babylon.math.js 73 KB

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