123. if ((ti | tj) == SPANNING) {
  21124. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  21125. var v = vi.interpolate(vj, t);
  21126. f.push(v);
  21127. b.push(v.clone());
  21128. }
  21129. }
  21130. if (f.length >= 3) {
  21131. var poly = new Polygon(f, polygon.shared);
  21132. if (poly.plane)
  21133. front.push(poly);
  21134. }
  21135. if (b.length >= 3) {
  21136. poly = new Polygon(b, polygon.shared);
  21137. if (poly.plane)
  21138. back.push(poly);
  21139. }
  21140. break;
  21141. }
  21142. };
  21143. // `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  21144. // point is on the plane.
  21145. Plane.EPSILON = 1e-5;
  21146. return Plane;
  21147. })();
  21148. // # class Polygon
  21149. // Represents a convex polygon. The vertices used to initialize a polygon must
  21150. // be coplanar and form a convex loop.
  21151. //
  21152. // Each convex polygon has a `shared` property, which is shared between all
  21153. // polygons that are clones of each other or were split from the same polygon.
  21154. // This can be used to define per-polygon properties (such as surface color).
  21155. var Polygon = (function () {
  21156. function Polygon(vertices, shared) {
  21157. this.vertices = vertices;
  21158. this.shared = shared;
  21159. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  21160. }
  21161. Polygon.prototype.clone = function () {
  21162. var vertices = this.vertices.map(function (v) { return v.clone(); });
  21163. return new Polygon(vertices, this.shared);
  21164. };
  21165. Polygon.prototype.flip = function () {
  21166. this.vertices.reverse().map(function (v) {
  21167. v.flip();
  21168. });
  21169. this.plane.flip();
  21170. };
  21171. return Polygon;
  21172. })();
  21173. // # class Node
  21174. // Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  21175. // by picking a polygon to split along. That polygon (and all other coplanar
  21176. // polygons) are added directly to that node and the other polygons are added to
  21177. // the front and/or back subtrees. This is not a leafy BSP tree since there is
  21178. // no distinction between internal and leaf nodes.
  21179. var Node = (function () {
  21180. function Node(polygons) {
  21181. this.plane = null;
  21182. this.front = null;
  21183. this.back = null;
  21184. this.polygons = [];
  21185. if (polygons) {
  21186. this.build(polygons);
  21187. }
  21188. }
  21189. Node.prototype.clone = function () {
  21190. var node = new Node();
  21191. node.plane = this.plane && this.plane.clone();
  21192. node.front = this.front && this.front.clone();
  21193. node.back = this.back && this.back.clone();
  21194. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  21195. return node;
  21196. };
  21197. // Convert solid space to empty space and empty space to solid space.
  21198. Node.prototype.invert = function () {
  21199. for (var i = 0; i < this.polygons.length; i++) {
  21200. this.polygons[i].flip();
  21201. }
  21202. if (this.plane) {
  21203. this.plane.flip();
  21204. }
  21205. if (this.front) {
  21206. this.front.invert();
  21207. }
  21208. if (this.back) {
  21209. this.back.invert();
  21210. }
  21211. var temp = this.front;
  21212. this.front = this.back;
  21213. this.back = temp;
  21214. };
  21215. // Recursively remove all polygons in `polygons` that are inside this BSP
  21216. // tree.
  21217. Node.prototype.clipPolygons = function (polygons) {
  21218. if (!this.plane)
  21219. return polygons.slice();
  21220. var front = [], back = [];
  21221. for (var i = 0; i < polygons.length; i++) {
  21222. this.plane.splitPolygon(polygons[i], front, back, front, back);
  21223. }
  21224. if (this.front) {
  21225. front = this.front.clipPolygons(front);
  21226. }
  21227. if (this.back) {
  21228. back = this.back.clipPolygons(back);
  21229. }
  21230. else {
  21231. back = [];
  21232. }
  21233. return front.concat(back);
  21234. };
  21235. // Remove all polygons in this BSP tree that are inside the other BSP tree
  21236. // `bsp`.
  21237. Node.prototype.clipTo = function (bsp) {
  21238. this.polygons = bsp.clipPolygons(this.polygons);
  21239. if (this.front)
  21240. this.front.clipTo(bsp);
  21241. if (this.back)
  21242. this.back.clipTo(bsp);
  21243. };
  21244. // Return a list of all polygons in this BSP tree.
  21245. Node.prototype.allPolygons = function () {
  21246. var polygons = this.polygons.slice();
  21247. if (this.front)
  21248. polygons = polygons.concat(this.front.allPolygons());
  21249. if (this.back)
  21250. polygons = polygons.concat(this.back.allPolygons());
  21251. return polygons;
  21252. };
  21253. // Build a BSP tree out of `polygons`. When called on an existing tree, the
  21254. // new polygons are filtered down to the bottom of the tree and become new
  21255. // nodes there. Each set of polygons is partitioned using the first polygon
  21256. // (no heuristic is used to pick a good split).
  21257. Node.prototype.build = function (polygons) {
  21258. if (!polygons.length)
  21259. return;
  21260. if (!this.plane)
  21261. this.plane = polygons[0].plane.clone();
  21262. var front = [], back = [];
  21263. for (var i = 0; i < polygons.length; i++) {
  21264. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  21265. }
  21266. if (front.length) {
  21267. if (!this.front)
  21268. this.front = new Node();
  21269. this.front.build(front);
  21270. }
  21271. if (back.length) {
  21272. if (!this.back)
  21273. this.back = new Node();
  21274. this.back.build(back);
  21275. }
  21276. };
  21277. return Node;
  21278. })();
  21279. var CSG = (function () {
  21280. function CSG() {
  21281. this.polygons = new Array();
  21282. }
  21283. // Convert BABYLON.Mesh to BABYLON.CSG
  21284. CSG.FromMesh = function (mesh) {
  21285. var vertex, normal, uv, position, polygon, polygons = [], vertices;
  21286. if (mesh instanceof BABYLON.Mesh) {
  21287. mesh.computeWorldMatrix(true);
  21288. var matrix = mesh.getWorldMatrix();
  21289. var meshPosition = mesh.position.clone();
  21290. var meshRotation = mesh.rotation.clone();
  21291. var meshScaling = mesh.scaling.clone();
  21292. }
  21293. else {
  21294. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  21295. }
  21296. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  21297. var subMeshes = mesh.subMeshes;
  21298. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  21299. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  21300. vertices = [];
  21301. for (var j = 0; j < 3; j++) {
  21302. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  21303. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  21304. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  21305. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  21306. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  21307. vertex = new Vertex(position, normal, uv);
  21308. vertices.push(vertex);
  21309. }
  21310. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  21311. // To handle the case of degenerated triangle
  21312. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  21313. if (polygon.plane)
  21314. polygons.push(polygon);
  21315. }
  21316. }
  21317. var csg = CSG.FromPolygons(polygons);
  21318. csg.matrix = matrix;
  21319. csg.position = meshPosition;
  21320. csg.rotation = meshRotation;
  21321. csg.scaling = meshScaling;
  21322. currentCSGMeshId++;
  21323. return csg;
  21324. };
  21325. // Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  21326. CSG.FromPolygons = function (polygons) {
  21327. var csg = new BABYLON.CSG();
  21328. csg.polygons = polygons;
  21329. return csg;
  21330. };
  21331. CSG.prototype.clone = function () {
  21332. var csg = new BABYLON.CSG();
  21333. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  21334. csg.copyTransformAttributes(this);
  21335. return csg;
  21336. };
  21337. CSG.prototype.toPolygons = function () {
  21338. return this.polygons;
  21339. };
  21340. CSG.prototype.union = function (csg) {
  21341. var a = new Node(this.clone().polygons);
  21342. var b = new Node(csg.clone().polygons);
  21343. a.clipTo(b);
  21344. b.clipTo(a);
  21345. b.invert();
  21346. b.clipTo(a);
  21347. b.invert();
  21348. a.build(b.allPolygons());
  21349. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  21350. };
  21351. CSG.prototype.unionInPlace = function (csg) {
  21352. var a = new Node(this.polygons);
  21353. var b = new Node(csg.polygons);
  21354. a.clipTo(b);
  21355. b.clipTo(a);
  21356. b.invert();
  21357. b.clipTo(a);
  21358. b.invert();
  21359. a.build(b.allPolygons());
  21360. this.polygons = a.allPolygons();
  21361. };
  21362. CSG.prototype.subtract = function (csg) {
  21363. var a = new Node(this.clone().polygons);
  21364. var b = new Node(csg.clone().polygons);
  21365. a.invert();
  21366. a.clipTo(b);
  21367. b.clipTo(a);
  21368. b.invert();
  21369. b.clipTo(a);
  21370. b.invert();
  21371. a.build(b.allPolygons());
  21372. a.invert();
  21373. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  21374. };
  21375. CSG.prototype.subtractInPlace = function (csg) {
  21376. var a = new Node(this.polygons);
  21377. var b = new Node(csg.polygons);
  21378. a.invert();
  21379. a.clipTo(b);
  21380. b.clipTo(a);
  21381. b.invert();
  21382. b.clipTo(a);
  21383. b.invert();
  21384. a.build(b.allPolygons());
  21385. a.invert();
  21386. this.polygons = a.allPolygons();
  21387. };
  21388. CSG.prototype.intersect = function (csg) {
  21389. var a = new Node(this.clone().polygons);
  21390. var b = new Node(csg.clone().polygons);
  21391. a.invert();
  21392. b.clipTo(a);
  21393. b.invert();
  21394. a.clipTo(b);
  21395. b.clipTo(a);
  21396. a.build(b.allPolygons());
  21397. a.invert();
  21398. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  21399. };
  21400. CSG.prototype.intersectInPlace = function (csg) {
  21401. var a = new Node(this.polygons);
  21402. var b = new Node(csg.polygons);
  21403. a.invert();
  21404. b.clipTo(a);
  21405. b.invert();
  21406. a.clipTo(b);
  21407. b.clipTo(a);
  21408. a.build(b.allPolygons());
  21409. a.invert();
  21410. this.polygons = a.allPolygons();
  21411. };
  21412. // Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  21413. // not modified.
  21414. CSG.prototype.inverse = function () {
  21415. var csg = this.clone();
  21416. csg.inverseInPlace();
  21417. return csg;
  21418. };
  21419. CSG.prototype.inverseInPlace = function () {
  21420. this.polygons.map(function (p) {
  21421. p.flip();
  21422. });
  21423. };
  21424. // This is used to keep meshes transformations so they can be restored
  21425. // when we build back a Babylon Mesh
  21426. // NB : All CSG operations are performed in world coordinates
  21427. CSG.prototype.copyTransformAttributes = function (csg) {
  21428. this.matrix = csg.matrix;
  21429. this.position = csg.position;
  21430. this.rotation = csg.rotation;
  21431. this.scaling = csg.scaling;
  21432. return this;
  21433. };
  21434. // Build Raw mesh from CSG
  21435. // Coordinates here are in world space
  21436. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  21437. var matrix = this.matrix.clone();
  21438. matrix.invert();
  21439. 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;
  21440. if (keepSubMeshes) {
  21441. // Sort Polygons, since subMeshes are indices range
  21442. polygons.sort(function (a, b) {
  21443. if (a.shared.meshId === b.shared.meshId) {
  21444. return a.shared.subMeshId - b.shared.subMeshId;
  21445. }
  21446. else {
  21447. return a.shared.meshId - b.shared.meshId;
  21448. }
  21449. });
  21450. }
  21451. for (var i = 0, il = polygons.length; i < il; i++) {
  21452. polygon = polygons[i];
  21453. // Building SubMeshes
  21454. if (!subMesh_dict[polygon.shared.meshId]) {
  21455. subMesh_dict[polygon.shared.meshId] = {};
  21456. }
  21457. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  21458. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  21459. indexStart: +Infinity,
  21460. indexEnd: -Infinity,
  21461. materialIndex: polygon.shared.materialIndex
  21462. };
  21463. }
  21464. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  21465. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  21466. polygonIndices[0] = 0;
  21467. polygonIndices[1] = j - 1;
  21468. polygonIndices[2] = j;
  21469. for (var k = 0; k < 3; k++) {
  21470. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  21471. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  21472. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  21473. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  21474. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  21475. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  21476. // Check if 2 points can be merged
  21477. 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)) {
  21478. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  21479. uvs.push(uv.x, uv.y);
  21480. normals.push(normal.x, normal.y, normal.z);
  21481. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  21482. }
  21483. indices.push(vertex_idx);
  21484. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  21485. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  21486. currentIndex++;
  21487. }
  21488. }
  21489. }
  21490. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  21491. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  21492. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  21493. mesh.setIndices(indices);
  21494. if (keepSubMeshes) {
  21495. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  21496. var materialIndexOffset = 0, materialMaxIndex;
  21497. mesh.subMeshes.length = 0;
  21498. for (var m in subMesh_dict) {
  21499. materialMaxIndex = -1;
  21500. for (var sm in subMesh_dict[m]) {
  21501. subMesh_obj = subMesh_dict[m][sm];
  21502. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  21503. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  21504. }
  21505. materialIndexOffset += ++materialMaxIndex;
  21506. }
  21507. }
  21508. return mesh;
  21509. };
  21510. // Build Mesh from CSG taking material and transforms into account
  21511. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  21512. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  21513. mesh.material = material;
  21514. mesh.position.copyFrom(this.position);
  21515. mesh.rotation.copyFrom(this.rotation);
  21516. mesh.scaling.copyFrom(this.scaling);
  21517. mesh.computeWorldMatrix(true);
  21518. return mesh;
  21519. };
  21520. return CSG;
  21521. })();
  21522. BABYLON.CSG = CSG;
  21523. })(BABYLON || (BABYLON = {}));
  21524. //# sourceMappingURL=babylon.csg.js.map
  21525. var BABYLON;
  21526. (function (BABYLON) {
  21527. var OculusDistortionCorrectionPostProcess = (function (_super) {
  21528. __extends(OculusDistortionCorrectionPostProcess, _super);
  21529. //ANY
  21530. function OculusDistortionCorrectionPostProcess(name, camera, isRightEye, cameraSettings) {
  21531. var _this = this;
  21532. _super.call(this, name, "oculusDistortionCorrection", [
  21533. 'LensCenter',
  21534. 'Scale',
  21535. 'ScaleIn',
  21536. 'HmdWarpParam'
  21537. ], null, cameraSettings.PostProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE, null, null);
  21538. this._isRightEye = isRightEye;
  21539. this._distortionFactors = cameraSettings.DistortionK;
  21540. this._postProcessScaleFactor = cameraSettings.PostProcessScaleFactor;
  21541. this._lensCenterOffset = cameraSettings.LensCenterOffset;
  21542. this.onSizeChanged = function () {
  21543. _this.aspectRatio = _this.width * .5 / _this.height;
  21544. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  21545. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  21546. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  21547. };
  21548. this.onApply = function (effect) {
  21549. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  21550. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  21551. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  21552. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  21553. };
  21554. }
  21555. return OculusDistortionCorrectionPostProcess;
  21556. })(BABYLON.PostProcess);
  21557. BABYLON.OculusDistortionCorrectionPostProcess = OculusDistortionCorrectionPostProcess;
  21558. })(BABYLON || (BABYLON = {}));
  21559. //# sourceMappingURL=babylon.oculusDistortionCorrectionPostProcess.js.map// Mainly based on these 2 articles :
  21560. // 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
  21561. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  21562. var BABYLON;
  21563. (function (BABYLON) {
  21564. (function (JoystickAxis) {
  21565. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  21566. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  21567. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  21568. })(BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  21569. var JoystickAxis = BABYLON.JoystickAxis;
  21570. var VirtualJoystick = (function () {
  21571. function VirtualJoystick(leftJoystick) {
  21572. var _this = this;
  21573. if (leftJoystick) {
  21574. this._leftJoystick = true;
  21575. }
  21576. else {
  21577. this._leftJoystick = false;
  21578. }
  21579. this._joystickIndex = VirtualJoystick._globalJoystickIndex;
  21580. VirtualJoystick._globalJoystickIndex++;
  21581. // By default left & right arrow keys are moving the X
  21582. // and up & down keys are moving the Y
  21583. this._axisTargetedByLeftAndRight = 0 /* X */;
  21584. this._axisTargetedByUpAndDown = 1 /* Y */;
  21585. this.reverseLeftRight = false;
  21586. this.reverseUpDown = false;
  21587. // collections of pointers
  21588. this._touches = new BABYLON.SmartCollection();
  21589. this.deltaPosition = BABYLON.Vector3.Zero();
  21590. this._joystickSensibility = 25;
  21591. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  21592. this._rotationSpeed = 25;
  21593. this._inverseRotationSpeed = 1 / (this._rotationSpeed / 1000);
  21594. this._rotateOnAxisRelativeToMesh = false;
  21595. // injecting a canvas element on top of the canvas 3D game
  21596. if (!VirtualJoystick.vjCanvas) {
  21597. window.addEventListener("resize", function () {
  21598. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  21599. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  21600. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  21601. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  21602. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  21603. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvasHeight / 2;
  21604. }, false);
  21605. VirtualJoystick.vjCanvas = document.createElement("canvas");
  21606. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  21607. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  21608. VirtualJoystick.vjCanvas.width = window.innerWidth;
  21609. VirtualJoystick.vjCanvas.height = window.innerHeight;
  21610. VirtualJoystick.vjCanvas.style.width = "100%";
  21611. VirtualJoystick.vjCanvas.style.height = "100%";
  21612. VirtualJoystick.vjCanvas.style.position = "absolute";
  21613. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  21614. VirtualJoystick.vjCanvas.style.top = "0px";
  21615. VirtualJoystick.vjCanvas.style.left = "0px";
  21616. VirtualJoystick.vjCanvas.style.zIndex = "5";
  21617. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  21618. VirtualJoystick.vjCanvasContext = VirtualJoystick.vjCanvas.getContext('2d');
  21619. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  21620. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  21621. document.body.appendChild(VirtualJoystick.vjCanvas);
  21622. }
  21623. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  21624. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvas.height / 2;
  21625. this.pressed = false;
  21626. // default joystick color
  21627. this._joystickColor = "cyan";
  21628. this._joystickPointerID = -1;
  21629. // current joystick position
  21630. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  21631. // origin joystick position
  21632. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  21633. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  21634. VirtualJoystick.vjCanvas.addEventListener('pointerdown', function (evt) {
  21635. _this._onPointerDown(evt);
  21636. }, false);
  21637. VirtualJoystick.vjCanvas.addEventListener('pointermove', function (evt) {
  21638. _this._onPointerMove(evt);
  21639. }, false);
  21640. VirtualJoystick.vjCanvas.addEventListener('pointerup', function (evt) {
  21641. _this._onPointerUp(evt);
  21642. }, false);
  21643. VirtualJoystick.vjCanvas.addEventListener('pointerout', function (evt) {
  21644. _this._onPointerUp(evt);
  21645. }, false);
  21646. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  21647. evt.preventDefault(); // Disables system menu
  21648. }, false);
  21649. requestAnimationFrame(function () {
  21650. _this._drawVirtualJoystick();
  21651. });
  21652. }
  21653. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  21654. this._joystickSensibility = newJoystickSensibility;
  21655. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  21656. };
  21657. VirtualJoystick.prototype._onPointerDown = function (e) {
  21658. var positionOnScreenCondition;
  21659. e.preventDefault();
  21660. if (this._leftJoystick === true) {
  21661. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  21662. }
  21663. else {
  21664. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  21665. }
  21666. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  21667. // First contact will be dedicated to the virtual joystick
  21668. this._joystickPointerID = e.pointerId;
  21669. this._joystickPointerStartPos.x = e.clientX;
  21670. this._joystickPointerStartPos.y = e.clientY;
  21671. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  21672. this._deltaJoystickVector.x = 0;
  21673. this._deltaJoystickVector.y = 0;
  21674. this.pressed = true;
  21675. this._touches.add(e.pointerId.toString(), e);
  21676. }
  21677. else {
  21678. // You can only trigger the action buttons with a joystick declared
  21679. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  21680. this._action();
  21681. this._touches.add(e.pointerId.toString(), e);
  21682. }
  21683. }
  21684. };
  21685. VirtualJoystick.prototype._onPointerMove = function (e) {
  21686. // If the current pointer is the one associated to the joystick (first touch contact)
  21687. if (this._joystickPointerID == e.pointerId) {
  21688. this._joystickPointerPos.x = e.clientX;
  21689. this._joystickPointerPos.y = e.clientY;
  21690. this._deltaJoystickVector = this._joystickPointerPos.clone();
  21691. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  21692. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  21693. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  21694. switch (this._axisTargetedByLeftAndRight) {
  21695. case 0 /* X */:
  21696. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  21697. break;
  21698. case 1 /* Y */:
  21699. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  21700. break;
  21701. case 2 /* Z */:
  21702. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  21703. break;
  21704. }
  21705. var directionUpDown = this.reverseUpDown ? 1 : -1;
  21706. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  21707. switch (this._axisTargetedByUpAndDown) {
  21708. case 0 /* X */:
  21709. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  21710. break;
  21711. case 1 /* Y */:
  21712. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  21713. break;
  21714. case 2 /* Z */:
  21715. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  21716. break;
  21717. }
  21718. }
  21719. else {
  21720. if (this._touches.item(e.pointerId.toString())) {
  21721. this._touches.item(e.pointerId.toString()).x = e.clientX;
  21722. this._touches.item(e.pointerId.toString()).y = e.clientY;
  21723. }
  21724. }
  21725. };
  21726. VirtualJoystick.prototype._onPointerUp = function (e) {
  21727. this._clearCanvas();
  21728. if (this._joystickPointerID == e.pointerId) {
  21729. this._joystickPointerID = -1;
  21730. this.pressed = false;
  21731. }
  21732. this._deltaJoystickVector.x = 0;
  21733. this._deltaJoystickVector.y = 0;
  21734. this._touches.remove(e.pointerId.toString());
  21735. };
  21736. /**
  21737. * Change the color of the virtual joystick
  21738. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  21739. */
  21740. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  21741. this._joystickColor = newColor;
  21742. };
  21743. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  21744. this._action = action;
  21745. };
  21746. // Define which axis you'd like to control for left & right
  21747. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  21748. switch (axis) {
  21749. case 0 /* X */:
  21750. case 1 /* Y */:
  21751. case 2 /* Z */:
  21752. this._axisTargetedByLeftAndRight = axis;
  21753. break;
  21754. default:
  21755. this._axisTargetedByLeftAndRight = 0 /* X */;
  21756. break;
  21757. }
  21758. };
  21759. // Define which axis you'd like to control for up & down
  21760. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  21761. switch (axis) {
  21762. case 0 /* X */:
  21763. case 1 /* Y */:
  21764. case 2 /* Z */:
  21765. this._axisTargetedByUpAndDown = axis;
  21766. break;
  21767. default:
  21768. this._axisTargetedByUpAndDown = 1 /* Y */;
  21769. break;
  21770. }
  21771. };
  21772. VirtualJoystick.prototype._clearCanvas = function () {
  21773. if (this._leftJoystick) {
  21774. VirtualJoystick.vjCanvasContext.clearRect(0, 0, VirtualJoystick.vjCanvasWidth / 2, VirtualJoystick.vjCanvasHeight);
  21775. }
  21776. else {
  21777. VirtualJoystick.vjCanvasContext.clearRect(VirtualJoystick.vjCanvasWidth / 2, 0, VirtualJoystick.vjCanvasWidth, VirtualJoystick.vjCanvasHeight);
  21778. }
  21779. };
  21780. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  21781. var _this = this;
  21782. if (this.pressed) {
  21783. this._clearCanvas();
  21784. this._touches.forEach(function (touch) {
  21785. if (touch.pointerId === _this._joystickPointerID) {
  21786. VirtualJoystick.vjCanvasContext.beginPath();
  21787. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  21788. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  21789. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  21790. VirtualJoystick.vjCanvasContext.stroke();
  21791. VirtualJoystick.vjCanvasContext.beginPath();
  21792. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  21793. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  21794. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  21795. VirtualJoystick.vjCanvasContext.stroke();
  21796. VirtualJoystick.vjCanvasContext.beginPath();
  21797. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  21798. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  21799. VirtualJoystick.vjCanvasContext.stroke();
  21800. }
  21801. else {
  21802. VirtualJoystick.vjCanvasContext.beginPath();
  21803. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  21804. VirtualJoystick.vjCanvasContext.beginPath();
  21805. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  21806. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  21807. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  21808. VirtualJoystick.vjCanvasContext.stroke();
  21809. }
  21810. ;
  21811. });
  21812. }
  21813. requestAnimationFrame(function () {
  21814. _this._drawVirtualJoystick();
  21815. });
  21816. };
  21817. VirtualJoystick.prototype.releaseCanvas = function () {
  21818. if (VirtualJoystick.vjCanvas) {
  21819. document.body.removeChild(VirtualJoystick.vjCanvas);
  21820. VirtualJoystick.vjCanvas = null;
  21821. }
  21822. };
  21823. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  21824. VirtualJoystick._globalJoystickIndex = 0;
  21825. return VirtualJoystick;
  21826. })();
  21827. BABYLON.VirtualJoystick = VirtualJoystick;
  21828. })(BABYLON || (BABYLON = {}));
  21829. //# sourceMappingURL=babylon.virtualJoystick.js.map
  21830. var BABYLON;
  21831. (function (BABYLON) {
  21832. var OculusRiftDevKit2013_Metric = {
  21833. HResolution: 1280,
  21834. VResolution: 800,
  21835. HScreenSize: 0.149759993,
  21836. VScreenSize: 0.0935999975,
  21837. VScreenCenter: 0.0467999987,
  21838. EyeToScreenDistance: 0.0410000011,
  21839. LensSeparationDistance: 0.0635000020,
  21840. InterpupillaryDistance: 0.0640000030,
  21841. DistortionK: [1.0, 0.219999999, 0.239999995, 0.0],
  21842. ChromaAbCorrection: [0.995999992, -0.00400000019, 1.01400006, 0.0],
  21843. PostProcessScaleFactor: 1.714605507808412,
  21844. LensCenterOffset: 0.151976421
  21845. };
  21846. var _OculusInnerCamera = (function (_super) {
  21847. __extends(_OculusInnerCamera, _super);
  21848. function _OculusInnerCamera(name, position, scene, isLeftEye) {
  21849. _super.call(this, name, position, scene);
  21850. this._workMatrix = new BABYLON.Matrix();
  21851. this._actualUp = new BABYLON.Vector3(0, 0, 0);
  21852. // Constants
  21853. this._aspectRatioAspectRatio = OculusRiftDevKit2013_Metric.HResolution / (2 * OculusRiftDevKit2013_Metric.VResolution);
  21854. this._aspectRatioFov = (2 * Math.atan((OculusRiftDevKit2013_Metric.PostProcessScaleFactor * OculusRiftDevKit2013_Metric.VScreenSize) / (2 * OculusRiftDevKit2013_Metric.EyeToScreenDistance)));
  21855. var hMeters = (OculusRiftDevKit2013_Metric.HScreenSize / 4) - (OculusRiftDevKit2013_Metric.LensSeparationDistance / 2);
  21856. var h = (4 * hMeters) / OculusRiftDevKit2013_Metric.HScreenSize;
  21857. this._hMatrix = BABYLON.Matrix.Translation(isLeftEye ? h : -h, 0, 0);
  21858. this.viewport = new BABYLON.Viewport(isLeftEye ? 0 : 0.5, 0, 0.5, 1.0);
  21859. this._preViewMatrix = BABYLON.Matrix.Translation(isLeftEye ? .5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance : -.5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance, 0, 0);
  21860. // Postprocess
  21861. var postProcess = new BABYLON.OculusDistortionCorrectionPostProcess("Oculus Distortion", this, !isLeftEye, OculusRiftDevKit2013_Metric);
  21862. }
  21863. _OculusInnerCamera.prototype.getProjectionMatrix = function () {
  21864. BABYLON.Matrix.PerspectiveFovLHToRef(this._aspectRatioFov, this._aspectRatioAspectRatio, this.minZ, this.maxZ, this._workMatrix);
  21865. this._workMatrix.multiplyToRef(this._hMatrix, this._projectionMatrix);
  21866. return this._projectionMatrix;
  21867. };
  21868. _OculusInnerCamera.prototype._getViewMatrix = function () {
  21869. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  21870. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  21871. BABYLON.Vector3.TransformNormalToRef(this.upVector, this._cameraRotationMatrix, this._actualUp);
  21872. // Computing target and final matrix
  21873. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  21874. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this._actualUp, this._workMatrix);
  21875. this._workMatrix.multiplyToRef(this._preViewMatrix, this._viewMatrix);
  21876. return this._viewMatrix;
  21877. };
  21878. return _OculusInnerCamera;
  21879. })(BABYLON.FreeCamera);
  21880. var OculusCamera = (function (_super) {
  21881. __extends(OculusCamera, _super);
  21882. function OculusCamera(name, position, scene) {
  21883. _super.call(this, name, position, scene);
  21884. this._leftCamera = new _OculusInnerCamera(name + "_left", position.clone(), scene, true);
  21885. this._rightCamera = new _OculusInnerCamera(name + "_right", position.clone(), scene, false);
  21886. this.subCameras.push(this._leftCamera);
  21887. this.subCameras.push(this._rightCamera);
  21888. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  21889. }
  21890. OculusCamera.prototype._update = function () {
  21891. this._leftCamera.position.copyFrom(this.position);
  21892. this._rightCamera.position.copyFrom(this.position);
  21893. this._updateCamera(this._leftCamera);
  21894. this._updateCamera(this._rightCamera);
  21895. _super.prototype._update.call(this);
  21896. };
  21897. OculusCamera.prototype._updateCamera = function (camera) {
  21898. camera.minZ = this.minZ;
  21899. camera.maxZ = this.maxZ;
  21900. camera.rotation.x = this.rotation.x;
  21901. camera.rotation.y = this.rotation.y;
  21902. camera.rotation.z = this.rotation.z;
  21903. };
  21904. // Oculus events
  21905. OculusCamera.prototype._onOrientationEvent = function (evt) {
  21906. var yaw = evt.alpha / 180 * Math.PI;
  21907. var pitch = evt.beta / 180 * Math.PI;
  21908. var roll = evt.gamma / 180 * Math.PI;
  21909. if (!this._offsetOrientation) {
  21910. this._offsetOrientation = {
  21911. yaw: yaw,
  21912. pitch: pitch,
  21913. roll: roll
  21914. };
  21915. return;
  21916. }
  21917. else {
  21918. this.rotation.y += yaw - this._offsetOrientation.yaw;
  21919. this.rotation.x += pitch - this._offsetOrientation.pitch;
  21920. this.rotation.z += this._offsetOrientation.roll - roll;
  21921. this._offsetOrientation.yaw = yaw;
  21922. this._offsetOrientation.pitch = pitch;
  21923. this._offsetOrientation.roll = roll;
  21924. }
  21925. };
  21926. OculusCamera.prototype.attachControl = function (element, noPreventDefault) {
  21927. _super.prototype.attachControl.call(this, element, noPreventDefault);
  21928. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  21929. };
  21930. OculusCamera.prototype.detachControl = function (element) {
  21931. _super.prototype.detachControl.call(this, element);
  21932. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  21933. };
  21934. return OculusCamera;
  21935. })(BABYLON.FreeCamera);
  21936. BABYLON.OculusCamera = OculusCamera;
  21937. })(BABYLON || (BABYLON = {}));
  21938. //# sourceMappingURL=babylon.oculusCamera.js.map
  21939. var BABYLON;
  21940. (function (BABYLON) {
  21941. var OculusRiftDevKit2013_Metric = {
  21942. HResolution: 1280,
  21943. VResolution: 800,
  21944. HScreenSize: 0.149759993,
  21945. VScreenSize: 0.0935999975,
  21946. VScreenCenter: 0.0467999987,
  21947. EyeToScreenDistance: 0.0410000011,
  21948. LensSeparationDistance: 0.0635000020,
  21949. InterpupillaryDistance: 0.0640000030,
  21950. DistortionK: [1.0, 0.219999999, 0.239999995, 0.0],
  21951. ChromaAbCorrection: [0.995999992, -0.00400000019, 1.01400006, 0.0],
  21952. PostProcessScaleFactor: 1.714605507808412,
  21953. LensCenterOffset: 0.151976421
  21954. };
  21955. var _OculusInnerGamepadCamera = (function (_super) {
  21956. __extends(_OculusInnerGamepadCamera, _super);
  21957. function _OculusInnerGamepadCamera(name, position, scene, isLeftEye) {
  21958. _super.call(this, name, position, scene);
  21959. this._workMatrix = new BABYLON.Matrix();
  21960. this._actualUp = new BABYLON.Vector3(0, 0, 0);
  21961. // Constants
  21962. this._aspectRatioAspectRatio = OculusRiftDevKit2013_Metric.HResolution / (2 * OculusRiftDevKit2013_Metric.VResolution);
  21963. this._aspectRatioFov = (2 * Math.atan((OculusRiftDevKit2013_Metric.PostProcessScaleFactor * OculusRiftDevKit2013_Metric.VScreenSize) / (2 * OculusRiftDevKit2013_Metric.EyeToScreenDistance)));
  21964. var hMeters = (OculusRiftDevKit2013_Metric.HScreenSize / 4) - (OculusRiftDevKit2013_Metric.LensSeparationDistance / 2);
  21965. var h = (4 * hMeters) / OculusRiftDevKit2013_Metric.HScreenSize;
  21966. this._hMatrix = BABYLON.Matrix.Translation(isLeftEye ? h : -h, 0, 0);
  21967. this.viewport = new BABYLON.Viewport(isLeftEye ? 0 : 0.5, 0, 0.5, 1.0);
  21968. this._preViewMatrix = BABYLON.Matrix.Translation(isLeftEye ? .5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance : -.5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance, 0, 0);
  21969. // Postprocess
  21970. var postProcess = new BABYLON.OculusDistortionCorrectionPostProcess("Oculus Distortion", this, !isLeftEye, OculusRiftDevKit2013_Metric);
  21971. }
  21972. _OculusInnerGamepadCamera.prototype.getProjectionMatrix = function () {
  21973. BABYLON.Matrix.PerspectiveFovLHToRef(this._aspectRatioFov, this._aspectRatioAspectRatio, this.minZ, this.maxZ, this._workMatrix);
  21974. this._workMatrix.multiplyToRef(this._hMatrix, this._projectionMatrix);
  21975. return this._projectionMatrix;
  21976. };
  21977. _OculusInnerGamepadCamera.prototype._getViewMatrix = function () {
  21978. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  21979. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  21980. BABYLON.Vector3.TransformNormalToRef(this.upVector, this._cameraRotationMatrix, this._actualUp);
  21981. // Computing target and final matrix
  21982. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  21983. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this._actualUp, this._workMatrix);
  21984. this._workMatrix.multiplyToRef(this._preViewMatrix, this._viewMatrix);
  21985. return this._viewMatrix;
  21986. };
  21987. return _OculusInnerGamepadCamera;
  21988. })(BABYLON.FreeCamera);
  21989. var OculusGamepadCamera = (function (_super) {
  21990. __extends(OculusGamepadCamera, _super);
  21991. function OculusGamepadCamera(name, position, scene) {
  21992. var _this = this;
  21993. _super.call(this, name, position, scene);
  21994. this.angularSensibility = 200;
  21995. this.moveSensibility = 75;
  21996. this._leftCamera = new _OculusInnerGamepadCamera(name + "_left", position.clone(), scene, true);
  21997. this._rightCamera = new _OculusInnerGamepadCamera(name + "_right", position.clone(), scene, false);
  21998. this.subCameras.push(this._leftCamera);
  21999. this.subCameras.push(this._rightCamera);
  22000. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  22001. this._gamepads = new BABYLON.Gamepads(function (gamepad) {
  22002. _this._onNewGameConnected(gamepad);
  22003. });
  22004. }
  22005. OculusGamepadCamera.prototype._onNewGameConnected = function (gamepad) {
  22006. // Only the first gamepad can control the camera
  22007. if (gamepad.index === 0) {
  22008. this._gamepad = gamepad;
  22009. }
  22010. };
  22011. OculusGamepadCamera.prototype._update = function () {
  22012. this._leftCamera.position.copyFrom(this.position);
  22013. this._rightCamera.position.copyFrom(this.position);
  22014. this._updateCamera(this._leftCamera);
  22015. this._updateCamera(this._rightCamera);
  22016. _super.prototype._update.call(this);
  22017. };
  22018. OculusGamepadCamera.prototype._checkInputs = function () {
  22019. if (!this._gamepad) {
  22020. return;
  22021. }
  22022. var LSValues = this._gamepad.leftStick;
  22023. var normalizedLX = LSValues.x / this.moveSensibility;
  22024. var normalizedLY = LSValues.y / this.moveSensibility;
  22025. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  22026. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  22027. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  22028. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x, 0, -LSValues.y), cameraTransform);
  22029. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  22030. };
  22031. OculusGamepadCamera.prototype._updateCamera = function (camera) {
  22032. camera.minZ = this.minZ;
  22033. camera.maxZ = this.maxZ;
  22034. camera.rotation.x = this.rotation.x;
  22035. camera.rotation.y = this.rotation.y;
  22036. camera.rotation.z = this.rotation.z;
  22037. };
  22038. // Oculus events
  22039. OculusGamepadCamera.prototype._onOrientationEvent = function (evt) {
  22040. var yaw = evt.alpha / 180 * Math.PI;
  22041. var pitch = evt.beta / 180 * Math.PI;
  22042. var roll = evt.gamma / 180 * Math.PI;
  22043. if (!this._offsetOrientation) {
  22044. this._offsetOrientation = {
  22045. yaw: yaw,
  22046. pitch: pitch,
  22047. roll: roll
  22048. };
  22049. return;
  22050. }
  22051. else {
  22052. this.rotation.y += yaw - this._offsetOrientation.yaw;
  22053. this.rotation.x += pitch - this._offsetOrientation.pitch;
  22054. this.rotation.z += this._offsetOrientation.roll - roll;
  22055. this._offsetOrientation.yaw = yaw;
  22056. this._offsetOrientation.pitch = pitch;
  22057. this._offsetOrientation.roll = roll;
  22058. }
  22059. };
  22060. OculusGamepadCamera.prototype.attachControl = function (element, noPreventDefault) {
  22061. _super.prototype.attachControl.call(this, element, noPreventDefault);
  22062. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  22063. };
  22064. OculusGamepadCamera.prototype.detachControl = function (element) {
  22065. _super.prototype.detachControl.call(this, element);
  22066. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  22067. };
  22068. OculusGamepadCamera.prototype.dispose = function () {
  22069. this._gamepads.dispose();
  22070. _super.prototype.dispose.call(this);
  22071. };
  22072. return OculusGamepadCamera;
  22073. })(BABYLON.FreeCamera);
  22074. BABYLON.OculusGamepadCamera = OculusGamepadCamera;
  22075. })(BABYLON || (BABYLON = {}));
  22076. //# sourceMappingURL=babylon.oculusGamepadCamera.js.map
  22077. var BABYLON;
  22078. (function (BABYLON) {
  22079. // We're mainly based on the logic defined into the FreeCamera code
  22080. var VirtualJoysticksCamera = (function (_super) {
  22081. __extends(VirtualJoysticksCamera, _super);
  22082. function VirtualJoysticksCamera(name, position, scene) {
  22083. _super.call(this, name, position, scene);
  22084. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  22085. this._leftjoystick.setAxisForUpDown(2 /* Z */);
  22086. this._leftjoystick.setAxisForLeftRight(0 /* X */);
  22087. this._leftjoystick.setJoystickSensibility(0.15);
  22088. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  22089. this._rightjoystick.setAxisForUpDown(0 /* X */);
  22090. this._rightjoystick.setAxisForLeftRight(1 /* Y */);
  22091. this._rightjoystick.reverseUpDown = true;
  22092. this._rightjoystick.setJoystickSensibility(0.05);
  22093. this._rightjoystick.setJoystickColor("yellow");
  22094. }
  22095. VirtualJoysticksCamera.prototype._checkInputs = function () {
  22096. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  22097. var deltaTransform = BABYLON.Vector3.TransformCoordinates(this._leftjoystick.deltaPosition, cameraTransform);
  22098. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  22099. this.cameraRotation = this.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  22100. if (!this._leftjoystick.pressed) {
  22101. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  22102. }
  22103. if (!this._rightjoystick.pressed) {
  22104. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  22105. }
  22106. };
  22107. VirtualJoysticksCamera.prototype.dispose = function () {
  22108. this._leftjoystick.releaseCanvas();
  22109. _super.prototype.dispose.call(this);
  22110. };
  22111. return VirtualJoysticksCamera;
  22112. })(BABYLON.FreeCamera);
  22113. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  22114. })(BABYLON || (BABYLON = {}));
  22115. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  22116. var BABYLON;
  22117. (function (BABYLON) {
  22118. var ShaderMaterial = (function (_super) {
  22119. __extends(ShaderMaterial, _super);
  22120. function ShaderMaterial(name, scene, shaderPath, options) {
  22121. _super.call(this, name, scene);
  22122. this._textures = new Array();
  22123. this._floats = new Array();
  22124. this._floatsArrays = {};
  22125. this._colors3 = new Array();
  22126. this._colors4 = new Array();
  22127. this._vectors2 = new Array();
  22128. this._vectors3 = new Array();
  22129. this._matrices = new Array();
  22130. this._cachedWorldViewMatrix = new BABYLON.Matrix();
  22131. this._shaderPath = shaderPath;
  22132. options.needAlphaBlending = options.needAlphaBlending || false;
  22133. options.needAlphaTesting = options.needAlphaTesting || false;
  22134. options.attributes = options.attributes || ["position", "normal", "uv"];
  22135. options.uniforms = options.uniforms || ["worldViewProjection"];
  22136. options.samplers = options.samplers || [];
  22137. this._options = options;
  22138. }
  22139. ShaderMaterial.prototype.needAlphaBlending = function () {
  22140. return this._options.needAlphaBlending;
  22141. };
  22142. ShaderMaterial.prototype.needAlphaTesting = function () {
  22143. return this._options.needAlphaTesting;
  22144. };
  22145. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  22146. if (this._options.uniforms.indexOf(uniformName) === -1) {
  22147. this._options.uniforms.push(uniformName);
  22148. }
  22149. };
  22150. ShaderMaterial.prototype.setTexture = function (name, texture) {
  22151. if (this._options.samplers.indexOf(name) === -1) {
  22152. this._options.samplers.push(name);
  22153. }
  22154. this._textures[name] = texture;
  22155. return this;
  22156. };
  22157. ShaderMaterial.prototype.setFloat = function (name, value) {
  22158. this._checkUniform(name);
  22159. this._floats[name] = value;
  22160. return this;
  22161. };
  22162. ShaderMaterial.prototype.setFloats = function (name, value) {
  22163. this._checkUniform(name);
  22164. this._floatsArrays[name] = value;
  22165. return this;
  22166. };
  22167. ShaderMaterial.prototype.setColor3 = function (name, value) {
  22168. this._checkUniform(name);
  22169. this._colors3[name] = value;
  22170. return this;
  22171. };
  22172. ShaderMaterial.prototype.setColor4 = function (name, value) {
  22173. this._checkUniform(name);
  22174. this._colors4[name] = value;
  22175. return this;
  22176. };
  22177. ShaderMaterial.prototype.setVector2 = function (name, value) {
  22178. this._checkUniform(name);
  22179. this._vectors2[name] = value;
  22180. return this;
  22181. };
  22182. ShaderMaterial.prototype.setVector3 = function (name, value) {
  22183. this._checkUniform(name);
  22184. this._vectors3[name] = value;
  22185. return this;
  22186. };
  22187. ShaderMaterial.prototype.setMatrix = function (name, value) {
  22188. this._checkUniform(name);
  22189. this._matrices[name] = value;
  22190. return this;
  22191. };
  22192. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  22193. var scene = this.getScene();
  22194. var engine = scene.getEngine();
  22195. if (!this.checkReadyOnEveryCall) {
  22196. if (this._renderId === scene.getRenderId()) {
  22197. return true;
  22198. }
  22199. }
  22200. // Instances
  22201. var defines = [];
  22202. var fallbacks = new BABYLON.EffectFallbacks();
  22203. if (useInstances) {
  22204. defines.push("#define INSTANCES");
  22205. }
  22206. // Bones
  22207. if (mesh && mesh.useBones) {
  22208. defines.push("#define BONES");
  22209. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  22210. defines.push("#define BONES4");
  22211. fallbacks.addFallback(0, "BONES4");
  22212. }
  22213. // Alpha test
  22214. if (engine.getAlphaTesting()) {
  22215. defines.push("#define ALPHATEST");
  22216. }
  22217. var previousEffect = this._effect;
  22218. var join = defines.join("\n");
  22219. this._effect = engine.createEffect(this._shaderPath, this._options.attributes, this._options.uniforms, this._options.samplers, join, fallbacks, this.onCompiled, this.onError);
  22220. if (!this._effect.isReady()) {
  22221. return false;
  22222. }
  22223. if (previousEffect !== this._effect) {
  22224. scene.resetCachedMaterial();
  22225. }
  22226. this._renderId = scene.getRenderId();
  22227. return true;
  22228. };
  22229. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  22230. var scene = this.getScene();
  22231. if (this._options.uniforms.indexOf("world") !== -1) {
  22232. this._effect.setMatrix("world", world);
  22233. }
  22234. if (this._options.uniforms.indexOf("worldView") !== -1) {
  22235. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  22236. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  22237. }
  22238. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  22239. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  22240. }
  22241. };
  22242. ShaderMaterial.prototype.bind = function (world, mesh) {
  22243. // Std values
  22244. this.bindOnlyWorldMatrix(world);
  22245. if (this.getScene().getCachedMaterial() !== this) {
  22246. if (this._options.uniforms.indexOf("view") !== -1) {
  22247. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  22248. }
  22249. if (this._options.uniforms.indexOf("projection") !== -1) {
  22250. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  22251. }
  22252. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  22253. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  22254. }
  22255. // Bones
  22256. if (mesh && mesh.useBones) {
  22257. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  22258. }
  22259. for (var name in this._textures) {
  22260. this._effect.setTexture(name, this._textures[name]);
  22261. }
  22262. for (name in this._floats) {
  22263. this._effect.setFloat(name, this._floats[name]);
  22264. }
  22265. for (name in this._floatsArrays) {
  22266. this._effect.setArray(name, this._floatsArrays[name]);
  22267. }
  22268. for (name in this._colors3) {
  22269. this._effect.setColor3(name, this._colors3[name]);
  22270. }
  22271. for (name in this._colors4) {
  22272. var color = this._colors4[name];
  22273. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  22274. }
  22275. for (name in this._vectors2) {
  22276. this._effect.setVector2(name, this._vectors2[name]);
  22277. }
  22278. for (name in this._vectors3) {
  22279. this._effect.setVector3(name, this._vectors3[name]);
  22280. }
  22281. for (name in this._matrices) {
  22282. this._effect.setMatrix(name, this._matrices[name]);
  22283. }
  22284. }
  22285. _super.prototype.bind.call(this, world, mesh);
  22286. };
  22287. ShaderMaterial.prototype.dispose = function (forceDisposeEffect) {
  22288. for (var name in this._textures) {
  22289. this._textures[name].dispose();
  22290. }
  22291. this._textures = [];
  22292. _super.prototype.dispose.call(this, forceDisposeEffect);
  22293. };
  22294. return ShaderMaterial;
  22295. })(BABYLON.Material);
  22296. BABYLON.ShaderMaterial = ShaderMaterial;
  22297. })(BABYLON || (BABYLON = {}));
  22298. //# sourceMappingURL=babylon.shaderMaterial.js.mapvar BABYLON;
  22299. (function (BABYLON) {
  22300. var VertexData = (function () {
  22301. function VertexData() {
  22302. }
  22303. VertexData.prototype.set = function (data, kind) {
  22304. switch (kind) {
  22305. case BABYLON.VertexBuffer.PositionKind:
  22306. this.positions = data;
  22307. break;
  22308. case BABYLON.VertexBuffer.NormalKind:
  22309. this.normals = data;
  22310. break;
  22311. case BABYLON.VertexBuffer.UVKind:
  22312. this.uvs = data;
  22313. break;
  22314. case BABYLON.VertexBuffer.UV2Kind:
  22315. this.uv2s = data;
  22316. break;
  22317. case BABYLON.VertexBuffer.ColorKind:
  22318. this.colors = data;
  22319. break;
  22320. case BABYLON.VertexBuffer.MatricesIndicesKind:
  22321. this.matricesIndices = data;
  22322. break;
  22323. case BABYLON.VertexBuffer.MatricesWeightsKind:
  22324. this.matricesWeights = data;
  22325. break;
  22326. }
  22327. };
  22328. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  22329. this._applyTo(mesh, updatable);
  22330. };
  22331. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  22332. this._applyTo(geometry, updatable);
  22333. };
  22334. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  22335. this._update(mesh);
  22336. };
  22337. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  22338. this._update(geometry);
  22339. };
  22340. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  22341. if (this.positions) {
  22342. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  22343. }
  22344. if (this.normals) {
  22345. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  22346. }
  22347. if (this.uvs) {
  22348. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  22349. }
  22350. if (this.uv2s) {
  22351. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updatable);
  22352. }
  22353. if (this.colors) {
  22354. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  22355. }
  22356. if (this.matricesIndices) {
  22357. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  22358. }
  22359. if (this.matricesWeights) {
  22360. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  22361. }
  22362. if (this.indices) {
  22363. meshOrGeometry.setIndices(this.indices);
  22364. }
  22365. };
  22366. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  22367. if (this.positions) {
  22368. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  22369. }
  22370. if (this.normals) {
  22371. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  22372. }
  22373. if (this.uvs) {
  22374. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  22375. }
  22376. if (this.uv2s) {
  22377. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updateExtends, makeItUnique);
  22378. }
  22379. if (this.colors) {
  22380. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  22381. }
  22382. if (this.matricesIndices) {
  22383. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  22384. }
  22385. if (this.matricesWeights) {
  22386. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  22387. }
  22388. if (this.indices) {
  22389. meshOrGeometry.setIndices(this.indices);
  22390. }
  22391. };
  22392. VertexData.prototype.transform = function (matrix) {
  22393. var transformed = BABYLON.Vector3.Zero();
  22394. if (this.positions) {
  22395. var position = BABYLON.Vector3.Zero();
  22396. for (var index = 0; index < this.positions.length; index += 3) {
  22397. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  22398. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  22399. this.positions[index] = transformed.x;
  22400. this.positions[index + 1] = transformed.y;
  22401. this.positions[index + 2] = transformed.z;
  22402. }
  22403. }
  22404. if (this.normals) {
  22405. var normal = BABYLON.Vector3.Zero();
  22406. for (index = 0; index < this.normals.length; index += 3) {
  22407. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  22408. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  22409. this.normals[index] = transformed.x;
  22410. this.normals[index + 1] = transformed.y;
  22411. this.normals[index + 2] = transformed.z;
  22412. }
  22413. }
  22414. };
  22415. VertexData.prototype.merge = function (other) {
  22416. if (other.indices) {
  22417. if (!this.indices) {
  22418. this.indices = [];
  22419. }
  22420. var offset = this.positions ? this.positions.length / 3 : 0;
  22421. for (var index = 0; index < other.indices.length; index++) {
  22422. this.indices.push(other.indices[index] + offset);
  22423. }
  22424. }
  22425. if (other.positions) {
  22426. if (!this.positions) {
  22427. this.positions = [];
  22428. }
  22429. for (index = 0; index < other.positions.length; index++) {
  22430. this.positions.push(other.positions[index]);
  22431. }
  22432. }
  22433. if (other.normals) {
  22434. if (!this.normals) {
  22435. this.normals = [];
  22436. }
  22437. for (index = 0; index < other.normals.length; index++) {
  22438. this.normals.push(other.normals[index]);
  22439. }
  22440. }
  22441. if (other.uvs) {
  22442. if (!this.uvs) {
  22443. this.uvs = [];
  22444. }
  22445. for (index = 0; index < other.uvs.length; index++) {
  22446. this.uvs.push(other.uvs[index]);
  22447. }
  22448. }
  22449. if (other.uv2s) {
  22450. if (!this.uv2s) {
  22451. this.uv2s = [];
  22452. }
  22453. for (index = 0; index < other.uv2s.length; index++) {
  22454. this.uv2s.push(other.uv2s[index]);
  22455. }
  22456. }
  22457. if (other.matricesIndices) {
  22458. if (!this.matricesIndices) {
  22459. this.matricesIndices = [];
  22460. }
  22461. for (index = 0; index < other.matricesIndices.length; index++) {
  22462. this.matricesIndices.push(other.matricesIndices[index]);
  22463. }
  22464. }
  22465. if (other.matricesWeights) {
  22466. if (!this.matricesWeights) {
  22467. this.matricesWeights = [];
  22468. }
  22469. for (index = 0; index < other.matricesWeights.length; index++) {
  22470. this.matricesWeights.push(other.matricesWeights[index]);
  22471. }
  22472. }
  22473. if (other.colors) {
  22474. if (!this.colors) {
  22475. this.colors = [];
  22476. }
  22477. for (index = 0; index < other.colors.length; index++) {
  22478. this.colors.push(other.colors[index]);
  22479. }
  22480. }
  22481. };
  22482. // Statics
  22483. VertexData.ExtractFromMesh = function (mesh, copyWhenShared) {
  22484. return VertexData._ExtractFrom(mesh, copyWhenShared);
  22485. };
  22486. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared) {
  22487. return VertexData._ExtractFrom(geometry, copyWhenShared);
  22488. };
  22489. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared) {
  22490. var result = new VertexData();
  22491. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  22492. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared);
  22493. }
  22494. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22495. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared);
  22496. }
  22497. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  22498. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared);
  22499. }
  22500. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  22501. result.uv2s = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared);
  22502. }
  22503. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  22504. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared);
  22505. }
  22506. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  22507. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared);
  22508. }
  22509. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  22510. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared);
  22511. }
  22512. result.indices = meshOrGeometry.getIndices(copyWhenShared);
  22513. return result;
  22514. };
  22515. VertexData.CreateRibbon = function (pathArray, closeArray, closePath, offset, sideOrientation) {
  22516. if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
  22517. closeArray = closeArray || false;
  22518. closePath = closePath || false;
  22519. var defaultOffset = Math.floor(pathArray[0].length / 2);
  22520. offset = offset || defaultOffset;
  22521. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  22522. var positions = [];
  22523. var indices = [];
  22524. var normals = [];
  22525. var uvs = [];
  22526. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  22527. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  22528. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  22529. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  22530. var minlg; // minimal length among all paths from pathArray
  22531. var lg = []; // array of path lengths : nb of vertex per path
  22532. var idx = []; // array of path indexes : index of each path (first vertex) in positions array
  22533. var p; // path iterator
  22534. var i; // point iterator
  22535. var j; // point iterator
  22536. // if single path in pathArray
  22537. if (pathArray.length < 2) {
  22538. var ar1 = [];
  22539. var ar2 = [];
  22540. for (i = 0; i < pathArray[0].length - offset; i++) {
  22541. ar1.push(pathArray[0][i]);
  22542. ar2.push(pathArray[0][i + offset]);
  22543. }
  22544. pathArray = [ar1, ar2];
  22545. }
  22546. // positions and horizontal distances (u)
  22547. var idc = 0;
  22548. minlg = pathArray[0].length;
  22549. for (p = 0; p < pathArray.length; p++) {
  22550. uTotalDistance[p] = 0;
  22551. us[p] = [0];
  22552. var path = pathArray[p];
  22553. var l = path.length;
  22554. minlg = (minlg < l) ? minlg : l;
  22555. lg[p] = l;
  22556. idx[p] = idc;
  22557. j = 0;
  22558. while (j < l) {
  22559. positions.push(path[j].x, path[j].y, path[j].z);
  22560. if (j > 0) {
  22561. var vectlg = path[j].subtract(path[j - 1]).length();
  22562. var dist = vectlg + uTotalDistance[p];
  22563. us[p].push(dist);
  22564. uTotalDistance[p] = dist;
  22565. }
  22566. j++;
  22567. }
  22568. if (closePath) {
  22569. vectlg = path[0].subtract(path[j - 1]).length();
  22570. dist = vectlg + uTotalDistance[p];
  22571. uTotalDistance[p] = dist;
  22572. }
  22573. idc += l;
  22574. }
  22575. for (i = 0; i < minlg; i++) {
  22576. vTotalDistance[i] = 0;
  22577. vs[i] = [0];
  22578. var path1;
  22579. var path2;
  22580. for (p = 0; p < pathArray.length - 1; p++) {
  22581. path1 = pathArray[p];
  22582. path2 = pathArray[p + 1];
  22583. vectlg = path2[i].subtract(path1[i]).length();
  22584. dist = vectlg + vTotalDistance[i];
  22585. vs[i].push(dist);
  22586. vTotalDistance[i] = dist;
  22587. }
  22588. if (closeArray) {
  22589. path1 = pathArray[p];
  22590. path2 = pathArray[0];
  22591. vectlg = path2[i].subtract(path1[i]).length();
  22592. dist = vectlg + vTotalDistance[i];
  22593. vTotalDistance[i] = dist;
  22594. }
  22595. }
  22596. // uvs
  22597. var u;
  22598. var v;
  22599. for (p = 0; p < pathArray.length; p++) {
  22600. for (i = 0; i < minlg; i++) {
  22601. u = us[p][i] / uTotalDistance[p];
  22602. v = vs[i][p] / vTotalDistance[i];
  22603. uvs.push(u, v);
  22604. }
  22605. }
  22606. // indices
  22607. p = 0; // path index
  22608. var pi = 0; // positions array index
  22609. var l1 = lg[p] - 1; // path1 length
  22610. var l2 = lg[p + 1] - 1; // path2 length
  22611. var min = (l1 < l2) ? l1 : l2; // current path stop index
  22612. var shft = idx[1] - idx[0]; // shift
  22613. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate
  22614. var t1; // two consecutive triangles, so 4 points : point1
  22615. var t2; // point2
  22616. var t3; // point3
  22617. var t4; // point4
  22618. while (pi <= min && p < path1nb) {
  22619. // 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
  22620. t1 = pi;
  22621. t2 = pi + shft;
  22622. t3 = pi + 1;
  22623. t4 = pi + shft + 1;
  22624. indices.push(pi, pi + shft, pi + 1);
  22625. indices.push(pi + shft + 1, pi + 1, pi + shft);
  22626. pi += 1;
  22627. if (pi === min) {
  22628. if (closePath) {
  22629. indices.push(pi, pi + shft, idx[p]);
  22630. indices.push(idx[p] + shft, idx[p], pi + shft);
  22631. t3 = idx[p];
  22632. t4 = idx[p] + shft;
  22633. }
  22634. p++;
  22635. if (p === lg.length - 1) {
  22636. shft = idx[0] - idx[p];
  22637. l1 = lg[p] - 1;
  22638. l2 = lg[0] - 1;
  22639. }
  22640. else {
  22641. shft = idx[p + 1] - idx[p];
  22642. l1 = lg[p] - 1;
  22643. l2 = lg[p + 1] - 1;
  22644. }
  22645. pi = idx[p];
  22646. min = (l1 < l2) ? l1 + pi : l2 + pi;
  22647. }
  22648. }
  22649. // normals
  22650. VertexData.ComputeNormals(positions, indices, normals);
  22651. // sides
  22652. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  22653. // Result
  22654. var vertexData = new VertexData();
  22655. vertexData.indices = indices;
  22656. vertexData.positions = positions;
  22657. vertexData.normals = normals;
  22658. vertexData.uvs = uvs;
  22659. return vertexData;
  22660. };
  22661. VertexData.CreateBox = function (size, sideOrientation) {
  22662. if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
  22663. var normalsSource = [
  22664. new BABYLON.Vector3(0, 0, 1),
  22665. new BABYLON.Vector3(0, 0, -1),
  22666. new BABYLON.Vector3(1, 0, 0),
  22667. new BABYLON.Vector3(-1, 0, 0),
  22668. new BABYLON.Vector3(0, 1, 0),
  22669. new BABYLON.Vector3(0, -1, 0)
  22670. ];
  22671. var indices = [];
  22672. var positions = [];
  22673. var normals = [];
  22674. var uvs = [];
  22675. size = size || 1;
  22676. for (var index = 0; index < normalsSource.length; index++) {
  22677. var normal = normalsSource[index];
  22678. // Get two vectors perpendicular to the face normal and to each other.
  22679. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  22680. var side2 = BABYLON.Vector3.Cross(normal, side1);
  22681. // Six indices (two triangles) per face.
  22682. var verticesLength = positions.length / 3;
  22683. indices.push(verticesLength);
  22684. indices.push(verticesLength + 1);
  22685. indices.push(verticesLength + 2);
  22686. indices.push(verticesLength);
  22687. indices.push(verticesLength + 2);
  22688. indices.push(verticesLength + 3);
  22689. // Four vertices per face.
  22690. var vertex = normal.subtract(side1).subtract(side2).scale(size / 2);
  22691. positions.push(vertex.x, vertex.y, vertex.z);
  22692. normals.push(normal.x, normal.y, normal.z);
  22693. uvs.push(1.0, 1.0);
  22694. vertex = normal.subtract(side1).add(side2).scale(size / 2);
  22695. positions.push(vertex.x, vertex.y, vertex.z);
  22696. normals.push(normal.x, normal.y, normal.z);
  22697. uvs.push(0.0, 1.0);
  22698. vertex = normal.add(side1).add(side2).scale(size / 2);
  22699. positions.push(vertex.x, vertex.y, vertex.z);
  22700. normals.push(normal.x, normal.y, normal.z);
  22701. uvs.push(0.0, 0.0);
  22702. vertex = normal.add(side1).subtract(side2).scale(size / 2);
  22703. positions.push(vertex.x, vertex.y, vertex.z);
  22704. normals.push(normal.x, normal.y, normal.z);
  22705. uvs.push(1.0, 0.0);
  22706. }
  22707. // sides
  22708. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  22709. // Result
  22710. var vertexData = new VertexData();
  22711. vertexData.indices = indices;
  22712. vertexData.positions = positions;
  22713. vertexData.normals = normals;
  22714. vertexData.uvs = uvs;
  22715. return vertexData;
  22716. };
  22717. VertexData.CreateSphere = function (segments, diameter, sideOrientation) {
  22718. if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
  22719. segments = segments || 32;
  22720. diameter = diameter || 1;
  22721. var radius = diameter / 2;
  22722. var totalZRotationSteps = 2 + segments;
  22723. var totalYRotationSteps = 2 * totalZRotationSteps;
  22724. var indices = [];
  22725. var positions = [];
  22726. var normals = [];
  22727. var uvs = [];
  22728. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  22729. var normalizedZ = zRotationStep / totalZRotationSteps;
  22730. var angleZ = (normalizedZ * Math.PI);
  22731. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  22732. var normalizedY = yRotationStep / totalYRotationSteps;
  22733. var angleY = normalizedY * Math.PI * 2;
  22734. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  22735. var rotationY = BABYLON.Matrix.RotationY(angleY);
  22736. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  22737. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  22738. var vertex = complete.scale(radius);
  22739. var normal = BABYLON.Vector3.Normalize(vertex);
  22740. positions.push(vertex.x, vertex.y, vertex.z);
  22741. normals.push(normal.x, normal.y, normal.z);
  22742. uvs.push(normalizedZ, normalizedY);
  22743. }
  22744. if (zRotationStep > 0) {
  22745. var verticesCount = positions.length / 3;
  22746. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  22747. indices.push((firstIndex));
  22748. indices.push((firstIndex + 1));
  22749. indices.push(firstIndex + totalYRotationSteps + 1);
  22750. indices.push((firstIndex + totalYRotationSteps + 1));
  22751. indices.push((firstIndex + 1));
  22752. indices.push((firstIndex + totalYRotationSteps + 2));
  22753. }
  22754. }
  22755. }
  22756. // Sides
  22757. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  22758. // Result
  22759. var vertexData = new VertexData();
  22760. vertexData.indices = indices;
  22761. vertexData.positions = positions;
  22762. vertexData.normals = normals;
  22763. vertexData.uvs = uvs;
  22764. return vertexData;
  22765. };
  22766. VertexData.CreateCylinder = function (height, diameterTop, diameterBottom, tessellation, subdivisions, sideOrientation) {
  22767. if (subdivisions === void 0) { subdivisions = 1; }
  22768. if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
  22769. var radiusTop = diameterTop / 2;
  22770. var radiusBottom = diameterBottom / 2;
  22771. var indices = [];
  22772. var positions = [];
  22773. var normals = [];
  22774. var uvs = [];
  22775. height = height || 1;
  22776. diameterTop = diameterTop || 0.5;
  22777. diameterBottom = diameterBottom || 1;
  22778. tessellation = tessellation || 16;
  22779. subdivisions = subdivisions || 1;
  22780. subdivisions = (subdivisions < 1) ? 1 : subdivisions;
  22781. var getCircleVector = function (i) {
  22782. var angle = (i * 2.0 * Math.PI / tessellation);
  22783. var dx = Math.cos(angle);
  22784. var dz = Math.sin(angle);
  22785. return new BABYLON.Vector3(dx, 0, dz);
  22786. };
  22787. var createCylinderCap = function (isTop) {
  22788. var radius = isTop ? radiusTop : radiusBottom;
  22789. if (radius === 0) {
  22790. return;
  22791. }
  22792. var vbase = positions.length / 3;
  22793. var offset = new BABYLON.Vector3(0, height / 2, 0);
  22794. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  22795. if (!isTop) {
  22796. offset.scaleInPlace(-1);
  22797. textureScale.x = -textureScale.x;
  22798. }
  22799. for (var i = 0; i < tessellation; i++) {
  22800. var circleVector = getCircleVector(i);
  22801. var position = circleVector.scale(radius).add(offset);
  22802. var textureCoordinate = new BABYLON.Vector2(circleVector.x * textureScale.x + 0.5, circleVector.z * textureScale.y + 0.5);
  22803. positions.push(position.x, position.y, position.z);
  22804. uvs.push(textureCoordinate.x, textureCoordinate.y);
  22805. }
  22806. for (i = 0; i < tessellation - 2; i++) {
  22807. if (!isTop) {
  22808. indices.push(vbase);
  22809. indices.push(vbase + (i + 2) % tessellation);
  22810. indices.push(vbase + (i + 1) % tessellation);
  22811. }
  22812. else {
  22813. indices.push(vbase);
  22814. indices.push(vbase + (i + 1) % tessellation);
  22815. indices.push(vbase + (i + 2) % tessellation);
  22816. }
  22817. }
  22818. };
  22819. var base = new BABYLON.Vector3(0, -1, 0).scale(height / 2);
  22820. var offset = new BABYLON.Vector3(0, 1, 0).scale(height / subdivisions);
  22821. var stride = tessellation + 1;
  22822. for (var i = 0; i <= tessellation; i++) {
  22823. var circleVector = getCircleVector(i);
  22824. var textureCoordinate = new BABYLON.Vector2(i / tessellation, 0);
  22825. var position, radius = radiusBottom;
  22826. for (var s = 0; s <= subdivisions; s++) {
  22827. // Update variables
  22828. position = circleVector.scale(radius);
  22829. position.addInPlace(base.add(offset.scale(s)));
  22830. textureCoordinate.y += 1 / subdivisions;
  22831. radius += (radiusTop - radiusBottom) / subdivisions;
  22832. // Push in arrays
  22833. positions.push(position.x, position.y, position.z);
  22834. uvs.push(textureCoordinate.x, textureCoordinate.y);
  22835. }
  22836. }
  22837. subdivisions += 1;
  22838. for (s = 0; s < subdivisions - 1; s++) {
  22839. for (i = 0; i <= tessellation; i++) {
  22840. indices.push(i * subdivisions + s);
  22841. indices.push((i * subdivisions + (s + subdivisions)) % (stride * subdivisions));
  22842. indices.push(i * subdivisions + (s + 1));
  22843. indices.push(i * subdivisions + (s + 1));
  22844. indices.push((i * subdivisions + (s + subdivisions)) % (stride * subdivisions));
  22845. indices.push((i * subdivisions + (s + subdivisions + 1)) % (stride * subdivisions));
  22846. }
  22847. }
  22848. // Create flat triangle fan caps to seal the top and bottom.
  22849. createCylinderCap(true);
  22850. createCylinderCap(false);
  22851. // Normals
  22852. VertexData.ComputeNormals(positions, indices, normals);
  22853. // Sides
  22854. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  22855. // Result
  22856. var vertexData = new VertexData();
  22857. vertexData.indices = indices;
  22858. vertexData.positions = positions;
  22859. vertexData.normals = normals;
  22860. vertexData.uvs = uvs;
  22861. return vertexData;
  22862. };
  22863. VertexData.CreateTorus = function (diameter, thickness, tessellation, sideOrientation) {
  22864. if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
  22865. var indices = [];
  22866. var positions = [];
  22867. var normals = [];
  22868. var uvs = [];
  22869. diameter = diameter || 1;
  22870. thickness = thickness || 0.5;
  22871. tessellation = tessellation || 16;
  22872. var stride = tessellation + 1;
  22873. for (var i = 0; i <= tessellation; i++) {
  22874. var u = i / tessellation;
  22875. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  22876. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  22877. for (var j = 0; j <= tessellation; j++) {
  22878. var v = 1 - j / tessellation;
  22879. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  22880. var dx = Math.cos(innerAngle);
  22881. var dy = Math.sin(innerAngle);
  22882. // Create a vertex.
  22883. var normal = new BABYLON.Vector3(dx, dy, 0);
  22884. var position = normal.scale(thickness / 2);
  22885. var textureCoordinate = new BABYLON.Vector2(u, v);
  22886. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  22887. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  22888. positions.push(position.x, position.y, position.z);
  22889. normals.push(normal.x, normal.y, normal.z);
  22890. uvs.push(textureCoordinate.x, textureCoordinate.y);
  22891. // And create indices for two triangles.
  22892. var nextI = (i + 1) % stride;
  22893. var nextJ = (j + 1) % stride;
  22894. indices.push(i * stride + j);
  22895. indices.push(i * stride + nextJ);
  22896. indices.push(nextI * stride + j);
  22897. indices.push(i * stride + nextJ);
  22898. indices.push(nextI * stride + nextJ);
  22899. indices.push(nextI * stride + j);
  22900. }
  22901. }
  22902. // Sides
  22903. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  22904. // Result
  22905. var vertexData = new VertexData();
  22906. vertexData.indices = indices;
  22907. vertexData.positions = positions;
  22908. vertexData.normals = normals;
  22909. vertexData.uvs = uvs;
  22910. return vertexData;
  22911. };
  22912. VertexData.CreateLines = function (points) {
  22913. var indices = [];
  22914. var positions = [];
  22915. for (var index = 0; index < points.length; index++) {
  22916. positions.push(points[index].x, points[index].y, points[index].z);
  22917. if (index > 0) {
  22918. indices.push(index - 1);
  22919. indices.push(index);
  22920. }
  22921. }
  22922. // Result
  22923. var vertexData = new VertexData();
  22924. vertexData.indices = indices;
  22925. vertexData.positions = positions;
  22926. return vertexData;
  22927. };
  22928. VertexData.CreateGround = function (width, height, subdivisions) {
  22929. var indices = [];
  22930. var positions = [];
  22931. var normals = [];
  22932. var uvs = [];
  22933. var row, col;
  22934. width = width || 1;
  22935. height = height || 1;
  22936. subdivisions = subdivisions || 1;
  22937. for (row = 0; row <= subdivisions; row++) {
  22938. for (col = 0; col <= subdivisions; col++) {
  22939. var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
  22940. var normal = new BABYLON.Vector3(0, 1.0, 0);
  22941. positions.push(position.x, position.y, position.z);
  22942. normals.push(normal.x, normal.y, normal.z);
  22943. uvs.push(col / subdivisions, 1.0 - row / subdivisions);
  22944. }
  22945. }
  22946. for (row = 0; row < subdivisions; row++) {
  22947. for (col = 0; col < subdivisions; col++) {
  22948. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  22949. indices.push(col + 1 + row * (subdivisions + 1));
  22950. indices.push(col + row * (subdivisions + 1));
  22951. indices.push(col + (row + 1) * (subdivisions + 1));
  22952. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  22953. indices.push(col + row * (subdivisions + 1));
  22954. }
  22955. }
  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.CreateTiledGround = function (xmin, zmin, xmax, zmax, subdivisions, precision) {
  22965. if (subdivisions === void 0) { subdivisions = { w: 1, h: 1 }; }
  22966. if (precision === void 0) { precision = { w: 1, h: 1 }; }
  22967. var indices = [];
  22968. var positions = [];
  22969. var normals = [];
  22970. var uvs = [];
  22971. var row, col, tileRow, tileCol;
  22972. subdivisions.h = (subdivisions.w < 1) ? 1 : subdivisions.h;
  22973. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  22974. precision.w = (precision.w < 1) ? 1 : precision.w;
  22975. precision.h = (precision.h < 1) ? 1 : precision.h;
  22976. var tileSize = {
  22977. 'w': (xmax - xmin) / subdivisions.w,
  22978. 'h': (zmax - zmin) / subdivisions.h
  22979. };
  22980. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  22981. // Indices
  22982. var base = positions.length / 3;
  22983. var rowLength = precision.w + 1;
  22984. for (row = 0; row < precision.h; row++) {
  22985. for (col = 0; col < precision.w; col++) {
  22986. var square = [
  22987. base + col + row * rowLength,
  22988. base + (col + 1) + row * rowLength,
  22989. base + (col + 1) + (row + 1) * rowLength,
  22990. base + col + (row + 1) * rowLength
  22991. ];
  22992. indices.push(square[1]);
  22993. indices.push(square[2]);
  22994. indices.push(square[3]);
  22995. indices.push(square[0]);
  22996. indices.push(square[1]);
  22997. indices.push(square[3]);
  22998. }
  22999. }
  23000. // Position, normals and uvs
  23001. var position = BABYLON.Vector3.Zero();
  23002. var normal = new BABYLON.Vector3(0, 1.0, 0);
  23003. for (row = 0; row <= precision.h; row++) {
  23004. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  23005. for (col = 0; col <= precision.w; col++) {
  23006. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  23007. position.y = 0;
  23008. positions.push(position.x, position.y, position.z);
  23009. normals.push(normal.x, normal.y, normal.z);
  23010. uvs.push(col / precision.w, row / precision.h);
  23011. }
  23012. }
  23013. }
  23014. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  23015. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  23016. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  23017. }
  23018. }
  23019. // Result
  23020. var vertexData = new VertexData();
  23021. vertexData.indices = indices;
  23022. vertexData.positions = positions;
  23023. vertexData.normals = normals;
  23024. vertexData.uvs = uvs;
  23025. return vertexData;
  23026. };
  23027. VertexData.CreateGroundFromHeightMap = function (width, height, subdivisions, minHeight, maxHeight, buffer, bufferWidth, bufferHeight) {
  23028. var indices = [];
  23029. var positions = [];
  23030. var normals = [];
  23031. var uvs = [];
  23032. var row, col;
  23033. for (row = 0; row <= subdivisions; row++) {
  23034. for (col = 0; col <= subdivisions; col++) {
  23035. var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
  23036. // Compute height
  23037. var heightMapX = (((position.x + width / 2) / width) * (bufferWidth - 1)) | 0;
  23038. var heightMapY = ((1.0 - (position.z + height / 2) / height) * (bufferHeight - 1)) | 0;
  23039. var pos = (heightMapX + heightMapY * bufferWidth) * 4;
  23040. var r = buffer[pos] / 255.0;
  23041. var g = buffer[pos + 1] / 255.0;
  23042. var b = buffer[pos + 2] / 255.0;
  23043. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  23044. position.y = minHeight + (maxHeight - minHeight) * gradient;
  23045. // Add vertex
  23046. positions.push(position.x, position.y, position.z);
  23047. normals.push(0, 0, 0);
  23048. uvs.push(col / subdivisions, 1.0 - row / subdivisions);
  23049. }
  23050. }
  23051. for (row = 0; row < subdivisions; row++) {
  23052. for (col = 0; col < subdivisions; col++) {
  23053. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  23054. indices.push(col + 1 + row * (subdivisions + 1));
  23055. indices.push(col + row * (subdivisions + 1));
  23056. indices.push(col + (row + 1) * (subdivisions + 1));
  23057. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  23058. indices.push(col + row * (subdivisions + 1));
  23059. }
  23060. }
  23061. // Normals
  23062. VertexData.ComputeNormals(positions, indices, normals);
  23063. // Result
  23064. var vertexData = new VertexData();
  23065. vertexData.indices = indices;
  23066. vertexData.positions = positions;
  23067. vertexData.normals = normals;
  23068. vertexData.uvs = uvs;
  23069. return vertexData;
  23070. };
  23071. VertexData.CreatePlane = function (size, sideOrientation) {
  23072. if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
  23073. var indices = [];
  23074. var positions = [];
  23075. var normals = [];
  23076. var uvs = [];
  23077. size = size || 1;
  23078. // Vertices
  23079. var halfSize = size / 2.0;
  23080. positions.push(-halfSize, -halfSize, 0);
  23081. normals.push(0, 0, -1.0);
  23082. uvs.push(0.0, 0.0);
  23083. positions.push(halfSize, -halfSize, 0);
  23084. normals.push(0, 0, -1.0);
  23085. uvs.push(1.0, 0.0);
  23086. positions.push(halfSize, halfSize, 0);
  23087. normals.push(0, 0, -1.0);
  23088. uvs.push(1.0, 1.0);
  23089. positions.push(-halfSize, halfSize, 0);
  23090. normals.push(0, 0, -1.0);
  23091. uvs.push(0.0, 1.0);
  23092. // Indices
  23093. indices.push(0);
  23094. indices.push(1);
  23095. indices.push(2);
  23096. indices.push(0);
  23097. indices.push(2);
  23098. indices.push(3);
  23099. // Sides
  23100. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  23101. // Result
  23102. var vertexData = new VertexData();
  23103. vertexData.indices = indices;
  23104. vertexData.positions = positions;
  23105. vertexData.normals = normals;
  23106. vertexData.uvs = uvs;
  23107. return vertexData;
  23108. };
  23109. VertexData.CreateDisc = function (radius, tessellation, sideOrientation) {
  23110. if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
  23111. var positions = [];
  23112. var indices = [];
  23113. var normals = [];
  23114. var uvs = [];
  23115. // positions and uvs
  23116. positions.push(0, 0, 0); // disc center first
  23117. uvs.push(0.5, 0.5);
  23118. var step = Math.PI * 2 / tessellation;
  23119. for (var a = 0; a < Math.PI * 2; a += step) {
  23120. var x = Math.cos(a);
  23121. var y = Math.sin(a);
  23122. var u = (x + 1) / 2;
  23123. var v = (1 - y) / 2;
  23124. positions.push(radius * x, radius * y, 0);
  23125. uvs.push(u, v);
  23126. }
  23127. positions.push(positions[3], positions[4], positions[5]); // close the circle
  23128. uvs.push(uvs[2], uvs[3]);
  23129. //indices
  23130. var vertexNb = positions.length / 3;
  23131. for (var i = 1; i < vertexNb - 1; i++) {
  23132. indices.push(i + 1, 0, i);
  23133. }
  23134. // result
  23135. VertexData.ComputeNormals(positions, indices, normals);
  23136. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  23137. var vertexData = new VertexData();
  23138. vertexData.indices = indices;
  23139. vertexData.positions = positions;
  23140. vertexData.normals = normals;
  23141. vertexData.uvs = uvs;
  23142. return vertexData;
  23143. };
  23144. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  23145. VertexData.CreateTorusKnot = function (radius, tube, radialSegments, tubularSegments, p, q, sideOrientation) {
  23146. if (sideOrientation === void 0) { sideOrientation = BABYLON.Mesh.DEFAULTSIDE; }
  23147. var indices = [];
  23148. var positions = [];
  23149. var normals = [];
  23150. var uvs = [];
  23151. radius = radius || 2;
  23152. tube = tube || 0.5;
  23153. radialSegments = radialSegments || 32;
  23154. tubularSegments = tubularSegments || 32;
  23155. p = p || 2;
  23156. q = q || 3;
  23157. // Helper
  23158. var getPos = function (angle) {
  23159. var cu = Math.cos(angle);
  23160. var su = Math.sin(angle);
  23161. var quOverP = q / p * angle;
  23162. var cs = Math.cos(quOverP);
  23163. var tx = radius * (2 + cs) * 0.5 * cu;
  23164. var ty = radius * (2 + cs) * su * 0.5;
  23165. var tz = radius * Math.sin(quOverP) * 0.5;
  23166. return new BABYLON.Vector3(tx, ty, tz);
  23167. };
  23168. for (var i = 0; i <= radialSegments; i++) {
  23169. var modI = i % radialSegments;
  23170. var u = modI / radialSegments * 2 * p * Math.PI;
  23171. var p1 = getPos(u);
  23172. var p2 = getPos(u + 0.01);
  23173. var tang = p2.subtract(p1);
  23174. var n = p2.add(p1);
  23175. var bitan = BABYLON.Vector3.Cross(tang, n);
  23176. n = BABYLON.Vector3.Cross(bitan, tang);
  23177. bitan.normalize();
  23178. n.normalize();
  23179. for (var j = 0; j < tubularSegments; j++) {
  23180. var modJ = j % tubularSegments;
  23181. var v = modJ / tubularSegments * 2 * Math.PI;
  23182. var cx = -tube * Math.cos(v);
  23183. var cy = tube * Math.sin(v);
  23184. positions.push(p1.x + cx * n.x + cy * bitan.x);
  23185. positions.push(p1.y + cx * n.y + cy * bitan.y);
  23186. positions.push(p1.z + cx * n.z + cy * bitan.z);
  23187. uvs.push(i / radialSegments);
  23188. uvs.push(j / tubularSegments);
  23189. }
  23190. }
  23191. for (i = 0; i < radialSegments; i++) {
  23192. for (j = 0; j < tubularSegments; j++) {
  23193. var jNext = (j + 1) % tubularSegments;
  23194. var a = i * tubularSegments + j;
  23195. var b = (i + 1) * tubularSegments + j;
  23196. var c = (i + 1) * tubularSegments + jNext;
  23197. var d = i * tubularSegments + jNext;
  23198. indices.push(d);
  23199. indices.push(b);
  23200. indices.push(a);
  23201. indices.push(d);
  23202. indices.push(c);
  23203. indices.push(b);
  23204. }
  23205. }
  23206. // Normals
  23207. VertexData.ComputeNormals(positions, indices, normals);
  23208. // Sides
  23209. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  23210. // Result
  23211. var vertexData = new VertexData();
  23212. vertexData.indices = indices;
  23213. vertexData.positions = positions;
  23214. vertexData.normals = normals;
  23215. vertexData.uvs = uvs;
  23216. return vertexData;
  23217. };
  23218. // Tools
  23219. /**
  23220. * @param {any} - positions (number[] or Float32Array)
  23221. * @param {any} - indices (number[] or Uint16Array)
  23222. * @param {any} - normals (number[] or Float32Array)
  23223. */
  23224. VertexData.ComputeNormals = function (positions, indices, normals) {
  23225. var positionVectors = [];
  23226. var facesOfVertices = [];
  23227. var index;
  23228. for (index = 0; index < positions.length; index += 3) {
  23229. var vector3 = new BABYLON.Vector3(positions[index], positions[index + 1], positions[index + 2]);
  23230. positionVectors.push(vector3);
  23231. facesOfVertices.push([]);
  23232. }
  23233. // Compute normals
  23234. var facesNormals = [];
  23235. for (index = 0; index < indices.length / 3; index++) {
  23236. var i1 = indices[index * 3];
  23237. var i2 = indices[index * 3 + 1];
  23238. var i3 = indices[index * 3 + 2];
  23239. var p1 = positionVectors[i1];
  23240. var p2 = positionVectors[i2];
  23241. var p3 = positionVectors[i3];
  23242. var p1p2 = p1.subtract(p2);
  23243. var p3p2 = p3.subtract(p2);
  23244. facesNormals[index] = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  23245. facesOfVertices[i1].push(index);
  23246. facesOfVertices[i2].push(index);
  23247. facesOfVertices[i3].push(index);
  23248. }
  23249. for (index = 0; index < positionVectors.length; index++) {
  23250. var faces = facesOfVertices[index];
  23251. var normal = BABYLON.Vector3.Zero();
  23252. for (var faceIndex = 0; faceIndex < faces.length; faceIndex++) {
  23253. normal.addInPlace(facesNormals[faces[faceIndex]]);
  23254. }
  23255. normal = BABYLON.Vector3.Normalize(normal.scale(1.0 / faces.length));
  23256. normals[index * 3] = normal.x;
  23257. normals[index * 3 + 1] = normal.y;
  23258. normals[index * 3 + 2] = normal.z;
  23259. }
  23260. };
  23261. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs) {
  23262. var li = indices.length;
  23263. var ln = normals.length;
  23264. var i;
  23265. var n;
  23266. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  23267. switch (sideOrientation) {
  23268. case BABYLON.Mesh.FRONTSIDE:
  23269. break;
  23270. case BABYLON.Mesh.BACKSIDE:
  23271. var tmp;
  23272. for (i = 0; i < li; i += 3) {
  23273. tmp = indices[i];
  23274. indices[i] = indices[i + 2];
  23275. indices[i + 2] = tmp;
  23276. }
  23277. for (n = 0; n < ln; n++) {
  23278. normals[n] = -normals[n];
  23279. }
  23280. break;
  23281. case BABYLON.Mesh.DOUBLESIDE:
  23282. // positions
  23283. var lp = positions.length;
  23284. var l = lp / 3;
  23285. for (var p = 0; p < lp; p++) {
  23286. positions[lp + p] = positions[p];
  23287. }
  23288. for (i = 0; i < li; i += 3) {
  23289. indices[i + li] = indices[i + 2] + l;
  23290. indices[i + 1 + li] = indices[i + 1] + l;
  23291. indices[i + 2 + li] = indices[i] + l;
  23292. }
  23293. for (n = 0; n < ln; n++) {
  23294. normals[ln + n] = -normals[n];
  23295. }
  23296. // uvs
  23297. var lu = uvs.length;
  23298. for (var u = 0; u < lu; u++) {
  23299. uvs[u + lu] = uvs[u];
  23300. }
  23301. break;
  23302. }
  23303. };
  23304. return VertexData;
  23305. })();
  23306. BABYLON.VertexData = VertexData;
  23307. })(BABYLON || (BABYLON = {}));
  23308. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  23309. var BABYLON;
  23310. (function (BABYLON) {
  23311. var buildCamera = function (that, name) {
  23312. that._leftCamera.isIntermediate = true;
  23313. that.subCameras.push(that._leftCamera);
  23314. that.subCameras.push(that._rightCamera);
  23315. that._leftTexture = new BABYLON.PassPostProcess(name + "_leftTexture", 1.0, that._leftCamera);
  23316. that._anaglyphPostProcess = new BABYLON.AnaglyphPostProcess(name + "_anaglyph", 1.0, that._rightCamera);
  23317. that._anaglyphPostProcess.onApply = function (effect) {
  23318. effect.setTextureFromPostProcess("leftSampler", that._leftTexture);
  23319. };
  23320. that._update();
  23321. };
  23322. var AnaglyphArcRotateCamera = (function (_super) {
  23323. __extends(AnaglyphArcRotateCamera, _super);
  23324. // ANY
  23325. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, eyeSpace, scene) {
  23326. _super.call(this, name, alpha, beta, radius, target, scene);
  23327. this._eyeSpace = BABYLON.Tools.ToRadians(eyeSpace);
  23328. this._leftCamera = new BABYLON.ArcRotateCamera(name + "_left", alpha - this._eyeSpace, beta, radius, target, scene);
  23329. this._rightCamera = new BABYLON.ArcRotateCamera(name + "_right", alpha + this._eyeSpace, beta, radius, target, scene);
  23330. buildCamera(this, name);
  23331. }
  23332. AnaglyphArcRotateCamera.prototype._update = function () {
  23333. this._updateCamera(this._leftCamera);
  23334. this._updateCamera(this._rightCamera);
  23335. this._leftCamera.alpha = this.alpha - this._eyeSpace;
  23336. this._rightCamera.alpha = this.alpha + this._eyeSpace;
  23337. _super.prototype._update.call(this);
  23338. };
  23339. AnaglyphArcRotateCamera.prototype._updateCamera = function (camera) {
  23340. camera.beta = this.beta;
  23341. camera.radius = this.radius;
  23342. camera.minZ = this.minZ;
  23343. camera.maxZ = this.maxZ;
  23344. camera.fov = this.fov;
  23345. camera.target = this.target;
  23346. };
  23347. return AnaglyphArcRotateCamera;
  23348. })(BABYLON.ArcRotateCamera);
  23349. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  23350. var AnaglyphFreeCamera = (function (_super) {
  23351. __extends(AnaglyphFreeCamera, _super);
  23352. function AnaglyphFreeCamera(name, position, eyeSpace, scene) {
  23353. _super.call(this, name, position, scene);
  23354. this._eyeSpace = BABYLON.Tools.ToRadians(eyeSpace);
  23355. this._transformMatrix = new BABYLON.Matrix();
  23356. this._leftCamera = new BABYLON.FreeCamera(name + "_left", position.clone(), scene);
  23357. this._rightCamera = new BABYLON.FreeCamera(name + "_right", position.clone(), scene);
  23358. buildCamera(this, name);
  23359. }
  23360. AnaglyphFreeCamera.prototype._getSubCameraPosition = function (eyeSpace, result) {
  23361. var target = this.getTarget();
  23362. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(eyeSpace), this._transformMatrix);
  23363. this._transformMatrix = this._transformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  23364. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._transformMatrix, result);
  23365. };
  23366. AnaglyphFreeCamera.prototype._update = function () {
  23367. this._getSubCameraPosition(-this._eyeSpace, this._leftCamera.position);
  23368. this._getSubCameraPosition(this._eyeSpace, this._rightCamera.position);
  23369. this._updateCamera(this._leftCamera);
  23370. this._updateCamera(this._rightCamera);
  23371. _super.prototype._update.call(this);
  23372. };
  23373. AnaglyphFreeCamera.prototype._updateCamera = function (camera) {
  23374. camera.minZ = this.minZ;
  23375. camera.maxZ = this.maxZ;
  23376. camera.fov = this.fov;
  23377. camera.viewport = this.viewport;
  23378. camera.setTarget(this.getTarget());
  23379. };
  23380. return AnaglyphFreeCamera;
  23381. })(BABYLON.FreeCamera);
  23382. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  23383. })(BABYLON || (BABYLON = {}));
  23384. //# sourceMappingURL=babylon.anaglyphCamera.js.map
  23385. var BABYLON;
  23386. (function (BABYLON) {
  23387. var AnaglyphPostProcess = (function (_super) {
  23388. __extends(AnaglyphPostProcess, _super);
  23389. function AnaglyphPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  23390. _super.call(this, name, "anaglyph", null, ["leftSampler"], ratio, camera, samplingMode, engine, reusable);
  23391. }
  23392. return AnaglyphPostProcess;
  23393. })(BABYLON.PostProcess);
  23394. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  23395. })(BABYLON || (BABYLON = {}));
  23396. //# sourceMappingURL=babylon.anaglyphPostProcess.js.mapvar BABYLON;
  23397. (function (BABYLON) {
  23398. var Tags = (function () {
  23399. function Tags() {
  23400. }
  23401. Tags.EnableFor = function (obj) {
  23402. obj._tags = obj._tags || {};
  23403. obj.hasTags = function () {
  23404. return Tags.HasTags(obj);
  23405. };
  23406. obj.addTags = function (tagsString) {
  23407. return Tags.AddTagsTo(obj, tagsString);
  23408. };
  23409. obj.removeTags = function (tagsString) {
  23410. return Tags.RemoveTagsFrom(obj, tagsString);
  23411. };
  23412. obj.matchesTagsQuery = function (tagsQuery) {
  23413. return Tags.MatchesQuery(obj, tagsQuery);
  23414. };
  23415. };
  23416. Tags.DisableFor = function (obj) {
  23417. delete obj._tags;
  23418. delete obj.hasTags;
  23419. delete obj.addTags;
  23420. delete obj.removeTags;
  23421. delete obj.matchesTagsQuery;
  23422. };
  23423. Tags.HasTags = function (obj) {
  23424. if (!obj._tags) {
  23425. return false;
  23426. }
  23427. return !BABYLON.Tools.IsEmpty(obj._tags);
  23428. };
  23429. Tags.GetTags = function (obj) {
  23430. if (!obj._tags) {
  23431. return null;
  23432. }
  23433. return obj._tags;
  23434. };
  23435. // the tags 'true' and 'false' are reserved and cannot be used as tags
  23436. // a tag cannot start with '||', '&&', and '!'
  23437. // it cannot contain whitespaces
  23438. Tags.AddTagsTo = function (obj, tagsString) {
  23439. if (!tagsString) {
  23440. return;
  23441. }
  23442. var tags = tagsString.split(" ");
  23443. for (var t in tags) {
  23444. Tags._AddTagTo(obj, tags[t]);
  23445. }
  23446. };
  23447. Tags._AddTagTo = function (obj, tag) {
  23448. tag = tag.trim();
  23449. if (tag === "" || tag === "true" || tag === "false") {
  23450. return;
  23451. }
  23452. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  23453. return;
  23454. }
  23455. Tags.EnableFor(obj);
  23456. obj._tags[tag] = true;
  23457. };
  23458. Tags.RemoveTagsFrom = function (obj, tagsString) {
  23459. if (!Tags.HasTags(obj)) {
  23460. return;
  23461. }
  23462. var tags = tagsString.split(" ");
  23463. for (var t in tags) {
  23464. Tags._RemoveTagFrom(obj, tags[t]);
  23465. }
  23466. };
  23467. Tags._RemoveTagFrom = function (obj, tag) {
  23468. delete obj._tags[tag];
  23469. };
  23470. Tags.MatchesQuery = function (obj, tagsQuery) {
  23471. if (tagsQuery === undefined) {
  23472. return true;
  23473. }
  23474. if (tagsQuery === "") {
  23475. return Tags.HasTags(obj);
  23476. }
  23477. return BABYLON.Internals.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  23478. };
  23479. return Tags;
  23480. })();
  23481. BABYLON.Tags = Tags;
  23482. })(BABYLON || (BABYLON = {}));
  23483. //# sourceMappingURL=babylon.tags.js.mapvar BABYLON;
  23484. (function (BABYLON) {
  23485. var Internals;
  23486. (function (Internals) {
  23487. var AndOrNotEvaluator = (function () {
  23488. function AndOrNotEvaluator() {
  23489. }
  23490. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  23491. if (!query.match(/\([^\(\)]*\)/g)) {
  23492. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  23493. }
  23494. else {
  23495. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  23496. // remove parenthesis
  23497. r = r.slice(1, r.length - 1);
  23498. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  23499. });
  23500. }
  23501. if (query === "true") {
  23502. return true;
  23503. }
  23504. if (query === "false") {
  23505. return false;
  23506. }
  23507. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  23508. };
  23509. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  23510. evaluateCallback = evaluateCallback || (function (r) {
  23511. return r === "true" ? true : false;
  23512. });
  23513. var result;
  23514. var or = parenthesisContent.split("||");
  23515. for (var i in or) {
  23516. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  23517. var and = ori.split("&&");
  23518. if (and.length > 1) {
  23519. for (var j = 0; j < and.length; ++j) {
  23520. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  23521. if (andj !== "true" && andj !== "false") {
  23522. if (andj[0] === "!") {
  23523. result = !evaluateCallback(andj.substring(1));
  23524. }
  23525. else {
  23526. result = evaluateCallback(andj);
  23527. }
  23528. }
  23529. else {
  23530. result = andj === "true" ? true : false;
  23531. }
  23532. if (!result) {
  23533. ori = "false";
  23534. break;
  23535. }
  23536. }
  23537. }
  23538. if (result || ori === "true") {
  23539. result = true;
  23540. break;
  23541. }
  23542. // result equals false (or undefined)
  23543. if (ori !== "true" && ori !== "false") {
  23544. if (ori[0] === "!") {
  23545. result = !evaluateCallback(ori.substring(1));
  23546. }
  23547. else {
  23548. result = evaluateCallback(ori);
  23549. }
  23550. }
  23551. else {
  23552. result = ori === "true" ? true : false;
  23553. }
  23554. }
  23555. // the whole parenthesis scope is replaced by 'true' or 'false'
  23556. return result ? "true" : "false";
  23557. };
  23558. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  23559. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  23560. // remove whitespaces
  23561. r = r.replace(/[\s]/g, function () { return ""; });
  23562. return r.length % 2 ? "!" : "";
  23563. });
  23564. booleanString = booleanString.trim();
  23565. if (booleanString === "!true") {
  23566. booleanString = "false";
  23567. }
  23568. else if (booleanString === "!false") {
  23569. booleanString = "true";
  23570. }
  23571. return booleanString;
  23572. };
  23573. return AndOrNotEvaluator;
  23574. })();
  23575. Internals.AndOrNotEvaluator = AndOrNotEvaluator;
  23576. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  23577. })(BABYLON || (BABYLON = {}));
  23578. //# sourceMappingURL=babylon.andOrNotEvaluator.js.mapvar BABYLON;
  23579. (function (BABYLON) {
  23580. var PostProcessRenderPass = (function () {
  23581. function PostProcessRenderPass(scene, name, size, renderList, beforeRender, afterRender) {
  23582. this._enabled = true;
  23583. this._refCount = 0;
  23584. this._name = name;
  23585. this._renderTexture = new BABYLON.RenderTargetTexture(name, size, scene);
  23586. this.setRenderList(renderList);
  23587. this._renderTexture.onBeforeRender = beforeRender;
  23588. this._renderTexture.onAfterRender = afterRender;
  23589. this._scene = scene;
  23590. this._renderList = renderList;
  23591. }
  23592. // private
  23593. PostProcessRenderPass.prototype._incRefCount = function () {
  23594. if (this._refCount === 0) {
  23595. this._scene.customRenderTargets.push(this._renderTexture);
  23596. }
  23597. return ++this._refCount;
  23598. };
  23599. PostProcessRenderPass.prototype._decRefCount = function () {
  23600. this._refCount--;
  23601. if (this._refCount <= 0) {
  23602. this._scene.customRenderTargets.splice(this._scene.customRenderTargets.indexOf(this._renderTexture), 1);
  23603. }
  23604. return this._refCount;
  23605. };
  23606. PostProcessRenderPass.prototype._update = function () {
  23607. this.setRenderList(this._renderList);
  23608. };
  23609. // public
  23610. PostProcessRenderPass.prototype.setRenderList = function (renderList) {
  23611. this._renderTexture.renderList = renderList;
  23612. };
  23613. PostProcessRenderPass.prototype.getRenderTexture = function () {
  23614. return this._renderTexture;
  23615. };
  23616. return PostProcessRenderPass;
  23617. })();
  23618. BABYLON.PostProcessRenderPass = PostProcessRenderPass;
  23619. })(BABYLON || (BABYLON = {}));
  23620. //# sourceMappingURL=babylon.postProcessRenderPass.js.mapvar BABYLON;
  23621. (function (BABYLON) {
  23622. var PostProcessRenderEffect = (function () {
  23623. function PostProcessRenderEffect(engine, name, getPostProcess, singleInstance) {
  23624. this._engine = engine;
  23625. this._name = name;
  23626. this._singleInstance = singleInstance || true;
  23627. this._getPostProcess = getPostProcess;
  23628. this._cameras = [];
  23629. this._indicesForCamera = [];
  23630. this._postProcesses = {};
  23631. this._renderPasses = {};
  23632. this._renderEffectAsPasses = {};
  23633. }
  23634. PostProcessRenderEffect.prototype._update = function () {
  23635. for (var renderPassName in this._renderPasses) {
  23636. this._renderPasses[renderPassName]._update();
  23637. }
  23638. };
  23639. PostProcessRenderEffect.prototype.addPass = function (renderPass) {
  23640. this._renderPasses[renderPass._name] = renderPass;
  23641. this._linkParameters();
  23642. };
  23643. PostProcessRenderEffect.prototype.removePass = function (renderPass) {
  23644. delete this._renderPasses[renderPass._name];
  23645. this._linkParameters();
  23646. };
  23647. PostProcessRenderEffect.prototype.addRenderEffectAsPass = function (renderEffect) {
  23648. this._renderEffectAsPasses[renderEffect._name] = renderEffect;
  23649. this._linkParameters();
  23650. };
  23651. PostProcessRenderEffect.prototype.getPass = function (passName) {
  23652. for (var renderPassName in this._renderPasses) {
  23653. if (renderPassName === passName) {
  23654. return this._renderPasses[passName];
  23655. }
  23656. }
  23657. };
  23658. PostProcessRenderEffect.prototype.emptyPasses = function () {
  23659. this._renderPasses = {};
  23660. this._linkParameters();
  23661. };
  23662. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  23663. var cameraKey;
  23664. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  23665. for (var i = 0; i < _cam.length; i++) {
  23666. var camera = _cam[i];
  23667. var cameraName = camera.name;
  23668. if (this._singleInstance) {
  23669. cameraKey = 0;
  23670. }
  23671. else {
  23672. cameraKey = cameraName;
  23673. }
  23674. this._postProcesses[cameraKey] = this._postProcesses[cameraKey] || this._getPostProcess();
  23675. var index = camera.attachPostProcess(this._postProcesses[cameraKey]);
  23676. if (!this._indicesForCamera[cameraName]) {
  23677. this._indicesForCamera[cameraName] = [];
  23678. }
  23679. this._indicesForCamera[cameraName].push(index);
  23680. if (this._cameras.indexOf(camera) === -1) {
  23681. this._cameras[cameraName] = camera;
  23682. }
  23683. for (var passName in this._renderPasses) {
  23684. this._renderPasses[passName]._incRefCount();
  23685. }
  23686. }
  23687. this._linkParameters();
  23688. };
  23689. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  23690. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  23691. for (var i = 0; i < _cam.length; i++) {
  23692. var camera = _cam[i];
  23693. var cameraName = camera.name;
  23694. camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
  23695. var index = this._cameras.indexOf(cameraName);
  23696. this._indicesForCamera.splice(index, 1);
  23697. this._cameras.splice(index, 1);
  23698. for (var passName in this._renderPasses) {
  23699. this._renderPasses[passName]._decRefCount();
  23700. }
  23701. }
  23702. };
  23703. PostProcessRenderEffect.prototype._enable = function (cameras) {
  23704. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  23705. for (var i = 0; i < _cam.length; i++) {
  23706. var camera = _cam[i];
  23707. var cameraName = camera.name;
  23708. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  23709. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined) {
  23710. cameras[i].attachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName][j]);
  23711. }
  23712. }
  23713. for (var passName in this._renderPasses) {
  23714. this._renderPasses[passName]._incRefCount();
  23715. }
  23716. }
  23717. };
  23718. PostProcessRenderEffect.prototype._disable = function (cameras) {
  23719. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  23720. for (var i = 0; i < _cam.length; i++) {
  23721. var camera = _cam[i];
  23722. var cameraName = camera.Name;
  23723. camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
  23724. for (var passName in this._renderPasses) {
  23725. this._renderPasses[passName]._decRefCount();
  23726. }
  23727. }
  23728. };
  23729. PostProcessRenderEffect.prototype.getPostProcess = function (camera) {
  23730. if (this._singleInstance) {
  23731. return this._postProcesses[0];
  23732. }
  23733. else {
  23734. return this._postProcesses[camera.name];
  23735. }
  23736. };
  23737. PostProcessRenderEffect.prototype._linkParameters = function () {
  23738. var _this = this;
  23739. for (var index in this._postProcesses) {
  23740. if (this.applyParameters) {
  23741. this.applyParameters(this._postProcesses[index]);
  23742. }
  23743. this._postProcesses[index].onBeforeRender = function (effect) {
  23744. _this._linkTextures(effect);
  23745. };
  23746. }
  23747. };
  23748. PostProcessRenderEffect.prototype._linkTextures = function (effect) {
  23749. for (var renderPassName in this._renderPasses) {
  23750. effect.setTexture(renderPassName, this._renderPasses[renderPassName].getRenderTexture());
  23751. }
  23752. for (var renderEffectName in this._renderEffectAsPasses) {
  23753. effect.setTextureFromPostProcess(renderEffectName + "Sampler", this._renderEffectAsPasses[renderEffectName].getPostProcess());
  23754. }
  23755. };
  23756. return PostProcessRenderEffect;
  23757. })();
  23758. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  23759. })(BABYLON || (BABYLON = {}));
  23760. //# sourceMappingURL=babylon.postProcessRenderEffect.js.mapvar BABYLON;
  23761. (function (BABYLON) {
  23762. var PostProcessRenderPipeline = (function () {
  23763. function PostProcessRenderPipeline(engine, name) {
  23764. this._engine = engine;
  23765. this._name = name;
  23766. this._renderEffects = {};
  23767. this._renderEffectsForIsolatedPass = {};
  23768. this._cameras = [];
  23769. }
  23770. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  23771. this._renderEffects[renderEffect._name] = renderEffect;
  23772. };
  23773. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  23774. var renderEffects = this._renderEffects[renderEffectName];
  23775. if (!renderEffects) {
  23776. return;
  23777. }
  23778. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  23779. };
  23780. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  23781. var renderEffects = this._renderEffects[renderEffectName];
  23782. if (!renderEffects) {
  23783. return;
  23784. }
  23785. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  23786. };
  23787. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  23788. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  23789. var indicesToDelete = [];
  23790. for (var i = 0; i < _cam.length; i++) {
  23791. var camera = _cam[i];
  23792. var cameraName = camera.name;
  23793. if (this._cameras.indexOf(camera) === -1) {
  23794. this._cameras[cameraName] = camera;
  23795. }
  23796. else if (unique) {
  23797. indicesToDelete.push(i);
  23798. }
  23799. }
  23800. for (var i = 0; i < indicesToDelete.length; i++) {
  23801. cameras.splice(indicesToDelete[i], 1);
  23802. }
  23803. for (var renderEffectName in this._renderEffects) {
  23804. this._renderEffects[renderEffectName]._attachCameras(_cam);
  23805. }
  23806. };
  23807. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  23808. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  23809. for (var renderEffectName in this._renderEffects) {
  23810. this._renderEffects[renderEffectName]._detachCameras(_cam);
  23811. }
  23812. for (var i = 0; i < _cam.length; i++) {
  23813. this._cameras.splice(this._cameras.indexOf(_cam[i]), 1);
  23814. }
  23815. };
  23816. PostProcessRenderPipeline.prototype._enableDisplayOnlyPass = function (passName, cameras) {
  23817. var _this = this;
  23818. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  23819. var pass = null;
  23820. for (var renderEffectName in this._renderEffects) {
  23821. pass = this._renderEffects[renderEffectName].getPass(passName);
  23822. if (pass != null) {
  23823. break;
  23824. }
  23825. }
  23826. if (pass === null) {
  23827. return;
  23828. }
  23829. for (var renderEffectName in this._renderEffects) {
  23830. this._renderEffects[renderEffectName]._disable(_cam);
  23831. }
  23832. pass._name = PostProcessRenderPipeline.PASS_SAMPLER_NAME;
  23833. for (var i = 0; i < _cam.length; i++) {
  23834. var camera = _cam[i];
  23835. var cameraName = camera.name;
  23836. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () {
  23837. return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true);
  23838. });
  23839. this._renderEffectsForIsolatedPass[cameraName].emptyPasses();
  23840. this._renderEffectsForIsolatedPass[cameraName].addPass(pass);
  23841. this._renderEffectsForIsolatedPass[cameraName]._attachCameras(camera);
  23842. }
  23843. };
  23844. PostProcessRenderPipeline.prototype._disableDisplayOnlyPass = function (cameras) {
  23845. var _this = this;
  23846. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  23847. for (var i = 0; i < _cam.length; i++) {
  23848. var camera = _cam[i];
  23849. var cameraName = camera.name;
  23850. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () {
  23851. return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true);
  23852. });
  23853. this._renderEffectsForIsolatedPass[cameraName]._disable(camera);
  23854. }
  23855. for (var renderEffectName in this._renderEffects) {
  23856. this._renderEffects[renderEffectName]._enable(_cam);
  23857. }
  23858. };
  23859. PostProcessRenderPipeline.prototype._update = function () {
  23860. for (var renderEffectName in this._renderEffects) {
  23861. this._renderEffects[renderEffectName]._update();
  23862. }
  23863. for (var i = 0; i < this._cameras.length; i++) {
  23864. var cameraName = this._cameras[i].name;
  23865. if (this._renderEffectsForIsolatedPass[cameraName]) {
  23866. this._renderEffectsForIsolatedPass[cameraName]._update();
  23867. }
  23868. }
  23869. };
  23870. PostProcessRenderPipeline.PASS_EFFECT_NAME = "passEffect";
  23871. PostProcessRenderPipeline.PASS_SAMPLER_NAME = "passSampler";
  23872. return PostProcessRenderPipeline;
  23873. })();
  23874. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  23875. })(BABYLON || (BABYLON = {}));
  23876. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.mapvar BABYLON;
  23877. (function (BABYLON) {
  23878. var PostProcessRenderPipelineManager = (function () {
  23879. function PostProcessRenderPipelineManager() {
  23880. this._renderPipelines = {};
  23881. }
  23882. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  23883. this._renderPipelines[renderPipeline._name] = renderPipeline;
  23884. };
  23885. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  23886. var renderPipeline = this._renderPipelines[renderPipelineName];
  23887. if (!renderPipeline) {
  23888. return;
  23889. }
  23890. renderPipeline._attachCameras(cameras, unique);
  23891. };
  23892. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  23893. var renderPipeline = this._renderPipelines[renderPipelineName];
  23894. if (!renderPipeline) {
  23895. return;
  23896. }
  23897. renderPipeline._detachCameras(cameras);
  23898. };
  23899. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  23900. var renderPipeline = this._renderPipelines[renderPipelineName];
  23901. if (!renderPipeline) {
  23902. return;
  23903. }
  23904. renderPipeline._enableEffect(renderEffectName, cameras);
  23905. };
  23906. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  23907. var renderPipeline = this._renderPipelines[renderPipelineName];
  23908. if (!renderPipeline) {
  23909. return;
  23910. }
  23911. renderPipeline._disableEffect(renderEffectName, cameras);
  23912. };
  23913. PostProcessRenderPipelineManager.prototype.enableDisplayOnlyPassInPipeline = function (renderPipelineName, passName, cameras) {
  23914. var renderPipeline = this._renderPipelines[renderPipelineName];
  23915. if (!renderPipeline) {
  23916. return;
  23917. }
  23918. renderPipeline._enableDisplayOnlyPass(passName, cameras);
  23919. };
  23920. PostProcessRenderPipelineManager.prototype.disableDisplayOnlyPassInPipeline = function (renderPipelineName, cameras) {
  23921. var renderPipeline = this._renderPipelines[renderPipelineName];
  23922. if (!renderPipeline) {
  23923. return;
  23924. }
  23925. renderPipeline._disableDisplayOnlyPass(cameras);
  23926. };
  23927. PostProcessRenderPipelineManager.prototype.update = function () {
  23928. for (var renderPipelineName in this._renderPipelines) {
  23929. this._renderPipelines[renderPipelineName]._update();
  23930. }
  23931. };
  23932. return PostProcessRenderPipelineManager;
  23933. })();
  23934. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  23935. })(BABYLON || (BABYLON = {}));
  23936. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  23937. var BABYLON;
  23938. (function (BABYLON) {
  23939. var DisplayPassPostProcess = (function (_super) {
  23940. __extends(DisplayPassPostProcess, _super);
  23941. function DisplayPassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  23942. _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], ratio, camera, samplingMode, engine, reusable);
  23943. }
  23944. return DisplayPassPostProcess;
  23945. })(BABYLON.PostProcess);
  23946. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  23947. })(BABYLON || (BABYLON = {}));
  23948. //# sourceMappingURL=babylon.displayPassPostProcess.js.mapvar BABYLON;
  23949. (function (BABYLON) {
  23950. var BoundingBoxRenderer = (function () {
  23951. function BoundingBoxRenderer(scene) {
  23952. this.frontColor = new BABYLON.Color3(1, 1, 1);
  23953. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  23954. this.showBackLines = true;
  23955. this.renderList = new BABYLON.SmartArray(32);
  23956. this._scene = scene;
  23957. }
  23958. BoundingBoxRenderer.prototype._prepareRessources = function () {
  23959. if (this._colorShader) {
  23960. return;
  23961. }
  23962. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this._scene, "color", {
  23963. attributes: ["position"],
  23964. uniforms: ["worldViewProjection", "color"]
  23965. });
  23966. var engine = this._scene.getEngine();
  23967. var boxdata = BABYLON.VertexData.CreateBox(1.0);
  23968. this._vb = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  23969. 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]);
  23970. };
  23971. BoundingBoxRenderer.prototype.reset = function () {
  23972. this.renderList.reset();
  23973. };
  23974. BoundingBoxRenderer.prototype.render = function () {
  23975. if (this.renderList.length === 0) {
  23976. return;
  23977. }
  23978. this._prepareRessources();
  23979. if (!this._colorShader.isReady()) {
  23980. return;
  23981. }
  23982. var engine = this._scene.getEngine();
  23983. engine.setDepthWrite(false);
  23984. this._colorShader._preBind();
  23985. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  23986. var boundingBox = this.renderList.data[boundingBoxIndex];
  23987. var min = boundingBox.minimum;
  23988. var max = boundingBox.maximum;
  23989. var diff = max.subtract(min);
  23990. var median = min.add(diff.scale(0.5));
  23991. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z).multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());
  23992. // VBOs
  23993. engine.bindBuffers(this._vb.getBuffer(), this._ib, [3], 3 * 4, this._colorShader.getEffect());
  23994. if (this.showBackLines) {
  23995. // Back
  23996. engine.setDepthFunctionToGreaterOrEqual();
  23997. this._scene.resetCachedMaterial();
  23998. this._colorShader.setColor4("color", this.backColor.toColor4());
  23999. this._colorShader.bind(worldMatrix);
  24000. // Draw order
  24001. engine.draw(false, 0, 24);
  24002. }
  24003. // Front
  24004. engine.setDepthFunctionToLess();
  24005. this._scene.resetCachedMaterial();
  24006. this._colorShader.setColor4("color", this.frontColor.toColor4());
  24007. this._colorShader.bind(worldMatrix);
  24008. // Draw order
  24009. engine.draw(false, 0, 24);
  24010. }
  24011. this._colorShader.unbind();
  24012. engine.setDepthFunctionToLessOrEqual();
  24013. engine.setDepthWrite(true);
  24014. };
  24015. BoundingBoxRenderer.prototype.dispose = function () {
  24016. if (!this._colorShader) {
  24017. return;
  24018. }
  24019. this._colorShader.dispose();
  24020. this._vb.dispose();
  24021. this._scene.getEngine()._releaseBuffer(this._ib);
  24022. };
  24023. return BoundingBoxRenderer;
  24024. })();
  24025. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  24026. })(BABYLON || (BABYLON = {}));
  24027. //# sourceMappingURL=babylon.boundingBoxRenderer.js.mapvar BABYLON;
  24028. (function (BABYLON) {
  24029. var Internals;
  24030. (function (Internals) {
  24031. /*
  24032. * Based on jsTGALoader - Javascript loader for TGA file
  24033. * By Vincent Thibault
  24034. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  24035. */
  24036. var TGATools = (function () {
  24037. function TGATools() {
  24038. }
  24039. TGATools.GetTGAHeader = function (data) {
  24040. var offset = 0;
  24041. var header = {
  24042. id_length: data[offset++],
  24043. colormap_type: data[offset++],
  24044. image_type: data[offset++],
  24045. colormap_index: data[offset++] | data[offset++] << 8,
  24046. colormap_length: data[offset++] | data[offset++] << 8,
  24047. colormap_size: data[offset++],
  24048. origin: [
  24049. data[offset++] | data[offset++] << 8,
  24050. data[offset++] | data[offset++] << 8
  24051. ],
  24052. width: data[offset++] | data[offset++] << 8,
  24053. height: data[offset++] | data[offset++] << 8,
  24054. pixel_size: data[offset++],
  24055. flags: data[offset++]
  24056. };
  24057. return header;
  24058. };
  24059. TGATools.UploadContent = function (gl, data) {
  24060. // Not enough data to contain header ?
  24061. if (data.length < 19) {
  24062. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  24063. return;
  24064. }
  24065. // Read Header
  24066. var offset = 18;
  24067. var header = TGATools.GetTGAHeader(data);
  24068. // Assume it's a valid Targa file.
  24069. if (header.id_length + offset > data.length) {
  24070. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  24071. return;
  24072. }
  24073. // Skip not needed data
  24074. offset += header.id_length;
  24075. var use_rle = false;
  24076. var use_pal = false;
  24077. var use_rgb = false;
  24078. var use_grey = false;
  24079. switch (header.image_type) {
  24080. case TGATools._TYPE_RLE_INDEXED:
  24081. use_rle = true;
  24082. case TGATools._TYPE_INDEXED:
  24083. use_pal = true;
  24084. break;
  24085. case TGATools._TYPE_RLE_RGB:
  24086. use_rle = true;
  24087. case TGATools._TYPE_RGB:
  24088. use_rgb = true;
  24089. break;
  24090. case TGATools._TYPE_RLE_GREY:
  24091. use_rle = true;
  24092. case TGATools._TYPE_GREY:
  24093. use_grey = true;
  24094. break;
  24095. }
  24096. var pixel_data;
  24097. var numAlphaBits = header.flags & 0xf;
  24098. var pixel_size = header.pixel_size >> 3;
  24099. var pixel_total = header.width * header.height * pixel_size;
  24100. // Read palettes
  24101. var palettes;
  24102. if (use_pal) {
  24103. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  24104. }
  24105. // Read LRE
  24106. if (use_rle) {
  24107. pixel_data = new Uint8Array(pixel_total);
  24108. var c, count, i;
  24109. var localOffset = 0;
  24110. var pixels = new Uint8Array(pixel_size);
  24111. while (offset < pixel_total && localOffset < pixel_total) {
  24112. c = data[offset++];
  24113. count = (c & 0x7f) + 1;
  24114. // RLE pixels
  24115. if (c & 0x80) {
  24116. for (i = 0; i < pixel_size; ++i) {
  24117. pixels[i] = data[offset++];
  24118. }
  24119. for (i = 0; i < count; ++i) {
  24120. pixel_data.set(pixels, localOffset + i * pixel_size);
  24121. }
  24122. localOffset += pixel_size * count;
  24123. }
  24124. else {
  24125. count *= pixel_size;
  24126. for (i = 0; i < count; ++i) {
  24127. pixel_data[localOffset + i] = data[offset++];
  24128. }
  24129. localOffset += count;
  24130. }
  24131. }
  24132. }
  24133. else {
  24134. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  24135. }
  24136. // Load to texture
  24137. var x_start, y_start, x_step, y_step, y_end, x_end;
  24138. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  24139. default:
  24140. case TGATools._ORIGIN_UL:
  24141. x_start = 0;
  24142. x_step = 1;
  24143. x_end = header.width;
  24144. y_start = 0;
  24145. y_step = 1;
  24146. y_end = header.height;
  24147. break;
  24148. case TGATools._ORIGIN_BL:
  24149. x_start = 0;
  24150. x_step = 1;
  24151. x_end = header.width;
  24152. y_start = header.height - 1;
  24153. y_step = -1;
  24154. y_end = -1;
  24155. break;
  24156. case TGATools._ORIGIN_UR:
  24157. x_start = header.width - 1;
  24158. x_step = -1;
  24159. x_end = -1;
  24160. y_start = 0;
  24161. y_step = 1;
  24162. y_end = header.height;
  24163. break;
  24164. case TGATools._ORIGIN_BR:
  24165. x_start = header.width - 1;
  24166. x_step = -1;
  24167. x_end = -1;
  24168. y_start = header.height - 1;
  24169. y_step = -1;
  24170. y_end = -1;
  24171. break;
  24172. }
  24173. // Load the specify method
  24174. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  24175. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  24176. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, header.width, header.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData);
  24177. };
  24178. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  24179. var image = pixel_data, colormap = palettes;
  24180. var width = header.width, height = header.height;
  24181. var color, i = 0, x, y;
  24182. var imageData = new Uint8Array(width * height * 4);
  24183. for (y = y_start; y !== y_end; y += y_step) {
  24184. for (x = x_start; x !== x_end; x += x_step, i++) {
  24185. color = image[i];
  24186. imageData[(x + width * y) * 4 + 3] = 255;
  24187. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  24188. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  24189. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  24190. }
  24191. }
  24192. return imageData;
  24193. };
  24194. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  24195. var image = pixel_data;
  24196. var width = header.width, height = header.height;
  24197. var color, i = 0, x, y;
  24198. var imageData = new Uint8Array(width * height * 4);
  24199. for (y = y_start; y !== y_end; y += y_step) {
  24200. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  24201. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  24202. imageData[(x + width * y) * 4 + 0] = (color & 0x7C00) >> 7;
  24203. imageData[(x + width * y) * 4 + 1] = (color & 0x03E0) >> 2;
  24204. imageData[(x + width * y) * 4 + 2] = (color & 0x001F) >> 3;
  24205. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  24206. }
  24207. }
  24208. return imageData;
  24209. };
  24210. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  24211. var image = pixel_data;
  24212. var width = header.width, height = header.height;
  24213. var i = 0, x, y;
  24214. var imageData = new Uint8Array(width * height * 4);
  24215. for (y = y_start; y !== y_end; y += y_step) {
  24216. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  24217. imageData[(x + width * y) * 4 + 3] = 255;
  24218. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  24219. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  24220. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  24221. }
  24222. }
  24223. return imageData;
  24224. };
  24225. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  24226. var image = pixel_data;
  24227. var width = header.width, height = header.height;
  24228. var i = 0, x, y;
  24229. var imageData = new Uint8Array(width * height * 4);
  24230. for (y = y_start; y !== y_end; y += y_step) {
  24231. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  24232. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  24233. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  24234. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  24235. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  24236. }
  24237. }
  24238. return imageData;
  24239. };
  24240. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  24241. var image = pixel_data;
  24242. var width = header.width, height = header.height;
  24243. var color, i = 0, x, y;
  24244. var imageData = new Uint8Array(width * height * 4);
  24245. for (y = y_start; y !== y_end; y += y_step) {
  24246. for (x = x_start; x !== x_end; x += x_step, i++) {
  24247. color = image[i];
  24248. imageData[(x + width * y) * 4 + 0] = color;
  24249. imageData[(x + width * y) * 4 + 1] = color;
  24250. imageData[(x + width * y) * 4 + 2] = color;
  24251. imageData[(x + width * y) * 4 + 3] = 255;
  24252. }
  24253. }
  24254. return imageData;
  24255. };
  24256. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  24257. var image = pixel_data;
  24258. var width = header.width, height = header.height;
  24259. var i = 0, x, y;
  24260. var imageData = new Uint8Array(width * height * 4);
  24261. for (y = y_start; y !== y_end; y += y_step) {
  24262. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  24263. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  24264. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  24265. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  24266. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  24267. }
  24268. }
  24269. return imageData;
  24270. };
  24271. TGATools._TYPE_NO_DATA = 0;
  24272. TGATools._TYPE_INDEXED = 1;
  24273. TGATools._TYPE_RGB = 2;
  24274. TGATools._TYPE_GREY = 3;
  24275. TGATools._TYPE_RLE_INDEXED = 9;
  24276. TGATools._TYPE_RLE_RGB = 10;
  24277. TGATools._TYPE_RLE_GREY = 11;
  24278. TGATools._ORIGIN_MASK = 0x30;
  24279. TGATools._ORIGIN_SHIFT = 0x04;
  24280. TGATools._ORIGIN_BL = 0x00;
  24281. TGATools._ORIGIN_BR = 0x01;
  24282. TGATools._ORIGIN_UL = 0x02;
  24283. TGATools._ORIGIN_UR = 0x03;
  24284. return TGATools;
  24285. })();
  24286. Internals.TGATools = TGATools;
  24287. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  24288. })(BABYLON || (BABYLON = {}));
  24289. //# sourceMappingURL=babylon.tools.tga.js.mapvar BABYLON;
  24290. (function (BABYLON) {
  24291. var Internals;
  24292. (function (Internals) {
  24293. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  24294. // All values and structures referenced from:
  24295. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  24296. var DDS_MAGIC = 0x20534444;
  24297. 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;
  24298. var DDSCAPS_COMPLEX = 0x8, DDSCAPS_MIPMAP = 0x400000, DDSCAPS_TEXTURE = 0x1000;
  24299. 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;
  24300. var DDPF_ALPHAPIXELS = 0x1, DDPF_ALPHA = 0x2, DDPF_FOURCC = 0x4, DDPF_RGB = 0x40, DDPF_YUV = 0x200, DDPF_LUMINANCE = 0x20000;
  24301. function FourCCToInt32(value) {
  24302. return value.charCodeAt(0) + (value.charCodeAt(1) << 8) + (value.charCodeAt(2) << 16) + (value.charCodeAt(3) << 24);
  24303. }
  24304. function Int32ToFourCC(value) {
  24305. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  24306. }
  24307. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  24308. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  24309. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  24310. var headerLengthInt = 31; // The header length in 32 bit ints
  24311. // Offsets into the header array
  24312. var off_magic = 0;
  24313. var off_size = 1;
  24314. var off_flags = 2;
  24315. var off_height = 3;
  24316. var off_width = 4;
  24317. var off_mipmapCount = 7;
  24318. var off_pfFlags = 20;
  24319. var off_pfFourCC = 21;
  24320. var off_RGBbpp = 22;
  24321. var off_RMask = 23;
  24322. var off_GMask = 24;
  24323. var off_BMask = 25;
  24324. var off_AMask = 26;
  24325. var off_caps1 = 27;
  24326. var off_caps2 = 28;
  24327. ;
  24328. var DDSTools = (function () {
  24329. function DDSTools() {
  24330. }
  24331. DDSTools.GetDDSInfo = function (arrayBuffer) {
  24332. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  24333. var mipmapCount = 1;
  24334. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  24335. mipmapCount = Math.max(1, header[off_mipmapCount]);
  24336. }
  24337. return {
  24338. width: header[off_width],
  24339. height: header[off_height],
  24340. mipmapCount: mipmapCount,
  24341. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  24342. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  24343. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  24344. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP
  24345. };
  24346. };
  24347. DDSTools.GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  24348. var byteArray = new Uint8Array(dataLength);
  24349. var srcData = new Uint8Array(arrayBuffer);
  24350. var index = 0;
  24351. for (var y = height - 1; y >= 0; y--) {
  24352. for (var x = 0; x < width; x++) {
  24353. var srcPos = dataOffset + (x + y * width) * 4;
  24354. byteArray[index + 2] = srcData[srcPos];
  24355. byteArray[index + 1] = srcData[srcPos + 1];
  24356. byteArray[index] = srcData[srcPos + 2];
  24357. byteArray[index + 3] = srcData[srcPos + 3];
  24358. index += 4;
  24359. }
  24360. }
  24361. return byteArray;
  24362. };
  24363. DDSTools.GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  24364. var byteArray = new Uint8Array(dataLength);
  24365. var srcData = new Uint8Array(arrayBuffer);
  24366. var index = 0;
  24367. for (var y = height - 1; y >= 0; y--) {
  24368. for (var x = 0; x < width; x++) {
  24369. var srcPos = dataOffset + (x + y * width) * 3;
  24370. byteArray[index + 2] = srcData[srcPos];
  24371. byteArray[index + 1] = srcData[srcPos + 1];
  24372. byteArray[index] = srcData[srcPos + 2];
  24373. index += 3;
  24374. }
  24375. }
  24376. return byteArray;
  24377. };
  24378. DDSTools.GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  24379. var byteArray = new Uint8Array(dataLength);
  24380. var srcData = new Uint8Array(arrayBuffer);
  24381. var index = 0;
  24382. for (var y = height - 1; y >= 0; y--) {
  24383. for (var x = 0; x < width; x++) {
  24384. var srcPos = dataOffset + (x + y * width);
  24385. byteArray[index] = srcData[srcPos];
  24386. index++;
  24387. }
  24388. }
  24389. return byteArray;
  24390. };
  24391. DDSTools.UploadDDSLevels = function (gl, ext, arrayBuffer, info, loadMipmaps, faces) {
  24392. var header = new Int32Array(arrayBuffer, 0, headerLengthInt), fourCC, blockBytes, internalFormat, width, height, dataLength, dataOffset, byteArray, mipmapCount, i;
  24393. if (header[off_magic] != DDS_MAGIC) {
  24394. BABYLON.Tools.Error("Invalid magic number in DDS header");
  24395. return;
  24396. }
  24397. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  24398. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  24399. return;
  24400. }
  24401. if (info.isFourCC) {
  24402. fourCC = header[off_pfFourCC];
  24403. switch (fourCC) {
  24404. case FOURCC_DXT1:
  24405. blockBytes = 8;
  24406. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  24407. break;
  24408. case FOURCC_DXT3:
  24409. blockBytes = 16;
  24410. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  24411. break;
  24412. case FOURCC_DXT5:
  24413. blockBytes = 16;
  24414. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  24415. break;
  24416. default:
  24417. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  24418. return;
  24419. }
  24420. }
  24421. mipmapCount = 1;
  24422. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  24423. mipmapCount = Math.max(1, header[off_mipmapCount]);
  24424. }
  24425. var bpp = header[off_RGBbpp];
  24426. for (var face = 0; face < faces; face++) {
  24427. var sampler = faces == 1 ? gl.TEXTURE_2D : (gl.TEXTURE_CUBE_MAP_POSITIVE_X + face);
  24428. width = header[off_width];
  24429. height = header[off_height];
  24430. dataOffset = header[off_size] + 4;
  24431. for (i = 0; i < mipmapCount; ++i) {
  24432. if (info.isRGB) {
  24433. if (bpp == 24) {
  24434. dataLength = width * height * 3;
  24435. byteArray = DDSTools.GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  24436. gl.texImage2D(sampler, i, gl.RGB, width, height, 0, gl.RGB, gl.UNSIGNED_BYTE, byteArray);
  24437. }
  24438. else {
  24439. dataLength = width * height * 4;
  24440. byteArray = DDSTools.GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  24441. gl.texImage2D(sampler, i, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, byteArray);
  24442. }
  24443. }
  24444. else if (info.isLuminance) {
  24445. var unpackAlignment = gl.getParameter(gl.UNPACK_ALIGNMENT);
  24446. var unpaddedRowSize = width;
  24447. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  24448. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  24449. byteArray = DDSTools.GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  24450. gl.texImage2D(sampler, i, gl.LUMINANCE, width, height, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, byteArray);
  24451. }
  24452. else {
  24453. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  24454. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  24455. gl.compressedTexImage2D(sampler, i, internalFormat, width, height, 0, byteArray);
  24456. }
  24457. dataOffset += dataLength;
  24458. width *= 0.5;
  24459. height *= 0.5;
  24460. width = Math.max(1.0, width);
  24461. height = Math.max(1.0, height);
  24462. }
  24463. }
  24464. };
  24465. return DDSTools;
  24466. })();
  24467. Internals.DDSTools = DDSTools;
  24468. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  24469. })(BABYLON || (BABYLON = {}));
  24470. //# sourceMappingURL=babylon.tools.dds.js.mapvar BABYLON;
  24471. (function (BABYLON) {
  24472. var SmartArray = (function () {
  24473. function SmartArray(capacity) {
  24474. this.length = 0;
  24475. this._duplicateId = 0;
  24476. this.data = new Array(capacity);
  24477. this._id = SmartArray._GlobalId++;
  24478. }
  24479. SmartArray.prototype.push = function (value) {
  24480. this.data[this.length++] = value;
  24481. if (this.length > this.data.length) {
  24482. this.data.length *= 2;
  24483. }
  24484. if (!value.__smartArrayFlags) {
  24485. value.__smartArrayFlags = {};
  24486. }
  24487. value.__smartArrayFlags[this._id] = this._duplicateId;
  24488. };
  24489. SmartArray.prototype.pushNoDuplicate = function (value) {
  24490. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  24491. return;
  24492. }
  24493. this.push(value);
  24494. };
  24495. SmartArray.prototype.sort = function (compareFn) {
  24496. this.data.sort(compareFn);
  24497. };
  24498. SmartArray.prototype.reset = function () {
  24499. this.length = 0;
  24500. this._duplicateId++;
  24501. };
  24502. SmartArray.prototype.concat = function (array) {
  24503. if (array.length === 0) {
  24504. return;
  24505. }
  24506. if (this.length + array.length > this.data.length) {
  24507. this.data.length = (this.length + array.length) * 2;
  24508. }
  24509. for (var index = 0; index < array.length; index++) {
  24510. this.data[this.length++] = (array.data || array)[index];
  24511. }
  24512. };
  24513. SmartArray.prototype.concatWithNoDuplicate = function (array) {
  24514. if (array.length === 0) {
  24515. return;
  24516. }
  24517. if (this.length + array.length > this.data.length) {
  24518. this.data.length = (this.length + array.length) * 2;
  24519. }
  24520. for (var index = 0; index < array.length; index++) {
  24521. var item = (array.data || array)[index];
  24522. this.pushNoDuplicate(item);
  24523. }
  24524. };
  24525. SmartArray.prototype.indexOf = function (value) {
  24526. var position = this.data.indexOf(value);
  24527. if (position >= this.length) {
  24528. return -1;
  24529. }
  24530. return position;
  24531. };
  24532. // Statics
  24533. SmartArray._GlobalId = 0;
  24534. return SmartArray;
  24535. })();
  24536. BABYLON.SmartArray = SmartArray;
  24537. })(BABYLON || (BABYLON = {}));
  24538. //# sourceMappingURL=babylon.smartArray.js.mapvar BABYLON;
  24539. (function (BABYLON) {
  24540. var CannonJSPlugin = (function () {
  24541. function CannonJSPlugin() {
  24542. this._registeredMeshes = [];
  24543. this._physicsMaterials = [];
  24544. this.updateBodyPosition = function (mesh) {
  24545. for (var index = 0; index < this._registeredMeshes.length; index++) {
  24546. var registeredMesh = this._registeredMeshes[index];
  24547. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  24548. var body = registeredMesh.body;
  24549. var center = mesh.getBoundingInfo().boundingBox.center;
  24550. body.position.set(center.x, center.z, center.y);
  24551. body.quaternion.x = mesh.rotationQuaternion.x;
  24552. body.quaternion.z = mesh.rotationQuaternion.y;
  24553. body.quaternion.y = mesh.rotationQuaternion.z;
  24554. body.quaternion.w = -mesh.rotationQuaternion.w;
  24555. return;
  24556. }
  24557. }
  24558. };
  24559. }
  24560. CannonJSPlugin.prototype.initialize = function (iterations) {
  24561. if (iterations === void 0) { iterations = 10; }
  24562. this._world = new CANNON.World();
  24563. this._world.broadphase = new CANNON.NaiveBroadphase();
  24564. this._world.solver.iterations = iterations;
  24565. };
  24566. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  24567. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  24568. };
  24569. CannonJSPlugin.prototype.runOneStep = function (delta) {
  24570. this._world.step(delta);
  24571. for (var index = 0; index < this._registeredMeshes.length; index++) {
  24572. var registeredMesh = this._registeredMeshes[index];
  24573. if (registeredMesh.isChild) {
  24574. continue;
  24575. }
  24576. // Body position
  24577. var bodyX = registeredMesh.body.position.x, bodyY = registeredMesh.body.position.y, bodyZ = registeredMesh.body.position.z;
  24578. var deltaPos = registeredMesh.delta;
  24579. if (deltaPos) {
  24580. registeredMesh.mesh.position.x = bodyX + deltaPos.x;
  24581. registeredMesh.mesh.position.y = bodyZ + deltaPos.y;
  24582. registeredMesh.mesh.position.z = bodyY + deltaPos.z;
  24583. }
  24584. else {
  24585. registeredMesh.mesh.position.x = bodyX;
  24586. registeredMesh.mesh.position.y = bodyZ;
  24587. registeredMesh.mesh.position.z = bodyY;
  24588. }
  24589. if (!registeredMesh.mesh.rotationQuaternion) {
  24590. registeredMesh.mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  24591. }
  24592. registeredMesh.mesh.rotationQuaternion.x = registeredMesh.body.quaternion.x;
  24593. registeredMesh.mesh.rotationQuaternion.y = registeredMesh.body.quaternion.z;
  24594. registeredMesh.mesh.rotationQuaternion.z = registeredMesh.body.quaternion.y;
  24595. registeredMesh.mesh.rotationQuaternion.w = -registeredMesh.body.quaternion.w;
  24596. }
  24597. };
  24598. CannonJSPlugin.prototype.setGravity = function (gravity) {
  24599. this._world.gravity.set(gravity.x, gravity.z, gravity.y);
  24600. };
  24601. CannonJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
  24602. this.unregisterMesh(mesh);
  24603. mesh.computeWorldMatrix(true);
  24604. switch (impostor) {
  24605. case BABYLON.PhysicsEngine.SphereImpostor:
  24606. var bbox = mesh.getBoundingInfo().boundingBox;
  24607. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  24608. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  24609. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  24610. return this._createSphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2, mesh, options);
  24611. case BABYLON.PhysicsEngine.BoxImpostor:
  24612. bbox = mesh.getBoundingInfo().boundingBox;
  24613. var min = bbox.minimumWorld;
  24614. var max = bbox.maximumWorld;
  24615. var box = max.subtract(min).scale(0.5);
  24616. return this._createBox(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z), mesh, options);
  24617. case BABYLON.PhysicsEngine.PlaneImpostor:
  24618. return this._createPlane(mesh, options);
  24619. case BABYLON.PhysicsEngine.MeshImpostor:
  24620. var rawVerts = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  24621. var rawFaces = mesh.getIndices();
  24622. return this._createConvexPolyhedron(rawVerts, rawFaces, mesh, options);
  24623. }
  24624. return null;
  24625. };
  24626. CannonJSPlugin.prototype._createSphere = function (radius, mesh, options) {
  24627. var shape = new CANNON.Sphere(radius);
  24628. if (!options) {
  24629. return shape;
  24630. }
  24631. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  24632. };
  24633. CannonJSPlugin.prototype._createBox = function (x, y, z, mesh, options) {
  24634. var shape = new CANNON.Box(new CANNON.Vec3(x, z, y));
  24635. if (!options) {
  24636. return shape;
  24637. }
  24638. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  24639. };
  24640. CannonJSPlugin.prototype._createPlane = function (mesh, options) {
  24641. var shape = new CANNON.Plane();
  24642. if (!options) {
  24643. return shape;
  24644. }
  24645. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  24646. };
  24647. CannonJSPlugin.prototype._createConvexPolyhedron = function (rawVerts, rawFaces, mesh, options) {
  24648. var verts = [], faces = [];
  24649. mesh.computeWorldMatrix(true);
  24650. for (var i = 0; i < rawVerts.length; i += 3) {
  24651. var transformed = BABYLON.Vector3.Zero();
  24652. BABYLON.Vector3.TransformNormalFromFloatsToRef(rawVerts[i], rawVerts[i + 1], rawVerts[i + 2], mesh.getWorldMatrix(), transformed);
  24653. verts.push(new CANNON.Vec3(transformed.x, transformed.z, transformed.y));
  24654. }
  24655. for (var j = 0; j < rawFaces.length; j += 3) {
  24656. faces.push([rawFaces[j], rawFaces[j + 2], rawFaces[j + 1]]);
  24657. }
  24658. var shape = new CANNON.ConvexPolyhedron(verts, faces);
  24659. if (!options) {
  24660. return shape;
  24661. }
  24662. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  24663. };
  24664. CannonJSPlugin.prototype._addMaterial = function (friction, restitution) {
  24665. var index;
  24666. var mat;
  24667. for (index = 0; index < this._physicsMaterials.length; index++) {
  24668. mat = this._physicsMaterials[index];
  24669. if (mat.friction === friction && mat.restitution === restitution) {
  24670. return mat;
  24671. }
  24672. }
  24673. var currentMat = new CANNON.Material();
  24674. currentMat.friction = friction;
  24675. currentMat.restitution = restitution;
  24676. this._physicsMaterials.push(currentMat);
  24677. for (index = 0; index < this._physicsMaterials.length; index++) {
  24678. mat = this._physicsMaterials[index];
  24679. var contactMaterial = new CANNON.ContactMaterial(mat, currentMat, mat.friction * currentMat.friction, mat.restitution * currentMat.restitution);
  24680. contactMaterial.contactEquationStiffness = 1e10;
  24681. contactMaterial.contactEquationRegularizationTime = 10;
  24682. this._world.addContactMaterial(contactMaterial);
  24683. }
  24684. return currentMat;
  24685. };
  24686. CannonJSPlugin.prototype._createRigidBodyFromShape = function (shape, mesh, mass, friction, restitution) {
  24687. var initialRotation = null;
  24688. if (mesh.rotationQuaternion) {
  24689. initialRotation = mesh.rotationQuaternion.clone();
  24690. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  24691. }
  24692. // The delta between the mesh position and the mesh bounding box center
  24693. var bbox = mesh.getBoundingInfo().boundingBox;
  24694. var deltaPosition = mesh.position.subtract(bbox.center);
  24695. var material = this._addMaterial(friction, restitution);
  24696. var body = new CANNON.RigidBody(mass, shape, material);
  24697. if (initialRotation) {
  24698. body.quaternion.x = initialRotation.x;
  24699. body.quaternion.z = initialRotation.y;
  24700. body.quaternion.y = initialRotation.z;
  24701. body.quaternion.w = -initialRotation.w;
  24702. }
  24703. body.position.set(bbox.center.x, bbox.center.z, bbox.center.y);
  24704. this._world.add(body);
  24705. this._registeredMeshes.push({ mesh: mesh, body: body, material: material, delta: deltaPosition });
  24706. return body;
  24707. };
  24708. CannonJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
  24709. var compoundShape = new CANNON.Compound();
  24710. for (var index = 0; index < parts.length; index++) {
  24711. var mesh = parts[index].mesh;
  24712. var shape = this.registerMesh(mesh, parts[index].impostor);
  24713. if (index == 0) {
  24714. compoundShape.addChild(shape, new CANNON.Vec3(0, 0, 0));
  24715. }
  24716. else {
  24717. compoundShape.addChild(shape, new CANNON.Vec3(mesh.position.x, mesh.position.z, mesh.position.y));
  24718. }
  24719. }
  24720. var initialMesh = parts[0].mesh;
  24721. var body = this._createRigidBodyFromShape(compoundShape, initialMesh, options.mass, options.friction, options.restitution);
  24722. body.parts = parts;
  24723. return body;
  24724. };
  24725. CannonJSPlugin.prototype._unbindBody = function (body) {
  24726. for (var index = 0; index < this._registeredMeshes.length; index++) {
  24727. var registeredMesh = this._registeredMeshes[index];
  24728. if (registeredMesh.body === body) {
  24729. registeredMesh.body = null;
  24730. registeredMesh.delta = 0;
  24731. }
  24732. }
  24733. };
  24734. CannonJSPlugin.prototype.unregisterMesh = function (mesh) {
  24735. for (var index = 0; index < this._registeredMeshes.length; index++) {
  24736. var registeredMesh = this._registeredMeshes[index];
  24737. if (registeredMesh.mesh === mesh) {
  24738. // Remove body
  24739. if (registeredMesh.body) {
  24740. this._world.remove(registeredMesh.body);
  24741. this._unbindBody(registeredMesh.body);
  24742. }
  24743. this._registeredMeshes.splice(index, 1);
  24744. return;
  24745. }
  24746. }
  24747. };
  24748. CannonJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
  24749. var worldPoint = new CANNON.Vec3(contactPoint.x, contactPoint.z, contactPoint.y);
  24750. var impulse = new CANNON.Vec3(force.x, force.z, force.y);
  24751. for (var index = 0; index < this._registeredMeshes.length; index++) {
  24752. var registeredMesh = this._registeredMeshes[index];
  24753. if (registeredMesh.mesh === mesh) {
  24754. registeredMesh.body.applyImpulse(impulse, worldPoint);
  24755. return;
  24756. }
  24757. }
  24758. };
  24759. CannonJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2) {
  24760. var body1 = null, body2 = null;
  24761. for (var index = 0; index < this._registeredMeshes.length; index++) {
  24762. var registeredMesh = this._registeredMeshes[index];
  24763. if (registeredMesh.mesh === mesh1) {
  24764. body1 = registeredMesh.body;
  24765. }
  24766. else if (registeredMesh.mesh === mesh2) {
  24767. body2 = registeredMesh.body;
  24768. }
  24769. }
  24770. if (!body1 || !body2) {
  24771. return false;
  24772. }
  24773. 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));
  24774. this._world.addConstraint(constraint);
  24775. return true;
  24776. };
  24777. CannonJSPlugin.prototype.dispose = function () {
  24778. while (this._registeredMeshes.length) {
  24779. this.unregisterMesh(this._registeredMeshes[0].mesh);
  24780. }
  24781. };
  24782. CannonJSPlugin.prototype.isSupported = function () {
  24783. return window.CANNON !== undefined;
  24784. };
  24785. return CannonJSPlugin;
  24786. })();
  24787. BABYLON.CannonJSPlugin = CannonJSPlugin;
  24788. })(BABYLON || (BABYLON = {}));
  24789. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  24790. var BABYLON;
  24791. (function (BABYLON) {
  24792. var Condition = (function () {
  24793. function Condition(actionManager) {
  24794. this._actionManager = actionManager;
  24795. }
  24796. Condition.prototype.isValid = function () {
  24797. return true;
  24798. };
  24799. Condition.prototype._getProperty = function (propertyPath) {
  24800. return this._actionManager._getProperty(propertyPath);
  24801. };
  24802. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  24803. return this._actionManager._getEffectiveTarget(target, propertyPath);
  24804. };
  24805. return Condition;
  24806. })();
  24807. BABYLON.Condition = Condition;
  24808. var ValueCondition = (function (_super) {
  24809. __extends(ValueCondition, _super);
  24810. function ValueCondition(actionManager, target, propertyPath, value, operator) {
  24811. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  24812. _super.call(this, actionManager);
  24813. this.propertyPath = propertyPath;
  24814. this.value = value;
  24815. this.operator = operator;
  24816. this._target = this._getEffectiveTarget(target, this.propertyPath);
  24817. this._property = this._getProperty(this.propertyPath);
  24818. }
  24819. Object.defineProperty(ValueCondition, "IsEqual", {
  24820. get: function () {
  24821. return ValueCondition._IsEqual;
  24822. },
  24823. enumerable: true,
  24824. configurable: true
  24825. });
  24826. Object.defineProperty(ValueCondition, "IsDifferent", {
  24827. get: function () {
  24828. return ValueCondition._IsDifferent;
  24829. },
  24830. enumerable: true,
  24831. configurable: true
  24832. });
  24833. Object.defineProperty(ValueCondition, "IsGreater", {
  24834. get: function () {
  24835. return ValueCondition._IsGreater;
  24836. },
  24837. enumerable: true,
  24838. configurable: true
  24839. });
  24840. Object.defineProperty(ValueCondition, "IsLesser", {
  24841. get: function () {
  24842. return ValueCondition._IsLesser;
  24843. },
  24844. enumerable: true,
  24845. configurable: true
  24846. });
  24847. // Methods
  24848. ValueCondition.prototype.isValid = function () {
  24849. switch (this.operator) {
  24850. case ValueCondition.IsGreater:
  24851. return this._target[this._property] > this.value;
  24852. case ValueCondition.IsLesser:
  24853. return this._target[this._property] < this.value;
  24854. case ValueCondition.IsEqual:
  24855. case ValueCondition.IsDifferent:
  24856. var check;
  24857. if (this.value.equals) {
  24858. check = this.value.equals(this._target[this._property]);
  24859. }
  24860. else {
  24861. check = this.value === this._target[this._property];
  24862. }
  24863. return this.operator === ValueCondition.IsEqual ? check : !check;
  24864. }
  24865. return false;
  24866. };
  24867. // Statics
  24868. ValueCondition._IsEqual = 0;
  24869. ValueCondition._IsDifferent = 1;
  24870. ValueCondition._IsGreater = 2;
  24871. ValueCondition._IsLesser = 3;
  24872. return ValueCondition;
  24873. })(Condition);
  24874. BABYLON.ValueCondition = ValueCondition;
  24875. var PredicateCondition = (function (_super) {
  24876. __extends(PredicateCondition, _super);
  24877. function PredicateCondition(actionManager, predicate) {
  24878. _super.call(this, actionManager);
  24879. this.predicate = predicate;
  24880. }
  24881. PredicateCondition.prototype.isValid = function () {
  24882. return this.predicate();
  24883. };
  24884. return PredicateCondition;
  24885. })(Condition);
  24886. BABYLON.PredicateCondition = PredicateCondition;
  24887. var StateCondition = (function (_super) {
  24888. __extends(StateCondition, _super);
  24889. function StateCondition(actionManager, target, value) {
  24890. _super.call(this, actionManager);
  24891. this.value = value;
  24892. this._target = target;
  24893. }
  24894. // Methods
  24895. StateCondition.prototype.isValid = function () {
  24896. return this._target.state === this.value;
  24897. };
  24898. return StateCondition;
  24899. })(Condition);
  24900. BABYLON.StateCondition = StateCondition;
  24901. })(BABYLON || (BABYLON = {}));
  24902. //# sourceMappingURL=babylon.condition.js.mapvar BABYLON;
  24903. (function (BABYLON) {
  24904. var Action = (function () {
  24905. function Action(triggerOptions, condition) {
  24906. this.triggerOptions = triggerOptions;
  24907. if (triggerOptions.parameter) {
  24908. this.trigger = triggerOptions.trigger;
  24909. this._triggerParameter = triggerOptions.parameter;
  24910. }
  24911. else {
  24912. this.trigger = triggerOptions;
  24913. }
  24914. this._nextActiveAction = this;
  24915. this._condition = condition;
  24916. }
  24917. // Methods
  24918. Action.prototype._prepare = function () {
  24919. };
  24920. Action.prototype.getTriggerParameter = function () {
  24921. return this._triggerParameter;
  24922. };
  24923. Action.prototype._executeCurrent = function (evt) {
  24924. if (this._nextActiveAction._condition) {
  24925. var condition = this._nextActiveAction._condition;
  24926. var currentRenderId = this._actionManager.getScene().getRenderId();
  24927. // We cache the current evaluation for the current frame
  24928. if (condition._evaluationId === currentRenderId) {
  24929. if (!condition._currentResult) {
  24930. return;
  24931. }
  24932. }
  24933. else {
  24934. condition._evaluationId = currentRenderId;
  24935. if (!condition.isValid()) {
  24936. condition._currentResult = false;
  24937. return;
  24938. }
  24939. condition._currentResult = true;
  24940. }
  24941. }
  24942. this._nextActiveAction.execute(evt);
  24943. if (this._nextActiveAction._child) {
  24944. if (!this._nextActiveAction._child._actionManager) {
  24945. this._nextActiveAction._child._actionManager = this._actionManager;
  24946. }
  24947. this._nextActiveAction = this._nextActiveAction._child;
  24948. }
  24949. else {
  24950. this._nextActiveAction = this;
  24951. }
  24952. };
  24953. Action.prototype.execute = function (evt) {
  24954. };
  24955. Action.prototype.then = function (action) {
  24956. this._child = action;
  24957. action._actionManager = this._actionManager;
  24958. action._prepare();
  24959. return action;
  24960. };
  24961. Action.prototype._getProperty = function (propertyPath) {
  24962. return this._actionManager._getProperty(propertyPath);
  24963. };
  24964. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  24965. return this._actionManager._getEffectiveTarget(target, propertyPath);
  24966. };
  24967. return Action;
  24968. })();
  24969. BABYLON.Action = Action;
  24970. })(BABYLON || (BABYLON = {}));
  24971. //# sourceMappingURL=babylon.action.js.mapvar BABYLON;
  24972. (function (BABYLON) {
  24973. /**
  24974. * ActionEvent is the event beint sent when an action is triggered.
  24975. */
  24976. var ActionEvent = (function () {
  24977. /**
  24978. * @constructor
  24979. * @param source The mesh that triggered the action.
  24980. * @param pointerX the X mouse cursor position at the time of the event
  24981. * @param pointerY the Y mouse cursor position at the time of the event
  24982. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  24983. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  24984. */
  24985. function ActionEvent(source, pointerX, pointerY, meshUnderPointer, sourceEvent) {
  24986. this.source = source;
  24987. this.pointerX = pointerX;
  24988. this.pointerY = pointerY;
  24989. this.meshUnderPointer = meshUnderPointer;
  24990. this.sourceEvent = sourceEvent;
  24991. }
  24992. /**
  24993. * Helper function to auto-create an ActionEvent from a source mesh.
  24994. * @param source the source mesh that triggered the event
  24995. * @param evt {Event} The original (browser) event
  24996. */
  24997. ActionEvent.CreateNew = function (source, evt) {
  24998. var scene = source.getScene();
  24999. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  25000. };
  25001. /**
  25002. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  25003. * @param scene the scene where the event occurred
  25004. * @param evt {Event} The original (browser) event
  25005. */
  25006. ActionEvent.CreateNewFromScene = function (scene, evt) {
  25007. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  25008. };
  25009. return ActionEvent;
  25010. })();
  25011. BABYLON.ActionEvent = ActionEvent;
  25012. /**
  25013. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  25014. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  25015. */
  25016. var ActionManager = (function () {
  25017. function ActionManager(scene) {
  25018. // Members
  25019. this.actions = new Array();
  25020. this._scene = scene;
  25021. scene._actionManagers.push(this);
  25022. }
  25023. Object.defineProperty(ActionManager, "NothingTrigger", {
  25024. get: function () {
  25025. return ActionManager._NothingTrigger;
  25026. },
  25027. enumerable: true,
  25028. configurable: true
  25029. });
  25030. Object.defineProperty(ActionManager, "OnPickTrigger", {
  25031. get: function () {
  25032. return ActionManager._OnPickTrigger;
  25033. },
  25034. enumerable: true,
  25035. configurable: true
  25036. });
  25037. Object.defineProperty(ActionManager, "OnLeftPickTrigger", {
  25038. get: function () {
  25039. return ActionManager._OnLeftPickTrigger;
  25040. },
  25041. enumerable: true,
  25042. configurable: true
  25043. });
  25044. Object.defineProperty(ActionManager, "OnRightPickTrigger", {
  25045. get: function () {
  25046. return ActionManager._OnRightPickTrigger;
  25047. },
  25048. enumerable: true,
  25049. configurable: true
  25050. });
  25051. Object.defineProperty(ActionManager, "OnCenterPickTrigger", {
  25052. get: function () {
  25053. return ActionManager._OnCenterPickTrigger;
  25054. },
  25055. enumerable: true,
  25056. configurable: true
  25057. });
  25058. Object.defineProperty(ActionManager, "OnPointerOverTrigger", {
  25059. get: function () {
  25060. return ActionManager._OnPointerOverTrigger;
  25061. },
  25062. enumerable: true,
  25063. configurable: true
  25064. });
  25065. Object.defineProperty(ActionManager, "OnPointerOutTrigger", {
  25066. get: function () {
  25067. return ActionManager._OnPointerOutTrigger;
  25068. },
  25069. enumerable: true,
  25070. configurable: true
  25071. });
  25072. Object.defineProperty(ActionManager, "OnEveryFrameTrigger", {
  25073. get: function () {
  25074. return ActionManager._OnEveryFrameTrigger;
  25075. },
  25076. enumerable: true,
  25077. configurable: true
  25078. });
  25079. Object.defineProperty(ActionManager, "OnIntersectionEnterTrigger", {
  25080. get: function () {
  25081. return ActionManager._OnIntersectionEnterTrigger;
  25082. },
  25083. enumerable: true,
  25084. configurable: true
  25085. });
  25086. Object.defineProperty(ActionManager, "OnIntersectionExitTrigger", {
  25087. get: function () {
  25088. return ActionManager._OnIntersectionExitTrigger;
  25089. },
  25090. enumerable: true,
  25091. configurable: true
  25092. });
  25093. Object.defineProperty(ActionManager, "OnKeyDownTrigger", {
  25094. get: function () {
  25095. return ActionManager._OnKeyDownTrigger;
  25096. },
  25097. enumerable: true,
  25098. configurable: true
  25099. });
  25100. Object.defineProperty(ActionManager, "OnKeyUpTrigger", {
  25101. get: function () {
  25102. return ActionManager._OnKeyUpTrigger;
  25103. },
  25104. enumerable: true,
  25105. configurable: true
  25106. });
  25107. Object.defineProperty(ActionManager, "OnPickUpTrigger", {
  25108. get: function () {
  25109. return ActionManager._OnPickUpTrigger;
  25110. },
  25111. enumerable: true,
  25112. configurable: true
  25113. });
  25114. // Methods
  25115. ActionManager.prototype.dispose = function () {
  25116. var index = this._scene._actionManagers.indexOf(this);
  25117. if (index > -1) {
  25118. this._scene._actionManagers.splice(index, 1);
  25119. }
  25120. };
  25121. ActionManager.prototype.getScene = function () {
  25122. return this._scene;
  25123. };
  25124. /**
  25125. * Does this action manager handles actions of any of the given triggers
  25126. * @param {number[]} triggers - the triggers to be tested
  25127. * @return {boolean} whether one (or more) of the triggers is handeled
  25128. */
  25129. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  25130. for (var index = 0; index < this.actions.length; index++) {
  25131. var action = this.actions[index];
  25132. if (triggers.indexOf(action.trigger) > -1) {
  25133. return true;
  25134. }
  25135. }
  25136. return false;
  25137. };
  25138. /**
  25139. * Does this action manager handles actions of a given trigger
  25140. * @param {number} trigger - the trigger to be tested
  25141. * @return {boolean} whether the trigger is handeled
  25142. */
  25143. ActionManager.prototype.hasSpecificTrigger = function (trigger) {
  25144. for (var index = 0; index < this.actions.length; index++) {
  25145. var action = this.actions[index];
  25146. if (action.trigger === trigger) {
  25147. return true;
  25148. }
  25149. }
  25150. return false;
  25151. };
  25152. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  25153. /**
  25154. * Does this action manager has pointer triggers
  25155. * @return {boolean} whether or not it has pointer triggers
  25156. */
  25157. get: function () {
  25158. for (var index = 0; index < this.actions.length; index++) {
  25159. var action = this.actions[index];
  25160. if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnPointerOutTrigger) {
  25161. return true;
  25162. }
  25163. if (action.trigger == ActionManager._OnPickUpTrigger) {
  25164. return true;
  25165. }
  25166. }
  25167. return false;
  25168. },
  25169. enumerable: true,
  25170. configurable: true
  25171. });
  25172. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  25173. /**
  25174. * Does this action manager has pick triggers
  25175. * @return {boolean} whether or not it has pick triggers
  25176. */
  25177. get: function () {
  25178. for (var index = 0; index < this.actions.length; index++) {
  25179. var action = this.actions[index];
  25180. if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnCenterPickTrigger) {
  25181. return true;
  25182. }
  25183. }
  25184. return false;
  25185. },
  25186. enumerable: true,
  25187. configurable: true
  25188. });
  25189. /**
  25190. * Registers an action to this action manager
  25191. * @param {BABYLON.Action} action - the action to be registered
  25192. * @return {BABYLON.Action} the action amended (prepared) after registration
  25193. */
  25194. ActionManager.prototype.registerAction = function (action) {
  25195. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  25196. if (this.getScene().actionManager !== this) {
  25197. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  25198. return null;
  25199. }
  25200. }
  25201. this.actions.push(action);
  25202. action._actionManager = this;
  25203. action._prepare();
  25204. return action;
  25205. };
  25206. /**
  25207. * Process a specific trigger
  25208. * @param {number} trigger - the trigger to process
  25209. * @param evt {BABYLON.ActionEvent} the event details to be processed
  25210. */
  25211. ActionManager.prototype.processTrigger = function (trigger, evt) {
  25212. for (var index = 0; index < this.actions.length; index++) {
  25213. var action = this.actions[index];
  25214. if (action.trigger === trigger) {
  25215. if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) {
  25216. var parameter = action.getTriggerParameter();
  25217. if (parameter) {
  25218. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  25219. var actualkey = String.fromCharCode(unicode).toLowerCase();
  25220. if (actualkey !== parameter.toLowerCase()) {
  25221. continue;
  25222. }
  25223. }
  25224. }
  25225. action._executeCurrent(evt);
  25226. }
  25227. }
  25228. };
  25229. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  25230. var properties = propertyPath.split(".");
  25231. for (var index = 0; index < properties.length - 1; index++) {
  25232. target = target[properties[index]];
  25233. }
  25234. return target;
  25235. };
  25236. ActionManager.prototype._getProperty = function (propertyPath) {
  25237. var properties = propertyPath.split(".");
  25238. return properties[properties.length - 1];
  25239. };
  25240. // Statics
  25241. ActionManager._NothingTrigger = 0;
  25242. ActionManager._OnPickTrigger = 1;
  25243. ActionManager._OnLeftPickTrigger = 2;
  25244. ActionManager._OnRightPickTrigger = 3;
  25245. ActionManager._OnCenterPickTrigger = 4;
  25246. ActionManager._OnPointerOverTrigger = 5;
  25247. ActionManager._OnPointerOutTrigger = 6;
  25248. ActionManager._OnEveryFrameTrigger = 7;
  25249. ActionManager._OnIntersectionEnterTrigger = 8;
  25250. ActionManager._OnIntersectionExitTrigger = 9;
  25251. ActionManager._OnKeyDownTrigger = 10;
  25252. ActionManager._OnKeyUpTrigger = 11;
  25253. ActionManager._OnPickUpTrigger = 12;
  25254. return ActionManager;
  25255. })();
  25256. BABYLON.ActionManager = ActionManager;
  25257. })(BABYLON || (BABYLON = {}));
  25258. //# sourceMappingURL=babylon.actionManager.js.map
  25259. var BABYLON;
  25260. (function (BABYLON) {
  25261. var InterpolateValueAction = (function (_super) {
  25262. __extends(InterpolateValueAction, _super);
  25263. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations) {
  25264. if (duration === void 0) { duration = 1000; }
  25265. _super.call(this, triggerOptions, condition);
  25266. this.propertyPath = propertyPath;
  25267. this.value = value;
  25268. this.duration = duration;
  25269. this.stopOtherAnimations = stopOtherAnimations;
  25270. this._target = target;
  25271. }
  25272. InterpolateValueAction.prototype._prepare = function () {
  25273. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  25274. this._property = this._getProperty(this.propertyPath);
  25275. };
  25276. InterpolateValueAction.prototype.execute = function () {
  25277. var scene = this._actionManager.getScene();
  25278. var keys = [
  25279. {
  25280. frame: 0,
  25281. value: this._target[this._property]
  25282. },
  25283. {
  25284. frame: 100,
  25285. value: this.value
  25286. }
  25287. ];
  25288. var dataType;
  25289. if (typeof this.value === "number") {
  25290. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  25291. }
  25292. else if (this.value instanceof BABYLON.Color3) {
  25293. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  25294. }
  25295. else if (this.value instanceof BABYLON.Vector3) {
  25296. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  25297. }
  25298. else if (this.value instanceof BABYLON.Matrix) {
  25299. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  25300. }
  25301. else if (this.value instanceof BABYLON.Quaternion) {
  25302. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  25303. }
  25304. else {
  25305. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  25306. return;
  25307. }
  25308. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  25309. animation.setKeys(keys);
  25310. if (this.stopOtherAnimations) {
  25311. scene.stopAnimation(this._target);
  25312. }
  25313. scene.beginDirectAnimation(this._target, [animation], 0, 100);
  25314. };
  25315. return InterpolateValueAction;
  25316. })(BABYLON.Action);
  25317. BABYLON.InterpolateValueAction = InterpolateValueAction;
  25318. })(BABYLON || (BABYLON = {}));
  25319. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  25320. var BABYLON;
  25321. (function (BABYLON) {
  25322. var SwitchBooleanAction = (function (_super) {
  25323. __extends(SwitchBooleanAction, _super);
  25324. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  25325. _super.call(this, triggerOptions, condition);
  25326. this.propertyPath = propertyPath;
  25327. this._target = target;
  25328. }
  25329. SwitchBooleanAction.prototype._prepare = function () {
  25330. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  25331. this._property = this._getProperty(this.propertyPath);
  25332. };
  25333. SwitchBooleanAction.prototype.execute = function () {
  25334. this._target[this._property] = !this._target[this._property];
  25335. };
  25336. return SwitchBooleanAction;
  25337. })(BABYLON.Action);
  25338. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  25339. var SetStateAction = (function (_super) {
  25340. __extends(SetStateAction, _super);
  25341. function SetStateAction(triggerOptions, target, value, condition) {
  25342. _super.call(this, triggerOptions, condition);
  25343. this.value = value;
  25344. this._target = target;
  25345. }
  25346. SetStateAction.prototype.execute = function () {
  25347. this._target.state = this.value;
  25348. };
  25349. return SetStateAction;
  25350. })(BABYLON.Action);
  25351. BABYLON.SetStateAction = SetStateAction;
  25352. var SetValueAction = (function (_super) {
  25353. __extends(SetValueAction, _super);
  25354. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  25355. _super.call(this, triggerOptions, condition);
  25356. this.propertyPath = propertyPath;
  25357. this.value = value;
  25358. this._target = target;
  25359. }
  25360. SetValueAction.prototype._prepare = function () {
  25361. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  25362. this._property = this._getProperty(this.propertyPath);
  25363. };
  25364. SetValueAction.prototype.execute = function () {
  25365. this._target[this._property] = this.value;
  25366. };
  25367. return SetValueAction;
  25368. })(BABYLON.Action);
  25369. BABYLON.SetValueAction = SetValueAction;
  25370. var IncrementValueAction = (function (_super) {
  25371. __extends(IncrementValueAction, _super);
  25372. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  25373. _super.call(this, triggerOptions, condition);
  25374. this.propertyPath = propertyPath;
  25375. this.value = value;
  25376. this._target = target;
  25377. }
  25378. IncrementValueAction.prototype._prepare = function () {
  25379. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  25380. this._property = this._getProperty(this.propertyPath);
  25381. if (typeof this._target[this._property] !== "number") {
  25382. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  25383. }
  25384. };
  25385. IncrementValueAction.prototype.execute = function () {
  25386. this._target[this._property] += this.value;
  25387. };
  25388. return IncrementValueAction;
  25389. })(BABYLON.Action);
  25390. BABYLON.IncrementValueAction = IncrementValueAction;
  25391. var PlayAnimationAction = (function (_super) {
  25392. __extends(PlayAnimationAction, _super);
  25393. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  25394. _super.call(this, triggerOptions, condition);
  25395. this.from = from;
  25396. this.to = to;
  25397. this.loop = loop;
  25398. this._target = target;
  25399. }
  25400. PlayAnimationAction.prototype._prepare = function () {
  25401. };
  25402. PlayAnimationAction.prototype.execute = function () {
  25403. var scene = this._actionManager.getScene();
  25404. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  25405. };
  25406. return PlayAnimationAction;
  25407. })(BABYLON.Action);
  25408. BABYLON.PlayAnimationAction = PlayAnimationAction;
  25409. var StopAnimationAction = (function (_super) {
  25410. __extends(StopAnimationAction, _super);
  25411. function StopAnimationAction(triggerOptions, target, condition) {
  25412. _super.call(this, triggerOptions, condition);
  25413. this._target = target;
  25414. }
  25415. StopAnimationAction.prototype._prepare = function () {
  25416. };
  25417. StopAnimationAction.prototype.execute = function () {
  25418. var scene = this._actionManager.getScene();
  25419. scene.stopAnimation(this._target);
  25420. };
  25421. return StopAnimationAction;
  25422. })(BABYLON.Action);
  25423. BABYLON.StopAnimationAction = StopAnimationAction;
  25424. var DoNothingAction = (function (_super) {
  25425. __extends(DoNothingAction, _super);
  25426. function DoNothingAction(triggerOptions, condition) {
  25427. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  25428. _super.call(this, triggerOptions, condition);
  25429. }
  25430. DoNothingAction.prototype.execute = function () {
  25431. };
  25432. return DoNothingAction;
  25433. })(BABYLON.Action);
  25434. BABYLON.DoNothingAction = DoNothingAction;
  25435. var CombineAction = (function (_super) {
  25436. __extends(CombineAction, _super);
  25437. function CombineAction(triggerOptions, children, condition) {
  25438. _super.call(this, triggerOptions, condition);
  25439. this.children = children;
  25440. }
  25441. CombineAction.prototype._prepare = function () {
  25442. for (var index = 0; index < this.children.length; index++) {
  25443. this.children[index]._actionManager = this._actionManager;
  25444. this.children[index]._prepare();
  25445. }
  25446. };
  25447. CombineAction.prototype.execute = function (evt) {
  25448. for (var index = 0; index < this.children.length; index++) {
  25449. this.children[index].execute(evt);
  25450. }
  25451. };
  25452. return CombineAction;
  25453. })(BABYLON.Action);
  25454. BABYLON.CombineAction = CombineAction;
  25455. var ExecuteCodeAction = (function (_super) {
  25456. __extends(ExecuteCodeAction, _super);
  25457. function ExecuteCodeAction(triggerOptions, func, condition) {
  25458. _super.call(this, triggerOptions, condition);
  25459. this.func = func;
  25460. }
  25461. ExecuteCodeAction.prototype.execute = function (evt) {
  25462. this.func(evt);
  25463. };
  25464. return ExecuteCodeAction;
  25465. })(BABYLON.Action);
  25466. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  25467. var SetParentAction = (function (_super) {
  25468. __extends(SetParentAction, _super);
  25469. function SetParentAction(triggerOptions, target, parent, condition) {
  25470. _super.call(this, triggerOptions, condition);
  25471. this._target = target;
  25472. this._parent = parent;
  25473. }
  25474. SetParentAction.prototype._prepare = function () {
  25475. };
  25476. SetParentAction.prototype.execute = function () {
  25477. if (this._target.parent === this._parent) {
  25478. return;
  25479. }
  25480. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  25481. invertParentWorldMatrix.invert();
  25482. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  25483. this._target.parent = this._parent;
  25484. };
  25485. return SetParentAction;
  25486. })(BABYLON.Action);
  25487. BABYLON.SetParentAction = SetParentAction;
  25488. var PlaySoundAction = (function (_super) {
  25489. __extends(PlaySoundAction, _super);
  25490. function PlaySoundAction(triggerOptions, sound, condition) {
  25491. _super.call(this, triggerOptions, condition);
  25492. this._sound = sound;
  25493. }
  25494. PlaySoundAction.prototype._prepare = function () {
  25495. };
  25496. PlaySoundAction.prototype.execute = function () {
  25497. if (this._sound !== undefined)
  25498. this._sound.play();
  25499. };
  25500. return PlaySoundAction;
  25501. })(BABYLON.Action);
  25502. BABYLON.PlaySoundAction = PlaySoundAction;
  25503. var StopSoundAction = (function (_super) {
  25504. __extends(StopSoundAction, _super);
  25505. function StopSoundAction(triggerOptions, sound, condition) {
  25506. _super.call(this, triggerOptions, condition);
  25507. this._sound = sound;
  25508. }
  25509. StopSoundAction.prototype._prepare = function () {
  25510. };
  25511. StopSoundAction.prototype.execute = function () {
  25512. if (this._sound !== undefined)
  25513. this._sound.stop();
  25514. };
  25515. return StopSoundAction;
  25516. })(BABYLON.Action);
  25517. BABYLON.StopSoundAction = StopSoundAction;
  25518. })(BABYLON || (BABYLON = {}));
  25519. //# sourceMappingURL=babylon.directActions.js.map
  25520. var BABYLON;
  25521. (function (BABYLON) {
  25522. var Geometry = (function () {
  25523. function Geometry(id, scene, vertexData, updatable, mesh) {
  25524. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  25525. this._totalVertices = 0;
  25526. this._indices = [];
  25527. this._isDisposed = false;
  25528. this.id = id;
  25529. this._engine = scene.getEngine();
  25530. this._meshes = [];
  25531. this._scene = scene;
  25532. // vertexData
  25533. if (vertexData) {
  25534. this.setAllVerticesData(vertexData, updatable);
  25535. }
  25536. else {
  25537. this._totalVertices = 0;
  25538. this._indices = [];
  25539. }
  25540. // applyToMesh
  25541. if (mesh) {
  25542. this.applyToMesh(mesh);
  25543. mesh.computeWorldMatrix(true);
  25544. }
  25545. }
  25546. Geometry.prototype.getScene = function () {
  25547. return this._scene;
  25548. };
  25549. Geometry.prototype.getEngine = function () {
  25550. return this._engine;
  25551. };
  25552. Geometry.prototype.isReady = function () {
  25553. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  25554. };
  25555. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  25556. vertexData.applyToGeometry(this, updatable);
  25557. this.notifyUpdate();
  25558. };
  25559. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  25560. this._vertexBuffers = this._vertexBuffers || {};
  25561. if (this._vertexBuffers[kind]) {
  25562. this._vertexBuffers[kind].dispose();
  25563. }
  25564. this._vertexBuffers[kind] = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  25565. if (kind === BABYLON.VertexBuffer.PositionKind) {
  25566. stride = this._vertexBuffers[kind].getStrideSize();
  25567. this._totalVertices = data.length / stride;
  25568. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
  25569. var meshes = this._meshes;
  25570. var numOfMeshes = meshes.length;
  25571. for (var index = 0; index < numOfMeshes; index++) {
  25572. var mesh = meshes[index];
  25573. mesh._resetPointsArrayCache();
  25574. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  25575. mesh._createGlobalSubMesh();
  25576. mesh.computeWorldMatrix(true);
  25577. }
  25578. }
  25579. this.notifyUpdate(kind);
  25580. };
  25581. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset) {
  25582. var vertexBuffer = this.getVertexBuffer(kind);
  25583. if (!vertexBuffer) {
  25584. return;
  25585. }
  25586. vertexBuffer.updateDirectly(data, offset);
  25587. this.notifyUpdate(kind);
  25588. };
  25589. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  25590. var vertexBuffer = this.getVertexBuffer(kind);
  25591. if (!vertexBuffer) {
  25592. return;
  25593. }
  25594. vertexBuffer.update(data);
  25595. if (kind === BABYLON.VertexBuffer.PositionKind) {
  25596. var extend;
  25597. var stride = vertexBuffer.getStrideSize();
  25598. this._totalVertices = data.length / stride;
  25599. if (updateExtends) {
  25600. extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
  25601. }
  25602. var meshes = this._meshes;
  25603. var numOfMeshes = meshes.length;
  25604. for (var index = 0; index < numOfMeshes; index++) {
  25605. var mesh = meshes[index];
  25606. mesh._resetPointsArrayCache();
  25607. if (updateExtends) {
  25608. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  25609. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  25610. var subMesh = mesh.subMeshes[subIndex];
  25611. subMesh.refreshBoundingInfo();
  25612. }
  25613. }
  25614. }
  25615. }
  25616. this.notifyUpdate(kind);
  25617. };
  25618. Geometry.prototype.getTotalVertices = function () {
  25619. if (!this.isReady()) {
  25620. return 0;
  25621. }
  25622. return this._totalVertices;
  25623. };
  25624. Geometry.prototype.getVerticesData = function (kind, copyWhenShared) {
  25625. var vertexBuffer = this.getVertexBuffer(kind);
  25626. if (!vertexBuffer) {
  25627. return null;
  25628. }
  25629. var orig = vertexBuffer.getData();
  25630. if (!copyWhenShared || this._meshes.length === 1) {
  25631. return orig;
  25632. }
  25633. else {
  25634. var len = orig.length;
  25635. var copy = [];
  25636. for (var i = 0; i < len; i++) {
  25637. copy.push(orig[i]);
  25638. }
  25639. return copy;
  25640. }
  25641. };
  25642. Geometry.prototype.getVertexBuffer = function (kind) {
  25643. if (!this.isReady()) {
  25644. return null;
  25645. }
  25646. return this._vertexBuffers[kind];
  25647. };
  25648. Geometry.prototype.getVertexBuffers = function () {
  25649. if (!this.isReady()) {
  25650. return null;
  25651. }
  25652. return this._vertexBuffers;
  25653. };
  25654. Geometry.prototype.isVerticesDataPresent = function (kind) {
  25655. if (!this._vertexBuffers) {
  25656. if (this._delayInfo) {
  25657. return this._delayInfo.indexOf(kind) !== -1;
  25658. }
  25659. return false;
  25660. }
  25661. return this._vertexBuffers[kind] !== undefined;
  25662. };
  25663. Geometry.prototype.getVerticesDataKinds = function () {
  25664. var result = [];
  25665. if (!this._vertexBuffers && this._delayInfo) {
  25666. for (var kind in this._delayInfo) {
  25667. result.push(kind);
  25668. }
  25669. }
  25670. else {
  25671. for (kind in this._vertexBuffers) {
  25672. result.push(kind);
  25673. }
  25674. }
  25675. return result;
  25676. };
  25677. Geometry.prototype.setIndices = function (indices, totalVertices) {
  25678. if (this._indexBuffer) {
  25679. this._engine._releaseBuffer(this._indexBuffer);
  25680. }
  25681. this._indices = indices;
  25682. if (this._meshes.length !== 0 && this._indices) {
  25683. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  25684. }
  25685. if (totalVertices !== undefined) {
  25686. this._totalVertices = totalVertices;
  25687. }
  25688. var meshes = this._meshes;
  25689. var numOfMeshes = meshes.length;
  25690. for (var index = 0; index < numOfMeshes; index++) {
  25691. meshes[index]._createGlobalSubMesh();
  25692. }
  25693. this.notifyUpdate();
  25694. };
  25695. Geometry.prototype.getTotalIndices = function () {
  25696. if (!this.isReady()) {
  25697. return 0;
  25698. }
  25699. return this._indices.length;
  25700. };
  25701. Geometry.prototype.getIndices = function (copyWhenShared) {
  25702. if (!this.isReady()) {
  25703. return null;
  25704. }
  25705. var orig = this._indices;
  25706. if (!copyWhenShared || this._meshes.length === 1) {
  25707. return orig;
  25708. }
  25709. else {
  25710. var len = orig.length;
  25711. var copy = [];
  25712. for (var i = 0; i < len; i++) {
  25713. copy.push(orig[i]);
  25714. }
  25715. return copy;
  25716. }
  25717. };
  25718. Geometry.prototype.getIndexBuffer = function () {
  25719. if (!this.isReady()) {
  25720. return null;
  25721. }
  25722. return this._indexBuffer;
  25723. };
  25724. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  25725. var meshes = this._meshes;
  25726. var index = meshes.indexOf(mesh);
  25727. if (index === -1) {
  25728. return;
  25729. }
  25730. for (var kind in this._vertexBuffers) {
  25731. this._vertexBuffers[kind].dispose();
  25732. }
  25733. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  25734. this._indexBuffer = null;
  25735. }
  25736. meshes.splice(index, 1);
  25737. mesh._geometry = null;
  25738. if (meshes.length === 0 && shouldDispose) {
  25739. this.dispose();
  25740. }
  25741. };
  25742. Geometry.prototype.applyToMesh = function (mesh) {
  25743. if (mesh._geometry === this) {
  25744. return;
  25745. }
  25746. var previousGeometry = mesh._geometry;
  25747. if (previousGeometry) {
  25748. previousGeometry.releaseForMesh(mesh);
  25749. }
  25750. var meshes = this._meshes;
  25751. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  25752. mesh._geometry = this;
  25753. this._scene.pushGeometry(this);
  25754. meshes.push(mesh);
  25755. if (this.isReady()) {
  25756. this._applyToMesh(mesh);
  25757. }
  25758. else {
  25759. mesh._boundingInfo = this._boundingInfo;
  25760. }
  25761. };
  25762. Geometry.prototype._applyToMesh = function (mesh) {
  25763. var numOfMeshes = this._meshes.length;
  25764. for (var kind in this._vertexBuffers) {
  25765. if (numOfMeshes === 1) {
  25766. this._vertexBuffers[kind].create();
  25767. }
  25768. this._vertexBuffers[kind]._buffer.references = numOfMeshes;
  25769. if (kind === BABYLON.VertexBuffer.PositionKind) {
  25770. mesh._resetPointsArrayCache();
  25771. var extend = BABYLON.Tools.ExtractMinAndMax(this._vertexBuffers[kind].getData(), 0, this._totalVertices);
  25772. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  25773. mesh._createGlobalSubMesh();
  25774. //bounding info was just created again, world matrix should be applied again.
  25775. mesh._updateBoundingInfo();
  25776. }
  25777. }
  25778. // indexBuffer
  25779. if (numOfMeshes === 1 && this._indices) {
  25780. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  25781. }
  25782. if (this._indexBuffer) {
  25783. this._indexBuffer.references = numOfMeshes;
  25784. }
  25785. };
  25786. Geometry.prototype.notifyUpdate = function (kind) {
  25787. if (this.onGeometryUpdated) {
  25788. this.onGeometryUpdated(this, kind);
  25789. }
  25790. };
  25791. Geometry.prototype.load = function (scene, onLoaded) {
  25792. var _this = this;
  25793. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  25794. return;
  25795. }
  25796. if (this.isReady()) {
  25797. if (onLoaded) {
  25798. onLoaded();
  25799. }
  25800. return;
  25801. }
  25802. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  25803. scene._addPendingData(this);
  25804. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  25805. _this._delayLoadingFunction(JSON.parse(data), _this);
  25806. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  25807. _this._delayInfo = [];
  25808. scene._removePendingData(_this);
  25809. var meshes = _this._meshes;
  25810. var numOfMeshes = meshes.length;
  25811. for (var index = 0; index < numOfMeshes; index++) {
  25812. _this._applyToMesh(meshes[index]);
  25813. }
  25814. if (onLoaded) {
  25815. onLoaded();
  25816. }
  25817. }, function () {
  25818. }, scene.database);
  25819. };
  25820. Geometry.prototype.isDisposed = function () {
  25821. return this._isDisposed;
  25822. };
  25823. Geometry.prototype.dispose = function () {
  25824. var meshes = this._meshes;
  25825. var numOfMeshes = meshes.length;
  25826. var index;
  25827. for (index = 0; index < numOfMeshes; index++) {
  25828. this.releaseForMesh(meshes[index]);
  25829. }
  25830. this._meshes = [];
  25831. for (var kind in this._vertexBuffers) {
  25832. this._vertexBuffers[kind].dispose();
  25833. }
  25834. this._vertexBuffers = [];
  25835. this._totalVertices = 0;
  25836. if (this._indexBuffer) {
  25837. this._engine._releaseBuffer(this._indexBuffer);
  25838. }
  25839. this._indexBuffer = null;
  25840. this._indices = [];
  25841. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  25842. this.delayLoadingFile = null;
  25843. this._delayLoadingFunction = null;
  25844. this._delayInfo = [];
  25845. this._boundingInfo = null; // todo: .dispose()
  25846. this._scene.removeGeometry(this);
  25847. this._isDisposed = true;
  25848. };
  25849. Geometry.prototype.copy = function (id) {
  25850. var vertexData = new BABYLON.VertexData();
  25851. vertexData.indices = [];
  25852. var indices = this.getIndices();
  25853. for (var index = 0; index < indices.length; index++) {
  25854. vertexData.indices.push(indices[index]);
  25855. }
  25856. var updatable = false;
  25857. var stopChecking = false;
  25858. for (var kind in this._vertexBuffers) {
  25859. // using slice() to make a copy of the array and not just reference it
  25860. vertexData.set(this.getVerticesData(kind).slice(0), kind);
  25861. if (!stopChecking) {
  25862. updatable = this.getVertexBuffer(kind).isUpdatable();
  25863. stopChecking = !updatable;
  25864. }
  25865. }
  25866. var geometry = new Geometry(id, this._scene, vertexData, updatable, null);
  25867. geometry.delayLoadState = this.delayLoadState;
  25868. geometry.delayLoadingFile = this.delayLoadingFile;
  25869. geometry._delayLoadingFunction = this._delayLoadingFunction;
  25870. for (kind in this._delayInfo) {
  25871. geometry._delayInfo = geometry._delayInfo || [];
  25872. geometry._delayInfo.push(kind);
  25873. }
  25874. // Bounding info
  25875. var extend = BABYLON.Tools.ExtractMinAndMax(this.getVerticesData(BABYLON.VertexBuffer.PositionKind), 0, this.getTotalVertices());
  25876. geometry._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  25877. return geometry;
  25878. };
  25879. // Statics
  25880. Geometry.ExtractFromMesh = function (mesh, id) {
  25881. var geometry = mesh._geometry;
  25882. if (!geometry) {
  25883. return null;
  25884. }
  25885. return geometry.copy(id);
  25886. };
  25887. // from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  25888. // be aware Math.random() could cause collisions
  25889. Geometry.RandomId = function () {
  25890. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  25891. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  25892. return v.toString(16);
  25893. });
  25894. };
  25895. return Geometry;
  25896. })();
  25897. BABYLON.Geometry = Geometry;
  25898. /////// Primitives //////////////////////////////////////////////
  25899. var Geometry;
  25900. (function (Geometry) {
  25901. var Primitives;
  25902. (function (Primitives) {
  25903. /// Abstract class
  25904. var _Primitive = (function (_super) {
  25905. __extends(_Primitive, _super);
  25906. function _Primitive(id, scene, vertexData, canBeRegenerated, mesh) {
  25907. this._beingRegenerated = true;
  25908. this._canBeRegenerated = canBeRegenerated;
  25909. _super.call(this, id, scene, vertexData, false, mesh); // updatable = false to be sure not to update vertices
  25910. this._beingRegenerated = false;
  25911. }
  25912. _Primitive.prototype.canBeRegenerated = function () {
  25913. return this._canBeRegenerated;
  25914. };
  25915. _Primitive.prototype.regenerate = function () {
  25916. if (!this._canBeRegenerated) {
  25917. return;
  25918. }
  25919. this._beingRegenerated = true;
  25920. this.setAllVerticesData(this._regenerateVertexData(), false);
  25921. this._beingRegenerated = false;
  25922. };
  25923. _Primitive.prototype.asNewGeometry = function (id) {
  25924. return _super.prototype.copy.call(this, id);
  25925. };
  25926. // overrides
  25927. _Primitive.prototype.setAllVerticesData = function (vertexData, updatable) {
  25928. if (!this._beingRegenerated) {
  25929. return;
  25930. }
  25931. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  25932. };
  25933. _Primitive.prototype.setVerticesData = function (kind, data, updatable) {
  25934. if (!this._beingRegenerated) {
  25935. return;
  25936. }
  25937. _super.prototype.setVerticesData.call(this, kind, data, false);
  25938. };
  25939. // to override
  25940. // protected
  25941. _Primitive.prototype._regenerateVertexData = function () {
  25942. throw new Error("Abstract method");
  25943. };
  25944. _Primitive.prototype.copy = function (id) {
  25945. throw new Error("Must be overriden in sub-classes.");
  25946. };
  25947. return _Primitive;
  25948. })(Geometry);
  25949. Primitives._Primitive = _Primitive;
  25950. var Ribbon = (function (_super) {
  25951. __extends(Ribbon, _super);
  25952. function Ribbon(id, scene, pathArray, closeArray, closePath, offset, canBeRegenerated, mesh, side) {
  25953. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  25954. this.pathArray = pathArray;
  25955. this.closeArray = closeArray;
  25956. this.closePath = closePath;
  25957. this.offset = offset;
  25958. this.side = side;
  25959. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25960. }
  25961. Ribbon.prototype._regenerateVertexData = function () {
  25962. return BABYLON.VertexData.CreateRibbon(this.pathArray, this.closeArray, this.closePath, this.offset, this.side);
  25963. };
  25964. Ribbon.prototype.copy = function (id) {
  25965. return new Ribbon(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), null, this.side);
  25966. };
  25967. return Ribbon;
  25968. })(_Primitive);
  25969. Primitives.Ribbon = Ribbon;
  25970. var Box = (function (_super) {
  25971. __extends(Box, _super);
  25972. function Box(id, scene, size, canBeRegenerated, mesh, side) {
  25973. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  25974. this.size = size;
  25975. this.side = side;
  25976. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25977. }
  25978. Box.prototype._regenerateVertexData = function () {
  25979. return BABYLON.VertexData.CreateBox(this.size, this.side);
  25980. };
  25981. Box.prototype.copy = function (id) {
  25982. return new Box(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  25983. };
  25984. return Box;
  25985. })(_Primitive);
  25986. Primitives.Box = Box;
  25987. var Sphere = (function (_super) {
  25988. __extends(Sphere, _super);
  25989. function Sphere(id, scene, segments, diameter, canBeRegenerated, mesh, side) {
  25990. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  25991. this.segments = segments;
  25992. this.diameter = diameter;
  25993. this.side = side;
  25994. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25995. }
  25996. Sphere.prototype._regenerateVertexData = function () {
  25997. return BABYLON.VertexData.CreateSphere(this.segments, this.diameter, this.side);
  25998. };
  25999. Sphere.prototype.copy = function (id) {
  26000. return new Sphere(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  26001. };
  26002. return Sphere;
  26003. })(_Primitive);
  26004. Primitives.Sphere = Sphere;
  26005. var Cylinder = (function (_super) {
  26006. __extends(Cylinder, _super);
  26007. function Cylinder(id, scene, height, diameterTop, diameterBottom, tessellation, subdivisions, canBeRegenerated, mesh, side) {
  26008. if (subdivisions === void 0) { subdivisions = 1; }
  26009. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  26010. this.height = height;
  26011. this.diameterTop = diameterTop;
  26012. this.diameterBottom = diameterBottom;
  26013. this.tessellation = tessellation;
  26014. this.subdivisions = subdivisions;
  26015. this.side = side;
  26016. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  26017. }
  26018. Cylinder.prototype._regenerateVertexData = function () {
  26019. return BABYLON.VertexData.CreateCylinder(this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.side);
  26020. };
  26021. Cylinder.prototype.copy = function (id) {
  26022. return new Cylinder(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  26023. };
  26024. return Cylinder;
  26025. })(_Primitive);
  26026. Primitives.Cylinder = Cylinder;
  26027. var Torus = (function (_super) {
  26028. __extends(Torus, _super);
  26029. function Torus(id, scene, diameter, thickness, tessellation, canBeRegenerated, mesh, side) {
  26030. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  26031. this.diameter = diameter;
  26032. this.thickness = thickness;
  26033. this.tessellation = tessellation;
  26034. this.side = side;
  26035. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  26036. }
  26037. Torus.prototype._regenerateVertexData = function () {
  26038. return BABYLON.VertexData.CreateTorus(this.diameter, this.thickness, this.tessellation, this.side);
  26039. };
  26040. Torus.prototype.copy = function (id) {
  26041. return new Torus(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  26042. };
  26043. return Torus;
  26044. })(_Primitive);
  26045. Primitives.Torus = Torus;
  26046. var Ground = (function (_super) {
  26047. __extends(Ground, _super);
  26048. function Ground(id, scene, width, height, subdivisions, canBeRegenerated, mesh) {
  26049. this.width = width;
  26050. this.height = height;
  26051. this.subdivisions = subdivisions;
  26052. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  26053. }
  26054. Ground.prototype._regenerateVertexData = function () {
  26055. return BABYLON.VertexData.CreateGround(this.width, this.height, this.subdivisions);
  26056. };
  26057. Ground.prototype.copy = function (id) {
  26058. return new Ground(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  26059. };
  26060. return Ground;
  26061. })(_Primitive);
  26062. Primitives.Ground = Ground;
  26063. var TiledGround = (function (_super) {
  26064. __extends(TiledGround, _super);
  26065. function TiledGround(id, scene, xmin, zmin, xmax, zmax, subdivisions, precision, canBeRegenerated, mesh) {
  26066. this.xmin = xmin;
  26067. this.zmin = zmin;
  26068. this.xmax = xmax;
  26069. this.zmax = zmax;
  26070. this.subdivisions = subdivisions;
  26071. this.precision = precision;
  26072. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  26073. }
  26074. TiledGround.prototype._regenerateVertexData = function () {
  26075. return BABYLON.VertexData.CreateTiledGround(this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision);
  26076. };
  26077. TiledGround.prototype.copy = function (id) {
  26078. return new TiledGround(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  26079. };
  26080. return TiledGround;
  26081. })(_Primitive);
  26082. Primitives.TiledGround = TiledGround;
  26083. var Plane = (function (_super) {
  26084. __extends(Plane, _super);
  26085. function Plane(id, scene, size, canBeRegenerated, mesh, side) {
  26086. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  26087. this.size = size;
  26088. this.side = side;
  26089. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  26090. }
  26091. Plane.prototype._regenerateVertexData = function () {
  26092. return BABYLON.VertexData.CreatePlane(this.size, this.side);
  26093. };
  26094. Plane.prototype.copy = function (id) {
  26095. return new Plane(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  26096. };
  26097. return Plane;
  26098. })(_Primitive);
  26099. Primitives.Plane = Plane;
  26100. var TorusKnot = (function (_super) {
  26101. __extends(TorusKnot, _super);
  26102. function TorusKnot(id, scene, radius, tube, radialSegments, tubularSegments, p, q, canBeRegenerated, mesh, side) {
  26103. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  26104. this.radius = radius;
  26105. this.tube = tube;
  26106. this.radialSegments = radialSegments;
  26107. this.tubularSegments = tubularSegments;
  26108. this.p = p;
  26109. this.q = q;
  26110. this.side = side;
  26111. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  26112. }
  26113. TorusKnot.prototype._regenerateVertexData = function () {
  26114. return BABYLON.VertexData.CreateTorusKnot(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.side);
  26115. };
  26116. TorusKnot.prototype.copy = function (id) {
  26117. return new TorusKnot(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  26118. };
  26119. return TorusKnot;
  26120. })(_Primitive);
  26121. Primitives.TorusKnot = TorusKnot;
  26122. })(Primitives = Geometry.Primitives || (Geometry.Primitives = {}));
  26123. })(Geometry = BABYLON.Geometry || (BABYLON.Geometry = {}));
  26124. })(BABYLON || (BABYLON = {}));
  26125. //# sourceMappingURL=babylon.geometry.js.map
  26126. var BABYLON;
  26127. (function (BABYLON) {
  26128. var Gamepads = (function () {
  26129. function Gamepads(ongamedpadconnected) {
  26130. var _this = this;
  26131. this.babylonGamepads = [];
  26132. this.oneGamepadConnected = false;
  26133. this.isMonitoring = false;
  26134. this.gamepadEventSupported = 'GamepadEvent' in window;
  26135. this.gamepadSupportAvailable = (navigator.getGamepads || !!navigator.webkitGetGamepads || !!navigator.msGetGamepads || !!navigator.webkitGamepads);
  26136. this.buttonADataURL = "data:image/png;base64,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";
  26137. this._callbackGamepadConnected = ongamedpadconnected;
  26138. if (this.gamepadSupportAvailable) {
  26139. // Checking if the gamepad connected event is supported (like in Firefox)
  26140. if (this.gamepadEventSupported) {
  26141. window.addEventListener('gamepadconnected', function (evt) {
  26142. _this._onGamepadConnected(evt);
  26143. }, false);
  26144. window.addEventListener('gamepaddisconnected', function (evt) {
  26145. _this._onGamepadDisconnected(evt);
  26146. }, false);
  26147. }
  26148. else {
  26149. this._startMonitoringGamepads();
  26150. }
  26151. if (!this.oneGamepadConnected) {
  26152. this._insertGamepadDOMInstructions();
  26153. }
  26154. }
  26155. else {
  26156. this._insertGamepadDOMNotSupported();
  26157. }
  26158. }
  26159. Gamepads.prototype._insertGamepadDOMInstructions = function () {
  26160. Gamepads.gamepadDOMInfo = document.createElement("div");
  26161. var buttonAImage = document.createElement("img");
  26162. buttonAImage.src = this.buttonADataURL;
  26163. var spanMessage = document.createElement("span");
  26164. spanMessage.innerHTML = "<strong>to activate gamepad</strong>";
  26165. Gamepads.gamepadDOMInfo.appendChild(buttonAImage);
  26166. Gamepads.gamepadDOMInfo.appendChild(spanMessage);
  26167. Gamepads.gamepadDOMInfo.style.position = "absolute";
  26168. Gamepads.gamepadDOMInfo.style.width = "100%";
  26169. Gamepads.gamepadDOMInfo.style.height = "48px";
  26170. Gamepads.gamepadDOMInfo.style.bottom = "0px";
  26171. Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
  26172. Gamepads.gamepadDOMInfo.style.textAlign = "center";
  26173. Gamepads.gamepadDOMInfo.style.zIndex = "10";
  26174. buttonAImage.style.position = "relative";
  26175. buttonAImage.style.bottom = "8px";
  26176. spanMessage.style.position = "relative";
  26177. spanMessage.style.fontSize = "32px";
  26178. spanMessage.style.bottom = "32px";
  26179. spanMessage.style.color = "green";
  26180. document.body.appendChild(Gamepads.gamepadDOMInfo);
  26181. };
  26182. Gamepads.prototype._insertGamepadDOMNotSupported = function () {
  26183. Gamepads.gamepadDOMInfo = document.createElement("div");
  26184. var spanMessage = document.createElement("span");
  26185. spanMessage.innerHTML = "<strong>gamepad not supported</strong>";
  26186. Gamepads.gamepadDOMInfo.appendChild(spanMessage);
  26187. Gamepads.gamepadDOMInfo.style.position = "absolute";
  26188. Gamepads.gamepadDOMInfo.style.width = "100%";
  26189. Gamepads.gamepadDOMInfo.style.height = "40px";
  26190. Gamepads.gamepadDOMInfo.style.bottom = "0px";
  26191. Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
  26192. Gamepads.gamepadDOMInfo.style.textAlign = "center";
  26193. Gamepads.gamepadDOMInfo.style.zIndex = "10";
  26194. spanMessage.style.position = "relative";
  26195. spanMessage.style.fontSize = "32px";
  26196. spanMessage.style.color = "red";
  26197. document.body.appendChild(Gamepads.gamepadDOMInfo);
  26198. };
  26199. Gamepads.prototype.dispose = function () {
  26200. if (Gamepads.gamepadDOMInfo) {
  26201. document.body.removeChild(Gamepads.gamepadDOMInfo);
  26202. }
  26203. };
  26204. Gamepads.prototype._onGamepadConnected = function (evt) {
  26205. var newGamepad = this._addNewGamepad(evt.gamepad);
  26206. if (this._callbackGamepadConnected)
  26207. this._callbackGamepadConnected(newGamepad);
  26208. this._startMonitoringGamepads();
  26209. };
  26210. Gamepads.prototype._addNewGamepad = function (gamepad) {
  26211. if (!this.oneGamepadConnected) {
  26212. this.oneGamepadConnected = true;
  26213. if (Gamepads.gamepadDOMInfo) {
  26214. document.body.removeChild(Gamepads.gamepadDOMInfo);
  26215. Gamepads.gamepadDOMInfo = null;
  26216. }
  26217. }
  26218. var newGamepad;
  26219. if (gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  26220. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad);
  26221. }
  26222. else {
  26223. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  26224. }
  26225. this.babylonGamepads.push(newGamepad);
  26226. return newGamepad;
  26227. };
  26228. Gamepads.prototype._onGamepadDisconnected = function (evt) {
  26229. for (var i in this.babylonGamepads) {
  26230. if (this.babylonGamepads[i].index == evt.gamepad.index) {
  26231. this.babylonGamepads.splice(i, 1);
  26232. break;
  26233. }
  26234. }
  26235. // If no gamepads are left, stop the polling loop.
  26236. if (this.babylonGamepads.length == 0) {
  26237. this._stopMonitoringGamepads();
  26238. }
  26239. };
  26240. Gamepads.prototype._startMonitoringGamepads = function () {
  26241. if (!this.isMonitoring) {
  26242. this.isMonitoring = true;
  26243. this._checkGamepadsStatus();
  26244. }
  26245. };
  26246. Gamepads.prototype._stopMonitoringGamepads = function () {
  26247. this.isMonitoring = false;
  26248. };
  26249. Gamepads.prototype._checkGamepadsStatus = function () {
  26250. var _this = this;
  26251. // updating gamepad objects
  26252. this._updateGamepadObjects();
  26253. for (var i in this.babylonGamepads) {
  26254. this.babylonGamepads[i].update();
  26255. }
  26256. if (this.isMonitoring) {
  26257. if (window.requestAnimationFrame) {
  26258. window.requestAnimationFrame(function () {
  26259. _this._checkGamepadsStatus();
  26260. });
  26261. }
  26262. else if (window.mozRequestAnimationFrame) {
  26263. window.mozRequestAnimationFrame(function () {
  26264. _this._checkGamepadsStatus();
  26265. });
  26266. }
  26267. else if (window.webkitRequestAnimationFrame) {
  26268. window.webkitRequestAnimationFrame(function () {
  26269. _this._checkGamepadsStatus();
  26270. });
  26271. }
  26272. }
  26273. };
  26274. // This function is called only on Chrome, which does not yet support
  26275. // connection/disconnection events, but requires you to monitor
  26276. // an array for changes.
  26277. Gamepads.prototype._updateGamepadObjects = function () {
  26278. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  26279. for (var i = 0; i < gamepads.length; i++) {
  26280. if (gamepads[i]) {
  26281. if (!(gamepads[i].index in this.babylonGamepads)) {
  26282. var newGamepad = this._addNewGamepad(gamepads[i]);
  26283. if (this._callbackGamepadConnected) {
  26284. this._callbackGamepadConnected(newGamepad);
  26285. }
  26286. }
  26287. else {
  26288. this.babylonGamepads[i].browserGamepad = gamepads[i];
  26289. }
  26290. }
  26291. }
  26292. };
  26293. return Gamepads;
  26294. })();
  26295. BABYLON.Gamepads = Gamepads;
  26296. var StickValues = (function () {
  26297. function StickValues(x, y) {
  26298. this.x = x;
  26299. this.y = y;
  26300. }
  26301. return StickValues;
  26302. })();
  26303. BABYLON.StickValues = StickValues;
  26304. var Gamepad = (function () {
  26305. function Gamepad(id, index, browserGamepad) {
  26306. this.id = id;
  26307. this.index = index;
  26308. this.browserGamepad = browserGamepad;
  26309. if (this.browserGamepad.axes.length >= 2) {
  26310. this._leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
  26311. }
  26312. if (this.browserGamepad.axes.length >= 4) {
  26313. this._rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
  26314. }
  26315. }
  26316. Gamepad.prototype.onleftstickchanged = function (callback) {
  26317. this._onleftstickchanged = callback;
  26318. };
  26319. Gamepad.prototype.onrightstickchanged = function (callback) {
  26320. this._onrightstickchanged = callback;
  26321. };
  26322. Object.defineProperty(Gamepad.prototype, "leftStick", {
  26323. get: function () {
  26324. return this._leftStick;
  26325. },
  26326. set: function (newValues) {
  26327. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  26328. this._onleftstickchanged(newValues);
  26329. }
  26330. this._leftStick = newValues;
  26331. },
  26332. enumerable: true,
  26333. configurable: true
  26334. });
  26335. Object.defineProperty(Gamepad.prototype, "rightStick", {
  26336. get: function () {
  26337. return this._rightStick;
  26338. },
  26339. set: function (newValues) {
  26340. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  26341. this._onrightstickchanged(newValues);
  26342. }
  26343. this._rightStick = newValues;
  26344. },
  26345. enumerable: true,
  26346. configurable: true
  26347. });
  26348. Gamepad.prototype.update = function () {
  26349. if (this._leftStick) {
  26350. this.leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
  26351. }
  26352. if (this._rightStick) {
  26353. this.rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
  26354. }
  26355. };
  26356. return Gamepad;
  26357. })();
  26358. BABYLON.Gamepad = Gamepad;
  26359. var GenericPad = (function (_super) {
  26360. __extends(GenericPad, _super);
  26361. function GenericPad(id, index, gamepad) {
  26362. _super.call(this, id, index, gamepad);
  26363. this.id = id;
  26364. this.index = index;
  26365. this.gamepad = gamepad;
  26366. this._buttons = new Array(gamepad.buttons.length);
  26367. }
  26368. GenericPad.prototype.onbuttondown = function (callback) {
  26369. this._onbuttondown = callback;
  26370. };
  26371. GenericPad.prototype.onbuttonup = function (callback) {
  26372. this._onbuttonup = callback;
  26373. };
  26374. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  26375. if (newValue !== currentValue) {
  26376. if (this._onbuttondown && newValue === 1) {
  26377. this._onbuttondown(buttonIndex);
  26378. }
  26379. if (this._onbuttonup && newValue === 0) {
  26380. this._onbuttonup(buttonIndex);
  26381. }
  26382. }
  26383. return newValue;
  26384. };
  26385. GenericPad.prototype.update = function () {
  26386. _super.prototype.update.call(this);
  26387. for (var index = 0; index < this._buttons.length; index++) {
  26388. this._buttons[index] = this._setButtonValue(this.gamepad.buttons[index].value, this._buttons[index], index);
  26389. }
  26390. };
  26391. return GenericPad;
  26392. })(Gamepad);
  26393. BABYLON.GenericPad = GenericPad;
  26394. (function (Xbox360Button) {
  26395. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  26396. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  26397. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  26398. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  26399. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  26400. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  26401. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  26402. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  26403. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  26404. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  26405. })(BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  26406. var Xbox360Button = BABYLON.Xbox360Button;
  26407. (function (Xbox360Dpad) {
  26408. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  26409. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  26410. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  26411. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  26412. })(BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  26413. var Xbox360Dpad = BABYLON.Xbox360Dpad;
  26414. var Xbox360Pad = (function (_super) {
  26415. __extends(Xbox360Pad, _super);
  26416. function Xbox360Pad() {
  26417. _super.apply(this, arguments);
  26418. this._leftTrigger = 0;
  26419. this._rightTrigger = 0;
  26420. this._buttonA = 0;
  26421. this._buttonB = 0;
  26422. this._buttonX = 0;
  26423. this._buttonY = 0;
  26424. this._buttonBack = 0;
  26425. this._buttonStart = 0;
  26426. this._buttonLB = 0;
  26427. this._buttonRB = 0;
  26428. this._buttonLeftStick = 0;
  26429. this._buttonRightStick = 0;
  26430. this._dPadUp = 0;
  26431. this._dPadDown = 0;
  26432. this._dPadLeft = 0;
  26433. this._dPadRight = 0;
  26434. }
  26435. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  26436. this._onlefttriggerchanged = callback;
  26437. };
  26438. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  26439. this._onrighttriggerchanged = callback;
  26440. };
  26441. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  26442. get: function () {
  26443. return this._leftTrigger;
  26444. },
  26445. set: function (newValue) {
  26446. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  26447. this._onlefttriggerchanged(newValue);
  26448. }
  26449. this._leftTrigger = newValue;
  26450. },
  26451. enumerable: true,
  26452. configurable: true
  26453. });
  26454. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  26455. get: function () {
  26456. return this._rightTrigger;
  26457. },
  26458. set: function (newValue) {
  26459. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  26460. this._onrighttriggerchanged(newValue);
  26461. }
  26462. this._rightTrigger = newValue;
  26463. },
  26464. enumerable: true,
  26465. configurable: true
  26466. });
  26467. Xbox360Pad.prototype.onbuttondown = function (callback) {
  26468. this._onbuttondown = callback;
  26469. };
  26470. Xbox360Pad.prototype.onbuttonup = function (callback) {
  26471. this._onbuttonup = callback;
  26472. };
  26473. Xbox360Pad.prototype.ondpaddown = function (callback) {
  26474. this._ondpaddown = callback;
  26475. };
  26476. Xbox360Pad.prototype.ondpadup = function (callback) {
  26477. this._ondpadup = callback;
  26478. };
  26479. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  26480. if (newValue !== currentValue) {
  26481. if (this._onbuttondown && newValue === 1) {
  26482. this._onbuttondown(buttonType);
  26483. }
  26484. if (this._onbuttonup && newValue === 0) {
  26485. this._onbuttonup(buttonType);
  26486. }
  26487. }
  26488. return newValue;
  26489. };
  26490. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  26491. if (newValue !== currentValue) {
  26492. if (this._ondpaddown && newValue === 1) {
  26493. this._ondpaddown(buttonType);
  26494. }
  26495. if (this._ondpadup && newValue === 0) {
  26496. this._ondpadup(buttonType);
  26497. }
  26498. }
  26499. return newValue;
  26500. };
  26501. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  26502. get: function () {
  26503. return this._buttonA;
  26504. },
  26505. set: function (value) {
  26506. this._buttonA = this._setButtonValue(value, this._buttonA, 0 /* A */);
  26507. },
  26508. enumerable: true,
  26509. configurable: true
  26510. });
  26511. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  26512. get: function () {
  26513. return this._buttonB;
  26514. },
  26515. set: function (value) {
  26516. this._buttonB = this._setButtonValue(value, this._buttonB, 1 /* B */);
  26517. },
  26518. enumerable: true,
  26519. configurable: true
  26520. });
  26521. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  26522. get: function () {
  26523. return this._buttonX;
  26524. },
  26525. set: function (value) {
  26526. this._buttonX = this._setButtonValue(value, this._buttonX, 2 /* X */);
  26527. },
  26528. enumerable: true,
  26529. configurable: true
  26530. });
  26531. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  26532. get: function () {
  26533. return this._buttonY;
  26534. },
  26535. set: function (value) {
  26536. this._buttonY = this._setButtonValue(value, this._buttonY, 3 /* Y */);
  26537. },
  26538. enumerable: true,
  26539. configurable: true
  26540. });
  26541. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  26542. get: function () {
  26543. return this._buttonStart;
  26544. },
  26545. set: function (value) {
  26546. this._buttonStart = this._setButtonValue(value, this._buttonStart, 4 /* Start */);
  26547. },
  26548. enumerable: true,
  26549. configurable: true
  26550. });
  26551. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  26552. get: function () {
  26553. return this._buttonBack;
  26554. },
  26555. set: function (value) {
  26556. this._buttonBack = this._setButtonValue(value, this._buttonBack, 5 /* Back */);
  26557. },
  26558. enumerable: true,
  26559. configurable: true
  26560. });
  26561. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  26562. get: function () {
  26563. return this._buttonLB;
  26564. },
  26565. set: function (value) {
  26566. this._buttonLB = this._setButtonValue(value, this._buttonLB, 6 /* LB */);
  26567. },
  26568. enumerable: true,
  26569. configurable: true
  26570. });
  26571. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  26572. get: function () {
  26573. return this._buttonRB;
  26574. },
  26575. set: function (value) {
  26576. this._buttonRB = this._setButtonValue(value, this._buttonRB, 7 /* RB */);
  26577. },
  26578. enumerable: true,
  26579. configurable: true
  26580. });
  26581. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  26582. get: function () {
  26583. return this._buttonLeftStick;
  26584. },
  26585. set: function (value) {
  26586. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, 8 /* LeftStick */);
  26587. },
  26588. enumerable: true,
  26589. configurable: true
  26590. });
  26591. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  26592. get: function () {
  26593. return this._buttonRightStick;
  26594. },
  26595. set: function (value) {
  26596. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, 9 /* RightStick */);
  26597. },
  26598. enumerable: true,
  26599. configurable: true
  26600. });
  26601. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  26602. get: function () {
  26603. return this._dPadUp;
  26604. },
  26605. set: function (value) {
  26606. this._dPadUp = this._setDPadValue(value, this._dPadUp, 0 /* Up */);
  26607. },
  26608. enumerable: true,
  26609. configurable: true
  26610. });
  26611. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  26612. get: function () {
  26613. return this._dPadDown;
  26614. },
  26615. set: function (value) {
  26616. this._dPadDown = this._setDPadValue(value, this._dPadDown, 1 /* Down */);
  26617. },
  26618. enumerable: true,
  26619. configurable: true
  26620. });
  26621. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  26622. get: function () {
  26623. return this._dPadLeft;
  26624. },
  26625. set: function (value) {
  26626. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, 2 /* Left */);
  26627. },
  26628. enumerable: true,
  26629. configurable: true
  26630. });
  26631. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  26632. get: function () {
  26633. return this._dPadRight;
  26634. },
  26635. set: function (value) {
  26636. this._dPadRight = this._setDPadValue(value, this._dPadRight, 3 /* Right */);
  26637. },
  26638. enumerable: true,
  26639. configurable: true
  26640. });
  26641. Xbox360Pad.prototype.update = function () {
  26642. _super.prototype.update.call(this);
  26643. this.buttonA = this.browserGamepad.buttons[0].value;
  26644. this.buttonB = this.browserGamepad.buttons[1].value;
  26645. this.buttonX = this.browserGamepad.buttons[2].value;
  26646. this.buttonY = this.browserGamepad.buttons[3].value;
  26647. this.buttonLB = this.browserGamepad.buttons[4].value;
  26648. this.buttonRB = this.browserGamepad.buttons[5].value;
  26649. this.leftTrigger = this.browserGamepad.buttons[6].value;
  26650. this.rightTrigger = this.browserGamepad.buttons[7].value;
  26651. this.buttonBack = this.browserGamepad.buttons[8].value;
  26652. this.buttonStart = this.browserGamepad.buttons[9].value;
  26653. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  26654. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  26655. this.dPadUp = this.browserGamepad.buttons[12].value;
  26656. this.dPadDown = this.browserGamepad.buttons[13].value;
  26657. this.dPadLeft = this.browserGamepad.buttons[14].value;
  26658. this.dPadRight = this.browserGamepad.buttons[15].value;
  26659. };
  26660. return Xbox360Pad;
  26661. })(Gamepad);
  26662. BABYLON.Xbox360Pad = Xbox360Pad;
  26663. })(BABYLON || (BABYLON = {}));
  26664. //# sourceMappingURL=babylon.gamepads.js.map
  26665. var BABYLON;
  26666. (function (BABYLON) {
  26667. // We're mainly based on the logic defined into the FreeCamera code
  26668. var GamepadCamera = (function (_super) {
  26669. __extends(GamepadCamera, _super);
  26670. function GamepadCamera(name, position, scene) {
  26671. var _this = this;
  26672. _super.call(this, name, position, scene);
  26673. this.angularSensibility = 200;
  26674. this.moveSensibility = 75;
  26675. this._gamepads = new BABYLON.Gamepads(function (gamepad) {
  26676. _this._onNewGameConnected(gamepad);
  26677. });
  26678. }
  26679. GamepadCamera.prototype._onNewGameConnected = function (gamepad) {
  26680. // Only the first gamepad can control the camera
  26681. if (gamepad.index === 0) {
  26682. this._gamepad = gamepad;
  26683. }
  26684. };
  26685. GamepadCamera.prototype._checkInputs = function () {
  26686. if (!this._gamepad) {
  26687. return;
  26688. }
  26689. var LSValues = this._gamepad.leftStick;
  26690. var normalizedLX = LSValues.x / this.moveSensibility;
  26691. var normalizedLY = LSValues.y / this.moveSensibility;
  26692. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  26693. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  26694. var RSValues = this._gamepad.rightStick;
  26695. var normalizedRX = RSValues.x / this.angularSensibility;
  26696. var normalizedRY = RSValues.y / this.angularSensibility;
  26697. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  26698. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  26699. ;
  26700. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  26701. var speed = this._computeLocalCameraSpeed() * 50.0;
  26702. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x * speed, 0, -LSValues.y * speed), cameraTransform);
  26703. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  26704. this.cameraRotation = this.cameraRotation.add(new BABYLON.Vector2(RSValues.y, RSValues.x));
  26705. };
  26706. GamepadCamera.prototype.dispose = function () {
  26707. this._gamepads.dispose();
  26708. _super.prototype.dispose.call(this);
  26709. };
  26710. return GamepadCamera;
  26711. })(BABYLON.FreeCamera);
  26712. BABYLON.GamepadCamera = GamepadCamera;
  26713. })(BABYLON || (BABYLON = {}));
  26714. //# sourceMappingURL=babylon.gamepadCamera.js.map
  26715. var BABYLON;
  26716. (function (BABYLON) {
  26717. var LinesMesh = (function (_super) {
  26718. __extends(LinesMesh, _super);
  26719. function LinesMesh(name, scene, updatable) {
  26720. if (updatable === void 0) { updatable = false; }
  26721. _super.call(this, name, scene);
  26722. this.color = new BABYLON.Color3(1, 1, 1);
  26723. this.alpha = 1;
  26724. this._indices = new Array();
  26725. this._colorShader = new BABYLON.ShaderMaterial("colorShader", scene, "color", {
  26726. attributes: ["position"],
  26727. uniforms: ["worldViewProjection", "color"],
  26728. needAlphaBlending: true
  26729. });
  26730. }
  26731. Object.defineProperty(LinesMesh.prototype, "material", {
  26732. get: function () {
  26733. return this._colorShader;
  26734. },
  26735. enumerable: true,
  26736. configurable: true
  26737. });
  26738. Object.defineProperty(LinesMesh.prototype, "isPickable", {
  26739. get: function () {
  26740. return false;
  26741. },
  26742. enumerable: true,
  26743. configurable: true
  26744. });
  26745. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  26746. get: function () {
  26747. return false;
  26748. },
  26749. enumerable: true,
  26750. configurable: true
  26751. });
  26752. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  26753. var engine = this.getScene().getEngine();
  26754. var indexToBind = this._geometry.getIndexBuffer();
  26755. // VBOs
  26756. engine.bindBuffers(this._geometry.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).getBuffer(), indexToBind, [3], 3 * 4, this._colorShader.getEffect());
  26757. // Color
  26758. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  26759. };
  26760. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  26761. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  26762. return;
  26763. }
  26764. var engine = this.getScene().getEngine();
  26765. // Draw order
  26766. engine.draw(false, subMesh.indexStart, subMesh.indexCount);
  26767. };
  26768. LinesMesh.prototype.intersects = function (ray, fastCheck) {
  26769. return null;
  26770. };
  26771. LinesMesh.prototype.dispose = function (doNotRecurse) {
  26772. this._colorShader.dispose();
  26773. _super.prototype.dispose.call(this, doNotRecurse);
  26774. };
  26775. return LinesMesh;
  26776. })(BABYLON.Mesh);
  26777. BABYLON.LinesMesh = LinesMesh;
  26778. })(BABYLON || (BABYLON = {}));
  26779. //# sourceMappingURL=babylon.linesMesh.js.mapvar BABYLON;
  26780. (function (BABYLON) {
  26781. var OutlineRenderer = (function () {
  26782. function OutlineRenderer(scene) {
  26783. this._scene = scene;
  26784. }
  26785. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  26786. var _this = this;
  26787. if (useOverlay === void 0) { useOverlay = false; }
  26788. var scene = this._scene;
  26789. var engine = this._scene.getEngine();
  26790. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  26791. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  26792. return;
  26793. }
  26794. var mesh = subMesh.getRenderingMesh();
  26795. var material = subMesh.getMaterial();
  26796. engine.enableEffect(this._effect);
  26797. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  26798. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : 1.0);
  26799. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  26800. // Bones
  26801. if (mesh.useBones) {
  26802. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  26803. }
  26804. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  26805. // Alpha test
  26806. if (material && material.needAlphaTesting()) {
  26807. var alphaTexture = material.getAlphaTestTexture();
  26808. this._effect.setTexture("diffuseSampler", alphaTexture);
  26809. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  26810. }
  26811. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) {
  26812. _this._effect.setMatrix("world", world);
  26813. });
  26814. };
  26815. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  26816. var defines = [];
  26817. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  26818. var mesh = subMesh.getMesh();
  26819. var material = subMesh.getMaterial();
  26820. // Alpha test
  26821. if (material && material.needAlphaTesting()) {
  26822. defines.push("#define ALPHATEST");
  26823. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  26824. attribs.push(BABYLON.VertexBuffer.UVKind);
  26825. defines.push("#define UV1");
  26826. }
  26827. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  26828. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  26829. defines.push("#define UV2");
  26830. }
  26831. }
  26832. // Bones
  26833. if (mesh.useBones) {
  26834. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  26835. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  26836. defines.push("#define BONES");
  26837. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  26838. }
  26839. // Instances
  26840. if (useInstances) {
  26841. defines.push("#define INSTANCES");
  26842. attribs.push("world0");
  26843. attribs.push("world1");
  26844. attribs.push("world2");
  26845. attribs.push("world3");
  26846. }
  26847. // Get correct effect
  26848. var join = defines.join("\n");
  26849. if (this._cachedDefines !== join) {
  26850. this._cachedDefines = join;
  26851. this._effect = this._scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color"], ["diffuseSampler"], join);
  26852. }
  26853. return this._effect.isReady();
  26854. };
  26855. return OutlineRenderer;
  26856. })();
  26857. BABYLON.OutlineRenderer = OutlineRenderer;
  26858. })(BABYLON || (BABYLON = {}));
  26859. //# sourceMappingURL=babylon.outlineRenderer.js.mapvar BABYLON;
  26860. (function (BABYLON) {
  26861. var MeshAssetTask = (function () {
  26862. function MeshAssetTask(name, meshesNames, rootUrl, sceneFilename) {
  26863. this.name = name;
  26864. this.meshesNames = meshesNames;
  26865. this.rootUrl = rootUrl;
  26866. this.sceneFilename = sceneFilename;
  26867. this.isCompleted = false;
  26868. }
  26869. MeshAssetTask.prototype.run = function (scene, onSuccess, onError) {
  26870. var _this = this;
  26871. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  26872. _this.loadedMeshes = meshes;
  26873. _this.loadedParticleSystems = particleSystems;
  26874. _this.loadedSkeletons = skeletons;
  26875. _this.isCompleted = true;
  26876. if (_this.onSuccess) {
  26877. _this.onSuccess(_this);
  26878. }
  26879. onSuccess();
  26880. }, null, function () {
  26881. if (_this.onError) {
  26882. _this.onError(_this);
  26883. }
  26884. onError();
  26885. });
  26886. };
  26887. return MeshAssetTask;
  26888. })();
  26889. BABYLON.MeshAssetTask = MeshAssetTask;
  26890. var TextFileAssetTask = (function () {
  26891. function TextFileAssetTask(name, url) {
  26892. this.name = name;
  26893. this.url = url;
  26894. this.isCompleted = false;
  26895. }
  26896. TextFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
  26897. var _this = this;
  26898. BABYLON.Tools.LoadFile(this.url, function (data) {
  26899. _this.text = data;
  26900. _this.isCompleted = true;
  26901. if (_this.onSuccess) {
  26902. _this.onSuccess(_this);
  26903. }
  26904. onSuccess();
  26905. }, null, scene.database, false, function () {
  26906. if (_this.onError) {
  26907. _this.onError(_this);
  26908. }
  26909. onError();
  26910. });
  26911. };
  26912. return TextFileAssetTask;
  26913. })();
  26914. BABYLON.TextFileAssetTask = TextFileAssetTask;
  26915. var BinaryFileAssetTask = (function () {
  26916. function BinaryFileAssetTask(name, url) {
  26917. this.name = name;
  26918. this.url = url;
  26919. this.isCompleted = false;
  26920. }
  26921. BinaryFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
  26922. var _this = this;
  26923. BABYLON.Tools.LoadFile(this.url, function (data) {
  26924. _this.data = data;
  26925. _this.isCompleted = true;
  26926. if (_this.onSuccess) {
  26927. _this.onSuccess(_this);
  26928. }
  26929. onSuccess();
  26930. }, null, scene.database, true, function () {
  26931. if (_this.onError) {
  26932. _this.onError(_this);
  26933. }
  26934. onError();
  26935. });
  26936. };
  26937. return BinaryFileAssetTask;
  26938. })();
  26939. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  26940. var ImageAssetTask = (function () {
  26941. function ImageAssetTask(name, url) {
  26942. this.name = name;
  26943. this.url = url;
  26944. this.isCompleted = false;
  26945. }
  26946. ImageAssetTask.prototype.run = function (scene, onSuccess, onError) {
  26947. var _this = this;
  26948. var img = new Image();
  26949. img.onload = function () {
  26950. _this.image = img;
  26951. _this.isCompleted = true;
  26952. if (_this.onSuccess) {
  26953. _this.onSuccess(_this);
  26954. }
  26955. onSuccess();
  26956. };
  26957. img.onerror = function () {
  26958. if (_this.onError) {
  26959. _this.onError(_this);
  26960. }
  26961. onError();
  26962. };
  26963. img.src = this.url;
  26964. };
  26965. return ImageAssetTask;
  26966. })();
  26967. BABYLON.ImageAssetTask = ImageAssetTask;
  26968. var TextureAssetTask = (function () {
  26969. function TextureAssetTask(name, url, noMipmap, invertY, samplingMode) {
  26970. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  26971. this.name = name;
  26972. this.url = url;
  26973. this.noMipmap = noMipmap;
  26974. this.invertY = invertY;
  26975. this.samplingMode = samplingMode;
  26976. this.isCompleted = false;
  26977. }
  26978. TextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  26979. var _this = this;
  26980. var onload = function () {
  26981. _this.isCompleted = true;
  26982. if (_this.onSuccess) {
  26983. _this.onSuccess(_this);
  26984. }
  26985. onSuccess();
  26986. };
  26987. var onerror = function () {
  26988. if (_this.onError) {
  26989. _this.onError(_this);
  26990. }
  26991. onError();
  26992. };
  26993. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onError);
  26994. };
  26995. return TextureAssetTask;
  26996. })();
  26997. BABYLON.TextureAssetTask = TextureAssetTask;
  26998. var AssetsManager = (function () {
  26999. function AssetsManager(scene) {
  27000. this._tasks = new Array();
  27001. this._waitingTasksCount = 0;
  27002. this.useDefaultLoadingScreen = true;
  27003. this._scene = scene;
  27004. }
  27005. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  27006. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  27007. this._tasks.push(task);
  27008. return task;
  27009. };
  27010. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  27011. var task = new TextFileAssetTask(taskName, url);
  27012. this._tasks.push(task);
  27013. return task;
  27014. };
  27015. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  27016. var task = new BinaryFileAssetTask(taskName, url);
  27017. this._tasks.push(task);
  27018. return task;
  27019. };
  27020. AssetsManager.prototype.addImageTask = function (taskName, url) {
  27021. var task = new ImageAssetTask(taskName, url);
  27022. this._tasks.push(task);
  27023. return task;
  27024. };
  27025. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  27026. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  27027. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  27028. this._tasks.push(task);
  27029. return task;
  27030. };
  27031. AssetsManager.prototype._decreaseWaitingTasksCount = function () {
  27032. this._waitingTasksCount--;
  27033. if (this._waitingTasksCount === 0) {
  27034. if (this.onFinish) {
  27035. this.onFinish(this._tasks);
  27036. }
  27037. this._scene.getEngine().hideLoadingUI();
  27038. }
  27039. };
  27040. AssetsManager.prototype._runTask = function (task) {
  27041. var _this = this;
  27042. task.run(this._scene, function () {
  27043. if (_this.onTaskSuccess) {
  27044. _this.onTaskSuccess(task);
  27045. }
  27046. _this._decreaseWaitingTasksCount();
  27047. }, function () {
  27048. if (_this.onTaskError) {
  27049. _this.onTaskError(task);
  27050. }
  27051. _this._decreaseWaitingTasksCount();
  27052. });
  27053. };
  27054. AssetsManager.prototype.reset = function () {
  27055. this._tasks = new Array();
  27056. return this;
  27057. };
  27058. AssetsManager.prototype.load = function () {
  27059. this._waitingTasksCount = this._tasks.length;
  27060. if (this._waitingTasksCount === 0) {
  27061. if (this.onFinish) {
  27062. this.onFinish(this._tasks);
  27063. }
  27064. return this;
  27065. }
  27066. if (this.useDefaultLoadingScreen) {
  27067. this._scene.getEngine().displayLoadingUI();
  27068. }
  27069. for (var index = 0; index < this._tasks.length; index++) {
  27070. var task = this._tasks[index];
  27071. this._runTask(task);
  27072. }
  27073. return this;
  27074. };
  27075. return AssetsManager;
  27076. })();
  27077. BABYLON.AssetsManager = AssetsManager;
  27078. })(BABYLON || (BABYLON = {}));
  27079. //# sourceMappingURL=babylon.assetsManager.js.map
  27080. var BABYLON;
  27081. (function (BABYLON) {
  27082. var VRDeviceOrientationCamera = (function (_super) {
  27083. __extends(VRDeviceOrientationCamera, _super);
  27084. function VRDeviceOrientationCamera(name, position, scene) {
  27085. _super.call(this, name, position, scene);
  27086. this._alpha = 0;
  27087. this._beta = 0;
  27088. this._gamma = 0;
  27089. }
  27090. VRDeviceOrientationCamera.prototype._onOrientationEvent = function (evt) {
  27091. this._alpha = +evt.alpha | 0;
  27092. this._beta = +evt.beta | 0;
  27093. this._gamma = +evt.gamma | 0;
  27094. if (this._gamma < 0) {
  27095. this._gamma = 90 + this._gamma;
  27096. }
  27097. else {
  27098. // Incline it in the correct angle.
  27099. this._gamma = 270 - this._gamma;
  27100. }
  27101. this.rotation.x = this._gamma / 180.0 * Math.PI;
  27102. this.rotation.y = -this._alpha / 180.0 * Math.PI;
  27103. this.rotation.z = this._beta / 180.0 * Math.PI;
  27104. };
  27105. return VRDeviceOrientationCamera;
  27106. })(BABYLON.OculusCamera);
  27107. BABYLON.VRDeviceOrientationCamera = VRDeviceOrientationCamera;
  27108. })(BABYLON || (BABYLON = {}));
  27109. //# sourceMappingURL=babylon.vrDeviceOrientationCamera.js.map
  27110. var BABYLON;
  27111. (function (BABYLON) {
  27112. var WebVRCamera = (function (_super) {
  27113. __extends(WebVRCamera, _super);
  27114. function WebVRCamera(name, position, scene) {
  27115. _super.call(this, name, position, scene);
  27116. this._hmdDevice = null;
  27117. this._sensorDevice = null;
  27118. this._cacheState = null;
  27119. this._cacheQuaternion = new BABYLON.Quaternion();
  27120. this._cacheRotation = BABYLON.Vector3.Zero();
  27121. this._vrEnabled = false;
  27122. this._getWebVRDevices = this._getWebVRDevices.bind(this);
  27123. }
  27124. WebVRCamera.prototype._getWebVRDevices = function (devices) {
  27125. var size = devices.length;
  27126. var i = 0;
  27127. // Reset devices.
  27128. this._sensorDevice = null;
  27129. this._hmdDevice = null;
  27130. while (i < size && this._hmdDevice === null) {
  27131. if (devices[i] instanceof HMDVRDevice) {
  27132. this._hmdDevice = devices[i];
  27133. }
  27134. i++;
  27135. }
  27136. i = 0;
  27137. while (i < size && this._sensorDevice === null) {
  27138. if (devices[i] instanceof PositionSensorVRDevice && (!this._hmdDevice || devices[i].hardwareUnitId === this._hmdDevice.hardwareUnitId)) {
  27139. this._sensorDevice = devices[i];
  27140. }
  27141. i++;
  27142. }
  27143. this._vrEnabled = this._sensorDevice && this._hmdDevice ? true : false;
  27144. };
  27145. WebVRCamera.prototype._update = function () {
  27146. if (this._vrEnabled) {
  27147. this._cacheState = this._sensorDevice.getState();
  27148. this._cacheQuaternion.copyFromFloats(this._cacheState.orientation.x, this._cacheState.orientation.y, this._cacheState.orientation.z, this._cacheState.orientation.w);
  27149. this._cacheQuaternion.toEulerAnglesToRef(this._cacheRotation);
  27150. this.rotation.x = -this._cacheRotation.z;
  27151. this.rotation.y = -this._cacheRotation.y;
  27152. this.rotation.z = this._cacheRotation.x;
  27153. }
  27154. _super.prototype._update.call(this);
  27155. };
  27156. WebVRCamera.prototype.attachControl = function (element, noPreventDefault) {
  27157. _super.prototype.attachControl.call(this, element, noPreventDefault);
  27158. if (navigator.getVRDevices) {
  27159. navigator.getVRDevices().then(this._getWebVRDevices);
  27160. }
  27161. else if (navigator.mozGetVRDevices) {
  27162. navigator.mozGetVRDevices(this._getWebVRDevices);
  27163. }
  27164. };
  27165. WebVRCamera.prototype.detachControl = function (element) {
  27166. _super.prototype.detachControl.call(this, element);
  27167. this._vrEnabled = false;
  27168. };
  27169. return WebVRCamera;
  27170. })(BABYLON.OculusCamera);
  27171. BABYLON.WebVRCamera = WebVRCamera;
  27172. })(BABYLON || (BABYLON = {}));
  27173. //# sourceMappingURL=babylon.webVRCamera.js.map
  27174. var BABYLON;
  27175. (function (BABYLON) {
  27176. // Standard optimizations
  27177. var SceneOptimization = (function () {
  27178. function SceneOptimization(priority) {
  27179. if (priority === void 0) { priority = 0; }
  27180. this.priority = priority;
  27181. this.apply = function (scene) {
  27182. return true; // Return true if everything that can be done was applied
  27183. };
  27184. }
  27185. return SceneOptimization;
  27186. })();
  27187. BABYLON.SceneOptimization = SceneOptimization;
  27188. var TextureOptimization = (function (_super) {
  27189. __extends(TextureOptimization, _super);
  27190. function TextureOptimization(priority, maximumSize) {
  27191. var _this = this;
  27192. if (priority === void 0) { priority = 0; }
  27193. if (maximumSize === void 0) { maximumSize = 1024; }
  27194. _super.call(this, priority);
  27195. this.priority = priority;
  27196. this.maximumSize = maximumSize;
  27197. this.apply = function (scene) {
  27198. var allDone = true;
  27199. for (var index = 0; index < scene.textures.length; index++) {
  27200. var texture = scene.textures[index];
  27201. if (!texture.canRescale) {
  27202. continue;
  27203. }
  27204. var currentSize = texture.getSize();
  27205. var maxDimension = Math.max(currentSize.width, currentSize.height);
  27206. if (maxDimension > _this.maximumSize) {
  27207. texture.scale(0.5);
  27208. allDone = false;
  27209. }
  27210. }
  27211. return allDone;
  27212. };
  27213. }
  27214. return TextureOptimization;
  27215. })(SceneOptimization);
  27216. BABYLON.TextureOptimization = TextureOptimization;
  27217. var HardwareScalingOptimization = (function (_super) {
  27218. __extends(HardwareScalingOptimization, _super);
  27219. function HardwareScalingOptimization(priority, maximumScale) {
  27220. var _this = this;
  27221. if (priority === void 0) { priority = 0; }
  27222. if (maximumScale === void 0) { maximumScale = 2; }
  27223. _super.call(this, priority);
  27224. this.priority = priority;
  27225. this.maximumScale = maximumScale;
  27226. this._currentScale = 1;
  27227. this.apply = function (scene) {
  27228. _this._currentScale++;
  27229. scene.getEngine().setHardwareScalingLevel(_this._currentScale);
  27230. return _this._currentScale >= _this.maximumScale;
  27231. };
  27232. }
  27233. return HardwareScalingOptimization;
  27234. })(SceneOptimization);
  27235. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  27236. var ShadowsOptimization = (function (_super) {
  27237. __extends(ShadowsOptimization, _super);
  27238. function ShadowsOptimization() {
  27239. _super.apply(this, arguments);
  27240. this.apply = function (scene) {
  27241. scene.shadowsEnabled = false;
  27242. return true;
  27243. };
  27244. }
  27245. return ShadowsOptimization;
  27246. })(SceneOptimization);
  27247. BABYLON.ShadowsOptimization = ShadowsOptimization;
  27248. var PostProcessesOptimization = (function (_super) {
  27249. __extends(PostProcessesOptimization, _super);
  27250. function PostProcessesOptimization() {
  27251. _super.apply(this, arguments);
  27252. this.apply = function (scene) {
  27253. scene.postProcessesEnabled = false;
  27254. return true;
  27255. };
  27256. }
  27257. return PostProcessesOptimization;
  27258. })(SceneOptimization);
  27259. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  27260. var LensFlaresOptimization = (function (_super) {
  27261. __extends(LensFlaresOptimization, _super);
  27262. function LensFlaresOptimization() {
  27263. _super.apply(this, arguments);
  27264. this.apply = function (scene) {
  27265. scene.lensFlaresEnabled = false;
  27266. return true;
  27267. };
  27268. }
  27269. return LensFlaresOptimization;
  27270. })(SceneOptimization);
  27271. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  27272. var ParticlesOptimization = (function (_super) {
  27273. __extends(ParticlesOptimization, _super);
  27274. function ParticlesOptimization() {
  27275. _super.apply(this, arguments);
  27276. this.apply = function (scene) {
  27277. scene.particlesEnabled = false;
  27278. return true;
  27279. };
  27280. }
  27281. return ParticlesOptimization;
  27282. })(SceneOptimization);
  27283. BABYLON.ParticlesOptimization = ParticlesOptimization;
  27284. var RenderTargetsOptimization = (function (_super) {
  27285. __extends(RenderTargetsOptimization, _super);
  27286. function RenderTargetsOptimization() {
  27287. _super.apply(this, arguments);
  27288. this.apply = function (scene) {
  27289. scene.renderTargetsEnabled = false;
  27290. return true;
  27291. };
  27292. }
  27293. return RenderTargetsOptimization;
  27294. })(SceneOptimization);
  27295. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  27296. var MergeMeshesOptimization = (function (_super) {
  27297. __extends(MergeMeshesOptimization, _super);
  27298. function MergeMeshesOptimization() {
  27299. var _this = this;
  27300. _super.apply(this, arguments);
  27301. this._canBeMerged = function (abstractMesh) {
  27302. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  27303. return false;
  27304. }
  27305. var mesh = abstractMesh;
  27306. if (!mesh.isVisible || !mesh.isEnabled()) {
  27307. return false;
  27308. }
  27309. if (mesh.instances.length > 0) {
  27310. return false;
  27311. }
  27312. if (mesh.skeleton || mesh.hasLODLevels) {
  27313. return false;
  27314. }
  27315. return true;
  27316. };
  27317. this.apply = function (scene) {
  27318. var globalPool = scene.meshes.slice(0);
  27319. var globalLength = globalPool.length;
  27320. for (var index = 0; index < globalLength; index++) {
  27321. var currentPool = new Array();
  27322. var current = globalPool[index];
  27323. // Checks
  27324. if (!_this._canBeMerged(current)) {
  27325. continue;
  27326. }
  27327. currentPool.push(current);
  27328. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  27329. var otherMesh = globalPool[subIndex];
  27330. if (!_this._canBeMerged(otherMesh)) {
  27331. continue;
  27332. }
  27333. if (otherMesh.material !== current.material) {
  27334. continue;
  27335. }
  27336. if (otherMesh.checkCollisions !== current.checkCollisions) {
  27337. continue;
  27338. }
  27339. currentPool.push(otherMesh);
  27340. globalLength--;
  27341. globalPool.splice(subIndex, 1);
  27342. subIndex--;
  27343. }
  27344. if (currentPool.length < 2) {
  27345. continue;
  27346. }
  27347. // Merge meshes
  27348. BABYLON.Mesh.MergeMeshes(currentPool);
  27349. }
  27350. return true;
  27351. };
  27352. }
  27353. return MergeMeshesOptimization;
  27354. })(SceneOptimization);
  27355. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  27356. // Options
  27357. var SceneOptimizerOptions = (function () {
  27358. function SceneOptimizerOptions(targetFrameRate, trackerDuration) {
  27359. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  27360. if (trackerDuration === void 0) { trackerDuration = 2000; }
  27361. this.targetFrameRate = targetFrameRate;
  27362. this.trackerDuration = trackerDuration;
  27363. this.optimizations = new Array();
  27364. }
  27365. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  27366. var result = new SceneOptimizerOptions(targetFrameRate);
  27367. var priority = 0;
  27368. result.optimizations.push(new MergeMeshesOptimization(priority));
  27369. result.optimizations.push(new ShadowsOptimization(priority));
  27370. result.optimizations.push(new LensFlaresOptimization(priority));
  27371. // Next priority
  27372. priority++;
  27373. result.optimizations.push(new PostProcessesOptimization(priority));
  27374. result.optimizations.push(new ParticlesOptimization(priority));
  27375. // Next priority
  27376. priority++;
  27377. result.optimizations.push(new TextureOptimization(priority, 1024));
  27378. return result;
  27379. };
  27380. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  27381. var result = new SceneOptimizerOptions(targetFrameRate);
  27382. var priority = 0;
  27383. result.optimizations.push(new MergeMeshesOptimization(priority));
  27384. result.optimizations.push(new ShadowsOptimization(priority));
  27385. result.optimizations.push(new LensFlaresOptimization(priority));
  27386. // Next priority
  27387. priority++;
  27388. result.optimizations.push(new PostProcessesOptimization(priority));
  27389. result.optimizations.push(new ParticlesOptimization(priority));
  27390. // Next priority
  27391. priority++;
  27392. result.optimizations.push(new TextureOptimization(priority, 512));
  27393. // Next priority
  27394. priority++;
  27395. result.optimizations.push(new RenderTargetsOptimization(priority));
  27396. // Next priority
  27397. priority++;
  27398. result.optimizations.push(new HardwareScalingOptimization(priority, 2));
  27399. return result;
  27400. };
  27401. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  27402. var result = new SceneOptimizerOptions(targetFrameRate);
  27403. var priority = 0;
  27404. result.optimizations.push(new MergeMeshesOptimization(priority));
  27405. result.optimizations.push(new ShadowsOptimization(priority));
  27406. result.optimizations.push(new LensFlaresOptimization(priority));
  27407. // Next priority
  27408. priority++;
  27409. result.optimizations.push(new PostProcessesOptimization(priority));
  27410. result.optimizations.push(new ParticlesOptimization(priority));
  27411. // Next priority
  27412. priority++;
  27413. result.optimizations.push(new TextureOptimization(priority, 256));
  27414. // Next priority
  27415. priority++;
  27416. result.optimizations.push(new RenderTargetsOptimization(priority));
  27417. // Next priority
  27418. priority++;
  27419. result.optimizations.push(new HardwareScalingOptimization(priority, 4));
  27420. return result;
  27421. };
  27422. return SceneOptimizerOptions;
  27423. })();
  27424. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  27425. // Scene optimizer tool
  27426. var SceneOptimizer = (function () {
  27427. function SceneOptimizer() {
  27428. }
  27429. SceneOptimizer._CheckCurrentState = function (scene, options, currentPriorityLevel, onSuccess, onFailure) {
  27430. // TODO: add an epsilon
  27431. if (scene.getEngine().getFps() >= options.targetFrameRate) {
  27432. if (onSuccess) {
  27433. onSuccess();
  27434. }
  27435. return;
  27436. }
  27437. // Apply current level of optimizations
  27438. var allDone = true;
  27439. var noOptimizationApplied = true;
  27440. for (var index = 0; index < options.optimizations.length; index++) {
  27441. var optimization = options.optimizations[index];
  27442. if (optimization.priority === currentPriorityLevel) {
  27443. noOptimizationApplied = false;
  27444. allDone = allDone && optimization.apply(scene);
  27445. }
  27446. }
  27447. // If no optimization was applied, this is a failure :(
  27448. if (noOptimizationApplied) {
  27449. if (onFailure) {
  27450. onFailure();
  27451. }
  27452. return;
  27453. }
  27454. // If all optimizations were done, move to next level
  27455. if (allDone) {
  27456. currentPriorityLevel++;
  27457. }
  27458. // Let's the system running for a specific amount of time before checking FPS
  27459. scene.executeWhenReady(function () {
  27460. setTimeout(function () {
  27461. SceneOptimizer._CheckCurrentState(scene, options, currentPriorityLevel, onSuccess, onFailure);
  27462. }, options.trackerDuration);
  27463. });
  27464. };
  27465. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  27466. if (!options) {
  27467. options = SceneOptimizerOptions.ModerateDegradationAllowed();
  27468. }
  27469. // Let's the system running for a specific amount of time before checking FPS
  27470. scene.executeWhenReady(function () {
  27471. setTimeout(function () {
  27472. SceneOptimizer._CheckCurrentState(scene, options, 0, onSuccess, onFailure);
  27473. }, options.trackerDuration);
  27474. });
  27475. };
  27476. return SceneOptimizer;
  27477. })();
  27478. BABYLON.SceneOptimizer = SceneOptimizer;
  27479. })(BABYLON || (BABYLON = {}));
  27480. //# sourceMappingURL=babylon.sceneOptimizer.js.mapvar BABYLON;
  27481. (function (BABYLON) {
  27482. var Internals;
  27483. (function (Internals) {
  27484. var MeshLODLevel = (function () {
  27485. function MeshLODLevel(distance, mesh) {
  27486. this.distance = distance;
  27487. this.mesh = mesh;
  27488. }
  27489. return MeshLODLevel;
  27490. })();
  27491. Internals.MeshLODLevel = MeshLODLevel;
  27492. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  27493. })(BABYLON || (BABYLON = {}));
  27494. //# sourceMappingURL=babylon.meshLODLevel.js.mapvar BABYLON;
  27495. (function (BABYLON) {
  27496. var AudioEngine = (function () {
  27497. function AudioEngine() {
  27498. this._audioContext = null;
  27499. this._audioContextInitialized = false;
  27500. this.canUseWebAudio = false;
  27501. this.WarnedWebAudioUnsupported = false;
  27502. if (typeof AudioContext !== 'undefined' || typeof webkitAudioContext !== 'undefined') {
  27503. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  27504. this.canUseWebAudio = true;
  27505. }
  27506. }
  27507. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  27508. get: function () {
  27509. if (!this._audioContextInitialized) {
  27510. this._initializeAudioContext();
  27511. }
  27512. return this._audioContext;
  27513. },
  27514. enumerable: true,
  27515. configurable: true
  27516. });
  27517. AudioEngine.prototype._initializeAudioContext = function () {
  27518. try {
  27519. if (this.canUseWebAudio) {
  27520. this._audioContext = new AudioContext();
  27521. // create a global volume gain node
  27522. this.masterGain = this._audioContext.createGain();
  27523. this.masterGain.gain.value = 1;
  27524. this.masterGain.connect(this._audioContext.destination);
  27525. this._audioContextInitialized = true;
  27526. }
  27527. }
  27528. catch (e) {
  27529. this.canUseWebAudio = false;
  27530. BABYLON.Tools.Error("Web Audio: " + e.message);
  27531. }
  27532. };
  27533. AudioEngine.prototype.dispose = function () {
  27534. if (this.canUseWebAudio && this._audioContextInitialized) {
  27535. if (this._connectedAnalyser) {
  27536. this._connectedAnalyser.stopDebugCanvas();
  27537. this._connectedAnalyser.dispose();
  27538. this.masterGain.disconnect();
  27539. this.masterGain.connect(this._audioContext.destination);
  27540. this._connectedAnalyser = null;
  27541. }
  27542. this.masterGain.gain.value = 1;
  27543. }
  27544. this.WarnedWebAudioUnsupported = false;
  27545. };
  27546. AudioEngine.prototype.getGlobalVolume = function () {
  27547. if (this.canUseWebAudio && this._audioContextInitialized) {
  27548. return this.masterGain.gain.value;
  27549. }
  27550. else {
  27551. return -1;
  27552. }
  27553. };
  27554. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  27555. if (this.canUseWebAudio && this._audioContextInitialized) {
  27556. this.masterGain.gain.value = newVolume;
  27557. }
  27558. };
  27559. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  27560. if (this._connectedAnalyser) {
  27561. this._connectedAnalyser.stopDebugCanvas();
  27562. }
  27563. if (this.canUseWebAudio && this._audioContextInitialized) {
  27564. this._connectedAnalyser = analyser;
  27565. this.masterGain.disconnect();
  27566. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  27567. }
  27568. };
  27569. return AudioEngine;
  27570. })();
  27571. BABYLON.AudioEngine = AudioEngine;
  27572. })(BABYLON || (BABYLON = {}));
  27573. //# sourceMappingURL=babylon.audioEngine.js.mapvar BABYLON;
  27574. (function (BABYLON) {
  27575. var Sound = (function () {
  27576. /**
  27577. * Create a sound and attach it to a scene
  27578. * @param name Name of your sound
  27579. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
  27580. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  27581. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel
  27582. */
  27583. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  27584. var _this = this;
  27585. this.autoplay = false;
  27586. this.loop = false;
  27587. this.useCustomAttenuation = false;
  27588. this.spatialSound = false;
  27589. this.refDistance = 1;
  27590. this.rolloffFactor = 1;
  27591. this.maxDistance = 100;
  27592. this.distanceModel = "linear";
  27593. this._panningModel = "equalpower";
  27594. this._playbackRate = 1;
  27595. this._startTime = 0;
  27596. this._startOffset = 0;
  27597. this._position = BABYLON.Vector3.Zero();
  27598. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  27599. this._volume = 1;
  27600. this._isLoaded = false;
  27601. this._isReadyToPlay = false;
  27602. this.isPlaying = false;
  27603. this.isPaused = false;
  27604. this._isDirectional = false;
  27605. // Used if you'd like to create a directional sound.
  27606. // If not set, the sound will be omnidirectional
  27607. this._coneInnerAngle = 360;
  27608. this._coneOuterAngle = 360;
  27609. this._coneOuterGain = 0;
  27610. this.name = name;
  27611. this._scene = scene;
  27612. this._readyToPlayCallback = readyToPlayCallback;
  27613. // Default custom attenuation function is a linear attenuation
  27614. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  27615. if (currentDistance < maxDistance) {
  27616. return currentVolume * (1 - currentDistance / maxDistance);
  27617. }
  27618. else {
  27619. return 0;
  27620. }
  27621. };
  27622. if (options) {
  27623. this.autoplay = options.autoplay || false;
  27624. this.loop = options.loop || false;
  27625. // if volume === 0, we need another way to check this option
  27626. if (options.volume !== undefined) {
  27627. this._volume = options.volume;
  27628. }
  27629. this.spatialSound = options.spatialSound || false;
  27630. this.maxDistance = options.maxDistance || 100;
  27631. this.useCustomAttenuation = options.useCustomAttenuation || false;
  27632. this.rolloffFactor = options.rolloffFactor || 1;
  27633. this.refDistance = options.refDistance || 1;
  27634. this.distanceModel = options.distanceModel || "linear";
  27635. this._playbackRate = options.playbackRate || 1;
  27636. }
  27637. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  27638. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  27639. this._soundGain.gain.value = this._volume;
  27640. this._inputAudioNode = this._soundGain;
  27641. this._ouputAudioNode = this._soundGain;
  27642. if (this.spatialSound) {
  27643. this._createSpatialParameters();
  27644. }
  27645. this._scene.mainSoundTrack.AddSound(this);
  27646. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  27647. if (urlOrArrayBuffer) {
  27648. // If it's an URL
  27649. if (typeof (urlOrArrayBuffer) === "string") {
  27650. BABYLON.Tools.LoadFile(urlOrArrayBuffer, function (data) {
  27651. _this._soundLoaded(data);
  27652. }, null, null, true);
  27653. }
  27654. else {
  27655. if (urlOrArrayBuffer instanceof ArrayBuffer) {
  27656. this._soundLoaded(urlOrArrayBuffer);
  27657. }
  27658. else {
  27659. BABYLON.Tools.Error("Parameter must be a URL to the sound or an ArrayBuffer of the sound.");
  27660. }
  27661. }
  27662. }
  27663. }
  27664. else {
  27665. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  27666. this._scene.mainSoundTrack.AddSound(this);
  27667. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  27668. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  27669. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  27670. }
  27671. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  27672. if (this._readyToPlayCallback) {
  27673. window.setTimeout(function () {
  27674. _this._readyToPlayCallback();
  27675. }, 1000);
  27676. }
  27677. }
  27678. }
  27679. Sound.prototype.dispose = function () {
  27680. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isReadyToPlay) {
  27681. if (this.isPlaying) {
  27682. this.stop();
  27683. }
  27684. this._isReadyToPlay = false;
  27685. if (this.soundTrackId === -1) {
  27686. this._scene.mainSoundTrack.RemoveSound(this);
  27687. }
  27688. else {
  27689. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  27690. }
  27691. if (this._soundGain) {
  27692. this._soundGain.disconnect();
  27693. this._soundGain = null;
  27694. }
  27695. if (this._soundPanner) {
  27696. this._soundPanner.disconnect();
  27697. this._soundPanner = null;
  27698. }
  27699. if (this._soundSource) {
  27700. this._soundSource.disconnect();
  27701. this._soundSource = null;
  27702. }
  27703. this._audioBuffer = null;
  27704. if (this._connectedMesh) {
  27705. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  27706. this._connectedMesh = null;
  27707. }
  27708. }
  27709. };
  27710. Sound.prototype._soundLoaded = function (audioData) {
  27711. var _this = this;
  27712. this._isLoaded = true;
  27713. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  27714. _this._audioBuffer = buffer;
  27715. _this._isReadyToPlay = true;
  27716. if (_this.autoplay) {
  27717. _this.play();
  27718. }
  27719. if (_this._readyToPlayCallback) {
  27720. _this._readyToPlayCallback();
  27721. }
  27722. }, function (error) {
  27723. BABYLON.Tools.Error("Error while decoding audio data: " + error.err);
  27724. });
  27725. };
  27726. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  27727. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  27728. this._audioBuffer = audioBuffer;
  27729. this._isReadyToPlay = true;
  27730. }
  27731. };
  27732. Sound.prototype.updateOptions = function (options) {
  27733. if (options) {
  27734. this.loop = options.loop || this.loop;
  27735. this.maxDistance = options.maxDistance || this.maxDistance;
  27736. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  27737. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  27738. this.refDistance = options.refDistance || this.refDistance;
  27739. this.distanceModel = options.distanceModel || this.distanceModel;
  27740. this._playbackRate = options.playbackRate || this._playbackRate;
  27741. }
  27742. };
  27743. Sound.prototype._createSpatialParameters = function () {
  27744. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  27745. if (this._scene.headphone) {
  27746. this._panningModel = "HRTF";
  27747. }
  27748. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  27749. if (this.useCustomAttenuation) {
  27750. // Tricks to disable in a way embedded Web Audio attenuation
  27751. this._soundPanner.distanceModel = "linear";
  27752. this._soundPanner.maxDistance = Number.MAX_VALUE;
  27753. this._soundPanner.refDistance = 1;
  27754. this._soundPanner.rolloffFactor = 1;
  27755. this._soundPanner.panningModel = this._panningModel;
  27756. }
  27757. else {
  27758. this._soundPanner.distanceModel = this.distanceModel;
  27759. this._soundPanner.maxDistance = this.maxDistance;
  27760. this._soundPanner.refDistance = this.refDistance;
  27761. this._soundPanner.rolloffFactor = this.rolloffFactor;
  27762. this._soundPanner.panningModel = this._panningModel;
  27763. }
  27764. this._soundPanner.connect(this._ouputAudioNode);
  27765. this._inputAudioNode = this._soundPanner;
  27766. }
  27767. };
  27768. Sound.prototype.switchPanningModelToHRTF = function () {
  27769. this._panningModel = "HRTF";
  27770. this._switchPanningModel();
  27771. };
  27772. Sound.prototype.switchPanningModelToEqualPower = function () {
  27773. this._panningModel = "equalpower";
  27774. this._switchPanningModel();
  27775. };
  27776. Sound.prototype._switchPanningModel = function () {
  27777. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound) {
  27778. this._soundPanner.panningModel = this._panningModel;
  27779. }
  27780. };
  27781. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  27782. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  27783. this._ouputAudioNode.disconnect();
  27784. this._ouputAudioNode.connect(soundTrackAudioNode);
  27785. }
  27786. };
  27787. /**
  27788. * Transform this sound into a directional source
  27789. * @param coneInnerAngle Size of the inner cone in degree
  27790. * @param coneOuterAngle Size of the outer cone in degree
  27791. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  27792. */
  27793. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  27794. if (coneOuterAngle < coneInnerAngle) {
  27795. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  27796. return;
  27797. }
  27798. this._coneInnerAngle = coneInnerAngle;
  27799. this._coneOuterAngle = coneOuterAngle;
  27800. this._coneOuterGain = coneOuterGain;
  27801. this._isDirectional = true;
  27802. if (this.isPlaying && this.loop) {
  27803. this.stop();
  27804. this.play();
  27805. }
  27806. };
  27807. Sound.prototype.setPosition = function (newPosition) {
  27808. this._position = newPosition;
  27809. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound) {
  27810. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  27811. }
  27812. };
  27813. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  27814. this._localDirection = newLocalDirection;
  27815. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.isPlaying) {
  27816. this._updateDirection();
  27817. }
  27818. };
  27819. Sound.prototype._updateDirection = function () {
  27820. var mat = this._connectedMesh.getWorldMatrix();
  27821. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  27822. direction.normalize();
  27823. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  27824. };
  27825. Sound.prototype.updateDistanceFromListener = function () {
  27826. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.useCustomAttenuation) {
  27827. var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera);
  27828. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  27829. }
  27830. };
  27831. Sound.prototype.setAttenuationFunction = function (callback) {
  27832. this._customAttenuationFunction = callback;
  27833. };
  27834. /**
  27835. * Play the sound
  27836. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  27837. */
  27838. Sound.prototype.play = function (time) {
  27839. var _this = this;
  27840. if (this._isReadyToPlay && this._scene.audioEnabled) {
  27841. try {
  27842. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  27843. if (!this._soundSource) {
  27844. if (this.spatialSound) {
  27845. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  27846. if (this._isDirectional) {
  27847. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  27848. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  27849. this._soundPanner.coneOuterGain = this._coneOuterGain;
  27850. if (this._connectedMesh) {
  27851. this._updateDirection();
  27852. }
  27853. else {
  27854. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  27855. }
  27856. }
  27857. }
  27858. }
  27859. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  27860. this._soundSource.buffer = this._audioBuffer;
  27861. this._soundSource.connect(this._inputAudioNode);
  27862. this._soundSource.loop = this.loop;
  27863. this._soundSource.playbackRate.value = this._playbackRate;
  27864. this._startTime = startTime;
  27865. this._soundSource.onended = function () {
  27866. _this._onended();
  27867. };
  27868. this._soundSource.start(this._startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : 0);
  27869. this.isPlaying = true;
  27870. this.isPaused = false;
  27871. }
  27872. catch (ex) {
  27873. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  27874. }
  27875. }
  27876. };
  27877. Sound.prototype._onended = function () {
  27878. this.isPlaying = false;
  27879. if (this.onended) {
  27880. this.onended();
  27881. }
  27882. };
  27883. /**
  27884. * Stop the sound
  27885. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  27886. */
  27887. Sound.prototype.stop = function (time) {
  27888. if (this.isPlaying) {
  27889. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  27890. this._soundSource.stop(stopTime);
  27891. this.isPlaying = false;
  27892. }
  27893. };
  27894. Sound.prototype.pause = function () {
  27895. if (this.isPlaying) {
  27896. this.stop(0);
  27897. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  27898. this.isPaused = true;
  27899. }
  27900. };
  27901. Sound.prototype.setVolume = function (newVolume, time) {
  27902. if (BABYLON.Engine.audioEngine.canUseWebAudio && !this.spatialSound) {
  27903. if (time) {
  27904. this._soundGain.gain.linearRampToValueAtTime(this._volume, BABYLON.Engine.audioEngine.audioContext.currentTime);
  27905. this._soundGain.gain.linearRampToValueAtTime(newVolume, time);
  27906. }
  27907. else {
  27908. this._soundGain.gain.value = newVolume;
  27909. }
  27910. }
  27911. this._volume = newVolume;
  27912. };
  27913. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  27914. this._playbackRate = newPlaybackRate;
  27915. if (this.isPlaying) {
  27916. this._soundSource.playbackRate.value = this._playbackRate;
  27917. }
  27918. };
  27919. Sound.prototype.getVolume = function () {
  27920. return this._volume;
  27921. };
  27922. Sound.prototype.attachToMesh = function (meshToConnectTo) {
  27923. var _this = this;
  27924. this._connectedMesh = meshToConnectTo;
  27925. if (!this.spatialSound) {
  27926. this._createSpatialParameters();
  27927. this.spatialSound = true;
  27928. if (this.isPlaying && this.loop) {
  27929. this.stop();
  27930. this.play();
  27931. }
  27932. }
  27933. this._onRegisterAfterWorldMatrixUpdate(this._connectedMesh);
  27934. this._registerFunc = function (connectedMesh) { return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh); };
  27935. meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc);
  27936. };
  27937. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (connectedMesh) {
  27938. this.setPosition(connectedMesh.getBoundingInfo().boundingSphere.centerWorld);
  27939. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  27940. this._updateDirection();
  27941. }
  27942. };
  27943. return Sound;
  27944. })();
  27945. BABYLON.Sound = Sound;
  27946. })(BABYLON || (BABYLON = {}));
  27947. //# sourceMappingURL=babylon.sound.js.mapvar BABYLON;
  27948. (function (BABYLON) {
  27949. var SoundTrack = (function () {
  27950. function SoundTrack(scene, options) {
  27951. this.id = -1;
  27952. this._isMainTrack = false;
  27953. this._scene = scene;
  27954. this._audioEngine = BABYLON.Engine.audioEngine;
  27955. this.soundCollection = new Array();
  27956. if (this._audioEngine.canUseWebAudio) {
  27957. this._trackGain = this._audioEngine.audioContext.createGain();
  27958. this._trackGain.connect(this._audioEngine.masterGain);
  27959. if (options) {
  27960. if (options.volume) {
  27961. this._trackGain.gain.value = options.volume;
  27962. }
  27963. if (options.mainTrack) {
  27964. this._isMainTrack = options.mainTrack;
  27965. }
  27966. }
  27967. }
  27968. if (!this._isMainTrack) {
  27969. this._scene.soundTracks.push(this);
  27970. this.id = this._scene.soundTracks.length - 1;
  27971. }
  27972. }
  27973. SoundTrack.prototype.dispose = function () {
  27974. if (this._audioEngine.canUseWebAudio) {
  27975. if (this._connectedAnalyser) {
  27976. this._connectedAnalyser.stopDebugCanvas();
  27977. }
  27978. while (this.soundCollection.length) {
  27979. this.soundCollection[0].dispose();
  27980. }
  27981. this._trackGain.disconnect();
  27982. this._trackGain = null;
  27983. }
  27984. };
  27985. SoundTrack.prototype.AddSound = function (sound) {
  27986. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  27987. sound.connectToSoundTrackAudioNode(this._trackGain);
  27988. }
  27989. if (sound.soundTrackId) {
  27990. if (sound.soundTrackId === -1) {
  27991. this._scene.mainSoundTrack.RemoveSound(sound);
  27992. }
  27993. else {
  27994. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  27995. }
  27996. }
  27997. this.soundCollection.push(sound);
  27998. sound.soundTrackId = this.id;
  27999. };
  28000. SoundTrack.prototype.RemoveSound = function (sound) {
  28001. var index = this.soundCollection.indexOf(sound);
  28002. if (index !== -1) {
  28003. this.soundCollection.splice(index, 1);
  28004. }
  28005. };
  28006. SoundTrack.prototype.setVolume = function (newVolume) {
  28007. if (this._audioEngine.canUseWebAudio) {
  28008. this._trackGain.gain.value = newVolume;
  28009. }
  28010. };
  28011. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  28012. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  28013. for (var i = 0; i < this.soundCollection.length; i++) {
  28014. this.soundCollection[i].switchPanningModelToHRTF();
  28015. }
  28016. }
  28017. };
  28018. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  28019. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  28020. for (var i = 0; i < this.soundCollection.length; i++) {
  28021. this.soundCollection[i].switchPanningModelToEqualPower();
  28022. }
  28023. }
  28024. };
  28025. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  28026. if (this._connectedAnalyser) {
  28027. this._connectedAnalyser.stopDebugCanvas();
  28028. }
  28029. this._connectedAnalyser = analyser;
  28030. if (this._audioEngine.canUseWebAudio) {
  28031. this._trackGain.disconnect();
  28032. this._connectedAnalyser.connectAudioNodes(this._trackGain, this._audioEngine.masterGain);
  28033. }
  28034. };
  28035. return SoundTrack;
  28036. })();
  28037. BABYLON.SoundTrack = SoundTrack;
  28038. })(BABYLON || (BABYLON = {}));
  28039. //# sourceMappingURL=babylon.soundtrack.js.mapvar BABYLON;
  28040. (function (BABYLON) {
  28041. var DebugLayer = (function () {
  28042. function DebugLayer(scene) {
  28043. var _this = this;
  28044. this._transformationMatrix = BABYLON.Matrix.Identity();
  28045. this._enabled = false;
  28046. this._labelsEnabled = false;
  28047. this._displayStatistics = true;
  28048. this._displayTree = false;
  28049. this._displayLogs = false;
  28050. this._identityMatrix = BABYLON.Matrix.Identity();
  28051. this.axisRatio = 0.02;
  28052. this.accentColor = "orange";
  28053. this._scene = scene;
  28054. this._syncPositions = function () {
  28055. var engine = _this._scene.getEngine();
  28056. var canvasRect = engine.getRenderingCanvasClientRect();
  28057. if (_this._showUI) {
  28058. _this._statsDiv.style.left = (canvasRect.width - 410) + "px";
  28059. _this._statsDiv.style.top = (canvasRect.height - 290) + "px";
  28060. _this._statsDiv.style.width = "400px";
  28061. _this._statsDiv.style.height = "auto";
  28062. _this._statsSubsetDiv.style.maxHeight = "240px";
  28063. _this._optionsDiv.style.left = "0px";
  28064. _this._optionsDiv.style.top = "10px";
  28065. _this._optionsDiv.style.width = "200px";
  28066. _this._optionsDiv.style.height = "auto";
  28067. _this._optionsSubsetDiv.style.maxHeight = (canvasRect.height - 225) + "px";
  28068. _this._logDiv.style.left = "0px";
  28069. _this._logDiv.style.top = (canvasRect.height - 170) + "px";
  28070. _this._logDiv.style.width = "600px";
  28071. _this._logDiv.style.height = "160px";
  28072. _this._treeDiv.style.left = (canvasRect.width - 310) + "px";
  28073. _this._treeDiv.style.top = "10px";
  28074. _this._treeDiv.style.width = "300px";
  28075. _this._treeDiv.style.height = "auto";
  28076. _this._treeSubsetDiv.style.maxHeight = (canvasRect.height - 340) + "px";
  28077. }
  28078. _this._globalDiv.style.left = canvasRect.left + "px";
  28079. _this._globalDiv.style.top = canvasRect.top + "px";
  28080. _this._drawingCanvas.style.left = "0px";
  28081. _this._drawingCanvas.style.top = "0px";
  28082. _this._drawingCanvas.style.width = engine.getRenderWidth() + "px";
  28083. _this._drawingCanvas.style.height = engine.getRenderHeight() + "px";
  28084. var devicePixelRatio = window.devicePixelRatio || 1;
  28085. var context = _this._drawingContext;
  28086. var backingStoreRatio = context.webkitBackingStorePixelRatio || context.mozBackingStorePixelRatio || context.msBackingStorePixelRatio || context.oBackingStorePixelRatio || context.backingStorePixelRatio || 1;
  28087. _this._ratio = devicePixelRatio / backingStoreRatio;
  28088. _this._drawingCanvas.width = engine.getRenderWidth() * _this._ratio;
  28089. _this._drawingCanvas.height = engine.getRenderHeight() * _this._ratio;
  28090. };
  28091. this._onCanvasClick = function (evt) {
  28092. _this._clickPosition = {
  28093. x: evt.clientX * _this._ratio,
  28094. y: evt.clientY * _this._ratio
  28095. };
  28096. };
  28097. this._syncUI = function () {
  28098. if (_this._showUI) {
  28099. if (_this._displayStatistics) {
  28100. _this._displayStats();
  28101. _this._statsDiv.style.display = "";
  28102. }
  28103. else {
  28104. _this._statsDiv.style.display = "none";
  28105. }
  28106. if (_this._displayLogs) {
  28107. _this._logDiv.style.display = "";
  28108. }
  28109. else {
  28110. _this._logDiv.style.display = "none";
  28111. }
  28112. if (_this._displayTree) {
  28113. _this._treeDiv.style.display = "";
  28114. if (_this._needToRefreshMeshesTree) {
  28115. _this._needToRefreshMeshesTree = false;
  28116. _this._refreshMeshesTreeContent();
  28117. }
  28118. }
  28119. else {
  28120. _this._treeDiv.style.display = "none";
  28121. }
  28122. }
  28123. };
  28124. this._syncData = function () {
  28125. if (_this._labelsEnabled || !_this._showUI) {
  28126. _this._camera.getViewMatrix().multiplyToRef(_this._camera.getProjectionMatrix(), _this._transformationMatrix);
  28127. _this._drawingContext.clearRect(0, 0, _this._drawingCanvas.width, _this._drawingCanvas.height);
  28128. var engine = _this._scene.getEngine();
  28129. var viewport = _this._camera.viewport;
  28130. var globalViewport = viewport.toGlobal(engine);
  28131. // Meshes
  28132. var meshes = _this._camera.getActiveMeshes();
  28133. for (var index = 0; index < meshes.length; index++) {
  28134. var mesh = meshes.data[index];
  28135. var position = mesh.getBoundingInfo().boundingSphere.center;
  28136. var projectedPosition = BABYLON.Vector3.Project(position, mesh.getWorldMatrix(), _this._transformationMatrix, globalViewport);
  28137. if (mesh.renderOverlay || _this.shouldDisplayAxis && _this.shouldDisplayAxis(mesh)) {
  28138. _this._renderAxis(projectedPosition, mesh, globalViewport);
  28139. }
  28140. if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(mesh)) {
  28141. _this._renderLabel(mesh.name, projectedPosition, 12, function () {
  28142. mesh.renderOverlay = !mesh.renderOverlay;
  28143. }, function () {
  28144. return mesh.renderOverlay ? 'red' : 'black';
  28145. });
  28146. }
  28147. }
  28148. // Cameras
  28149. var cameras = _this._scene.cameras;
  28150. for (index = 0; index < cameras.length; index++) {
  28151. var camera = cameras[index];
  28152. if (camera === _this._camera) {
  28153. continue;
  28154. }
  28155. projectedPosition = BABYLON.Vector3.Project(BABYLON.Vector3.Zero(), camera.getWorldMatrix(), _this._transformationMatrix, globalViewport);
  28156. if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(camera)) {
  28157. _this._renderLabel(camera.name, projectedPosition, 12, function () {
  28158. _this._camera.detachControl(engine.getRenderingCanvas());
  28159. _this._camera = camera;
  28160. _this._camera.attachControl(engine.getRenderingCanvas());
  28161. }, function () {
  28162. return "purple";
  28163. });
  28164. }
  28165. }
  28166. // Lights
  28167. var lights = _this._scene.lights;
  28168. for (index = 0; index < lights.length; index++) {
  28169. var light = lights[index];
  28170. if (light.position) {
  28171. projectedPosition = BABYLON.Vector3.Project(light.getAbsolutePosition(), _this._identityMatrix, _this._transformationMatrix, globalViewport);
  28172. if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(light)) {
  28173. _this._renderLabel(light.name, projectedPosition, -20, function () {
  28174. light.setEnabled(!light.isEnabled());
  28175. }, function () {
  28176. return light.isEnabled() ? "orange" : "gray";
  28177. });
  28178. }
  28179. }
  28180. }
  28181. }
  28182. _this._clickPosition = undefined;
  28183. };
  28184. }
  28185. DebugLayer.prototype._refreshMeshesTreeContent = function () {
  28186. while (this._treeSubsetDiv.hasChildNodes()) {
  28187. this._treeSubsetDiv.removeChild(this._treeSubsetDiv.lastChild);
  28188. }
  28189. // Add meshes
  28190. var sortedArray = this._scene.meshes.slice(0, this._scene.meshes.length);
  28191. sortedArray.sort(function (a, b) {
  28192. if (a.name === b.name) {
  28193. return 0;
  28194. }
  28195. return (a.name > b.name) ? 1 : -1;
  28196. });
  28197. for (var index = 0; index < sortedArray.length; index++) {
  28198. var mesh = sortedArray[index];
  28199. if (!mesh.isEnabled()) {
  28200. continue;
  28201. }
  28202. this._generateAdvancedCheckBox(this._treeSubsetDiv, mesh.name, mesh.getTotalVertices() + " verts", mesh.isVisible, function (element, m) {
  28203. m.isVisible = element.checked;
  28204. }, mesh);
  28205. }
  28206. };
  28207. DebugLayer.prototype._renderSingleAxis = function (zero, unit, unitText, label, color) {
  28208. this._drawingContext.beginPath();
  28209. this._drawingContext.moveTo(zero.x, zero.y);
  28210. this._drawingContext.lineTo(unit.x, unit.y);
  28211. this._drawingContext.strokeStyle = color;
  28212. this._drawingContext.lineWidth = 4;
  28213. this._drawingContext.stroke();
  28214. this._drawingContext.font = "normal 14px Segoe UI";
  28215. this._drawingContext.fillStyle = color;
  28216. this._drawingContext.fillText(label, unitText.x, unitText.y);
  28217. };
  28218. DebugLayer.prototype._renderAxis = function (projectedPosition, mesh, globalViewport) {
  28219. var position = mesh.getBoundingInfo().boundingSphere.center;
  28220. var worldMatrix = mesh.getWorldMatrix();
  28221. var unprojectedVector = BABYLON.Vector3.UnprojectFromTransform(projectedPosition.add(new BABYLON.Vector3(this._drawingCanvas.width * this.axisRatio, 0, 0)), globalViewport.width, globalViewport.height, worldMatrix, this._transformationMatrix);
  28222. var unit = (unprojectedVector.subtract(position)).length();
  28223. var xAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(unit, 0, 0)), worldMatrix, this._transformationMatrix, globalViewport);
  28224. var xAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(unit * 1.5, 0, 0)), worldMatrix, this._transformationMatrix, globalViewport);
  28225. this._renderSingleAxis(projectedPosition, xAxis, xAxisText, "x", "#FF0000");
  28226. var yAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, unit, 0)), worldMatrix, this._transformationMatrix, globalViewport);
  28227. var yAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, unit * 1.5, 0)), worldMatrix, this._transformationMatrix, globalViewport);
  28228. this._renderSingleAxis(projectedPosition, yAxis, yAxisText, "y", "#00FF00");
  28229. var zAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, 0, unit)), worldMatrix, this._transformationMatrix, globalViewport);
  28230. var zAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, 0, unit * 1.5)), worldMatrix, this._transformationMatrix, globalViewport);
  28231. this._renderSingleAxis(projectedPosition, zAxis, zAxisText, "z", "#0000FF");
  28232. };
  28233. DebugLayer.prototype._renderLabel = function (text, projectedPosition, labelOffset, onClick, getFillStyle) {
  28234. if (projectedPosition.z > 0 && projectedPosition.z < 1.0) {
  28235. this._drawingContext.font = "normal 12px Segoe UI";
  28236. var textMetrics = this._drawingContext.measureText(text);
  28237. var centerX = projectedPosition.x - textMetrics.width / 2;
  28238. var centerY = projectedPosition.y;
  28239. var clientRect = this._drawingCanvas.getBoundingClientRect();
  28240. if (this._showUI && this._isClickInsideRect(clientRect.left * this._ratio + centerX - 5, clientRect.top * this._ratio + centerY - labelOffset - 12, textMetrics.width + 10, 17)) {
  28241. onClick();
  28242. }
  28243. this._drawingContext.beginPath();
  28244. this._drawingContext.rect(centerX - 5, centerY - labelOffset - 12, textMetrics.width + 10, 17);
  28245. this._drawingContext.fillStyle = getFillStyle();
  28246. this._drawingContext.globalAlpha = 0.5;
  28247. this._drawingContext.fill();
  28248. this._drawingContext.globalAlpha = 1.0;
  28249. this._drawingContext.strokeStyle = '#FFFFFF';
  28250. this._drawingContext.lineWidth = 1;
  28251. this._drawingContext.stroke();
  28252. this._drawingContext.fillStyle = "#FFFFFF";
  28253. this._drawingContext.fillText(text, centerX, centerY - labelOffset);
  28254. this._drawingContext.beginPath();
  28255. this._drawingContext.arc(projectedPosition.x, centerY, 5, 0, 2 * Math.PI, false);
  28256. this._drawingContext.fill();
  28257. }
  28258. };
  28259. DebugLayer.prototype._isClickInsideRect = function (x, y, width, height) {
  28260. if (!this._clickPosition) {
  28261. return false;
  28262. }
  28263. if (this._clickPosition.x < x || this._clickPosition.x > x + width) {
  28264. return false;
  28265. }
  28266. if (this._clickPosition.y < y || this._clickPosition.y > y + height) {
  28267. return false;
  28268. }
  28269. return true;
  28270. };
  28271. DebugLayer.prototype.isVisible = function () {
  28272. return this._enabled;
  28273. };
  28274. DebugLayer.prototype.hide = function () {
  28275. if (!this._enabled) {
  28276. return;
  28277. }
  28278. this._enabled = false;
  28279. var engine = this._scene.getEngine();
  28280. this._scene.unregisterBeforeRender(this._syncData);
  28281. this._scene.unregisterAfterRender(this._syncUI);
  28282. document.body.removeChild(this._globalDiv);
  28283. window.removeEventListener("resize", this._syncPositions);
  28284. this._scene.forceShowBoundingBoxes = false;
  28285. this._scene.forceWireframe = false;
  28286. BABYLON.StandardMaterial.DiffuseTextureEnabled = true;
  28287. BABYLON.StandardMaterial.AmbientTextureEnabled = true;
  28288. BABYLON.StandardMaterial.SpecularTextureEnabled = true;
  28289. BABYLON.StandardMaterial.EmissiveTextureEnabled = true;
  28290. BABYLON.StandardMaterial.BumpTextureEnabled = true;
  28291. BABYLON.StandardMaterial.OpacityTextureEnabled = true;
  28292. BABYLON.StandardMaterial.ReflectionTextureEnabled = true;
  28293. this._scene.shadowsEnabled = true;
  28294. this._scene.particlesEnabled = true;
  28295. this._scene.postProcessesEnabled = true;
  28296. this._scene.collisionsEnabled = true;
  28297. this._scene.lightsEnabled = true;
  28298. this._scene.texturesEnabled = true;
  28299. this._scene.lensFlaresEnabled = true;
  28300. this._scene.proceduralTexturesEnabled = true;
  28301. this._scene.renderTargetsEnabled = true;
  28302. engine.getRenderingCanvas().removeEventListener("click", this._onCanvasClick);
  28303. };
  28304. DebugLayer.prototype.show = function (showUI, camera) {
  28305. if (showUI === void 0) { showUI = true; }
  28306. if (camera === void 0) { camera = null; }
  28307. if (this._enabled) {
  28308. return;
  28309. }
  28310. this._enabled = true;
  28311. if (camera) {
  28312. this._camera = camera;
  28313. }
  28314. else {
  28315. this._camera = this._scene.activeCamera;
  28316. }
  28317. this._showUI = showUI;
  28318. var engine = this._scene.getEngine();
  28319. this._globalDiv = document.createElement("div");
  28320. document.body.appendChild(this._globalDiv);
  28321. this._generateDOMelements();
  28322. window.addEventListener("resize", this._syncPositions);
  28323. engine.getRenderingCanvas().addEventListener("click", this._onCanvasClick);
  28324. this._syncPositions();
  28325. this._scene.registerBeforeRender(this._syncData);
  28326. this._scene.registerAfterRender(this._syncUI);
  28327. };
  28328. DebugLayer.prototype._clearLabels = function () {
  28329. this._drawingContext.clearRect(0, 0, this._drawingCanvas.width, this._drawingCanvas.height);
  28330. for (var index = 0; index < this._scene.meshes.length; index++) {
  28331. var mesh = this._scene.meshes[index];
  28332. mesh.renderOverlay = false;
  28333. }
  28334. };
  28335. DebugLayer.prototype._generateheader = function (root, text) {
  28336. var header = document.createElement("div");
  28337. header.innerHTML = text + "&nbsp;";
  28338. header.style.textAlign = "right";
  28339. header.style.width = "100%";
  28340. header.style.color = "white";
  28341. header.style.backgroundColor = "Black";
  28342. header.style.padding = "5px 5px 4px 0px";
  28343. header.style.marginLeft = "-5px";
  28344. header.style.fontWeight = "bold";
  28345. root.appendChild(header);
  28346. };
  28347. DebugLayer.prototype._generateTexBox = function (root, title, color) {
  28348. var label = document.createElement("label");
  28349. label.innerHTML = title;
  28350. label.style.color = color;
  28351. root.appendChild(label);
  28352. root.appendChild(document.createElement("br"));
  28353. };
  28354. DebugLayer.prototype._generateAdvancedCheckBox = function (root, leftTitle, rightTitle, initialState, task, tag) {
  28355. if (tag === void 0) { tag = null; }
  28356. var label = document.createElement("label");
  28357. var boundingBoxesCheckbox = document.createElement("input");
  28358. boundingBoxesCheckbox.type = "checkbox";
  28359. boundingBoxesCheckbox.checked = initialState;
  28360. boundingBoxesCheckbox.addEventListener("change", function (evt) {
  28361. task(evt.target, tag);
  28362. });
  28363. label.appendChild(boundingBoxesCheckbox);
  28364. var container = document.createElement("span");
  28365. var leftPart = document.createElement("span");
  28366. var rightPart = document.createElement("span");
  28367. rightPart.style.cssFloat = "right";
  28368. leftPart.innerHTML = leftTitle;
  28369. rightPart.innerHTML = rightTitle;
  28370. rightPart.style.fontSize = "12px";
  28371. rightPart.style.maxWidth = "200px";
  28372. container.appendChild(leftPart);
  28373. container.appendChild(rightPart);
  28374. label.appendChild(container);
  28375. root.appendChild(label);
  28376. root.appendChild(document.createElement("br"));
  28377. };
  28378. DebugLayer.prototype._generateCheckBox = function (root, title, initialState, task, tag) {
  28379. if (tag === void 0) { tag = null; }
  28380. var label = document.createElement("label");
  28381. var checkBox = document.createElement("input");
  28382. checkBox.type = "checkbox";
  28383. checkBox.checked = initialState;
  28384. checkBox.addEventListener("change", function (evt) {
  28385. task(evt.target, tag);
  28386. });
  28387. label.appendChild(checkBox);
  28388. label.appendChild(document.createTextNode(title));
  28389. root.appendChild(label);
  28390. root.appendChild(document.createElement("br"));
  28391. };
  28392. DebugLayer.prototype._generateButton = function (root, title, task, tag) {
  28393. if (tag === void 0) { tag = null; }
  28394. var button = document.createElement("button");
  28395. button.innerHTML = title;
  28396. button.style.height = "24px";
  28397. button.style.color = "#444444";
  28398. button.style.border = "1px solid white";
  28399. button.className = "debugLayerButton";
  28400. button.addEventListener("click", function (evt) {
  28401. task(evt.target, tag);
  28402. });
  28403. root.appendChild(button);
  28404. root.appendChild(document.createElement("br"));
  28405. };
  28406. DebugLayer.prototype._generateRadio = function (root, title, name, initialState, task, tag) {
  28407. if (tag === void 0) { tag = null; }
  28408. var label = document.createElement("label");
  28409. var boundingBoxesRadio = document.createElement("input");
  28410. boundingBoxesRadio.type = "radio";
  28411. boundingBoxesRadio.name = name;
  28412. boundingBoxesRadio.checked = initialState;
  28413. boundingBoxesRadio.addEventListener("change", function (evt) {
  28414. task(evt.target, tag);
  28415. });
  28416. label.appendChild(boundingBoxesRadio);
  28417. label.appendChild(document.createTextNode(title));
  28418. root.appendChild(label);
  28419. root.appendChild(document.createElement("br"));
  28420. };
  28421. DebugLayer.prototype._generateDOMelements = function () {
  28422. var _this = this;
  28423. this._globalDiv.id = "DebugLayer";
  28424. this._globalDiv.style.position = "absolute";
  28425. this._globalDiv.style.fontFamily = "Segoe UI, Arial";
  28426. this._globalDiv.style.fontSize = "14px";
  28427. this._globalDiv.style.color = "white";
  28428. // Drawing canvas
  28429. this._drawingCanvas = document.createElement("canvas");
  28430. this._drawingCanvas.id = "DebugLayerDrawingCanvas";
  28431. this._drawingCanvas.style.position = "absolute";
  28432. this._drawingCanvas.style.pointerEvents = "none";
  28433. this._drawingContext = this._drawingCanvas.getContext("2d");
  28434. this._globalDiv.appendChild(this._drawingCanvas);
  28435. if (this._showUI) {
  28436. var background = "rgba(128, 128, 128, 0.4)";
  28437. var border = "rgb(180, 180, 180) solid 1px";
  28438. // Stats
  28439. this._statsDiv = document.createElement("div");
  28440. this._statsDiv.id = "DebugLayerStats";
  28441. this._statsDiv.style.border = border;
  28442. this._statsDiv.style.position = "absolute";
  28443. this._statsDiv.style.background = background;
  28444. this._statsDiv.style.padding = "0px 0px 0px 5px";
  28445. this._generateheader(this._statsDiv, "STATISTICS");
  28446. this._statsSubsetDiv = document.createElement("div");
  28447. this._statsSubsetDiv.style.paddingTop = "5px";
  28448. this._statsSubsetDiv.style.paddingBottom = "5px";
  28449. this._statsSubsetDiv.style.overflowY = "auto";
  28450. this._statsDiv.appendChild(this._statsSubsetDiv);
  28451. // Tree
  28452. this._treeDiv = document.createElement("div");
  28453. this._treeDiv.id = "DebugLayerTree";
  28454. this._treeDiv.style.border = border;
  28455. this._treeDiv.style.position = "absolute";
  28456. this._treeDiv.style.background = background;
  28457. this._treeDiv.style.padding = "0px 0px 0px 5px";
  28458. this._treeDiv.style.display = "none";
  28459. this._generateheader(this._treeDiv, "MESHES TREE");
  28460. this._treeSubsetDiv = document.createElement("div");
  28461. this._treeSubsetDiv.style.paddingTop = "5px";
  28462. this._treeSubsetDiv.style.paddingRight = "5px";
  28463. this._treeSubsetDiv.style.overflowY = "auto";
  28464. this._treeSubsetDiv.style.maxHeight = "300px";
  28465. this._treeDiv.appendChild(this._treeSubsetDiv);
  28466. this._needToRefreshMeshesTree = true;
  28467. // Logs
  28468. this._logDiv = document.createElement("div");
  28469. this._logDiv.style.border = border;
  28470. this._logDiv.id = "DebugLayerLogs";
  28471. this._logDiv.style.position = "absolute";
  28472. this._logDiv.style.background = background;
  28473. this._logDiv.style.padding = "0px 0px 0px 5px";
  28474. this._logDiv.style.display = "none";
  28475. this._generateheader(this._logDiv, "LOGS");
  28476. this._logSubsetDiv = document.createElement("div");
  28477. this._logSubsetDiv.style.height = "127px";
  28478. this._logSubsetDiv.style.paddingTop = "5px";
  28479. this._logSubsetDiv.style.overflowY = "auto";
  28480. this._logSubsetDiv.style.fontSize = "12px";
  28481. this._logSubsetDiv.style.fontFamily = "consolas";
  28482. this._logSubsetDiv.innerHTML = BABYLON.Tools.LogCache;
  28483. this._logDiv.appendChild(this._logSubsetDiv);
  28484. BABYLON.Tools.OnNewCacheEntry = function (entry) {
  28485. _this._logSubsetDiv.innerHTML = entry + _this._logSubsetDiv.innerHTML;
  28486. };
  28487. // Options
  28488. this._optionsDiv = document.createElement("div");
  28489. this._optionsDiv.id = "DebugLayerOptions";
  28490. this._optionsDiv.style.border = border;
  28491. this._optionsDiv.style.position = "absolute";
  28492. this._optionsDiv.style.background = background;
  28493. this._optionsDiv.style.padding = "0px 0px 0px 5px";
  28494. this._optionsDiv.style.overflowY = "auto";
  28495. this._generateheader(this._optionsDiv, "OPTIONS");
  28496. this._optionsSubsetDiv = document.createElement("div");
  28497. this._optionsSubsetDiv.style.paddingTop = "5px";
  28498. this._optionsSubsetDiv.style.paddingBottom = "5px";
  28499. this._optionsSubsetDiv.style.overflowY = "auto";
  28500. this._optionsSubsetDiv.style.maxHeight = "200px";
  28501. this._optionsDiv.appendChild(this._optionsSubsetDiv);
  28502. this._generateTexBox(this._optionsSubsetDiv, "<b>Windows:</b>", this.accentColor);
  28503. this._generateCheckBox(this._optionsSubsetDiv, "Statistics", this._displayStatistics, function (element) {
  28504. _this._displayStatistics = element.checked;
  28505. });
  28506. this._generateCheckBox(this._optionsSubsetDiv, "Logs", this._displayLogs, function (element) {
  28507. _this._displayLogs = element.checked;
  28508. });
  28509. this._generateCheckBox(this._optionsSubsetDiv, "Meshes tree", this._displayTree, function (element) {
  28510. _this._displayTree = element.checked;
  28511. _this._needToRefreshMeshesTree = true;
  28512. });
  28513. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  28514. this._generateTexBox(this._optionsSubsetDiv, "<b>General:</b>", this.accentColor);
  28515. this._generateCheckBox(this._optionsSubsetDiv, "Bounding boxes", this._scene.forceShowBoundingBoxes, function (element) {
  28516. _this._scene.forceShowBoundingBoxes = element.checked;
  28517. });
  28518. this._generateCheckBox(this._optionsSubsetDiv, "Clickable labels", this._labelsEnabled, function (element) {
  28519. _this._labelsEnabled = element.checked;
  28520. if (!_this._labelsEnabled) {
  28521. _this._clearLabels();
  28522. }
  28523. });
  28524. this._generateCheckBox(this._optionsSubsetDiv, "Generate user marks (F12)", BABYLON.Tools.PerformanceLogLevel === BABYLON.Tools.PerformanceUserMarkLogLevel, function (element) {
  28525. if (element.checked) {
  28526. BABYLON.Tools.PerformanceLogLevel = BABYLON.Tools.PerformanceUserMarkLogLevel;
  28527. }
  28528. else {
  28529. BABYLON.Tools.PerformanceLogLevel = BABYLON.Tools.PerformanceNoneLogLevel;
  28530. }
  28531. });
  28532. ;
  28533. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  28534. this._generateTexBox(this._optionsSubsetDiv, "<b>Rendering mode:</b>", this.accentColor);
  28535. this._generateRadio(this._optionsSubsetDiv, "Solid", "renderMode", !this._scene.forceWireframe && !this._scene.forcePointsCloud, function (element) {
  28536. if (element.checked) {
  28537. _this._scene.forceWireframe = false;
  28538. _this._scene.forcePointsCloud = false;
  28539. }
  28540. });
  28541. this._generateRadio(this._optionsSubsetDiv, "Wireframe", "renderMode", this._scene.forceWireframe, function (element) {
  28542. if (element.checked) {
  28543. _this._scene.forceWireframe = true;
  28544. _this._scene.forcePointsCloud = false;
  28545. }
  28546. });
  28547. this._generateRadio(this._optionsSubsetDiv, "Point", "renderMode", this._scene.forcePointsCloud, function (element) {
  28548. if (element.checked) {
  28549. _this._scene.forceWireframe = false;
  28550. _this._scene.forcePointsCloud = true;
  28551. }
  28552. });
  28553. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  28554. this._generateTexBox(this._optionsSubsetDiv, "<b>Texture channels:</b>", this.accentColor);
  28555. this._generateCheckBox(this._optionsSubsetDiv, "Diffuse", BABYLON.StandardMaterial.DiffuseTextureEnabled, function (element) {
  28556. BABYLON.StandardMaterial.DiffuseTextureEnabled = element.checked;
  28557. });
  28558. this._generateCheckBox(this._optionsSubsetDiv, "Ambient", BABYLON.StandardMaterial.AmbientTextureEnabled, function (element) {
  28559. BABYLON.StandardMaterial.AmbientTextureEnabled = element.checked;
  28560. });
  28561. this._generateCheckBox(this._optionsSubsetDiv, "Specular", BABYLON.StandardMaterial.SpecularTextureEnabled, function (element) {
  28562. BABYLON.StandardMaterial.SpecularTextureEnabled = element.checked;
  28563. });
  28564. this._generateCheckBox(this._optionsSubsetDiv, "Emissive", BABYLON.StandardMaterial.EmissiveTextureEnabled, function (element) {
  28565. BABYLON.StandardMaterial.EmissiveTextureEnabled = element.checked;
  28566. });
  28567. this._generateCheckBox(this._optionsSubsetDiv, "Bump", BABYLON.StandardMaterial.BumpTextureEnabled, function (element) {
  28568. BABYLON.StandardMaterial.BumpTextureEnabled = element.checked;
  28569. });
  28570. this._generateCheckBox(this._optionsSubsetDiv, "Opacity", BABYLON.StandardMaterial.OpacityTextureEnabled, function (element) {
  28571. BABYLON.StandardMaterial.OpacityTextureEnabled = element.checked;
  28572. });
  28573. this._generateCheckBox(this._optionsSubsetDiv, "Reflection", BABYLON.StandardMaterial.ReflectionTextureEnabled, function (element) {
  28574. BABYLON.StandardMaterial.ReflectionTextureEnabled = element.checked;
  28575. });
  28576. this._generateCheckBox(this._optionsSubsetDiv, "Fresnel", BABYLON.StandardMaterial.FresnelEnabled, function (element) {
  28577. BABYLON.StandardMaterial.FresnelEnabled = element.checked;
  28578. });
  28579. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  28580. this._generateTexBox(this._optionsSubsetDiv, "<b>Options:</b>", this.accentColor);
  28581. this._generateCheckBox(this._optionsSubsetDiv, "Animations", this._scene.animationsEnabled, function (element) {
  28582. _this._scene.animationsEnabled = element.checked;
  28583. });
  28584. this._generateCheckBox(this._optionsSubsetDiv, "Collisions", this._scene.collisionsEnabled, function (element) {
  28585. _this._scene.collisionsEnabled = element.checked;
  28586. });
  28587. this._generateCheckBox(this._optionsSubsetDiv, "Fog", this._scene.fogEnabled, function (element) {
  28588. _this._scene.fogEnabled = element.checked;
  28589. });
  28590. this._generateCheckBox(this._optionsSubsetDiv, "Lens flares", this._scene.lensFlaresEnabled, function (element) {
  28591. _this._scene.lensFlaresEnabled = element.checked;
  28592. });
  28593. this._generateCheckBox(this._optionsSubsetDiv, "Lights", this._scene.lightsEnabled, function (element) {
  28594. _this._scene.lightsEnabled = element.checked;
  28595. });
  28596. this._generateCheckBox(this._optionsSubsetDiv, "Particles", this._scene.particlesEnabled, function (element) {
  28597. _this._scene.particlesEnabled = element.checked;
  28598. });
  28599. this._generateCheckBox(this._optionsSubsetDiv, "Post-processes", this._scene.postProcessesEnabled, function (element) {
  28600. _this._scene.postProcessesEnabled = element.checked;
  28601. });
  28602. this._generateCheckBox(this._optionsSubsetDiv, "Procedural textures", this._scene.proceduralTexturesEnabled, function (element) {
  28603. _this._scene.proceduralTexturesEnabled = element.checked;
  28604. });
  28605. this._generateCheckBox(this._optionsSubsetDiv, "Render targets", this._scene.renderTargetsEnabled, function (element) {
  28606. _this._scene.renderTargetsEnabled = element.checked;
  28607. });
  28608. this._generateCheckBox(this._optionsSubsetDiv, "Shadows", this._scene.shadowsEnabled, function (element) {
  28609. _this._scene.shadowsEnabled = element.checked;
  28610. });
  28611. this._generateCheckBox(this._optionsSubsetDiv, "Skeletons", this._scene.skeletonsEnabled, function (element) {
  28612. _this._scene.skeletonsEnabled = element.checked;
  28613. });
  28614. this._generateCheckBox(this._optionsSubsetDiv, "Sprites", this._scene.spritesEnabled, function (element) {
  28615. _this._scene.spritesEnabled = element.checked;
  28616. });
  28617. this._generateCheckBox(this._optionsSubsetDiv, "Textures", this._scene.texturesEnabled, function (element) {
  28618. _this._scene.texturesEnabled = element.checked;
  28619. });
  28620. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  28621. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  28622. this._generateTexBox(this._optionsSubsetDiv, "<b>Audio:</b>", this.accentColor);
  28623. this._generateRadio(this._optionsSubsetDiv, "Headphones", "panningModel", this._scene.headphone, function (element) {
  28624. if (element.checked) {
  28625. _this._scene.headphone = true;
  28626. }
  28627. });
  28628. this._generateRadio(this._optionsSubsetDiv, "Normal Speakers", "panningModel", !this._scene.headphone, function (element) {
  28629. if (element.checked) {
  28630. _this._scene.headphone = false;
  28631. }
  28632. });
  28633. this._generateCheckBox(this._optionsSubsetDiv, "Disable audio", !this._scene.audioEnabled, function (element) {
  28634. _this._scene.audioEnabled = !element.checked;
  28635. });
  28636. }
  28637. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  28638. this._generateTexBox(this._optionsSubsetDiv, "<b>Tools:</b>", this.accentColor);
  28639. this._generateButton(this._optionsSubsetDiv, "Dump rendertargets", function (element) {
  28640. _this._scene.dumpNextRenderTargets = true;
  28641. });
  28642. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  28643. this._globalDiv.appendChild(this._statsDiv);
  28644. this._globalDiv.appendChild(this._logDiv);
  28645. this._globalDiv.appendChild(this._optionsDiv);
  28646. this._globalDiv.appendChild(this._treeDiv);
  28647. }
  28648. };
  28649. DebugLayer.prototype._displayStats = function () {
  28650. var scene = this._scene;
  28651. var engine = scene.getEngine();
  28652. var glInfo = engine.getGlInfo();
  28653. 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 indices: " + scene.getActiveIndices() + "<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>";
  28654. if (this.customStatsFunction) {
  28655. this._statsSubsetDiv.innerHTML += this._statsSubsetDiv.innerHTML;
  28656. }
  28657. };
  28658. return DebugLayer;
  28659. })();
  28660. BABYLON.DebugLayer = DebugLayer;
  28661. })(BABYLON || (BABYLON = {}));
  28662. //# sourceMappingURL=babylon.debugLayer.js.map
  28663. var BABYLON;
  28664. (function (BABYLON) {
  28665. var RawTexture = (function (_super) {
  28666. __extends(RawTexture, _super);
  28667. function RawTexture(data, width, height, format, scene, generateMipMaps, invertY, samplingMode) {
  28668. if (generateMipMaps === void 0) { generateMipMaps = true; }
  28669. if (invertY === void 0) { invertY = false; }
  28670. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  28671. _super.call(this, null, scene, !generateMipMaps, invertY);
  28672. this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode);
  28673. this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  28674. this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  28675. }
  28676. // Statics
  28677. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  28678. if (generateMipMaps === void 0) { generateMipMaps = true; }
  28679. if (invertY === void 0) { invertY = false; }
  28680. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  28681. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  28682. };
  28683. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  28684. if (generateMipMaps === void 0) { generateMipMaps = true; }
  28685. if (invertY === void 0) { invertY = false; }
  28686. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  28687. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  28688. };
  28689. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  28690. if (generateMipMaps === void 0) { generateMipMaps = true; }
  28691. if (invertY === void 0) { invertY = false; }
  28692. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  28693. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  28694. };
  28695. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  28696. if (generateMipMaps === void 0) { generateMipMaps = true; }
  28697. if (invertY === void 0) { invertY = false; }
  28698. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  28699. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode);
  28700. };
  28701. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  28702. if (generateMipMaps === void 0) { generateMipMaps = true; }
  28703. if (invertY === void 0) { invertY = false; }
  28704. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  28705. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode);
  28706. };
  28707. return RawTexture;
  28708. })(BABYLON.Texture);
  28709. BABYLON.RawTexture = RawTexture;
  28710. })(BABYLON || (BABYLON = {}));
  28711. //# sourceMappingURL=babylon.rawTexture.js.map
  28712. var BABYLON;
  28713. (function (BABYLON) {
  28714. var IndexedVector2 = (function (_super) {
  28715. __extends(IndexedVector2, _super);
  28716. function IndexedVector2(original, index) {
  28717. _super.call(this, original.x, original.y);
  28718. this.index = index;
  28719. }
  28720. return IndexedVector2;
  28721. })(BABYLON.Vector2);
  28722. var PolygonPoints = (function () {
  28723. function PolygonPoints() {
  28724. this.elements = new Array();
  28725. }
  28726. PolygonPoints.prototype.add = function (originalPoints) {
  28727. var _this = this;
  28728. var result = new Array();
  28729. originalPoints.forEach(function (point) {
  28730. if (result.length === 0 || !(BABYLON.Tools.WithinEpsilon(point.x, result[0].x, 0.00001) && BABYLON.Tools.WithinEpsilon(point.y, result[0].y, 0.00001))) {
  28731. var newPoint = new IndexedVector2(point, _this.elements.length);
  28732. result.push(newPoint);
  28733. _this.elements.push(newPoint);
  28734. }
  28735. });
  28736. return result;
  28737. };
  28738. PolygonPoints.prototype.computeBounds = function () {
  28739. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  28740. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  28741. this.elements.forEach(function (point) {
  28742. // x
  28743. if (point.x < lmin.x) {
  28744. lmin.x = point.x;
  28745. }
  28746. else if (point.x > lmax.x) {
  28747. lmax.x = point.x;
  28748. }
  28749. // y
  28750. if (point.y < lmin.y) {
  28751. lmin.y = point.y;
  28752. }
  28753. else if (point.y > lmax.y) {
  28754. lmax.y = point.y;
  28755. }
  28756. });
  28757. return {
  28758. min: lmin,
  28759. max: lmax,
  28760. width: lmax.x - lmin.x,
  28761. height: lmax.y - lmin.y
  28762. };
  28763. };
  28764. return PolygonPoints;
  28765. })();
  28766. var Polygon = (function () {
  28767. function Polygon() {
  28768. }
  28769. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  28770. return [
  28771. new BABYLON.Vector2(xmin, ymin),
  28772. new BABYLON.Vector2(xmax, ymin),
  28773. new BABYLON.Vector2(xmax, ymax),
  28774. new BABYLON.Vector2(xmin, ymax)
  28775. ];
  28776. };
  28777. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  28778. if (cx === void 0) { cx = 0; }
  28779. if (cy === void 0) { cy = 0; }
  28780. if (numberOfSides === void 0) { numberOfSides = 32; }
  28781. var result = new Array();
  28782. var angle = 0;
  28783. var increment = (Math.PI * 2) / numberOfSides;
  28784. for (var i = 0; i < numberOfSides; i++) {
  28785. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  28786. angle -= increment;
  28787. }
  28788. return result;
  28789. };
  28790. Polygon.Parse = function (input) {
  28791. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  28792. var i, result = [];
  28793. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  28794. result.push(new poly2tri.Point(floats[i], floats[i + 1]));
  28795. }
  28796. return result;
  28797. };
  28798. Polygon.StartingAt = function (x, y) {
  28799. return BABYLON.Path2.StartingAt(x, y);
  28800. };
  28801. return Polygon;
  28802. })();
  28803. BABYLON.Polygon = Polygon;
  28804. var PolygonMeshBuilder = (function () {
  28805. function PolygonMeshBuilder(name, contours, scene) {
  28806. this._points = new PolygonPoints();
  28807. if (!("poly2tri" in window)) {
  28808. throw "PolygonMeshBuilder cannot be used because poly2tri is not referenced";
  28809. }
  28810. this._name = name;
  28811. this._scene = scene;
  28812. var points;
  28813. if (contours instanceof BABYLON.Path2) {
  28814. points = contours.getPoints();
  28815. }
  28816. else {
  28817. points = contours;
  28818. }
  28819. this._swctx = new poly2tri.SweepContext(this._points.add(points));
  28820. }
  28821. PolygonMeshBuilder.prototype.addHole = function (hole) {
  28822. this._swctx.addHole(this._points.add(hole));
  28823. return this;
  28824. };
  28825. PolygonMeshBuilder.prototype.build = function (updatable) {
  28826. if (updatable === void 0) { updatable = false; }
  28827. var result = new BABYLON.Mesh(this._name, this._scene);
  28828. var normals = [];
  28829. var positions = [];
  28830. var uvs = [];
  28831. var bounds = this._points.computeBounds();
  28832. this._points.elements.forEach(function (p) {
  28833. normals.push(0, 1.0, 0);
  28834. positions.push(p.x, 0, p.y);
  28835. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  28836. });
  28837. var indices = [];
  28838. this._swctx.triangulate();
  28839. this._swctx.getTriangles().forEach(function (triangle) {
  28840. triangle.getPoints().forEach(function (point) {
  28841. indices.push(point.index);
  28842. });
  28843. });
  28844. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  28845. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  28846. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  28847. result.setIndices(indices);
  28848. return result;
  28849. };
  28850. return PolygonMeshBuilder;
  28851. })();
  28852. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  28853. })(BABYLON || (BABYLON = {}));
  28854. //# sourceMappingURL=babylon.polygonMesh.js.mapvar BABYLON;
  28855. (function (BABYLON) {
  28856. var SimplificationSettings = (function () {
  28857. function SimplificationSettings(quality, distance, optimizeMesh) {
  28858. this.quality = quality;
  28859. this.distance = distance;
  28860. this.optimizeMesh = optimizeMesh;
  28861. }
  28862. return SimplificationSettings;
  28863. })();
  28864. BABYLON.SimplificationSettings = SimplificationSettings;
  28865. var SimplificationQueue = (function () {
  28866. function SimplificationQueue() {
  28867. this.running = false;
  28868. this._simplificationArray = [];
  28869. }
  28870. SimplificationQueue.prototype.addTask = function (task) {
  28871. this._simplificationArray.push(task);
  28872. };
  28873. SimplificationQueue.prototype.executeNext = function () {
  28874. var task = this._simplificationArray.pop();
  28875. if (task) {
  28876. this.running = true;
  28877. this.runSimplification(task);
  28878. }
  28879. else {
  28880. this.running = false;
  28881. }
  28882. };
  28883. SimplificationQueue.prototype.runSimplification = function (task) {
  28884. var _this = this;
  28885. if (task.parallelProcessing) {
  28886. //parallel simplifier
  28887. task.settings.forEach(function (setting) {
  28888. var simplifier = _this.getSimplifier(task);
  28889. simplifier.simplify(setting, function (newMesh) {
  28890. task.mesh.addLODLevel(setting.distance, newMesh);
  28891. newMesh.isVisible = true;
  28892. //check if it is the last
  28893. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  28894. //all done, run the success callback.
  28895. task.successCallback();
  28896. }
  28897. _this.executeNext();
  28898. });
  28899. });
  28900. }
  28901. else {
  28902. //single simplifier.
  28903. var simplifier = this.getSimplifier(task);
  28904. var runDecimation = function (setting, callback) {
  28905. simplifier.simplify(setting, function (newMesh) {
  28906. task.mesh.addLODLevel(setting.distance, newMesh);
  28907. newMesh.isVisible = true;
  28908. //run the next quality level
  28909. callback();
  28910. });
  28911. };
  28912. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  28913. runDecimation(task.settings[loop.index], function () {
  28914. loop.executeNext();
  28915. });
  28916. }, function () {
  28917. //execution ended, run the success callback.
  28918. if (task.successCallback) {
  28919. task.successCallback();
  28920. }
  28921. _this.executeNext();
  28922. });
  28923. }
  28924. };
  28925. SimplificationQueue.prototype.getSimplifier = function (task) {
  28926. switch (task.simplificationType) {
  28927. case 0 /* QUADRATIC */:
  28928. default:
  28929. return new QuadraticErrorSimplification(task.mesh);
  28930. }
  28931. };
  28932. return SimplificationQueue;
  28933. })();
  28934. BABYLON.SimplificationQueue = SimplificationQueue;
  28935. /**
  28936. * The implemented types of simplification.
  28937. * At the moment only Quadratic Error Decimation is implemented.
  28938. */
  28939. (function (SimplificationType) {
  28940. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  28941. })(BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  28942. var SimplificationType = BABYLON.SimplificationType;
  28943. var DecimationTriangle = (function () {
  28944. function DecimationTriangle(vertices) {
  28945. this.vertices = vertices;
  28946. this.error = new Array(4);
  28947. this.deleted = false;
  28948. this.isDirty = false;
  28949. this.deletePending = false;
  28950. this.borderFactor = 0;
  28951. }
  28952. return DecimationTriangle;
  28953. })();
  28954. BABYLON.DecimationTriangle = DecimationTriangle;
  28955. var DecimationVertex = (function () {
  28956. function DecimationVertex(position, id) {
  28957. this.position = position;
  28958. this.id = id;
  28959. this.isBorder = true;
  28960. this.q = new QuadraticMatrix();
  28961. this.triangleCount = 0;
  28962. this.triangleStart = 0;
  28963. this.originalOffsets = [];
  28964. }
  28965. DecimationVertex.prototype.updatePosition = function (newPosition) {
  28966. this.position.copyFrom(newPosition);
  28967. };
  28968. return DecimationVertex;
  28969. })();
  28970. BABYLON.DecimationVertex = DecimationVertex;
  28971. var QuadraticMatrix = (function () {
  28972. function QuadraticMatrix(data) {
  28973. this.data = new Array(10);
  28974. for (var i = 0; i < 10; ++i) {
  28975. if (data && data[i]) {
  28976. this.data[i] = data[i];
  28977. }
  28978. else {
  28979. this.data[i] = 0;
  28980. }
  28981. }
  28982. }
  28983. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  28984. 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];
  28985. return det;
  28986. };
  28987. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  28988. for (var i = 0; i < 10; ++i) {
  28989. this.data[i] += matrix.data[i];
  28990. }
  28991. };
  28992. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  28993. for (var i = 0; i < 10; ++i) {
  28994. this.data[i] += data[i];
  28995. }
  28996. };
  28997. QuadraticMatrix.prototype.add = function (matrix) {
  28998. var m = new QuadraticMatrix();
  28999. for (var i = 0; i < 10; ++i) {
  29000. m.data[i] = this.data[i] + matrix.data[i];
  29001. }
  29002. return m;
  29003. };
  29004. QuadraticMatrix.FromData = function (a, b, c, d) {
  29005. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  29006. };
  29007. //returning an array to avoid garbage collection
  29008. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  29009. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  29010. };
  29011. return QuadraticMatrix;
  29012. })();
  29013. BABYLON.QuadraticMatrix = QuadraticMatrix;
  29014. var Reference = (function () {
  29015. function Reference(vertexId, triangleId) {
  29016. this.vertexId = vertexId;
  29017. this.triangleId = triangleId;
  29018. }
  29019. return Reference;
  29020. })();
  29021. BABYLON.Reference = Reference;
  29022. /**
  29023. * An implementation of the Quadratic Error simplification algorithm.
  29024. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  29025. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  29026. * @author RaananW
  29027. */
  29028. var QuadraticErrorSimplification = (function () {
  29029. function QuadraticErrorSimplification(_mesh) {
  29030. this._mesh = _mesh;
  29031. this.initialized = false;
  29032. this.syncIterations = 5000;
  29033. this.aggressiveness = 7;
  29034. this.decimationIterations = 100;
  29035. this.boundingBoxEpsilon = BABYLON.Engine.Epsilon;
  29036. }
  29037. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  29038. var _this = this;
  29039. this.initDecimatedMesh();
  29040. //iterating through the submeshes array, one after the other.
  29041. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  29042. _this.initWithMesh(loop.index, function () {
  29043. _this.runDecimation(settings, loop.index, function () {
  29044. loop.executeNext();
  29045. });
  29046. }, settings.optimizeMesh);
  29047. }, function () {
  29048. setTimeout(function () {
  29049. successCallback(_this._reconstructedMesh);
  29050. }, 0);
  29051. });
  29052. };
  29053. QuadraticErrorSimplification.prototype.isTriangleOnBoundingBox = function (triangle) {
  29054. var _this = this;
  29055. var gCount = 0;
  29056. triangle.vertices.forEach(function (vertex) {
  29057. var count = 0;
  29058. var vPos = vertex.position;
  29059. var bbox = _this._mesh.getBoundingInfo().boundingBox;
  29060. if (bbox.maximum.x - vPos.x < _this.boundingBoxEpsilon || vPos.x - bbox.minimum.x > _this.boundingBoxEpsilon)
  29061. ++count;
  29062. if (bbox.maximum.y == vPos.y || vPos.y == bbox.minimum.y)
  29063. ++count;
  29064. if (bbox.maximum.z == vPos.z || vPos.z == bbox.minimum.z)
  29065. ++count;
  29066. if (count > 1) {
  29067. ++gCount;
  29068. }
  29069. ;
  29070. });
  29071. if (gCount > 1) {
  29072. console.log(triangle, gCount);
  29073. }
  29074. return gCount > 1;
  29075. };
  29076. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  29077. var _this = this;
  29078. var targetCount = ~~(this.triangles.length * settings.quality);
  29079. var deletedTriangles = 0;
  29080. var triangleCount = this.triangles.length;
  29081. var iterationFunction = function (iteration, callback) {
  29082. setTimeout(function () {
  29083. if (iteration % 5 === 0) {
  29084. _this.updateMesh(iteration === 0);
  29085. }
  29086. for (var i = 0; i < _this.triangles.length; ++i) {
  29087. _this.triangles[i].isDirty = false;
  29088. }
  29089. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  29090. var trianglesIterator = function (i) {
  29091. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  29092. var t = _this.triangles[tIdx];
  29093. if (!t)
  29094. return;
  29095. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  29096. return;
  29097. }
  29098. for (var j = 0; j < 3; ++j) {
  29099. if (t.error[j] < threshold) {
  29100. var deleted0 = [];
  29101. var deleted1 = [];
  29102. var v0 = t.vertices[j];
  29103. var v1 = t.vertices[(j + 1) % 3];
  29104. if (v0.isBorder !== v1.isBorder)
  29105. continue;
  29106. var p = BABYLON.Vector3.Zero();
  29107. var n = BABYLON.Vector3.Zero();
  29108. var uv = BABYLON.Vector2.Zero();
  29109. var color = new BABYLON.Color4(0, 0, 0, 1);
  29110. _this.calculateError(v0, v1, p, n, uv, color);
  29111. var delTr = [];
  29112. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr))
  29113. continue;
  29114. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr))
  29115. continue;
  29116. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0)
  29117. continue;
  29118. var uniqueArray = [];
  29119. delTr.forEach(function (deletedT) {
  29120. if (uniqueArray.indexOf(deletedT) === -1) {
  29121. deletedT.deletePending = true;
  29122. uniqueArray.push(deletedT);
  29123. }
  29124. });
  29125. if (uniqueArray.length % 2 != 0) {
  29126. continue;
  29127. }
  29128. v0.q = v1.q.add(v0.q);
  29129. v0.updatePosition(p);
  29130. var tStart = _this.references.length;
  29131. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  29132. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  29133. var tCount = _this.references.length - tStart;
  29134. if (tCount <= v0.triangleCount) {
  29135. if (tCount) {
  29136. for (var c = 0; c < tCount; c++) {
  29137. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  29138. }
  29139. }
  29140. }
  29141. else {
  29142. v0.triangleStart = tStart;
  29143. }
  29144. v0.triangleCount = tCount;
  29145. break;
  29146. }
  29147. }
  29148. };
  29149. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () {
  29150. return (triangleCount - deletedTriangles <= targetCount);
  29151. });
  29152. }, 0);
  29153. };
  29154. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  29155. if (triangleCount - deletedTriangles <= targetCount)
  29156. loop.breakLoop();
  29157. else {
  29158. iterationFunction(loop.index, function () {
  29159. loop.executeNext();
  29160. });
  29161. }
  29162. }, function () {
  29163. setTimeout(function () {
  29164. //reconstruct this part of the mesh
  29165. _this.reconstructMesh(submeshIndex);
  29166. successCallback();
  29167. }, 0);
  29168. });
  29169. };
  29170. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  29171. var _this = this;
  29172. this.vertices = [];
  29173. this.triangles = [];
  29174. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  29175. var indices = this._mesh.getIndices();
  29176. var submesh = this._mesh.subMeshes[submeshIndex];
  29177. var findInVertices = function (positionToSearch) {
  29178. if (optimizeMesh) {
  29179. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  29180. if (_this.vertices[ii].position.equals(positionToSearch)) {
  29181. return _this.vertices[ii];
  29182. }
  29183. }
  29184. }
  29185. return null;
  29186. };
  29187. var vertexReferences = [];
  29188. var vertexInit = function (i) {
  29189. var offset = i + submesh.verticesStart;
  29190. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  29191. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  29192. vertex.originalOffsets.push(offset);
  29193. if (vertex.id == _this.vertices.length) {
  29194. _this.vertices.push(vertex);
  29195. }
  29196. vertexReferences.push(vertex.id);
  29197. };
  29198. //var totalVertices = mesh.getTotalVertices();
  29199. var totalVertices = submesh.verticesCount;
  29200. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  29201. var indicesInit = function (i) {
  29202. var offset = (submesh.indexStart / 3) + i;
  29203. var pos = (offset * 3);
  29204. var i0 = indices[pos + 0];
  29205. var i1 = indices[pos + 1];
  29206. var i2 = indices[pos + 2];
  29207. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  29208. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  29209. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  29210. var triangle = new DecimationTriangle([v0, v1, v2]);
  29211. triangle.originalOffset = pos;
  29212. _this.triangles.push(triangle);
  29213. };
  29214. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  29215. _this.init(callback);
  29216. });
  29217. });
  29218. };
  29219. QuadraticErrorSimplification.prototype.init = function (callback) {
  29220. var _this = this;
  29221. var triangleInit1 = function (i) {
  29222. var t = _this.triangles[i];
  29223. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  29224. for (var j = 0; j < 3; j++) {
  29225. 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))));
  29226. }
  29227. };
  29228. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  29229. var triangleInit2 = function (i) {
  29230. var t = _this.triangles[i];
  29231. for (var j = 0; j < 3; ++j) {
  29232. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  29233. }
  29234. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  29235. };
  29236. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  29237. _this.initialized = true;
  29238. callback();
  29239. });
  29240. });
  29241. };
  29242. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  29243. var newTriangles = [];
  29244. var i;
  29245. for (i = 0; i < this.vertices.length; ++i) {
  29246. this.vertices[i].triangleCount = 0;
  29247. }
  29248. var t;
  29249. var j;
  29250. for (i = 0; i < this.triangles.length; ++i) {
  29251. if (!this.triangles[i].deleted) {
  29252. t = this.triangles[i];
  29253. for (j = 0; j < 3; ++j) {
  29254. t.vertices[j].triangleCount = 1;
  29255. }
  29256. newTriangles.push(t);
  29257. }
  29258. }
  29259. var newPositionData = this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || [];
  29260. var newNormalData = this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || [];
  29261. var newUVsData = this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || [];
  29262. var newColorsData = this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || [];
  29263. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  29264. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  29265. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  29266. var vertexCount = 0;
  29267. for (i = 0; i < this.vertices.length; ++i) {
  29268. var vertex = this.vertices[i];
  29269. vertex.id = vertexCount;
  29270. if (vertex.triangleCount) {
  29271. vertex.originalOffsets.forEach(function (originalOffset) {
  29272. newPositionData.push(vertex.position.x);
  29273. newPositionData.push(vertex.position.y);
  29274. newPositionData.push(vertex.position.z);
  29275. newNormalData.push(normalData[originalOffset * 3]);
  29276. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  29277. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  29278. if (uvs && uvs.length) {
  29279. newUVsData.push(uvs[(originalOffset * 2)]);
  29280. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  29281. }
  29282. else if (colorsData && colorsData.length) {
  29283. newColorsData.push(colorsData[(originalOffset * 4)]);
  29284. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  29285. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  29286. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  29287. }
  29288. ++vertexCount;
  29289. });
  29290. }
  29291. }
  29292. var startingIndex = this._reconstructedMesh.getTotalIndices();
  29293. var startingVertex = this._reconstructedMesh.getTotalVertices();
  29294. var submeshesArray = this._reconstructedMesh.subMeshes;
  29295. this._reconstructedMesh.subMeshes = [];
  29296. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  29297. var originalIndices = this._mesh.getIndices();
  29298. for (i = 0; i < newTriangles.length; ++i) {
  29299. var t = newTriangles[i];
  29300. //now get the new referencing point for each vertex
  29301. [0, 1, 2].forEach(function (idx) {
  29302. var id = originalIndices[t.originalOffset + idx];
  29303. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  29304. if (offset < 0)
  29305. offset = 0;
  29306. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  29307. });
  29308. }
  29309. //overwriting the old vertex buffers and indices.
  29310. this._reconstructedMesh.setIndices(newIndicesArray);
  29311. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  29312. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  29313. if (newUVsData.length > 0)
  29314. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  29315. if (newColorsData.length > 0)
  29316. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  29317. //create submesh
  29318. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  29319. if (submeshIndex > 0) {
  29320. this._reconstructedMesh.subMeshes = [];
  29321. submeshesArray.forEach(function (submesh) {
  29322. new BABYLON.SubMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, submesh.indexStart, submesh.indexCount, submesh.getMesh());
  29323. });
  29324. var newSubmesh = new BABYLON.SubMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  29325. }
  29326. };
  29327. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  29328. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  29329. this._reconstructedMesh.material = this._mesh.material;
  29330. this._reconstructedMesh.parent = this._mesh.parent;
  29331. this._reconstructedMesh.isVisible = false;
  29332. };
  29333. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  29334. for (var i = 0; i < vertex1.triangleCount; ++i) {
  29335. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  29336. if (t.deleted)
  29337. continue;
  29338. var s = this.references[vertex1.triangleStart + i].vertexId;
  29339. var v1 = t.vertices[(s + 1) % 3];
  29340. var v2 = t.vertices[(s + 2) % 3];
  29341. if ((v1 === vertex2 || v2 === vertex2)) {
  29342. deletedArray[i] = true;
  29343. delTr.push(t);
  29344. continue;
  29345. }
  29346. var d1 = v1.position.subtract(point);
  29347. d1 = d1.normalize();
  29348. var d2 = v2.position.subtract(point);
  29349. d2 = d2.normalize();
  29350. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999)
  29351. return true;
  29352. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  29353. deletedArray[i] = false;
  29354. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2)
  29355. return true;
  29356. }
  29357. return false;
  29358. };
  29359. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  29360. var newDeleted = deletedTriangles;
  29361. for (var i = 0; i < vertex.triangleCount; ++i) {
  29362. var ref = this.references[vertex.triangleStart + i];
  29363. var t = this.triangles[ref.triangleId];
  29364. if (t.deleted)
  29365. continue;
  29366. if (deletedArray[i] && t.deletePending) {
  29367. t.deleted = true;
  29368. newDeleted++;
  29369. continue;
  29370. }
  29371. t.vertices[ref.vertexId] = origVertex;
  29372. t.isDirty = true;
  29373. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  29374. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  29375. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  29376. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  29377. this.references.push(ref);
  29378. }
  29379. return newDeleted;
  29380. };
  29381. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  29382. for (var i = 0; i < this.vertices.length; ++i) {
  29383. var vCount = [];
  29384. var vId = [];
  29385. var v = this.vertices[i];
  29386. var j;
  29387. for (j = 0; j < v.triangleCount; ++j) {
  29388. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  29389. for (var ii = 0; ii < 3; ii++) {
  29390. var ofs = 0;
  29391. var vv = triangle.vertices[ii];
  29392. while (ofs < vCount.length) {
  29393. if (vId[ofs] === vv.id)
  29394. break;
  29395. ++ofs;
  29396. }
  29397. if (ofs === vCount.length) {
  29398. vCount.push(1);
  29399. vId.push(vv.id);
  29400. }
  29401. else {
  29402. vCount[ofs]++;
  29403. }
  29404. }
  29405. }
  29406. for (j = 0; j < vCount.length; ++j) {
  29407. if (vCount[j] === 1) {
  29408. this.vertices[vId[j]].isBorder = true;
  29409. }
  29410. else {
  29411. this.vertices[vId[j]].isBorder = false;
  29412. }
  29413. }
  29414. }
  29415. };
  29416. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  29417. if (identifyBorders === void 0) { identifyBorders = false; }
  29418. var i;
  29419. if (!identifyBorders) {
  29420. var newTrianglesVector = [];
  29421. for (i = 0; i < this.triangles.length; ++i) {
  29422. if (!this.triangles[i].deleted) {
  29423. newTrianglesVector.push(this.triangles[i]);
  29424. }
  29425. }
  29426. this.triangles = newTrianglesVector;
  29427. }
  29428. for (i = 0; i < this.vertices.length; ++i) {
  29429. this.vertices[i].triangleCount = 0;
  29430. this.vertices[i].triangleStart = 0;
  29431. }
  29432. var t;
  29433. var j;
  29434. var v;
  29435. for (i = 0; i < this.triangles.length; ++i) {
  29436. t = this.triangles[i];
  29437. for (j = 0; j < 3; ++j) {
  29438. v = t.vertices[j];
  29439. v.triangleCount++;
  29440. }
  29441. }
  29442. var tStart = 0;
  29443. for (i = 0; i < this.vertices.length; ++i) {
  29444. this.vertices[i].triangleStart = tStart;
  29445. tStart += this.vertices[i].triangleCount;
  29446. this.vertices[i].triangleCount = 0;
  29447. }
  29448. var newReferences = new Array(this.triangles.length * 3);
  29449. for (i = 0; i < this.triangles.length; ++i) {
  29450. t = this.triangles[i];
  29451. for (j = 0; j < 3; ++j) {
  29452. v = t.vertices[j];
  29453. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  29454. v.triangleCount++;
  29455. }
  29456. }
  29457. this.references = newReferences;
  29458. if (identifyBorders) {
  29459. this.identifyBorder();
  29460. }
  29461. };
  29462. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  29463. var x = point.x;
  29464. var y = point.y;
  29465. var z = point.z;
  29466. 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];
  29467. };
  29468. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  29469. var q = vertex1.q.add(vertex2.q);
  29470. var border = vertex1.isBorder && vertex2.isBorder;
  29471. var error = 0;
  29472. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  29473. if (qDet !== 0 && !border) {
  29474. if (!pointResult) {
  29475. pointResult = BABYLON.Vector3.Zero();
  29476. }
  29477. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  29478. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  29479. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  29480. error = this.vertexError(q, pointResult);
  29481. }
  29482. else {
  29483. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  29484. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  29485. var error1 = this.vertexError(q, vertex1.position);
  29486. var error2 = this.vertexError(q, vertex2.position);
  29487. var error3 = this.vertexError(q, p3);
  29488. error = Math.min(error1, error2, error3);
  29489. if (error === error1) {
  29490. if (pointResult) {
  29491. pointResult.copyFrom(vertex1.position);
  29492. }
  29493. }
  29494. else if (error === error2) {
  29495. if (pointResult) {
  29496. pointResult.copyFrom(vertex2.position);
  29497. }
  29498. }
  29499. else {
  29500. if (pointResult) {
  29501. pointResult.copyFrom(p3);
  29502. }
  29503. }
  29504. }
  29505. return error;
  29506. };
  29507. return QuadraticErrorSimplification;
  29508. })();
  29509. BABYLON.QuadraticErrorSimplification = QuadraticErrorSimplification;
  29510. })(BABYLON || (BABYLON = {}));
  29511. //# sourceMappingURL=babylon.meshSimplification.js.mapvar BABYLON;
  29512. (function (BABYLON) {
  29513. var Analyser = (function () {
  29514. function Analyser(scene) {
  29515. this.SMOOTHING = 0.75;
  29516. this.FFT_SIZE = 512;
  29517. this.BARGRAPHAMPLITUDE = 256;
  29518. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  29519. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  29520. this._scene = scene;
  29521. this._audioEngine = BABYLON.Engine.audioEngine;
  29522. if (this._audioEngine.canUseWebAudio) {
  29523. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  29524. this._webAudioAnalyser.minDecibels = -140;
  29525. this._webAudioAnalyser.maxDecibels = 0;
  29526. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  29527. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  29528. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  29529. }
  29530. }
  29531. Analyser.prototype.getFrequencyBinCount = function () {
  29532. if (this._audioEngine.canUseWebAudio) {
  29533. return this._webAudioAnalyser.frequencyBinCount;
  29534. }
  29535. else {
  29536. return 0;
  29537. }
  29538. };
  29539. Analyser.prototype.getByteFrequencyData = function () {
  29540. if (this._audioEngine.canUseWebAudio) {
  29541. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  29542. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  29543. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  29544. }
  29545. return this._byteFreqs;
  29546. };
  29547. Analyser.prototype.getByteTimeDomainData = function () {
  29548. if (this._audioEngine.canUseWebAudio) {
  29549. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  29550. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  29551. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  29552. }
  29553. return this._byteTime;
  29554. };
  29555. Analyser.prototype.getFloatFrequencyData = function () {
  29556. if (this._audioEngine.canUseWebAudio) {
  29557. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  29558. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  29559. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  29560. }
  29561. return this._floatFreqs;
  29562. };
  29563. Analyser.prototype.drawDebugCanvas = function () {
  29564. var _this = this;
  29565. if (this._audioEngine.canUseWebAudio) {
  29566. if (!this._debugCanvas) {
  29567. this._debugCanvas = document.createElement("canvas");
  29568. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  29569. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  29570. this._debugCanvas.style.position = "absolute";
  29571. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  29572. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  29573. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  29574. document.body.appendChild(this._debugCanvas);
  29575. this._registerFunc = function () {
  29576. _this.drawDebugCanvas();
  29577. };
  29578. this._scene.registerBeforeRender(this._registerFunc);
  29579. }
  29580. if (this._registerFunc) {
  29581. var workingArray = this.getByteFrequencyData();
  29582. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  29583. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  29584. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  29585. var value = workingArray[i];
  29586. var percent = value / this.BARGRAPHAMPLITUDE;
  29587. var height = this.DEBUGCANVASSIZE.height * percent;
  29588. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  29589. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  29590. var hue = i / this.getFrequencyBinCount() * 360;
  29591. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  29592. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  29593. }
  29594. }
  29595. }
  29596. };
  29597. Analyser.prototype.stopDebugCanvas = function () {
  29598. if (this._debugCanvas) {
  29599. this._scene.unregisterBeforeRender(this._registerFunc);
  29600. this._registerFunc = null;
  29601. document.body.removeChild(this._debugCanvas);
  29602. this._debugCanvas = null;
  29603. this._debugCanvasContext = null;
  29604. }
  29605. };
  29606. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  29607. if (this._audioEngine.canUseWebAudio) {
  29608. inputAudioNode.connect(this._webAudioAnalyser);
  29609. this._webAudioAnalyser.connect(outputAudioNode);
  29610. }
  29611. };
  29612. Analyser.prototype.dispose = function () {
  29613. if (this._audioEngine.canUseWebAudio) {
  29614. this._webAudioAnalyser.disconnect();
  29615. }
  29616. };
  29617. return Analyser;
  29618. })();
  29619. BABYLON.Analyser = Analyser;
  29620. })(BABYLON || (BABYLON = {}));
  29621. //# sourceMappingURL=babylon.analyser.js.mapvar BABYLON;
  29622. (function (BABYLON) {
  29623. var DepthRenderer = (function () {
  29624. function DepthRenderer(scene, type) {
  29625. var _this = this;
  29626. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  29627. this._viewMatrix = BABYLON.Matrix.Zero();
  29628. this._projectionMatrix = BABYLON.Matrix.Zero();
  29629. this._transformMatrix = BABYLON.Matrix.Zero();
  29630. this._worldViewProjection = BABYLON.Matrix.Zero();
  29631. this._scene = scene;
  29632. var engine = scene.getEngine();
  29633. // Render target
  29634. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  29635. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  29636. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  29637. this._depthMap.refreshRate = 1;
  29638. this._depthMap.renderParticles = false;
  29639. this._depthMap.renderList = null;
  29640. // set default depth value to 1.0 (far away)
  29641. this._depthMap.onClear = function (engine) {
  29642. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true);
  29643. };
  29644. // Custom render function
  29645. var renderSubMesh = function (subMesh) {
  29646. var mesh = subMesh.getRenderingMesh();
  29647. var scene = _this._scene;
  29648. var engine = scene.getEngine();
  29649. // Culling
  29650. engine.setState(subMesh.getMaterial().backFaceCulling);
  29651. // Managing instances
  29652. var batch = mesh._getInstancesRenderList(subMesh._id);
  29653. if (batch.mustReturn) {
  29654. return;
  29655. }
  29656. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
  29657. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  29658. engine.enableEffect(_this._effect);
  29659. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  29660. var material = subMesh.getMaterial();
  29661. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  29662. _this._effect.setFloat("far", scene.activeCamera.maxZ);
  29663. // Alpha test
  29664. if (material && material.needAlphaTesting()) {
  29665. var alphaTexture = material.getAlphaTestTexture();
  29666. _this._effect.setTexture("diffuseSampler", alphaTexture);
  29667. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  29668. }
  29669. // Bones
  29670. if (mesh.useBones) {
  29671. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  29672. }
  29673. // Draw
  29674. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  29675. }
  29676. };
  29677. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes) {
  29678. var index;
  29679. for (index = 0; index < opaqueSubMeshes.length; index++) {
  29680. renderSubMesh(opaqueSubMeshes.data[index]);
  29681. }
  29682. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  29683. renderSubMesh(alphaTestSubMeshes.data[index]);
  29684. }
  29685. };
  29686. }
  29687. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  29688. var defines = [];
  29689. var attribs = [BABYLON.VertexBuffer.PositionKind];
  29690. var mesh = subMesh.getMesh();
  29691. var scene = mesh.getScene();
  29692. var material = subMesh.getMaterial();
  29693. // Alpha test
  29694. if (material && material.needAlphaTesting()) {
  29695. defines.push("#define ALPHATEST");
  29696. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  29697. attribs.push(BABYLON.VertexBuffer.UVKind);
  29698. defines.push("#define UV1");
  29699. }
  29700. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  29701. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  29702. defines.push("#define UV2");
  29703. }
  29704. }
  29705. // Bones
  29706. if (mesh.useBones) {
  29707. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  29708. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  29709. defines.push("#define BONES");
  29710. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  29711. }
  29712. // Instances
  29713. if (useInstances) {
  29714. defines.push("#define INSTANCES");
  29715. attribs.push("world0");
  29716. attribs.push("world1");
  29717. attribs.push("world2");
  29718. attribs.push("world3");
  29719. }
  29720. // Get correct effect
  29721. var join = defines.join("\n");
  29722. if (this._cachedDefines !== join) {
  29723. this._cachedDefines = join;
  29724. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "far"], ["diffuseSampler"], join);
  29725. }
  29726. return this._effect.isReady();
  29727. };
  29728. DepthRenderer.prototype.getDepthMap = function () {
  29729. return this._depthMap;
  29730. };
  29731. // Methods
  29732. DepthRenderer.prototype.dispose = function () {
  29733. this._depthMap.dispose();
  29734. };
  29735. return DepthRenderer;
  29736. })();
  29737. BABYLON.DepthRenderer = DepthRenderer;
  29738. })(BABYLON || (BABYLON = {}));
  29739. //# sourceMappingURL=babylon.depthRenderer.js.map
  29740. var BABYLON;
  29741. (function (BABYLON) {
  29742. var SSAORenderingPipeline = (function (_super) {
  29743. __extends(SSAORenderingPipeline, _super);
  29744. /**
  29745. * @constructor
  29746. * @param {string} name - The rendering pipeline name
  29747. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  29748. * @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 }
  29749. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  29750. */
  29751. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  29752. var _this = this;
  29753. _super.call(this, scene.getEngine(), name);
  29754. // Members
  29755. /**
  29756. * The PassPostProcess id in the pipeline that contains the original scene color
  29757. * @type {string}
  29758. */
  29759. this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  29760. /**
  29761. * The SSAO PostProcess id in the pipeline
  29762. * @type {string}
  29763. */
  29764. this.SSAORenderEffect = "SSAORenderEffect";
  29765. /**
  29766. * The horizontal blur PostProcess id in the pipeline
  29767. * @type {string}
  29768. */
  29769. this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  29770. /**
  29771. * The vertical blur PostProcess id in the pipeline
  29772. * @type {string}
  29773. */
  29774. this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  29775. /**
  29776. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  29777. * @type {string}
  29778. */
  29779. this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  29780. /**
  29781. * The output strength of the SSAO post-process. Default value is 1.0.
  29782. * @type {number}
  29783. */
  29784. this.totalStrength = 1.0;
  29785. /**
  29786. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0002
  29787. * @type {number}
  29788. */
  29789. this.radius = 0.0002;
  29790. /**
  29791. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  29792. * Must not be equal to fallOff and superior to fallOff.
  29793. * Default value is 0.0075
  29794. * @type {number}
  29795. */
  29796. this.area = 0.0075;
  29797. /**
  29798. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  29799. * Must not be equal to area and inferior to area.
  29800. * Default value is 0.0002
  29801. * @type {number}
  29802. */
  29803. this.fallOff = 0.0002;
  29804. this._firstUpdate = true;
  29805. this._scene = scene;
  29806. // Set up assets
  29807. this._createRandomTexture();
  29808. this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  29809. var ssaoRatio = ratio.ssaoRatio || ratio;
  29810. var combineRatio = ratio.combineRatio || ratio;
  29811. this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  29812. this._createSSAOPostProcess(ssaoRatio);
  29813. this._blurHPostProcess = new BABYLON.BlurPostProcess("SSAOBlurH", new BABYLON.Vector2(2.0, 0.0), 2.0, ssaoRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  29814. this._blurVPostProcess = new BABYLON.BlurPostProcess("SSAOBlurV", new BABYLON.Vector2(0.0, 2.0), 2.0, ssaoRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  29815. this._createSSAOCombinePostProcess(combineRatio);
  29816. // Set up pipeline
  29817. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOOriginalSceneColorEffect, function () {
  29818. return _this._originalColorPostProcess;
  29819. }, true));
  29820. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAORenderEffect, function () {
  29821. return _this._ssaoPostProcess;
  29822. }, true));
  29823. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurHRenderEffect, function () {
  29824. return _this._blurHPostProcess;
  29825. }, true));
  29826. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurVRenderEffect, function () {
  29827. return _this._blurVPostProcess;
  29828. }, true));
  29829. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOCombineRenderEffect, function () {
  29830. return _this._ssaoCombinePostProcess;
  29831. }, true));
  29832. // Finish
  29833. scene.postProcessRenderPipelineManager.addPipeline(this);
  29834. if (cameras)
  29835. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  29836. }
  29837. // Public Methods
  29838. /**
  29839. * Returns the horizontal blur PostProcess
  29840. * @return {BABYLON.BlurPostProcess} The horizontal blur post-process
  29841. */
  29842. SSAORenderingPipeline.prototype.getBlurHPostProcess = function () {
  29843. return this._blurHPostProcess;
  29844. };
  29845. /**
  29846. * Returns the vertical blur PostProcess
  29847. * @return {BABYLON.BlurPostProcess} The vertical blur post-process
  29848. */
  29849. SSAORenderingPipeline.prototype.getBlurVPostProcess = function () {
  29850. return this._blurVPostProcess;
  29851. };
  29852. /**
  29853. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  29854. */
  29855. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  29856. if (disableDepthRender === void 0) { disableDepthRender = false; }
  29857. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  29858. this._originalColorPostProcess = undefined;
  29859. this._ssaoPostProcess = undefined;
  29860. this._blurHPostProcess = undefined;
  29861. this._blurVPostProcess = undefined;
  29862. this._ssaoCombinePostProcess = undefined;
  29863. this._randomTexture.dispose();
  29864. if (disableDepthRender)
  29865. this._scene.disableDepthRenderer();
  29866. };
  29867. // Private Methods
  29868. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  29869. var _this = this;
  29870. var sampleSphere = [
  29871. 0.5381,
  29872. 0.1856,
  29873. -0.4319,
  29874. 0.1379,
  29875. 0.2486,
  29876. 0.4430,
  29877. 0.3371,
  29878. 0.5679,
  29879. -0.0057,
  29880. -0.6999,
  29881. -0.0451,
  29882. -0.0019,
  29883. 0.0689,
  29884. -0.1598,
  29885. -0.8547,
  29886. 0.0560,
  29887. 0.0069,
  29888. -0.1843,
  29889. -0.0146,
  29890. 0.1402,
  29891. 0.0762,
  29892. 0.0100,
  29893. -0.1924,
  29894. -0.0344,
  29895. -0.3577,
  29896. -0.5301,
  29897. -0.4358,
  29898. -0.3169,
  29899. 0.1063,
  29900. 0.0158,
  29901. 0.0103,
  29902. -0.5869,
  29903. 0.0046,
  29904. -0.0897,
  29905. -0.4940,
  29906. 0.3287,
  29907. 0.7119,
  29908. -0.0154,
  29909. -0.0918,
  29910. -0.0533,
  29911. 0.0596,
  29912. -0.5411,
  29913. 0.0352,
  29914. -0.0631,
  29915. 0.5460,
  29916. -0.4776,
  29917. 0.2847,
  29918. -0.0271
  29919. ];
  29920. var samplesFactor = 1.0 / 16.0;
  29921. 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);
  29922. this._ssaoPostProcess.onApply = function (effect) {
  29923. if (_this._firstUpdate) {
  29924. effect.setArray3("sampleSphere", sampleSphere);
  29925. effect.setFloat("samplesFactor", samplesFactor);
  29926. effect.setFloat("randTextureTiles", 4.0 / ratio);
  29927. _this._firstUpdate = false;
  29928. }
  29929. effect.setFloat("totalStrength", _this.totalStrength);
  29930. effect.setFloat("radius", _this.radius);
  29931. effect.setFloat("area", _this.area);
  29932. effect.setFloat("fallOff", _this.fallOff);
  29933. effect.setTexture("textureSampler", _this._depthTexture);
  29934. effect.setTexture("randomSampler", _this._randomTexture);
  29935. };
  29936. };
  29937. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  29938. var _this = this;
  29939. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  29940. this._ssaoCombinePostProcess.onApply = function (effect) {
  29941. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  29942. };
  29943. };
  29944. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  29945. var size = 512;
  29946. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  29947. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  29948. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  29949. var context = this._randomTexture.getContext();
  29950. var rand = function (min, max) {
  29951. return Math.random() * (max - min) + min;
  29952. };
  29953. for (var x = 0; x < size; x++) {
  29954. for (var y = 0; y < size; y++) {
  29955. var randVector = BABYLON.Vector3.Zero();
  29956. randVector.x = Math.floor(rand(0.0, 1.0) * 255);
  29957. randVector.y = Math.floor(rand(0.0, 1.0) * 255);
  29958. randVector.z = Math.floor(rand(0.0, 1.0) * 255);
  29959. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  29960. context.fillRect(x, y, 1, 1);
  29961. }
  29962. }
  29963. this._randomTexture.update(false);
  29964. };
  29965. return SSAORenderingPipeline;
  29966. })(BABYLON.PostProcessRenderPipeline);
  29967. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  29968. })(BABYLON || (BABYLON = {}));
  29969. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  29970. var BABYLON;
  29971. (function (BABYLON) {
  29972. // Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  29973. var VolumetricLightScatteringPostProcess = (function (_super) {
  29974. __extends(VolumetricLightScatteringPostProcess, _super);
  29975. /**
  29976. * @constructor
  29977. * @param {string} name - The post-process name
  29978. * @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)
  29979. * @param {BABYLON.Camera} camera - The camera that the post-process will be attached to
  29980. * @param {BABYLON.Mesh} mesh - The mesh used to create the light scattering
  29981. * @param {number} samples - The post-process quality, default 100
  29982. * @param {number} samplingMode - The post-process filtering mode
  29983. * @param {BABYLON.Engine} engine - The babylon engine
  29984. * @param {boolean} reusable - If the post-process is reusable
  29985. */
  29986. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable) {
  29987. var _this = this;
  29988. if (samples === void 0) { samples = 100; }
  29989. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  29990. _super.call(this, name, "volumetricLightScattering", ["decay", "exposure", "weight", "meshPositionOnScreen", "density"], ["lightScatteringSampler"], ratio.postProcessRatio || ratio, camera, samplingMode, engine, reusable, "#define NUM_SAMPLES " + samples);
  29991. this._screenCoordinates = BABYLON.Vector2.Zero();
  29992. /**
  29993. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  29994. * @type {boolean}
  29995. */
  29996. this.useCustomMeshPosition = false;
  29997. /**
  29998. * If the post-process should inverse the light scattering direction
  29999. * @type {boolean}
  30000. */
  30001. this.invert = true;
  30002. /**
  30003. * Array containing the excluded meshes not rendered in the internal pass
  30004. */
  30005. this.excludedMeshes = new Array();
  30006. this.exposure = 0.3;
  30007. this.decay = 0.96815;
  30008. this.weight = 0.58767;
  30009. this.density = 0.926;
  30010. var scene = camera.getScene();
  30011. this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(scene.getEngine());
  30012. // Configure mesh
  30013. this.mesh = (mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene);
  30014. // Configure
  30015. this._createPass(scene, ratio.passRatio || ratio);
  30016. this.onApply = function (effect) {
  30017. _this._updateMeshScreenCoordinates(scene);
  30018. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  30019. effect.setFloat("exposure", _this.exposure);
  30020. effect.setFloat("decay", _this.decay);
  30021. effect.setFloat("weight", _this.weight);
  30022. effect.setFloat("density", _this.density);
  30023. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  30024. };
  30025. }
  30026. VolumetricLightScatteringPostProcess.prototype.isReady = function (subMesh, useInstances) {
  30027. var mesh = subMesh.getMesh();
  30028. var defines = [];
  30029. var attribs = [BABYLON.VertexBuffer.PositionKind];
  30030. var material = subMesh.getMaterial();
  30031. var needUV = false;
  30032. // Render this.mesh as default
  30033. if (mesh === this.mesh) {
  30034. defines.push("#define BASIC_RENDER");
  30035. defines.push("#define NEED_UV");
  30036. needUV = true;
  30037. }
  30038. // Alpha test
  30039. if (material) {
  30040. if (material.needAlphaTesting() || mesh === this.mesh)
  30041. defines.push("#define ALPHATEST");
  30042. if (material.opacityTexture !== undefined) {
  30043. defines.push("#define OPACITY");
  30044. if (material.opacityTexture.getAlphaFromRGB)
  30045. defines.push("#define OPACITYRGB");
  30046. if (!needUV)
  30047. defines.push("#define NEED_UV");
  30048. }
  30049. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  30050. attribs.push(BABYLON.VertexBuffer.UVKind);
  30051. defines.push("#define UV1");
  30052. }
  30053. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  30054. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  30055. defines.push("#define UV2");
  30056. }
  30057. }
  30058. // Bones
  30059. if (mesh.useBones) {
  30060. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  30061. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  30062. defines.push("#define BONES");
  30063. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  30064. }
  30065. // Instances
  30066. if (useInstances) {
  30067. defines.push("#define INSTANCES");
  30068. attribs.push("world0");
  30069. attribs.push("world1");
  30070. attribs.push("world2");
  30071. attribs.push("world3");
  30072. }
  30073. // Get correct effect
  30074. var join = defines.join("\n");
  30075. if (this._cachedDefines !== join) {
  30076. this._cachedDefines = join;
  30077. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "opacityLevel"], ["diffuseSampler", "opacitySampler"], join);
  30078. }
  30079. return this._volumetricLightScatteringPass.isReady();
  30080. };
  30081. /**
  30082. * Sets the new light position for light scattering effect
  30083. * @param {BABYLON.Vector3} The new custom light position
  30084. */
  30085. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  30086. this._customMeshPosition = position;
  30087. };
  30088. /**
  30089. * Returns the light position for light scattering effect
  30090. * @return {BABYLON.Vector3} The custom light position
  30091. */
  30092. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  30093. return this._customMeshPosition;
  30094. };
  30095. /**
  30096. * Disposes the internal assets and detaches the post-process from the camera
  30097. */
  30098. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  30099. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  30100. if (rttIndex !== -1) {
  30101. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  30102. }
  30103. this._volumetricLightScatteringRTT.dispose();
  30104. _super.prototype.dispose.call(this, camera);
  30105. };
  30106. /**
  30107. * Returns the render target texture used by the post-process
  30108. * @return {BABYLON.RenderTargetTexture} The render target texture used by the post-process
  30109. */
  30110. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  30111. return this._volumetricLightScatteringRTT;
  30112. };
  30113. // Private methods
  30114. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  30115. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  30116. return true;
  30117. }
  30118. return false;
  30119. };
  30120. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  30121. var _this = this;
  30122. var engine = scene.getEngine();
  30123. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  30124. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  30125. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  30126. this._volumetricLightScatteringRTT.renderList = null;
  30127. this._volumetricLightScatteringRTT.renderParticles = false;
  30128. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  30129. // Custom render function for submeshes
  30130. var renderSubMesh = function (subMesh) {
  30131. var mesh = subMesh.getRenderingMesh();
  30132. if (_this._meshExcluded(mesh)) {
  30133. return;
  30134. }
  30135. var scene = mesh.getScene();
  30136. var engine = scene.getEngine();
  30137. // Culling
  30138. engine.setState(subMesh.getMaterial().backFaceCulling);
  30139. // Managing instances
  30140. var batch = mesh._getInstancesRenderList(subMesh._id);
  30141. if (batch.mustReturn) {
  30142. return;
  30143. }
  30144. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
  30145. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  30146. engine.enableEffect(_this._volumetricLightScatteringPass);
  30147. mesh._bind(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode);
  30148. var material = subMesh.getMaterial();
  30149. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  30150. // Alpha test
  30151. if (material && (mesh === _this.mesh || material.needAlphaTesting() || material.opacityTexture !== undefined)) {
  30152. var alphaTexture = material.getAlphaTestTexture();
  30153. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  30154. if (alphaTexture) {
  30155. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  30156. }
  30157. if (material.opacityTexture !== undefined) {
  30158. _this._volumetricLightScatteringPass.setTexture("opacitySampler", material.opacityTexture);
  30159. _this._volumetricLightScatteringPass.setFloat("opacityLevel", material.opacityTexture.level);
  30160. }
  30161. }
  30162. // Bones
  30163. if (mesh.useBones) {
  30164. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  30165. }
  30166. // Draw
  30167. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._volumetricLightScatteringPass.setMatrix("world", world); });
  30168. }
  30169. };
  30170. // Render target texture callbacks
  30171. var savedSceneClearColor;
  30172. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  30173. this._volumetricLightScatteringRTT.onBeforeRender = function () {
  30174. savedSceneClearColor = scene.clearColor;
  30175. scene.clearColor = sceneClearColor;
  30176. };
  30177. this._volumetricLightScatteringRTT.onAfterRender = function () {
  30178. scene.clearColor = savedSceneClearColor;
  30179. };
  30180. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) {
  30181. var engine = scene.getEngine();
  30182. var index;
  30183. for (index = 0; index < opaqueSubMeshes.length; index++) {
  30184. renderSubMesh(opaqueSubMeshes.data[index]);
  30185. }
  30186. engine.setAlphaTesting(true);
  30187. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  30188. renderSubMesh(alphaTestSubMeshes.data[index]);
  30189. }
  30190. engine.setAlphaTesting(false);
  30191. if (transparentSubMeshes.length) {
  30192. for (index = 0; index < transparentSubMeshes.length; index++) {
  30193. var submesh = transparentSubMeshes.data[index];
  30194. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  30195. submesh._distanceToCamera = submesh.getBoundingInfo().boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  30196. }
  30197. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  30198. sortedArray.sort(function (a, b) {
  30199. // Alpha index first
  30200. if (a._alphaIndex > b._alphaIndex) {
  30201. return 1;
  30202. }
  30203. if (a._alphaIndex < b._alphaIndex) {
  30204. return -1;
  30205. }
  30206. // Then distance to camera
  30207. if (a._distanceToCamera < b._distanceToCamera) {
  30208. return 1;
  30209. }
  30210. if (a._distanceToCamera > b._distanceToCamera) {
  30211. return -1;
  30212. }
  30213. return 0;
  30214. });
  30215. // Render sub meshes
  30216. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  30217. for (index = 0; index < sortedArray.length; index++) {
  30218. renderSubMesh(sortedArray[index]);
  30219. }
  30220. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  30221. }
  30222. };
  30223. };
  30224. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  30225. var transform = scene.getTransformMatrix();
  30226. var pos = BABYLON.Vector3.Project(this.useCustomMeshPosition ? this._customMeshPosition : this.mesh.position, BABYLON.Matrix.Identity(), transform, this._viewPort);
  30227. this._screenCoordinates.x = pos.x / this._viewPort.width;
  30228. this._screenCoordinates.y = pos.y / this._viewPort.height;
  30229. if (this.invert)
  30230. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  30231. };
  30232. // Static methods
  30233. /**
  30234. * Creates a default mesh for the Volumeric Light Scattering post-process
  30235. * @param {string} The mesh name
  30236. * @param {BABYLON.Scene} The scene where to create the mesh
  30237. * @return {BABYLON.Mesh} the default mesh
  30238. */
  30239. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  30240. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  30241. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  30242. mesh.material = new BABYLON.StandardMaterial(name + "Material", scene);
  30243. return mesh;
  30244. };
  30245. return VolumetricLightScatteringPostProcess;
  30246. })(BABYLON.PostProcess);
  30247. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  30248. })(BABYLON || (BABYLON = {}));
  30249. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  30250. var BABYLON;
  30251. (function (BABYLON) {
  30252. var LensRenderingPipeline = (function (_super) {
  30253. __extends(LensRenderingPipeline, _super);
  30254. /**
  30255. * @constructor
  30256. *
  30257. * Effect parameters are as follow:
  30258. * {
  30259. * chromatic_aberration: number; // from 0 to x (1 for realism)
  30260. * edge_blur: number; // from 0 to x (1 for realism)
  30261. * distortion: number; // from 0 to x (1 for realism)
  30262. * grain_amount: number; // from 0 to 1
  30263. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  30264. * dof_focus_depth: number; // depth-of-field: focus depth; unset to disable (disabled by default)
  30265. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  30266. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  30267. * dof_gain: number; // depth-of-field: depthOfField gain; unset to disable (disabled by default)
  30268. * dof_threshold: number; // depth-of-field: depthOfField threshold (default: 1)
  30269. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  30270. * }
  30271. * Note: if an effect parameter is unset, effect is disabled
  30272. *
  30273. * @param {string} name - The rendering pipeline name
  30274. * @param {object} parameters - An object containing all parameters (see above)
  30275. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  30276. * @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)
  30277. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  30278. */
  30279. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  30280. var _this = this;
  30281. if (ratio === void 0) { ratio = 1.0; }
  30282. _super.call(this, scene.getEngine(), name);
  30283. // Lens effects can be of the following:
  30284. // - chromatic aberration (slight shift of RGB colors)
  30285. // - blur on the edge of the lens
  30286. // - lens distortion
  30287. // - depth-of-field blur & highlights enhancing
  30288. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  30289. // - grain effect (noise or custom texture)
  30290. // Two additional texture samplers are needed:
  30291. // - depth map (for depth-of-field)
  30292. // - grain texture
  30293. /**
  30294. * The chromatic aberration PostProcess id in the pipeline
  30295. * @type {string}
  30296. */
  30297. this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  30298. /**
  30299. * The highlights enhancing PostProcess id in the pipeline
  30300. * @type {string}
  30301. */
  30302. this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  30303. /**
  30304. * The depth-of-field PostProcess id in the pipeline
  30305. * @type {string}
  30306. */
  30307. this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  30308. this._scene = scene;
  30309. // Fetch texture samplers
  30310. this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  30311. if (parameters.grain_texture) {
  30312. this._grainTexture = parameters.grain_texture;
  30313. }
  30314. else {
  30315. this._createGrainTexture();
  30316. }
  30317. // save parameters
  30318. this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  30319. this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  30320. this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  30321. this._distortion = parameters.distortion ? parameters.distortion : 0;
  30322. this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  30323. this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  30324. this._dofDepth = parameters.dof_focus_depth !== undefined ? parameters.dof_focus_depth : -1;
  30325. this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  30326. this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  30327. this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  30328. // Create effects
  30329. this._createChromaticAberrationPostProcess(ratio);
  30330. this._createHighlightsPostProcess(ratio);
  30331. this._createDepthOfFieldPostProcess(ratio);
  30332. // Set up pipeline
  30333. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.LensChromaticAberrationEffect, function () {
  30334. return _this._chromaticAberrationPostProcess;
  30335. }, true));
  30336. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.HighlightsEnhancingEffect, function () {
  30337. return _this._highlightsPostProcess;
  30338. }, true));
  30339. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.LensDepthOfFieldEffect, function () {
  30340. return _this._depthOfFieldPostProcess;
  30341. }, true));
  30342. if (this._highlightsGain == -1) {
  30343. this._disableEffect(this.HighlightsEnhancingEffect, null);
  30344. }
  30345. // Finish
  30346. scene.postProcessRenderPipelineManager.addPipeline(this);
  30347. if (cameras) {
  30348. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  30349. }
  30350. }
  30351. // public methods (self explanatory)
  30352. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) {
  30353. this._edgeBlur = amount;
  30354. };
  30355. LensRenderingPipeline.prototype.disableEdgeBlur = function () {
  30356. this._edgeBlur = 0;
  30357. };
  30358. LensRenderingPipeline.prototype.setGrainAmount = function (amount) {
  30359. this._grainAmount = amount;
  30360. };
  30361. LensRenderingPipeline.prototype.disableGrain = function () {
  30362. this._grainAmount = 0;
  30363. };
  30364. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) {
  30365. this._chromaticAberration = amount;
  30366. };
  30367. LensRenderingPipeline.prototype.disableChromaticAberration = function () {
  30368. this._chromaticAberration = 0;
  30369. };
  30370. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) {
  30371. this._distortion = amount;
  30372. };
  30373. LensRenderingPipeline.prototype.disableEdgeDistortion = function () {
  30374. this._distortion = 0;
  30375. };
  30376. LensRenderingPipeline.prototype.setFocusDepth = function (amount) {
  30377. this._dofDepth = amount;
  30378. };
  30379. LensRenderingPipeline.prototype.disableDepthOfField = function () {
  30380. this._dofDepth = -1;
  30381. };
  30382. LensRenderingPipeline.prototype.setAperture = function (amount) {
  30383. this._dofAperture = amount;
  30384. };
  30385. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  30386. this._dofPentagon = true;
  30387. };
  30388. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  30389. this._dofPentagon = false;
  30390. };
  30391. LensRenderingPipeline.prototype.enableNoiseBlur = function () {
  30392. this._blurNoise = true;
  30393. };
  30394. LensRenderingPipeline.prototype.disableNoiseBlur = function () {
  30395. this._blurNoise = false;
  30396. };
  30397. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  30398. this._highlightsGain = amount;
  30399. };
  30400. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  30401. if (this._highlightsGain == -1) {
  30402. this._highlightsGain = 1.0;
  30403. }
  30404. this._highlightsThreshold = amount;
  30405. };
  30406. LensRenderingPipeline.prototype.disableHighlights = function () {
  30407. this._highlightsGain = -1;
  30408. };
  30409. /**
  30410. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  30411. */
  30412. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  30413. if (disableDepthRender === void 0) { disableDepthRender = false; }
  30414. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  30415. this._chromaticAberrationPostProcess = undefined;
  30416. this._highlightsPostProcess = undefined;
  30417. this._depthOfFieldPostProcess = undefined;
  30418. this._grainTexture.dispose();
  30419. if (disableDepthRender)
  30420. this._scene.disableDepthRenderer();
  30421. };
  30422. // colors shifting and distortion
  30423. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  30424. var _this = this;
  30425. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height"], [], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  30426. this._chromaticAberrationPostProcess.onApply = function (effect) {
  30427. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  30428. effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width);
  30429. effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height);
  30430. };
  30431. };
  30432. // highlights enhancing
  30433. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  30434. var _this = this;
  30435. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["pentagon", "gain", "threshold", "screen_width", "screen_height"], [], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  30436. this._highlightsPostProcess.onApply = function (effect) {
  30437. effect.setFloat('gain', _this._highlightsGain);
  30438. effect.setFloat('threshold', _this._highlightsThreshold);
  30439. effect.setBool('pentagon', _this._dofPentagon);
  30440. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  30441. effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width);
  30442. effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height);
  30443. };
  30444. };
  30445. // colors shifting and distortion
  30446. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  30447. var _this = this;
  30448. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  30449. "focus_depth",
  30450. "aperture",
  30451. "pentagon",
  30452. "maxZ",
  30453. "edge_blur",
  30454. "chromatic_aberration",
  30455. "distortion",
  30456. "blur_noise",
  30457. "grain_amount",
  30458. "screen_width",
  30459. "screen_height",
  30460. "highlights"
  30461. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  30462. this._depthOfFieldPostProcess.onApply = function (effect) {
  30463. effect.setBool('blur_noise', _this._blurNoise);
  30464. effect.setFloat('maxZ', _this._scene.activeCamera.maxZ);
  30465. effect.setFloat('grain_amount', _this._grainAmount);
  30466. effect.setTexture("depthSampler", _this._depthTexture);
  30467. effect.setTexture("grainSampler", _this._grainTexture);
  30468. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  30469. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  30470. effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width);
  30471. effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height);
  30472. effect.setFloat('distortion', _this._distortion);
  30473. effect.setFloat('focus_depth', _this._dofDepth);
  30474. effect.setFloat('aperture', _this._dofAperture);
  30475. effect.setFloat('edge_blur', _this._edgeBlur);
  30476. effect.setBool('highlights', (_this._highlightsGain != -1));
  30477. };
  30478. };
  30479. // creates a black and white random noise texture, 512x512
  30480. LensRenderingPipeline.prototype._createGrainTexture = function () {
  30481. var size = 512;
  30482. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  30483. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  30484. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  30485. var context = this._grainTexture.getContext();
  30486. var rand = function (min, max) {
  30487. return Math.random() * (max - min) + min;
  30488. };
  30489. var value;
  30490. for (var x = 0; x < size; x++) {
  30491. for (var y = 0; y < size; y++) {
  30492. value = Math.floor(rand(0.42, 0.58) * 255);
  30493. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  30494. context.fillRect(x, y, 1, 1);
  30495. }
  30496. }
  30497. this._grainTexture.update(false);
  30498. };
  30499. return LensRenderingPipeline;
  30500. })(BABYLON.PostProcessRenderPipeline);
  30501. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  30502. })(BABYLON || (BABYLON = {}));
  30503. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map//
  30504. // This post-process allows the modification of rendered colors by using
  30505. // a 'look-up table' (LUT). This effect is also called Color Grading.
  30506. //
  30507. // The object needs to be provided an url to a texture containing the color
  30508. // look-up table: the texture must be 256 pixels wide and 16 pixels high.
  30509. // Use an image editing software to tweak the LUT to match your needs.
  30510. //
  30511. // For an example of a color LUT, see here:
  30512. // http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  30513. // For explanations on color grading, see here:
  30514. // http://udn.epicgames.com/Three/ColorGrading.html
  30515. //
  30516. var BABYLON;
  30517. (function (BABYLON) {
  30518. var ColorCorrectionPostProcess = (function (_super) {
  30519. __extends(ColorCorrectionPostProcess, _super);
  30520. function ColorCorrectionPostProcess(name, colorTableUrl, ratio, camera, samplingMode, engine, reusable) {
  30521. var _this = this;
  30522. _super.call(this, name, 'colorCorrection', null, ['colorTable'], ratio, camera, samplingMode, engine, reusable);
  30523. this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  30524. this._colorTableTexture.anisotropicFilteringLevel = 1;
  30525. this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  30526. this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  30527. this.onApply = function (effect) {
  30528. effect.setTexture("colorTable", _this._colorTableTexture);
  30529. };
  30530. }
  30531. return ColorCorrectionPostProcess;
  30532. })(BABYLON.PostProcess);
  30533. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  30534. })(BABYLON || (BABYLON = {}));
  30535. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.mapvar BABYLON;
  30536. (function (BABYLON) {
  30537. var SmartCollection = (function () {
  30538. function SmartCollection(capacity) {
  30539. if (capacity === void 0) { capacity = 10; }
  30540. this.count = 0;
  30541. this._initialCapacity = capacity;
  30542. this.items = {};
  30543. this._keys = new Array(this._initialCapacity);
  30544. }
  30545. SmartCollection.prototype.add = function (key, item) {
  30546. if (this.items[key] != undefined) {
  30547. return -1;
  30548. }
  30549. this.items[key] = item;
  30550. //literal keys are always strings, but we keep source type of key in _keys array
  30551. this._keys[this.count++] = key;
  30552. if (this.count > this._keys.length) {
  30553. this._keys.length *= 2;
  30554. }
  30555. return this.count;
  30556. };
  30557. SmartCollection.prototype.remove = function (key) {
  30558. if (this.items[key] == undefined) {
  30559. return -1;
  30560. }
  30561. return this.removeItemOfIndex(this.indexOf(key));
  30562. };
  30563. SmartCollection.prototype.removeItemOfIndex = function (index) {
  30564. if (index < this.count && index > -1) {
  30565. delete this.items[this._keys[index]];
  30566. while (index < this.count) {
  30567. this._keys[index] = this._keys[index + 1];
  30568. index++;
  30569. }
  30570. }
  30571. else {
  30572. return -1;
  30573. }
  30574. return --this.count;
  30575. };
  30576. SmartCollection.prototype.indexOf = function (key) {
  30577. for (var i = 0; i !== this.count; i++) {
  30578. if (this._keys[i] === key) {
  30579. return i;
  30580. }
  30581. }
  30582. return -1;
  30583. };
  30584. SmartCollection.prototype.item = function (key) {
  30585. return this.items[key];
  30586. };
  30587. SmartCollection.prototype.getAllKeys = function () {
  30588. if (this.count > 0) {
  30589. var keys = new Array(this.count);
  30590. for (var i = 0; i < this.count; i++) {
  30591. keys[i] = this._keys[i];
  30592. }
  30593. return keys;
  30594. }
  30595. else {
  30596. return undefined;
  30597. }
  30598. };
  30599. SmartCollection.prototype.getKeyByIndex = function (index) {
  30600. if (index < this.count && index > -1) {
  30601. return this._keys[index];
  30602. }
  30603. else {
  30604. return undefined;
  30605. }
  30606. };
  30607. SmartCollection.prototype.getItemByIndex = function (index) {
  30608. if (index < this.count && index > -1) {
  30609. return this.items[this._keys[index]];
  30610. }
  30611. else {
  30612. return undefined;
  30613. }
  30614. };
  30615. SmartCollection.prototype.empty = function () {
  30616. if (this.count > 0) {
  30617. this.count = 0;
  30618. this.items = {};
  30619. this._keys = new Array(this._initialCapacity);
  30620. }
  30621. };
  30622. SmartCollection.prototype.forEach = function (block) {
  30623. var key;
  30624. for (key in this.items) {
  30625. if (this.items.hasOwnProperty(key)) {
  30626. block(this.items[key]);
  30627. }
  30628. }
  30629. };
  30630. return SmartCollection;
  30631. })();
  30632. BABYLON.SmartCollection = SmartCollection;
  30633. })(BABYLON || (BABYLON = {}));
  30634. //# sourceMappingURL=babylon.smartCollection.js.map