babylon.2.0-alpha.debug.js 1.2 MB

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  1. var __extends = this.__extends || function (d, b) {
  2. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  3. function __() { this.constructor = d; }
  4. __.prototype = b.prototype;
  5. d.prototype = new __();
  6. };var BABYLON;
  7. (function (BABYLON) {
  8. var Color3 = (function () {
  9. function Color3(r, g, b) {
  10. if (typeof r === "undefined") { r = 0; }
  11. if (typeof g === "undefined") { g = 0; }
  12. if (typeof b === "undefined") { 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. };
  29. Color3.prototype.toColor4 = function (alpha) {
  30. if (typeof alpha === "undefined") { alpha = 1; }
  31. return new Color4(this.r, this.g, this.b, alpha);
  32. };
  33. Color3.prototype.asArray = function () {
  34. var result = [];
  35. this.toArray(result, 0);
  36. return result;
  37. };
  38. Color3.prototype.toLuminance = function () {
  39. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  40. };
  41. Color3.prototype.multiply = function (otherColor) {
  42. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  43. };
  44. Color3.prototype.multiplyToRef = function (otherColor, result) {
  45. result.r = this.r * otherColor.r;
  46. result.g = this.g * otherColor.g;
  47. result.b = this.b * otherColor.b;
  48. };
  49. Color3.prototype.equals = function (otherColor) {
  50. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  51. };
  52. Color3.prototype.scale = function (scale) {
  53. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  54. };
  55. Color3.prototype.scaleToRef = function (scale, result) {
  56. result.r = this.r * scale;
  57. result.g = this.g * scale;
  58. result.b = this.b * scale;
  59. };
  60. Color3.prototype.add = function (otherColor) {
  61. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  62. };
  63. Color3.prototype.addToRef = function (otherColor, result) {
  64. result.r = this.r + otherColor.r;
  65. result.g = this.g + otherColor.g;
  66. result.b = this.b + otherColor.b;
  67. };
  68. Color3.prototype.subtract = function (otherColor) {
  69. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  70. };
  71. Color3.prototype.subtractToRef = function (otherColor, result) {
  72. result.r = this.r - otherColor.r;
  73. result.g = this.g - otherColor.g;
  74. result.b = this.b - otherColor.b;
  75. };
  76. Color3.prototype.clone = function () {
  77. return new Color3(this.r, this.g, this.b);
  78. };
  79. Color3.prototype.copyFrom = function (source) {
  80. this.r = source.r;
  81. this.g = source.g;
  82. this.b = source.b;
  83. };
  84. Color3.prototype.copyFromFloats = function (r, g, b) {
  85. this.r = r;
  86. this.g = g;
  87. this.b = b;
  88. };
  89. // Statics
  90. Color3.FromArray = function (array) {
  91. return new Color3(array[0], array[1], array[2]);
  92. };
  93. Color3.FromInts = function (r, g, b) {
  94. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  95. };
  96. Color3.Lerp = function (start, end, amount) {
  97. var r = start.r + ((end.r - start.r) * amount);
  98. var g = start.g + ((end.g - start.g) * amount);
  99. var b = start.b + ((end.b - start.b) * amount);
  100. return new Color3(r, g, b);
  101. };
  102. Color3.Red = function () {
  103. return new Color3(1, 0, 0);
  104. };
  105. Color3.Green = function () {
  106. return new Color3(0, 1, 0);
  107. };
  108. Color3.Blue = function () {
  109. return new Color3(0, 0, 1);
  110. };
  111. Color3.Black = function () {
  112. return new Color3(0, 0, 0);
  113. };
  114. Color3.White = function () {
  115. return new Color3(1, 1, 1);
  116. };
  117. Color3.Purple = function () {
  118. return new Color3(0.5, 0, 0.5);
  119. };
  120. Color3.Magenta = function () {
  121. return new Color3(1, 0, 1);
  122. };
  123. Color3.Yellow = function () {
  124. return new Color3(1, 1, 0);
  125. };
  126. Color3.Gray = function () {
  127. return new Color3(0.5, 0.5, 0.5);
  128. };
  129. return Color3;
  130. })();
  131. BABYLON.Color3 = Color3;
  132. var Color4 = (function () {
  133. function Color4(r, g, b, a) {
  134. this.r = r;
  135. this.g = g;
  136. this.b = b;
  137. this.a = a;
  138. }
  139. // Operators
  140. Color4.prototype.addInPlace = function (right) {
  141. this.r += right.r;
  142. this.g += right.g;
  143. this.b += right.b;
  144. this.a += right.a;
  145. };
  146. Color4.prototype.asArray = function () {
  147. var result = [];
  148. this.toArray(result, 0);
  149. return result;
  150. };
  151. Color4.prototype.toArray = function (array, index) {
  152. if (index === undefined) {
  153. index = 0;
  154. }
  155. array[index] = this.r;
  156. array[index + 1] = this.g;
  157. array[index + 2] = this.b;
  158. array[index + 3] = this.a;
  159. };
  160. Color4.prototype.add = function (right) {
  161. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  162. };
  163. Color4.prototype.subtract = function (right) {
  164. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  165. };
  166. Color4.prototype.subtractToRef = function (right, result) {
  167. result.r = this.r - right.r;
  168. result.g = this.g - right.g;
  169. result.b = this.b - right.b;
  170. result.a = this.a - right.a;
  171. };
  172. Color4.prototype.scale = function (scale) {
  173. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  174. };
  175. Color4.prototype.scaleToRef = function (scale, result) {
  176. result.r = this.r * scale;
  177. result.g = this.g * scale;
  178. result.b = this.b * scale;
  179. result.a = this.a * scale;
  180. };
  181. Color4.prototype.toString = function () {
  182. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  183. };
  184. Color4.prototype.clone = function () {
  185. return new Color4(this.r, this.g, this.b, this.a);
  186. };
  187. // Statics
  188. Color4.Lerp = function (left, right, amount) {
  189. var result = new Color4(0, 0, 0, 0);
  190. Color4.LerpToRef(left, right, amount, result);
  191. return result;
  192. };
  193. Color4.LerpToRef = function (left, right, amount, result) {
  194. result.r = left.r + (right.r - left.r) * amount;
  195. result.g = left.g + (right.g - left.g) * amount;
  196. result.b = left.b + (right.b - left.b) * amount;
  197. result.a = left.a + (right.a - left.a) * amount;
  198. };
  199. Color4.FromArray = function (array, offset) {
  200. if (typeof offset === "undefined") { offset = 0; }
  201. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  202. };
  203. Color4.FromInts = function (r, g, b, a) {
  204. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  205. };
  206. return Color4;
  207. })();
  208. BABYLON.Color4 = Color4;
  209. var Vector2 = (function () {
  210. function Vector2(x, y) {
  211. this.x = x;
  212. this.y = y;
  213. }
  214. Vector2.prototype.toString = function () {
  215. return "{X: " + this.x + " Y:" + this.y + "}";
  216. };
  217. // Operators
  218. Vector2.prototype.toArray = function (array, index) {
  219. if (index === undefined) {
  220. index = 0;
  221. }
  222. array[index] = this.x;
  223. array[index + 1] = this.y;
  224. };
  225. Vector2.prototype.asArray = function () {
  226. var result = [];
  227. this.toArray(result, 0);
  228. return result;
  229. };
  230. Vector2.prototype.copyFrom = function (source) {
  231. this.x = source.x;
  232. this.y = source.y;
  233. };
  234. Vector2.prototype.copyFromFloats = function (x, y) {
  235. this.x = x;
  236. this.y = y;
  237. };
  238. Vector2.prototype.add = function (otherVector) {
  239. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  240. };
  241. Vector2.prototype.addVector3 = function (otherVector) {
  242. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  243. };
  244. Vector2.prototype.subtract = function (otherVector) {
  245. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  246. };
  247. Vector2.prototype.subtractInPlace = function (otherVector) {
  248. this.x -= otherVector.x;
  249. this.y -= otherVector.y;
  250. };
  251. Vector2.prototype.multiplyInPlace = function (otherVector) {
  252. this.x *= otherVector.x;
  253. this.y *= otherVector.y;
  254. };
  255. Vector2.prototype.multiply = function (otherVector) {
  256. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  257. };
  258. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  259. result.x = this.x * otherVector.x;
  260. result.y = this.y * otherVector.y;
  261. };
  262. Vector2.prototype.multiplyByFloats = function (x, y) {
  263. return new Vector2(this.x * x, this.y * y);
  264. };
  265. Vector2.prototype.divide = function (otherVector) {
  266. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  267. };
  268. Vector2.prototype.divideToRef = function (otherVector, result) {
  269. result.x = this.x / otherVector.x;
  270. result.y = this.y / otherVector.y;
  271. };
  272. Vector2.prototype.negate = function () {
  273. return new Vector2(-this.x, -this.y);
  274. };
  275. Vector2.prototype.scaleInPlace = function (scale) {
  276. this.x *= scale;
  277. this.y *= scale;
  278. return this;
  279. };
  280. Vector2.prototype.scale = function (scale) {
  281. return new Vector2(this.x * scale, this.y * scale);
  282. };
  283. Vector2.prototype.equals = function (otherVector) {
  284. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  285. };
  286. // Properties
  287. Vector2.prototype.length = function () {
  288. return Math.sqrt(this.x * this.x + this.y * this.y);
  289. };
  290. Vector2.prototype.lengthSquared = function () {
  291. return (this.x * this.x + this.y * this.y);
  292. };
  293. // Methods
  294. Vector2.prototype.normalize = function () {
  295. var len = this.length();
  296. if (len === 0)
  297. return this;
  298. var num = 1.0 / len;
  299. this.x *= num;
  300. this.y *= num;
  301. return this;
  302. };
  303. Vector2.prototype.clone = function () {
  304. return new Vector2(this.x, this.y);
  305. };
  306. // Statics
  307. Vector2.Zero = function () {
  308. return new Vector2(0, 0);
  309. };
  310. Vector2.FromArray = function (array, offset) {
  311. if (!offset) {
  312. offset = 0;
  313. }
  314. return new Vector2(array[offset], array[offset + 1]);
  315. };
  316. Vector2.FromArrayToRef = function (array, offset, result) {
  317. result.x = array[offset];
  318. result.y = array[offset + 1];
  319. };
  320. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  321. var squared = amount * amount;
  322. var cubed = amount * squared;
  323. 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));
  324. 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));
  325. return new Vector2(x, y);
  326. };
  327. Vector2.Clamp = function (value, min, max) {
  328. var x = value.x;
  329. x = (x > max.x) ? max.x : x;
  330. x = (x < min.x) ? min.x : x;
  331. var y = value.y;
  332. y = (y > max.y) ? max.y : y;
  333. y = (y < min.y) ? min.y : y;
  334. return new Vector2(x, y);
  335. };
  336. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  337. var squared = amount * amount;
  338. var cubed = amount * squared;
  339. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  340. var part2 = (-2.0 * cubed) + (3.0 * squared);
  341. var part3 = (cubed - (2.0 * squared)) + amount;
  342. var part4 = cubed - squared;
  343. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  344. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  345. return new Vector2(x, y);
  346. };
  347. Vector2.Lerp = function (start, end, amount) {
  348. var x = start.x + ((end.x - start.x) * amount);
  349. var y = start.y + ((end.y - start.y) * amount);
  350. return new Vector2(x, y);
  351. };
  352. Vector2.Dot = function (left, right) {
  353. return left.x * right.x + left.y * right.y;
  354. };
  355. Vector2.Normalize = function (vector) {
  356. var newVector = vector.clone();
  357. newVector.normalize();
  358. return newVector;
  359. };
  360. Vector2.Minimize = function (left, right) {
  361. var x = (left.x < right.x) ? left.x : right.x;
  362. var y = (left.y < right.y) ? left.y : right.y;
  363. return new Vector2(x, y);
  364. };
  365. Vector2.Maximize = function (left, right) {
  366. var x = (left.x > right.x) ? left.x : right.x;
  367. var y = (left.y > right.y) ? left.y : right.y;
  368. return new Vector2(x, y);
  369. };
  370. Vector2.Transform = function (vector, transformation) {
  371. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]);
  372. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]);
  373. return new Vector2(x, y);
  374. };
  375. Vector2.Distance = function (value1, value2) {
  376. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  377. };
  378. Vector2.DistanceSquared = function (value1, value2) {
  379. var x = value1.x - value2.x;
  380. var y = value1.y - value2.y;
  381. return (x * x) + (y * y);
  382. };
  383. return Vector2;
  384. })();
  385. BABYLON.Vector2 = Vector2;
  386. var Vector3 = (function () {
  387. function Vector3(x, y, z) {
  388. this.x = x;
  389. this.y = y;
  390. this.z = z;
  391. }
  392. Vector3.prototype.toString = function () {
  393. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  394. };
  395. // Operators
  396. Vector3.prototype.asArray = function () {
  397. var result = [];
  398. this.toArray(result, 0);
  399. return result;
  400. };
  401. Vector3.prototype.toArray = function (array, index) {
  402. if (index === undefined) {
  403. index = 0;
  404. }
  405. array[index] = this.x;
  406. array[index + 1] = this.y;
  407. array[index + 2] = this.z;
  408. };
  409. Vector3.prototype.addInPlace = function (otherVector) {
  410. this.x += otherVector.x;
  411. this.y += otherVector.y;
  412. this.z += otherVector.z;
  413. };
  414. Vector3.prototype.add = function (otherVector) {
  415. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  416. };
  417. Vector3.prototype.addToRef = function (otherVector, result) {
  418. result.x = this.x + otherVector.x;
  419. result.y = this.y + otherVector.y;
  420. result.z = this.z + otherVector.z;
  421. };
  422. Vector3.prototype.subtractInPlace = function (otherVector) {
  423. this.x -= otherVector.x;
  424. this.y -= otherVector.y;
  425. this.z -= otherVector.z;
  426. };
  427. Vector3.prototype.subtract = function (otherVector) {
  428. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  429. };
  430. Vector3.prototype.subtractToRef = 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.subtractFromFloats = function (x, y, z) {
  436. return new Vector3(this.x - x, this.y - y, this.z - z);
  437. };
  438. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  439. result.x = this.x - x;
  440. result.y = this.y - y;
  441. result.z = this.z - z;
  442. };
  443. Vector3.prototype.negate = function () {
  444. return new Vector3(-this.x, -this.y, -this.z);
  445. };
  446. Vector3.prototype.scaleInPlace = function (scale) {
  447. this.x *= scale;
  448. this.y *= scale;
  449. this.z *= scale;
  450. return this;
  451. };
  452. Vector3.prototype.scale = function (scale) {
  453. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  454. };
  455. Vector3.prototype.scaleToRef = function (scale, result) {
  456. result.x = this.x * scale;
  457. result.y = this.y * scale;
  458. result.z = this.z * scale;
  459. };
  460. Vector3.prototype.equals = function (otherVector) {
  461. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  462. };
  463. Vector3.prototype.equalsWithEpsilon = function (otherVector) {
  464. 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;
  465. };
  466. Vector3.prototype.equalsToFloats = function (x, y, z) {
  467. return this.x === x && this.y === y && this.z === z;
  468. };
  469. Vector3.prototype.multiplyInPlace = function (otherVector) {
  470. this.x *= otherVector.x;
  471. this.y *= otherVector.y;
  472. this.z *= otherVector.z;
  473. };
  474. Vector3.prototype.multiply = function (otherVector) {
  475. return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  476. };
  477. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  478. result.x = this.x * otherVector.x;
  479. result.y = this.y * otherVector.y;
  480. result.z = this.z * otherVector.z;
  481. };
  482. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  483. return new Vector3(this.x * x, this.y * y, this.z * z);
  484. };
  485. Vector3.prototype.divide = function (otherVector) {
  486. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  487. };
  488. Vector3.prototype.divideToRef = function (otherVector, result) {
  489. result.x = this.x / otherVector.x;
  490. result.y = this.y / otherVector.y;
  491. result.z = this.z / otherVector.z;
  492. };
  493. Vector3.prototype.MinimizeInPlace = function (other) {
  494. if (other.x < this.x)
  495. this.x = other.x;
  496. if (other.y < this.y)
  497. this.y = other.y;
  498. if (other.z < this.z)
  499. this.z = other.z;
  500. };
  501. Vector3.prototype.MaximizeInPlace = function (other) {
  502. if (other.x > this.x)
  503. this.x = other.x;
  504. if (other.y > this.y)
  505. this.y = other.y;
  506. if (other.z > this.z)
  507. this.z = other.z;
  508. };
  509. // Properties
  510. Vector3.prototype.length = function () {
  511. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  512. };
  513. Vector3.prototype.lengthSquared = function () {
  514. return (this.x * this.x + this.y * this.y + this.z * this.z);
  515. };
  516. // Methods
  517. Vector3.prototype.normalize = function () {
  518. var len = this.length();
  519. if (len === 0)
  520. return this;
  521. var num = 1.0 / len;
  522. this.x *= num;
  523. this.y *= num;
  524. this.z *= num;
  525. return this;
  526. };
  527. Vector3.prototype.clone = function () {
  528. return new Vector3(this.x, this.y, this.z);
  529. };
  530. Vector3.prototype.copyFrom = function (source) {
  531. this.x = source.x;
  532. this.y = source.y;
  533. this.z = source.z;
  534. };
  535. Vector3.prototype.copyFromFloats = function (x, y, z) {
  536. this.x = x;
  537. this.y = y;
  538. this.z = z;
  539. };
  540. // Statics
  541. Vector3.FromArray = function (array, offset) {
  542. if (!offset) {
  543. offset = 0;
  544. }
  545. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  546. };
  547. Vector3.FromArrayToRef = function (array, offset, result) {
  548. result.x = array[offset];
  549. result.y = array[offset + 1];
  550. result.z = array[offset + 2];
  551. };
  552. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  553. result.x = array[offset];
  554. result.y = array[offset + 1];
  555. result.z = array[offset + 2];
  556. };
  557. Vector3.FromFloatsToRef = function (x, y, z, result) {
  558. result.x = x;
  559. result.y = y;
  560. result.z = z;
  561. };
  562. Vector3.Zero = function () {
  563. return new Vector3(0, 0, 0);
  564. };
  565. Vector3.Up = function () {
  566. return new Vector3(0, 1.0, 0);
  567. };
  568. Vector3.TransformCoordinates = function (vector, transformation) {
  569. var result = Vector3.Zero();
  570. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  571. return result;
  572. };
  573. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  574. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12];
  575. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13];
  576. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14];
  577. var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15];
  578. result.x = x / w;
  579. result.y = y / w;
  580. result.z = z / w;
  581. };
  582. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  583. var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12];
  584. var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13];
  585. var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14];
  586. var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15];
  587. result.x = rx / rw;
  588. result.y = ry / rw;
  589. result.z = rz / rw;
  590. };
  591. Vector3.TransformNormal = function (vector, transformation) {
  592. var result = Vector3.Zero();
  593. Vector3.TransformNormalToRef(vector, transformation, result);
  594. return result;
  595. };
  596. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  597. result.x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
  598. result.y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
  599. result.z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
  600. };
  601. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  602. result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]);
  603. result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]);
  604. result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]);
  605. };
  606. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  607. var squared = amount * amount;
  608. var cubed = amount * squared;
  609. 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));
  610. 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));
  611. 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));
  612. return new Vector3(x, y, z);
  613. };
  614. Vector3.Clamp = function (value, min, max) {
  615. var x = value.x;
  616. x = (x > max.x) ? max.x : x;
  617. x = (x < min.x) ? min.x : x;
  618. var y = value.y;
  619. y = (y > max.y) ? max.y : y;
  620. y = (y < min.y) ? min.y : y;
  621. var z = value.z;
  622. z = (z > max.z) ? max.z : z;
  623. z = (z < min.z) ? min.z : z;
  624. return new Vector3(x, y, z);
  625. };
  626. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  627. var squared = amount * amount;
  628. var cubed = amount * squared;
  629. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  630. var part2 = (-2.0 * cubed) + (3.0 * squared);
  631. var part3 = (cubed - (2.0 * squared)) + amount;
  632. var part4 = cubed - squared;
  633. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  634. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  635. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  636. return new Vector3(x, y, z);
  637. };
  638. Vector3.Lerp = function (start, end, amount) {
  639. var x = start.x + ((end.x - start.x) * amount);
  640. var y = start.y + ((end.y - start.y) * amount);
  641. var z = start.z + ((end.z - start.z) * amount);
  642. return new Vector3(x, y, z);
  643. };
  644. Vector3.Dot = function (left, right) {
  645. return (left.x * right.x + left.y * right.y + left.z * right.z);
  646. };
  647. Vector3.Cross = function (left, right) {
  648. var result = Vector3.Zero();
  649. Vector3.CrossToRef(left, right, result);
  650. return result;
  651. };
  652. Vector3.CrossToRef = function (left, right, result) {
  653. result.x = left.y * right.z - left.z * right.y;
  654. result.y = left.z * right.x - left.x * right.z;
  655. result.z = left.x * right.y - left.y * right.x;
  656. };
  657. Vector3.Normalize = function (vector) {
  658. var result = Vector3.Zero();
  659. Vector3.NormalizeToRef(vector, result);
  660. return result;
  661. };
  662. Vector3.NormalizeToRef = function (vector, result) {
  663. result.copyFrom(vector);
  664. result.normalize();
  665. };
  666. Vector3.Project = function (vector, world, transform, viewport) {
  667. var cw = viewport.width;
  668. var ch = viewport.height;
  669. var cx = viewport.x;
  670. var cy = viewport.y;
  671. 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);
  672. var finalMatrix = world.multiply(transform).multiply(viewportMatrix);
  673. return Vector3.TransformCoordinates(vector, finalMatrix);
  674. };
  675. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  676. var matrix = world.multiply(transform);
  677. matrix.invert();
  678. source.x = source.x / viewportWidth * 2 - 1;
  679. source.y = -(source.y / viewportHeight * 2 - 1);
  680. var vector = Vector3.TransformCoordinates(source, matrix);
  681. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  682. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  683. vector = vector.scale(1.0 / num);
  684. }
  685. return vector;
  686. };
  687. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  688. var matrix = world.multiply(view).multiply(projection);
  689. matrix.invert();
  690. source.x = source.x / viewportWidth * 2 - 1;
  691. source.y = -(source.y / viewportHeight * 2 - 1);
  692. var vector = Vector3.TransformCoordinates(source, matrix);
  693. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  694. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  695. vector = vector.scale(1.0 / num);
  696. }
  697. return vector;
  698. };
  699. Vector3.Minimize = function (left, right) {
  700. var min = left.clone();
  701. min.MinimizeInPlace(right);
  702. return min;
  703. };
  704. Vector3.Maximize = function (left, right) {
  705. var max = left.clone();
  706. max.MaximizeInPlace(right);
  707. return max;
  708. };
  709. Vector3.Distance = function (value1, value2) {
  710. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  711. };
  712. Vector3.DistanceSquared = function (value1, value2) {
  713. var x = value1.x - value2.x;
  714. var y = value1.y - value2.y;
  715. var z = value1.z - value2.z;
  716. return (x * x) + (y * y) + (z * z);
  717. };
  718. Vector3.Center = function (value1, value2) {
  719. var center = value1.add(value2);
  720. center.scaleInPlace(0.5);
  721. return center;
  722. };
  723. return Vector3;
  724. })();
  725. BABYLON.Vector3 = Vector3;
  726. //Vector4 class created for EulerAngle class conversion to Quaternion
  727. var Vector4 = (function () {
  728. function Vector4(x, y, z, w) {
  729. this.x = x;
  730. this.y = y;
  731. this.z = z;
  732. this.w = w;
  733. }
  734. Vector4.prototype.toString = function () {
  735. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "W:" + this.w + "}";
  736. };
  737. // Operators
  738. Vector4.prototype.asArray = function () {
  739. var result = [];
  740. this.toArray(result, 0);
  741. return result;
  742. };
  743. Vector4.prototype.toArray = function (array, index) {
  744. if (index === undefined) {
  745. index = 0;
  746. }
  747. array[index] = this.x;
  748. array[index + 1] = this.y;
  749. array[index + 2] = this.z;
  750. array[index + 3] = this.w;
  751. };
  752. Vector4.prototype.addInPlace = function (otherVector) {
  753. this.x += otherVector.x;
  754. this.y += otherVector.y;
  755. this.z += otherVector.z;
  756. this.w += otherVector.w;
  757. };
  758. Vector4.prototype.add = function (otherVector) {
  759. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  760. };
  761. Vector4.prototype.addToRef = function (otherVector, result) {
  762. result.x = this.x + otherVector.x;
  763. result.y = this.y + otherVector.y;
  764. result.z = this.z + otherVector.z;
  765. result.w = this.w + otherVector.w;
  766. };
  767. Vector4.prototype.subtractInPlace = function (otherVector) {
  768. this.x -= otherVector.x;
  769. this.y -= otherVector.y;
  770. this.z -= otherVector.z;
  771. this.w -= otherVector.w;
  772. };
  773. Vector4.prototype.subtract = function (otherVector) {
  774. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  775. };
  776. Vector4.prototype.subtractToRef = function (otherVector, result) {
  777. result.x = this.x - otherVector.x;
  778. result.y = this.y - otherVector.y;
  779. result.z = this.z - otherVector.z;
  780. result.w = this.w - otherVector.w;
  781. };
  782. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  783. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  784. };
  785. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  786. result.x = this.x - x;
  787. result.y = this.y - y;
  788. result.z = this.z - z;
  789. result.w = this.w - w;
  790. };
  791. Vector4.prototype.negate = function () {
  792. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  793. };
  794. Vector4.prototype.scaleInPlace = function (scale) {
  795. this.x *= scale;
  796. this.y *= scale;
  797. this.z *= scale;
  798. this.w *= scale;
  799. return this;
  800. };
  801. Vector4.prototype.scale = function (scale) {
  802. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  803. };
  804. Vector4.prototype.scaleToRef = function (scale, result) {
  805. result.x = this.x * scale;
  806. result.y = this.y * scale;
  807. result.z = this.z * scale;
  808. result.w = this.w * scale;
  809. };
  810. Vector4.prototype.equals = function (otherVector) {
  811. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  812. };
  813. Vector4.prototype.equalsWithEpsilon = function (otherVector) {
  814. 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;
  815. };
  816. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  817. return this.x === x && this.y === y && this.z === z && this.w === w;
  818. };
  819. Vector4.prototype.multiplyInPlace = function (otherVector) {
  820. this.x *= otherVector.x;
  821. this.y *= otherVector.y;
  822. this.z *= otherVector.z;
  823. this.w *= otherVector.w;
  824. };
  825. Vector4.prototype.multiply = function (otherVector) {
  826. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  827. };
  828. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  829. result.x = this.x * otherVector.x;
  830. result.y = this.y * otherVector.y;
  831. result.z = this.z * otherVector.z;
  832. result.w = this.w * otherVector.w;
  833. };
  834. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  835. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  836. };
  837. Vector4.prototype.divide = function (otherVector) {
  838. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  839. };
  840. Vector4.prototype.divideToRef = function (otherVector, result) {
  841. result.x = this.x / otherVector.x;
  842. result.y = this.y / otherVector.y;
  843. result.z = this.z / otherVector.z;
  844. result.w = this.w / otherVector.w;
  845. };
  846. Vector4.prototype.MinimizeInPlace = function (other) {
  847. if (other.x < this.x)
  848. this.x = other.x;
  849. if (other.y < this.y)
  850. this.y = other.y;
  851. if (other.z < this.z)
  852. this.z = other.z;
  853. if (other.w < this.w)
  854. this.w = other.w;
  855. };
  856. Vector4.prototype.MaximizeInPlace = function (other) {
  857. if (other.x > this.x)
  858. this.x = other.x;
  859. if (other.y > this.y)
  860. this.y = other.y;
  861. if (other.z > this.z)
  862. this.z = other.z;
  863. if (other.w > this.w)
  864. this.w = other.w;
  865. };
  866. // Properties
  867. Vector4.prototype.length = function () {
  868. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  869. };
  870. Vector4.prototype.lengthSquared = function () {
  871. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  872. };
  873. // Methods
  874. Vector4.prototype.normalize = function () {
  875. var len = this.length();
  876. if (len === 0)
  877. return this;
  878. var num = 1.0 / len;
  879. this.x *= num;
  880. this.y *= num;
  881. this.z *= num;
  882. this.w *= num;
  883. return this;
  884. };
  885. Vector4.prototype.clone = function () {
  886. return new Vector4(this.x, this.y, this.z, this.w);
  887. };
  888. Vector4.prototype.copyFrom = function (source) {
  889. this.x = source.x;
  890. this.y = source.y;
  891. this.z = source.z;
  892. this.w = source.w;
  893. };
  894. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  895. this.x = x;
  896. this.y = y;
  897. this.z = z;
  898. this.w = w;
  899. };
  900. // Statics
  901. Vector4.FromArray = function (array, offset) {
  902. if (!offset) {
  903. offset = 0;
  904. }
  905. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  906. };
  907. Vector4.FromArrayToRef = function (array, offset, result) {
  908. result.x = array[offset];
  909. result.y = array[offset + 1];
  910. result.z = array[offset + 2];
  911. result.w = array[offset + 3];
  912. };
  913. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  914. result.x = array[offset];
  915. result.y = array[offset + 1];
  916. result.z = array[offset + 2];
  917. result.w = array[offset + 3];
  918. };
  919. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  920. result.x = x;
  921. result.y = y;
  922. result.z = z;
  923. result.w = w;
  924. };
  925. Vector4.Zero = function () {
  926. return new Vector4(0, 0, 0, 0);
  927. };
  928. Vector4.Normalize = function (vector) {
  929. var result = Vector4.Zero();
  930. Vector4.NormalizeToRef(vector, result);
  931. return result;
  932. };
  933. Vector4.NormalizeToRef = function (vector, result) {
  934. result.copyFrom(vector);
  935. result.normalize();
  936. };
  937. Vector4.Minimize = function (left, right) {
  938. var min = left.clone();
  939. min.MinimizeInPlace(right);
  940. return min;
  941. };
  942. Vector4.Maximize = function (left, right) {
  943. var max = left.clone();
  944. max.MaximizeInPlace(right);
  945. return max;
  946. };
  947. Vector4.Distance = function (value1, value2) {
  948. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  949. };
  950. Vector4.DistanceSquared = function (value1, value2) {
  951. var x = value1.x - value2.x;
  952. var y = value1.y - value2.y;
  953. var z = value1.z - value2.z;
  954. var w = value1.w - value2.w;
  955. return (x * x) + (y * y) + (z * z) + (w * w);
  956. };
  957. Vector4.Center = function (value1, value2) {
  958. var center = value1.add(value2);
  959. center.scaleInPlace(0.5);
  960. return center;
  961. };
  962. return Vector4;
  963. })();
  964. BABYLON.Vector4 = Vector4;
  965. var Quaternion = (function () {
  966. function Quaternion(x, y, z, w) {
  967. if (typeof x === "undefined") { x = 0; }
  968. if (typeof y === "undefined") { y = 0; }
  969. if (typeof z === "undefined") { z = 0; }
  970. if (typeof w === "undefined") { w = 1; }
  971. this.x = x;
  972. this.y = y;
  973. this.z = z;
  974. this.w = w;
  975. }
  976. Quaternion.prototype.toString = function () {
  977. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  978. };
  979. Quaternion.prototype.asArray = function () {
  980. return [this.x, this.y, this.z, this.w];
  981. };
  982. Quaternion.prototype.equals = function (otherQuaternion) {
  983. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  984. };
  985. Quaternion.prototype.clone = function () {
  986. return new Quaternion(this.x, this.y, this.z, this.w);
  987. };
  988. Quaternion.prototype.copyFrom = function (other) {
  989. this.x = other.x;
  990. this.y = other.y;
  991. this.z = other.z;
  992. this.w = other.w;
  993. };
  994. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  995. this.x = x;
  996. this.y = y;
  997. this.z = z;
  998. this.w = w;
  999. };
  1000. Quaternion.prototype.add = function (other) {
  1001. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  1002. };
  1003. Quaternion.prototype.subtract = function (other) {
  1004. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  1005. };
  1006. Quaternion.prototype.scale = function (value) {
  1007. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  1008. };
  1009. Quaternion.prototype.multiply = function (q1) {
  1010. var result = new Quaternion(0, 0, 0, 1.0);
  1011. this.multiplyToRef(q1, result);
  1012. return result;
  1013. };
  1014. Quaternion.prototype.multiplyToRef = function (q1, result) {
  1015. result.x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  1016. result.y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  1017. result.z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  1018. result.w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  1019. };
  1020. Quaternion.prototype.length = function () {
  1021. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  1022. };
  1023. Quaternion.prototype.normalize = function () {
  1024. var length = 1.0 / this.length();
  1025. this.x *= length;
  1026. this.y *= length;
  1027. this.z *= length;
  1028. this.w *= length;
  1029. };
  1030. Quaternion.prototype.toEulerAngles = function () {
  1031. var result = Vector3.Zero();
  1032. this.toEulerAnglesToRef(result);
  1033. return result;
  1034. };
  1035. Quaternion.prototype.toEulerAnglesToRef = function (result) {
  1036. //result is an EulerAngles in the in the z-x-z convention
  1037. var qx = this.x;
  1038. var qy = this.y;
  1039. var qz = this.z;
  1040. var qw = this.w;
  1041. var qxy = qx * qy;
  1042. var qxz = qx * qz;
  1043. var qwy = qw * qy;
  1044. var qwz = qw * qz;
  1045. var qwx = qw * qx;
  1046. var qyz = qy * qz;
  1047. var sqx = qx * qx;
  1048. var sqy = qy * qy;
  1049. var determinant = sqx + sqy;
  1050. if (determinant !== 0.000 && determinant !== 1.000) {
  1051. result.x = Math.atan2(qxz + qwy, qwx - qyz);
  1052. result.y = Math.acos(1 - 2 * determinant);
  1053. result.z = Math.atan2(qxz - qwy, qwx + qyz);
  1054. } else {
  1055. if (determinant === 0.0) {
  1056. result.x = 0.0;
  1057. result.y = 0.0;
  1058. 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)
  1059. } else {
  1060. 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)
  1061. result.y = Math.PI;
  1062. result.z = 0.0;
  1063. }
  1064. }
  1065. };
  1066. Quaternion.prototype.toRotationMatrix = function (result) {
  1067. var xx = this.x * this.x;
  1068. var yy = this.y * this.y;
  1069. var zz = this.z * this.z;
  1070. var xy = this.x * this.y;
  1071. var zw = this.z * this.w;
  1072. var zx = this.z * this.x;
  1073. var yw = this.y * this.w;
  1074. var yz = this.y * this.z;
  1075. var xw = this.x * this.w;
  1076. result.m[0] = 1.0 - (2.0 * (yy + zz));
  1077. result.m[1] = 2.0 * (xy + zw);
  1078. result.m[2] = 2.0 * (zx - yw);
  1079. result.m[3] = 0;
  1080. result.m[4] = 2.0 * (xy - zw);
  1081. result.m[5] = 1.0 - (2.0 * (zz + xx));
  1082. result.m[6] = 2.0 * (yz + xw);
  1083. result.m[7] = 0;
  1084. result.m[8] = 2.0 * (zx + yw);
  1085. result.m[9] = 2.0 * (yz - xw);
  1086. result.m[10] = 1.0 - (2.0 * (yy + xx));
  1087. result.m[11] = 0;
  1088. result.m[12] = 0;
  1089. result.m[13] = 0;
  1090. result.m[14] = 0;
  1091. result.m[15] = 1.0;
  1092. };
  1093. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  1094. var data = matrix.m;
  1095. var m11 = data[0], m12 = data[4], m13 = data[8];
  1096. var m21 = data[1], m22 = data[5], m23 = data[9];
  1097. var m31 = data[2], m32 = data[6], m33 = data[10];
  1098. var trace = m11 + m22 + m33;
  1099. var s;
  1100. if (trace > 0) {
  1101. s = 0.5 / Math.sqrt(trace + 1.0);
  1102. this.w = 0.25 / s;
  1103. this.x = (m32 - m23) * s;
  1104. this.y = (m13 - m31) * s;
  1105. this.z = (m21 - m12) * s;
  1106. return;
  1107. }
  1108. if (m11 > m22 && m11 > m33) {
  1109. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  1110. this.w = (m32 - m23) / s;
  1111. this.x = 0.25 * s;
  1112. this.y = (m12 + m21) / s;
  1113. this.z = (m13 + m31) / s;
  1114. return;
  1115. }
  1116. if (m22 > m33) {
  1117. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  1118. this.w = (m13 - m31) / s;
  1119. this.x = (m12 + m21) / s;
  1120. this.y = 0.25 * s;
  1121. this.z = (m23 + m32) / s;
  1122. return;
  1123. }
  1124. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  1125. this.w = (m21 - m12) / s;
  1126. this.x = (m13 + m31) / s;
  1127. this.y = (m23 + m32) / s;
  1128. this.z = 0.25 * s;
  1129. };
  1130. // Statics
  1131. Quaternion.Inverse = function (q) {
  1132. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  1133. };
  1134. Quaternion.RotationAxis = function (axis, angle) {
  1135. var result = new Quaternion();
  1136. var sin = Math.sin(angle / 2);
  1137. result.w = Math.cos(angle / 2);
  1138. result.x = axis.x * sin;
  1139. result.y = axis.y * sin;
  1140. result.z = axis.z * sin;
  1141. return result;
  1142. };
  1143. Quaternion.FromArray = function (array, offset) {
  1144. if (!offset) {
  1145. offset = 0;
  1146. }
  1147. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  1148. };
  1149. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  1150. var result = new Quaternion();
  1151. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1152. return result;
  1153. };
  1154. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  1155. var halfRoll = roll * 0.5;
  1156. var halfPitch = pitch * 0.5;
  1157. var halfYaw = yaw * 0.5;
  1158. var sinRoll = Math.sin(halfRoll);
  1159. var cosRoll = Math.cos(halfRoll);
  1160. var sinPitch = Math.sin(halfPitch);
  1161. var cosPitch = Math.cos(halfPitch);
  1162. var sinYaw = Math.sin(halfYaw);
  1163. var cosYaw = Math.cos(halfYaw);
  1164. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  1165. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  1166. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  1167. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  1168. };
  1169. Quaternion.Slerp = function (left, right, amount) {
  1170. var num2;
  1171. var num3;
  1172. var num = amount;
  1173. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  1174. var flag = false;
  1175. if (num4 < 0) {
  1176. flag = true;
  1177. num4 = -num4;
  1178. }
  1179. if (num4 > 0.999999) {
  1180. num3 = 1 - num;
  1181. num2 = flag ? -num : num;
  1182. } else {
  1183. var num5 = Math.acos(num4);
  1184. var num6 = (1.0 / Math.sin(num5));
  1185. num3 = (Math.sin((1.0 - num) * num5)) * num6;
  1186. num2 = flag ? ((-Math.sin(num * num5)) * num6) : ((Math.sin(num * num5)) * num6);
  1187. }
  1188. 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));
  1189. };
  1190. return Quaternion;
  1191. })();
  1192. BABYLON.Quaternion = Quaternion;
  1193. var Matrix = (function () {
  1194. function Matrix() {
  1195. this.m = new Float32Array(16);
  1196. }
  1197. // Properties
  1198. Matrix.prototype.isIdentity = function () {
  1199. if (this.m[0] !== 1.0 || this.m[5] !== 1.0 || this.m[10] !== 1.0 || this.m[15] !== 1.0)
  1200. return false;
  1201. 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)
  1202. return false;
  1203. return true;
  1204. };
  1205. Matrix.prototype.determinant = function () {
  1206. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  1207. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  1208. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  1209. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  1210. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  1211. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  1212. 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))));
  1213. };
  1214. // Methods
  1215. Matrix.prototype.toArray = function () {
  1216. return this.m;
  1217. };
  1218. Matrix.prototype.asArray = function () {
  1219. return this.toArray();
  1220. };
  1221. Matrix.prototype.invert = function () {
  1222. this.invertToRef(this);
  1223. };
  1224. Matrix.prototype.invertToRef = function (other) {
  1225. var l1 = this.m[0];
  1226. var l2 = this.m[1];
  1227. var l3 = this.m[2];
  1228. var l4 = this.m[3];
  1229. var l5 = this.m[4];
  1230. var l6 = this.m[5];
  1231. var l7 = this.m[6];
  1232. var l8 = this.m[7];
  1233. var l9 = this.m[8];
  1234. var l10 = this.m[9];
  1235. var l11 = this.m[10];
  1236. var l12 = this.m[11];
  1237. var l13 = this.m[12];
  1238. var l14 = this.m[13];
  1239. var l15 = this.m[14];
  1240. var l16 = this.m[15];
  1241. var l17 = (l11 * l16) - (l12 * l15);
  1242. var l18 = (l10 * l16) - (l12 * l14);
  1243. var l19 = (l10 * l15) - (l11 * l14);
  1244. var l20 = (l9 * l16) - (l12 * l13);
  1245. var l21 = (l9 * l15) - (l11 * l13);
  1246. var l22 = (l9 * l14) - (l10 * l13);
  1247. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  1248. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  1249. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  1250. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  1251. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  1252. var l28 = (l7 * l16) - (l8 * l15);
  1253. var l29 = (l6 * l16) - (l8 * l14);
  1254. var l30 = (l6 * l15) - (l7 * l14);
  1255. var l31 = (l5 * l16) - (l8 * l13);
  1256. var l32 = (l5 * l15) - (l7 * l13);
  1257. var l33 = (l5 * l14) - (l6 * l13);
  1258. var l34 = (l7 * l12) - (l8 * l11);
  1259. var l35 = (l6 * l12) - (l8 * l10);
  1260. var l36 = (l6 * l11) - (l7 * l10);
  1261. var l37 = (l5 * l12) - (l8 * l9);
  1262. var l38 = (l5 * l11) - (l7 * l9);
  1263. var l39 = (l5 * l10) - (l6 * l9);
  1264. other.m[0] = l23 * l27;
  1265. other.m[4] = l24 * l27;
  1266. other.m[8] = l25 * l27;
  1267. other.m[12] = l26 * l27;
  1268. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  1269. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  1270. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  1271. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  1272. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  1273. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  1274. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  1275. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  1276. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  1277. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  1278. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  1279. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  1280. };
  1281. Matrix.prototype.setTranslation = function (vector3) {
  1282. this.m[12] = vector3.x;
  1283. this.m[13] = vector3.y;
  1284. this.m[14] = vector3.z;
  1285. };
  1286. Matrix.prototype.multiply = function (other) {
  1287. var result = new Matrix();
  1288. this.multiplyToRef(other, result);
  1289. return result;
  1290. };
  1291. Matrix.prototype.copyFrom = function (other) {
  1292. for (var index = 0; index < 16; index++) {
  1293. this.m[index] = other.m[index];
  1294. }
  1295. };
  1296. Matrix.prototype.copyToArray = function (array, offset) {
  1297. if (typeof offset === "undefined") { offset = 0; }
  1298. for (var index = 0; index < 16; index++) {
  1299. array[offset + index] = this.m[index];
  1300. }
  1301. };
  1302. Matrix.prototype.multiplyToRef = function (other, result) {
  1303. this.multiplyToArray(other, result.m, 0);
  1304. };
  1305. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  1306. var tm0 = this.m[0];
  1307. var tm1 = this.m[1];
  1308. var tm2 = this.m[2];
  1309. var tm3 = this.m[3];
  1310. var tm4 = this.m[4];
  1311. var tm5 = this.m[5];
  1312. var tm6 = this.m[6];
  1313. var tm7 = this.m[7];
  1314. var tm8 = this.m[8];
  1315. var tm9 = this.m[9];
  1316. var tm10 = this.m[10];
  1317. var tm11 = this.m[11];
  1318. var tm12 = this.m[12];
  1319. var tm13 = this.m[13];
  1320. var tm14 = this.m[14];
  1321. var tm15 = this.m[15];
  1322. var om0 = other.m[0];
  1323. var om1 = other.m[1];
  1324. var om2 = other.m[2];
  1325. var om3 = other.m[3];
  1326. var om4 = other.m[4];
  1327. var om5 = other.m[5];
  1328. var om6 = other.m[6];
  1329. var om7 = other.m[7];
  1330. var om8 = other.m[8];
  1331. var om9 = other.m[9];
  1332. var om10 = other.m[10];
  1333. var om11 = other.m[11];
  1334. var om12 = other.m[12];
  1335. var om13 = other.m[13];
  1336. var om14 = other.m[14];
  1337. var om15 = other.m[15];
  1338. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  1339. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  1340. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  1341. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  1342. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  1343. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  1344. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  1345. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  1346. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  1347. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  1348. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  1349. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  1350. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  1351. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  1352. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  1353. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  1354. };
  1355. Matrix.prototype.equals = function (value) {
  1356. 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]);
  1357. };
  1358. Matrix.prototype.clone = function () {
  1359. 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]);
  1360. };
  1361. // Statics
  1362. Matrix.FromArray = function (array, offset) {
  1363. var result = new Matrix();
  1364. if (!offset) {
  1365. offset = 0;
  1366. }
  1367. Matrix.FromArrayToRef(array, offset, result);
  1368. return result;
  1369. };
  1370. Matrix.FromArrayToRef = function (array, offset, result) {
  1371. for (var index = 0; index < 16; index++) {
  1372. result.m[index] = array[index + offset];
  1373. }
  1374. };
  1375. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  1376. result.m[0] = initialM11;
  1377. result.m[1] = initialM12;
  1378. result.m[2] = initialM13;
  1379. result.m[3] = initialM14;
  1380. result.m[4] = initialM21;
  1381. result.m[5] = initialM22;
  1382. result.m[6] = initialM23;
  1383. result.m[7] = initialM24;
  1384. result.m[8] = initialM31;
  1385. result.m[9] = initialM32;
  1386. result.m[10] = initialM33;
  1387. result.m[11] = initialM34;
  1388. result.m[12] = initialM41;
  1389. result.m[13] = initialM42;
  1390. result.m[14] = initialM43;
  1391. result.m[15] = initialM44;
  1392. };
  1393. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  1394. var result = new Matrix();
  1395. result.m[0] = initialM11;
  1396. result.m[1] = initialM12;
  1397. result.m[2] = initialM13;
  1398. result.m[3] = initialM14;
  1399. result.m[4] = initialM21;
  1400. result.m[5] = initialM22;
  1401. result.m[6] = initialM23;
  1402. result.m[7] = initialM24;
  1403. result.m[8] = initialM31;
  1404. result.m[9] = initialM32;
  1405. result.m[10] = initialM33;
  1406. result.m[11] = initialM34;
  1407. result.m[12] = initialM41;
  1408. result.m[13] = initialM42;
  1409. result.m[14] = initialM43;
  1410. result.m[15] = initialM44;
  1411. return result;
  1412. };
  1413. Matrix.Identity = function () {
  1414. return Matrix.FromValues(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0);
  1415. };
  1416. Matrix.IdentityToRef = function (result) {
  1417. Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, result);
  1418. };
  1419. Matrix.Zero = function () {
  1420. return Matrix.FromValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
  1421. };
  1422. Matrix.RotationX = function (angle) {
  1423. var result = new Matrix();
  1424. Matrix.RotationXToRef(angle, result);
  1425. return result;
  1426. };
  1427. Matrix.Invert = function (source) {
  1428. var result = new Matrix();
  1429. source.invertToRef(result);
  1430. return result;
  1431. };
  1432. Matrix.RotationXToRef = function (angle, result) {
  1433. var s = Math.sin(angle);
  1434. var c = Math.cos(angle);
  1435. result.m[0] = 1.0;
  1436. result.m[15] = 1.0;
  1437. result.m[5] = c;
  1438. result.m[10] = c;
  1439. result.m[9] = -s;
  1440. result.m[6] = s;
  1441. result.m[1] = 0;
  1442. result.m[2] = 0;
  1443. result.m[3] = 0;
  1444. result.m[4] = 0;
  1445. result.m[7] = 0;
  1446. result.m[8] = 0;
  1447. result.m[11] = 0;
  1448. result.m[12] = 0;
  1449. result.m[13] = 0;
  1450. result.m[14] = 0;
  1451. };
  1452. Matrix.RotationY = function (angle) {
  1453. var result = new Matrix();
  1454. Matrix.RotationYToRef(angle, result);
  1455. return result;
  1456. };
  1457. Matrix.RotationYToRef = function (angle, result) {
  1458. var s = Math.sin(angle);
  1459. var c = Math.cos(angle);
  1460. result.m[5] = 1.0;
  1461. result.m[15] = 1.0;
  1462. result.m[0] = c;
  1463. result.m[2] = -s;
  1464. result.m[8] = s;
  1465. result.m[10] = c;
  1466. result.m[1] = 0;
  1467. result.m[3] = 0;
  1468. result.m[4] = 0;
  1469. result.m[6] = 0;
  1470. result.m[7] = 0;
  1471. result.m[9] = 0;
  1472. result.m[11] = 0;
  1473. result.m[12] = 0;
  1474. result.m[13] = 0;
  1475. result.m[14] = 0;
  1476. };
  1477. Matrix.RotationZ = function (angle) {
  1478. var result = new Matrix();
  1479. Matrix.RotationZToRef(angle, result);
  1480. return result;
  1481. };
  1482. Matrix.RotationZToRef = function (angle, result) {
  1483. var s = Math.sin(angle);
  1484. var c = Math.cos(angle);
  1485. result.m[10] = 1.0;
  1486. result.m[15] = 1.0;
  1487. result.m[0] = c;
  1488. result.m[1] = s;
  1489. result.m[4] = -s;
  1490. result.m[5] = c;
  1491. result.m[2] = 0;
  1492. result.m[3] = 0;
  1493. result.m[6] = 0;
  1494. result.m[7] = 0;
  1495. result.m[8] = 0;
  1496. result.m[9] = 0;
  1497. result.m[11] = 0;
  1498. result.m[12] = 0;
  1499. result.m[13] = 0;
  1500. result.m[14] = 0;
  1501. };
  1502. Matrix.RotationAxis = function (axis, angle) {
  1503. var s = Math.sin(-angle);
  1504. var c = Math.cos(-angle);
  1505. var c1 = 1 - c;
  1506. axis.normalize();
  1507. var result = Matrix.Zero();
  1508. result.m[0] = (axis.x * axis.x) * c1 + c;
  1509. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  1510. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  1511. result.m[3] = 0.0;
  1512. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  1513. result.m[5] = (axis.y * axis.y) * c1 + c;
  1514. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  1515. result.m[7] = 0.0;
  1516. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  1517. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  1518. result.m[10] = (axis.z * axis.z) * c1 + c;
  1519. result.m[11] = 0.0;
  1520. result.m[15] = 1.0;
  1521. return result;
  1522. };
  1523. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  1524. var result = new Matrix();
  1525. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1526. return result;
  1527. };
  1528. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  1529. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  1530. this._tempQuaternion.toRotationMatrix(result);
  1531. };
  1532. Matrix.Scaling = function (x, y, z) {
  1533. var result = Matrix.Zero();
  1534. Matrix.ScalingToRef(x, y, z, result);
  1535. return result;
  1536. };
  1537. Matrix.ScalingToRef = function (x, y, z, result) {
  1538. result.m[0] = x;
  1539. result.m[1] = 0;
  1540. result.m[2] = 0;
  1541. result.m[3] = 0;
  1542. result.m[4] = 0;
  1543. result.m[5] = y;
  1544. result.m[6] = 0;
  1545. result.m[7] = 0;
  1546. result.m[8] = 0;
  1547. result.m[9] = 0;
  1548. result.m[10] = z;
  1549. result.m[11] = 0;
  1550. result.m[12] = 0;
  1551. result.m[13] = 0;
  1552. result.m[14] = 0;
  1553. result.m[15] = 1.0;
  1554. };
  1555. Matrix.Translation = function (x, y, z) {
  1556. var result = Matrix.Identity();
  1557. Matrix.TranslationToRef(x, y, z, result);
  1558. return result;
  1559. };
  1560. Matrix.TranslationToRef = function (x, y, z, result) {
  1561. Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, x, y, z, 1.0, result);
  1562. };
  1563. Matrix.LookAtLH = function (eye, target, up) {
  1564. var result = Matrix.Zero();
  1565. Matrix.LookAtLHToRef(eye, target, up, result);
  1566. return result;
  1567. };
  1568. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  1569. // Z axis
  1570. target.subtractToRef(eye, this._zAxis);
  1571. this._zAxis.normalize();
  1572. // X axis
  1573. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  1574. this._xAxis.normalize();
  1575. // Y axis
  1576. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  1577. this._yAxis.normalize();
  1578. // Eye angles
  1579. var ex = -Vector3.Dot(this._xAxis, eye);
  1580. var ey = -Vector3.Dot(this._yAxis, eye);
  1581. var ez = -Vector3.Dot(this._zAxis, eye);
  1582. 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);
  1583. };
  1584. Matrix.OrthoLH = function (width, height, znear, zfar) {
  1585. var hw = 2.0 / width;
  1586. var hh = 2.0 / height;
  1587. var id = 1.0 / (zfar - znear);
  1588. var nid = znear / (znear - zfar);
  1589. return Matrix.FromValues(hw, 0, 0, 0, 0, hh, 0, 0, 0, 0, id, 0, 0, 0, nid, 1);
  1590. };
  1591. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  1592. var matrix = Matrix.Zero();
  1593. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  1594. return matrix;
  1595. };
  1596. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  1597. result.m[0] = 2.0 / (right - left);
  1598. result.m[1] = result.m[2] = result.m[3] = 0;
  1599. result.m[5] = 2.0 / (top - bottom);
  1600. result.m[4] = result.m[6] = result.m[7] = 0;
  1601. result.m[10] = -1.0 / (znear - zfar);
  1602. result.m[8] = result.m[9] = result.m[11] = 0;
  1603. result.m[12] = (left + right) / (left - right);
  1604. result.m[13] = (top + bottom) / (bottom - top);
  1605. result.m[14] = znear / (znear - zfar);
  1606. result.m[15] = 1.0;
  1607. };
  1608. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  1609. var matrix = Matrix.Zero();
  1610. matrix.m[0] = (2.0 * znear) / width;
  1611. matrix.m[1] = matrix.m[2] = matrix.m[3] = 0.0;
  1612. matrix.m[5] = (2.0 * znear) / height;
  1613. matrix.m[4] = matrix.m[6] = matrix.m[7] = 0.0;
  1614. matrix.m[10] = -zfar / (znear - zfar);
  1615. matrix.m[8] = matrix.m[9] = 0.0;
  1616. matrix.m[11] = 1.0;
  1617. matrix.m[12] = matrix.m[13] = matrix.m[15] = 0.0;
  1618. matrix.m[14] = (znear * zfar) / (znear - zfar);
  1619. return matrix;
  1620. };
  1621. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  1622. var matrix = Matrix.Zero();
  1623. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  1624. return matrix;
  1625. };
  1626. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result) {
  1627. var tan = 1.0 / (Math.tan(fov * 0.5));
  1628. result.m[0] = tan / aspect;
  1629. result.m[1] = result.m[2] = result.m[3] = 0.0;
  1630. result.m[5] = tan;
  1631. result.m[4] = result.m[6] = result.m[7] = 0.0;
  1632. result.m[8] = result.m[9] = 0.0;
  1633. result.m[10] = -zfar / (znear - zfar);
  1634. result.m[11] = 1.0;
  1635. result.m[12] = result.m[13] = result.m[15] = 0.0;
  1636. result.m[14] = (znear * zfar) / (znear - zfar);
  1637. };
  1638. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  1639. var cw = viewport.width;
  1640. var ch = viewport.height;
  1641. var cx = viewport.x;
  1642. var cy = viewport.y;
  1643. 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);
  1644. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  1645. };
  1646. Matrix.Transpose = function (matrix) {
  1647. var result = new Matrix();
  1648. result.m[0] = matrix.m[0];
  1649. result.m[1] = matrix.m[4];
  1650. result.m[2] = matrix.m[8];
  1651. result.m[3] = matrix.m[12];
  1652. result.m[4] = matrix.m[1];
  1653. result.m[5] = matrix.m[5];
  1654. result.m[6] = matrix.m[9];
  1655. result.m[7] = matrix.m[13];
  1656. result.m[8] = matrix.m[2];
  1657. result.m[9] = matrix.m[6];
  1658. result.m[10] = matrix.m[10];
  1659. result.m[11] = matrix.m[14];
  1660. result.m[12] = matrix.m[3];
  1661. result.m[13] = matrix.m[7];
  1662. result.m[14] = matrix.m[11];
  1663. result.m[15] = matrix.m[15];
  1664. return result;
  1665. };
  1666. Matrix.Reflection = function (plane) {
  1667. var matrix = new Matrix();
  1668. Matrix.ReflectionToRef(plane, matrix);
  1669. return matrix;
  1670. };
  1671. Matrix.ReflectionToRef = function (plane, result) {
  1672. plane.normalize();
  1673. var x = plane.normal.x;
  1674. var y = plane.normal.y;
  1675. var z = plane.normal.z;
  1676. var temp = -2 * x;
  1677. var temp2 = -2 * y;
  1678. var temp3 = -2 * z;
  1679. result.m[0] = (temp * x) + 1;
  1680. result.m[1] = temp2 * x;
  1681. result.m[2] = temp3 * x;
  1682. result.m[3] = 0.0;
  1683. result.m[4] = temp * y;
  1684. result.m[5] = (temp2 * y) + 1;
  1685. result.m[6] = temp3 * y;
  1686. result.m[7] = 0.0;
  1687. result.m[8] = temp * z;
  1688. result.m[9] = temp2 * z;
  1689. result.m[10] = (temp3 * z) + 1;
  1690. result.m[11] = 0.0;
  1691. result.m[12] = temp * plane.d;
  1692. result.m[13] = temp2 * plane.d;
  1693. result.m[14] = temp3 * plane.d;
  1694. result.m[15] = 1.0;
  1695. };
  1696. Matrix._tempQuaternion = new Quaternion();
  1697. Matrix._xAxis = Vector3.Zero();
  1698. Matrix._yAxis = Vector3.Zero();
  1699. Matrix._zAxis = Vector3.Zero();
  1700. return Matrix;
  1701. })();
  1702. BABYLON.Matrix = Matrix;
  1703. var Plane = (function () {
  1704. function Plane(a, b, c, d) {
  1705. this.normal = new Vector3(a, b, c);
  1706. this.d = d;
  1707. }
  1708. Plane.prototype.asArray = function () {
  1709. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  1710. };
  1711. // Methods
  1712. Plane.prototype.clone = function () {
  1713. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  1714. };
  1715. Plane.prototype.normalize = function () {
  1716. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  1717. var magnitude = 0;
  1718. if (norm !== 0) {
  1719. magnitude = 1.0 / norm;
  1720. }
  1721. this.normal.x *= magnitude;
  1722. this.normal.y *= magnitude;
  1723. this.normal.z *= magnitude;
  1724. this.d *= magnitude;
  1725. };
  1726. Plane.prototype.transform = function (transformation) {
  1727. var transposedMatrix = Matrix.Transpose(transformation);
  1728. var x = this.normal.x;
  1729. var y = this.normal.y;
  1730. var z = this.normal.z;
  1731. var d = this.d;
  1732. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  1733. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  1734. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  1735. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  1736. return new Plane(normalX, normalY, normalZ, finalD);
  1737. };
  1738. Plane.prototype.dotCoordinate = function (point) {
  1739. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  1740. };
  1741. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  1742. var x1 = point2.x - point1.x;
  1743. var y1 = point2.y - point1.y;
  1744. var z1 = point2.z - point1.z;
  1745. var x2 = point3.x - point1.x;
  1746. var y2 = point3.y - point1.y;
  1747. var z2 = point3.z - point1.z;
  1748. var yz = (y1 * z2) - (z1 * y2);
  1749. var xz = (z1 * x2) - (x1 * z2);
  1750. var xy = (x1 * y2) - (y1 * x2);
  1751. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  1752. var invPyth;
  1753. if (pyth !== 0) {
  1754. invPyth = 1.0 / pyth;
  1755. } else {
  1756. invPyth = 0;
  1757. }
  1758. this.normal.x = yz * invPyth;
  1759. this.normal.y = xz * invPyth;
  1760. this.normal.z = xy * invPyth;
  1761. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  1762. };
  1763. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  1764. var dot = Vector3.Dot(this.normal, direction);
  1765. return (dot <= epsilon);
  1766. };
  1767. Plane.prototype.signedDistanceTo = function (point) {
  1768. return Vector3.Dot(point, this.normal) + this.d;
  1769. };
  1770. // Statics
  1771. Plane.FromArray = function (array) {
  1772. return new Plane(array[0], array[1], array[2], array[3]);
  1773. };
  1774. Plane.FromPoints = function (point1, point2, point3) {
  1775. var result = new Plane(0, 0, 0, 0);
  1776. result.copyFromPoints(point1, point2, point3);
  1777. return result;
  1778. };
  1779. Plane.FromPositionAndNormal = function (origin, normal) {
  1780. var result = new Plane(0, 0, 0, 0);
  1781. normal.normalize();
  1782. result.normal = normal;
  1783. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1784. return result;
  1785. };
  1786. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  1787. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1788. return Vector3.Dot(point, normal) + d;
  1789. };
  1790. return Plane;
  1791. })();
  1792. BABYLON.Plane = Plane;
  1793. var Viewport = (function () {
  1794. function Viewport(x, y, width, height) {
  1795. this.x = x;
  1796. this.y = y;
  1797. this.width = width;
  1798. this.height = height;
  1799. }
  1800. Viewport.prototype.toGlobal = function (engine) {
  1801. var width = engine.getRenderWidth();
  1802. var height = engine.getRenderHeight();
  1803. return new Viewport(this.x * width, this.y * height, this.width * width, this.height * height);
  1804. };
  1805. return Viewport;
  1806. })();
  1807. BABYLON.Viewport = Viewport;
  1808. var Frustum = (function () {
  1809. function Frustum() {
  1810. }
  1811. Frustum.GetPlanes = function (transform) {
  1812. var frustumPlanes = [];
  1813. for (var index = 0; index < 6; index++) {
  1814. frustumPlanes.push(new Plane(0, 0, 0, 0));
  1815. }
  1816. Frustum.GetPlanesToRef(transform, frustumPlanes);
  1817. return frustumPlanes;
  1818. };
  1819. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  1820. // Near
  1821. frustumPlanes[0].normal.x = transform.m[3] + transform.m[2];
  1822. frustumPlanes[0].normal.y = transform.m[7] + transform.m[6];
  1823. frustumPlanes[0].normal.z = transform.m[10] + transform.m[10];
  1824. frustumPlanes[0].d = transform.m[15] + transform.m[14];
  1825. frustumPlanes[0].normalize();
  1826. // Far
  1827. frustumPlanes[1].normal.x = transform.m[3] - transform.m[2];
  1828. frustumPlanes[1].normal.y = transform.m[7] - transform.m[6];
  1829. frustumPlanes[1].normal.z = transform.m[11] - transform.m[10];
  1830. frustumPlanes[1].d = transform.m[15] - transform.m[14];
  1831. frustumPlanes[1].normalize();
  1832. // Left
  1833. frustumPlanes[2].normal.x = transform.m[3] + transform.m[0];
  1834. frustumPlanes[2].normal.y = transform.m[7] + transform.m[4];
  1835. frustumPlanes[2].normal.z = transform.m[11] + transform.m[8];
  1836. frustumPlanes[2].d = transform.m[15] + transform.m[12];
  1837. frustumPlanes[2].normalize();
  1838. // Right
  1839. frustumPlanes[3].normal.x = transform.m[3] - transform.m[0];
  1840. frustumPlanes[3].normal.y = transform.m[7] - transform.m[4];
  1841. frustumPlanes[3].normal.z = transform.m[11] - transform.m[8];
  1842. frustumPlanes[3].d = transform.m[15] - transform.m[12];
  1843. frustumPlanes[3].normalize();
  1844. // Top
  1845. frustumPlanes[4].normal.x = transform.m[3] - transform.m[1];
  1846. frustumPlanes[4].normal.y = transform.m[7] - transform.m[5];
  1847. frustumPlanes[4].normal.z = transform.m[11] - transform.m[9];
  1848. frustumPlanes[4].d = transform.m[15] - transform.m[13];
  1849. frustumPlanes[4].normalize();
  1850. // Bottom
  1851. frustumPlanes[5].normal.x = transform.m[3] + transform.m[1];
  1852. frustumPlanes[5].normal.y = transform.m[7] + transform.m[5];
  1853. frustumPlanes[5].normal.z = transform.m[11] + transform.m[9];
  1854. frustumPlanes[5].d = transform.m[15] + transform.m[13];
  1855. frustumPlanes[5].normalize();
  1856. };
  1857. return Frustum;
  1858. })();
  1859. BABYLON.Frustum = Frustum;
  1860. var Ray = (function () {
  1861. function Ray(origin, direction, length) {
  1862. if (typeof length === "undefined") { length = Number.MAX_VALUE; }
  1863. this.origin = origin;
  1864. this.direction = direction;
  1865. this.length = length;
  1866. }
  1867. // Methods
  1868. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) {
  1869. var d = 0.0;
  1870. var maxValue = Number.MAX_VALUE;
  1871. if (Math.abs(this.direction.x) < 0.0000001) {
  1872. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  1873. return false;
  1874. }
  1875. } else {
  1876. var inv = 1.0 / this.direction.x;
  1877. var min = (minimum.x - this.origin.x) * inv;
  1878. var max = (maximum.x - this.origin.x) * inv;
  1879. if (max === -Infinity) {
  1880. max = Infinity;
  1881. }
  1882. if (min > max) {
  1883. var temp = min;
  1884. min = max;
  1885. max = temp;
  1886. }
  1887. d = Math.max(min, d);
  1888. maxValue = Math.min(max, maxValue);
  1889. if (d > maxValue) {
  1890. return false;
  1891. }
  1892. }
  1893. if (Math.abs(this.direction.y) < 0.0000001) {
  1894. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  1895. return false;
  1896. }
  1897. } else {
  1898. inv = 1.0 / this.direction.y;
  1899. min = (minimum.y - this.origin.y) * inv;
  1900. max = (maximum.y - this.origin.y) * inv;
  1901. if (max === -Infinity) {
  1902. max = Infinity;
  1903. }
  1904. if (min > max) {
  1905. temp = min;
  1906. min = max;
  1907. max = temp;
  1908. }
  1909. d = Math.max(min, d);
  1910. maxValue = Math.min(max, maxValue);
  1911. if (d > maxValue) {
  1912. return false;
  1913. }
  1914. }
  1915. if (Math.abs(this.direction.z) < 0.0000001) {
  1916. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  1917. return false;
  1918. }
  1919. } else {
  1920. inv = 1.0 / this.direction.z;
  1921. min = (minimum.z - this.origin.z) * inv;
  1922. max = (maximum.z - this.origin.z) * inv;
  1923. if (max === -Infinity) {
  1924. max = Infinity;
  1925. }
  1926. if (min > max) {
  1927. temp = min;
  1928. min = max;
  1929. max = temp;
  1930. }
  1931. d = Math.max(min, d);
  1932. maxValue = Math.min(max, maxValue);
  1933. if (d > maxValue) {
  1934. return false;
  1935. }
  1936. }
  1937. return true;
  1938. };
  1939. Ray.prototype.intersectsBox = function (box) {
  1940. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  1941. };
  1942. Ray.prototype.intersectsSphere = function (sphere) {
  1943. var x = sphere.center.x - this.origin.x;
  1944. var y = sphere.center.y - this.origin.y;
  1945. var z = sphere.center.z - this.origin.z;
  1946. var pyth = (x * x) + (y * y) + (z * z);
  1947. var rr = sphere.radius * sphere.radius;
  1948. if (pyth <= rr) {
  1949. return true;
  1950. }
  1951. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  1952. if (dot < 0.0) {
  1953. return false;
  1954. }
  1955. var temp = pyth - (dot * dot);
  1956. return temp <= rr;
  1957. };
  1958. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  1959. if (!this._edge1) {
  1960. this._edge1 = Vector3.Zero();
  1961. this._edge2 = Vector3.Zero();
  1962. this._pvec = Vector3.Zero();
  1963. this._tvec = Vector3.Zero();
  1964. this._qvec = Vector3.Zero();
  1965. }
  1966. vertex1.subtractToRef(vertex0, this._edge1);
  1967. vertex2.subtractToRef(vertex0, this._edge2);
  1968. Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  1969. var det = Vector3.Dot(this._edge1, this._pvec);
  1970. if (det === 0) {
  1971. return null;
  1972. }
  1973. var invdet = 1 / det;
  1974. this.origin.subtractToRef(vertex0, this._tvec);
  1975. var bu = Vector3.Dot(this._tvec, this._pvec) * invdet;
  1976. if (bu < 0 || bu > 1.0) {
  1977. return null;
  1978. }
  1979. Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  1980. var bv = Vector3.Dot(this.direction, this._qvec) * invdet;
  1981. if (bv < 0 || bu + bv > 1.0) {
  1982. return null;
  1983. }
  1984. //check if the distance is longer than the predefined length.
  1985. var distance = Vector3.Dot(this._edge2, this._qvec) * invdet;
  1986. if (distance > this.length) {
  1987. return null;
  1988. }
  1989. return new BABYLON.IntersectionInfo(bu, bv, distance);
  1990. };
  1991. // Statics
  1992. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  1993. var start = Vector3.Unproject(new Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection);
  1994. var end = Vector3.Unproject(new Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection);
  1995. var direction = end.subtract(start);
  1996. direction.normalize();
  1997. return new Ray(start, direction);
  1998. };
  1999. /**
  2000. * 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
  2001. * transformed to the given world matrix.
  2002. * @param origin The origin point
  2003. * @param end The end point
  2004. * @param world a matrix to transform the ray to. Default is the identity matrix.
  2005. */
  2006. Ray.CreateNewFromTo = function (origin, end, world) {
  2007. if (typeof world === "undefined") { world = Matrix.Identity(); }
  2008. var direction = end.subtract(origin);
  2009. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  2010. direction.normalize();
  2011. return Ray.Transform(new Ray(origin, direction, length), world);
  2012. };
  2013. Ray.Transform = function (ray, matrix) {
  2014. var newOrigin = Vector3.TransformCoordinates(ray.origin, matrix);
  2015. var newDirection = Vector3.TransformNormal(ray.direction, matrix);
  2016. return new Ray(newOrigin, newDirection, ray.length);
  2017. };
  2018. return Ray;
  2019. })();
  2020. BABYLON.Ray = Ray;
  2021. (function (Space) {
  2022. Space[Space["LOCAL"] = 0] = "LOCAL";
  2023. Space[Space["WORLD"] = 1] = "WORLD";
  2024. })(BABYLON.Space || (BABYLON.Space = {}));
  2025. var Space = BABYLON.Space;
  2026. var Axis = (function () {
  2027. function Axis() {
  2028. }
  2029. Axis.X = new Vector3(1, 0, 0);
  2030. Axis.Y = new Vector3(0, 1, 0);
  2031. Axis.Z = new Vector3(0, 0, 1);
  2032. return Axis;
  2033. })();
  2034. BABYLON.Axis = Axis;
  2035. ;
  2036. var BezierCurve = (function () {
  2037. function BezierCurve() {
  2038. }
  2039. BezierCurve.interpolate = function (t, x1, y1, x2, y2) {
  2040. // Extract X (which is equal to time here)
  2041. var f0 = 1 - 3 * x2 + 3 * x1;
  2042. var f1 = 3 * x2 - 6 * x1;
  2043. var f2 = 3 * x1;
  2044. var refinedT = t;
  2045. for (var i = 0; i < 5; i++) {
  2046. var refinedT2 = refinedT * refinedT;
  2047. var refinedT3 = refinedT2 * refinedT;
  2048. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  2049. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  2050. refinedT -= (x - t) * slope;
  2051. refinedT = Math.min(1, Math.max(0, refinedT));
  2052. }
  2053. // Resolve cubic bezier for the given x
  2054. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 + 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 + Math.pow(refinedT, 3);
  2055. };
  2056. return BezierCurve;
  2057. })();
  2058. BABYLON.BezierCurve = BezierCurve;
  2059. (function (Orientation) {
  2060. Orientation[Orientation["CW"] = 0] = "CW";
  2061. Orientation[Orientation["CCW"] = 1] = "CCW";
  2062. })(BABYLON.Orientation || (BABYLON.Orientation = {}));
  2063. var Orientation = BABYLON.Orientation;
  2064. var Angle = (function () {
  2065. function Angle(radians) {
  2066. var _this = this;
  2067. this.degrees = function () {
  2068. return _this._radians * 180 / Math.PI;
  2069. };
  2070. this.radians = function () {
  2071. return _this._radians;
  2072. };
  2073. this._radians = radians;
  2074. if (this._radians < 0)
  2075. this._radians += (2 * Math.PI);
  2076. }
  2077. Angle.BetweenTwoPoints = function (a, b) {
  2078. var delta = b.subtract(a);
  2079. var theta = Math.atan2(delta.y, delta.x);
  2080. return new Angle(theta);
  2081. };
  2082. Angle.FromRadians = function (radians) {
  2083. return new Angle(radians);
  2084. };
  2085. Angle.FromDegrees = function (degrees) {
  2086. return new Angle(degrees * Math.PI / 180);
  2087. };
  2088. return Angle;
  2089. })();
  2090. BABYLON.Angle = Angle;
  2091. var Arc2 = (function () {
  2092. function Arc2(startPoint, midPoint, endPoint) {
  2093. this.startPoint = startPoint;
  2094. this.midPoint = midPoint;
  2095. this.endPoint = endPoint;
  2096. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  2097. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  2098. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  2099. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  2100. 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);
  2101. this.radius = this.centerPoint.subtract(this.startPoint).length();
  2102. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  2103. var a1 = this.startAngle.degrees();
  2104. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  2105. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  2106. // angles correction
  2107. if (a2 - a1 > +180.0)
  2108. a2 -= 360.0;
  2109. if (a2 - a1 < -180.0)
  2110. a2 += 360.0;
  2111. if (a3 - a2 > +180.0)
  2112. a3 -= 360.0;
  2113. if (a3 - a2 < -180.0)
  2114. a3 += 360.0;
  2115. this.orientation = (a2 - a1) < 0 ? 0 /* CW */ : 1 /* CCW */;
  2116. this.angle = Angle.FromDegrees(this.orientation === 0 /* CW */ ? a1 - a3 : a3 - a1);
  2117. }
  2118. return Arc2;
  2119. })();
  2120. BABYLON.Arc2 = Arc2;
  2121. var PathCursor = (function () {
  2122. function PathCursor(path) {
  2123. this.path = path;
  2124. this._onchange = new Array();
  2125. this.value = 0;
  2126. this.animations = new Array();
  2127. }
  2128. PathCursor.prototype.getPoint = function () {
  2129. var point = this.path.getPointAtLengthPosition(this.value);
  2130. return new Vector3(point.x, 0, point.y);
  2131. };
  2132. PathCursor.prototype.moveAhead = function (step) {
  2133. if (typeof step === "undefined") { step = 0.002; }
  2134. this.move(step);
  2135. };
  2136. PathCursor.prototype.moveBack = function (step) {
  2137. if (typeof step === "undefined") { step = 0.002; }
  2138. this.move(-step);
  2139. };
  2140. PathCursor.prototype.move = function (step) {
  2141. if (Math.abs(step) > 1) {
  2142. throw "step size should be less than 1.";
  2143. }
  2144. this.value += step;
  2145. this.ensureLimits();
  2146. this.raiseOnChange();
  2147. };
  2148. PathCursor.prototype.ensureLimits = function () {
  2149. while (this.value > 1) {
  2150. this.value -= 1;
  2151. }
  2152. while (this.value < 0) {
  2153. this.value += 1;
  2154. }
  2155. };
  2156. // used by animation engine
  2157. PathCursor.prototype.markAsDirty = function (propertyName) {
  2158. this.ensureLimits();
  2159. this.raiseOnChange();
  2160. };
  2161. PathCursor.prototype.raiseOnChange = function () {
  2162. var _this = this;
  2163. this._onchange.forEach(function (f) {
  2164. return f(_this);
  2165. });
  2166. };
  2167. PathCursor.prototype.onchange = function (f) {
  2168. this._onchange.push(f);
  2169. };
  2170. return PathCursor;
  2171. })();
  2172. BABYLON.PathCursor = PathCursor;
  2173. var Path2 = (function () {
  2174. function Path2(x, y) {
  2175. this._points = [];
  2176. this._length = 0;
  2177. this.closed = false;
  2178. this._points.push(new Vector2(x, y));
  2179. }
  2180. Path2.prototype.addLineTo = function (x, y) {
  2181. if (closed) {
  2182. BABYLON.Tools.Error("cannot add lines to closed paths");
  2183. return this;
  2184. }
  2185. var newPoint = new Vector2(x, y);
  2186. var previousPoint = this._points[this._points.length - 1];
  2187. this._points.push(newPoint);
  2188. this._length += newPoint.subtract(previousPoint).length();
  2189. return this;
  2190. };
  2191. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  2192. if (typeof numberOfSegments === "undefined") { numberOfSegments = 36; }
  2193. if (closed) {
  2194. BABYLON.Tools.Error("cannot add arcs to closed paths");
  2195. return this;
  2196. }
  2197. var startPoint = this._points[this._points.length - 1];
  2198. var midPoint = new Vector2(midX, midY);
  2199. var endPoint = new Vector2(endX, endY);
  2200. var arc = new Arc2(startPoint, midPoint, endPoint);
  2201. var increment = arc.angle.radians() / numberOfSegments;
  2202. if (arc.orientation === 0 /* CW */)
  2203. increment *= -1;
  2204. var currentAngle = arc.startAngle.radians() + increment;
  2205. for (var i = 0; i < numberOfSegments; i++) {
  2206. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  2207. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  2208. this.addLineTo(x, y);
  2209. currentAngle += increment;
  2210. }
  2211. return this;
  2212. };
  2213. Path2.prototype.close = function () {
  2214. this.closed = true;
  2215. return this;
  2216. };
  2217. Path2.prototype.length = function () {
  2218. var result = this._length;
  2219. if (!this.closed) {
  2220. var lastPoint = this._points[this._points.length - 1];
  2221. var firstPoint = this._points[0];
  2222. result += (firstPoint.subtract(lastPoint).length());
  2223. }
  2224. return result;
  2225. };
  2226. Path2.prototype.getPoints = function () {
  2227. return this._points;
  2228. };
  2229. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  2230. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  2231. BABYLON.Tools.Error("normalized length position should be between 0 and 1.");
  2232. return;
  2233. }
  2234. var lengthPosition = normalizedLengthPosition * this.length();
  2235. var previousOffset = 0;
  2236. for (var i = 0; i < this._points.length; i++) {
  2237. var j = (i + 1) % this._points.length;
  2238. var a = this._points[i];
  2239. var b = this._points[j];
  2240. var bToA = b.subtract(a);
  2241. var nextOffset = (bToA.length() + previousOffset);
  2242. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  2243. var dir = bToA.normalize();
  2244. var localOffset = lengthPosition - previousOffset;
  2245. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  2246. }
  2247. previousOffset = nextOffset;
  2248. }
  2249. BABYLON.Tools.Error("internal error");
  2250. };
  2251. Path2.StartingAt = function (x, y) {
  2252. return new Path2(x, y);
  2253. };
  2254. return Path2;
  2255. })();
  2256. BABYLON.Path2 = Path2;
  2257. })(BABYLON || (BABYLON = {}));
  2258. //# sourceMappingURL=babylon.math.js.map
  2259. var BABYLON;
  2260. (function (BABYLON) {
  2261. // Screenshots
  2262. var screenshotCanvas;
  2263. var cloneValue = function (source, destinationObject) {
  2264. if (!source)
  2265. return null;
  2266. if (source instanceof BABYLON.Mesh) {
  2267. return null;
  2268. }
  2269. if (source instanceof BABYLON.SubMesh) {
  2270. return source.clone(destinationObject);
  2271. } else if (source.clone) {
  2272. return source.clone();
  2273. }
  2274. return null;
  2275. };
  2276. var Tools = (function () {
  2277. function Tools() {
  2278. }
  2279. Tools.GetFilename = function (path) {
  2280. var index = path.lastIndexOf("/");
  2281. if (index < 0)
  2282. return path;
  2283. return path.substring(index + 1);
  2284. };
  2285. Tools.GetDOMTextContent = function (element) {
  2286. var result = "";
  2287. var child = element.firstChild;
  2288. while (child) {
  2289. if (child.nodeType == 3) {
  2290. result += child.textContent;
  2291. }
  2292. child = child.nextSibling;
  2293. }
  2294. return result;
  2295. };
  2296. Tools.ToDegrees = function (angle) {
  2297. return angle * 180 / Math.PI;
  2298. };
  2299. Tools.ToRadians = function (angle) {
  2300. return angle * Math.PI / 180;
  2301. };
  2302. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount) {
  2303. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  2304. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  2305. for (var index = indexStart; index < indexStart + indexCount; index++) {
  2306. var current = new BABYLON.Vector3(positions[indices[index] * 3], positions[indices[index] * 3 + 1], positions[indices[index] * 3 + 2]);
  2307. minimum = BABYLON.Vector3.Minimize(current, minimum);
  2308. maximum = BABYLON.Vector3.Maximize(current, maximum);
  2309. }
  2310. return {
  2311. minimum: minimum,
  2312. maximum: maximum
  2313. };
  2314. };
  2315. Tools.ExtractMinAndMax = function (positions, start, count) {
  2316. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  2317. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  2318. for (var index = start; index < start + count; index++) {
  2319. var current = new BABYLON.Vector3(positions[index * 3], positions[index * 3 + 1], positions[index * 3 + 2]);
  2320. minimum = BABYLON.Vector3.Minimize(current, minimum);
  2321. maximum = BABYLON.Vector3.Maximize(current, maximum);
  2322. }
  2323. return {
  2324. minimum: minimum,
  2325. maximum: maximum
  2326. };
  2327. };
  2328. Tools.MakeArray = function (obj, allowsNullUndefined) {
  2329. if (allowsNullUndefined !== true && (obj === undefined || obj == null))
  2330. return undefined;
  2331. return Array.isArray(obj) ? obj : [obj];
  2332. };
  2333. // Misc.
  2334. Tools.GetPointerPrefix = function () {
  2335. var eventPrefix = "pointer";
  2336. // Check if hand.js is referenced or if the browser natively supports pointer events
  2337. if (!navigator.pointerEnabled) {
  2338. eventPrefix = "mouse";
  2339. }
  2340. return eventPrefix;
  2341. };
  2342. Tools.QueueNewFrame = function (func) {
  2343. if (window.requestAnimationFrame)
  2344. window.requestAnimationFrame(func);
  2345. else if (window.msRequestAnimationFrame)
  2346. window.msRequestAnimationFrame(func);
  2347. else if (window.webkitRequestAnimationFrame)
  2348. window.webkitRequestAnimationFrame(func);
  2349. else if (window.mozRequestAnimationFrame)
  2350. window.mozRequestAnimationFrame(func);
  2351. else if (window.oRequestAnimationFrame)
  2352. window.oRequestAnimationFrame(func);
  2353. else {
  2354. window.setTimeout(func, 16);
  2355. }
  2356. };
  2357. Tools.RequestFullscreen = function (element) {
  2358. if (element.requestFullscreen)
  2359. element.requestFullscreen();
  2360. else if (element.msRequestFullscreen)
  2361. element.msRequestFullscreen();
  2362. else if (element.webkitRequestFullscreen)
  2363. element.webkitRequestFullscreen();
  2364. else if (element.mozRequestFullScreen)
  2365. element.mozRequestFullScreen();
  2366. };
  2367. Tools.ExitFullscreen = function () {
  2368. if (document.exitFullscreen) {
  2369. document.exitFullscreen();
  2370. } else if (document.mozCancelFullScreen) {
  2371. document.mozCancelFullScreen();
  2372. } else if (document.webkitCancelFullScreen) {
  2373. document.webkitCancelFullScreen();
  2374. } else if (document.msCancelFullScreen) {
  2375. document.msCancelFullScreen();
  2376. }
  2377. };
  2378. // External files
  2379. Tools.CleanUrl = function (url) {
  2380. url = url.replace(/#/mg, "%23");
  2381. return url;
  2382. };
  2383. Tools.LoadImage = function (url, onload, onerror, database) {
  2384. url = Tools.CleanUrl(url);
  2385. var img = new Image();
  2386. if (url.substr(0, 5) != "data:")
  2387. img.crossOrigin = 'anonymous';
  2388. img.onload = function () {
  2389. onload(img);
  2390. };
  2391. img.onerror = function (err) {
  2392. onerror(img, err);
  2393. };
  2394. var noIndexedDB = function () {
  2395. img.src = url;
  2396. };
  2397. var loadFromIndexedDB = function () {
  2398. database.loadImageFromDB(url, img);
  2399. };
  2400. //ANY database to do!
  2401. if (database && database.enableTexturesOffline && BABYLON.Database.isUASupportingBlobStorage) {
  2402. database.openAsync(loadFromIndexedDB, noIndexedDB);
  2403. } else {
  2404. if (url.indexOf("file:") === -1) {
  2405. noIndexedDB();
  2406. } else {
  2407. try {
  2408. var textureName = url.substring(5);
  2409. var blobURL;
  2410. try {
  2411. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName], { oneTimeOnly: true });
  2412. } catch (ex) {
  2413. // Chrome doesn't support oneTimeOnly parameter
  2414. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName]);
  2415. }
  2416. img.src = blobURL;
  2417. } catch (e) {
  2418. Tools.Log("Error while trying to load texture: " + textureName);
  2419. img.src = null;
  2420. }
  2421. }
  2422. }
  2423. return img;
  2424. };
  2425. //ANY
  2426. Tools.LoadFile = function (url, callback, progressCallBack, database, useArrayBuffer, onError) {
  2427. url = Tools.CleanUrl(url);
  2428. var noIndexedDB = function () {
  2429. var request = new XMLHttpRequest();
  2430. var loadUrl = Tools.BaseUrl + url;
  2431. request.open('GET', loadUrl, true);
  2432. if (useArrayBuffer) {
  2433. request.responseType = "arraybuffer";
  2434. }
  2435. request.onprogress = progressCallBack;
  2436. request.onreadystatechange = function () {
  2437. if (request.readyState == 4) {
  2438. if (request.status == 200 || BABYLON.Tools.ValidateXHRData(request, !useArrayBuffer ? 1 : 6)) {
  2439. callback(!useArrayBuffer ? request.responseText : request.response);
  2440. } else {
  2441. if (onError) {
  2442. onError();
  2443. } else {
  2444. throw new Error("Error status: " + request.status + " - Unable to load " + loadUrl);
  2445. }
  2446. }
  2447. }
  2448. };
  2449. request.send(null);
  2450. };
  2451. var loadFromIndexedDB = function () {
  2452. database.loadFileFromDB(url, callback, progressCallBack, noIndexedDB, useArrayBuffer);
  2453. };
  2454. if (url.indexOf("file:") !== -1) {
  2455. var fileName = url.substring(5);
  2456. BABYLON.Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], callback, progressCallBack, true);
  2457. } else {
  2458. // Caching all files
  2459. if (database && database.enableSceneOffline) {
  2460. database.openAsync(loadFromIndexedDB, noIndexedDB);
  2461. } else {
  2462. noIndexedDB();
  2463. }
  2464. }
  2465. };
  2466. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2467. var reader = new FileReader();
  2468. reader.onload = function (e) {
  2469. callback(e.target.result);
  2470. };
  2471. reader.onprogress = progressCallback;
  2472. reader.readAsDataURL(fileToLoad);
  2473. };
  2474. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2475. var reader = new FileReader();
  2476. reader.onload = function (e) {
  2477. callback(e.target.result);
  2478. };
  2479. reader.onprogress = progressCallBack;
  2480. if (!useArrayBuffer) {
  2481. // Asynchronous read
  2482. reader.readAsText(fileToLoad);
  2483. } else {
  2484. reader.readAsArrayBuffer(fileToLoad);
  2485. }
  2486. };
  2487. // Misc.
  2488. Tools.Clamp = function (value, min, max) {
  2489. if (typeof min === "undefined") { min = 0; }
  2490. if (typeof max === "undefined") { max = 1; }
  2491. return Math.min(max, Math.max(min, value));
  2492. };
  2493. Tools.Format = function (value, decimals) {
  2494. if (typeof decimals === "undefined") { decimals = 2; }
  2495. return value.toFixed(decimals);
  2496. };
  2497. Tools.CheckExtends = function (v, min, max) {
  2498. if (v.x < min.x)
  2499. min.x = v.x;
  2500. if (v.y < min.y)
  2501. min.y = v.y;
  2502. if (v.z < min.z)
  2503. min.z = v.z;
  2504. if (v.x > max.x)
  2505. max.x = v.x;
  2506. if (v.y > max.y)
  2507. max.y = v.y;
  2508. if (v.z > max.z)
  2509. max.z = v.z;
  2510. };
  2511. Tools.WithinEpsilon = function (a, b, epsilon) {
  2512. if (typeof epsilon === "undefined") { epsilon = 1.401298E-45; }
  2513. var num = a - b;
  2514. return -epsilon <= num && num <= epsilon;
  2515. };
  2516. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2517. for (var prop in source) {
  2518. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2519. continue;
  2520. }
  2521. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2522. continue;
  2523. }
  2524. var sourceValue = source[prop];
  2525. var typeOfSourceValue = typeof sourceValue;
  2526. if (typeOfSourceValue == "function") {
  2527. continue;
  2528. }
  2529. if (typeOfSourceValue == "object") {
  2530. if (sourceValue instanceof Array) {
  2531. destination[prop] = [];
  2532. if (sourceValue.length > 0) {
  2533. if (typeof sourceValue[0] == "object") {
  2534. for (var index = 0; index < sourceValue.length; index++) {
  2535. var clonedValue = cloneValue(sourceValue[index], destination);
  2536. if (destination[prop].indexOf(clonedValue) === -1) {
  2537. destination[prop].push(clonedValue);
  2538. }
  2539. }
  2540. } else {
  2541. destination[prop] = sourceValue.slice(0);
  2542. }
  2543. }
  2544. } else {
  2545. destination[prop] = cloneValue(sourceValue, destination);
  2546. }
  2547. } else {
  2548. destination[prop] = sourceValue;
  2549. }
  2550. }
  2551. };
  2552. Tools.IsEmpty = function (obj) {
  2553. for (var i in obj) {
  2554. return false;
  2555. }
  2556. return true;
  2557. };
  2558. Tools.RegisterTopRootEvents = function (events) {
  2559. for (var index = 0; index < events.length; index++) {
  2560. var event = events[index];
  2561. window.addEventListener(event.name, event.handler, false);
  2562. try {
  2563. if (window.parent) {
  2564. window.parent.addEventListener(event.name, event.handler, false);
  2565. }
  2566. } catch (e) {
  2567. // Silently fails...
  2568. }
  2569. }
  2570. };
  2571. Tools.UnregisterTopRootEvents = function (events) {
  2572. for (var index = 0; index < events.length; index++) {
  2573. var event = events[index];
  2574. window.removeEventListener(event.name, event.handler);
  2575. try {
  2576. if (window.parent) {
  2577. window.parent.removeEventListener(event.name, event.handler);
  2578. }
  2579. } catch (e) {
  2580. // Silently fails...
  2581. }
  2582. }
  2583. };
  2584. Tools.CreateScreenshot = function (engine, camera, size) {
  2585. var width;
  2586. var height;
  2587. var scene = camera.getScene();
  2588. var previousCamera = null;
  2589. if (scene.activeCamera !== camera) {
  2590. previousCamera = scene.activeCamera;
  2591. scene.activeCamera = camera;
  2592. }
  2593. //If a precision value is specified
  2594. if (size.precision) {
  2595. width = Math.round(engine.getRenderWidth() * size.precision);
  2596. height = Math.round(width / engine.getAspectRatio(camera));
  2597. size = { width: width, height: height };
  2598. } else if (size.width && size.height) {
  2599. width = size.width;
  2600. height = size.height;
  2601. } else if (size.width && !size.height) {
  2602. width = size.width;
  2603. height = Math.round(width / engine.getAspectRatio(camera));
  2604. size = { width: width, height: height };
  2605. } else if (size.height && !size.width) {
  2606. height = size.height;
  2607. width = Math.round(height * engine.getAspectRatio(camera));
  2608. size = { width: width, height: height };
  2609. } else if (!isNaN(size)) {
  2610. height = size;
  2611. width = size;
  2612. } else {
  2613. Tools.Error("Invalid 'size' parameter !");
  2614. return;
  2615. }
  2616. //At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2617. var texture = new BABYLON.RenderTargetTexture("screenShot", size, engine.scenes[0], false, false);
  2618. texture.renderList = engine.scenes[0].meshes;
  2619. texture.onAfterRender = function () {
  2620. // Read the contents of the framebuffer
  2621. var numberOfChannelsByLine = width * 4;
  2622. var halfHeight = height / 2;
  2623. //Reading datas from WebGL
  2624. var data = engine.readPixels(0, 0, width, height);
  2625. for (var i = 0; i < halfHeight; i++) {
  2626. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2627. var currentCell = j + i * numberOfChannelsByLine;
  2628. var targetLine = height - i - 1;
  2629. var targetCell = j + targetLine * numberOfChannelsByLine;
  2630. var temp = data[currentCell];
  2631. data[currentCell] = data[targetCell];
  2632. data[targetCell] = temp;
  2633. }
  2634. }
  2635. // Create a 2D canvas to store the result
  2636. if (!screenshotCanvas) {
  2637. screenshotCanvas = document.createElement('canvas');
  2638. }
  2639. screenshotCanvas.width = width;
  2640. screenshotCanvas.height = height;
  2641. var context = screenshotCanvas.getContext('2d');
  2642. // Copy the pixels to a 2D canvas
  2643. var imageData = context.createImageData(width, height);
  2644. imageData.data.set(data);
  2645. context.putImageData(imageData, 0, 0);
  2646. var base64Image = screenshotCanvas.toDataURL();
  2647. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2648. if (("download" in document.createElement("a"))) {
  2649. var a = window.document.createElement("a");
  2650. a.href = base64Image;
  2651. var date = new Date();
  2652. var stringDate = date.getFullYear() + "/" + date.getMonth() + "/" + date.getDate() + "-" + date.getHours() + ":" + date.getMinutes();
  2653. a.setAttribute("download", "screenshot-" + stringDate + ".png");
  2654. window.document.body.appendChild(a);
  2655. a.addEventListener("click", function () {
  2656. a.parentElement.removeChild(a);
  2657. });
  2658. a.click();
  2659. //Or opening a new tab with the image if it is not possible to automatically start download.
  2660. } else {
  2661. var newWindow = window.open("");
  2662. var img = newWindow.document.createElement("img");
  2663. img.src = base64Image;
  2664. newWindow.document.body.appendChild(img);
  2665. }
  2666. };
  2667. texture.render(true);
  2668. texture.dispose();
  2669. if (previousCamera) {
  2670. scene.activeCamera = previousCamera;
  2671. }
  2672. };
  2673. // XHR response validator for local file scenario
  2674. Tools.ValidateXHRData = function (xhr, dataType) {
  2675. if (typeof dataType === "undefined") { dataType = 7; }
  2676. try {
  2677. if (dataType & 1) {
  2678. if (xhr.responseText && xhr.responseText.length > 0) {
  2679. return true;
  2680. } else if (dataType === 1) {
  2681. return false;
  2682. }
  2683. }
  2684. if (dataType & 2) {
  2685. // Check header width and height since there is no "TGA" magic number
  2686. var tgaHeader = BABYLON.Internals.TGATools.GetTGAHeader(xhr.response);
  2687. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2688. return true;
  2689. } else if (dataType === 2) {
  2690. return false;
  2691. }
  2692. }
  2693. if (dataType & 4) {
  2694. // Check for the "DDS" magic number
  2695. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2696. if (ddsHeader[0] == 68 && ddsHeader[1] == 68 && ddsHeader[2] == 83) {
  2697. return true;
  2698. } else {
  2699. return false;
  2700. }
  2701. }
  2702. } catch (e) {
  2703. // Global protection
  2704. }
  2705. return false;
  2706. };
  2707. Object.defineProperty(Tools, "NoneLogLevel", {
  2708. get: function () {
  2709. return Tools._NoneLogLevel;
  2710. },
  2711. enumerable: true,
  2712. configurable: true
  2713. });
  2714. Object.defineProperty(Tools, "MessageLogLevel", {
  2715. get: function () {
  2716. return Tools._MessageLogLevel;
  2717. },
  2718. enumerable: true,
  2719. configurable: true
  2720. });
  2721. Object.defineProperty(Tools, "WarningLogLevel", {
  2722. get: function () {
  2723. return Tools._WarningLogLevel;
  2724. },
  2725. enumerable: true,
  2726. configurable: true
  2727. });
  2728. Object.defineProperty(Tools, "ErrorLogLevel", {
  2729. get: function () {
  2730. return Tools._ErrorLogLevel;
  2731. },
  2732. enumerable: true,
  2733. configurable: true
  2734. });
  2735. Object.defineProperty(Tools, "AllLogLevel", {
  2736. get: function () {
  2737. return Tools._MessageLogLevel | Tools._WarningLogLevel | Tools._ErrorLogLevel;
  2738. },
  2739. enumerable: true,
  2740. configurable: true
  2741. });
  2742. Tools._AddLogEntry = function (entry) {
  2743. Tools._LogCache = entry + Tools._LogCache;
  2744. if (Tools.OnNewCacheEntry) {
  2745. Tools.OnNewCacheEntry(entry);
  2746. }
  2747. };
  2748. Tools._FormatMessage = function (message) {
  2749. var padStr = function (i) {
  2750. return (i < 10) ? "0" + i : "" + i;
  2751. };
  2752. var date = new Date();
  2753. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2754. };
  2755. Tools._LogDisabled = function (message) {
  2756. // nothing to do
  2757. };
  2758. Tools._LogEnabled = function (message) {
  2759. var formattedMessage = Tools._FormatMessage(message);
  2760. console.log("BJS - " + formattedMessage);
  2761. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2762. Tools._AddLogEntry(entry);
  2763. };
  2764. Tools._WarnDisabled = function (message) {
  2765. // nothing to do
  2766. };
  2767. Tools._WarnEnabled = function (message) {
  2768. var formattedMessage = Tools._FormatMessage(message);
  2769. console.warn("BJS - " + formattedMessage);
  2770. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2771. Tools._AddLogEntry(entry);
  2772. };
  2773. Tools._ErrorDisabled = function (message) {
  2774. // nothing to do
  2775. };
  2776. Tools._ErrorEnabled = function (message) {
  2777. var formattedMessage = Tools._FormatMessage(message);
  2778. console.error("BJS - " + formattedMessage);
  2779. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2780. Tools._AddLogEntry(entry);
  2781. };
  2782. Object.defineProperty(Tools, "LogCache", {
  2783. get: function () {
  2784. return Tools._LogCache;
  2785. },
  2786. enumerable: true,
  2787. configurable: true
  2788. });
  2789. Object.defineProperty(Tools, "LogLevels", {
  2790. set: function (level) {
  2791. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2792. Tools.Log = Tools._LogEnabled;
  2793. } else {
  2794. Tools.Log = Tools._LogDisabled;
  2795. }
  2796. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2797. Tools.Warn = Tools._WarnEnabled;
  2798. } else {
  2799. Tools.Warn = Tools._WarnDisabled;
  2800. }
  2801. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2802. Tools.Error = Tools._ErrorEnabled;
  2803. } else {
  2804. Tools.Error = Tools._ErrorDisabled;
  2805. }
  2806. },
  2807. enumerable: true,
  2808. configurable: true
  2809. });
  2810. Object.defineProperty(Tools, "PerformanceNoneLogLevel", {
  2811. get: function () {
  2812. return Tools._PerformanceNoneLogLevel;
  2813. },
  2814. enumerable: true,
  2815. configurable: true
  2816. });
  2817. Object.defineProperty(Tools, "PerformanceUserMarkLogLevel", {
  2818. get: function () {
  2819. return Tools._PerformanceUserMarkLogLevel;
  2820. },
  2821. enumerable: true,
  2822. configurable: true
  2823. });
  2824. Object.defineProperty(Tools, "PerformanceConsoleLogLevel", {
  2825. get: function () {
  2826. return Tools._PerformanceConsoleLogLevel;
  2827. },
  2828. enumerable: true,
  2829. configurable: true
  2830. });
  2831. Object.defineProperty(Tools, "PerformanceLogLevel", {
  2832. set: function (level) {
  2833. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  2834. Tools.StartPerformanceCounter = Tools._StartUserMark;
  2835. Tools.EndPerformanceCounter = Tools._EndUserMark;
  2836. return;
  2837. }
  2838. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  2839. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  2840. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  2841. return;
  2842. }
  2843. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  2844. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  2845. },
  2846. enumerable: true,
  2847. configurable: true
  2848. });
  2849. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  2850. };
  2851. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  2852. };
  2853. Tools._StartUserMark = function (counterName, condition) {
  2854. if (typeof condition === "undefined") { condition = true; }
  2855. if (!condition || !Tools._performance.mark) {
  2856. return;
  2857. }
  2858. Tools._performance.mark(counterName + "-Begin");
  2859. };
  2860. Tools._EndUserMark = function (counterName, condition) {
  2861. if (typeof condition === "undefined") { condition = true; }
  2862. if (!condition || !Tools._performance.mark) {
  2863. return;
  2864. }
  2865. Tools._performance.mark(counterName + "-End");
  2866. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  2867. };
  2868. Tools._StartPerformanceConsole = function (counterName, condition) {
  2869. if (typeof condition === "undefined") { condition = true; }
  2870. if (!condition) {
  2871. return;
  2872. }
  2873. Tools._StartUserMark(counterName, condition);
  2874. if (console.time) {
  2875. console.time(counterName);
  2876. }
  2877. };
  2878. Tools._EndPerformanceConsole = function (counterName, condition) {
  2879. if (typeof condition === "undefined") { condition = true; }
  2880. if (!condition) {
  2881. return;
  2882. }
  2883. Tools._EndUserMark(counterName, condition);
  2884. if (console.time) {
  2885. console.timeEnd(counterName);
  2886. }
  2887. };
  2888. Object.defineProperty(Tools, "Now", {
  2889. get: function () {
  2890. if (window.performance && window.performance.now) {
  2891. return window.performance.now();
  2892. }
  2893. return new Date().getTime();
  2894. },
  2895. enumerable: true,
  2896. configurable: true
  2897. });
  2898. // Deprecated
  2899. Tools.GetFps = function () {
  2900. Tools.Warn("Tools.GetFps() is deprecated. Please use engine.getFps() instead");
  2901. return 0;
  2902. };
  2903. Tools.BaseUrl = "";
  2904. Tools.GetExponantOfTwo = function (value, max) {
  2905. var count = 1;
  2906. do {
  2907. count *= 2;
  2908. } while(count < value);
  2909. if (count > max)
  2910. count = max;
  2911. return count;
  2912. };
  2913. Tools._NoneLogLevel = 0;
  2914. Tools._MessageLogLevel = 1;
  2915. Tools._WarningLogLevel = 2;
  2916. Tools._ErrorLogLevel = 4;
  2917. Tools._LogCache = "";
  2918. Tools.Log = Tools._LogEnabled;
  2919. Tools.Warn = Tools._WarnEnabled;
  2920. Tools.Error = Tools._ErrorEnabled;
  2921. Tools._PerformanceNoneLogLevel = 0;
  2922. Tools._PerformanceUserMarkLogLevel = 1;
  2923. Tools._PerformanceConsoleLogLevel = 2;
  2924. Tools._performance = window.performance;
  2925. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  2926. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  2927. return Tools;
  2928. })();
  2929. BABYLON.Tools = Tools;
  2930. })(BABYLON || (BABYLON = {}));
  2931. //# sourceMappingURL=babylon.tools.js.map
  2932. var BABYLON;
  2933. (function (BABYLON) {
  2934. var _DepthCullingState = (function () {
  2935. function _DepthCullingState() {
  2936. this._isDepthTestDirty = false;
  2937. this._isDepthMaskDirty = false;
  2938. this._isDepthFuncDirty = false;
  2939. this._isCullFaceDirty = false;
  2940. this._isCullDirty = false;
  2941. }
  2942. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  2943. get: function () {
  2944. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty;
  2945. },
  2946. enumerable: true,
  2947. configurable: true
  2948. });
  2949. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  2950. get: function () {
  2951. return this._cullFace;
  2952. },
  2953. set: function (value) {
  2954. if (this._cullFace === value) {
  2955. return;
  2956. }
  2957. this._cullFace = value;
  2958. this._isCullFaceDirty = true;
  2959. },
  2960. enumerable: true,
  2961. configurable: true
  2962. });
  2963. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  2964. get: function () {
  2965. return this._cull;
  2966. },
  2967. set: function (value) {
  2968. if (this._cull === value) {
  2969. return;
  2970. }
  2971. this._cull = value;
  2972. this._isCullDirty = true;
  2973. },
  2974. enumerable: true,
  2975. configurable: true
  2976. });
  2977. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  2978. get: function () {
  2979. return this._depthFunc;
  2980. },
  2981. set: function (value) {
  2982. if (this._depthFunc === value) {
  2983. return;
  2984. }
  2985. this._depthFunc = value;
  2986. this._isDepthFuncDirty = true;
  2987. },
  2988. enumerable: true,
  2989. configurable: true
  2990. });
  2991. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  2992. get: function () {
  2993. return this._depthMask;
  2994. },
  2995. set: function (value) {
  2996. if (this._depthMask === value) {
  2997. return;
  2998. }
  2999. this._depthMask = value;
  3000. this._isDepthMaskDirty = true;
  3001. },
  3002. enumerable: true,
  3003. configurable: true
  3004. });
  3005. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  3006. get: function () {
  3007. return this._depthTest;
  3008. },
  3009. set: function (value) {
  3010. if (this._depthTest === value) {
  3011. return;
  3012. }
  3013. this._depthTest = value;
  3014. this._isDepthTestDirty = true;
  3015. },
  3016. enumerable: true,
  3017. configurable: true
  3018. });
  3019. _DepthCullingState.prototype.reset = function () {
  3020. this._depthMask = true;
  3021. this._depthTest = true;
  3022. this._depthFunc = null;
  3023. this._cull = null;
  3024. this._cullFace = null;
  3025. this._isDepthTestDirty = true;
  3026. this._isDepthMaskDirty = true;
  3027. this._isDepthFuncDirty = false;
  3028. this._isCullFaceDirty = false;
  3029. this._isCullDirty = false;
  3030. };
  3031. _DepthCullingState.prototype.apply = function (gl) {
  3032. if (!this.isDirty) {
  3033. return;
  3034. }
  3035. // Cull
  3036. if (this._isCullDirty) {
  3037. if (this.cull) {
  3038. gl.enable(gl.CULL_FACE);
  3039. } else {
  3040. gl.disable(gl.CULL_FACE);
  3041. }
  3042. this._isCullDirty = false;
  3043. }
  3044. // Cull face
  3045. if (this._isCullFaceDirty) {
  3046. gl.cullFace(this.cullFace);
  3047. this._isCullFaceDirty = false;
  3048. }
  3049. // Depth mask
  3050. if (this._isDepthMaskDirty) {
  3051. gl.depthMask(this.depthMask);
  3052. this._isDepthMaskDirty = false;
  3053. }
  3054. // Depth test
  3055. if (this._isDepthTestDirty) {
  3056. if (this.depthTest) {
  3057. gl.enable(gl.DEPTH_TEST);
  3058. } else {
  3059. gl.disable(gl.DEPTH_TEST);
  3060. }
  3061. this._isDepthTestDirty = false;
  3062. }
  3063. // Depth func
  3064. if (this._isDepthFuncDirty) {
  3065. gl.depthFunc(this.depthFunc);
  3066. this._isDepthFuncDirty = false;
  3067. }
  3068. };
  3069. return _DepthCullingState;
  3070. })();
  3071. BABYLON._DepthCullingState = _DepthCullingState;
  3072. var _AlphaState = (function () {
  3073. function _AlphaState() {
  3074. this._isAlphaBlendDirty = false;
  3075. this._isBlendFunctionParametersDirty = false;
  3076. this._alphaBlend = false;
  3077. this._blendFunctionParameters = new Array(4);
  3078. }
  3079. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  3080. get: function () {
  3081. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  3082. },
  3083. enumerable: true,
  3084. configurable: true
  3085. });
  3086. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  3087. get: function () {
  3088. return this._alphaBlend;
  3089. },
  3090. set: function (value) {
  3091. if (this._alphaBlend === value) {
  3092. return;
  3093. }
  3094. this._alphaBlend = value;
  3095. this._isAlphaBlendDirty = true;
  3096. },
  3097. enumerable: true,
  3098. configurable: true
  3099. });
  3100. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  3101. if (this._blendFunctionParameters[0] === value0 && this._blendFunctionParameters[1] === value1 && this._blendFunctionParameters[2] === value2 && this._blendFunctionParameters[3] === value3) {
  3102. return;
  3103. }
  3104. this._blendFunctionParameters[0] = value0;
  3105. this._blendFunctionParameters[1] = value1;
  3106. this._blendFunctionParameters[2] = value2;
  3107. this._blendFunctionParameters[3] = value3;
  3108. this._isBlendFunctionParametersDirty = true;
  3109. };
  3110. _AlphaState.prototype.reset = function () {
  3111. this._alphaBlend = false;
  3112. this._blendFunctionParameters[0] = null;
  3113. this._blendFunctionParameters[1] = null;
  3114. this._blendFunctionParameters[2] = null;
  3115. this._blendFunctionParameters[3] = null;
  3116. this._isAlphaBlendDirty = true;
  3117. this._isBlendFunctionParametersDirty = false;
  3118. };
  3119. _AlphaState.prototype.apply = function (gl) {
  3120. if (!this.isDirty) {
  3121. return;
  3122. }
  3123. // Alpha blend
  3124. if (this._isAlphaBlendDirty) {
  3125. if (this._alphaBlend) {
  3126. gl.enable(gl.BLEND);
  3127. } else {
  3128. gl.disable(gl.BLEND);
  3129. }
  3130. this._isAlphaBlendDirty = false;
  3131. }
  3132. // Alpha function
  3133. if (this._isBlendFunctionParametersDirty) {
  3134. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  3135. this._isBlendFunctionParametersDirty = false;
  3136. }
  3137. };
  3138. return _AlphaState;
  3139. })();
  3140. BABYLON._AlphaState = _AlphaState;
  3141. var compileShader = function (gl, source, type, defines) {
  3142. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  3143. gl.shaderSource(shader, (defines ? defines + "\n" : "") + source);
  3144. gl.compileShader(shader);
  3145. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  3146. throw new Error(gl.getShaderInfoLog(shader));
  3147. }
  3148. return shader;
  3149. };
  3150. var getSamplingParameters = function (samplingMode, generateMipMaps, gl) {
  3151. var magFilter = gl.NEAREST;
  3152. var minFilter = gl.NEAREST;
  3153. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  3154. magFilter = gl.LINEAR;
  3155. if (generateMipMaps) {
  3156. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  3157. } else {
  3158. minFilter = gl.LINEAR;
  3159. }
  3160. } else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  3161. magFilter = gl.LINEAR;
  3162. if (generateMipMaps) {
  3163. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  3164. } else {
  3165. minFilter = gl.LINEAR;
  3166. }
  3167. } else if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  3168. magFilter = gl.NEAREST;
  3169. if (generateMipMaps) {
  3170. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  3171. } else {
  3172. minFilter = gl.NEAREST;
  3173. }
  3174. }
  3175. return {
  3176. min: minFilter,
  3177. mag: magFilter
  3178. };
  3179. };
  3180. var prepareWebGLTexture = function (texture, gl, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  3181. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  3182. var engine = scene.getEngine();
  3183. var potWidth = BABYLON.Tools.GetExponantOfTwo(width, engine.getCaps().maxTextureSize);
  3184. var potHeight = BABYLON.Tools.GetExponantOfTwo(height, engine.getCaps().maxTextureSize);
  3185. gl.bindTexture(gl.TEXTURE_2D, texture);
  3186. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  3187. processFunction(potWidth, potHeight);
  3188. var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
  3189. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  3190. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  3191. if (!noMipmap && !isCompressed) {
  3192. gl.generateMipmap(gl.TEXTURE_2D);
  3193. }
  3194. gl.bindTexture(gl.TEXTURE_2D, null);
  3195. engine._activeTexturesCache = [];
  3196. texture._baseWidth = width;
  3197. texture._baseHeight = height;
  3198. texture._width = potWidth;
  3199. texture._height = potHeight;
  3200. texture.isReady = true;
  3201. texture.samplingMode = samplingMode;
  3202. scene._removePendingData(texture);
  3203. };
  3204. var partialLoad = function (url, index, loadedImages, scene, onfinish) {
  3205. var onload = function () {
  3206. loadedImages[index] = img;
  3207. loadedImages._internalCount++;
  3208. scene._removePendingData(img);
  3209. if (loadedImages._internalCount === 6) {
  3210. onfinish(loadedImages);
  3211. }
  3212. };
  3213. var onerror = function () {
  3214. scene._removePendingData(img);
  3215. };
  3216. var img = BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  3217. scene._addPendingData(img);
  3218. };
  3219. var cascadeLoad = function (rootUrl, scene, onfinish, extensions) {
  3220. var loadedImages = [];
  3221. loadedImages._internalCount = 0;
  3222. for (var index = 0; index < 6; index++) {
  3223. partialLoad(rootUrl + extensions[index], index, loadedImages, scene, onfinish);
  3224. }
  3225. };
  3226. var EngineCapabilities = (function () {
  3227. function EngineCapabilities() {
  3228. }
  3229. return EngineCapabilities;
  3230. })();
  3231. BABYLON.EngineCapabilities = EngineCapabilities;
  3232. var Engine = (function () {
  3233. function Engine(canvas, antialias, options) {
  3234. var _this = this;
  3235. // Public members
  3236. this.isFullscreen = false;
  3237. this.isPointerLock = false;
  3238. this.cullBackFaces = true;
  3239. this.renderEvenInBackground = true;
  3240. this.scenes = new Array();
  3241. this._windowIsBackground = false;
  3242. this._loadingDivBackgroundColor = "black";
  3243. this._drawCalls = 0;
  3244. this._renderingQueueLaunched = false;
  3245. this._activeRenderLoops = [];
  3246. // FPS
  3247. this.fpsRange = 60;
  3248. this.previousFramesDuration = [];
  3249. this.fps = 60;
  3250. this.deltaTime = 0;
  3251. // States
  3252. this._depthCullingState = new _DepthCullingState();
  3253. this._alphaState = new _AlphaState();
  3254. this._alphaMode = Engine.ALPHA_DISABLE;
  3255. // Cache
  3256. this._loadedTexturesCache = new Array();
  3257. this._activeTexturesCache = new Array();
  3258. this._compiledEffects = {};
  3259. this._uintIndicesCurrentlySet = false;
  3260. this._renderingCanvas = canvas;
  3261. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  3262. options = options || {};
  3263. options.antialias = antialias;
  3264. try {
  3265. this._gl = canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options);
  3266. } catch (e) {
  3267. throw new Error("WebGL not supported");
  3268. }
  3269. if (!this._gl) {
  3270. throw new Error("WebGL not supported");
  3271. }
  3272. this._onBlur = function () {
  3273. _this._windowIsBackground = true;
  3274. };
  3275. this._onFocus = function () {
  3276. _this._windowIsBackground = false;
  3277. };
  3278. window.addEventListener("blur", this._onBlur);
  3279. window.addEventListener("focus", this._onFocus);
  3280. // Textures
  3281. this._workingCanvas = document.createElement("canvas");
  3282. this._workingContext = this._workingCanvas.getContext("2d");
  3283. // Viewport
  3284. this._hardwareScalingLevel = 1.0 / (window.devicePixelRatio || 1.0);
  3285. this.resize();
  3286. // Caps
  3287. this._caps = new EngineCapabilities();
  3288. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  3289. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  3290. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  3291. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  3292. // Infos
  3293. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  3294. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  3295. if (rendererInfo != null) {
  3296. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  3297. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  3298. }
  3299. if (!this._glVendor) {
  3300. this._glVendor = "Unknown vendor";
  3301. }
  3302. if (!this._glRenderer) {
  3303. this._glRenderer = "Unknown renderer";
  3304. }
  3305. // Extensions
  3306. this._caps.standardDerivatives = (this._gl.getExtension('OES_standard_derivatives') !== null);
  3307. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc');
  3308. this._caps.textureFloat = (this._gl.getExtension('OES_texture_float') !== null);
  3309. 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');
  3310. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  3311. this._caps.instancedArrays = this._gl.getExtension('ANGLE_instanced_arrays');
  3312. this._caps.uintIndices = this._gl.getExtension('OES_element_index_uint') !== null;
  3313. // Depth buffer
  3314. this.setDepthBuffer(true);
  3315. this.setDepthFunctionToLessOrEqual();
  3316. this.setDepthWrite(true);
  3317. // Fullscreen
  3318. this._onFullscreenChange = function () {
  3319. if (document.fullscreen !== undefined) {
  3320. _this.isFullscreen = document.fullscreen;
  3321. } else if (document.mozFullScreen !== undefined) {
  3322. _this.isFullscreen = document.mozFullScreen;
  3323. } else if (document.webkitIsFullScreen !== undefined) {
  3324. _this.isFullscreen = document.webkitIsFullScreen;
  3325. } else if (document.msIsFullScreen !== undefined) {
  3326. _this.isFullscreen = document.msIsFullScreen;
  3327. }
  3328. // Pointer lock
  3329. if (_this.isFullscreen && _this._pointerLockRequested) {
  3330. canvas.requestPointerLock = canvas.requestPointerLock || canvas.msRequestPointerLock || canvas.mozRequestPointerLock || canvas.webkitRequestPointerLock;
  3331. if (canvas.requestPointerLock) {
  3332. canvas.requestPointerLock();
  3333. }
  3334. }
  3335. };
  3336. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  3337. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  3338. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  3339. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  3340. // Pointer lock
  3341. this._onPointerLockChange = function () {
  3342. _this.isPointerLock = (document.mozPointerLockElement === canvas || document.webkitPointerLockElement === canvas || document.msPointerLockElement === canvas || document.pointerLockElement === canvas);
  3343. };
  3344. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  3345. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  3346. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  3347. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  3348. this._audioEngine = new BABYLON.AudioEngine();
  3349. BABYLON.Tools.Log("Babylon.js engine (v" + Engine.Version + ") launched");
  3350. }
  3351. Object.defineProperty(Engine, "ALPHA_DISABLE", {
  3352. get: function () {
  3353. return Engine._ALPHA_DISABLE;
  3354. },
  3355. enumerable: true,
  3356. configurable: true
  3357. });
  3358. Object.defineProperty(Engine, "ALPHA_ADD", {
  3359. get: function () {
  3360. return Engine._ALPHA_ADD;
  3361. },
  3362. enumerable: true,
  3363. configurable: true
  3364. });
  3365. Object.defineProperty(Engine, "ALPHA_COMBINE", {
  3366. get: function () {
  3367. return Engine._ALPHA_COMBINE;
  3368. },
  3369. enumerable: true,
  3370. configurable: true
  3371. });
  3372. Object.defineProperty(Engine, "DELAYLOADSTATE_NONE", {
  3373. get: function () {
  3374. return Engine._DELAYLOADSTATE_NONE;
  3375. },
  3376. enumerable: true,
  3377. configurable: true
  3378. });
  3379. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADED", {
  3380. get: function () {
  3381. return Engine._DELAYLOADSTATE_LOADED;
  3382. },
  3383. enumerable: true,
  3384. configurable: true
  3385. });
  3386. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADING", {
  3387. get: function () {
  3388. return Engine._DELAYLOADSTATE_LOADING;
  3389. },
  3390. enumerable: true,
  3391. configurable: true
  3392. });
  3393. Object.defineProperty(Engine, "DELAYLOADSTATE_NOTLOADED", {
  3394. get: function () {
  3395. return Engine._DELAYLOADSTATE_NOTLOADED;
  3396. },
  3397. enumerable: true,
  3398. configurable: true
  3399. });
  3400. Object.defineProperty(Engine, "TEXTUREFORMAT_ALPHA", {
  3401. get: function () {
  3402. return Engine._TEXTUREFORMAT_ALPHA;
  3403. },
  3404. enumerable: true,
  3405. configurable: true
  3406. });
  3407. Object.defineProperty(Engine, "TEXTUREFORMAT_LUMINANCE", {
  3408. get: function () {
  3409. return Engine._TEXTUREFORMAT_LUMINANCE;
  3410. },
  3411. enumerable: true,
  3412. configurable: true
  3413. });
  3414. Object.defineProperty(Engine, "TEXTUREFORMAT_LUMINANCE_ALPHA", {
  3415. get: function () {
  3416. return Engine._TEXTUREFORMAT_LUMINANCE_ALPHA;
  3417. },
  3418. enumerable: true,
  3419. configurable: true
  3420. });
  3421. Object.defineProperty(Engine, "TEXTUREFORMAT_RGB", {
  3422. get: function () {
  3423. return Engine._TEXTUREFORMAT_RGB;
  3424. },
  3425. enumerable: true,
  3426. configurable: true
  3427. });
  3428. Object.defineProperty(Engine, "TEXTUREFORMAT_RGBA", {
  3429. get: function () {
  3430. return Engine._TEXTUREFORMAT_RGBA;
  3431. },
  3432. enumerable: true,
  3433. configurable: true
  3434. });
  3435. Object.defineProperty(Engine, "Version", {
  3436. get: function () {
  3437. return "2.0.0";
  3438. },
  3439. enumerable: true,
  3440. configurable: true
  3441. });
  3442. Engine.prototype.getGlInfo = function () {
  3443. return {
  3444. vendor: this._glVendor,
  3445. renderer: this._glRenderer,
  3446. version: this._glVersion
  3447. };
  3448. };
  3449. Engine.prototype.getAudioEngine = function () {
  3450. return this._audioEngine;
  3451. };
  3452. Engine.prototype.getAspectRatio = function (camera) {
  3453. var viewport = camera.viewport;
  3454. return (this.getRenderWidth() * viewport.width) / (this.getRenderHeight() * viewport.height);
  3455. };
  3456. Engine.prototype.getRenderWidth = function () {
  3457. if (this._currentRenderTarget) {
  3458. return this._currentRenderTarget._width;
  3459. }
  3460. return this._renderingCanvas.width;
  3461. };
  3462. Engine.prototype.getRenderHeight = function () {
  3463. if (this._currentRenderTarget) {
  3464. return this._currentRenderTarget._height;
  3465. }
  3466. return this._renderingCanvas.height;
  3467. };
  3468. Engine.prototype.getRenderingCanvas = function () {
  3469. return this._renderingCanvas;
  3470. };
  3471. Engine.prototype.getRenderingCanvasClientRect = function () {
  3472. return this._renderingCanvas.getBoundingClientRect();
  3473. };
  3474. Engine.prototype.setHardwareScalingLevel = function (level) {
  3475. this._hardwareScalingLevel = level;
  3476. this.resize();
  3477. };
  3478. Engine.prototype.getHardwareScalingLevel = function () {
  3479. return this._hardwareScalingLevel;
  3480. };
  3481. Engine.prototype.getLoadedTexturesCache = function () {
  3482. return this._loadedTexturesCache;
  3483. };
  3484. Engine.prototype.getCaps = function () {
  3485. return this._caps;
  3486. };
  3487. Object.defineProperty(Engine.prototype, "drawCalls", {
  3488. get: function () {
  3489. return this._drawCalls;
  3490. },
  3491. enumerable: true,
  3492. configurable: true
  3493. });
  3494. // Methods
  3495. Engine.prototype.resetDrawCalls = function () {
  3496. this._drawCalls = 0;
  3497. };
  3498. Engine.prototype.setDepthFunctionToGreater = function () {
  3499. this._depthCullingState.depthFunc = this._gl.GREATER;
  3500. };
  3501. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  3502. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  3503. };
  3504. Engine.prototype.setDepthFunctionToLess = function () {
  3505. this._depthCullingState.depthFunc = this._gl.LESS;
  3506. };
  3507. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  3508. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  3509. };
  3510. Engine.prototype.stopRenderLoop = function (renderFunction) {
  3511. if (!renderFunction) {
  3512. this._activeRenderLoops = [];
  3513. return;
  3514. }
  3515. var index = this._activeRenderLoops.indexOf(renderFunction);
  3516. if (index >= 0) {
  3517. this._activeRenderLoops.splice(index, 1);
  3518. }
  3519. };
  3520. Engine.prototype._renderLoop = function () {
  3521. var _this = this;
  3522. var shouldRender = true;
  3523. if (!this.renderEvenInBackground && this._windowIsBackground) {
  3524. shouldRender = false;
  3525. }
  3526. if (shouldRender) {
  3527. // Start new frame
  3528. this.beginFrame();
  3529. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  3530. var renderFunction = this._activeRenderLoops[index];
  3531. renderFunction();
  3532. }
  3533. // Present
  3534. this.endFrame();
  3535. }
  3536. if (this._activeRenderLoops.length > 0) {
  3537. // Register new frame
  3538. BABYLON.Tools.QueueNewFrame(function () {
  3539. _this._renderLoop();
  3540. });
  3541. } else {
  3542. this._renderingQueueLaunched = false;
  3543. }
  3544. };
  3545. Engine.prototype.runRenderLoop = function (renderFunction) {
  3546. var _this = this;
  3547. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  3548. return;
  3549. }
  3550. this._activeRenderLoops.push(renderFunction);
  3551. if (!this._renderingQueueLaunched) {
  3552. this._renderingQueueLaunched = true;
  3553. BABYLON.Tools.QueueNewFrame(function () {
  3554. _this._renderLoop();
  3555. });
  3556. }
  3557. };
  3558. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  3559. if (this.isFullscreen) {
  3560. BABYLON.Tools.ExitFullscreen();
  3561. } else {
  3562. this._pointerLockRequested = requestPointerLock;
  3563. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  3564. }
  3565. };
  3566. Engine.prototype.clear = function (color, backBuffer, depthStencil) {
  3567. this.applyStates();
  3568. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  3569. if (this._depthCullingState.depthMask) {
  3570. this._gl.clearDepth(1.0);
  3571. }
  3572. var mode = 0;
  3573. if (backBuffer)
  3574. mode |= this._gl.COLOR_BUFFER_BIT;
  3575. if (depthStencil && this._depthCullingState.depthMask)
  3576. mode |= this._gl.DEPTH_BUFFER_BIT;
  3577. this._gl.clear(mode);
  3578. };
  3579. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  3580. var width = requiredWidth || this._renderingCanvas.width;
  3581. var height = requiredHeight || this._renderingCanvas.height;
  3582. var x = viewport.x || 0;
  3583. var y = viewport.y || 0;
  3584. this._cachedViewport = viewport;
  3585. this._gl.viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  3586. };
  3587. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  3588. this._cachedViewport = null;
  3589. this._gl.viewport(x, y, width, height);
  3590. };
  3591. Engine.prototype.beginFrame = function () {
  3592. this._measureFps();
  3593. };
  3594. Engine.prototype.endFrame = function () {
  3595. this.flushFramebuffer();
  3596. };
  3597. Engine.prototype.resize = function () {
  3598. this.setSize(this._renderingCanvas.clientWidth / this._hardwareScalingLevel, this._renderingCanvas.clientHeight / this._hardwareScalingLevel);
  3599. };
  3600. Engine.prototype.setSize = function (width, height) {
  3601. this._renderingCanvas.width = width;
  3602. this._renderingCanvas.height = height;
  3603. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  3604. };
  3605. Engine.prototype.bindFramebuffer = function (texture) {
  3606. this._currentRenderTarget = texture;
  3607. var gl = this._gl;
  3608. gl.bindFramebuffer(gl.FRAMEBUFFER, texture._framebuffer);
  3609. this._gl.viewport(0, 0, texture._width, texture._height);
  3610. this.wipeCaches();
  3611. };
  3612. Engine.prototype.unBindFramebuffer = function (texture) {
  3613. this._currentRenderTarget = null;
  3614. if (texture.generateMipMaps) {
  3615. var gl = this._gl;
  3616. gl.bindTexture(gl.TEXTURE_2D, texture);
  3617. gl.generateMipmap(gl.TEXTURE_2D);
  3618. gl.bindTexture(gl.TEXTURE_2D, null);
  3619. }
  3620. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  3621. };
  3622. Engine.prototype.flushFramebuffer = function () {
  3623. // this._gl.flush();
  3624. };
  3625. Engine.prototype.restoreDefaultFramebuffer = function () {
  3626. this._currentRenderTarget = null;
  3627. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  3628. this.setViewport(this._cachedViewport);
  3629. this.wipeCaches();
  3630. };
  3631. // VBOs
  3632. Engine.prototype._resetVertexBufferBinding = function () {
  3633. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, null);
  3634. this._cachedVertexBuffers = null;
  3635. };
  3636. Engine.prototype.createVertexBuffer = function (vertices) {
  3637. var vbo = this._gl.createBuffer();
  3638. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  3639. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(vertices), this._gl.STATIC_DRAW);
  3640. this._resetVertexBufferBinding();
  3641. vbo.references = 1;
  3642. return vbo;
  3643. };
  3644. Engine.prototype.createDynamicVertexBuffer = function (capacity) {
  3645. var vbo = this._gl.createBuffer();
  3646. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  3647. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  3648. this._resetVertexBufferBinding();
  3649. vbo.references = 1;
  3650. return vbo;
  3651. };
  3652. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, offset) {
  3653. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  3654. if (offset === undefined) {
  3655. offset = 0;
  3656. }
  3657. if (vertices instanceof Float32Array) {
  3658. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, vertices);
  3659. } else {
  3660. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, new Float32Array(vertices));
  3661. }
  3662. this._resetVertexBufferBinding();
  3663. };
  3664. Engine.prototype._resetIndexBufferBinding = function () {
  3665. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, null);
  3666. this._cachedIndexBuffer = null;
  3667. };
  3668. Engine.prototype.createIndexBuffer = function (indices) {
  3669. var vbo = this._gl.createBuffer();
  3670. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, vbo);
  3671. // Check for 32 bits indices
  3672. var arrayBuffer;
  3673. var need32Bits = false;
  3674. if (this._caps.uintIndices) {
  3675. for (var index = 0; index < indices.length; index++) {
  3676. if (indices[index] > 65535) {
  3677. need32Bits = true;
  3678. break;
  3679. }
  3680. }
  3681. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  3682. } else {
  3683. arrayBuffer = new Uint16Array(indices);
  3684. }
  3685. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.STATIC_DRAW);
  3686. this._resetIndexBufferBinding();
  3687. vbo.references = 1;
  3688. vbo.is32Bits = need32Bits;
  3689. return vbo;
  3690. };
  3691. Engine.prototype.bindBuffers = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  3692. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  3693. this._cachedVertexBuffers = vertexBuffer;
  3694. this._cachedEffectForVertexBuffers = effect;
  3695. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  3696. var offset = 0;
  3697. for (var index = 0; index < vertexDeclaration.length; index++) {
  3698. var order = effect.getAttributeLocation(index);
  3699. if (order >= 0) {
  3700. this._gl.vertexAttribPointer(order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  3701. }
  3702. offset += vertexDeclaration[index] * 4;
  3703. }
  3704. }
  3705. if (this._cachedIndexBuffer !== indexBuffer) {
  3706. this._cachedIndexBuffer = indexBuffer;
  3707. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  3708. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  3709. }
  3710. };
  3711. Engine.prototype.bindMultiBuffers = function (vertexBuffers, indexBuffer, effect) {
  3712. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  3713. this._cachedVertexBuffers = vertexBuffers;
  3714. this._cachedEffectForVertexBuffers = effect;
  3715. var attributes = effect.getAttributesNames();
  3716. for (var index = 0; index < attributes.length; index++) {
  3717. var order = effect.getAttributeLocation(index);
  3718. if (order >= 0) {
  3719. var vertexBuffer = vertexBuffers[attributes[index]];
  3720. if (!vertexBuffer) {
  3721. continue;
  3722. }
  3723. var stride = vertexBuffer.getStrideSize();
  3724. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer.getBuffer());
  3725. this._gl.vertexAttribPointer(order, stride, this._gl.FLOAT, false, stride * 4, 0);
  3726. }
  3727. }
  3728. }
  3729. if (indexBuffer != null && this._cachedIndexBuffer !== indexBuffer) {
  3730. this._cachedIndexBuffer = indexBuffer;
  3731. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  3732. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  3733. }
  3734. };
  3735. Engine.prototype._releaseBuffer = function (buffer) {
  3736. buffer.references--;
  3737. if (buffer.references === 0) {
  3738. this._gl.deleteBuffer(buffer);
  3739. return true;
  3740. }
  3741. return false;
  3742. };
  3743. Engine.prototype.createInstancesBuffer = function (capacity) {
  3744. var buffer = this._gl.createBuffer();
  3745. buffer.capacity = capacity;
  3746. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, buffer);
  3747. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  3748. return buffer;
  3749. };
  3750. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  3751. this._gl.deleteBuffer(buffer);
  3752. };
  3753. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  3754. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  3755. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  3756. for (var index = 0; index < 4; index++) {
  3757. var offsetLocation = offsetLocations[index];
  3758. this._gl.enableVertexAttribArray(offsetLocation);
  3759. this._gl.vertexAttribPointer(offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  3760. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 1);
  3761. }
  3762. };
  3763. Engine.prototype.unBindInstancesBuffer = function (instancesBuffer, offsetLocations) {
  3764. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  3765. for (var index = 0; index < 4; index++) {
  3766. var offsetLocation = offsetLocations[index];
  3767. this._gl.disableVertexAttribArray(offsetLocation);
  3768. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 0);
  3769. }
  3770. };
  3771. Engine.prototype.applyStates = function () {
  3772. this._depthCullingState.apply(this._gl);
  3773. this._alphaState.apply(this._gl);
  3774. };
  3775. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  3776. // Apply states
  3777. this.applyStates();
  3778. this._drawCalls++;
  3779. // Render
  3780. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  3781. if (instancesCount) {
  3782. this._caps.instancedArrays.drawElementsInstancedANGLE(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * 2, instancesCount);
  3783. return;
  3784. }
  3785. this._gl.drawElements(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * 2);
  3786. };
  3787. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  3788. // Apply states
  3789. this.applyStates();
  3790. this._drawCalls++;
  3791. if (instancesCount) {
  3792. this._caps.instancedArrays.drawArraysInstancedANGLE(this._gl.POINTS, verticesStart, verticesCount, instancesCount);
  3793. return;
  3794. }
  3795. this._gl.drawArrays(this._gl.POINTS, verticesStart, verticesCount);
  3796. };
  3797. // Shaders
  3798. Engine.prototype._releaseEffect = function (effect) {
  3799. if (this._compiledEffects[effect._key]) {
  3800. delete this._compiledEffects[effect._key];
  3801. if (effect.getProgram()) {
  3802. this._gl.deleteProgram(effect.getProgram());
  3803. }
  3804. }
  3805. };
  3806. Engine.prototype.createEffect = function (baseName, attributesNames, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  3807. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  3808. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  3809. var name = vertex + "+" + fragment + "@" + defines;
  3810. if (this._compiledEffects[name]) {
  3811. return this._compiledEffects[name];
  3812. }
  3813. var effect = new BABYLON.Effect(baseName, attributesNames, uniformsNames, samplers, this, defines, fallbacks, onCompiled, onError);
  3814. effect._key = name;
  3815. this._compiledEffects[name] = effect;
  3816. return effect;
  3817. };
  3818. Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  3819. if (typeof uniformsNames === "undefined") { uniformsNames = []; }
  3820. if (typeof samplers === "undefined") { samplers = []; }
  3821. if (typeof defines === "undefined") { defines = ""; }
  3822. return this.createEffect({
  3823. vertex: "particles",
  3824. fragmentElement: fragmentName
  3825. }, ["position", "color", "options"], ["view", "projection"].concat(uniformsNames), ["diffuseSampler"].concat(samplers), defines, fallbacks, onCompiled, onError);
  3826. };
  3827. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines) {
  3828. var vertexShader = compileShader(this._gl, vertexCode, "vertex", defines);
  3829. var fragmentShader = compileShader(this._gl, fragmentCode, "fragment", defines);
  3830. var shaderProgram = this._gl.createProgram();
  3831. this._gl.attachShader(shaderProgram, vertexShader);
  3832. this._gl.attachShader(shaderProgram, fragmentShader);
  3833. this._gl.linkProgram(shaderProgram);
  3834. var linked = this._gl.getProgramParameter(shaderProgram, this._gl.LINK_STATUS);
  3835. if (!linked) {
  3836. var error = this._gl.getProgramInfoLog(shaderProgram);
  3837. if (error) {
  3838. throw new Error(error);
  3839. }
  3840. }
  3841. this._gl.deleteShader(vertexShader);
  3842. this._gl.deleteShader(fragmentShader);
  3843. return shaderProgram;
  3844. };
  3845. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  3846. var results = [];
  3847. for (var index = 0; index < uniformsNames.length; index++) {
  3848. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  3849. }
  3850. return results;
  3851. };
  3852. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  3853. var results = [];
  3854. for (var index = 0; index < attributesNames.length; index++) {
  3855. try {
  3856. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  3857. } catch (e) {
  3858. results.push(-1);
  3859. }
  3860. }
  3861. return results;
  3862. };
  3863. Engine.prototype.enableEffect = function (effect) {
  3864. if (!effect || !effect.getAttributesCount() || this._currentEffect === effect) {
  3865. if (effect && effect.onBind) {
  3866. effect.onBind(effect);
  3867. }
  3868. return;
  3869. }
  3870. this._vertexAttribArrays = this._vertexAttribArrays || [];
  3871. // Use program
  3872. this._gl.useProgram(effect.getProgram());
  3873. for (var i in this._vertexAttribArrays) {
  3874. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  3875. continue;
  3876. }
  3877. this._vertexAttribArrays[i] = false;
  3878. this._gl.disableVertexAttribArray(i);
  3879. }
  3880. var attributesCount = effect.getAttributesCount();
  3881. for (var index = 0; index < attributesCount; index++) {
  3882. // Attributes
  3883. var order = effect.getAttributeLocation(index);
  3884. if (order >= 0) {
  3885. this._vertexAttribArrays[order] = true;
  3886. this._gl.enableVertexAttribArray(order);
  3887. }
  3888. }
  3889. this._currentEffect = effect;
  3890. if (effect.onBind) {
  3891. effect.onBind(effect);
  3892. }
  3893. };
  3894. Engine.prototype.setArray = function (uniform, array) {
  3895. if (!uniform)
  3896. return;
  3897. this._gl.uniform1fv(uniform, array);
  3898. };
  3899. Engine.prototype.setMatrices = function (uniform, matrices) {
  3900. if (!uniform)
  3901. return;
  3902. this._gl.uniformMatrix4fv(uniform, false, matrices);
  3903. };
  3904. Engine.prototype.setMatrix = function (uniform, matrix) {
  3905. if (!uniform)
  3906. return;
  3907. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  3908. };
  3909. Engine.prototype.setFloat = function (uniform, value) {
  3910. if (!uniform)
  3911. return;
  3912. this._gl.uniform1f(uniform, value);
  3913. };
  3914. Engine.prototype.setFloat2 = function (uniform, x, y) {
  3915. if (!uniform)
  3916. return;
  3917. this._gl.uniform2f(uniform, x, y);
  3918. };
  3919. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  3920. if (!uniform)
  3921. return;
  3922. this._gl.uniform3f(uniform, x, y, z);
  3923. };
  3924. Engine.prototype.setBool = function (uniform, bool) {
  3925. if (!uniform)
  3926. return;
  3927. this._gl.uniform1i(uniform, bool);
  3928. };
  3929. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  3930. if (!uniform)
  3931. return;
  3932. this._gl.uniform4f(uniform, x, y, z, w);
  3933. };
  3934. Engine.prototype.setColor3 = function (uniform, color3) {
  3935. if (!uniform)
  3936. return;
  3937. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  3938. };
  3939. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  3940. if (!uniform)
  3941. return;
  3942. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  3943. };
  3944. // States
  3945. Engine.prototype.setState = function (culling, force) {
  3946. // Culling
  3947. if (this._depthCullingState.cull !== culling || force) {
  3948. if (culling) {
  3949. this._depthCullingState.cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  3950. this._depthCullingState.cull = true;
  3951. } else {
  3952. this._depthCullingState.cull = false;
  3953. }
  3954. }
  3955. };
  3956. Engine.prototype.setDepthBuffer = function (enable) {
  3957. this._depthCullingState.depthTest = enable;
  3958. };
  3959. Engine.prototype.getDepthWrite = function () {
  3960. return this._depthCullingState.depthMask;
  3961. };
  3962. Engine.prototype.setDepthWrite = function (enable) {
  3963. this._depthCullingState.depthMask = enable;
  3964. };
  3965. Engine.prototype.setColorWrite = function (enable) {
  3966. this._gl.colorMask(enable, enable, enable, enable);
  3967. };
  3968. Engine.prototype.setAlphaMode = function (mode) {
  3969. switch (mode) {
  3970. case Engine.ALPHA_DISABLE:
  3971. this.setDepthWrite(true);
  3972. this._alphaState.alphaBlend = false;
  3973. break;
  3974. case Engine.ALPHA_COMBINE:
  3975. this.setDepthWrite(false);
  3976. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  3977. this._alphaState.alphaBlend = true;
  3978. break;
  3979. case Engine.ALPHA_ADD:
  3980. this.setDepthWrite(false);
  3981. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  3982. this._alphaState.alphaBlend = true;
  3983. break;
  3984. }
  3985. this._alphaMode = mode;
  3986. };
  3987. Engine.prototype.getAlphaMode = function () {
  3988. return this._alphaMode;
  3989. };
  3990. Engine.prototype.setAlphaTesting = function (enable) {
  3991. this._alphaTest = enable;
  3992. };
  3993. Engine.prototype.getAlphaTesting = function () {
  3994. return this._alphaTest;
  3995. };
  3996. // Textures
  3997. Engine.prototype.wipeCaches = function () {
  3998. this._activeTexturesCache = [];
  3999. this._currentEffect = null;
  4000. this._depthCullingState.reset();
  4001. this._alphaState.reset();
  4002. this._cachedVertexBuffers = null;
  4003. this._cachedIndexBuffer = null;
  4004. this._cachedEffectForVertexBuffers = null;
  4005. };
  4006. Engine.prototype.setSamplingMode = function (texture, samplingMode) {
  4007. var gl = this._gl;
  4008. gl.bindTexture(gl.TEXTURE_2D, texture);
  4009. var magFilter = gl.NEAREST;
  4010. var minFilter = gl.NEAREST;
  4011. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  4012. magFilter = gl.LINEAR;
  4013. minFilter = gl.LINEAR;
  4014. } else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  4015. magFilter = gl.LINEAR;
  4016. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  4017. }
  4018. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
  4019. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
  4020. gl.bindTexture(gl.TEXTURE_2D, null);
  4021. texture.samplingMode = samplingMode;
  4022. };
  4023. Engine.prototype.createTexture = function (url, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer) {
  4024. var _this = this;
  4025. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  4026. if (typeof onLoad === "undefined") { onLoad = null; }
  4027. if (typeof onError === "undefined") { onError = null; }
  4028. if (typeof buffer === "undefined") { buffer = null; }
  4029. var texture = this._gl.createTexture();
  4030. var extension;
  4031. var fromData = false;
  4032. if (url.substr(0, 5) === "data:") {
  4033. fromData = true;
  4034. }
  4035. if (!fromData)
  4036. extension = url.substr(url.length - 4, 4).toLowerCase();
  4037. else {
  4038. var oldUrl = url;
  4039. fromData = oldUrl.split(':');
  4040. url = oldUrl;
  4041. extension = fromData[1].substr(fromData[1].length - 4, 4).toLowerCase();
  4042. }
  4043. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  4044. var isTGA = (extension === ".tga");
  4045. scene._addPendingData(texture);
  4046. texture.url = url;
  4047. texture.noMipmap = noMipmap;
  4048. texture.references = 1;
  4049. this._loadedTexturesCache.push(texture);
  4050. var onerror = function () {
  4051. scene._removePendingData(texture);
  4052. if (onError) {
  4053. onError();
  4054. }
  4055. };
  4056. if (isTGA) {
  4057. var callback = function (arrayBuffer) {
  4058. var data = new Uint8Array(arrayBuffer);
  4059. var header = BABYLON.Internals.TGATools.GetTGAHeader(data);
  4060. prepareWebGLTexture(texture, _this._gl, scene, header.width, header.height, invertY, noMipmap, false, function () {
  4061. BABYLON.Internals.TGATools.UploadContent(_this._gl, data);
  4062. if (onLoad) {
  4063. onLoad();
  4064. }
  4065. }, samplingMode);
  4066. };
  4067. if (!(fromData instanceof Array))
  4068. BABYLON.Tools.LoadFile(url, function (arrayBuffer) {
  4069. callback(arrayBuffer);
  4070. }, onerror, scene.database, true);
  4071. else
  4072. callback(buffer);
  4073. } else if (isDDS) {
  4074. callback = function (data) {
  4075. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  4076. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap && ((info.width >> (info.mipmapCount - 1)) === 1);
  4077. prepareWebGLTexture(texture, _this._gl, scene, info.width, info.height, invertY, !loadMipmap, info.isFourCC, function () {
  4078. BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 1);
  4079. if (onLoad) {
  4080. onLoad();
  4081. }
  4082. }, samplingMode);
  4083. };
  4084. if (!(fromData instanceof Array))
  4085. BABYLON.Tools.LoadFile(url, function (data) {
  4086. callback(data);
  4087. }, onerror, scene.database, true);
  4088. else
  4089. callback(buffer);
  4090. } else {
  4091. var onload = function (img) {
  4092. prepareWebGLTexture(texture, _this._gl, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight) {
  4093. var isPot = (img.width === potWidth && img.height === potHeight);
  4094. if (!isPot) {
  4095. _this._workingCanvas.width = potWidth;
  4096. _this._workingCanvas.height = potHeight;
  4097. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  4098. _this._workingContext.imageSmoothingEnabled = false;
  4099. _this._workingContext.mozImageSmoothingEnabled = false;
  4100. _this._workingContext.oImageSmoothingEnabled = false;
  4101. _this._workingContext.webkitImageSmoothingEnabled = false;
  4102. _this._workingContext.msImageSmoothingEnabled = false;
  4103. }
  4104. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  4105. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  4106. _this._workingContext.imageSmoothingEnabled = true;
  4107. _this._workingContext.mozImageSmoothingEnabled = true;
  4108. _this._workingContext.oImageSmoothingEnabled = true;
  4109. _this._workingContext.webkitImageSmoothingEnabled = true;
  4110. _this._workingContext.msImageSmoothingEnabled = true;
  4111. }
  4112. }
  4113. _this._gl.texImage2D(_this._gl.TEXTURE_2D, 0, _this._gl.RGBA, _this._gl.RGBA, _this._gl.UNSIGNED_BYTE, isPot ? img : _this._workingCanvas);
  4114. if (onLoad) {
  4115. onLoad();
  4116. }
  4117. }, samplingMode);
  4118. };
  4119. if (!(fromData instanceof Array))
  4120. BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  4121. else
  4122. BABYLON.Tools.LoadImage(buffer, onload, onerror, scene.database);
  4123. }
  4124. return texture;
  4125. };
  4126. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode) {
  4127. var texture = this._gl.createTexture();
  4128. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  4129. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  4130. // Format
  4131. var internalFormat = this._gl.RGBA;
  4132. switch (format) {
  4133. case Engine.TEXTUREFORMAT_ALPHA:
  4134. internalFormat = this._gl.ALPHA;
  4135. break;
  4136. case Engine.TEXTUREFORMAT_LUMINANCE:
  4137. internalFormat = this._gl.LUMINANCE;
  4138. break;
  4139. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  4140. internalFormat = this._gl.LUMINANCE_ALPHA;
  4141. break;
  4142. case Engine.TEXTUREFORMAT_RGB:
  4143. internalFormat = this._gl.RGB;
  4144. break;
  4145. case Engine.TEXTUREFORMAT_RGBA:
  4146. internalFormat = this._gl.RGBA;
  4147. break;
  4148. }
  4149. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, width, height, 0, internalFormat, this._gl.UNSIGNED_BYTE, data);
  4150. if (generateMipMaps) {
  4151. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  4152. }
  4153. // Filters
  4154. var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl);
  4155. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  4156. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  4157. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  4158. this._activeTexturesCache = [];
  4159. texture._baseWidth = width;
  4160. texture._baseHeight = height;
  4161. texture._width = width;
  4162. texture._height = height;
  4163. texture.isReady = true;
  4164. texture.references = 1;
  4165. texture.samplingMode = samplingMode;
  4166. this._loadedTexturesCache.push(texture);
  4167. return texture;
  4168. };
  4169. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  4170. var texture = this._gl.createTexture();
  4171. width = BABYLON.Tools.GetExponantOfTwo(width, this._caps.maxTextureSize);
  4172. height = BABYLON.Tools.GetExponantOfTwo(height, this._caps.maxTextureSize);
  4173. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  4174. var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl);
  4175. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  4176. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  4177. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  4178. this._activeTexturesCache = [];
  4179. texture._baseWidth = width;
  4180. texture._baseHeight = height;
  4181. texture._width = width;
  4182. texture._height = height;
  4183. texture.isReady = false;
  4184. texture.generateMipMaps = generateMipMaps;
  4185. texture.references = 1;
  4186. texture.samplingMode = samplingMode;
  4187. this._loadedTexturesCache.push(texture);
  4188. return texture;
  4189. };
  4190. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY) {
  4191. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  4192. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 1 : 0);
  4193. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, canvas);
  4194. if (texture.generateMipMaps) {
  4195. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  4196. }
  4197. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  4198. this._activeTexturesCache = [];
  4199. texture.isReady = true;
  4200. };
  4201. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  4202. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  4203. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 0 : 1); // Video are upside down by default
  4204. // Scale the video if it is a NPOT using the current working canvas
  4205. if (video.videoWidth !== texture._width || video.videoHeight !== texture._height) {
  4206. if (!texture._workingCanvas) {
  4207. texture._workingCanvas = document.createElement("canvas");
  4208. texture._workingContext = texture._workingCanvas.getContext("2d");
  4209. texture._workingCanvas.width = texture._width;
  4210. texture._workingCanvas.height = texture._height;
  4211. }
  4212. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture._width, texture._height);
  4213. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  4214. } else {
  4215. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  4216. }
  4217. if (texture.generateMipMaps) {
  4218. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  4219. }
  4220. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  4221. this._activeTexturesCache = [];
  4222. texture.isReady = true;
  4223. };
  4224. Engine.prototype.createRenderTargetTexture = function (size, options) {
  4225. // old version had a "generateMipMaps" arg instead of options.
  4226. // if options.generateMipMaps is undefined, consider that options itself if the generateMipmaps value
  4227. // in the same way, generateDepthBuffer is defaulted to true
  4228. var generateMipMaps = false;
  4229. var generateDepthBuffer = true;
  4230. var samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  4231. if (options !== undefined) {
  4232. generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipmaps;
  4233. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  4234. if (options.samplingMode !== undefined) {
  4235. samplingMode = options.samplingMode;
  4236. }
  4237. }
  4238. var gl = this._gl;
  4239. var texture = gl.createTexture();
  4240. gl.bindTexture(gl.TEXTURE_2D, texture);
  4241. var width = size.width || size;
  4242. var height = size.height || size;
  4243. var filters = getSamplingParameters(samplingMode, generateMipMaps, gl);
  4244. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  4245. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  4246. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  4247. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  4248. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  4249. var depthBuffer;
  4250. // Create the depth buffer
  4251. if (generateDepthBuffer) {
  4252. depthBuffer = gl.createRenderbuffer();
  4253. gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
  4254. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  4255. }
  4256. // Create the framebuffer
  4257. var framebuffer = gl.createFramebuffer();
  4258. gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
  4259. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  4260. if (generateDepthBuffer) {
  4261. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
  4262. }
  4263. // Unbind
  4264. gl.bindTexture(gl.TEXTURE_2D, null);
  4265. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  4266. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  4267. texture._framebuffer = framebuffer;
  4268. if (generateDepthBuffer) {
  4269. texture._depthBuffer = depthBuffer;
  4270. }
  4271. texture._width = width;
  4272. texture._height = height;
  4273. texture.isReady = true;
  4274. texture.generateMipMaps = generateMipMaps;
  4275. texture.references = 1;
  4276. texture.samplingMode = samplingMode;
  4277. this._activeTexturesCache = [];
  4278. this._loadedTexturesCache.push(texture);
  4279. return texture;
  4280. };
  4281. Engine.prototype.createCubeTexture = function (rootUrl, scene, extensions, noMipmap) {
  4282. var _this = this;
  4283. var gl = this._gl;
  4284. var texture = gl.createTexture();
  4285. texture.isCube = true;
  4286. texture.url = rootUrl;
  4287. texture.references = 1;
  4288. this._loadedTexturesCache.push(texture);
  4289. var extension = rootUrl.substr(rootUrl.length - 4, 4).toLowerCase();
  4290. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  4291. if (isDDS) {
  4292. BABYLON.Tools.LoadFile(rootUrl, function (data) {
  4293. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  4294. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap;
  4295. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  4296. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
  4297. BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 6);
  4298. if (!noMipmap && !info.isFourCC && info.mipmapCount === 1) {
  4299. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  4300. }
  4301. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  4302. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  4303. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  4304. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  4305. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  4306. _this._activeTexturesCache = [];
  4307. texture._width = info.width;
  4308. texture._height = info.height;
  4309. texture.isReady = true;
  4310. }, null, null, true);
  4311. } else {
  4312. cascadeLoad(rootUrl, scene, function (imgs) {
  4313. var width = BABYLON.Tools.GetExponantOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize);
  4314. var height = width;
  4315. _this._workingCanvas.width = width;
  4316. _this._workingCanvas.height = height;
  4317. var faces = [
  4318. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  4319. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  4320. ];
  4321. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  4322. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
  4323. for (var index = 0; index < faces.length; index++) {
  4324. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  4325. gl.texImage2D(faces[index], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, _this._workingCanvas);
  4326. }
  4327. if (!noMipmap) {
  4328. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  4329. }
  4330. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  4331. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, noMipmap ? gl.LINEAR : gl.LINEAR_MIPMAP_LINEAR);
  4332. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  4333. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  4334. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  4335. _this._activeTexturesCache = [];
  4336. texture._width = width;
  4337. texture._height = height;
  4338. texture.isReady = true;
  4339. }, extensions);
  4340. }
  4341. return texture;
  4342. };
  4343. Engine.prototype._releaseTexture = function (texture) {
  4344. var gl = this._gl;
  4345. if (texture._framebuffer) {
  4346. gl.deleteFramebuffer(texture._framebuffer);
  4347. }
  4348. if (texture._depthBuffer) {
  4349. gl.deleteRenderbuffer(texture._depthBuffer);
  4350. }
  4351. gl.deleteTexture(texture);
  4352. for (var channel = 0; channel < this._caps.maxTexturesImageUnits; channel++) {
  4353. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  4354. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  4355. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  4356. this._activeTexturesCache[channel] = null;
  4357. }
  4358. var index = this._loadedTexturesCache.indexOf(texture);
  4359. if (index !== -1) {
  4360. this._loadedTexturesCache.splice(index, 1);
  4361. }
  4362. };
  4363. Engine.prototype.bindSamplers = function (effect) {
  4364. this._gl.useProgram(effect.getProgram());
  4365. var samplers = effect.getSamplers();
  4366. for (var index = 0; index < samplers.length; index++) {
  4367. var uniform = effect.getUniform(samplers[index]);
  4368. this._gl.uniform1i(uniform, index);
  4369. }
  4370. this._currentEffect = null;
  4371. };
  4372. Engine.prototype._bindTexture = function (channel, texture) {
  4373. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  4374. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  4375. this._activeTexturesCache[channel] = null;
  4376. };
  4377. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  4378. this._bindTexture(channel, postProcess._textures.data[postProcess._currentRenderTextureInd]);
  4379. };
  4380. Engine.prototype.setTexture = function (channel, texture) {
  4381. if (channel < 0) {
  4382. return;
  4383. }
  4384. // Not ready?
  4385. if (!texture || !texture.isReady()) {
  4386. if (this._activeTexturesCache[channel] != null) {
  4387. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  4388. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  4389. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  4390. this._activeTexturesCache[channel] = null;
  4391. }
  4392. return;
  4393. }
  4394. // Video
  4395. if (texture instanceof BABYLON.VideoTexture) {
  4396. if (texture.update()) {
  4397. this._activeTexturesCache[channel] = null;
  4398. }
  4399. } else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) {
  4400. texture.delayLoad();
  4401. return;
  4402. }
  4403. if (this._activeTexturesCache[channel] === texture) {
  4404. return;
  4405. }
  4406. this._activeTexturesCache[channel] = texture;
  4407. var internalTexture = texture.getInternalTexture();
  4408. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  4409. if (internalTexture.isCube) {
  4410. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, internalTexture);
  4411. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  4412. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  4413. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  4414. var textureWrapMode = (texture.coordinatesMode !== BABYLON.Texture.CUBIC_MODE && texture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  4415. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode);
  4416. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  4417. }
  4418. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  4419. } else {
  4420. this._gl.bindTexture(this._gl.TEXTURE_2D, internalTexture);
  4421. if (internalTexture._cachedWrapU !== texture.wrapU) {
  4422. internalTexture._cachedWrapU = texture.wrapU;
  4423. switch (texture.wrapU) {
  4424. case BABYLON.Texture.WRAP_ADDRESSMODE:
  4425. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.REPEAT);
  4426. break;
  4427. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  4428. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);
  4429. break;
  4430. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  4431. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.MIRRORED_REPEAT);
  4432. break;
  4433. }
  4434. }
  4435. if (internalTexture._cachedWrapV !== texture.wrapV) {
  4436. internalTexture._cachedWrapV = texture.wrapV;
  4437. switch (texture.wrapV) {
  4438. case BABYLON.Texture.WRAP_ADDRESSMODE:
  4439. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.REPEAT);
  4440. break;
  4441. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  4442. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);
  4443. break;
  4444. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  4445. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.MIRRORED_REPEAT);
  4446. break;
  4447. }
  4448. }
  4449. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  4450. }
  4451. };
  4452. Engine.prototype._setAnisotropicLevel = function (key, texture) {
  4453. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  4454. if (anisotropicFilterExtension && texture._cachedAnisotropicFilteringLevel !== texture.anisotropicFilteringLevel) {
  4455. this._gl.texParameterf(key, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropicFilteringLevel, this._caps.maxAnisotropy));
  4456. texture._cachedAnisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  4457. }
  4458. };
  4459. Engine.prototype.readPixels = function (x, y, width, height) {
  4460. var data = new Uint8Array(height * width * 4);
  4461. this._gl.readPixels(0, 0, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  4462. return data;
  4463. };
  4464. // Dispose
  4465. Engine.prototype.dispose = function () {
  4466. this.hideLoadingUI();
  4467. this.stopRenderLoop();
  4468. while (this.scenes.length) {
  4469. this.scenes[0].dispose();
  4470. }
  4471. for (var name in this._compiledEffects) {
  4472. this._gl.deleteProgram(this._compiledEffects[name]._program);
  4473. }
  4474. for (var i in this._vertexAttribArrays) {
  4475. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  4476. continue;
  4477. }
  4478. this._gl.disableVertexAttribArray(i);
  4479. }
  4480. // Events
  4481. window.removeEventListener("blur", this._onBlur);
  4482. window.removeEventListener("focus", this._onFocus);
  4483. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  4484. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  4485. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  4486. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  4487. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  4488. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  4489. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  4490. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  4491. };
  4492. // Loading screen
  4493. Engine.prototype.displayLoadingUI = function () {
  4494. var _this = this;
  4495. this._loadingDiv = document.createElement("div");
  4496. this._loadingDiv.style.opacity = "0";
  4497. this._loadingDiv.style.transition = "opacity 1.5s ease";
  4498. // Loading text
  4499. this._loadingTextDiv = document.createElement("div");
  4500. this._loadingTextDiv.style.position = "absolute";
  4501. this._loadingTextDiv.style.left = "0";
  4502. this._loadingTextDiv.style.top = "50%";
  4503. this._loadingTextDiv.style.marginTop = "80px";
  4504. this._loadingTextDiv.style.width = "100%";
  4505. this._loadingTextDiv.style.height = "20px";
  4506. this._loadingTextDiv.style.fontFamily = "Arial";
  4507. this._loadingTextDiv.style.fontSize = "14px";
  4508. this._loadingTextDiv.style.color = "white";
  4509. this._loadingTextDiv.style.textAlign = "center";
  4510. this._loadingTextDiv.innerHTML = "Loading";
  4511. this._loadingDiv.appendChild(this._loadingTextDiv);
  4512. // Loading img
  4513. var imgBack = new Image();
  4514. 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==";
  4515. imgBack.style.position = "absolute";
  4516. imgBack.style.left = "50%";
  4517. imgBack.style.top = "50%";
  4518. imgBack.style.marginLeft = "-50px";
  4519. imgBack.style.marginTop = "-50px";
  4520. imgBack.style.transition = "transform 1.0s ease";
  4521. imgBack.style.webkitTransition = "-webkit-transform 1.0s ease";
  4522. var deg = 360;
  4523. var onTransitionEnd = function () {
  4524. deg += 360;
  4525. imgBack.style.transform = "rotateZ(" + deg + "deg)";
  4526. imgBack.style.webkitTransform = "rotateZ(" + deg + "deg)";
  4527. };
  4528. imgBack.addEventListener("transitionend", onTransitionEnd);
  4529. imgBack.addEventListener("webkitTransitionEnd", onTransitionEnd);
  4530. this._loadingDiv.appendChild(imgBack);
  4531. // front image
  4532. var imgFront = new Image();
  4533. imgFront.src = "data:image/png;base64,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";
  4534. imgFront.style.position = "absolute";
  4535. imgFront.style.left = "50%";
  4536. imgFront.style.top = "50%";
  4537. imgFront.style.marginLeft = "-50px";
  4538. imgFront.style.marginTop = "-50px";
  4539. this._loadingDiv.appendChild(imgFront);
  4540. // Resize
  4541. this._resizeLoadingUI = function () {
  4542. var canvasRect = _this.getRenderingCanvasClientRect();
  4543. _this._loadingDiv.style.position = "absolute";
  4544. _this._loadingDiv.style.left = canvasRect.left + "px";
  4545. _this._loadingDiv.style.top = canvasRect.top + "px";
  4546. _this._loadingDiv.style.width = canvasRect.width + "px";
  4547. _this._loadingDiv.style.height = canvasRect.height + "px";
  4548. };
  4549. this._resizeLoadingUI();
  4550. window.addEventListener("resize", this._resizeLoadingUI);
  4551. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  4552. document.body.appendChild(this._loadingDiv);
  4553. setTimeout(function () {
  4554. _this._loadingDiv.style.opacity = "1";
  4555. imgBack.style.transform = "rotateZ(360deg)";
  4556. imgBack.style.webkitTransform = "rotateZ(360deg)";
  4557. }, 0);
  4558. };
  4559. Object.defineProperty(Engine.prototype, "loadingUIText", {
  4560. set: function (text) {
  4561. if (!this._loadingDiv) {
  4562. return;
  4563. }
  4564. this._loadingTextDiv.innerHTML = text;
  4565. },
  4566. enumerable: true,
  4567. configurable: true
  4568. });
  4569. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  4570. get: function () {
  4571. return this._loadingDivBackgroundColor;
  4572. },
  4573. set: function (color) {
  4574. this._loadingDivBackgroundColor = color;
  4575. if (!this._loadingDiv) {
  4576. return;
  4577. }
  4578. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  4579. },
  4580. enumerable: true,
  4581. configurable: true
  4582. });
  4583. Engine.prototype.hideLoadingUI = function () {
  4584. var _this = this;
  4585. if (!this._loadingDiv) {
  4586. return;
  4587. }
  4588. var onTransitionEnd = function () {
  4589. if (!_this._loadingDiv) {
  4590. return;
  4591. }
  4592. document.body.removeChild(_this._loadingDiv);
  4593. window.removeEventListener("resize", _this._resizeLoadingUI);
  4594. _this._loadingDiv = null;
  4595. };
  4596. this._loadingDiv.style.opacity = "0";
  4597. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  4598. };
  4599. // FPS
  4600. Engine.prototype.getFps = function () {
  4601. return this.fps;
  4602. };
  4603. Engine.prototype.getDeltaTime = function () {
  4604. return this.deltaTime;
  4605. };
  4606. Engine.prototype._measureFps = function () {
  4607. this.previousFramesDuration.push(BABYLON.Tools.Now);
  4608. var length = this.previousFramesDuration.length;
  4609. if (length >= 2) {
  4610. this.deltaTime = this.previousFramesDuration[length - 1] - this.previousFramesDuration[length - 2];
  4611. }
  4612. if (length >= this.fpsRange) {
  4613. if (length > this.fpsRange) {
  4614. this.previousFramesDuration.splice(0, 1);
  4615. length = this.previousFramesDuration.length;
  4616. }
  4617. var sum = 0;
  4618. for (var id = 0; id < length - 1; id++) {
  4619. sum += this.previousFramesDuration[id + 1] - this.previousFramesDuration[id];
  4620. }
  4621. this.fps = 1000.0 / (sum / (length - 1));
  4622. }
  4623. };
  4624. // Statics
  4625. Engine.isSupported = function () {
  4626. try {
  4627. // Avoid creating an unsized context for CocoonJS, since size determined on first creation. Is not resizable
  4628. if (navigator.isCocoonJS) {
  4629. return true;
  4630. }
  4631. var tempcanvas = document.createElement("canvas");
  4632. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  4633. return gl != null && !!window.WebGLRenderingContext;
  4634. } catch (e) {
  4635. return false;
  4636. }
  4637. };
  4638. Engine._ALPHA_DISABLE = 0;
  4639. Engine._ALPHA_ADD = 1;
  4640. Engine._ALPHA_COMBINE = 2;
  4641. Engine._DELAYLOADSTATE_NONE = 0;
  4642. Engine._DELAYLOADSTATE_LOADED = 1;
  4643. Engine._DELAYLOADSTATE_LOADING = 2;
  4644. Engine._DELAYLOADSTATE_NOTLOADED = 4;
  4645. Engine._TEXTUREFORMAT_ALPHA = 0;
  4646. Engine._TEXTUREFORMAT_LUMINANCE = 1;
  4647. Engine._TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  4648. Engine._TEXTUREFORMAT_RGB = 4;
  4649. Engine._TEXTUREFORMAT_RGBA = 4;
  4650. Engine.Epsilon = 0.001;
  4651. Engine.CollisionsEpsilon = 0.001;
  4652. Engine.ShadersRepository = "Babylon/Shaders/";
  4653. return Engine;
  4654. })();
  4655. BABYLON.Engine = Engine;
  4656. })(BABYLON || (BABYLON = {}));
  4657. //# sourceMappingURL=babylon.engine.js.map
  4658. var BABYLON;
  4659. (function (BABYLON) {
  4660. var Node = (function () {
  4661. function Node(name, scene) {
  4662. this.state = "";
  4663. this.animations = new Array();
  4664. this._childrenFlag = -1;
  4665. this._isEnabled = true;
  4666. this._isReady = true;
  4667. this._currentRenderId = -1;
  4668. this.name = name;
  4669. this.id = name;
  4670. this._scene = scene;
  4671. this._initCache();
  4672. }
  4673. Node.prototype.getScene = function () {
  4674. return this._scene;
  4675. };
  4676. Node.prototype.getEngine = function () {
  4677. return this._scene.getEngine();
  4678. };
  4679. // override it in derived class
  4680. Node.prototype.getWorldMatrix = function () {
  4681. return BABYLON.Matrix.Identity();
  4682. };
  4683. // override it in derived class if you add new variables to the cache
  4684. // and call the parent class method
  4685. Node.prototype._initCache = function () {
  4686. this._cache = {};
  4687. this._cache.parent = undefined;
  4688. };
  4689. Node.prototype.updateCache = function (force) {
  4690. if (!force && this.isSynchronized())
  4691. return;
  4692. this._cache.parent = this.parent;
  4693. this._updateCache();
  4694. };
  4695. // override it in derived class if you add new variables to the cache
  4696. // and call the parent class method if !ignoreParentClass
  4697. Node.prototype._updateCache = function (ignoreParentClass) {
  4698. };
  4699. // override it in derived class if you add new variables to the cache
  4700. Node.prototype._isSynchronized = function () {
  4701. return true;
  4702. };
  4703. Node.prototype.isSynchronizedWithParent = function () {
  4704. return this.parent ? this.parent._currentRenderId <= this._currentRenderId : true;
  4705. };
  4706. Node.prototype.isSynchronized = function (updateCache) {
  4707. var check = this.hasNewParent();
  4708. check = check || !this.isSynchronizedWithParent();
  4709. check = check || !this._isSynchronized();
  4710. if (updateCache)
  4711. this.updateCache(true);
  4712. return !check;
  4713. };
  4714. Node.prototype.hasNewParent = function (update) {
  4715. if (this._cache.parent === this.parent)
  4716. return false;
  4717. if (update)
  4718. this._cache.parent = this.parent;
  4719. return true;
  4720. };
  4721. Node.prototype.isReady = function () {
  4722. return this._isReady;
  4723. };
  4724. Node.prototype.isEnabled = function () {
  4725. if (!this._isEnabled) {
  4726. return false;
  4727. }
  4728. if (this.parent) {
  4729. return this.parent.isEnabled();
  4730. }
  4731. return true;
  4732. };
  4733. Node.prototype.setEnabled = function (value) {
  4734. this._isEnabled = value;
  4735. };
  4736. Node.prototype.isDescendantOf = function (ancestor) {
  4737. if (this.parent) {
  4738. if (this.parent === ancestor) {
  4739. return true;
  4740. }
  4741. return this.parent.isDescendantOf(ancestor);
  4742. }
  4743. return false;
  4744. };
  4745. Node.prototype._getDescendants = function (list, results) {
  4746. for (var index = 0; index < list.length; index++) {
  4747. var item = list[index];
  4748. if (item.isDescendantOf(this)) {
  4749. results.push(item);
  4750. }
  4751. }
  4752. };
  4753. Node.prototype.getDescendants = function () {
  4754. var results = [];
  4755. this._getDescendants(this._scene.meshes, results);
  4756. this._getDescendants(this._scene.lights, results);
  4757. this._getDescendants(this._scene.cameras, results);
  4758. return results;
  4759. };
  4760. Node.prototype._setReady = function (state) {
  4761. if (state == this._isReady) {
  4762. return;
  4763. }
  4764. if (!state) {
  4765. this._isReady = false;
  4766. return;
  4767. }
  4768. this._isReady = true;
  4769. if (this.onReady) {
  4770. this.onReady(this);
  4771. }
  4772. };
  4773. return Node;
  4774. })();
  4775. BABYLON.Node = Node;
  4776. })(BABYLON || (BABYLON = {}));
  4777. //# sourceMappingURL=babylon.node.js.map
  4778. var BABYLON;
  4779. (function (BABYLON) {
  4780. var BoundingSphere = (function () {
  4781. function BoundingSphere(minimum, maximum) {
  4782. this.minimum = minimum;
  4783. this.maximum = maximum;
  4784. this._tempRadiusVector = BABYLON.Vector3.Zero();
  4785. var distance = BABYLON.Vector3.Distance(minimum, maximum);
  4786. this.center = BABYLON.Vector3.Lerp(minimum, maximum, 0.5);
  4787. this.radius = distance * 0.5;
  4788. this.centerWorld = BABYLON.Vector3.Zero();
  4789. this._update(BABYLON.Matrix.Identity());
  4790. }
  4791. // Methods
  4792. BoundingSphere.prototype._update = function (world) {
  4793. BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
  4794. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
  4795. this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
  4796. };
  4797. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  4798. for (var i = 0; i < 6; i++) {
  4799. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
  4800. return false;
  4801. }
  4802. return true;
  4803. };
  4804. BoundingSphere.prototype.intersectsPoint = function (point) {
  4805. var x = this.centerWorld.x - point.x;
  4806. var y = this.centerWorld.y - point.y;
  4807. var z = this.centerWorld.z - point.z;
  4808. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  4809. if (Math.abs(this.radiusWorld - distance) < BABYLON.Engine.Epsilon)
  4810. return false;
  4811. return true;
  4812. };
  4813. // Statics
  4814. BoundingSphere.Intersects = function (sphere0, sphere1) {
  4815. var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
  4816. var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
  4817. var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
  4818. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  4819. if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
  4820. return false;
  4821. return true;
  4822. };
  4823. return BoundingSphere;
  4824. })();
  4825. BABYLON.BoundingSphere = BoundingSphere;
  4826. })(BABYLON || (BABYLON = {}));
  4827. //# sourceMappingURL=babylon.boundingSphere.js.map
  4828. var BABYLON;
  4829. (function (BABYLON) {
  4830. var BoundingBox = (function () {
  4831. function BoundingBox(minimum, maximum) {
  4832. this.minimum = minimum;
  4833. this.maximum = maximum;
  4834. this.vectors = new Array();
  4835. this.vectorsWorld = new Array();
  4836. // Bounding vectors
  4837. this.vectors.push(this.minimum.clone());
  4838. this.vectors.push(this.maximum.clone());
  4839. this.vectors.push(this.minimum.clone());
  4840. this.vectors[2].x = this.maximum.x;
  4841. this.vectors.push(this.minimum.clone());
  4842. this.vectors[3].y = this.maximum.y;
  4843. this.vectors.push(this.minimum.clone());
  4844. this.vectors[4].z = this.maximum.z;
  4845. this.vectors.push(this.maximum.clone());
  4846. this.vectors[5].z = this.minimum.z;
  4847. this.vectors.push(this.maximum.clone());
  4848. this.vectors[6].x = this.minimum.x;
  4849. this.vectors.push(this.maximum.clone());
  4850. this.vectors[7].y = this.minimum.y;
  4851. // OBB
  4852. this.center = this.maximum.add(this.minimum).scale(0.5);
  4853. this.extendSize = this.maximum.subtract(this.minimum).scale(0.5);
  4854. this.directions = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  4855. for (var index = 0; index < this.vectors.length; index++) {
  4856. this.vectorsWorld[index] = BABYLON.Vector3.Zero();
  4857. }
  4858. this.minimumWorld = BABYLON.Vector3.Zero();
  4859. this.maximumWorld = BABYLON.Vector3.Zero();
  4860. this._update(BABYLON.Matrix.Identity());
  4861. }
  4862. // Methods
  4863. BoundingBox.prototype.getWorldMatrix = function () {
  4864. return this._worldMatrix;
  4865. };
  4866. BoundingBox.prototype._update = function (world) {
  4867. BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this.minimumWorld);
  4868. BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this.maximumWorld);
  4869. for (var index = 0; index < this.vectors.length; index++) {
  4870. var v = this.vectorsWorld[index];
  4871. BABYLON.Vector3.TransformCoordinatesToRef(this.vectors[index], world, v);
  4872. if (v.x < this.minimumWorld.x)
  4873. this.minimumWorld.x = v.x;
  4874. if (v.y < this.minimumWorld.y)
  4875. this.minimumWorld.y = v.y;
  4876. if (v.z < this.minimumWorld.z)
  4877. this.minimumWorld.z = v.z;
  4878. if (v.x > this.maximumWorld.x)
  4879. this.maximumWorld.x = v.x;
  4880. if (v.y > this.maximumWorld.y)
  4881. this.maximumWorld.y = v.y;
  4882. if (v.z > this.maximumWorld.z)
  4883. this.maximumWorld.z = v.z;
  4884. }
  4885. // OBB
  4886. this.maximumWorld.addToRef(this.minimumWorld, this.center);
  4887. this.center.scaleInPlace(0.5);
  4888. BABYLON.Vector3.FromFloatArrayToRef(world.m, 0, this.directions[0]);
  4889. BABYLON.Vector3.FromFloatArrayToRef(world.m, 4, this.directions[1]);
  4890. BABYLON.Vector3.FromFloatArrayToRef(world.m, 8, this.directions[2]);
  4891. this._worldMatrix = world;
  4892. };
  4893. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  4894. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  4895. };
  4896. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  4897. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  4898. };
  4899. BoundingBox.prototype.intersectsPoint = function (point) {
  4900. var delta = BABYLON.Engine.Epsilon;
  4901. if (this.maximumWorld.x - point.x < delta || delta > point.x - this.minimumWorld.x)
  4902. return false;
  4903. if (this.maximumWorld.y - point.y < delta || delta > point.y - this.minimumWorld.y)
  4904. return false;
  4905. if (this.maximumWorld.z - point.z < delta || delta > point.z - this.minimumWorld.z)
  4906. return false;
  4907. return true;
  4908. };
  4909. BoundingBox.prototype.intersectsSphere = function (sphere) {
  4910. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  4911. };
  4912. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  4913. if (this.maximumWorld.x < min.x || this.minimumWorld.x > max.x)
  4914. return false;
  4915. if (this.maximumWorld.y < min.y || this.minimumWorld.y > max.y)
  4916. return false;
  4917. if (this.maximumWorld.z < min.z || this.minimumWorld.z > max.z)
  4918. return false;
  4919. return true;
  4920. };
  4921. // Statics
  4922. BoundingBox.Intersects = function (box0, box1) {
  4923. if (box0.maximumWorld.x < box1.minimumWorld.x || box0.minimumWorld.x > box1.maximumWorld.x)
  4924. return false;
  4925. if (box0.maximumWorld.y < box1.minimumWorld.y || box0.minimumWorld.y > box1.maximumWorld.y)
  4926. return false;
  4927. if (box0.maximumWorld.z < box1.minimumWorld.z || box0.minimumWorld.z > box1.maximumWorld.z)
  4928. return false;
  4929. return true;
  4930. };
  4931. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  4932. var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint);
  4933. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  4934. return (num <= (sphereRadius * sphereRadius));
  4935. };
  4936. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  4937. for (var p = 0; p < 6; p++) {
  4938. for (var i = 0; i < 8; i++) {
  4939. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  4940. return false;
  4941. }
  4942. }
  4943. }
  4944. return true;
  4945. };
  4946. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  4947. for (var p = 0; p < 6; p++) {
  4948. var inCount = 8;
  4949. for (var i = 0; i < 8; i++) {
  4950. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  4951. --inCount;
  4952. } else {
  4953. break;
  4954. }
  4955. }
  4956. if (inCount == 0)
  4957. return false;
  4958. }
  4959. return true;
  4960. };
  4961. return BoundingBox;
  4962. })();
  4963. BABYLON.BoundingBox = BoundingBox;
  4964. })(BABYLON || (BABYLON = {}));
  4965. //# sourceMappingURL=babylon.boundingBox.js.map
  4966. var BABYLON;
  4967. (function (BABYLON) {
  4968. var computeBoxExtents = function (axis, box) {
  4969. var p = BABYLON.Vector3.Dot(box.center, axis);
  4970. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  4971. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  4972. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  4973. var r = r0 + r1 + r2;
  4974. return {
  4975. min: p - r,
  4976. max: p + r
  4977. };
  4978. };
  4979. var extentsOverlap = function (min0, max0, min1, max1) {
  4980. return !(min0 > max1 || min1 > max0);
  4981. };
  4982. var axisOverlap = function (axis, box0, box1) {
  4983. var result0 = computeBoxExtents(axis, box0);
  4984. var result1 = computeBoxExtents(axis, box1);
  4985. return extentsOverlap(result0.min, result0.max, result1.min, result1.max);
  4986. };
  4987. var BoundingInfo = (function () {
  4988. function BoundingInfo(minimum, maximum) {
  4989. this.minimum = minimum;
  4990. this.maximum = maximum;
  4991. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum);
  4992. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum);
  4993. }
  4994. // Methods
  4995. BoundingInfo.prototype._update = function (world) {
  4996. this.boundingBox._update(world);
  4997. this.boundingSphere._update(world);
  4998. };
  4999. BoundingInfo.prototype.isInFrustum = function (frustumPlanes) {
  5000. if (!this.boundingSphere.isInFrustum(frustumPlanes))
  5001. return false;
  5002. return this.boundingBox.isInFrustum(frustumPlanes);
  5003. };
  5004. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  5005. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  5006. };
  5007. BoundingInfo.prototype._checkCollision = function (collider) {
  5008. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  5009. };
  5010. BoundingInfo.prototype.intersectsPoint = function (point) {
  5011. if (!this.boundingSphere.centerWorld) {
  5012. return false;
  5013. }
  5014. if (!this.boundingSphere.intersectsPoint(point)) {
  5015. return false;
  5016. }
  5017. if (!this.boundingBox.intersectsPoint(point)) {
  5018. return false;
  5019. }
  5020. return true;
  5021. };
  5022. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  5023. if (!this.boundingSphere.centerWorld || !boundingInfo.boundingSphere.centerWorld) {
  5024. return false;
  5025. }
  5026. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  5027. return false;
  5028. }
  5029. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  5030. return false;
  5031. }
  5032. if (!precise) {
  5033. return true;
  5034. }
  5035. var box0 = this.boundingBox;
  5036. var box1 = boundingInfo.boundingBox;
  5037. if (!axisOverlap(box0.directions[0], box0, box1))
  5038. return false;
  5039. if (!axisOverlap(box0.directions[1], box0, box1))
  5040. return false;
  5041. if (!axisOverlap(box0.directions[2], box0, box1))
  5042. return false;
  5043. if (!axisOverlap(box1.directions[0], box0, box1))
  5044. return false;
  5045. if (!axisOverlap(box1.directions[1], box0, box1))
  5046. return false;
  5047. if (!axisOverlap(box1.directions[2], box0, box1))
  5048. return false;
  5049. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1))
  5050. return false;
  5051. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1))
  5052. return false;
  5053. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1))
  5054. return false;
  5055. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1))
  5056. return false;
  5057. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1))
  5058. return false;
  5059. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1))
  5060. return false;
  5061. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1))
  5062. return false;
  5063. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1))
  5064. return false;
  5065. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1))
  5066. return false;
  5067. return true;
  5068. };
  5069. return BoundingInfo;
  5070. })();
  5071. BABYLON.BoundingInfo = BoundingInfo;
  5072. })(BABYLON || (BABYLON = {}));
  5073. //# sourceMappingURL=babylon.boundingInfo.js.map
  5074. var BABYLON;
  5075. (function (BABYLON) {
  5076. var Light = (function (_super) {
  5077. __extends(Light, _super);
  5078. function Light(name, scene) {
  5079. _super.call(this, name, scene);
  5080. this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  5081. this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  5082. this.intensity = 1.0;
  5083. this.range = Number.MAX_VALUE;
  5084. this.includedOnlyMeshes = new Array();
  5085. this.excludedMeshes = new Array();
  5086. this._excludedMeshesIds = new Array();
  5087. this._includedOnlyMeshesIds = new Array();
  5088. scene.lights.push(this);
  5089. }
  5090. Light.prototype.getShadowGenerator = function () {
  5091. return this._shadowGenerator;
  5092. };
  5093. Light.prototype.getAbsolutePosition = function () {
  5094. return BABYLON.Vector3.Zero();
  5095. };
  5096. Light.prototype.transferToEffect = function (effect, uniformName0, uniformName1) {
  5097. };
  5098. Light.prototype._getWorldMatrix = function () {
  5099. return BABYLON.Matrix.Identity();
  5100. };
  5101. Light.prototype.canAffectMesh = function (mesh) {
  5102. if (!mesh) {
  5103. return true;
  5104. }
  5105. if (this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  5106. return false;
  5107. }
  5108. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  5109. return false;
  5110. }
  5111. return true;
  5112. };
  5113. Light.prototype.getWorldMatrix = function () {
  5114. this._currentRenderId = this.getScene().getRenderId();
  5115. var worldMatrix = this._getWorldMatrix();
  5116. if (this.parent && this.parent.getWorldMatrix) {
  5117. if (!this._parentedWorldMatrix) {
  5118. this._parentedWorldMatrix = BABYLON.Matrix.Identity();
  5119. }
  5120. worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._parentedWorldMatrix);
  5121. return this._parentedWorldMatrix;
  5122. }
  5123. return worldMatrix;
  5124. };
  5125. Light.prototype.dispose = function () {
  5126. if (this._shadowGenerator) {
  5127. this._shadowGenerator.dispose();
  5128. this._shadowGenerator = null;
  5129. }
  5130. // Remove from scene
  5131. var index = this.getScene().lights.indexOf(this);
  5132. this.getScene().lights.splice(index, 1);
  5133. };
  5134. return Light;
  5135. })(BABYLON.Node);
  5136. BABYLON.Light = Light;
  5137. })(BABYLON || (BABYLON = {}));
  5138. //# sourceMappingURL=babylon.light.js.map
  5139. var BABYLON;
  5140. (function (BABYLON) {
  5141. var PointLight = (function (_super) {
  5142. __extends(PointLight, _super);
  5143. function PointLight(name, position, scene) {
  5144. _super.call(this, name, scene);
  5145. this.position = position;
  5146. }
  5147. PointLight.prototype.getAbsolutePosition = function () {
  5148. return this._transformedPosition ? this._transformedPosition : this.position;
  5149. };
  5150. PointLight.prototype.transferToEffect = function (effect, positionUniformName) {
  5151. if (this.parent && this.parent.getWorldMatrix) {
  5152. if (!this._transformedPosition) {
  5153. this._transformedPosition = BABYLON.Vector3.Zero();
  5154. }
  5155. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this._transformedPosition);
  5156. effect.setFloat4(positionUniformName, this._transformedPosition.x, this._transformedPosition.y, this._transformedPosition.z, 0);
  5157. return;
  5158. }
  5159. effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, 0);
  5160. };
  5161. PointLight.prototype.getShadowGenerator = function () {
  5162. return null;
  5163. };
  5164. PointLight.prototype._getWorldMatrix = function () {
  5165. if (!this._worldMatrix) {
  5166. this._worldMatrix = BABYLON.Matrix.Identity();
  5167. }
  5168. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  5169. return this._worldMatrix;
  5170. };
  5171. return PointLight;
  5172. })(BABYLON.Light);
  5173. BABYLON.PointLight = PointLight;
  5174. })(BABYLON || (BABYLON = {}));
  5175. //# sourceMappingURL=babylon.pointLight.js.map
  5176. var BABYLON;
  5177. (function (BABYLON) {
  5178. var SpotLight = (function (_super) {
  5179. __extends(SpotLight, _super);
  5180. function SpotLight(name, position, direction, angle, exponent, scene) {
  5181. _super.call(this, name, scene);
  5182. this.position = position;
  5183. this.direction = direction;
  5184. this.angle = angle;
  5185. this.exponent = exponent;
  5186. }
  5187. SpotLight.prototype.getAbsolutePosition = function () {
  5188. return this.transformedPosition ? this.transformedPosition : this.position;
  5189. };
  5190. SpotLight.prototype.setDirectionToTarget = function (target) {
  5191. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  5192. return this.direction;
  5193. };
  5194. SpotLight.prototype.computeTransformedPosition = function () {
  5195. if (this.parent && this.parent.getWorldMatrix) {
  5196. if (!this.transformedPosition) {
  5197. this.transformedPosition = BABYLON.Vector3.Zero();
  5198. }
  5199. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  5200. return true;
  5201. }
  5202. return false;
  5203. };
  5204. SpotLight.prototype.transferToEffect = function (effect, positionUniformName, directionUniformName) {
  5205. var normalizeDirection;
  5206. if (this.parent && this.parent.getWorldMatrix) {
  5207. if (!this._transformedDirection) {
  5208. this._transformedDirection = BABYLON.Vector3.Zero();
  5209. }
  5210. this.computeTransformedPosition();
  5211. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection);
  5212. effect.setFloat4(positionUniformName, this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent);
  5213. normalizeDirection = BABYLON.Vector3.Normalize(this._transformedDirection);
  5214. } else {
  5215. effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, this.exponent);
  5216. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  5217. }
  5218. effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, Math.cos(this.angle * 0.5));
  5219. };
  5220. SpotLight.prototype._getWorldMatrix = function () {
  5221. if (!this._worldMatrix) {
  5222. this._worldMatrix = BABYLON.Matrix.Identity();
  5223. }
  5224. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  5225. return this._worldMatrix;
  5226. };
  5227. return SpotLight;
  5228. })(BABYLON.Light);
  5229. BABYLON.SpotLight = SpotLight;
  5230. })(BABYLON || (BABYLON = {}));
  5231. //# sourceMappingURL=babylon.spotLight.js.map
  5232. var BABYLON;
  5233. (function (BABYLON) {
  5234. var DirectionalLight = (function (_super) {
  5235. __extends(DirectionalLight, _super);
  5236. function DirectionalLight(name, direction, scene) {
  5237. _super.call(this, name, scene);
  5238. this.direction = direction;
  5239. this.position = direction.scale(-1);
  5240. }
  5241. DirectionalLight.prototype.getAbsolutePosition = function () {
  5242. return this.transformedPosition ? this.transformedPosition : this.position;
  5243. };
  5244. DirectionalLight.prototype.setDirectionToTarget = function (target) {
  5245. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  5246. return this.direction;
  5247. };
  5248. DirectionalLight.prototype.computeTransformedPosition = function () {
  5249. if (this.parent && this.parent.getWorldMatrix) {
  5250. if (!this.transformedPosition) {
  5251. this.transformedPosition = BABYLON.Vector3.Zero();
  5252. }
  5253. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  5254. return true;
  5255. }
  5256. return false;
  5257. };
  5258. DirectionalLight.prototype.transferToEffect = function (effect, directionUniformName) {
  5259. if (this.parent && this.parent.getWorldMatrix) {
  5260. if (!this._transformedDirection) {
  5261. this._transformedDirection = BABYLON.Vector3.Zero();
  5262. }
  5263. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection);
  5264. effect.setFloat4(directionUniformName, this._transformedDirection.x, this._transformedDirection.y, this._transformedDirection.z, 1);
  5265. return;
  5266. }
  5267. effect.setFloat4(directionUniformName, this.direction.x, this.direction.y, this.direction.z, 1);
  5268. };
  5269. DirectionalLight.prototype._getWorldMatrix = function () {
  5270. if (!this._worldMatrix) {
  5271. this._worldMatrix = BABYLON.Matrix.Identity();
  5272. }
  5273. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  5274. return this._worldMatrix;
  5275. };
  5276. return DirectionalLight;
  5277. })(BABYLON.Light);
  5278. BABYLON.DirectionalLight = DirectionalLight;
  5279. })(BABYLON || (BABYLON = {}));
  5280. //# sourceMappingURL=babylon.directionalLight.js.map
  5281. var BABYLON;
  5282. (function (BABYLON) {
  5283. var ShadowGenerator = (function () {
  5284. function ShadowGenerator(mapSize, light) {
  5285. var _this = this;
  5286. // Members
  5287. this.filter = ShadowGenerator.FILTER_VARIANCESHADOWMAP;
  5288. this._darkness = 0;
  5289. this._transparencyShadow = false;
  5290. this._viewMatrix = BABYLON.Matrix.Zero();
  5291. this._projectionMatrix = BABYLON.Matrix.Zero();
  5292. this._transformMatrix = BABYLON.Matrix.Zero();
  5293. this._worldViewProjection = BABYLON.Matrix.Zero();
  5294. this._light = light;
  5295. this._scene = light.getScene();
  5296. light._shadowGenerator = this;
  5297. // Render target
  5298. this._shadowMap = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, this._scene, false);
  5299. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  5300. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  5301. this._shadowMap.renderParticles = false;
  5302. // Custom render function
  5303. var renderSubMesh = function (subMesh) {
  5304. var mesh = subMesh.getRenderingMesh();
  5305. var scene = _this._scene;
  5306. var engine = scene.getEngine();
  5307. // Culling
  5308. engine.setState(subMesh.getMaterial().backFaceCulling);
  5309. // Managing instances
  5310. var batch = mesh._getInstancesRenderList(subMesh._id);
  5311. if (batch.mustReturn) {
  5312. return;
  5313. }
  5314. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
  5315. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  5316. engine.enableEffect(_this._effect);
  5317. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  5318. var material = subMesh.getMaterial();
  5319. _this._effect.setMatrix("viewProjection", _this.getTransformMatrix());
  5320. // Alpha test
  5321. if (material && material.needAlphaTesting()) {
  5322. var alphaTexture = material.getAlphaTestTexture();
  5323. _this._effect.setTexture("diffuseSampler", alphaTexture);
  5324. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  5325. }
  5326. // Bones
  5327. var useBones = mesh.skeleton && scene.skeletonsEnabled && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind);
  5328. if (useBones) {
  5329. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  5330. }
  5331. if (hardwareInstancedRendering) {
  5332. mesh._renderWithInstances(subMesh, BABYLON.Material.TriangleFillMode, batch, _this._effect, engine);
  5333. } else {
  5334. if (batch.renderSelf[subMesh._id]) {
  5335. _this._effect.setMatrix("world", mesh.getWorldMatrix());
  5336. // Draw
  5337. mesh._draw(subMesh, BABYLON.Material.TriangleFillMode);
  5338. }
  5339. if (batch.visibleInstances[subMesh._id]) {
  5340. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  5341. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  5342. _this._effect.setMatrix("world", instance.getWorldMatrix());
  5343. // Draw
  5344. mesh._draw(subMesh, BABYLON.Material.TriangleFillMode);
  5345. }
  5346. }
  5347. }
  5348. } else {
  5349. // Need to reset refresh rate of the shadowMap
  5350. _this._shadowMap.resetRefreshCounter();
  5351. }
  5352. };
  5353. this._shadowMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) {
  5354. var index;
  5355. for (index = 0; index < opaqueSubMeshes.length; index++) {
  5356. renderSubMesh(opaqueSubMeshes.data[index]);
  5357. }
  5358. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  5359. renderSubMesh(alphaTestSubMeshes.data[index]);
  5360. }
  5361. if (_this._transparencyShadow) {
  5362. for (index = 0; index < transparentSubMeshes.length; index++) {
  5363. renderSubMesh(transparentSubMeshes.data[index]);
  5364. }
  5365. }
  5366. };
  5367. }
  5368. Object.defineProperty(ShadowGenerator, "FILTER_NONE", {
  5369. // Static
  5370. get: function () {
  5371. return ShadowGenerator._FILTER_NONE;
  5372. },
  5373. enumerable: true,
  5374. configurable: true
  5375. });
  5376. Object.defineProperty(ShadowGenerator, "FILTER_VARIANCESHADOWMAP", {
  5377. get: function () {
  5378. return ShadowGenerator._FILTER_VARIANCESHADOWMAP;
  5379. },
  5380. enumerable: true,
  5381. configurable: true
  5382. });
  5383. Object.defineProperty(ShadowGenerator, "FILTER_POISSONSAMPLING", {
  5384. get: function () {
  5385. return ShadowGenerator._FILTER_POISSONSAMPLING;
  5386. },
  5387. enumerable: true,
  5388. configurable: true
  5389. });
  5390. Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
  5391. get: function () {
  5392. return this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP;
  5393. },
  5394. set: function (value) {
  5395. this.filter = (value ? ShadowGenerator.FILTER_VARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
  5396. },
  5397. enumerable: true,
  5398. configurable: true
  5399. });
  5400. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  5401. get: function () {
  5402. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  5403. },
  5404. set: function (value) {
  5405. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  5406. },
  5407. enumerable: true,
  5408. configurable: true
  5409. });
  5410. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  5411. var defines = [];
  5412. if (this.useVarianceShadowMap) {
  5413. defines.push("#define VSM");
  5414. }
  5415. var attribs = [BABYLON.VertexBuffer.PositionKind];
  5416. var mesh = subMesh.getMesh();
  5417. var scene = mesh.getScene();
  5418. var material = subMesh.getMaterial();
  5419. // Alpha test
  5420. if (material && material.needAlphaTesting()) {
  5421. defines.push("#define ALPHATEST");
  5422. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  5423. attribs.push(BABYLON.VertexBuffer.UVKind);
  5424. defines.push("#define UV1");
  5425. }
  5426. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  5427. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  5428. defines.push("#define UV2");
  5429. }
  5430. }
  5431. // Bones
  5432. if (mesh.skeleton && scene.skeletonsEnabled && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  5433. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  5434. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  5435. defines.push("#define BONES");
  5436. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  5437. }
  5438. // Instances
  5439. if (useInstances) {
  5440. defines.push("#define INSTANCES");
  5441. attribs.push("world0");
  5442. attribs.push("world1");
  5443. attribs.push("world2");
  5444. attribs.push("world3");
  5445. }
  5446. // Get correct effect
  5447. var join = defines.join("\n");
  5448. if (this._cachedDefines !== join) {
  5449. this._cachedDefines = join;
  5450. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  5451. }
  5452. return this._effect.isReady();
  5453. };
  5454. ShadowGenerator.prototype.getShadowMap = function () {
  5455. return this._shadowMap;
  5456. };
  5457. ShadowGenerator.prototype.getLight = function () {
  5458. return this._light;
  5459. };
  5460. // Methods
  5461. ShadowGenerator.prototype.getTransformMatrix = function () {
  5462. var lightPosition = this._light.position;
  5463. var lightDirection = this._light.direction;
  5464. if (this._light.computeTransformedPosition()) {
  5465. lightPosition = this._light.transformedPosition;
  5466. }
  5467. if (!this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !lightDirection.equals(this._cachedDirection)) {
  5468. this._cachedPosition = lightPosition.clone();
  5469. this._cachedDirection = lightDirection.clone();
  5470. var activeCamera = this._scene.activeCamera;
  5471. BABYLON.Matrix.LookAtLHToRef(lightPosition, this._light.position.add(lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  5472. BABYLON.Matrix.PerspectiveFovLHToRef(Math.PI / 2.0, 1.0, activeCamera.minZ, activeCamera.maxZ, this._projectionMatrix);
  5473. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  5474. }
  5475. return this._transformMatrix;
  5476. };
  5477. ShadowGenerator.prototype.getDarkness = function () {
  5478. return this._darkness;
  5479. };
  5480. ShadowGenerator.prototype.setDarkness = function (darkness) {
  5481. if (darkness >= 1.0)
  5482. this._darkness = 1.0;
  5483. else if (darkness <= 0.0)
  5484. this._darkness = 0.0;
  5485. else
  5486. this._darkness = darkness;
  5487. };
  5488. ShadowGenerator.prototype.setTransparencyShadow = function (hasShadow) {
  5489. this._transparencyShadow = hasShadow;
  5490. };
  5491. ShadowGenerator.prototype.dispose = function () {
  5492. this._shadowMap.dispose();
  5493. };
  5494. ShadowGenerator._FILTER_NONE = 0;
  5495. ShadowGenerator._FILTER_VARIANCESHADOWMAP = 1;
  5496. ShadowGenerator._FILTER_POISSONSAMPLING = 2;
  5497. return ShadowGenerator;
  5498. })();
  5499. BABYLON.ShadowGenerator = ShadowGenerator;
  5500. })(BABYLON || (BABYLON = {}));
  5501. //# sourceMappingURL=babylon.shadowGenerator.js.map
  5502. var BABYLON;
  5503. (function (BABYLON) {
  5504. var HemisphericLight = (function (_super) {
  5505. __extends(HemisphericLight, _super);
  5506. function HemisphericLight(name, direction, scene) {
  5507. _super.call(this, name, scene);
  5508. this.direction = direction;
  5509. this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  5510. }
  5511. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  5512. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  5513. return this.direction;
  5514. };
  5515. HemisphericLight.prototype.getShadowGenerator = function () {
  5516. return null;
  5517. };
  5518. HemisphericLight.prototype.transferToEffect = function (effect, directionUniformName, groundColorUniformName) {
  5519. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  5520. effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0);
  5521. effect.setColor3(groundColorUniformName, this.groundColor.scale(this.intensity));
  5522. };
  5523. HemisphericLight.prototype._getWorldMatrix = function () {
  5524. if (!this._worldMatrix) {
  5525. this._worldMatrix = BABYLON.Matrix.Identity();
  5526. }
  5527. return this._worldMatrix;
  5528. };
  5529. return HemisphericLight;
  5530. })(BABYLON.Light);
  5531. BABYLON.HemisphericLight = HemisphericLight;
  5532. })(BABYLON || (BABYLON = {}));
  5533. //# sourceMappingURL=babylon.hemisphericLight.js.map
  5534. var BABYLON;
  5535. (function (BABYLON) {
  5536. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  5537. if (boxMin.x > sphereCenter.x + sphereRadius)
  5538. return false;
  5539. if (sphereCenter.x - sphereRadius > boxMax.x)
  5540. return false;
  5541. if (boxMin.y > sphereCenter.y + sphereRadius)
  5542. return false;
  5543. if (sphereCenter.y - sphereRadius > boxMax.y)
  5544. return false;
  5545. if (boxMin.z > sphereCenter.z + sphereRadius)
  5546. return false;
  5547. if (sphereCenter.z - sphereRadius > boxMax.z)
  5548. return false;
  5549. return true;
  5550. };
  5551. var getLowestRoot = function (a, b, c, maxR) {
  5552. var determinant = b * b - 4.0 * a * c;
  5553. var result = { root: 0, found: false };
  5554. if (determinant < 0)
  5555. return result;
  5556. var sqrtD = Math.sqrt(determinant);
  5557. var r1 = (-b - sqrtD) / (2.0 * a);
  5558. var r2 = (-b + sqrtD) / (2.0 * a);
  5559. if (r1 > r2) {
  5560. var temp = r2;
  5561. r2 = r1;
  5562. r1 = temp;
  5563. }
  5564. if (r1 > 0 && r1 < maxR) {
  5565. result.root = r1;
  5566. result.found = true;
  5567. return result;
  5568. }
  5569. if (r2 > 0 && r2 < maxR) {
  5570. result.root = r2;
  5571. result.found = true;
  5572. return result;
  5573. }
  5574. return result;
  5575. };
  5576. var Collider = (function () {
  5577. function Collider() {
  5578. this.radius = new BABYLON.Vector3(1, 1, 1);
  5579. this.retry = 0;
  5580. this.basePointWorld = BABYLON.Vector3.Zero();
  5581. this.velocityWorld = BABYLON.Vector3.Zero();
  5582. this.normalizedVelocity = BABYLON.Vector3.Zero();
  5583. this._collisionPoint = BABYLON.Vector3.Zero();
  5584. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  5585. this._tempVector = BABYLON.Vector3.Zero();
  5586. this._tempVector2 = BABYLON.Vector3.Zero();
  5587. this._tempVector3 = BABYLON.Vector3.Zero();
  5588. this._tempVector4 = BABYLON.Vector3.Zero();
  5589. this._edge = BABYLON.Vector3.Zero();
  5590. this._baseToVertex = BABYLON.Vector3.Zero();
  5591. this._destinationPoint = BABYLON.Vector3.Zero();
  5592. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  5593. this._displacementVector = BABYLON.Vector3.Zero();
  5594. }
  5595. // Methods
  5596. Collider.prototype._initialize = function (source, dir, e) {
  5597. this.velocity = dir;
  5598. BABYLON.Vector3.NormalizeToRef(dir, this.normalizedVelocity);
  5599. this.basePoint = source;
  5600. source.multiplyToRef(this.radius, this.basePointWorld);
  5601. dir.multiplyToRef(this.radius, this.velocityWorld);
  5602. this.velocityWorldLength = this.velocityWorld.length();
  5603. this.epsilon = e;
  5604. this.collisionFound = false;
  5605. };
  5606. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  5607. pa.subtractToRef(point, this._tempVector);
  5608. pb.subtractToRef(point, this._tempVector2);
  5609. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  5610. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  5611. if (d < 0)
  5612. return false;
  5613. pc.subtractToRef(point, this._tempVector3);
  5614. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  5615. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  5616. if (d < 0)
  5617. return false;
  5618. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  5619. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  5620. return d >= 0;
  5621. };
  5622. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  5623. var distance = BABYLON.Vector3.Distance(this.basePointWorld, sphereCenter);
  5624. var max = Math.max(this.radius.x, this.radius.y, this.radius.z);
  5625. if (distance > this.velocityWorldLength + max + sphereRadius) {
  5626. return false;
  5627. }
  5628. if (!intersectBoxAASphere(vecMin, vecMax, this.basePointWorld, this.velocityWorldLength + max))
  5629. return false;
  5630. return true;
  5631. };
  5632. Collider.prototype._testTriangle = function (faceIndex, subMesh, p1, p2, p3) {
  5633. var t0;
  5634. var embeddedInPlane = false;
  5635. if (!subMesh._trianglePlanes) {
  5636. subMesh._trianglePlanes = [];
  5637. }
  5638. if (!subMesh._trianglePlanes[faceIndex]) {
  5639. subMesh._trianglePlanes[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  5640. subMesh._trianglePlanes[faceIndex].copyFromPoints(p1, p2, p3);
  5641. }
  5642. var trianglePlane = subMesh._trianglePlanes[faceIndex];
  5643. if ((!subMesh.getMaterial()) && !trianglePlane.isFrontFacingTo(this.normalizedVelocity, 0))
  5644. return;
  5645. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this.basePoint);
  5646. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this.velocity);
  5647. if (normalDotVelocity == 0) {
  5648. if (Math.abs(signedDistToTrianglePlane) >= 1.0)
  5649. return;
  5650. embeddedInPlane = true;
  5651. t0 = 0;
  5652. } else {
  5653. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  5654. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  5655. if (t0 > t1) {
  5656. var temp = t1;
  5657. t1 = t0;
  5658. t0 = temp;
  5659. }
  5660. if (t0 > 1.0 || t1 < 0.0)
  5661. return;
  5662. if (t0 < 0)
  5663. t0 = 0;
  5664. if (t0 > 1.0)
  5665. t0 = 1.0;
  5666. }
  5667. this._collisionPoint.copyFromFloats(0, 0, 0);
  5668. var found = false;
  5669. var t = 1.0;
  5670. if (!embeddedInPlane) {
  5671. this.basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  5672. this.velocity.scaleToRef(t0, this._tempVector);
  5673. this._planeIntersectionPoint.addInPlace(this._tempVector);
  5674. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  5675. found = true;
  5676. t = t0;
  5677. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  5678. }
  5679. }
  5680. if (!found) {
  5681. var velocitySquaredLength = this.velocity.lengthSquared();
  5682. var a = velocitySquaredLength;
  5683. this.basePoint.subtractToRef(p1, this._tempVector);
  5684. var b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  5685. var c = this._tempVector.lengthSquared() - 1.0;
  5686. var lowestRoot = getLowestRoot(a, b, c, t);
  5687. if (lowestRoot.found) {
  5688. t = lowestRoot.root;
  5689. found = true;
  5690. this._collisionPoint.copyFrom(p1);
  5691. }
  5692. this.basePoint.subtractToRef(p2, this._tempVector);
  5693. b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  5694. c = this._tempVector.lengthSquared() - 1.0;
  5695. lowestRoot = getLowestRoot(a, b, c, t);
  5696. if (lowestRoot.found) {
  5697. t = lowestRoot.root;
  5698. found = true;
  5699. this._collisionPoint.copyFrom(p2);
  5700. }
  5701. this.basePoint.subtractToRef(p3, this._tempVector);
  5702. b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  5703. c = this._tempVector.lengthSquared() - 1.0;
  5704. lowestRoot = getLowestRoot(a, b, c, t);
  5705. if (lowestRoot.found) {
  5706. t = lowestRoot.root;
  5707. found = true;
  5708. this._collisionPoint.copyFrom(p3);
  5709. }
  5710. p2.subtractToRef(p1, this._edge);
  5711. p1.subtractToRef(this.basePoint, this._baseToVertex);
  5712. var edgeSquaredLength = this._edge.lengthSquared();
  5713. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  5714. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  5715. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  5716. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  5717. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  5718. lowestRoot = getLowestRoot(a, b, c, t);
  5719. if (lowestRoot.found) {
  5720. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  5721. if (f >= 0.0 && f <= 1.0) {
  5722. t = lowestRoot.root;
  5723. found = true;
  5724. this._edge.scaleInPlace(f);
  5725. p1.addToRef(this._edge, this._collisionPoint);
  5726. }
  5727. }
  5728. p3.subtractToRef(p2, this._edge);
  5729. p2.subtractToRef(this.basePoint, this._baseToVertex);
  5730. edgeSquaredLength = this._edge.lengthSquared();
  5731. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  5732. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  5733. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  5734. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  5735. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  5736. lowestRoot = getLowestRoot(a, b, c, t);
  5737. if (lowestRoot.found) {
  5738. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  5739. if (f >= 0.0 && f <= 1.0) {
  5740. t = lowestRoot.root;
  5741. found = true;
  5742. this._edge.scaleInPlace(f);
  5743. p2.addToRef(this._edge, this._collisionPoint);
  5744. }
  5745. }
  5746. p1.subtractToRef(p3, this._edge);
  5747. p3.subtractToRef(this.basePoint, this._baseToVertex);
  5748. edgeSquaredLength = this._edge.lengthSquared();
  5749. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  5750. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  5751. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  5752. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  5753. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  5754. lowestRoot = getLowestRoot(a, b, c, t);
  5755. if (lowestRoot.found) {
  5756. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  5757. if (f >= 0.0 && f <= 1.0) {
  5758. t = lowestRoot.root;
  5759. found = true;
  5760. this._edge.scaleInPlace(f);
  5761. p3.addToRef(this._edge, this._collisionPoint);
  5762. }
  5763. }
  5764. }
  5765. if (found) {
  5766. var distToCollision = t * this.velocity.length();
  5767. if (!this.collisionFound || distToCollision < this.nearestDistance) {
  5768. if (!this.intersectionPoint) {
  5769. this.intersectionPoint = this._collisionPoint.clone();
  5770. } else {
  5771. this.intersectionPoint.copyFrom(this._collisionPoint);
  5772. }
  5773. this.nearestDistance = distToCollision;
  5774. this.collisionFound = true;
  5775. this.collidedMesh = subMesh.getMesh();
  5776. }
  5777. }
  5778. };
  5779. Collider.prototype._collide = function (subMesh, pts, indices, indexStart, indexEnd, decal) {
  5780. for (var i = indexStart; i < indexEnd; i += 3) {
  5781. var p1 = pts[indices[i] - decal];
  5782. var p2 = pts[indices[i + 1] - decal];
  5783. var p3 = pts[indices[i + 2] - decal];
  5784. this._testTriangle(i, subMesh, p3, p2, p1);
  5785. }
  5786. };
  5787. Collider.prototype._getResponse = function (pos, vel) {
  5788. pos.addToRef(vel, this._destinationPoint);
  5789. vel.scaleInPlace((this.nearestDistance / vel.length()));
  5790. this.basePoint.addToRef(vel, pos);
  5791. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  5792. this._slidePlaneNormal.normalize();
  5793. this._slidePlaneNormal.scaleToRef(this.epsilon, this._displacementVector);
  5794. pos.addInPlace(this._displacementVector);
  5795. this.intersectionPoint.addInPlace(this._displacementVector);
  5796. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  5797. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  5798. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  5799. };
  5800. return Collider;
  5801. })();
  5802. BABYLON.Collider = Collider;
  5803. })(BABYLON || (BABYLON = {}));
  5804. //# sourceMappingURL=babylon.collider.js.map
  5805. var BABYLON;
  5806. (function (BABYLON) {
  5807. var Camera = (function (_super) {
  5808. __extends(Camera, _super);
  5809. function Camera(name, position, scene) {
  5810. _super.call(this, name, scene);
  5811. this.position = position;
  5812. // Members
  5813. this.upVector = BABYLON.Vector3.Up();
  5814. this.orthoLeft = null;
  5815. this.orthoRight = null;
  5816. this.orthoBottom = null;
  5817. this.orthoTop = null;
  5818. this.fov = 0.8;
  5819. this.minZ = 1.0;
  5820. this.maxZ = 10000.0;
  5821. this.inertia = 0.9;
  5822. this.mode = Camera.PERSPECTIVE_CAMERA;
  5823. this.isIntermediate = false;
  5824. this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  5825. this.subCameras = [];
  5826. this.layerMask = 0xFFFFFFFF;
  5827. this._computedViewMatrix = BABYLON.Matrix.Identity();
  5828. this._projectionMatrix = new BABYLON.Matrix();
  5829. this._postProcesses = new Array();
  5830. this._postProcessesTakenIndices = [];
  5831. scene.cameras.push(this);
  5832. if (!scene.activeCamera) {
  5833. scene.activeCamera = this;
  5834. }
  5835. }
  5836. //Cache
  5837. Camera.prototype._initCache = function () {
  5838. _super.prototype._initCache.call(this);
  5839. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  5840. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  5841. this._cache.mode = undefined;
  5842. this._cache.minZ = undefined;
  5843. this._cache.maxZ = undefined;
  5844. this._cache.fov = undefined;
  5845. this._cache.aspectRatio = undefined;
  5846. this._cache.orthoLeft = undefined;
  5847. this._cache.orthoRight = undefined;
  5848. this._cache.orthoBottom = undefined;
  5849. this._cache.orthoTop = undefined;
  5850. this._cache.renderWidth = undefined;
  5851. this._cache.renderHeight = undefined;
  5852. };
  5853. Camera.prototype._updateCache = function (ignoreParentClass) {
  5854. if (!ignoreParentClass) {
  5855. _super.prototype._updateCache.call(this);
  5856. }
  5857. var engine = this.getEngine();
  5858. this._cache.position.copyFrom(this.position);
  5859. this._cache.upVector.copyFrom(this.upVector);
  5860. this._cache.mode = this.mode;
  5861. this._cache.minZ = this.minZ;
  5862. this._cache.maxZ = this.maxZ;
  5863. this._cache.fov = this.fov;
  5864. this._cache.aspectRatio = engine.getAspectRatio(this);
  5865. this._cache.orthoLeft = this.orthoLeft;
  5866. this._cache.orthoRight = this.orthoRight;
  5867. this._cache.orthoBottom = this.orthoBottom;
  5868. this._cache.orthoTop = this.orthoTop;
  5869. this._cache.renderWidth = engine.getRenderWidth();
  5870. this._cache.renderHeight = engine.getRenderHeight();
  5871. };
  5872. Camera.prototype._updateFromScene = function () {
  5873. this.updateCache();
  5874. this._update();
  5875. };
  5876. // Synchronized
  5877. Camera.prototype._isSynchronized = function () {
  5878. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  5879. };
  5880. Camera.prototype._isSynchronizedViewMatrix = function () {
  5881. if (!_super.prototype._isSynchronized.call(this))
  5882. return false;
  5883. return this._cache.position.equals(this.position) && this._cache.upVector.equals(this.upVector) && this.isSynchronizedWithParent();
  5884. };
  5885. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  5886. var check = this._cache.mode === this.mode && this._cache.minZ === this.minZ && this._cache.maxZ === this.maxZ;
  5887. if (!check) {
  5888. return false;
  5889. }
  5890. var engine = this.getEngine();
  5891. if (this.mode === BABYLON.Camera.PERSPECTIVE_CAMERA) {
  5892. check = this._cache.fov === this.fov && this._cache.aspectRatio === engine.getAspectRatio(this);
  5893. } else {
  5894. 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();
  5895. }
  5896. return check;
  5897. };
  5898. // Controls
  5899. Camera.prototype.attachControl = function (element) {
  5900. };
  5901. Camera.prototype.detachControl = function (element) {
  5902. };
  5903. Camera.prototype._update = function () {
  5904. };
  5905. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  5906. if (typeof insertAt === "undefined") { insertAt = null; }
  5907. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  5908. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  5909. return 0;
  5910. }
  5911. if (insertAt == null || insertAt < 0) {
  5912. this._postProcesses.push(postProcess);
  5913. this._postProcessesTakenIndices.push(this._postProcesses.length - 1);
  5914. return this._postProcesses.length - 1;
  5915. }
  5916. var add = 0;
  5917. if (this._postProcesses[insertAt]) {
  5918. var start = this._postProcesses.length - 1;
  5919. for (var i = start; i >= insertAt + 1; --i) {
  5920. this._postProcesses[i + 1] = this._postProcesses[i];
  5921. }
  5922. add = 1;
  5923. }
  5924. for (i = 0; i < this._postProcessesTakenIndices.length; ++i) {
  5925. if (this._postProcessesTakenIndices[i] < insertAt) {
  5926. continue;
  5927. }
  5928. start = this._postProcessesTakenIndices.length - 1;
  5929. for (var j = start; j >= i; --j) {
  5930. this._postProcessesTakenIndices[j + 1] = this._postProcessesTakenIndices[j] + add;
  5931. }
  5932. this._postProcessesTakenIndices[i] = insertAt;
  5933. break;
  5934. }
  5935. if (!add && this._postProcessesTakenIndices.indexOf(insertAt) == -1) {
  5936. this._postProcessesTakenIndices.push(insertAt);
  5937. }
  5938. var result = insertAt + add;
  5939. this._postProcesses[result] = postProcess;
  5940. return result;
  5941. };
  5942. Camera.prototype.detachPostProcess = function (postProcess, atIndices) {
  5943. if (typeof atIndices === "undefined") { atIndices = null; }
  5944. var result = [];
  5945. if (!atIndices) {
  5946. var length = this._postProcesses.length;
  5947. for (var i = 0; i < length; i++) {
  5948. if (this._postProcesses[i] !== postProcess) {
  5949. continue;
  5950. }
  5951. delete this._postProcesses[i];
  5952. var index = this._postProcessesTakenIndices.indexOf(i);
  5953. this._postProcessesTakenIndices.splice(index, 1);
  5954. }
  5955. } else {
  5956. atIndices = (atIndices instanceof Array) ? atIndices : [atIndices];
  5957. for (i = 0; i < atIndices.length; i++) {
  5958. var foundPostProcess = this._postProcesses[atIndices[i]];
  5959. if (foundPostProcess !== postProcess) {
  5960. result.push(i);
  5961. continue;
  5962. }
  5963. delete this._postProcesses[atIndices[i]];
  5964. index = this._postProcessesTakenIndices.indexOf(atIndices[i]);
  5965. this._postProcessesTakenIndices.splice(index, 1);
  5966. }
  5967. }
  5968. return result;
  5969. };
  5970. Camera.prototype.getWorldMatrix = function () {
  5971. if (!this._worldMatrix) {
  5972. this._worldMatrix = BABYLON.Matrix.Identity();
  5973. }
  5974. var viewMatrix = this.getViewMatrix();
  5975. viewMatrix.invertToRef(this._worldMatrix);
  5976. return this._worldMatrix;
  5977. };
  5978. Camera.prototype._getViewMatrix = function () {
  5979. return BABYLON.Matrix.Identity();
  5980. };
  5981. Camera.prototype.getViewMatrix = function () {
  5982. this._computedViewMatrix = this._computeViewMatrix();
  5983. if (!this.parent || !this.parent.getWorldMatrix || this.isSynchronized()) {
  5984. return this._computedViewMatrix;
  5985. }
  5986. if (!this._worldMatrix) {
  5987. this._worldMatrix = BABYLON.Matrix.Identity();
  5988. }
  5989. this._computedViewMatrix.invertToRef(this._worldMatrix);
  5990. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._computedViewMatrix);
  5991. this._computedViewMatrix.invert();
  5992. this._currentRenderId = this.getScene().getRenderId();
  5993. return this._computedViewMatrix;
  5994. };
  5995. Camera.prototype._computeViewMatrix = function (force) {
  5996. if (!force && this._isSynchronizedViewMatrix()) {
  5997. return this._computedViewMatrix;
  5998. }
  5999. this._computedViewMatrix = this._getViewMatrix();
  6000. if (!this.parent || !this.parent.getWorldMatrix) {
  6001. this._currentRenderId = this.getScene().getRenderId();
  6002. }
  6003. return this._computedViewMatrix;
  6004. };
  6005. Camera.prototype.getProjectionMatrix = function (force) {
  6006. if (!force && this._isSynchronizedProjectionMatrix()) {
  6007. return this._projectionMatrix;
  6008. }
  6009. var engine = this.getEngine();
  6010. if (this.mode === BABYLON.Camera.PERSPECTIVE_CAMERA) {
  6011. if (this.minZ <= 0) {
  6012. this.minZ = 0.1;
  6013. }
  6014. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix);
  6015. return this._projectionMatrix;
  6016. }
  6017. var halfWidth = engine.getRenderWidth() / 2.0;
  6018. var halfHeight = engine.getRenderHeight() / 2.0;
  6019. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  6020. return this._projectionMatrix;
  6021. };
  6022. Camera.prototype.dispose = function () {
  6023. // Remove from scene
  6024. var index = this.getScene().cameras.indexOf(this);
  6025. this.getScene().cameras.splice(index, 1);
  6026. for (var i = 0; i < this._postProcessesTakenIndices.length; ++i) {
  6027. this._postProcesses[this._postProcessesTakenIndices[i]].dispose(this);
  6028. }
  6029. };
  6030. Camera.PERSPECTIVE_CAMERA = 0;
  6031. Camera.ORTHOGRAPHIC_CAMERA = 1;
  6032. return Camera;
  6033. })(BABYLON.Node);
  6034. BABYLON.Camera = Camera;
  6035. })(BABYLON || (BABYLON = {}));
  6036. //# sourceMappingURL=babylon.camera.js.map
  6037. var BABYLON;
  6038. (function (BABYLON) {
  6039. var TargetCamera = (function (_super) {
  6040. __extends(TargetCamera, _super);
  6041. function TargetCamera(name, position, scene) {
  6042. _super.call(this, name, position, scene);
  6043. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  6044. this.cameraRotation = new BABYLON.Vector2(0, 0);
  6045. this.rotation = new BABYLON.Vector3(0, 0, 0);
  6046. this.speed = 2.0;
  6047. this.noRotationConstraint = false;
  6048. this.lockedTarget = null;
  6049. this._currentTarget = BABYLON.Vector3.Zero();
  6050. this._viewMatrix = BABYLON.Matrix.Zero();
  6051. this._camMatrix = BABYLON.Matrix.Zero();
  6052. this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  6053. this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  6054. this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  6055. this._transformedReferencePoint = BABYLON.Vector3.Zero();
  6056. this._lookAtTemp = BABYLON.Matrix.Zero();
  6057. this._tempMatrix = BABYLON.Matrix.Zero();
  6058. }
  6059. TargetCamera.prototype._getLockedTargetPosition = function () {
  6060. if (!this.lockedTarget) {
  6061. return null;
  6062. }
  6063. return this.lockedTarget.position || this.lockedTarget;
  6064. };
  6065. // Cache
  6066. TargetCamera.prototype._initCache = function () {
  6067. _super.prototype._initCache.call(this);
  6068. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  6069. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  6070. };
  6071. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  6072. if (!ignoreParentClass) {
  6073. _super.prototype._updateCache.call(this);
  6074. }
  6075. var lockedTargetPosition = this._getLockedTargetPosition();
  6076. if (!lockedTargetPosition) {
  6077. this._cache.lockedTarget = null;
  6078. } else {
  6079. if (!this._cache.lockedTarget) {
  6080. this._cache.lockedTarget = lockedTargetPosition.clone();
  6081. } else {
  6082. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  6083. }
  6084. }
  6085. this._cache.rotation.copyFrom(this.rotation);
  6086. };
  6087. // Synchronized
  6088. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  6089. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  6090. return false;
  6091. }
  6092. var lockedTargetPosition = this._getLockedTargetPosition();
  6093. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) && this._cache.rotation.equals(this.rotation);
  6094. };
  6095. // Methods
  6096. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  6097. var engine = this.getEngine();
  6098. return this.speed * ((engine.getDeltaTime() / (engine.getFps() * 10.0)));
  6099. };
  6100. // Target
  6101. TargetCamera.prototype.setTarget = function (target) {
  6102. this.upVector.normalize();
  6103. BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._camMatrix);
  6104. this._camMatrix.invert();
  6105. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  6106. var vDir = target.subtract(this.position);
  6107. if (vDir.x >= 0.0) {
  6108. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  6109. } else {
  6110. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  6111. }
  6112. this.rotation.z = -Math.acos(BABYLON.Vector3.Dot(new BABYLON.Vector3(0, 1.0, 0), this.upVector));
  6113. if (isNaN(this.rotation.x)) {
  6114. this.rotation.x = 0;
  6115. }
  6116. if (isNaN(this.rotation.y)) {
  6117. this.rotation.y = 0;
  6118. }
  6119. if (isNaN(this.rotation.z)) {
  6120. this.rotation.z = 0;
  6121. }
  6122. };
  6123. TargetCamera.prototype.getTarget = function () {
  6124. return this._currentTarget;
  6125. };
  6126. TargetCamera.prototype._decideIfNeedsToMove = function () {
  6127. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  6128. };
  6129. TargetCamera.prototype._updatePosition = function () {
  6130. this.position.addInPlace(this.cameraDirection);
  6131. };
  6132. TargetCamera.prototype._update = function () {
  6133. var needToMove = this._decideIfNeedsToMove();
  6134. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  6135. // Move
  6136. if (needToMove) {
  6137. this._updatePosition();
  6138. }
  6139. // Rotate
  6140. if (needToRotate) {
  6141. this.rotation.x += this.cameraRotation.x;
  6142. this.rotation.y += this.cameraRotation.y;
  6143. if (!this.noRotationConstraint) {
  6144. var limit = (Math.PI / 2) * 0.95;
  6145. if (this.rotation.x > limit)
  6146. this.rotation.x = limit;
  6147. if (this.rotation.x < -limit)
  6148. this.rotation.x = -limit;
  6149. }
  6150. }
  6151. // Inertia
  6152. if (needToMove) {
  6153. if (Math.abs(this.cameraDirection.x) < BABYLON.Engine.Epsilon) {
  6154. this.cameraDirection.x = 0;
  6155. }
  6156. if (Math.abs(this.cameraDirection.y) < BABYLON.Engine.Epsilon) {
  6157. this.cameraDirection.y = 0;
  6158. }
  6159. if (Math.abs(this.cameraDirection.z) < BABYLON.Engine.Epsilon) {
  6160. this.cameraDirection.z = 0;
  6161. }
  6162. this.cameraDirection.scaleInPlace(this.inertia);
  6163. }
  6164. if (needToRotate) {
  6165. if (Math.abs(this.cameraRotation.x) < BABYLON.Engine.Epsilon) {
  6166. this.cameraRotation.x = 0;
  6167. }
  6168. if (Math.abs(this.cameraRotation.y) < BABYLON.Engine.Epsilon) {
  6169. this.cameraRotation.y = 0;
  6170. }
  6171. this.cameraRotation.scaleInPlace(this.inertia);
  6172. }
  6173. };
  6174. TargetCamera.prototype._getViewMatrix = function () {
  6175. if (!this.lockedTarget) {
  6176. // Compute
  6177. if (this.upVector.x != 0 || this.upVector.y != 1.0 || this.upVector.z != 0) {
  6178. BABYLON.Matrix.LookAtLHToRef(BABYLON.Vector3.Zero(), this._referencePoint, this.upVector, this._lookAtTemp);
  6179. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  6180. this._lookAtTemp.multiplyToRef(this._cameraRotationMatrix, this._tempMatrix);
  6181. this._lookAtTemp.invert();
  6182. this._tempMatrix.multiplyToRef(this._lookAtTemp, this._cameraRotationMatrix);
  6183. } else {
  6184. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  6185. }
  6186. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  6187. // Computing target and final matrix
  6188. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  6189. } else {
  6190. this._currentTarget.copyFrom(this._getLockedTargetPosition());
  6191. }
  6192. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this.upVector, this._viewMatrix);
  6193. return this._viewMatrix;
  6194. };
  6195. return TargetCamera;
  6196. })(BABYLON.Camera);
  6197. BABYLON.TargetCamera = TargetCamera;
  6198. })(BABYLON || (BABYLON = {}));
  6199. //# sourceMappingURL=babylon.targetCamera.js.map
  6200. var BABYLON;
  6201. (function (BABYLON) {
  6202. var FollowCamera = (function (_super) {
  6203. __extends(FollowCamera, _super);
  6204. function FollowCamera(name, position, scene) {
  6205. _super.call(this, name, position, scene);
  6206. this.radius = 12;
  6207. this.rotationOffset = 0;
  6208. this.heightOffset = 4;
  6209. this.cameraAcceleration = 0.05;
  6210. this.maxCameraSpeed = 20;
  6211. }
  6212. FollowCamera.prototype.getRadians = function (degrees) {
  6213. return degrees * Math.PI / 180;
  6214. };
  6215. FollowCamera.prototype.follow = function (cameraTarget) {
  6216. if (!cameraTarget)
  6217. return;
  6218. var radians = this.getRadians(this.rotationOffset) + cameraTarget.rotation.y;
  6219. var targetX = cameraTarget.position.x + Math.sin(radians) * this.radius;
  6220. var targetZ = cameraTarget.position.z + Math.cos(radians) * this.radius;
  6221. var dx = targetX - this.position.x;
  6222. var dy = (cameraTarget.position.y + this.heightOffset) - this.position.y;
  6223. var dz = (targetZ) - this.position.z;
  6224. var vx = dx * this.cameraAcceleration * 2;
  6225. var vy = dy * this.cameraAcceleration;
  6226. var vz = dz * this.cameraAcceleration * 2;
  6227. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  6228. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  6229. }
  6230. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  6231. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  6232. }
  6233. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  6234. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  6235. }
  6236. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  6237. this.setTarget(cameraTarget.position);
  6238. };
  6239. FollowCamera.prototype._update = function () {
  6240. _super.prototype._update.call(this);
  6241. this.follow(this.target);
  6242. };
  6243. return FollowCamera;
  6244. })(BABYLON.TargetCamera);
  6245. BABYLON.FollowCamera = FollowCamera;
  6246. })(BABYLON || (BABYLON = {}));
  6247. //# sourceMappingURL=babylon.followCamera.js.map
  6248. var BABYLON;
  6249. (function (BABYLON) {
  6250. var FreeCamera = (function (_super) {
  6251. __extends(FreeCamera, _super);
  6252. function FreeCamera(name, position, scene) {
  6253. _super.call(this, name, position, scene);
  6254. this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  6255. this.keysUp = [38];
  6256. this.keysDown = [40];
  6257. this.keysLeft = [37];
  6258. this.keysRight = [39];
  6259. this.checkCollisions = false;
  6260. this.applyGravity = false;
  6261. this.angularSensibility = 2000.0;
  6262. this._keys = [];
  6263. this._collider = new BABYLON.Collider();
  6264. this._needMoveForGravity = true;
  6265. this._oldPosition = BABYLON.Vector3.Zero();
  6266. this._diffPosition = BABYLON.Vector3.Zero();
  6267. this._newPosition = BABYLON.Vector3.Zero();
  6268. }
  6269. // Controls
  6270. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  6271. var _this = this;
  6272. var previousPosition;
  6273. var engine = this.getEngine();
  6274. if (this._attachedElement) {
  6275. return;
  6276. }
  6277. this._attachedElement = element;
  6278. if (this._onMouseDown === undefined) {
  6279. this._onMouseDown = function (evt) {
  6280. previousPosition = {
  6281. x: evt.clientX,
  6282. y: evt.clientY
  6283. };
  6284. if (!noPreventDefault) {
  6285. evt.preventDefault();
  6286. }
  6287. };
  6288. this._onMouseUp = function (evt) {
  6289. previousPosition = null;
  6290. if (!noPreventDefault) {
  6291. evt.preventDefault();
  6292. }
  6293. };
  6294. this._onMouseOut = function (evt) {
  6295. previousPosition = null;
  6296. _this._keys = [];
  6297. if (!noPreventDefault) {
  6298. evt.preventDefault();
  6299. }
  6300. };
  6301. this._onMouseMove = function (evt) {
  6302. if (!previousPosition && !engine.isPointerLock) {
  6303. return;
  6304. }
  6305. var offsetX;
  6306. var offsetY;
  6307. if (!engine.isPointerLock) {
  6308. offsetX = evt.clientX - previousPosition.x;
  6309. offsetY = evt.clientY - previousPosition.y;
  6310. } else {
  6311. offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  6312. offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  6313. }
  6314. _this.cameraRotation.y += offsetX / _this.angularSensibility;
  6315. _this.cameraRotation.x += offsetY / _this.angularSensibility;
  6316. previousPosition = {
  6317. x: evt.clientX,
  6318. y: evt.clientY
  6319. };
  6320. if (!noPreventDefault) {
  6321. evt.preventDefault();
  6322. }
  6323. };
  6324. this._onKeyDown = function (evt) {
  6325. 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) {
  6326. var index = _this._keys.indexOf(evt.keyCode);
  6327. if (index === -1) {
  6328. _this._keys.push(evt.keyCode);
  6329. }
  6330. if (!noPreventDefault) {
  6331. evt.preventDefault();
  6332. }
  6333. }
  6334. };
  6335. this._onKeyUp = function (evt) {
  6336. 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) {
  6337. var index = _this._keys.indexOf(evt.keyCode);
  6338. if (index >= 0) {
  6339. _this._keys.splice(index, 1);
  6340. }
  6341. if (!noPreventDefault) {
  6342. evt.preventDefault();
  6343. }
  6344. }
  6345. };
  6346. this._onLostFocus = function () {
  6347. _this._keys = [];
  6348. };
  6349. this._reset = function () {
  6350. _this._keys = [];
  6351. previousPosition = null;
  6352. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  6353. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  6354. };
  6355. }
  6356. element.addEventListener("mousedown", this._onMouseDown, false);
  6357. element.addEventListener("mouseup", this._onMouseUp, false);
  6358. element.addEventListener("mouseout", this._onMouseOut, false);
  6359. element.addEventListener("mousemove", this._onMouseMove, false);
  6360. BABYLON.Tools.RegisterTopRootEvents([
  6361. { name: "keydown", handler: this._onKeyDown },
  6362. { name: "keyup", handler: this._onKeyUp },
  6363. { name: "blur", handler: this._onLostFocus }
  6364. ]);
  6365. };
  6366. FreeCamera.prototype.detachControl = function (element) {
  6367. if (this._attachedElement != element) {
  6368. return;
  6369. }
  6370. element.removeEventListener("mousedown", this._onMouseDown);
  6371. element.removeEventListener("mouseup", this._onMouseUp);
  6372. element.removeEventListener("mouseout", this._onMouseOut);
  6373. element.removeEventListener("mousemove", this._onMouseMove);
  6374. BABYLON.Tools.UnregisterTopRootEvents([
  6375. { name: "keydown", handler: this._onKeyDown },
  6376. { name: "keyup", handler: this._onKeyUp },
  6377. { name: "blur", handler: this._onLostFocus }
  6378. ]);
  6379. this._attachedElement = null;
  6380. if (this._reset) {
  6381. this._reset();
  6382. }
  6383. };
  6384. FreeCamera.prototype._collideWithWorld = function (velocity) {
  6385. var globalPosition;
  6386. if (this.parent) {
  6387. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  6388. } else {
  6389. globalPosition = this.position;
  6390. }
  6391. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  6392. this._collider.radius = this.ellipsoid;
  6393. this.getScene()._getNewPosition(this._oldPosition, velocity, this._collider, 3, this._newPosition);
  6394. this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);
  6395. if (this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  6396. this.position.addInPlace(this._diffPosition);
  6397. if (this.onCollide) {
  6398. this.onCollide(this._collider.collidedMesh);
  6399. }
  6400. }
  6401. };
  6402. FreeCamera.prototype._checkInputs = function () {
  6403. if (!this._localDirection) {
  6404. this._localDirection = BABYLON.Vector3.Zero();
  6405. this._transformedDirection = BABYLON.Vector3.Zero();
  6406. }
  6407. for (var index = 0; index < this._keys.length; index++) {
  6408. var keyCode = this._keys[index];
  6409. var speed = this._computeLocalCameraSpeed();
  6410. if (this.keysLeft.indexOf(keyCode) !== -1) {
  6411. this._localDirection.copyFromFloats(-speed, 0, 0);
  6412. } else if (this.keysUp.indexOf(keyCode) !== -1) {
  6413. this._localDirection.copyFromFloats(0, 0, speed);
  6414. } else if (this.keysRight.indexOf(keyCode) !== -1) {
  6415. this._localDirection.copyFromFloats(speed, 0, 0);
  6416. } else if (this.keysDown.indexOf(keyCode) !== -1) {
  6417. this._localDirection.copyFromFloats(0, 0, -speed);
  6418. }
  6419. this.getViewMatrix().invertToRef(this._cameraTransformMatrix);
  6420. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  6421. this.cameraDirection.addInPlace(this._transformedDirection);
  6422. }
  6423. };
  6424. FreeCamera.prototype._decideIfNeedsToMove = function () {
  6425. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  6426. };
  6427. FreeCamera.prototype._updatePosition = function () {
  6428. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  6429. this._collideWithWorld(this.cameraDirection);
  6430. if (this.applyGravity) {
  6431. var oldPosition = this.position;
  6432. this._collideWithWorld(this.getScene().gravity);
  6433. this._needMoveForGravity = (BABYLON.Vector3.DistanceSquared(oldPosition, this.position) != 0);
  6434. }
  6435. } else {
  6436. this.position.addInPlace(this.cameraDirection);
  6437. }
  6438. };
  6439. FreeCamera.prototype._update = function () {
  6440. this._checkInputs();
  6441. _super.prototype._update.call(this);
  6442. };
  6443. return FreeCamera;
  6444. })(BABYLON.TargetCamera);
  6445. BABYLON.FreeCamera = FreeCamera;
  6446. })(BABYLON || (BABYLON = {}));
  6447. //# sourceMappingURL=babylon.freeCamera.js.map
  6448. var BABYLON;
  6449. (function (BABYLON) {
  6450. // We're mainly based on the logic defined into the FreeCamera code
  6451. var TouchCamera = (function (_super) {
  6452. __extends(TouchCamera, _super);
  6453. function TouchCamera(name, position, scene) {
  6454. _super.call(this, name, position, scene);
  6455. this._offsetX = null;
  6456. this._offsetY = null;
  6457. this._pointerCount = 0;
  6458. this._pointerPressed = [];
  6459. this.angularSensibility = 200000.0;
  6460. this.moveSensibility = 500.0;
  6461. }
  6462. TouchCamera.prototype.attachControl = function (canvas, noPreventDefault) {
  6463. var _this = this;
  6464. var previousPosition;
  6465. if (this._attachedCanvas) {
  6466. return;
  6467. }
  6468. this._attachedCanvas = canvas;
  6469. if (this._onPointerDown === undefined) {
  6470. this._onPointerDown = function (evt) {
  6471. if (!noPreventDefault) {
  6472. evt.preventDefault();
  6473. }
  6474. _this._pointerPressed.push(evt.pointerId);
  6475. if (_this._pointerPressed.length !== 1) {
  6476. return;
  6477. }
  6478. previousPosition = {
  6479. x: evt.clientX,
  6480. y: evt.clientY
  6481. };
  6482. };
  6483. this._onPointerUp = function (evt) {
  6484. if (!noPreventDefault) {
  6485. evt.preventDefault();
  6486. }
  6487. var index = _this._pointerPressed.indexOf(evt.pointerId);
  6488. if (index === -1) {
  6489. return;
  6490. }
  6491. _this._pointerPressed.splice(index, 1);
  6492. if (index != 0) {
  6493. return;
  6494. }
  6495. previousPosition = null;
  6496. _this._offsetX = null;
  6497. _this._offsetY = null;
  6498. };
  6499. this._onPointerMove = function (evt) {
  6500. if (!noPreventDefault) {
  6501. evt.preventDefault();
  6502. }
  6503. if (!previousPosition) {
  6504. return;
  6505. }
  6506. var index = _this._pointerPressed.indexOf(evt.pointerId);
  6507. if (index != 0) {
  6508. return;
  6509. }
  6510. _this._offsetX = evt.clientX - previousPosition.x;
  6511. _this._offsetY = -(evt.clientY - previousPosition.y);
  6512. };
  6513. this._onLostFocus = function () {
  6514. _this._offsetX = null;
  6515. _this._offsetY = null;
  6516. };
  6517. }
  6518. canvas.addEventListener("pointerdown", this._onPointerDown);
  6519. canvas.addEventListener("pointerup", this._onPointerUp);
  6520. canvas.addEventListener("pointerout", this._onPointerUp);
  6521. canvas.addEventListener("pointermove", this._onPointerMove);
  6522. BABYLON.Tools.RegisterTopRootEvents([
  6523. { name: "blur", handler: this._onLostFocus }
  6524. ]);
  6525. };
  6526. TouchCamera.prototype.detachControl = function (canvas) {
  6527. if (this._attachedCanvas != canvas) {
  6528. return;
  6529. }
  6530. canvas.removeEventListener("pointerdown", this._onPointerDown);
  6531. canvas.removeEventListener("pointerup", this._onPointerUp);
  6532. canvas.removeEventListener("pointerout", this._onPointerUp);
  6533. canvas.removeEventListener("pointermove", this._onPointerMove);
  6534. BABYLON.Tools.UnregisterTopRootEvents([
  6535. { name: "blur", handler: this._onLostFocus }
  6536. ]);
  6537. this._attachedCanvas = null;
  6538. };
  6539. TouchCamera.prototype._checkInputs = function () {
  6540. if (!this._offsetX) {
  6541. return;
  6542. }
  6543. this.cameraRotation.y += this._offsetX / this.angularSensibility;
  6544. if (this._pointerPressed.length > 1) {
  6545. this.cameraRotation.x += -this._offsetY / this.angularSensibility;
  6546. } else {
  6547. var speed = this._computeLocalCameraSpeed();
  6548. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
  6549. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
  6550. this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
  6551. }
  6552. };
  6553. return TouchCamera;
  6554. })(BABYLON.FreeCamera);
  6555. BABYLON.TouchCamera = TouchCamera;
  6556. })(BABYLON || (BABYLON = {}));
  6557. //# sourceMappingURL=babylon.touchCamera.js.map
  6558. var BABYLON;
  6559. (function (BABYLON) {
  6560. // We're mainly based on the logic defined into the FreeCamera code
  6561. var DeviceOrientationCamera = (function (_super) {
  6562. __extends(DeviceOrientationCamera, _super);
  6563. function DeviceOrientationCamera(name, position, scene) {
  6564. var _this = this;
  6565. _super.call(this, name, position, scene);
  6566. this._offsetX = null;
  6567. this._offsetY = null;
  6568. this._orientationGamma = 0;
  6569. this._orientationBeta = 0;
  6570. this._initialOrientationGamma = 0;
  6571. this._initialOrientationBeta = 0;
  6572. this.angularSensibility = 10000.0;
  6573. this.moveSensibility = 50.0;
  6574. window.addEventListener("resize", function () {
  6575. _this._initialOrientationGamma = null;
  6576. }, false);
  6577. }
  6578. DeviceOrientationCamera.prototype.attachControl = function (canvas, noPreventDefault) {
  6579. var _this = this;
  6580. if (this._attachedCanvas) {
  6581. return;
  6582. }
  6583. this._attachedCanvas = canvas;
  6584. if (!this._orientationChanged) {
  6585. this._orientationChanged = function (evt) {
  6586. if (!_this._initialOrientationGamma) {
  6587. _this._initialOrientationGamma = evt.gamma;
  6588. _this._initialOrientationBeta = evt.beta;
  6589. }
  6590. _this._orientationGamma = evt.gamma;
  6591. _this._orientationBeta = evt.beta;
  6592. _this._offsetY = (_this._initialOrientationBeta - _this._orientationBeta);
  6593. _this._offsetX = (_this._initialOrientationGamma - _this._orientationGamma);
  6594. };
  6595. }
  6596. window.addEventListener("deviceorientation", this._orientationChanged);
  6597. };
  6598. DeviceOrientationCamera.prototype.detachControl = function (canvas) {
  6599. if (this._attachedCanvas != canvas) {
  6600. return;
  6601. }
  6602. window.removeEventListener("deviceorientation", this._orientationChanged);
  6603. this._attachedCanvas = null;
  6604. this._orientationGamma = 0;
  6605. this._orientationBeta = 0;
  6606. this._initialOrientationGamma = 0;
  6607. this._initialOrientationBeta = 0;
  6608. };
  6609. DeviceOrientationCamera.prototype._checkInputs = function () {
  6610. if (!this._offsetX) {
  6611. return;
  6612. }
  6613. this.cameraRotation.y -= this._offsetX / this.angularSensibility;
  6614. var speed = this._computeLocalCameraSpeed();
  6615. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
  6616. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
  6617. this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
  6618. };
  6619. return DeviceOrientationCamera;
  6620. })(BABYLON.FreeCamera);
  6621. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  6622. })(BABYLON || (BABYLON = {}));
  6623. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  6624. var BABYLON;
  6625. (function (BABYLON) {
  6626. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  6627. var ArcRotateCamera = (function (_super) {
  6628. __extends(ArcRotateCamera, _super);
  6629. function ArcRotateCamera(name, alpha, beta, radius, target, scene) {
  6630. _super.call(this, name, BABYLON.Vector3.Zero(), scene);
  6631. this.alpha = alpha;
  6632. this.beta = beta;
  6633. this.radius = radius;
  6634. this.target = target;
  6635. this.inertialAlphaOffset = 0;
  6636. this.inertialBetaOffset = 0;
  6637. this.inertialRadiusOffset = 0;
  6638. this.lowerAlphaLimit = null;
  6639. this.upperAlphaLimit = null;
  6640. this.lowerBetaLimit = 0.01;
  6641. this.upperBetaLimit = Math.PI;
  6642. this.lowerRadiusLimit = null;
  6643. this.upperRadiusLimit = null;
  6644. this.angularSensibility = 1000.0;
  6645. this.wheelPrecision = 3.0;
  6646. this.keysUp = [38];
  6647. this.keysDown = [40];
  6648. this.keysLeft = [37];
  6649. this.keysRight = [39];
  6650. this.zoomOnFactor = 1;
  6651. this.targetScreenOffset = BABYLON.Vector2.Zero();
  6652. this._keys = [];
  6653. this._viewMatrix = new BABYLON.Matrix();
  6654. this.checkCollisions = false;
  6655. this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  6656. this._collider = new BABYLON.Collider();
  6657. this._previousPosition = BABYLON.Vector3.Zero();
  6658. this._collisionVelocity = BABYLON.Vector3.Zero();
  6659. this._newPosition = BABYLON.Vector3.Zero();
  6660. // Pinch
  6661. // value for pinch step scaling
  6662. // set to 20 by default
  6663. this.pinchPrecision = 20;
  6664. this.getViewMatrix();
  6665. }
  6666. ArcRotateCamera.prototype._getTargetPosition = function () {
  6667. return this.target.position || this.target;
  6668. };
  6669. // Cache
  6670. ArcRotateCamera.prototype._initCache = function () {
  6671. _super.prototype._initCache.call(this);
  6672. this._cache.target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  6673. this._cache.alpha = undefined;
  6674. this._cache.beta = undefined;
  6675. this._cache.radius = undefined;
  6676. this._cache.targetScreenOffset = undefined;
  6677. };
  6678. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  6679. if (!ignoreParentClass) {
  6680. _super.prototype._updateCache.call(this);
  6681. }
  6682. this._cache.target.copyFrom(this._getTargetPosition());
  6683. this._cache.alpha = this.alpha;
  6684. this._cache.beta = this.beta;
  6685. this._cache.radius = this.radius;
  6686. this._cache.targetScreenOffset = this.targetScreenOffset.clone();
  6687. };
  6688. // Synchronized
  6689. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  6690. if (!_super.prototype._isSynchronizedViewMatrix.call(this))
  6691. return false;
  6692. 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);
  6693. };
  6694. // Methods
  6695. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault) {
  6696. var _this = this;
  6697. var previousPosition;
  6698. var pointerId;
  6699. // to know if pinch started
  6700. var pinchStarted = false;
  6701. // two pinch point on X
  6702. // that will use for find if user action is pinch open or pinch close
  6703. var pinchPointX1, pinchPointX2;
  6704. if (this._attachedElement) {
  6705. return;
  6706. }
  6707. this._attachedElement = element;
  6708. var engine = this.getEngine();
  6709. if (this._onPointerDown === undefined) {
  6710. this._onPointerDown = function (evt) {
  6711. if (pointerId) {
  6712. return;
  6713. }
  6714. pointerId = evt.pointerId;
  6715. previousPosition = {
  6716. x: evt.clientX,
  6717. y: evt.clientY
  6718. };
  6719. if (!noPreventDefault) {
  6720. evt.preventDefault();
  6721. }
  6722. };
  6723. this._onPointerUp = function (evt) {
  6724. previousPosition = null;
  6725. pointerId = null;
  6726. if (!noPreventDefault) {
  6727. evt.preventDefault();
  6728. }
  6729. };
  6730. this._onPointerMove = function (evt) {
  6731. if (!previousPosition) {
  6732. return;
  6733. }
  6734. if (pointerId !== evt.pointerId) {
  6735. return;
  6736. }
  6737. // return pinch is started
  6738. if (pinchStarted) {
  6739. return;
  6740. }
  6741. var offsetX = evt.clientX - previousPosition.x;
  6742. var offsetY = evt.clientY - previousPosition.y;
  6743. _this.inertialAlphaOffset -= offsetX / _this.angularSensibility;
  6744. _this.inertialBetaOffset -= offsetY / _this.angularSensibility;
  6745. previousPosition = {
  6746. x: evt.clientX,
  6747. y: evt.clientY
  6748. };
  6749. if (!noPreventDefault) {
  6750. evt.preventDefault();
  6751. }
  6752. };
  6753. this._onMouseMove = function (evt) {
  6754. if (!engine.isPointerLock) {
  6755. return;
  6756. }
  6757. // return pinch is started
  6758. if (pinchStarted) {
  6759. return;
  6760. }
  6761. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  6762. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  6763. _this.inertialAlphaOffset -= offsetX / _this.angularSensibility;
  6764. _this.inertialBetaOffset -= offsetY / _this.angularSensibility;
  6765. if (!noPreventDefault) {
  6766. evt.preventDefault();
  6767. }
  6768. };
  6769. this._wheel = function (event) {
  6770. var delta = 0;
  6771. if (event.wheelDelta) {
  6772. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  6773. } else if (event.detail) {
  6774. delta = -event.detail / _this.wheelPrecision;
  6775. }
  6776. if (delta)
  6777. _this.inertialRadiusOffset += delta;
  6778. if (event.preventDefault) {
  6779. if (!noPreventDefault) {
  6780. event.preventDefault();
  6781. }
  6782. }
  6783. };
  6784. this._onKeyDown = function (evt) {
  6785. 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) {
  6786. var index = _this._keys.indexOf(evt.keyCode);
  6787. if (index === -1) {
  6788. _this._keys.push(evt.keyCode);
  6789. }
  6790. if (evt.preventDefault) {
  6791. if (!noPreventDefault) {
  6792. evt.preventDefault();
  6793. }
  6794. }
  6795. }
  6796. };
  6797. this._onKeyUp = function (evt) {
  6798. 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) {
  6799. var index = _this._keys.indexOf(evt.keyCode);
  6800. if (index >= 0) {
  6801. _this._keys.splice(index, 1);
  6802. }
  6803. if (evt.preventDefault) {
  6804. if (!noPreventDefault) {
  6805. evt.preventDefault();
  6806. }
  6807. }
  6808. }
  6809. };
  6810. this._onLostFocus = function () {
  6811. _this._keys = [];
  6812. pointerId = null;
  6813. };
  6814. this._onGestureStart = function (e) {
  6815. if (window.MSGesture === undefined) {
  6816. return;
  6817. }
  6818. if (!_this._MSGestureHandler) {
  6819. _this._MSGestureHandler = new MSGesture();
  6820. _this._MSGestureHandler.target = element;
  6821. }
  6822. _this._MSGestureHandler.addPointer(e.pointerId);
  6823. };
  6824. this._onGesture = function (e) {
  6825. _this.radius *= e.scale;
  6826. if (e.preventDefault) {
  6827. if (!noPreventDefault) {
  6828. e.stopPropagation();
  6829. e.preventDefault();
  6830. }
  6831. }
  6832. };
  6833. this._reset = function () {
  6834. _this._keys = [];
  6835. _this.inertialAlphaOffset = 0;
  6836. _this.inertialBetaOffset = 0;
  6837. _this.inertialRadiusOffset = 0;
  6838. previousPosition = null;
  6839. pointerId = null;
  6840. };
  6841. this._touchStart = function (event) {
  6842. if (event.touches.length === 2) {
  6843. //-- start pinch if two fingers on the screen
  6844. pinchStarted = true;
  6845. _this._pinchStart(event);
  6846. }
  6847. };
  6848. this._touchMove = function (event) {
  6849. if (pinchStarted) {
  6850. //-- make scaling
  6851. _this._pinchMove(event);
  6852. }
  6853. };
  6854. this._touchEnd = function (event) {
  6855. if (pinchStarted) {
  6856. //-- end of pinch
  6857. _this._pinchEnd(event);
  6858. }
  6859. };
  6860. this._pinchStart = function (event) {
  6861. // save origin touch point
  6862. pinchPointX1 = event.touches[0].clientX;
  6863. pinchPointX2 = event.touches[1].clientX;
  6864. // block the camera
  6865. // if not it rotate around target during pinch
  6866. pinchStarted = true;
  6867. };
  6868. this._pinchMove = function (event) {
  6869. // variable for new camera's radius
  6870. var delta = 0;
  6871. // variables to know if pinch open or pinch close
  6872. var direction = 1;
  6873. var distanceXOrigine, distanceXNow;
  6874. if (event.touches.length !== 2)
  6875. return;
  6876. // calculate absolute distances of the two fingers
  6877. distanceXOrigine = Math.abs(pinchPointX1 - pinchPointX2);
  6878. distanceXNow = Math.abs(event.touches[0].clientX - event.touches[1].clientX);
  6879. // if distanceXNow < distanceXOrigine -> pinch close so direction = -1
  6880. if (distanceXNow < distanceXOrigine) {
  6881. direction = -1;
  6882. }
  6883. // calculate new radius
  6884. delta = (_this.pinchPrecision / (_this.wheelPrecision * 40)) * direction;
  6885. // set new radius
  6886. _this.inertialRadiusOffset -= delta;
  6887. // save origin touch point
  6888. pinchPointX1 = event.touches[0].clientX;
  6889. pinchPointX2 = event.touches[1].clientX;
  6890. };
  6891. this._pinchEnd = function (event) {
  6892. // cancel pinch and deblock camera rotation
  6893. pinchStarted = false;
  6894. };
  6895. }
  6896. element.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  6897. element.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  6898. element.addEventListener(eventPrefix + "out", this._onPointerUp, false);
  6899. element.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  6900. element.addEventListener("mousemove", this._onMouseMove, false);
  6901. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  6902. element.addEventListener("MSGestureChange", this._onGesture, false);
  6903. element.addEventListener('mousewheel', this._wheel, false);
  6904. element.addEventListener('DOMMouseScroll', this._wheel, false);
  6905. // pinch
  6906. element.addEventListener('touchstart', this._touchStart, false);
  6907. element.addEventListener('touchmove', this._touchMove, false);
  6908. element.addEventListener('touchend', this._touchEnd, false);
  6909. BABYLON.Tools.RegisterTopRootEvents([
  6910. { name: "keydown", handler: this._onKeyDown },
  6911. { name: "keyup", handler: this._onKeyUp },
  6912. { name: "blur", handler: this._onLostFocus }
  6913. ]);
  6914. };
  6915. ArcRotateCamera.prototype.detachControl = function (element) {
  6916. if (this._attachedElement != element) {
  6917. return;
  6918. }
  6919. element.removeEventListener(eventPrefix + "down", this._onPointerDown);
  6920. element.removeEventListener(eventPrefix + "up", this._onPointerUp);
  6921. element.removeEventListener(eventPrefix + "out", this._onPointerUp);
  6922. element.removeEventListener(eventPrefix + "move", this._onPointerMove);
  6923. element.removeEventListener("mousemove", this._onMouseMove);
  6924. element.removeEventListener("MSPointerDown", this._onGestureStart);
  6925. element.removeEventListener("MSGestureChange", this._onGesture);
  6926. element.removeEventListener('mousewheel', this._wheel);
  6927. element.removeEventListener('DOMMouseScroll', this._wheel);
  6928. // pinch
  6929. element.removeEventListener('touchstart', this._touchStart);
  6930. element.removeEventListener('touchmove', this._touchMove);
  6931. element.removeEventListener('touchend', this._touchEnd);
  6932. BABYLON.Tools.UnregisterTopRootEvents([
  6933. { name: "keydown", handler: this._onKeyDown },
  6934. { name: "keyup", handler: this._onKeyUp },
  6935. { name: "blur", handler: this._onLostFocus }
  6936. ]);
  6937. this._MSGestureHandler = null;
  6938. this._attachedElement = null;
  6939. if (this._reset) {
  6940. this._reset();
  6941. }
  6942. };
  6943. ArcRotateCamera.prototype._update = function () {
  6944. for (var index = 0; index < this._keys.length; index++) {
  6945. var keyCode = this._keys[index];
  6946. if (this.keysLeft.indexOf(keyCode) !== -1) {
  6947. this.inertialAlphaOffset -= 0.01;
  6948. } else if (this.keysUp.indexOf(keyCode) !== -1) {
  6949. this.inertialBetaOffset -= 0.01;
  6950. } else if (this.keysRight.indexOf(keyCode) !== -1) {
  6951. this.inertialAlphaOffset += 0.01;
  6952. } else if (this.keysDown.indexOf(keyCode) !== -1) {
  6953. this.inertialBetaOffset += 0.01;
  6954. }
  6955. }
  6956. // Inertia
  6957. if (this.inertialAlphaOffset != 0 || this.inertialBetaOffset != 0 || this.inertialRadiusOffset != 0) {
  6958. this.alpha += this.inertialAlphaOffset;
  6959. this.beta += this.inertialBetaOffset;
  6960. this.radius -= this.inertialRadiusOffset;
  6961. this.inertialAlphaOffset *= this.inertia;
  6962. this.inertialBetaOffset *= this.inertia;
  6963. this.inertialRadiusOffset *= this.inertia;
  6964. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Engine.Epsilon)
  6965. this.inertialAlphaOffset = 0;
  6966. if (Math.abs(this.inertialBetaOffset) < BABYLON.Engine.Epsilon)
  6967. this.inertialBetaOffset = 0;
  6968. if (Math.abs(this.inertialRadiusOffset) < BABYLON.Engine.Epsilon)
  6969. this.inertialRadiusOffset = 0;
  6970. }
  6971. // Limits
  6972. if (this.lowerAlphaLimit && this.alpha < this.lowerAlphaLimit) {
  6973. this.alpha = this.lowerAlphaLimit;
  6974. }
  6975. if (this.upperAlphaLimit && this.alpha > this.upperAlphaLimit) {
  6976. this.alpha = this.upperAlphaLimit;
  6977. }
  6978. if (this.lowerBetaLimit && this.beta < this.lowerBetaLimit) {
  6979. this.beta = this.lowerBetaLimit;
  6980. }
  6981. if (this.upperBetaLimit && this.beta > this.upperBetaLimit) {
  6982. this.beta = this.upperBetaLimit;
  6983. }
  6984. if (this.lowerRadiusLimit && this.radius < this.lowerRadiusLimit) {
  6985. this.radius = this.lowerRadiusLimit;
  6986. }
  6987. if (this.upperRadiusLimit && this.radius > this.upperRadiusLimit) {
  6988. this.radius = this.upperRadiusLimit;
  6989. }
  6990. };
  6991. ArcRotateCamera.prototype.setPosition = function (position) {
  6992. var radiusv3 = position.subtract(this._getTargetPosition());
  6993. this.radius = radiusv3.length();
  6994. // Alpha
  6995. this.alpha = Math.acos(radiusv3.x / Math.sqrt(Math.pow(radiusv3.x, 2) + Math.pow(radiusv3.z, 2)));
  6996. if (radiusv3.z < 0) {
  6997. this.alpha = 2 * Math.PI - this.alpha;
  6998. }
  6999. // Beta
  7000. this.beta = Math.acos(radiusv3.y / this.radius);
  7001. };
  7002. ArcRotateCamera.prototype._getViewMatrix = function () {
  7003. // Compute
  7004. var cosa = Math.cos(this.alpha);
  7005. var sina = Math.sin(this.alpha);
  7006. var cosb = Math.cos(this.beta);
  7007. var sinb = Math.sin(this.beta);
  7008. var target = this._getTargetPosition();
  7009. target.addToRef(new BABYLON.Vector3(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb), this.position);
  7010. if (this.checkCollisions) {
  7011. this._collider.radius = this.collisionRadius;
  7012. this.position.subtractToRef(this._previousPosition, this._collisionVelocity);
  7013. this.getScene()._getNewPosition(this._previousPosition, this._collisionVelocity, this._collider, 3, this._newPosition);
  7014. if (!this._newPosition.equalsWithEpsilon(this.position)) {
  7015. this.position.copyFrom(this._previousPosition);
  7016. this.alpha = this._previousAlpha;
  7017. this.beta = this._previousBeta;
  7018. this.radius = this._previousRadius;
  7019. if (this.onCollide) {
  7020. this.onCollide(this._collider.collidedMesh);
  7021. }
  7022. }
  7023. }
  7024. BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._viewMatrix);
  7025. this._previousAlpha = this.alpha;
  7026. this._previousBeta = this.beta;
  7027. this._previousRadius = this.radius;
  7028. this._previousPosition.copyFrom(this.position);
  7029. this._viewMatrix.m[12] += this.targetScreenOffset.x;
  7030. this._viewMatrix.m[13] += this.targetScreenOffset.y;
  7031. return this._viewMatrix;
  7032. };
  7033. ArcRotateCamera.prototype.zoomOn = function (meshes) {
  7034. meshes = meshes || this.getScene().meshes;
  7035. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  7036. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  7037. this.radius = distance * this.zoomOnFactor;
  7038. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance });
  7039. };
  7040. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance) {
  7041. var meshesOrMinMaxVector;
  7042. var distance;
  7043. if (meshesOrMinMaxVectorAndDistance.min === undefined) {
  7044. meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  7045. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
  7046. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  7047. } else {
  7048. meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance;
  7049. distance = meshesOrMinMaxVectorAndDistance.distance;
  7050. }
  7051. this.target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  7052. this.maxZ = distance * 2;
  7053. };
  7054. return ArcRotateCamera;
  7055. })(BABYLON.Camera);
  7056. BABYLON.ArcRotateCamera = ArcRotateCamera;
  7057. })(BABYLON || (BABYLON = {}));
  7058. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  7059. var BABYLON;
  7060. (function (BABYLON) {
  7061. var Scene = (function () {
  7062. // Constructor
  7063. function Scene(engine) {
  7064. // Members
  7065. this.autoClear = true;
  7066. this.clearColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  7067. this.ambientColor = new BABYLON.Color3(0, 0, 0);
  7068. this.forceWireframe = false;
  7069. this.forcePointsCloud = false;
  7070. this.forceShowBoundingBoxes = false;
  7071. this.animationsEnabled = true;
  7072. this.cameraToUseForPointers = null;
  7073. // Fog
  7074. this.fogEnabled = true;
  7075. this.fogMode = Scene.FOGMODE_NONE;
  7076. this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  7077. this.fogDensity = 0.1;
  7078. this.fogStart = 0;
  7079. this.fogEnd = 1000.0;
  7080. // Lights
  7081. this.shadowsEnabled = true;
  7082. this.lightsEnabled = true;
  7083. this.lights = new Array();
  7084. // Cameras
  7085. this.cameras = new Array();
  7086. this.activeCameras = new Array();
  7087. // Meshes
  7088. this.meshes = new Array();
  7089. // Geometries
  7090. this._geometries = new Array();
  7091. this.materials = new Array();
  7092. this.multiMaterials = new Array();
  7093. this.defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  7094. // Textures
  7095. this.texturesEnabled = true;
  7096. this.textures = new Array();
  7097. // Particles
  7098. this.particlesEnabled = true;
  7099. this.particleSystems = new Array();
  7100. // Sprites
  7101. this.spriteManagers = new Array();
  7102. // Layers
  7103. this.layers = new Array();
  7104. // Skeletons
  7105. this.skeletonsEnabled = true;
  7106. this.skeletons = new Array();
  7107. // Lens flares
  7108. this.lensFlaresEnabled = true;
  7109. this.lensFlareSystems = new Array();
  7110. // Collisions
  7111. this.collisionsEnabled = true;
  7112. this.gravity = new BABYLON.Vector3(0, -9.0, 0);
  7113. // Postprocesses
  7114. this.postProcessesEnabled = true;
  7115. // Customs render targets
  7116. this.renderTargetsEnabled = true;
  7117. this.customRenderTargets = new Array();
  7118. // Imported meshes
  7119. this.importedMeshesFiles = new Array();
  7120. this._actionManagers = new Array();
  7121. this._meshesForIntersections = new BABYLON.SmartArray(256);
  7122. // Procedural textures
  7123. this.proceduralTexturesEnabled = true;
  7124. this._proceduralTextures = new Array();
  7125. this.soundTracks = new Array();
  7126. this._totalVertices = 0;
  7127. this._activeVertices = 0;
  7128. this._activeParticles = 0;
  7129. this._lastFrameDuration = 0;
  7130. this._evaluateActiveMeshesDuration = 0;
  7131. this._renderTargetsDuration = 0;
  7132. this._particlesDuration = 0;
  7133. this._renderDuration = 0;
  7134. this._spritesDuration = 0;
  7135. this._animationRatio = 0;
  7136. this._renderId = 0;
  7137. this._executeWhenReadyTimeoutId = -1;
  7138. this._toBeDisposed = new BABYLON.SmartArray(256);
  7139. this._onReadyCallbacks = new Array();
  7140. this._pendingData = [];
  7141. this._onBeforeRenderCallbacks = new Array();
  7142. this._onAfterRenderCallbacks = new Array();
  7143. this._activeMeshes = new BABYLON.SmartArray(256);
  7144. this._processedMaterials = new BABYLON.SmartArray(256);
  7145. this._renderTargets = new BABYLON.SmartArray(256);
  7146. this._activeParticleSystems = new BABYLON.SmartArray(256);
  7147. this._activeSkeletons = new BABYLON.SmartArray(32);
  7148. this._activeBones = 0;
  7149. this._activeAnimatables = new Array();
  7150. this._transformMatrix = BABYLON.Matrix.Zero();
  7151. this._scaledPosition = BABYLON.Vector3.Zero();
  7152. this._scaledVelocity = BABYLON.Vector3.Zero();
  7153. this._engine = engine;
  7154. engine.scenes.push(this);
  7155. this._renderingManager = new BABYLON.RenderingManager(this);
  7156. this.postProcessManager = new BABYLON.PostProcessManager(this);
  7157. this.postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  7158. this._boundingBoxRenderer = new BABYLON.BoundingBoxRenderer(this);
  7159. this._outlineRenderer = new BABYLON.OutlineRenderer(this);
  7160. this.attachControl();
  7161. this._debugLayer = new BABYLON.DebugLayer(this);
  7162. this.mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  7163. }
  7164. Object.defineProperty(Scene.prototype, "debugLayer", {
  7165. // Properties
  7166. get: function () {
  7167. return this._debugLayer;
  7168. },
  7169. enumerable: true,
  7170. configurable: true
  7171. });
  7172. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  7173. get: function () {
  7174. return this._meshUnderPointer;
  7175. },
  7176. enumerable: true,
  7177. configurable: true
  7178. });
  7179. Object.defineProperty(Scene.prototype, "pointerX", {
  7180. get: function () {
  7181. return this._pointerX;
  7182. },
  7183. enumerable: true,
  7184. configurable: true
  7185. });
  7186. Object.defineProperty(Scene.prototype, "pointerY", {
  7187. get: function () {
  7188. return this._pointerY;
  7189. },
  7190. enumerable: true,
  7191. configurable: true
  7192. });
  7193. Scene.prototype.getCachedMaterial = function () {
  7194. return this._cachedMaterial;
  7195. };
  7196. Scene.prototype.getBoundingBoxRenderer = function () {
  7197. return this._boundingBoxRenderer;
  7198. };
  7199. Scene.prototype.getOutlineRenderer = function () {
  7200. return this._outlineRenderer;
  7201. };
  7202. Scene.prototype.getEngine = function () {
  7203. return this._engine;
  7204. };
  7205. Scene.prototype.getTotalVertices = function () {
  7206. return this._totalVertices;
  7207. };
  7208. Scene.prototype.getActiveVertices = function () {
  7209. return this._activeVertices;
  7210. };
  7211. Scene.prototype.getActiveParticles = function () {
  7212. return this._activeParticles;
  7213. };
  7214. Scene.prototype.getActiveBones = function () {
  7215. return this._activeBones;
  7216. };
  7217. // Stats
  7218. Scene.prototype.getLastFrameDuration = function () {
  7219. return this._lastFrameDuration;
  7220. };
  7221. Scene.prototype.getEvaluateActiveMeshesDuration = function () {
  7222. return this._evaluateActiveMeshesDuration;
  7223. };
  7224. Scene.prototype.getActiveMeshes = function () {
  7225. return this._activeMeshes;
  7226. };
  7227. Scene.prototype.getRenderTargetsDuration = function () {
  7228. return this._renderTargetsDuration;
  7229. };
  7230. Scene.prototype.getRenderDuration = function () {
  7231. return this._renderDuration;
  7232. };
  7233. Scene.prototype.getParticlesDuration = function () {
  7234. return this._particlesDuration;
  7235. };
  7236. Scene.prototype.getSpritesDuration = function () {
  7237. return this._spritesDuration;
  7238. };
  7239. Scene.prototype.getAnimationRatio = function () {
  7240. return this._animationRatio;
  7241. };
  7242. Scene.prototype.getRenderId = function () {
  7243. return this._renderId;
  7244. };
  7245. Scene.prototype._updatePointerPosition = function (evt) {
  7246. var canvasRect = this._engine.getRenderingCanvasClientRect();
  7247. this._pointerX = evt.clientX - canvasRect.left;
  7248. this._pointerY = evt.clientY - canvasRect.top;
  7249. if (this.cameraToUseForPointers) {
  7250. this._pointerX = this._pointerX - this.cameraToUseForPointers.viewport.x * this._engine.getRenderWidth();
  7251. this._pointerY = this._pointerY - this.cameraToUseForPointers.viewport.y * this._engine.getRenderHeight();
  7252. }
  7253. };
  7254. // Pointers handling
  7255. Scene.prototype.attachControl = function () {
  7256. var _this = this;
  7257. this._onPointerMove = function (evt) {
  7258. var canvas = _this._engine.getRenderingCanvas();
  7259. _this._updatePointerPosition(evt);
  7260. var pickResult = _this.pick(_this._pointerX, _this._pointerY, function (mesh) {
  7261. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPointerTriggers;
  7262. }, false, _this.cameraToUseForPointers);
  7263. if (pickResult.hit) {
  7264. _this._meshUnderPointer = pickResult.pickedMesh;
  7265. _this.setPointerOverMesh(pickResult.pickedMesh);
  7266. canvas.style.cursor = "pointer";
  7267. } else {
  7268. _this.setPointerOverMesh(null);
  7269. canvas.style.cursor = "";
  7270. _this._meshUnderPointer = null;
  7271. }
  7272. };
  7273. this._onPointerDown = function (evt) {
  7274. var predicate = null;
  7275. if (!_this.onPointerDown) {
  7276. predicate = function (mesh) {
  7277. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPickTriggers;
  7278. };
  7279. }
  7280. _this._updatePointerPosition(evt);
  7281. var pickResult = _this.pick(_this._pointerX, _this._pointerY, predicate, false, _this.cameraToUseForPointers);
  7282. if (pickResult.hit) {
  7283. if (pickResult.pickedMesh.actionManager) {
  7284. switch (evt.button) {
  7285. case 0:
  7286. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  7287. break;
  7288. case 1:
  7289. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  7290. break;
  7291. case 2:
  7292. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  7293. break;
  7294. }
  7295. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  7296. }
  7297. }
  7298. if (_this.onPointerDown) {
  7299. _this.onPointerDown(evt, pickResult);
  7300. }
  7301. };
  7302. this._onKeyDown = function (evt) {
  7303. if (_this.actionManager) {
  7304. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  7305. }
  7306. };
  7307. this._onKeyUp = function (evt) {
  7308. if (_this.actionManager) {
  7309. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  7310. }
  7311. };
  7312. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  7313. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "move", this._onPointerMove, false);
  7314. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "down", this._onPointerDown, false);
  7315. window.addEventListener("keydown", this._onKeyDown, false);
  7316. window.addEventListener("keyup", this._onKeyUp, false);
  7317. };
  7318. Scene.prototype.detachControl = function () {
  7319. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  7320. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "move", this._onPointerMove);
  7321. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "down", this._onPointerDown);
  7322. window.removeEventListener("keydown", this._onKeyDown);
  7323. window.removeEventListener("keyup", this._onKeyUp);
  7324. };
  7325. // Ready
  7326. Scene.prototype.isReady = function () {
  7327. if (this._pendingData.length > 0) {
  7328. return false;
  7329. }
  7330. for (var index = 0; index < this._geometries.length; index++) {
  7331. var geometry = this._geometries[index];
  7332. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  7333. return false;
  7334. }
  7335. }
  7336. for (index = 0; index < this.meshes.length; index++) {
  7337. var mesh = this.meshes[index];
  7338. if (!mesh.isReady()) {
  7339. return false;
  7340. }
  7341. var mat = mesh.material;
  7342. if (mat) {
  7343. if (!mat.isReady(mesh)) {
  7344. return false;
  7345. }
  7346. }
  7347. }
  7348. return true;
  7349. };
  7350. Scene.prototype.resetCachedMaterial = function () {
  7351. this._cachedMaterial = null;
  7352. };
  7353. Scene.prototype.registerBeforeRender = function (func) {
  7354. this._onBeforeRenderCallbacks.push(func);
  7355. };
  7356. Scene.prototype.unregisterBeforeRender = function (func) {
  7357. var index = this._onBeforeRenderCallbacks.indexOf(func);
  7358. if (index > -1) {
  7359. this._onBeforeRenderCallbacks.splice(index, 1);
  7360. }
  7361. };
  7362. Scene.prototype.registerAfterRender = function (func) {
  7363. this._onAfterRenderCallbacks.push(func);
  7364. };
  7365. Scene.prototype.unregisterAfterRender = function (func) {
  7366. var index = this._onAfterRenderCallbacks.indexOf(func);
  7367. if (index > -1) {
  7368. this._onAfterRenderCallbacks.splice(index, 1);
  7369. }
  7370. };
  7371. Scene.prototype._addPendingData = function (data) {
  7372. this._pendingData.push(data);
  7373. };
  7374. Scene.prototype._removePendingData = function (data) {
  7375. var index = this._pendingData.indexOf(data);
  7376. if (index !== -1) {
  7377. this._pendingData.splice(index, 1);
  7378. }
  7379. };
  7380. Scene.prototype.getWaitingItemsCount = function () {
  7381. return this._pendingData.length;
  7382. };
  7383. Scene.prototype.executeWhenReady = function (func) {
  7384. var _this = this;
  7385. this._onReadyCallbacks.push(func);
  7386. if (this._executeWhenReadyTimeoutId !== -1) {
  7387. return;
  7388. }
  7389. this._executeWhenReadyTimeoutId = setTimeout(function () {
  7390. _this._checkIsReady();
  7391. }, 150);
  7392. };
  7393. Scene.prototype._checkIsReady = function () {
  7394. var _this = this;
  7395. if (this.isReady()) {
  7396. this._onReadyCallbacks.forEach(function (func) {
  7397. func();
  7398. });
  7399. this._onReadyCallbacks = [];
  7400. this._executeWhenReadyTimeoutId = -1;
  7401. return;
  7402. }
  7403. this._executeWhenReadyTimeoutId = setTimeout(function () {
  7404. _this._checkIsReady();
  7405. }, 150);
  7406. };
  7407. // Animations
  7408. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable) {
  7409. if (speedRatio === undefined) {
  7410. speedRatio = 1.0;
  7411. }
  7412. this.stopAnimation(target);
  7413. if (!animatable) {
  7414. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  7415. }
  7416. // Local animations
  7417. if (target.animations) {
  7418. animatable.appendAnimations(target, target.animations);
  7419. }
  7420. // Children animations
  7421. if (target.getAnimatables) {
  7422. var animatables = target.getAnimatables();
  7423. for (var index = 0; index < animatables.length; index++) {
  7424. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable);
  7425. }
  7426. }
  7427. return animatable;
  7428. };
  7429. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  7430. if (speedRatio === undefined) {
  7431. speedRatio = 1.0;
  7432. }
  7433. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  7434. return animatable;
  7435. };
  7436. Scene.prototype.getAnimatableByTarget = function (target) {
  7437. for (var index = 0; index < this._activeAnimatables.length; index++) {
  7438. if (this._activeAnimatables[index].target === target) {
  7439. return this._activeAnimatables[index];
  7440. }
  7441. }
  7442. return null;
  7443. };
  7444. Scene.prototype.stopAnimation = function (target) {
  7445. var animatable = this.getAnimatableByTarget(target);
  7446. if (animatable) {
  7447. animatable.stop();
  7448. }
  7449. };
  7450. Scene.prototype._animate = function () {
  7451. if (!this.animationsEnabled) {
  7452. return;
  7453. }
  7454. if (!this._animationStartDate) {
  7455. this._animationStartDate = BABYLON.Tools.Now;
  7456. }
  7457. // Getting time
  7458. var now = BABYLON.Tools.Now;
  7459. var delay = now - this._animationStartDate;
  7460. for (var index = 0; index < this._activeAnimatables.length; index++) {
  7461. if (!this._activeAnimatables[index]._animate(delay)) {
  7462. this._activeAnimatables.splice(index, 1);
  7463. index--;
  7464. }
  7465. }
  7466. };
  7467. // Matrix
  7468. Scene.prototype.getViewMatrix = function () {
  7469. return this._viewMatrix;
  7470. };
  7471. Scene.prototype.getProjectionMatrix = function () {
  7472. return this._projectionMatrix;
  7473. };
  7474. Scene.prototype.getTransformMatrix = function () {
  7475. return this._transformMatrix;
  7476. };
  7477. Scene.prototype.setTransformMatrix = function (view, projection) {
  7478. this._viewMatrix = view;
  7479. this._projectionMatrix = projection;
  7480. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  7481. };
  7482. // Methods
  7483. Scene.prototype.setActiveCameraByID = function (id) {
  7484. var camera = this.getCameraByID(id);
  7485. if (camera) {
  7486. this.activeCamera = camera;
  7487. return camera;
  7488. }
  7489. return null;
  7490. };
  7491. Scene.prototype.setActiveCameraByName = function (name) {
  7492. var camera = this.getCameraByName(name);
  7493. if (camera) {
  7494. this.activeCamera = camera;
  7495. return camera;
  7496. }
  7497. return null;
  7498. };
  7499. Scene.prototype.getMaterialByID = function (id) {
  7500. for (var index = 0; index < this.materials.length; index++) {
  7501. if (this.materials[index].id === id) {
  7502. return this.materials[index];
  7503. }
  7504. }
  7505. return null;
  7506. };
  7507. Scene.prototype.getMaterialByName = function (name) {
  7508. for (var index = 0; index < this.materials.length; index++) {
  7509. if (this.materials[index].name === name) {
  7510. return this.materials[index];
  7511. }
  7512. }
  7513. return null;
  7514. };
  7515. Scene.prototype.getCameraByID = function (id) {
  7516. for (var index = 0; index < this.cameras.length; index++) {
  7517. if (this.cameras[index].id === id) {
  7518. return this.cameras[index];
  7519. }
  7520. }
  7521. return null;
  7522. };
  7523. Scene.prototype.getCameraByName = function (name) {
  7524. for (var index = 0; index < this.cameras.length; index++) {
  7525. if (this.cameras[index].name === name) {
  7526. return this.cameras[index];
  7527. }
  7528. }
  7529. return null;
  7530. };
  7531. Scene.prototype.getLightByName = function (name) {
  7532. for (var index = 0; index < this.lights.length; index++) {
  7533. if (this.lights[index].name === name) {
  7534. return this.lights[index];
  7535. }
  7536. }
  7537. return null;
  7538. };
  7539. Scene.prototype.getLightByID = function (id) {
  7540. for (var index = 0; index < this.lights.length; index++) {
  7541. if (this.lights[index].id === id) {
  7542. return this.lights[index];
  7543. }
  7544. }
  7545. return null;
  7546. };
  7547. Scene.prototype.getGeometryByID = function (id) {
  7548. for (var index = 0; index < this._geometries.length; index++) {
  7549. if (this._geometries[index].id === id) {
  7550. return this._geometries[index];
  7551. }
  7552. }
  7553. return null;
  7554. };
  7555. Scene.prototype.pushGeometry = function (geometry, force) {
  7556. if (!force && this.getGeometryByID(geometry.id)) {
  7557. return false;
  7558. }
  7559. this._geometries.push(geometry);
  7560. return true;
  7561. };
  7562. Scene.prototype.getGeometries = function () {
  7563. return this._geometries;
  7564. };
  7565. Scene.prototype.getMeshByID = function (id) {
  7566. for (var index = 0; index < this.meshes.length; index++) {
  7567. if (this.meshes[index].id === id) {
  7568. return this.meshes[index];
  7569. }
  7570. }
  7571. return null;
  7572. };
  7573. Scene.prototype.getLastMeshByID = function (id) {
  7574. for (var index = this.meshes.length - 1; index >= 0; index--) {
  7575. if (this.meshes[index].id === id) {
  7576. return this.meshes[index];
  7577. }
  7578. }
  7579. return null;
  7580. };
  7581. Scene.prototype.getLastEntryByID = function (id) {
  7582. for (var index = this.meshes.length - 1; index >= 0; index--) {
  7583. if (this.meshes[index].id === id) {
  7584. return this.meshes[index];
  7585. }
  7586. }
  7587. for (index = this.cameras.length - 1; index >= 0; index--) {
  7588. if (this.cameras[index].id === id) {
  7589. return this.cameras[index];
  7590. }
  7591. }
  7592. for (index = this.lights.length - 1; index >= 0; index--) {
  7593. if (this.lights[index].id === id) {
  7594. return this.lights[index];
  7595. }
  7596. }
  7597. return null;
  7598. };
  7599. Scene.prototype.getMeshByName = function (name) {
  7600. for (var index = 0; index < this.meshes.length; index++) {
  7601. if (this.meshes[index].name === name) {
  7602. return this.meshes[index];
  7603. }
  7604. }
  7605. return null;
  7606. };
  7607. Scene.prototype.getLastSkeletonByID = function (id) {
  7608. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  7609. if (this.skeletons[index].id === id) {
  7610. return this.skeletons[index];
  7611. }
  7612. }
  7613. return null;
  7614. };
  7615. Scene.prototype.getSkeletonById = function (id) {
  7616. for (var index = 0; index < this.skeletons.length; index++) {
  7617. if (this.skeletons[index].id === id) {
  7618. return this.skeletons[index];
  7619. }
  7620. }
  7621. return null;
  7622. };
  7623. Scene.prototype.getSkeletonByName = function (name) {
  7624. for (var index = 0; index < this.skeletons.length; index++) {
  7625. if (this.skeletons[index].name === name) {
  7626. return this.skeletons[index];
  7627. }
  7628. }
  7629. return null;
  7630. };
  7631. Scene.prototype.isActiveMesh = function (mesh) {
  7632. return (this._activeMeshes.indexOf(mesh) !== -1);
  7633. };
  7634. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  7635. if (mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  7636. var material = subMesh.getMaterial();
  7637. if (mesh.showSubMeshesBoundingBox) {
  7638. this._boundingBoxRenderer.renderList.push(subMesh.getBoundingInfo().boundingBox);
  7639. }
  7640. if (material) {
  7641. // Render targets
  7642. if (material.getRenderTargetTextures) {
  7643. if (this._processedMaterials.indexOf(material) === -1) {
  7644. this._processedMaterials.push(material);
  7645. this._renderTargets.concat(material.getRenderTargetTextures());
  7646. }
  7647. }
  7648. // Dispatch
  7649. this._activeVertices += subMesh.indexCount;
  7650. this._renderingManager.dispatch(subMesh);
  7651. }
  7652. }
  7653. };
  7654. Scene.prototype._evaluateActiveMeshes = function () {
  7655. this._activeMeshes.reset();
  7656. this._renderingManager.reset();
  7657. this._processedMaterials.reset();
  7658. this._activeParticleSystems.reset();
  7659. this._activeSkeletons.reset();
  7660. this._boundingBoxRenderer.reset();
  7661. if (!this._frustumPlanes) {
  7662. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  7663. } else {
  7664. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  7665. }
  7666. // Meshes
  7667. var meshes;
  7668. var len;
  7669. if (this._selectionOctree) {
  7670. var selection = this._selectionOctree.select(this._frustumPlanes);
  7671. meshes = selection.data;
  7672. len = selection.length;
  7673. } else {
  7674. len = this.meshes.length;
  7675. meshes = this.meshes;
  7676. }
  7677. for (var meshIndex = 0; meshIndex < len; meshIndex++) {
  7678. var mesh = meshes[meshIndex];
  7679. if (mesh.isBlocked) {
  7680. continue;
  7681. }
  7682. this._totalVertices += mesh.getTotalVertices();
  7683. if (!mesh.isReady()) {
  7684. continue;
  7685. }
  7686. mesh.computeWorldMatrix();
  7687. // Intersections
  7688. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger])) {
  7689. this._meshesForIntersections.pushNoDuplicate(mesh);
  7690. }
  7691. // Switch to current LOD
  7692. var meshLOD = mesh.getLOD(this.activeCamera);
  7693. if (!meshLOD) {
  7694. continue;
  7695. }
  7696. mesh._preActivate();
  7697. if (mesh.isEnabled() && mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && mesh.isInFrustum(this._frustumPlanes)) {
  7698. this._activeMeshes.push(mesh);
  7699. mesh._activate(this._renderId);
  7700. this._activeMesh(meshLOD);
  7701. }
  7702. }
  7703. // Particle systems
  7704. var beforeParticlesDate = BABYLON.Tools.Now;
  7705. if (this.particlesEnabled) {
  7706. BABYLON.Tools.StartPerformanceCounter("Particles", this.particleSystems.length > 0);
  7707. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  7708. var particleSystem = this.particleSystems[particleIndex];
  7709. if (!particleSystem.isStarted()) {
  7710. continue;
  7711. }
  7712. if (!particleSystem.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) {
  7713. this._activeParticleSystems.push(particleSystem);
  7714. particleSystem.animate();
  7715. }
  7716. }
  7717. BABYLON.Tools.EndPerformanceCounter("Particles", this.particleSystems.length > 0);
  7718. }
  7719. this._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate;
  7720. };
  7721. Scene.prototype._activeMesh = function (mesh) {
  7722. if (mesh.skeleton && this.skeletonsEnabled) {
  7723. this._activeSkeletons.pushNoDuplicate(mesh.skeleton);
  7724. }
  7725. if (mesh.showBoundingBox || this.forceShowBoundingBoxes) {
  7726. this._boundingBoxRenderer.renderList.push(mesh.getBoundingInfo().boundingBox);
  7727. }
  7728. if (mesh && mesh.subMeshes) {
  7729. // Submeshes Octrees
  7730. var len;
  7731. var subMeshes;
  7732. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  7733. var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
  7734. len = intersections.length;
  7735. subMeshes = intersections.data;
  7736. } else {
  7737. subMeshes = mesh.subMeshes;
  7738. len = subMeshes.length;
  7739. }
  7740. for (var subIndex = 0; subIndex < len; subIndex++) {
  7741. var subMesh = subMeshes[subIndex];
  7742. this._evaluateSubMesh(subMesh, mesh);
  7743. }
  7744. }
  7745. };
  7746. Scene.prototype.updateTransformMatrix = function (force) {
  7747. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  7748. };
  7749. Scene.prototype._renderForCamera = function (camera) {
  7750. var engine = this._engine;
  7751. this.activeCamera = camera;
  7752. if (!this.activeCamera)
  7753. throw new Error("Active camera not set");
  7754. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + this.activeCamera.name);
  7755. // Viewport
  7756. engine.setViewport(this.activeCamera.viewport);
  7757. // Camera
  7758. this._renderId++;
  7759. this.updateTransformMatrix();
  7760. if (this.beforeCameraRender) {
  7761. this.beforeCameraRender(this.activeCamera);
  7762. }
  7763. // Meshes
  7764. var beforeEvaluateActiveMeshesDate = BABYLON.Tools.Now;
  7765. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  7766. this._evaluateActiveMeshes();
  7767. this._evaluateActiveMeshesDuration += BABYLON.Tools.Now - beforeEvaluateActiveMeshesDate;
  7768. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  7769. for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
  7770. var skeleton = this._activeSkeletons.data[skeletonIndex];
  7771. skeleton.prepare();
  7772. this._activeBones += skeleton.bones.length;
  7773. }
  7774. // Render targets
  7775. var beforeRenderTargetDate = BABYLON.Tools.Now;
  7776. if (this.renderTargetsEnabled) {
  7777. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  7778. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  7779. var renderTarget = this._renderTargets.data[renderIndex];
  7780. if (renderTarget._shouldRender()) {
  7781. this._renderId++;
  7782. renderTarget.render();
  7783. }
  7784. }
  7785. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  7786. this._renderId++;
  7787. }
  7788. if (this._renderTargets.length > 0) {
  7789. engine.restoreDefaultFramebuffer();
  7790. }
  7791. this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate;
  7792. // Prepare Frame
  7793. this.postProcessManager._prepareFrame();
  7794. var beforeRenderDate = BABYLON.Tools.Now;
  7795. // Backgrounds
  7796. if (this.layers.length) {
  7797. engine.setDepthBuffer(false);
  7798. var layerIndex;
  7799. var layer;
  7800. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  7801. layer = this.layers[layerIndex];
  7802. if (layer.isBackground) {
  7803. layer.render();
  7804. }
  7805. }
  7806. engine.setDepthBuffer(true);
  7807. }
  7808. // Render
  7809. BABYLON.Tools.StartPerformanceCounter("Main render");
  7810. this._renderingManager.render(null, null, true, true);
  7811. BABYLON.Tools.EndPerformanceCounter("Main render");
  7812. // Bounding boxes
  7813. this._boundingBoxRenderer.render();
  7814. // Lens flares
  7815. if (this.lensFlaresEnabled) {
  7816. BABYLON.Tools.StartPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  7817. for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) {
  7818. this.lensFlareSystems[lensFlareSystemIndex].render();
  7819. }
  7820. BABYLON.Tools.EndPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  7821. }
  7822. // Foregrounds
  7823. if (this.layers.length) {
  7824. engine.setDepthBuffer(false);
  7825. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  7826. layer = this.layers[layerIndex];
  7827. if (!layer.isBackground) {
  7828. layer.render();
  7829. }
  7830. }
  7831. engine.setDepthBuffer(true);
  7832. }
  7833. this._renderDuration += BABYLON.Tools.Now - beforeRenderDate;
  7834. // Finalize frame
  7835. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  7836. // Update camera
  7837. this.activeCamera._updateFromScene();
  7838. // Reset some special arrays
  7839. this._renderTargets.reset();
  7840. if (this.afterCameraRender) {
  7841. this.afterCameraRender(this.activeCamera);
  7842. }
  7843. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + this.activeCamera.name);
  7844. };
  7845. Scene.prototype._processSubCameras = function (camera) {
  7846. if (camera.subCameras.length === 0) {
  7847. this._renderForCamera(camera);
  7848. return;
  7849. }
  7850. for (var index = 0; index < camera.subCameras.length; index++) {
  7851. this._renderForCamera(camera.subCameras[index]);
  7852. }
  7853. this.activeCamera = camera;
  7854. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  7855. // Update camera
  7856. this.activeCamera._updateFromScene();
  7857. };
  7858. Scene.prototype._checkIntersections = function () {
  7859. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  7860. var sourceMesh = this._meshesForIntersections.data[index];
  7861. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  7862. var action = sourceMesh.actionManager.actions[actionIndex];
  7863. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  7864. var otherMesh = action.getTriggerParameter();
  7865. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, false);
  7866. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  7867. if (areIntersecting && currentIntersectionInProgress === -1 && action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  7868. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh));
  7869. sourceMesh._intersectionsInProgress.push(otherMesh);
  7870. } else if (!areIntersecting && currentIntersectionInProgress > -1 && action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  7871. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh));
  7872. var indexOfOther = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  7873. if (indexOfOther > -1) {
  7874. sourceMesh._intersectionsInProgress.splice(indexOfOther, 1);
  7875. }
  7876. }
  7877. }
  7878. }
  7879. }
  7880. };
  7881. Scene.prototype.render = function () {
  7882. var startDate = BABYLON.Tools.Now;
  7883. this._particlesDuration = 0;
  7884. this._spritesDuration = 0;
  7885. this._activeParticles = 0;
  7886. this._renderDuration = 0;
  7887. this._renderTargetsDuration = 0;
  7888. this._evaluateActiveMeshesDuration = 0;
  7889. this._totalVertices = 0;
  7890. this._activeVertices = 0;
  7891. this._activeBones = 0;
  7892. this.getEngine().resetDrawCalls();
  7893. this._meshesForIntersections.reset();
  7894. this.resetCachedMaterial();
  7895. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  7896. // Actions
  7897. if (this.actionManager) {
  7898. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger, null);
  7899. }
  7900. // Before render
  7901. if (this.beforeRender) {
  7902. this.beforeRender();
  7903. }
  7904. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  7905. this._onBeforeRenderCallbacks[callbackIndex]();
  7906. }
  7907. // Animations
  7908. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  7909. this._animationRatio = deltaTime * (60.0 / 1000.0);
  7910. this._animate();
  7911. // Physics
  7912. if (this._physicsEngine) {
  7913. BABYLON.Tools.StartPerformanceCounter("Physics");
  7914. this._physicsEngine._runOneStep(deltaTime / 1000.0);
  7915. BABYLON.Tools.EndPerformanceCounter("Physics");
  7916. }
  7917. // Customs render targets
  7918. var beforeRenderTargetDate = BABYLON.Tools.Now;
  7919. var engine = this.getEngine();
  7920. if (this.renderTargetsEnabled) {
  7921. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  7922. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  7923. var renderTarget = this.customRenderTargets[customIndex];
  7924. if (renderTarget._shouldRender()) {
  7925. this._renderId++;
  7926. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  7927. if (!this.activeCamera)
  7928. throw new Error("Active camera not set");
  7929. // Viewport
  7930. engine.setViewport(this.activeCamera.viewport);
  7931. // Camera
  7932. this.updateTransformMatrix();
  7933. renderTarget.render();
  7934. }
  7935. }
  7936. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  7937. this._renderId++;
  7938. }
  7939. if (this.customRenderTargets.length > 0) {
  7940. engine.restoreDefaultFramebuffer();
  7941. }
  7942. this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate;
  7943. // Procedural textures
  7944. if (this.proceduralTexturesEnabled) {
  7945. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
  7946. for (var proceduralIndex = 0; proceduralIndex < this._proceduralTextures.length; proceduralIndex++) {
  7947. var proceduralTexture = this._proceduralTextures[proceduralIndex];
  7948. if (proceduralTexture._shouldRender()) {
  7949. proceduralTexture.render();
  7950. }
  7951. }
  7952. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
  7953. }
  7954. // Clear
  7955. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, true);
  7956. // Shadows
  7957. if (this.shadowsEnabled) {
  7958. for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) {
  7959. var light = this.lights[lightIndex];
  7960. var shadowGenerator = light.getShadowGenerator();
  7961. if (light.isEnabled() && shadowGenerator && shadowGenerator.getShadowMap().getScene().textures.indexOf(shadowGenerator.getShadowMap()) !== -1) {
  7962. this._renderTargets.push(shadowGenerator.getShadowMap());
  7963. }
  7964. }
  7965. }
  7966. // RenderPipeline
  7967. this.postProcessRenderPipelineManager.update();
  7968. // Multi-cameras?
  7969. if (this.activeCameras.length > 0) {
  7970. var currentRenderId = this._renderId;
  7971. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  7972. this._renderId = currentRenderId;
  7973. this._processSubCameras(this.activeCameras[cameraIndex]);
  7974. }
  7975. } else {
  7976. if (!this.activeCamera) {
  7977. throw new Error("No camera defined");
  7978. }
  7979. this._processSubCameras(this.activeCamera);
  7980. }
  7981. // Intersection checks
  7982. this._checkIntersections();
  7983. // Update the audio listener attached to the camera
  7984. this._updateAudioParameters();
  7985. // After render
  7986. if (this.afterRender) {
  7987. this.afterRender();
  7988. }
  7989. for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
  7990. this._onAfterRenderCallbacks[callbackIndex]();
  7991. }
  7992. for (var index = 0; index < this._toBeDisposed.length; index++) {
  7993. this._toBeDisposed.data[index].dispose();
  7994. this._toBeDisposed[index] = null;
  7995. }
  7996. this._toBeDisposed.reset();
  7997. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  7998. this._lastFrameDuration = BABYLON.Tools.Now - startDate;
  7999. };
  8000. Scene.prototype._updateAudioParameters = function () {
  8001. var listeningCamera;
  8002. var audioEngine = this._engine.getAudioEngine();
  8003. if (this.activeCameras.length > 0) {
  8004. listeningCamera = this.activeCameras[0];
  8005. } else {
  8006. listeningCamera = this.activeCamera;
  8007. }
  8008. if (listeningCamera && audioEngine.canUseWebAudio) {
  8009. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  8010. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  8011. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  8012. cameraDirection.normalize();
  8013. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  8014. for (var i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  8015. var sound = this.mainSoundTrack.soundCollection[i];
  8016. if (sound.useCustomAttenuation) {
  8017. sound.updateDistanceFromListener();
  8018. }
  8019. }
  8020. for (var i = 0; i < this.soundTracks.length; i++) {
  8021. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  8022. var sound = this.soundTracks[i].soundCollection[j];
  8023. if (sound.useCustomAttenuation) {
  8024. sound.updateDistanceFromListener();
  8025. }
  8026. }
  8027. }
  8028. }
  8029. };
  8030. Scene.prototype.dispose = function () {
  8031. this.beforeRender = null;
  8032. this.afterRender = null;
  8033. this.skeletons = [];
  8034. this._boundingBoxRenderer.dispose();
  8035. // Debug layer
  8036. this.debugLayer.hide();
  8037. // Events
  8038. if (this.onDispose) {
  8039. this.onDispose();
  8040. }
  8041. this._onBeforeRenderCallbacks = [];
  8042. this._onAfterRenderCallbacks = [];
  8043. this.detachControl();
  8044. // Detach cameras
  8045. var canvas = this._engine.getRenderingCanvas();
  8046. var index;
  8047. for (index = 0; index < this.cameras.length; index++) {
  8048. this.cameras[index].detachControl(canvas);
  8049. }
  8050. while (this.lights.length) {
  8051. this.lights[0].dispose();
  8052. }
  8053. while (this.meshes.length) {
  8054. this.meshes[0].dispose(true);
  8055. }
  8056. while (this.cameras.length) {
  8057. this.cameras[0].dispose();
  8058. }
  8059. while (this.materials.length) {
  8060. this.materials[0].dispose();
  8061. }
  8062. while (this.particleSystems.length) {
  8063. this.particleSystems[0].dispose();
  8064. }
  8065. while (this.spriteManagers.length) {
  8066. this.spriteManagers[0].dispose();
  8067. }
  8068. while (this.layers.length) {
  8069. this.layers[0].dispose();
  8070. }
  8071. while (this.textures.length) {
  8072. this.textures[0].dispose();
  8073. }
  8074. // Post-processes
  8075. this.postProcessManager.dispose();
  8076. // Physics
  8077. if (this._physicsEngine) {
  8078. this.disablePhysicsEngine();
  8079. }
  8080. // Remove from engine
  8081. index = this._engine.scenes.indexOf(this);
  8082. if (index > -1) {
  8083. this._engine.scenes.splice(index, 1);
  8084. }
  8085. this._engine.wipeCaches();
  8086. };
  8087. // Collisions
  8088. Scene.prototype._getNewPosition = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  8089. if (typeof excludedMesh === "undefined") { excludedMesh = null; }
  8090. position.divideToRef(collider.radius, this._scaledPosition);
  8091. velocity.divideToRef(collider.radius, this._scaledVelocity);
  8092. collider.retry = 0;
  8093. collider.initialVelocity = this._scaledVelocity;
  8094. collider.initialPosition = this._scaledPosition;
  8095. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, finalPosition, excludedMesh);
  8096. finalPosition.multiplyInPlace(collider.radius);
  8097. };
  8098. Scene.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  8099. if (typeof excludedMesh === "undefined") { excludedMesh = null; }
  8100. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  8101. if (collider.retry >= maximumRetry) {
  8102. finalPosition.copyFrom(position);
  8103. return;
  8104. }
  8105. collider._initialize(position, velocity, closeDistance);
  8106. for (var index = 0; index < this.meshes.length; index++) {
  8107. var mesh = this.meshes[index];
  8108. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh) {
  8109. mesh._checkCollision(collider);
  8110. }
  8111. }
  8112. if (!collider.collisionFound) {
  8113. position.addToRef(velocity, finalPosition);
  8114. return;
  8115. }
  8116. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  8117. collider._getResponse(position, velocity);
  8118. }
  8119. if (velocity.length() <= closeDistance) {
  8120. finalPosition.copyFrom(position);
  8121. return;
  8122. }
  8123. collider.retry++;
  8124. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  8125. };
  8126. // Octrees
  8127. Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  8128. if (typeof maxCapacity === "undefined") { maxCapacity = 64; }
  8129. if (typeof maxDepth === "undefined") { maxDepth = 2; }
  8130. if (!this._selectionOctree) {
  8131. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  8132. }
  8133. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  8134. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  8135. for (var index = 0; index < this.meshes.length; index++) {
  8136. var mesh = this.meshes[index];
  8137. mesh.computeWorldMatrix(true);
  8138. var minBox = mesh.getBoundingInfo().boundingBox.minimumWorld;
  8139. var maxBox = mesh.getBoundingInfo().boundingBox.maximumWorld;
  8140. BABYLON.Tools.CheckExtends(minBox, min, max);
  8141. BABYLON.Tools.CheckExtends(maxBox, min, max);
  8142. }
  8143. // Update octree
  8144. this._selectionOctree.update(min, max, this.meshes);
  8145. return this._selectionOctree;
  8146. };
  8147. // Picking
  8148. Scene.prototype.createPickingRay = function (x, y, world, camera) {
  8149. var engine = this._engine;
  8150. if (!camera) {
  8151. if (!this.activeCamera)
  8152. throw new Error("Active camera not set");
  8153. camera = this.activeCamera;
  8154. }
  8155. var cameraViewport = camera.viewport;
  8156. var viewport = cameraViewport.toGlobal(engine);
  8157. // Moving coordinates to local viewport world
  8158. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  8159. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  8160. return BABYLON.Ray.CreateNew(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
  8161. // return BABYLON.Ray.CreateNew(x / window.devicePixelRatio, y / window.devicePixelRatio, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
  8162. };
  8163. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  8164. var pickingInfo = null;
  8165. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  8166. var mesh = this.meshes[meshIndex];
  8167. if (predicate) {
  8168. if (!predicate(mesh)) {
  8169. continue;
  8170. }
  8171. } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  8172. continue;
  8173. }
  8174. var world = mesh.getWorldMatrix();
  8175. var ray = rayFunction(world);
  8176. var result = mesh.intersects(ray, fastCheck);
  8177. if (!result || !result.hit)
  8178. continue;
  8179. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  8180. continue;
  8181. pickingInfo = result;
  8182. if (fastCheck) {
  8183. break;
  8184. }
  8185. }
  8186. return pickingInfo || new BABYLON.PickingInfo();
  8187. };
  8188. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  8189. var _this = this;
  8190. /// <summary>Launch a ray to try to pick a mesh in the scene</summary>
  8191. /// <param name="x">X position on screen</param>
  8192. /// <param name="y">Y position on screen</param>
  8193. /// <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>
  8194. /// <param name="fastCheck">Launch a fast check only using the bounding boxes. Can be set to null.</param>
  8195. /// <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>
  8196. return this._internalPick(function (world) {
  8197. return _this.createPickingRay(x, y, world, camera);
  8198. }, predicate, fastCheck);
  8199. };
  8200. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  8201. var _this = this;
  8202. return this._internalPick(function (world) {
  8203. if (!_this._pickWithRayInverseMatrix) {
  8204. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  8205. }
  8206. world.invertToRef(_this._pickWithRayInverseMatrix);
  8207. return BABYLON.Ray.Transform(ray, _this._pickWithRayInverseMatrix);
  8208. }, predicate, fastCheck);
  8209. };
  8210. Scene.prototype.setPointerOverMesh = function (mesh) {
  8211. if (this._pointerOverMesh === mesh) {
  8212. return;
  8213. }
  8214. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  8215. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  8216. }
  8217. this._pointerOverMesh = mesh;
  8218. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  8219. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  8220. }
  8221. };
  8222. Scene.prototype.getPointerOverMesh = function () {
  8223. return this._pointerOverMesh;
  8224. };
  8225. // Physics
  8226. Scene.prototype.getPhysicsEngine = function () {
  8227. return this._physicsEngine;
  8228. };
  8229. Scene.prototype.enablePhysics = function (gravity, plugin) {
  8230. if (this._physicsEngine) {
  8231. return true;
  8232. }
  8233. this._physicsEngine = new BABYLON.PhysicsEngine(plugin);
  8234. if (!this._physicsEngine.isSupported()) {
  8235. this._physicsEngine = null;
  8236. return false;
  8237. }
  8238. this._physicsEngine._initialize(gravity);
  8239. return true;
  8240. };
  8241. Scene.prototype.disablePhysicsEngine = function () {
  8242. if (!this._physicsEngine) {
  8243. return;
  8244. }
  8245. this._physicsEngine.dispose();
  8246. this._physicsEngine = undefined;
  8247. };
  8248. Scene.prototype.isPhysicsEnabled = function () {
  8249. return this._physicsEngine !== undefined;
  8250. };
  8251. Scene.prototype.setGravity = function (gravity) {
  8252. if (!this._physicsEngine) {
  8253. return;
  8254. }
  8255. this._physicsEngine._setGravity(gravity);
  8256. };
  8257. Scene.prototype.createCompoundImpostor = function (parts, options) {
  8258. if (parts.parts) {
  8259. options = parts;
  8260. parts = parts.parts;
  8261. }
  8262. if (!this._physicsEngine) {
  8263. return null;
  8264. }
  8265. for (var index = 0; index < parts.length; index++) {
  8266. var mesh = parts[index].mesh;
  8267. mesh._physicImpostor = parts[index].impostor;
  8268. mesh._physicsMass = options.mass / parts.length;
  8269. mesh._physicsFriction = options.friction;
  8270. mesh._physicRestitution = options.restitution;
  8271. }
  8272. return this._physicsEngine._registerMeshesAsCompound(parts, options);
  8273. };
  8274. //ANY
  8275. Scene.prototype.deleteCompoundImpostor = function (compound) {
  8276. for (var index = 0; index < compound.parts.length; index++) {
  8277. var mesh = compound.parts[index].mesh;
  8278. mesh._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
  8279. this._physicsEngine._unregisterMesh(mesh);
  8280. }
  8281. };
  8282. // Tags
  8283. Scene.prototype._getByTags = function (list, tagsQuery) {
  8284. if (tagsQuery === undefined) {
  8285. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  8286. return list;
  8287. }
  8288. var listByTags = [];
  8289. for (var i in list) {
  8290. var item = list[i];
  8291. if (BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  8292. listByTags.push(item);
  8293. }
  8294. }
  8295. return listByTags;
  8296. };
  8297. Scene.prototype.getMeshesByTags = function (tagsQuery) {
  8298. return this._getByTags(this.meshes, tagsQuery);
  8299. };
  8300. Scene.prototype.getCamerasByTags = function (tagsQuery) {
  8301. return this._getByTags(this.cameras, tagsQuery);
  8302. };
  8303. Scene.prototype.getLightsByTags = function (tagsQuery) {
  8304. return this._getByTags(this.lights, tagsQuery);
  8305. };
  8306. Scene.prototype.getMaterialByTags = function (tagsQuery) {
  8307. return this._getByTags(this.materials, tagsQuery).concat(this._getByTags(this.multiMaterials, tagsQuery));
  8308. };
  8309. Scene.FOGMODE_NONE = 0;
  8310. Scene.FOGMODE_EXP = 1;
  8311. Scene.FOGMODE_EXP2 = 2;
  8312. Scene.FOGMODE_LINEAR = 3;
  8313. Scene.MinDeltaTime = 1.0;
  8314. Scene.MaxDeltaTime = 1000.0;
  8315. return Scene;
  8316. })();
  8317. BABYLON.Scene = Scene;
  8318. })(BABYLON || (BABYLON = {}));
  8319. //# sourceMappingURL=babylon.scene.js.map
  8320. var BABYLON;
  8321. (function (BABYLON) {
  8322. var VertexBuffer = (function () {
  8323. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride) {
  8324. if (engine instanceof BABYLON.Mesh) {
  8325. this._engine = engine.getScene().getEngine();
  8326. } else {
  8327. this._engine = engine;
  8328. }
  8329. this._updatable = updatable;
  8330. this._data = data;
  8331. if (!postponeInternalCreation) {
  8332. this.create();
  8333. }
  8334. this._kind = kind;
  8335. if (stride) {
  8336. this._strideSize = stride;
  8337. return;
  8338. }
  8339. switch (kind) {
  8340. case VertexBuffer.PositionKind:
  8341. this._strideSize = 3;
  8342. break;
  8343. case VertexBuffer.NormalKind:
  8344. this._strideSize = 3;
  8345. break;
  8346. case VertexBuffer.UVKind:
  8347. this._strideSize = 2;
  8348. break;
  8349. case VertexBuffer.UV2Kind:
  8350. this._strideSize = 2;
  8351. break;
  8352. case VertexBuffer.ColorKind:
  8353. this._strideSize = 4;
  8354. break;
  8355. case VertexBuffer.MatricesIndicesKind:
  8356. this._strideSize = 4;
  8357. break;
  8358. case VertexBuffer.MatricesWeightsKind:
  8359. this._strideSize = 4;
  8360. break;
  8361. }
  8362. }
  8363. // Properties
  8364. VertexBuffer.prototype.isUpdatable = function () {
  8365. return this._updatable;
  8366. };
  8367. VertexBuffer.prototype.getData = function () {
  8368. return this._data;
  8369. };
  8370. VertexBuffer.prototype.getBuffer = function () {
  8371. return this._buffer;
  8372. };
  8373. VertexBuffer.prototype.getStrideSize = function () {
  8374. return this._strideSize;
  8375. };
  8376. // Methods
  8377. VertexBuffer.prototype.create = function (data) {
  8378. if (!data && this._buffer) {
  8379. return;
  8380. }
  8381. data = data || this._data;
  8382. if (!this._buffer) {
  8383. if (this._updatable) {
  8384. this._buffer = this._engine.createDynamicVertexBuffer(data.length * 4);
  8385. } else {
  8386. this._buffer = this._engine.createVertexBuffer(data);
  8387. }
  8388. }
  8389. if (this._updatable) {
  8390. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  8391. this._data = data;
  8392. }
  8393. };
  8394. VertexBuffer.prototype.update = function (data) {
  8395. this.create(data);
  8396. };
  8397. VertexBuffer.prototype.updateDirectly = function (data, offset) {
  8398. if (!this._buffer) {
  8399. return;
  8400. }
  8401. if (this._updatable) {
  8402. this._engine.updateDynamicVertexBuffer(this._buffer, data, offset);
  8403. this._data = null;
  8404. }
  8405. };
  8406. VertexBuffer.prototype.dispose = function () {
  8407. if (!this._buffer) {
  8408. return;
  8409. }
  8410. if (this._engine._releaseBuffer(this._buffer)) {
  8411. this._buffer = null;
  8412. }
  8413. };
  8414. Object.defineProperty(VertexBuffer, "PositionKind", {
  8415. get: function () {
  8416. return VertexBuffer._PositionKind;
  8417. },
  8418. enumerable: true,
  8419. configurable: true
  8420. });
  8421. Object.defineProperty(VertexBuffer, "NormalKind", {
  8422. get: function () {
  8423. return VertexBuffer._NormalKind;
  8424. },
  8425. enumerable: true,
  8426. configurable: true
  8427. });
  8428. Object.defineProperty(VertexBuffer, "UVKind", {
  8429. get: function () {
  8430. return VertexBuffer._UVKind;
  8431. },
  8432. enumerable: true,
  8433. configurable: true
  8434. });
  8435. Object.defineProperty(VertexBuffer, "UV2Kind", {
  8436. get: function () {
  8437. return VertexBuffer._UV2Kind;
  8438. },
  8439. enumerable: true,
  8440. configurable: true
  8441. });
  8442. Object.defineProperty(VertexBuffer, "ColorKind", {
  8443. get: function () {
  8444. return VertexBuffer._ColorKind;
  8445. },
  8446. enumerable: true,
  8447. configurable: true
  8448. });
  8449. Object.defineProperty(VertexBuffer, "MatricesIndicesKind", {
  8450. get: function () {
  8451. return VertexBuffer._MatricesIndicesKind;
  8452. },
  8453. enumerable: true,
  8454. configurable: true
  8455. });
  8456. Object.defineProperty(VertexBuffer, "MatricesWeightsKind", {
  8457. get: function () {
  8458. return VertexBuffer._MatricesWeightsKind;
  8459. },
  8460. enumerable: true,
  8461. configurable: true
  8462. });
  8463. VertexBuffer._PositionKind = "position";
  8464. VertexBuffer._NormalKind = "normal";
  8465. VertexBuffer._UVKind = "uv";
  8466. VertexBuffer._UV2Kind = "uv2";
  8467. VertexBuffer._ColorKind = "color";
  8468. VertexBuffer._MatricesIndicesKind = "matricesIndices";
  8469. VertexBuffer._MatricesWeightsKind = "matricesWeights";
  8470. return VertexBuffer;
  8471. })();
  8472. BABYLON.VertexBuffer = VertexBuffer;
  8473. })(BABYLON || (BABYLON = {}));
  8474. //# sourceMappingURL=babylon.vertexBuffer.js.map
  8475. var BABYLON;
  8476. (function (BABYLON) {
  8477. var AbstractMesh = (function (_super) {
  8478. __extends(AbstractMesh, _super);
  8479. function AbstractMesh(name, scene) {
  8480. _super.call(this, name, scene);
  8481. // Properties
  8482. this.position = new BABYLON.Vector3(0, 0, 0);
  8483. this.rotation = new BABYLON.Vector3(0, 0, 0);
  8484. this.scaling = new BABYLON.Vector3(1, 1, 1);
  8485. this.billboardMode = AbstractMesh.BILLBOARDMODE_NONE;
  8486. this.visibility = 1.0;
  8487. this.alphaIndex = Number.MAX_VALUE;
  8488. this.infiniteDistance = false;
  8489. this.isVisible = true;
  8490. this.isPickable = true;
  8491. this.showBoundingBox = false;
  8492. this.showSubMeshesBoundingBox = false;
  8493. this.onDispose = null;
  8494. this.checkCollisions = false;
  8495. this.isBlocker = false;
  8496. this.renderingGroupId = 0;
  8497. this.receiveShadows = false;
  8498. this.renderOutline = false;
  8499. this.outlineColor = BABYLON.Color3.Red();
  8500. this.outlineWidth = 0.02;
  8501. this.renderOverlay = false;
  8502. this.overlayColor = BABYLON.Color3.Red();
  8503. this.overlayAlpha = 0.5;
  8504. this.hasVertexAlpha = false;
  8505. this.useVertexColors = true;
  8506. this.applyFog = true;
  8507. this.useOctreeForRenderingSelection = true;
  8508. this.useOctreeForPicking = true;
  8509. this.useOctreeForCollisions = true;
  8510. this.layerMask = 0xFFFFFFFF;
  8511. // Physics
  8512. this._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
  8513. // Collisions
  8514. this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  8515. this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  8516. this._collider = new BABYLON.Collider();
  8517. this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  8518. this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  8519. this._newPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  8520. // Cache
  8521. this._localScaling = BABYLON.Matrix.Zero();
  8522. this._localRotation = BABYLON.Matrix.Zero();
  8523. this._localTranslation = BABYLON.Matrix.Zero();
  8524. this._localBillboard = BABYLON.Matrix.Zero();
  8525. this._localPivotScaling = BABYLON.Matrix.Zero();
  8526. this._localPivotScalingRotation = BABYLON.Matrix.Zero();
  8527. this._localWorld = BABYLON.Matrix.Zero();
  8528. this._worldMatrix = BABYLON.Matrix.Zero();
  8529. this._rotateYByPI = BABYLON.Matrix.RotationY(Math.PI);
  8530. this._absolutePosition = BABYLON.Vector3.Zero();
  8531. this._collisionsTransformMatrix = BABYLON.Matrix.Zero();
  8532. this._collisionsScalingMatrix = BABYLON.Matrix.Zero();
  8533. this._isDirty = false;
  8534. this._pivotMatrix = BABYLON.Matrix.Identity();
  8535. this._isDisposed = false;
  8536. this._renderId = 0;
  8537. this._intersectionsInProgress = new Array();
  8538. this._onAfterWorldMatrixUpdate = new Array();
  8539. scene.meshes.push(this);
  8540. }
  8541. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  8542. get: function () {
  8543. return AbstractMesh._BILLBOARDMODE_NONE;
  8544. },
  8545. enumerable: true,
  8546. configurable: true
  8547. });
  8548. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  8549. get: function () {
  8550. return AbstractMesh._BILLBOARDMODE_X;
  8551. },
  8552. enumerable: true,
  8553. configurable: true
  8554. });
  8555. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  8556. get: function () {
  8557. return AbstractMesh._BILLBOARDMODE_Y;
  8558. },
  8559. enumerable: true,
  8560. configurable: true
  8561. });
  8562. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  8563. get: function () {
  8564. return AbstractMesh._BILLBOARDMODE_Z;
  8565. },
  8566. enumerable: true,
  8567. configurable: true
  8568. });
  8569. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  8570. get: function () {
  8571. return AbstractMesh._BILLBOARDMODE_ALL;
  8572. },
  8573. enumerable: true,
  8574. configurable: true
  8575. });
  8576. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  8577. // Methods
  8578. get: function () {
  8579. return false;
  8580. },
  8581. enumerable: true,
  8582. configurable: true
  8583. });
  8584. AbstractMesh.prototype.getLOD = function (camera) {
  8585. return this;
  8586. };
  8587. AbstractMesh.prototype.getTotalVertices = function () {
  8588. return 0;
  8589. };
  8590. AbstractMesh.prototype.getIndices = function () {
  8591. return null;
  8592. };
  8593. AbstractMesh.prototype.getVerticesData = function (kind) {
  8594. return null;
  8595. };
  8596. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  8597. return false;
  8598. };
  8599. AbstractMesh.prototype.getBoundingInfo = function () {
  8600. if (this._masterMesh) {
  8601. return this._masterMesh.getBoundingInfo();
  8602. }
  8603. if (!this._boundingInfo) {
  8604. this._updateBoundingInfo();
  8605. }
  8606. return this._boundingInfo;
  8607. };
  8608. AbstractMesh.prototype._preActivate = function () {
  8609. };
  8610. AbstractMesh.prototype._activate = function (renderId) {
  8611. this._renderId = renderId;
  8612. };
  8613. AbstractMesh.prototype.getWorldMatrix = function () {
  8614. if (this._masterMesh) {
  8615. return this._masterMesh.getWorldMatrix();
  8616. }
  8617. if (this._currentRenderId !== this.getScene().getRenderId()) {
  8618. this.computeWorldMatrix();
  8619. }
  8620. return this._worldMatrix;
  8621. };
  8622. Object.defineProperty(AbstractMesh.prototype, "worldMatrixFromCache", {
  8623. get: function () {
  8624. return this._worldMatrix;
  8625. },
  8626. enumerable: true,
  8627. configurable: true
  8628. });
  8629. Object.defineProperty(AbstractMesh.prototype, "absolutePosition", {
  8630. get: function () {
  8631. return this._absolutePosition;
  8632. },
  8633. enumerable: true,
  8634. configurable: true
  8635. });
  8636. AbstractMesh.prototype.rotate = function (axis, amount, space) {
  8637. if (!this.rotationQuaternion) {
  8638. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  8639. this.rotation = BABYLON.Vector3.Zero();
  8640. }
  8641. if (!space || space == 0 /* LOCAL */) {
  8642. var rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
  8643. this.rotationQuaternion = this.rotationQuaternion.multiply(rotationQuaternion);
  8644. } else {
  8645. if (this.parent) {
  8646. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  8647. invertParentWorldMatrix.invert();
  8648. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  8649. }
  8650. rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
  8651. this.rotationQuaternion = rotationQuaternion.multiply(this.rotationQuaternion);
  8652. }
  8653. };
  8654. AbstractMesh.prototype.translate = function (axis, distance, space) {
  8655. var displacementVector = axis.scale(distance);
  8656. if (!space || space == 0 /* LOCAL */) {
  8657. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  8658. this.setPositionWithLocalVector(tempV3);
  8659. } else {
  8660. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  8661. }
  8662. };
  8663. AbstractMesh.prototype.getAbsolutePosition = function () {
  8664. this.computeWorldMatrix();
  8665. return this._absolutePosition;
  8666. };
  8667. AbstractMesh.prototype.setAbsolutePosition = function (absolutePosition) {
  8668. if (!absolutePosition) {
  8669. return;
  8670. }
  8671. var absolutePositionX;
  8672. var absolutePositionY;
  8673. var absolutePositionZ;
  8674. if (absolutePosition.x === undefined) {
  8675. if (arguments.length < 3) {
  8676. return;
  8677. }
  8678. absolutePositionX = arguments[0];
  8679. absolutePositionY = arguments[1];
  8680. absolutePositionZ = arguments[2];
  8681. } else {
  8682. absolutePositionX = absolutePosition.x;
  8683. absolutePositionY = absolutePosition.y;
  8684. absolutePositionZ = absolutePosition.z;
  8685. }
  8686. if (this.parent) {
  8687. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  8688. invertParentWorldMatrix.invert();
  8689. var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ);
  8690. this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix);
  8691. } else {
  8692. this.position.x = absolutePositionX;
  8693. this.position.y = absolutePositionY;
  8694. this.position.z = absolutePositionZ;
  8695. }
  8696. };
  8697. AbstractMesh.prototype.setPivotMatrix = function (matrix) {
  8698. this._pivotMatrix = matrix;
  8699. this._cache.pivotMatrixUpdated = true;
  8700. };
  8701. AbstractMesh.prototype.getPivotMatrix = function () {
  8702. return this._pivotMatrix;
  8703. };
  8704. AbstractMesh.prototype._isSynchronized = function () {
  8705. if (this._isDirty) {
  8706. return false;
  8707. }
  8708. if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE)
  8709. return false;
  8710. if (this._cache.pivotMatrixUpdated) {
  8711. return false;
  8712. }
  8713. if (this.infiniteDistance) {
  8714. return false;
  8715. }
  8716. if (!this._cache.position.equals(this.position))
  8717. return false;
  8718. if (this.rotationQuaternion) {
  8719. if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion))
  8720. return false;
  8721. } else {
  8722. if (!this._cache.rotation.equals(this.rotation))
  8723. return false;
  8724. }
  8725. if (!this._cache.scaling.equals(this.scaling))
  8726. return false;
  8727. return true;
  8728. };
  8729. AbstractMesh.prototype._initCache = function () {
  8730. _super.prototype._initCache.call(this);
  8731. this._cache.localMatrixUpdated = false;
  8732. this._cache.position = BABYLON.Vector3.Zero();
  8733. this._cache.scaling = BABYLON.Vector3.Zero();
  8734. this._cache.rotation = BABYLON.Vector3.Zero();
  8735. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  8736. };
  8737. AbstractMesh.prototype.markAsDirty = function (property) {
  8738. if (property === "rotation") {
  8739. this.rotationQuaternion = null;
  8740. }
  8741. this._currentRenderId = Number.MAX_VALUE;
  8742. this._isDirty = true;
  8743. };
  8744. AbstractMesh.prototype._updateBoundingInfo = function () {
  8745. this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition);
  8746. this._boundingInfo._update(this.worldMatrixFromCache);
  8747. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  8748. };
  8749. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  8750. if (!this.subMeshes) {
  8751. return;
  8752. }
  8753. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  8754. var subMesh = this.subMeshes[subIndex];
  8755. subMesh.updateBoundingInfo(matrix);
  8756. }
  8757. };
  8758. AbstractMesh.prototype.computeWorldMatrix = function (force) {
  8759. if (!force && (this._currentRenderId == this.getScene().getRenderId() || this.isSynchronized(true))) {
  8760. return this._worldMatrix;
  8761. }
  8762. this._cache.position.copyFrom(this.position);
  8763. this._cache.scaling.copyFrom(this.scaling);
  8764. this._cache.pivotMatrixUpdated = false;
  8765. this._currentRenderId = this.getScene().getRenderId();
  8766. this._isDirty = false;
  8767. // Scaling
  8768. BABYLON.Matrix.ScalingToRef(this.scaling.x, this.scaling.y, this.scaling.z, this._localScaling);
  8769. // Rotation
  8770. if (this.rotationQuaternion) {
  8771. this.rotationQuaternion.toRotationMatrix(this._localRotation);
  8772. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  8773. } else {
  8774. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._localRotation);
  8775. this._cache.rotation.copyFrom(this.rotation);
  8776. }
  8777. // Translation
  8778. if (this.infiniteDistance && !this.parent) {
  8779. var camera = this.getScene().activeCamera;
  8780. var cameraWorldMatrix = camera.getWorldMatrix();
  8781. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  8782. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, this._localTranslation);
  8783. } else {
  8784. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._localTranslation);
  8785. }
  8786. // Composing transformations
  8787. this._pivotMatrix.multiplyToRef(this._localScaling, this._localPivotScaling);
  8788. this._localPivotScaling.multiplyToRef(this._localRotation, this._localPivotScalingRotation);
  8789. // Billboarding
  8790. if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE && this.getScene().activeCamera) {
  8791. var localPosition = this.position.clone();
  8792. var zero = this.getScene().activeCamera.position.clone();
  8793. if (this.parent && this.parent.position) {
  8794. localPosition.addInPlace(this.parent.position);
  8795. BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, this._localTranslation);
  8796. }
  8797. if ((this.billboardMode & AbstractMesh.BILLBOARDMODE_ALL) === AbstractMesh.BILLBOARDMODE_ALL) {
  8798. zero = this.getScene().activeCamera.position;
  8799. } else {
  8800. if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_X)
  8801. zero.x = localPosition.x + BABYLON.Engine.Epsilon;
  8802. if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_Y)
  8803. zero.y = localPosition.y + 0.001;
  8804. if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_Z)
  8805. zero.z = localPosition.z + 0.001;
  8806. }
  8807. BABYLON.Matrix.LookAtLHToRef(localPosition, zero, BABYLON.Vector3.Up(), this._localBillboard);
  8808. this._localBillboard.m[12] = this._localBillboard.m[13] = this._localBillboard.m[14] = 0;
  8809. this._localBillboard.invert();
  8810. this._localPivotScalingRotation.multiplyToRef(this._localBillboard, this._localWorld);
  8811. this._rotateYByPI.multiplyToRef(this._localWorld, this._localPivotScalingRotation);
  8812. }
  8813. // Local world
  8814. this._localPivotScalingRotation.multiplyToRef(this._localTranslation, this._localWorld);
  8815. // Parent
  8816. if (this.parent && this.parent.getWorldMatrix && this.billboardMode === BABYLON.AbstractMesh.BILLBOARDMODE_NONE) {
  8817. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  8818. } else {
  8819. this._worldMatrix.copyFrom(this._localWorld);
  8820. }
  8821. // Bounding info
  8822. this._updateBoundingInfo();
  8823. // Absolute position
  8824. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  8825. for (var callbackIndex = 0; callbackIndex < this._onAfterWorldMatrixUpdate.length; callbackIndex++) {
  8826. this._onAfterWorldMatrixUpdate[callbackIndex](this);
  8827. }
  8828. return this._worldMatrix;
  8829. };
  8830. /**
  8831. * If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
  8832. * @param func: callback function to add
  8833. */
  8834. AbstractMesh.prototype.registerAfterWorldMatrixUpdate = function (func) {
  8835. this._onAfterWorldMatrixUpdate.push(func);
  8836. };
  8837. AbstractMesh.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  8838. var index = this._onAfterWorldMatrixUpdate.indexOf(func);
  8839. if (index > -1) {
  8840. this._onAfterWorldMatrixUpdate.splice(index, 1);
  8841. }
  8842. };
  8843. AbstractMesh.prototype.setPositionWithLocalVector = function (vector3) {
  8844. this.computeWorldMatrix();
  8845. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  8846. };
  8847. AbstractMesh.prototype.getPositionExpressedInLocalSpace = function () {
  8848. this.computeWorldMatrix();
  8849. var invLocalWorldMatrix = this._localWorld.clone();
  8850. invLocalWorldMatrix.invert();
  8851. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  8852. };
  8853. AbstractMesh.prototype.locallyTranslate = function (vector3) {
  8854. this.computeWorldMatrix();
  8855. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  8856. };
  8857. AbstractMesh.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor) {
  8858. /// <summary>Orients a mesh towards a target point. Mesh must be drawn facing user.</summary>
  8859. /// <param name="targetPoint" type="BABYLON.Vector3">The position (must be in same space as current mesh) to look at</param>
  8860. /// <param name="yawCor" type="Number">optional yaw (y-axis) correction in radians</param>
  8861. /// <param name="pitchCor" type="Number">optional pitch (x-axis) correction in radians</param>
  8862. /// <param name="rollCor" type="Number">optional roll (z-axis) correction in radians</param>
  8863. /// <returns>Mesh oriented towards targetMesh</returns>
  8864. yawCor = yawCor || 0; // default to zero if undefined
  8865. pitchCor = pitchCor || 0;
  8866. rollCor = rollCor || 0;
  8867. var dv = targetPoint.subtract(this.position);
  8868. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  8869. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  8870. var pitch = Math.atan2(dv.y, len);
  8871. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(yaw + yawCor, pitch + pitchCor, rollCor);
  8872. };
  8873. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  8874. if (!this._boundingInfo.isInFrustum(frustumPlanes)) {
  8875. return false;
  8876. }
  8877. return true;
  8878. };
  8879. AbstractMesh.prototype.isCompletelyInFrustum = function (camera) {
  8880. if (!camera) {
  8881. camera = this.getScene().activeCamera;
  8882. }
  8883. var transformMatrix = camera.getViewMatrix().multiply(camera.getProjectionMatrix());
  8884. if (!this._boundingInfo.isCompletelyInFrustum(BABYLON.Frustum.GetPlanes(transformMatrix))) {
  8885. return false;
  8886. }
  8887. return true;
  8888. };
  8889. AbstractMesh.prototype.intersectsMesh = function (mesh, precise) {
  8890. if (!this._boundingInfo || !mesh._boundingInfo) {
  8891. return false;
  8892. }
  8893. return this._boundingInfo.intersects(mesh._boundingInfo, precise);
  8894. };
  8895. AbstractMesh.prototype.intersectsPoint = function (point) {
  8896. if (!this._boundingInfo) {
  8897. return false;
  8898. }
  8899. return this._boundingInfo.intersectsPoint(point);
  8900. };
  8901. // Physics
  8902. AbstractMesh.prototype.setPhysicsState = function (impostor, options) {
  8903. var physicsEngine = this.getScene().getPhysicsEngine();
  8904. if (!physicsEngine) {
  8905. return;
  8906. }
  8907. if (impostor.impostor) {
  8908. // Old API
  8909. options = impostor;
  8910. impostor = impostor.impostor;
  8911. }
  8912. impostor = impostor || BABYLON.PhysicsEngine.NoImpostor;
  8913. if (impostor === BABYLON.PhysicsEngine.NoImpostor) {
  8914. physicsEngine._unregisterMesh(this);
  8915. return;
  8916. }
  8917. options.mass = options.mass || 0;
  8918. options.friction = options.friction || 0.2;
  8919. options.restitution = options.restitution || 0.2;
  8920. this._physicImpostor = impostor;
  8921. this._physicsMass = options.mass;
  8922. this._physicsFriction = options.friction;
  8923. this._physicRestitution = options.restitution;
  8924. return physicsEngine._registerMesh(this, impostor, options);
  8925. };
  8926. AbstractMesh.prototype.getPhysicsImpostor = function () {
  8927. if (!this._physicImpostor) {
  8928. return BABYLON.PhysicsEngine.NoImpostor;
  8929. }
  8930. return this._physicImpostor;
  8931. };
  8932. AbstractMesh.prototype.getPhysicsMass = function () {
  8933. if (!this._physicsMass) {
  8934. return 0;
  8935. }
  8936. return this._physicsMass;
  8937. };
  8938. AbstractMesh.prototype.getPhysicsFriction = function () {
  8939. if (!this._physicsFriction) {
  8940. return 0;
  8941. }
  8942. return this._physicsFriction;
  8943. };
  8944. AbstractMesh.prototype.getPhysicsRestitution = function () {
  8945. if (!this._physicRestitution) {
  8946. return 0;
  8947. }
  8948. return this._physicRestitution;
  8949. };
  8950. AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
  8951. if (!camera) {
  8952. camera = this.getScene().activeCamera;
  8953. }
  8954. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  8955. };
  8956. AbstractMesh.prototype.getDistanceToCamera = function (camera) {
  8957. if (!camera) {
  8958. camera = this.getScene().activeCamera;
  8959. }
  8960. return this.absolutePosition.subtract(camera.position).length();
  8961. };
  8962. AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  8963. if (!this._physicImpostor) {
  8964. return;
  8965. }
  8966. this.getScene().getPhysicsEngine()._applyImpulse(this, force, contactPoint);
  8967. };
  8968. AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  8969. if (!this._physicImpostor) {
  8970. return;
  8971. }
  8972. this.getScene().getPhysicsEngine()._createLink(this, otherMesh, pivot1, pivot2, options);
  8973. };
  8974. AbstractMesh.prototype.updatePhysicsBodyPosition = function () {
  8975. if (!this._physicImpostor) {
  8976. return;
  8977. }
  8978. this.getScene().getPhysicsEngine()._updateBodyPosition(this);
  8979. };
  8980. // Collisions
  8981. AbstractMesh.prototype.moveWithCollisions = function (velocity) {
  8982. var globalPosition = this.getAbsolutePosition();
  8983. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPositionForCollisions);
  8984. this._oldPositionForCollisions.addInPlace(this.ellipsoidOffset);
  8985. this._collider.radius = this.ellipsoid;
  8986. this.getScene()._getNewPosition(this._oldPositionForCollisions, velocity, this._collider, 3, this._newPositionForCollisions, this);
  8987. this._newPositionForCollisions.subtractToRef(this._oldPositionForCollisions, this._diffPositionForCollisions);
  8988. if (this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  8989. this.position.addInPlace(this._diffPositionForCollisions);
  8990. }
  8991. };
  8992. // Submeshes octree
  8993. /**
  8994. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  8995. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  8996. */
  8997. AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  8998. if (typeof maxCapacity === "undefined") { maxCapacity = 64; }
  8999. if (typeof maxDepth === "undefined") { maxDepth = 2; }
  9000. if (!this._submeshesOctree) {
  9001. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  9002. }
  9003. this.computeWorldMatrix(true);
  9004. // Update octree
  9005. var bbox = this.getBoundingInfo().boundingBox;
  9006. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  9007. return this._submeshesOctree;
  9008. };
  9009. // Collisions
  9010. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  9011. this._generatePointsArray();
  9012. // Transformation
  9013. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  9014. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  9015. subMesh._lastColliderWorldVertices = [];
  9016. subMesh._trianglePlanes = [];
  9017. var start = subMesh.verticesStart;
  9018. var end = (subMesh.verticesStart + subMesh.verticesCount);
  9019. for (var i = start; i < end; i++) {
  9020. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  9021. }
  9022. }
  9023. // Collide
  9024. collider._collide(subMesh, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart);
  9025. };
  9026. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  9027. var subMeshes;
  9028. var len;
  9029. // Octrees
  9030. if (this._submeshesOctree && this.useOctreeForCollisions) {
  9031. var radius = collider.velocityWorldLength + Math.max(collider.radius.x, collider.radius.y, collider.radius.z);
  9032. var intersections = this._submeshesOctree.intersects(collider.basePointWorld, radius);
  9033. len = intersections.length;
  9034. subMeshes = intersections.data;
  9035. } else {
  9036. subMeshes = this.subMeshes;
  9037. len = subMeshes.length;
  9038. }
  9039. for (var index = 0; index < len; index++) {
  9040. var subMesh = subMeshes[index];
  9041. // Bounding test
  9042. if (len > 1 && !subMesh._checkCollision(collider))
  9043. continue;
  9044. this._collideForSubMesh(subMesh, transformMatrix, collider);
  9045. }
  9046. };
  9047. AbstractMesh.prototype._checkCollision = function (collider) {
  9048. // Bounding box test
  9049. if (!this._boundingInfo._checkCollision(collider))
  9050. return;
  9051. // Transformation matrix
  9052. BABYLON.Matrix.ScalingToRef(1.0 / collider.radius.x, 1.0 / collider.radius.y, 1.0 / collider.radius.z, this._collisionsScalingMatrix);
  9053. this.worldMatrixFromCache.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix);
  9054. this._processCollisionsForSubMeshes(collider, this._collisionsTransformMatrix);
  9055. };
  9056. // Picking
  9057. AbstractMesh.prototype._generatePointsArray = function () {
  9058. return false;
  9059. };
  9060. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  9061. var pickingInfo = new BABYLON.PickingInfo();
  9062. if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
  9063. return pickingInfo;
  9064. }
  9065. if (!this._generatePointsArray()) {
  9066. return pickingInfo;
  9067. }
  9068. var intersectInfo = null;
  9069. // Octrees
  9070. var subMeshes;
  9071. var len;
  9072. if (this._submeshesOctree && this.useOctreeForPicking) {
  9073. var worldRay = BABYLON.Ray.Transform(ray, this.getWorldMatrix());
  9074. var intersections = this._submeshesOctree.intersectsRay(worldRay);
  9075. len = intersections.length;
  9076. subMeshes = intersections.data;
  9077. } else {
  9078. subMeshes = this.subMeshes;
  9079. len = subMeshes.length;
  9080. }
  9081. for (var index = 0; index < len; index++) {
  9082. var subMesh = subMeshes[index];
  9083. // Bounding test
  9084. if (len > 1 && !subMesh.canIntersects(ray))
  9085. continue;
  9086. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  9087. if (currentIntersectInfo) {
  9088. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  9089. intersectInfo = currentIntersectInfo;
  9090. if (fastCheck) {
  9091. break;
  9092. }
  9093. }
  9094. }
  9095. }
  9096. if (intersectInfo) {
  9097. // Get picked point
  9098. var world = this.getWorldMatrix();
  9099. var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
  9100. var direction = ray.direction.clone();
  9101. direction.normalize();
  9102. direction = direction.scale(intersectInfo.distance);
  9103. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  9104. var pickedPoint = worldOrigin.add(worldDirection);
  9105. // Return result
  9106. pickingInfo.hit = true;
  9107. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  9108. pickingInfo.pickedPoint = pickedPoint;
  9109. pickingInfo.pickedMesh = this;
  9110. pickingInfo.bu = intersectInfo.bu;
  9111. pickingInfo.bv = intersectInfo.bv;
  9112. pickingInfo.faceId = intersectInfo.faceId;
  9113. return pickingInfo;
  9114. }
  9115. return pickingInfo;
  9116. };
  9117. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  9118. return null;
  9119. };
  9120. AbstractMesh.prototype.releaseSubMeshes = function () {
  9121. if (this.subMeshes) {
  9122. while (this.subMeshes.length) {
  9123. this.subMeshes[0].dispose();
  9124. }
  9125. } else {
  9126. this.subMeshes = new Array();
  9127. }
  9128. };
  9129. AbstractMesh.prototype.dispose = function (doNotRecurse) {
  9130. // Physics
  9131. if (this.getPhysicsImpostor() != BABYLON.PhysicsEngine.NoImpostor) {
  9132. this.setPhysicsState(BABYLON.PhysicsEngine.NoImpostor);
  9133. }
  9134. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  9135. var other = this._intersectionsInProgress[index];
  9136. var pos = other._intersectionsInProgress.indexOf(this);
  9137. other._intersectionsInProgress.splice(pos, 1);
  9138. }
  9139. this._intersectionsInProgress = [];
  9140. // SubMeshes
  9141. this.releaseSubMeshes();
  9142. // Remove from scene
  9143. var index = this.getScene().meshes.indexOf(this);
  9144. if (index != -1) {
  9145. // Remove from the scene if mesh found
  9146. this.getScene().meshes.splice(index, 1);
  9147. }
  9148. if (!doNotRecurse) {
  9149. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  9150. if (this.getScene().particleSystems[index].emitter == this) {
  9151. this.getScene().particleSystems[index].dispose();
  9152. index--;
  9153. }
  9154. }
  9155. // Children
  9156. var objects = this.getScene().meshes.slice(0);
  9157. for (index = 0; index < objects.length; index++) {
  9158. if (objects[index].parent == this) {
  9159. objects[index].dispose();
  9160. }
  9161. }
  9162. } else {
  9163. for (index = 0; index < this.getScene().meshes.length; index++) {
  9164. var obj = this.getScene().meshes[index];
  9165. if (obj.parent === this) {
  9166. obj.parent = null;
  9167. obj.computeWorldMatrix(true);
  9168. }
  9169. }
  9170. }
  9171. this._onAfterWorldMatrixUpdate = [];
  9172. this._isDisposed = true;
  9173. // Callback
  9174. if (this.onDispose) {
  9175. this.onDispose();
  9176. }
  9177. };
  9178. AbstractMesh._BILLBOARDMODE_NONE = 0;
  9179. AbstractMesh._BILLBOARDMODE_X = 1;
  9180. AbstractMesh._BILLBOARDMODE_Y = 2;
  9181. AbstractMesh._BILLBOARDMODE_Z = 4;
  9182. AbstractMesh._BILLBOARDMODE_ALL = 7;
  9183. return AbstractMesh;
  9184. })(BABYLON.Node);
  9185. BABYLON.AbstractMesh = AbstractMesh;
  9186. })(BABYLON || (BABYLON = {}));
  9187. //# sourceMappingURL=babylon.abstractMesh.js.map
  9188. var BABYLON;
  9189. (function (BABYLON) {
  9190. var _InstancesBatch = (function () {
  9191. function _InstancesBatch() {
  9192. this.mustReturn = false;
  9193. this.visibleInstances = new Array();
  9194. this.renderSelf = new Array();
  9195. }
  9196. return _InstancesBatch;
  9197. })();
  9198. BABYLON._InstancesBatch = _InstancesBatch;
  9199. var Mesh = (function (_super) {
  9200. __extends(Mesh, _super);
  9201. /**
  9202. * @param {string} name - The value used by scene.getMeshByName() to do a lookup.
  9203. * @param {BABYLON.Scene} scene - The scene to add this mesh to.
  9204. * @param {BABYLON.Node} parent - The parent of this mesh, if it has one
  9205. * @param {BABYLON.Mesh} source - An optional Mesh from which geometry is shared, cloned.
  9206. * @param {boolean} doNotCloneChildren - When cloning, skip cloning child meshes of source, default False.
  9207. * When false, achieved by calling a clone(), also passing False.
  9208. * This will make creation of children, recursive.
  9209. */
  9210. function Mesh(name, scene, parent, source, doNotCloneChildren) {
  9211. if (typeof parent === "undefined") { parent = null; }
  9212. _super.call(this, name, scene);
  9213. // Members
  9214. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  9215. this.instances = new Array();
  9216. this._LODLevels = new Array();
  9217. this._onBeforeRenderCallbacks = new Array();
  9218. this._onAfterRenderCallbacks = new Array();
  9219. this._visibleInstances = {};
  9220. this._renderIdForInstances = new Array();
  9221. this._batchCache = new _InstancesBatch();
  9222. this._instancesBufferSize = 32 * 16 * 4;
  9223. if (source) {
  9224. // Geometry
  9225. if (source._geometry) {
  9226. source._geometry.applyToMesh(this);
  9227. }
  9228. // Deep copy
  9229. BABYLON.Tools.DeepCopy(source, this, ["name", "material", "skeleton"], []);
  9230. // Material
  9231. this.material = source.material;
  9232. if (!doNotCloneChildren) {
  9233. for (var index = 0; index < scene.meshes.length; index++) {
  9234. var mesh = scene.meshes[index];
  9235. if (mesh.parent === source) {
  9236. // doNotCloneChildren is always going to be False
  9237. var newChild = mesh.clone(name + "." + mesh.name, this, doNotCloneChildren);
  9238. }
  9239. }
  9240. }
  9241. for (index = 0; index < scene.particleSystems.length; index++) {
  9242. var system = scene.particleSystems[index];
  9243. if (system.emitter === source) {
  9244. system.clone(system.name, this);
  9245. }
  9246. }
  9247. this.computeWorldMatrix(true);
  9248. }
  9249. // Parent
  9250. if (parent !== null) {
  9251. this.parent = parent;
  9252. }
  9253. }
  9254. Mesh.prototype._clone = function () {
  9255. };
  9256. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  9257. // Methods
  9258. get: function () {
  9259. return this._LODLevels.length > 0;
  9260. },
  9261. enumerable: true,
  9262. configurable: true
  9263. });
  9264. Mesh.prototype._sortLODLevels = function () {
  9265. this._LODLevels.sort(function (a, b) {
  9266. if (a.distance < b.distance) {
  9267. return 1;
  9268. }
  9269. if (a.distance > b.distance) {
  9270. return -1;
  9271. }
  9272. return 0;
  9273. });
  9274. };
  9275. Mesh.prototype.addLODLevel = function (distance, mesh) {
  9276. if (mesh && mesh._masterMesh) {
  9277. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  9278. return this;
  9279. }
  9280. var level = new BABYLON.Internals.MeshLODLevel(distance, mesh);
  9281. this._LODLevels.push(level);
  9282. if (mesh) {
  9283. mesh._masterMesh = this;
  9284. }
  9285. this._sortLODLevels();
  9286. return this;
  9287. };
  9288. Mesh.prototype.removeLODLevel = function (mesh) {
  9289. for (var index = 0; index < this._LODLevels.length; index++) {
  9290. if (this._LODLevels[index].mesh === mesh) {
  9291. this._LODLevels.splice(index, 1);
  9292. if (mesh) {
  9293. mesh._masterMesh = null;
  9294. }
  9295. }
  9296. }
  9297. this._sortLODLevels();
  9298. return this;
  9299. };
  9300. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  9301. if (!this._LODLevels || this._LODLevels.length === 0) {
  9302. return this;
  9303. }
  9304. var distanceToCamera = (boundingSphere ? boundingSphere : this.getBoundingInfo().boundingSphere).centerWorld.subtract(camera.position).length();
  9305. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  9306. return this;
  9307. }
  9308. for (var index = 0; index < this._LODLevels.length; index++) {
  9309. var level = this._LODLevels[index];
  9310. if (level.distance < distanceToCamera) {
  9311. if (level.mesh) {
  9312. level.mesh._preActivate();
  9313. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  9314. }
  9315. return level.mesh;
  9316. }
  9317. }
  9318. return this;
  9319. };
  9320. Object.defineProperty(Mesh.prototype, "geometry", {
  9321. get: function () {
  9322. return this._geometry;
  9323. },
  9324. enumerable: true,
  9325. configurable: true
  9326. });
  9327. Mesh.prototype.getTotalVertices = function () {
  9328. if (!this._geometry) {
  9329. return 0;
  9330. }
  9331. return this._geometry.getTotalVertices();
  9332. };
  9333. Mesh.prototype.getVerticesData = function (kind) {
  9334. if (!this._geometry) {
  9335. return null;
  9336. }
  9337. return this._geometry.getVerticesData(kind);
  9338. };
  9339. Mesh.prototype.getVertexBuffer = function (kind) {
  9340. if (!this._geometry) {
  9341. return undefined;
  9342. }
  9343. return this._geometry.getVertexBuffer(kind);
  9344. };
  9345. Mesh.prototype.isVerticesDataPresent = function (kind) {
  9346. if (!this._geometry) {
  9347. if (this._delayInfo) {
  9348. return this._delayInfo.indexOf(kind) !== -1;
  9349. }
  9350. return false;
  9351. }
  9352. return this._geometry.isVerticesDataPresent(kind);
  9353. };
  9354. Mesh.prototype.getVerticesDataKinds = function () {
  9355. if (!this._geometry) {
  9356. var result = [];
  9357. if (this._delayInfo) {
  9358. for (var kind in this._delayInfo) {
  9359. result.push(kind);
  9360. }
  9361. }
  9362. return result;
  9363. }
  9364. return this._geometry.getVerticesDataKinds();
  9365. };
  9366. Mesh.prototype.getTotalIndices = function () {
  9367. if (!this._geometry) {
  9368. return 0;
  9369. }
  9370. return this._geometry.getTotalIndices();
  9371. };
  9372. Mesh.prototype.getIndices = function () {
  9373. if (!this._geometry) {
  9374. return [];
  9375. }
  9376. return this._geometry.getIndices();
  9377. };
  9378. Object.defineProperty(Mesh.prototype, "isBlocked", {
  9379. get: function () {
  9380. return this._masterMesh !== null && this._masterMesh !== undefined;
  9381. },
  9382. enumerable: true,
  9383. configurable: true
  9384. });
  9385. Mesh.prototype.isReady = function () {
  9386. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  9387. return false;
  9388. }
  9389. return _super.prototype.isReady.call(this);
  9390. };
  9391. Mesh.prototype.isDisposed = function () {
  9392. return this._isDisposed;
  9393. };
  9394. // Methods
  9395. Mesh.prototype._preActivate = function () {
  9396. var sceneRenderId = this.getScene().getRenderId();
  9397. if (this._preActivateId == sceneRenderId) {
  9398. return;
  9399. }
  9400. this._preActivateId = sceneRenderId;
  9401. this._visibleInstances = null;
  9402. };
  9403. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  9404. if (!this._visibleInstances) {
  9405. this._visibleInstances = {};
  9406. this._visibleInstances.defaultRenderId = renderId;
  9407. this._visibleInstances.selfDefaultRenderId = this._renderId;
  9408. }
  9409. if (!this._visibleInstances[renderId]) {
  9410. this._visibleInstances[renderId] = new Array();
  9411. }
  9412. this._visibleInstances[renderId].push(instance);
  9413. };
  9414. Mesh.prototype.refreshBoundingInfo = function () {
  9415. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  9416. if (data) {
  9417. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices());
  9418. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  9419. }
  9420. if (this.subMeshes) {
  9421. for (var index = 0; index < this.subMeshes.length; index++) {
  9422. this.subMeshes[index].refreshBoundingInfo();
  9423. }
  9424. }
  9425. this._updateBoundingInfo();
  9426. };
  9427. Mesh.prototype._createGlobalSubMesh = function () {
  9428. var totalVertices = this.getTotalVertices();
  9429. if (!totalVertices || !this.getIndices()) {
  9430. return null;
  9431. }
  9432. this.releaseSubMeshes();
  9433. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  9434. };
  9435. Mesh.prototype.subdivide = function (count) {
  9436. if (count < 1) {
  9437. return;
  9438. }
  9439. var totalIndices = this.getTotalIndices();
  9440. var subdivisionSize = (totalIndices / count) | 0;
  9441. var offset = 0;
  9442. while (subdivisionSize % 3 != 0) {
  9443. subdivisionSize++;
  9444. }
  9445. this.releaseSubMeshes();
  9446. for (var index = 0; index < count; index++) {
  9447. if (offset >= totalIndices) {
  9448. break;
  9449. }
  9450. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  9451. offset += subdivisionSize;
  9452. }
  9453. this.synchronizeInstances();
  9454. };
  9455. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  9456. if (kind instanceof Array) {
  9457. var temp = data;
  9458. data = kind;
  9459. kind = temp;
  9460. BABYLON.Tools.Warn("Deprecated usage of setVerticesData detected (since v1.12). Current signature is setVerticesData(kind, data, updatable).");
  9461. }
  9462. if (!this._geometry) {
  9463. var vertexData = new BABYLON.VertexData();
  9464. vertexData.set(data, kind);
  9465. var scene = this.getScene();
  9466. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  9467. } else {
  9468. this._geometry.setVerticesData(kind, data, updatable, stride);
  9469. }
  9470. };
  9471. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  9472. if (!this._geometry) {
  9473. return;
  9474. }
  9475. if (!makeItUnique) {
  9476. this._geometry.updateVerticesData(kind, data, updateExtends);
  9477. } else {
  9478. this.makeGeometryUnique();
  9479. this.updateVerticesData(kind, data, updateExtends, false);
  9480. }
  9481. };
  9482. Mesh.prototype.updateVerticesDataDirectly = function (kind, data, offset, makeItUnique) {
  9483. if (!this._geometry) {
  9484. return;
  9485. }
  9486. if (!makeItUnique) {
  9487. this._geometry.updateVerticesDataDirectly(kind, data, offset);
  9488. } else {
  9489. this.makeGeometryUnique();
  9490. this.updateVerticesDataDirectly(kind, data, offset, false);
  9491. }
  9492. };
  9493. Mesh.prototype.makeGeometryUnique = function () {
  9494. if (!this._geometry) {
  9495. return;
  9496. }
  9497. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  9498. geometry.applyToMesh(this);
  9499. };
  9500. Mesh.prototype.setIndices = function (indices, totalVertices) {
  9501. if (!this._geometry) {
  9502. var vertexData = new BABYLON.VertexData();
  9503. vertexData.indices = indices;
  9504. var scene = this.getScene();
  9505. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, false, this);
  9506. } else {
  9507. this._geometry.setIndices(indices, totalVertices);
  9508. }
  9509. };
  9510. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  9511. var engine = this.getScene().getEngine();
  9512. // Wireframe
  9513. var indexToBind;
  9514. switch (fillMode) {
  9515. case BABYLON.Material.PointFillMode:
  9516. indexToBind = null;
  9517. break;
  9518. case BABYLON.Material.WireFrameFillMode:
  9519. indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine);
  9520. break;
  9521. default:
  9522. case BABYLON.Material.TriangleFillMode:
  9523. indexToBind = this._geometry.getIndexBuffer();
  9524. break;
  9525. }
  9526. // VBOs
  9527. engine.bindMultiBuffers(this._geometry.getVertexBuffers(), indexToBind, effect);
  9528. };
  9529. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  9530. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  9531. return;
  9532. }
  9533. var engine = this.getScene().getEngine();
  9534. switch (fillMode) {
  9535. case BABYLON.Material.PointFillMode:
  9536. engine.drawPointClouds(subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  9537. break;
  9538. case BABYLON.Material.WireFrameFillMode:
  9539. engine.draw(false, 0, subMesh.linesIndexCount, instancesCount);
  9540. break;
  9541. default:
  9542. engine.draw(true, subMesh.indexStart, subMesh.indexCount, instancesCount);
  9543. }
  9544. };
  9545. Mesh.prototype.registerBeforeRender = function (func) {
  9546. this._onBeforeRenderCallbacks.push(func);
  9547. };
  9548. Mesh.prototype.unregisterBeforeRender = function (func) {
  9549. var index = this._onBeforeRenderCallbacks.indexOf(func);
  9550. if (index > -1) {
  9551. this._onBeforeRenderCallbacks.splice(index, 1);
  9552. }
  9553. };
  9554. Mesh.prototype.registerAfterRender = function (func) {
  9555. this._onAfterRenderCallbacks.push(func);
  9556. };
  9557. Mesh.prototype.unregisterAfterRender = function (func) {
  9558. var index = this._onAfterRenderCallbacks.indexOf(func);
  9559. if (index > -1) {
  9560. this._onAfterRenderCallbacks.splice(index, 1);
  9561. }
  9562. };
  9563. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  9564. var scene = this.getScene();
  9565. this._batchCache.mustReturn = false;
  9566. this._batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  9567. this._batchCache.visibleInstances[subMeshId] = null;
  9568. if (this._visibleInstances) {
  9569. var currentRenderId = scene.getRenderId();
  9570. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[currentRenderId];
  9571. var selfRenderId = this._renderId;
  9572. if (!this._batchCache.visibleInstances[subMeshId] && this._visibleInstances.defaultRenderId) {
  9573. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[this._visibleInstances.defaultRenderId];
  9574. currentRenderId = Math.max(this._visibleInstances.defaultRenderId, currentRenderId);
  9575. selfRenderId = Math.max(this._visibleInstances.selfDefaultRenderId, currentRenderId);
  9576. }
  9577. if (this._batchCache.visibleInstances[subMeshId] && this._batchCache.visibleInstances[subMeshId].length) {
  9578. if (this._renderIdForInstances[subMeshId] === currentRenderId) {
  9579. this._batchCache.mustReturn = true;
  9580. return this._batchCache;
  9581. }
  9582. if (currentRenderId !== selfRenderId) {
  9583. this._batchCache.renderSelf[subMeshId] = false;
  9584. }
  9585. }
  9586. this._renderIdForInstances[subMeshId] = currentRenderId;
  9587. }
  9588. return this._batchCache;
  9589. };
  9590. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  9591. var visibleInstances = batch.visibleInstances[subMesh._id];
  9592. var matricesCount = visibleInstances.length + 1;
  9593. var bufferSize = matricesCount * 16 * 4;
  9594. while (this._instancesBufferSize < bufferSize) {
  9595. this._instancesBufferSize *= 2;
  9596. }
  9597. if (!this._worldMatricesInstancesBuffer || this._worldMatricesInstancesBuffer.capacity < this._instancesBufferSize) {
  9598. if (this._worldMatricesInstancesBuffer) {
  9599. engine.deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  9600. }
  9601. this._worldMatricesInstancesBuffer = engine.createInstancesBuffer(this._instancesBufferSize);
  9602. this._worldMatricesInstancesArray = new Float32Array(this._instancesBufferSize / 4);
  9603. }
  9604. var offset = 0;
  9605. var instancesCount = 0;
  9606. var world = this.getWorldMatrix();
  9607. if (batch.renderSelf[subMesh._id]) {
  9608. world.copyToArray(this._worldMatricesInstancesArray, offset);
  9609. offset += 16;
  9610. instancesCount++;
  9611. }
  9612. if (visibleInstances) {
  9613. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  9614. var instance = visibleInstances[instanceIndex];
  9615. instance.getWorldMatrix().copyToArray(this._worldMatricesInstancesArray, offset);
  9616. offset += 16;
  9617. instancesCount++;
  9618. }
  9619. }
  9620. var offsetLocation0 = effect.getAttributeLocationByName("world0");
  9621. var offsetLocation1 = effect.getAttributeLocationByName("world1");
  9622. var offsetLocation2 = effect.getAttributeLocationByName("world2");
  9623. var offsetLocation3 = effect.getAttributeLocationByName("world3");
  9624. var offsetLocations = [offsetLocation0, offsetLocation1, offsetLocation2, offsetLocation3];
  9625. engine.updateAndBindInstancesBuffer(this._worldMatricesInstancesBuffer, this._worldMatricesInstancesArray, offsetLocations);
  9626. this._draw(subMesh, fillMode, instancesCount);
  9627. engine.unBindInstancesBuffer(this._worldMatricesInstancesBuffer, offsetLocations);
  9628. };
  9629. Mesh.prototype.render = function (subMesh) {
  9630. var scene = this.getScene();
  9631. // Managing instances
  9632. var batch = this._getInstancesRenderList(subMesh._id);
  9633. if (batch.mustReturn) {
  9634. return;
  9635. }
  9636. // Checking geometry state
  9637. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  9638. return;
  9639. }
  9640. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  9641. this._onBeforeRenderCallbacks[callbackIndex]();
  9642. }
  9643. var engine = scene.getEngine();
  9644. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  9645. // Material
  9646. var effectiveMaterial = subMesh.getMaterial();
  9647. if (!effectiveMaterial || !effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  9648. return;
  9649. }
  9650. // Outline - step 1
  9651. var savedDepthWrite = engine.getDepthWrite();
  9652. if (this.renderOutline) {
  9653. engine.setDepthWrite(false);
  9654. scene.getOutlineRenderer().render(subMesh, batch);
  9655. engine.setDepthWrite(savedDepthWrite);
  9656. }
  9657. effectiveMaterial._preBind();
  9658. var effect = effectiveMaterial.getEffect();
  9659. // Bind
  9660. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : effectiveMaterial.fillMode);
  9661. this._bind(subMesh, effect, fillMode);
  9662. var world = this.getWorldMatrix();
  9663. effectiveMaterial.bind(world, this);
  9664. // Instances rendering
  9665. if (hardwareInstancedRendering) {
  9666. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  9667. } else {
  9668. if (batch.renderSelf[subMesh._id]) {
  9669. // Draw
  9670. this._draw(subMesh, fillMode);
  9671. }
  9672. if (batch.visibleInstances[subMesh._id]) {
  9673. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  9674. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  9675. // World
  9676. world = instance.getWorldMatrix();
  9677. effectiveMaterial.bindOnlyWorldMatrix(world);
  9678. // Draw
  9679. this._draw(subMesh, fillMode);
  9680. }
  9681. }
  9682. }
  9683. // Unbind
  9684. effectiveMaterial.unbind();
  9685. // Outline - step 2
  9686. if (this.renderOutline && savedDepthWrite) {
  9687. engine.setDepthWrite(true);
  9688. engine.setColorWrite(false);
  9689. scene.getOutlineRenderer().render(subMesh, batch);
  9690. engine.setColorWrite(true);
  9691. }
  9692. // Overlay
  9693. if (this.renderOverlay) {
  9694. var currentMode = engine.getAlphaMode();
  9695. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  9696. scene.getOutlineRenderer().render(subMesh, batch, true);
  9697. engine.setAlphaMode(currentMode);
  9698. }
  9699. for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
  9700. this._onAfterRenderCallbacks[callbackIndex]();
  9701. }
  9702. };
  9703. Mesh.prototype.getEmittedParticleSystems = function () {
  9704. var results = new Array();
  9705. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  9706. var particleSystem = this.getScene().particleSystems[index];
  9707. if (particleSystem.emitter === this) {
  9708. results.push(particleSystem);
  9709. }
  9710. }
  9711. return results;
  9712. };
  9713. Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  9714. var results = new Array();
  9715. var descendants = this.getDescendants();
  9716. descendants.push(this);
  9717. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  9718. var particleSystem = this.getScene().particleSystems[index];
  9719. if (descendants.indexOf(particleSystem.emitter) !== -1) {
  9720. results.push(particleSystem);
  9721. }
  9722. }
  9723. return results;
  9724. };
  9725. Mesh.prototype.getChildren = function () {
  9726. var results = [];
  9727. for (var index = 0; index < this.getScene().meshes.length; index++) {
  9728. var mesh = this.getScene().meshes[index];
  9729. if (mesh.parent == this) {
  9730. results.push(mesh);
  9731. }
  9732. }
  9733. return results;
  9734. };
  9735. Mesh.prototype._checkDelayState = function () {
  9736. var _this = this;
  9737. var that = this;
  9738. var scene = this.getScene();
  9739. if (this._geometry) {
  9740. this._geometry.load(scene);
  9741. } else if (that.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  9742. that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  9743. scene._addPendingData(that);
  9744. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1) ? true : false;
  9745. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  9746. if (data instanceof ArrayBuffer) {
  9747. _this._delayLoadingFunction(data, _this);
  9748. } else {
  9749. _this._delayLoadingFunction(JSON.parse(data), _this);
  9750. }
  9751. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  9752. scene._removePendingData(_this);
  9753. }, function () {
  9754. }, scene.database, getBinaryData);
  9755. }
  9756. };
  9757. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  9758. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  9759. return false;
  9760. }
  9761. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  9762. return false;
  9763. }
  9764. this._checkDelayState();
  9765. return true;
  9766. };
  9767. Mesh.prototype.setMaterialByID = function (id) {
  9768. var materials = this.getScene().materials;
  9769. for (var index = 0; index < materials.length; index++) {
  9770. if (materials[index].id == id) {
  9771. this.material = materials[index];
  9772. return;
  9773. }
  9774. }
  9775. // Multi
  9776. var multiMaterials = this.getScene().multiMaterials;
  9777. for (index = 0; index < multiMaterials.length; index++) {
  9778. if (multiMaterials[index].id == id) {
  9779. this.material = multiMaterials[index];
  9780. return;
  9781. }
  9782. }
  9783. };
  9784. Mesh.prototype.getAnimatables = function () {
  9785. var results = [];
  9786. if (this.material) {
  9787. results.push(this.material);
  9788. }
  9789. if (this.skeleton) {
  9790. results.push(this.skeleton);
  9791. }
  9792. return results;
  9793. };
  9794. // Geometry
  9795. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  9796. // Position
  9797. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  9798. return;
  9799. }
  9800. this._resetPointsArrayCache();
  9801. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  9802. var temp = [];
  9803. for (var index = 0; index < data.length; index += 3) {
  9804. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  9805. }
  9806. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  9807. // Normals
  9808. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  9809. return;
  9810. }
  9811. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  9812. for (index = 0; index < data.length; index += 3) {
  9813. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  9814. }
  9815. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  9816. };
  9817. // Cache
  9818. Mesh.prototype._resetPointsArrayCache = function () {
  9819. this._positions = null;
  9820. };
  9821. Mesh.prototype._generatePointsArray = function () {
  9822. if (this._positions)
  9823. return true;
  9824. this._positions = [];
  9825. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  9826. if (!data) {
  9827. return false;
  9828. }
  9829. for (var index = 0; index < data.length; index += 3) {
  9830. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  9831. }
  9832. return true;
  9833. };
  9834. // Clone
  9835. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  9836. return new BABYLON.Mesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  9837. };
  9838. // Dispose
  9839. Mesh.prototype.dispose = function (doNotRecurse) {
  9840. if (this._geometry) {
  9841. this._geometry.releaseForMesh(this, true);
  9842. }
  9843. // Instances
  9844. if (this._worldMatricesInstancesBuffer) {
  9845. this.getEngine().deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  9846. this._worldMatricesInstancesBuffer = null;
  9847. }
  9848. while (this.instances.length) {
  9849. this.instances[0].dispose();
  9850. }
  9851. _super.prototype.dispose.call(this, doNotRecurse);
  9852. };
  9853. // Geometric tools
  9854. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight) {
  9855. var _this = this;
  9856. var scene = this.getScene();
  9857. var onload = function (img) {
  9858. // Getting height map data
  9859. var canvas = document.createElement("canvas");
  9860. var context = canvas.getContext("2d");
  9861. var heightMapWidth = img.width;
  9862. var heightMapHeight = img.height;
  9863. canvas.width = heightMapWidth;
  9864. canvas.height = heightMapHeight;
  9865. context.drawImage(img, 0, 0);
  9866. // Create VertexData from map data
  9867. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  9868. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight);
  9869. };
  9870. BABYLON.Tools.LoadImage(url, onload, function () {
  9871. }, scene.database);
  9872. };
  9873. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight) {
  9874. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  9875. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  9876. return;
  9877. }
  9878. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  9879. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  9880. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  9881. var position = BABYLON.Vector3.Zero();
  9882. var normal = BABYLON.Vector3.Zero();
  9883. var uv = BABYLON.Vector2.Zero();
  9884. for (var index = 0; index < positions.length; index += 3) {
  9885. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  9886. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  9887. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  9888. // Compute height
  9889. var u = ((Math.abs(uv.x) * heightMapWidth) % heightMapWidth) | 0;
  9890. var v = ((Math.abs(uv.y) * heightMapHeight) % heightMapHeight) | 0;
  9891. var pos = (u + v * heightMapWidth) * 4;
  9892. var r = buffer[pos] / 255.0;
  9893. var g = buffer[pos + 1] / 255.0;
  9894. var b = buffer[pos + 2] / 255.0;
  9895. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  9896. normal.normalize();
  9897. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  9898. position = position.add(normal);
  9899. position.toArray(positions, index);
  9900. }
  9901. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  9902. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  9903. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  9904. };
  9905. Mesh.prototype.convertToFlatShadedMesh = function () {
  9906. /// <summary>Update normals and vertices to get a flat shading rendering.</summary>
  9907. /// <summary>Warning: This may imply adding vertices to the mesh in order to get exactly 3 vertices per face</summary>
  9908. var kinds = this.getVerticesDataKinds();
  9909. var vbs = [];
  9910. var data = [];
  9911. var newdata = [];
  9912. var updatableNormals = false;
  9913. for (var kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  9914. var kind = kinds[kindIndex];
  9915. var vertexBuffer = this.getVertexBuffer(kind);
  9916. if (kind === BABYLON.VertexBuffer.NormalKind) {
  9917. updatableNormals = vertexBuffer.isUpdatable();
  9918. kinds.splice(kindIndex, 1);
  9919. kindIndex--;
  9920. continue;
  9921. }
  9922. vbs[kind] = vertexBuffer;
  9923. data[kind] = vbs[kind].getData();
  9924. newdata[kind] = [];
  9925. }
  9926. // Save previous submeshes
  9927. var previousSubmeshes = this.subMeshes.slice(0);
  9928. var indices = this.getIndices();
  9929. var totalIndices = this.getTotalIndices();
  9930. for (index = 0; index < totalIndices; index++) {
  9931. var vertexIndex = indices[index];
  9932. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  9933. kind = kinds[kindIndex];
  9934. var stride = vbs[kind].getStrideSize();
  9935. for (var offset = 0; offset < stride; offset++) {
  9936. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  9937. }
  9938. }
  9939. }
  9940. // Updating faces & normal
  9941. var normals = [];
  9942. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  9943. for (var index = 0; index < totalIndices; index += 3) {
  9944. indices[index] = index;
  9945. indices[index + 1] = index + 1;
  9946. indices[index + 2] = index + 2;
  9947. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  9948. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  9949. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  9950. var p1p2 = p1.subtract(p2);
  9951. var p3p2 = p3.subtract(p2);
  9952. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  9953. for (var localIndex = 0; localIndex < 3; localIndex++) {
  9954. normals.push(normal.x);
  9955. normals.push(normal.y);
  9956. normals.push(normal.z);
  9957. }
  9958. }
  9959. this.setIndices(indices);
  9960. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  9961. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  9962. kind = kinds[kindIndex];
  9963. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  9964. }
  9965. // Updating submeshes
  9966. this.releaseSubMeshes();
  9967. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  9968. var previousOne = previousSubmeshes[submeshIndex];
  9969. var subMesh = new BABYLON.SubMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  9970. }
  9971. this.synchronizeInstances();
  9972. };
  9973. // Instances
  9974. Mesh.prototype.createInstance = function (name) {
  9975. return new BABYLON.InstancedMesh(name, this);
  9976. };
  9977. Mesh.prototype.synchronizeInstances = function () {
  9978. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  9979. var instance = this.instances[instanceIndex];
  9980. instance._syncSubMeshes();
  9981. }
  9982. };
  9983. // Statics
  9984. Mesh.CreateBox = function (name, size, scene, updatable) {
  9985. var box = new BABYLON.Mesh(name, scene);
  9986. var vertexData = BABYLON.VertexData.CreateBox(size);
  9987. vertexData.applyToMesh(box, updatable);
  9988. return box;
  9989. };
  9990. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable) {
  9991. var sphere = new BABYLON.Mesh(name, scene);
  9992. var vertexData = BABYLON.VertexData.CreateSphere(segments, diameter);
  9993. vertexData.applyToMesh(sphere, updatable);
  9994. return sphere;
  9995. };
  9996. // Cylinder and cone (Code inspired by SharpDX.org)
  9997. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable) {
  9998. // subdivisions is a new parameter, we need to support old signature
  9999. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  10000. if (scene !== undefined) {
  10001. updatable = scene;
  10002. }
  10003. scene = subdivisions;
  10004. subdivisions = 1;
  10005. }
  10006. var cylinder = new BABYLON.Mesh(name, scene);
  10007. var vertexData = BABYLON.VertexData.CreateCylinder(height, diameterTop, diameterBottom, tessellation, subdivisions);
  10008. vertexData.applyToMesh(cylinder, updatable);
  10009. return cylinder;
  10010. };
  10011. // Torus (Code from SharpDX.org)
  10012. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable) {
  10013. var torus = new BABYLON.Mesh(name, scene);
  10014. var vertexData = BABYLON.VertexData.CreateTorus(diameter, thickness, tessellation);
  10015. vertexData.applyToMesh(torus, updatable);
  10016. return torus;
  10017. };
  10018. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable) {
  10019. var torusKnot = new BABYLON.Mesh(name, scene);
  10020. var vertexData = BABYLON.VertexData.CreateTorusKnot(radius, tube, radialSegments, tubularSegments, p, q);
  10021. vertexData.applyToMesh(torusKnot, updatable);
  10022. return torusKnot;
  10023. };
  10024. // Lines
  10025. Mesh.CreateLines = function (name, points, scene, updatable) {
  10026. var lines = new BABYLON.LinesMesh(name, scene, updatable);
  10027. var vertexData = BABYLON.VertexData.CreateLines(points);
  10028. vertexData.applyToMesh(lines, updatable);
  10029. return lines;
  10030. };
  10031. // Plane & ground
  10032. Mesh.CreatePlane = function (name, size, scene, updatable) {
  10033. var plane = new BABYLON.Mesh(name, scene);
  10034. var vertexData = BABYLON.VertexData.CreatePlane(size);
  10035. vertexData.applyToMesh(plane, updatable);
  10036. return plane;
  10037. };
  10038. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  10039. var ground = new BABYLON.GroundMesh(name, scene);
  10040. ground._setReady(false);
  10041. ground._subdivisions = subdivisions;
  10042. var vertexData = BABYLON.VertexData.CreateGround(width, height, subdivisions);
  10043. vertexData.applyToMesh(ground, updatable);
  10044. ground._setReady(true);
  10045. return ground;
  10046. };
  10047. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  10048. var tiledGround = new BABYLON.Mesh(name, scene);
  10049. var vertexData = BABYLON.VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision);
  10050. vertexData.applyToMesh(tiledGround, updatable);
  10051. return tiledGround;
  10052. };
  10053. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable) {
  10054. var ground = new BABYLON.GroundMesh(name, scene);
  10055. ground._subdivisions = subdivisions;
  10056. ground._setReady(false);
  10057. var onload = function (img) {
  10058. // Getting height map data
  10059. var canvas = document.createElement("canvas");
  10060. var context = canvas.getContext("2d");
  10061. var heightMapWidth = img.width;
  10062. var heightMapHeight = img.height;
  10063. canvas.width = heightMapWidth;
  10064. canvas.height = heightMapHeight;
  10065. context.drawImage(img, 0, 0);
  10066. // Create VertexData from map data
  10067. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  10068. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap(width, height, subdivisions, minHeight, maxHeight, buffer, heightMapWidth, heightMapHeight);
  10069. vertexData.applyToMesh(ground, updatable);
  10070. ground._setReady(true);
  10071. };
  10072. BABYLON.Tools.LoadImage(url, onload, function () {
  10073. }, scene.database);
  10074. return ground;
  10075. };
  10076. // Tools
  10077. Mesh.MinMax = function (meshes) {
  10078. var minVector = null;
  10079. var maxVector = null;
  10080. for (var i in meshes) {
  10081. var mesh = meshes[i];
  10082. var boundingBox = mesh.getBoundingInfo().boundingBox;
  10083. if (!minVector) {
  10084. minVector = boundingBox.minimumWorld;
  10085. maxVector = boundingBox.maximumWorld;
  10086. continue;
  10087. }
  10088. minVector.MinimizeInPlace(boundingBox.minimumWorld);
  10089. maxVector.MaximizeInPlace(boundingBox.maximumWorld);
  10090. }
  10091. return {
  10092. min: minVector,
  10093. max: maxVector
  10094. };
  10095. };
  10096. Mesh.Center = function (meshesOrMinMaxVector) {
  10097. var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
  10098. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  10099. };
  10100. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices) {
  10101. if (typeof disposeSource === "undefined") { disposeSource = true; }
  10102. var source = meshes[0];
  10103. var material = source.material;
  10104. var scene = source.getScene();
  10105. if (!allow32BitsIndices) {
  10106. var totalVertices = 0;
  10107. for (var index = 0; index < meshes.length; index++) {
  10108. totalVertices += meshes[index].getTotalVertices();
  10109. if (totalVertices > 65536) {
  10110. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  10111. return null;
  10112. }
  10113. }
  10114. }
  10115. // Merge
  10116. var vertexData = BABYLON.VertexData.ExtractFromMesh(source);
  10117. vertexData.transform(source.getWorldMatrix());
  10118. for (index = 1; index < meshes.length; index++) {
  10119. var otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index]);
  10120. otherVertexData.transform(meshes[index].getWorldMatrix());
  10121. vertexData.merge(otherVertexData);
  10122. }
  10123. var newMesh = new Mesh(source.name + "_merged", scene);
  10124. vertexData.applyToMesh(newMesh);
  10125. // Setting properties
  10126. newMesh.material = material;
  10127. newMesh.checkCollisions = source.checkCollisions;
  10128. // Cleaning
  10129. if (disposeSource) {
  10130. for (index = 0; index < meshes.length; index++) {
  10131. meshes[index].dispose();
  10132. }
  10133. }
  10134. return newMesh;
  10135. };
  10136. return Mesh;
  10137. })(BABYLON.AbstractMesh);
  10138. BABYLON.Mesh = Mesh;
  10139. })(BABYLON || (BABYLON = {}));
  10140. //# sourceMappingURL=babylon.mesh.js.map
  10141. var BABYLON;
  10142. (function (BABYLON) {
  10143. var GroundMesh = (function (_super) {
  10144. __extends(GroundMesh, _super);
  10145. function GroundMesh(name, scene) {
  10146. _super.call(this, name, scene);
  10147. this.generateOctree = false;
  10148. this._worldInverse = new BABYLON.Matrix();
  10149. }
  10150. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  10151. get: function () {
  10152. return this._subdivisions;
  10153. },
  10154. enumerable: true,
  10155. configurable: true
  10156. });
  10157. GroundMesh.prototype.optimize = function (chunksCount) {
  10158. this.subdivide(this._subdivisions);
  10159. this.createOrUpdateSubmeshesOctree(32);
  10160. };
  10161. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  10162. var ray = new BABYLON.Ray(new BABYLON.Vector3(x, this.getBoundingInfo().boundingBox.maximumWorld.y + 1, z), new BABYLON.Vector3(0, -1, 0));
  10163. this.getWorldMatrix().invertToRef(this._worldInverse);
  10164. ray = BABYLON.Ray.Transform(ray, this._worldInverse);
  10165. var pickInfo = this.intersects(ray);
  10166. if (pickInfo.hit) {
  10167. return pickInfo.pickedPoint.y;
  10168. }
  10169. return 0;
  10170. };
  10171. return GroundMesh;
  10172. })(BABYLON.Mesh);
  10173. BABYLON.GroundMesh = GroundMesh;
  10174. })(BABYLON || (BABYLON = {}));
  10175. //# sourceMappingURL=babylon.groundMesh.js.map
  10176. var BABYLON;
  10177. (function (BABYLON) {
  10178. var InstancedMesh = (function (_super) {
  10179. __extends(InstancedMesh, _super);
  10180. function InstancedMesh(name, source) {
  10181. _super.call(this, name, source.getScene());
  10182. source.instances.push(this);
  10183. this._sourceMesh = source;
  10184. this.position.copyFrom(source.position);
  10185. this.rotation.copyFrom(source.rotation);
  10186. this.scaling.copyFrom(source.scaling);
  10187. if (source.rotationQuaternion) {
  10188. this.rotationQuaternion = source.rotationQuaternion.clone();
  10189. }
  10190. this.infiniteDistance = source.infiniteDistance;
  10191. this.setPivotMatrix(source.getPivotMatrix());
  10192. this.refreshBoundingInfo();
  10193. this._syncSubMeshes();
  10194. }
  10195. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  10196. // Methods
  10197. get: function () {
  10198. return this._sourceMesh.receiveShadows;
  10199. },
  10200. enumerable: true,
  10201. configurable: true
  10202. });
  10203. Object.defineProperty(InstancedMesh.prototype, "material", {
  10204. get: function () {
  10205. return this._sourceMesh.material;
  10206. },
  10207. enumerable: true,
  10208. configurable: true
  10209. });
  10210. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  10211. get: function () {
  10212. return this._sourceMesh.visibility;
  10213. },
  10214. enumerable: true,
  10215. configurable: true
  10216. });
  10217. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  10218. get: function () {
  10219. return this._sourceMesh.skeleton;
  10220. },
  10221. enumerable: true,
  10222. configurable: true
  10223. });
  10224. InstancedMesh.prototype.getTotalVertices = function () {
  10225. return this._sourceMesh.getTotalVertices();
  10226. };
  10227. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  10228. get: function () {
  10229. return this._sourceMesh;
  10230. },
  10231. enumerable: true,
  10232. configurable: true
  10233. });
  10234. InstancedMesh.prototype.getVerticesData = function (kind) {
  10235. return this._sourceMesh.getVerticesData(kind);
  10236. };
  10237. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  10238. return this._sourceMesh.isVerticesDataPresent(kind);
  10239. };
  10240. InstancedMesh.prototype.getIndices = function () {
  10241. return this._sourceMesh.getIndices();
  10242. };
  10243. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  10244. get: function () {
  10245. return this._sourceMesh._positions;
  10246. },
  10247. enumerable: true,
  10248. configurable: true
  10249. });
  10250. InstancedMesh.prototype.refreshBoundingInfo = function () {
  10251. var data = this._sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  10252. if (data) {
  10253. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._sourceMesh.getTotalVertices());
  10254. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  10255. }
  10256. this._updateBoundingInfo();
  10257. };
  10258. InstancedMesh.prototype._preActivate = function () {
  10259. if (this._currentLOD) {
  10260. this._currentLOD._preActivate();
  10261. }
  10262. };
  10263. InstancedMesh.prototype._activate = function (renderId) {
  10264. if (this._currentLOD) {
  10265. this._currentLOD._registerInstanceForRenderId(this, renderId);
  10266. }
  10267. };
  10268. InstancedMesh.prototype.getLOD = function (camera) {
  10269. this._currentLOD = this.sourceMesh.getLOD(this.getScene().activeCamera, this.getBoundingInfo().boundingSphere);
  10270. if (this._currentLOD === this.sourceMesh) {
  10271. return this;
  10272. }
  10273. return this._currentLOD;
  10274. };
  10275. InstancedMesh.prototype._syncSubMeshes = function () {
  10276. this.releaseSubMeshes();
  10277. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  10278. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  10279. }
  10280. };
  10281. InstancedMesh.prototype._generatePointsArray = function () {
  10282. return this._sourceMesh._generatePointsArray();
  10283. };
  10284. // Clone
  10285. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  10286. var result = this._sourceMesh.createInstance(name);
  10287. // Deep copy
  10288. BABYLON.Tools.DeepCopy(this, result, ["name"], []);
  10289. // Bounding info
  10290. this.refreshBoundingInfo();
  10291. // Parent
  10292. if (newParent) {
  10293. result.parent = newParent;
  10294. }
  10295. if (!doNotCloneChildren) {
  10296. for (var index = 0; index < this.getScene().meshes.length; index++) {
  10297. var mesh = this.getScene().meshes[index];
  10298. if (mesh.parent == this) {
  10299. mesh.clone(mesh.name, result);
  10300. }
  10301. }
  10302. }
  10303. result.computeWorldMatrix(true);
  10304. return result;
  10305. };
  10306. // Dispoe
  10307. InstancedMesh.prototype.dispose = function (doNotRecurse) {
  10308. // Remove from mesh
  10309. var index = this._sourceMesh.instances.indexOf(this);
  10310. this._sourceMesh.instances.splice(index, 1);
  10311. _super.prototype.dispose.call(this, doNotRecurse);
  10312. };
  10313. return InstancedMesh;
  10314. })(BABYLON.AbstractMesh);
  10315. BABYLON.InstancedMesh = InstancedMesh;
  10316. })(BABYLON || (BABYLON = {}));
  10317. //# sourceMappingURL=babylon.instancedMesh.js.map
  10318. var BABYLON;
  10319. (function (BABYLON) {
  10320. var SubMesh = (function () {
  10321. function SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  10322. if (typeof createBoundingBox === "undefined") { createBoundingBox = true; }
  10323. this.materialIndex = materialIndex;
  10324. this.verticesStart = verticesStart;
  10325. this.verticesCount = verticesCount;
  10326. this.indexStart = indexStart;
  10327. this.indexCount = indexCount;
  10328. this._renderId = 0;
  10329. this._mesh = mesh;
  10330. this._renderingMesh = renderingMesh || mesh;
  10331. mesh.subMeshes.push(this);
  10332. this._id = mesh.subMeshes.length - 1;
  10333. if (createBoundingBox) {
  10334. this.refreshBoundingInfo();
  10335. }
  10336. }
  10337. SubMesh.prototype.getBoundingInfo = function () {
  10338. return this._boundingInfo;
  10339. };
  10340. SubMesh.prototype.getMesh = function () {
  10341. return this._mesh;
  10342. };
  10343. SubMesh.prototype.getRenderingMesh = function () {
  10344. return this._renderingMesh;
  10345. };
  10346. SubMesh.prototype.getMaterial = function () {
  10347. var rootMaterial = this._renderingMesh.material;
  10348. if (rootMaterial && rootMaterial instanceof BABYLON.MultiMaterial) {
  10349. var multiMaterial = rootMaterial;
  10350. return multiMaterial.getSubMaterial(this.materialIndex);
  10351. }
  10352. if (!rootMaterial) {
  10353. return this._mesh.getScene().defaultMaterial;
  10354. }
  10355. return rootMaterial;
  10356. };
  10357. // Methods
  10358. SubMesh.prototype.refreshBoundingInfo = function () {
  10359. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  10360. if (!data) {
  10361. this._boundingInfo = this._mesh._boundingInfo;
  10362. return;
  10363. }
  10364. var indices = this._renderingMesh.getIndices();
  10365. var extend;
  10366. if (this.indexStart === 0 && this.indexCount === indices.length) {
  10367. extend = BABYLON.Tools.ExtractMinAndMax(data, this.verticesStart, this.verticesCount);
  10368. } else {
  10369. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount);
  10370. }
  10371. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  10372. };
  10373. SubMesh.prototype._checkCollision = function (collider) {
  10374. return this._boundingInfo._checkCollision(collider);
  10375. };
  10376. SubMesh.prototype.updateBoundingInfo = function (world) {
  10377. if (!this._boundingInfo) {
  10378. this.refreshBoundingInfo();
  10379. }
  10380. this._boundingInfo._update(world);
  10381. };
  10382. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  10383. return this._boundingInfo.isInFrustum(frustumPlanes);
  10384. };
  10385. SubMesh.prototype.render = function () {
  10386. this._renderingMesh.render(this);
  10387. };
  10388. SubMesh.prototype.getLinesIndexBuffer = function (indices, engine) {
  10389. if (!this._linesIndexBuffer) {
  10390. var linesIndices = [];
  10391. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  10392. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  10393. }
  10394. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  10395. this.linesIndexCount = linesIndices.length;
  10396. }
  10397. return this._linesIndexBuffer;
  10398. };
  10399. SubMesh.prototype.canIntersects = function (ray) {
  10400. return ray.intersectsBox(this._boundingInfo.boundingBox);
  10401. };
  10402. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  10403. var intersectInfo = null;
  10404. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  10405. var p0 = positions[indices[index]];
  10406. var p1 = positions[indices[index + 1]];
  10407. var p2 = positions[indices[index + 2]];
  10408. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  10409. if (currentIntersectInfo) {
  10410. if (currentIntersectInfo.distance < 0) {
  10411. continue;
  10412. }
  10413. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  10414. intersectInfo = currentIntersectInfo;
  10415. intersectInfo.faceId = index / 3;
  10416. if (fastCheck) {
  10417. break;
  10418. }
  10419. }
  10420. }
  10421. }
  10422. return intersectInfo;
  10423. };
  10424. // Clone
  10425. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  10426. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  10427. result._boundingInfo = new BABYLON.BoundingInfo(this._boundingInfo.minimum, this._boundingInfo.maximum);
  10428. return result;
  10429. };
  10430. // Dispose
  10431. SubMesh.prototype.dispose = function () {
  10432. if (this._linesIndexBuffer) {
  10433. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  10434. this._linesIndexBuffer = null;
  10435. }
  10436. // Remove from mesh
  10437. var index = this._mesh.subMeshes.indexOf(this);
  10438. this._mesh.subMeshes.splice(index, 1);
  10439. };
  10440. // Statics
  10441. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  10442. var minVertexIndex = Number.MAX_VALUE;
  10443. var maxVertexIndex = -Number.MAX_VALUE;
  10444. renderingMesh = renderingMesh || mesh;
  10445. var indices = renderingMesh.getIndices();
  10446. for (var index = startIndex; index < startIndex + indexCount; index++) {
  10447. var vertexIndex = indices[index];
  10448. if (vertexIndex < minVertexIndex)
  10449. minVertexIndex = vertexIndex;
  10450. if (vertexIndex > maxVertexIndex)
  10451. maxVertexIndex = vertexIndex;
  10452. }
  10453. return new BABYLON.SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  10454. };
  10455. return SubMesh;
  10456. })();
  10457. BABYLON.SubMesh = SubMesh;
  10458. })(BABYLON || (BABYLON = {}));
  10459. //# sourceMappingURL=babylon.subMesh.js.map
  10460. var BABYLON;
  10461. (function (BABYLON) {
  10462. var BaseTexture = (function () {
  10463. function BaseTexture(scene) {
  10464. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  10465. this.hasAlpha = false;
  10466. this.getAlphaFromRGB = false;
  10467. this.level = 1;
  10468. this.isCube = false;
  10469. this.isRenderTarget = false;
  10470. this.animations = new Array();
  10471. this.coordinatesIndex = 0;
  10472. this.coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  10473. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  10474. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  10475. this.anisotropicFilteringLevel = 4;
  10476. this._scene = scene;
  10477. this._scene.textures.push(this);
  10478. }
  10479. BaseTexture.prototype.getScene = function () {
  10480. return this._scene;
  10481. };
  10482. BaseTexture.prototype.getTextureMatrix = function () {
  10483. return null;
  10484. };
  10485. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  10486. return null;
  10487. };
  10488. BaseTexture.prototype.getInternalTexture = function () {
  10489. return this._texture;
  10490. };
  10491. BaseTexture.prototype.isReady = function () {
  10492. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  10493. return true;
  10494. }
  10495. if (this._texture) {
  10496. return this._texture.isReady;
  10497. }
  10498. return false;
  10499. };
  10500. BaseTexture.prototype.getSize = function () {
  10501. if (this._texture._width) {
  10502. return { width: this._texture._width, height: this._texture._height };
  10503. }
  10504. if (this._texture._size) {
  10505. return { width: this._texture._size, height: this._texture._size };
  10506. }
  10507. return { width: 0, height: 0 };
  10508. };
  10509. BaseTexture.prototype.getBaseSize = function () {
  10510. if (!this.isReady())
  10511. return { width: 0, height: 0 };
  10512. if (this._texture._size) {
  10513. return { width: this._texture._size, height: this._texture._size };
  10514. }
  10515. return { width: this._texture._baseWidth, height: this._texture._baseHeight };
  10516. };
  10517. BaseTexture.prototype.scale = function (ratio) {
  10518. };
  10519. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  10520. get: function () {
  10521. return false;
  10522. },
  10523. enumerable: true,
  10524. configurable: true
  10525. });
  10526. BaseTexture.prototype._removeFromCache = function (url, noMipmap) {
  10527. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  10528. for (var index = 0; index < texturesCache.length; index++) {
  10529. var texturesCacheEntry = texturesCache[index];
  10530. if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) {
  10531. texturesCache.splice(index, 1);
  10532. return;
  10533. }
  10534. }
  10535. };
  10536. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  10537. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  10538. for (var index = 0; index < texturesCache.length; index++) {
  10539. var texturesCacheEntry = texturesCache[index];
  10540. if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) {
  10541. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  10542. texturesCacheEntry.references++;
  10543. return texturesCacheEntry;
  10544. }
  10545. }
  10546. }
  10547. return null;
  10548. };
  10549. BaseTexture.prototype.delayLoad = function () {
  10550. };
  10551. BaseTexture.prototype.releaseInternalTexture = function () {
  10552. if (!this._texture) {
  10553. return;
  10554. }
  10555. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  10556. this._texture.references--;
  10557. // Final reference ?
  10558. if (this._texture.references === 0) {
  10559. var index = texturesCache.indexOf(this._texture);
  10560. texturesCache.splice(index, 1);
  10561. this._scene.getEngine()._releaseTexture(this._texture);
  10562. delete this._texture;
  10563. }
  10564. };
  10565. BaseTexture.prototype.clone = function () {
  10566. return null;
  10567. };
  10568. BaseTexture.prototype.dispose = function () {
  10569. // Remove from scene
  10570. var index = this._scene.textures.indexOf(this);
  10571. if (index >= 0) {
  10572. this._scene.textures.splice(index, 1);
  10573. }
  10574. if (this._texture === undefined) {
  10575. return;
  10576. }
  10577. this.releaseInternalTexture();
  10578. // Callback
  10579. if (this.onDispose) {
  10580. this.onDispose();
  10581. }
  10582. };
  10583. return BaseTexture;
  10584. })();
  10585. BABYLON.BaseTexture = BaseTexture;
  10586. })(BABYLON || (BABYLON = {}));
  10587. //# sourceMappingURL=babylon.baseTexture.js.map
  10588. var BABYLON;
  10589. (function (BABYLON) {
  10590. var RenderingGroup = (function () {
  10591. function RenderingGroup(index, scene) {
  10592. this.index = index;
  10593. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  10594. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  10595. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  10596. this._scene = scene;
  10597. }
  10598. RenderingGroup.prototype.render = function (customRenderFunction) {
  10599. if (customRenderFunction) {
  10600. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes);
  10601. return true;
  10602. }
  10603. if (this._opaqueSubMeshes.length === 0 && this._alphaTestSubMeshes.length === 0 && this._transparentSubMeshes.length === 0) {
  10604. return false;
  10605. }
  10606. var engine = this._scene.getEngine();
  10607. // Opaque
  10608. var subIndex;
  10609. var submesh;
  10610. for (subIndex = 0; subIndex < this._opaqueSubMeshes.length; subIndex++) {
  10611. submesh = this._opaqueSubMeshes.data[subIndex];
  10612. submesh.render();
  10613. }
  10614. // Alpha test
  10615. engine.setAlphaTesting(true);
  10616. for (subIndex = 0; subIndex < this._alphaTestSubMeshes.length; subIndex++) {
  10617. submesh = this._alphaTestSubMeshes.data[subIndex];
  10618. submesh.render();
  10619. }
  10620. engine.setAlphaTesting(false);
  10621. // Transparent
  10622. if (this._transparentSubMeshes.length) {
  10623. for (subIndex = 0; subIndex < this._transparentSubMeshes.length; subIndex++) {
  10624. submesh = this._transparentSubMeshes.data[subIndex];
  10625. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  10626. submesh._distanceToCamera = submesh.getBoundingInfo().boundingSphere.centerWorld.subtract(this._scene.activeCamera.position).length();
  10627. }
  10628. var sortedArray = this._transparentSubMeshes.data.slice(0, this._transparentSubMeshes.length);
  10629. sortedArray.sort(function (a, b) {
  10630. // Alpha index first
  10631. if (a._alphaIndex > b._alphaIndex) {
  10632. return 1;
  10633. }
  10634. if (a._alphaIndex < b._alphaIndex) {
  10635. return -1;
  10636. }
  10637. // Then distance to camera
  10638. if (a._distanceToCamera < b._distanceToCamera) {
  10639. return 1;
  10640. }
  10641. if (a._distanceToCamera > b._distanceToCamera) {
  10642. return -1;
  10643. }
  10644. return 0;
  10645. });
  10646. // Rendering
  10647. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  10648. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  10649. submesh = sortedArray[subIndex];
  10650. submesh.render();
  10651. }
  10652. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  10653. }
  10654. return true;
  10655. };
  10656. RenderingGroup.prototype.prepare = function () {
  10657. this._opaqueSubMeshes.reset();
  10658. this._transparentSubMeshes.reset();
  10659. this._alphaTestSubMeshes.reset();
  10660. };
  10661. RenderingGroup.prototype.dispatch = function (subMesh) {
  10662. var material = subMesh.getMaterial();
  10663. var mesh = subMesh.getMesh();
  10664. if (material.needAlphaBlending() || mesh.visibility < 1.0 || mesh.hasVertexAlpha) {
  10665. this._transparentSubMeshes.push(subMesh);
  10666. } else if (material.needAlphaTesting()) {
  10667. this._alphaTestSubMeshes.push(subMesh);
  10668. } else {
  10669. this._opaqueSubMeshes.push(subMesh); // Opaque
  10670. }
  10671. };
  10672. return RenderingGroup;
  10673. })();
  10674. BABYLON.RenderingGroup = RenderingGroup;
  10675. })(BABYLON || (BABYLON = {}));
  10676. //# sourceMappingURL=babylon.renderingGroup.js.map
  10677. var BABYLON;
  10678. (function (BABYLON) {
  10679. var RenderingManager = (function () {
  10680. function RenderingManager(scene) {
  10681. this._renderingGroups = new Array();
  10682. this._scene = scene;
  10683. }
  10684. RenderingManager.prototype._renderParticles = function (index, activeMeshes) {
  10685. if (this._scene._activeParticleSystems.length === 0) {
  10686. return;
  10687. }
  10688. // Particles
  10689. var beforeParticlesDate = BABYLON.Tools.Now;
  10690. for (var particleIndex = 0; particleIndex < this._scene._activeParticleSystems.length; particleIndex++) {
  10691. var particleSystem = this._scene._activeParticleSystems.data[particleIndex];
  10692. if (particleSystem.renderingGroupId !== index) {
  10693. continue;
  10694. }
  10695. this._clearDepthBuffer();
  10696. if (!particleSystem.emitter.position || !activeMeshes || activeMeshes.indexOf(particleSystem.emitter) !== -1) {
  10697. this._scene._activeParticles += particleSystem.render();
  10698. }
  10699. }
  10700. this._scene._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate;
  10701. };
  10702. RenderingManager.prototype._renderSprites = function (index) {
  10703. if (this._scene.spriteManagers.length === 0) {
  10704. return;
  10705. }
  10706. // Sprites
  10707. var beforeSpritessDate = BABYLON.Tools.Now;
  10708. for (var id = 0; id < this._scene.spriteManagers.length; id++) {
  10709. var spriteManager = this._scene.spriteManagers[id];
  10710. if (spriteManager.renderingGroupId === index) {
  10711. this._clearDepthBuffer();
  10712. spriteManager.render();
  10713. }
  10714. }
  10715. this._scene._spritesDuration += BABYLON.Tools.Now - beforeSpritessDate;
  10716. };
  10717. RenderingManager.prototype._clearDepthBuffer = function () {
  10718. if (this._depthBufferAlreadyCleaned) {
  10719. return;
  10720. }
  10721. this._scene.getEngine().clear(0, false, true);
  10722. this._depthBufferAlreadyCleaned = true;
  10723. };
  10724. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  10725. for (var index = 0; index < BABYLON.RenderingManager.MAX_RENDERINGGROUPS; index++) {
  10726. this._depthBufferAlreadyCleaned = false;
  10727. var renderingGroup = this._renderingGroups[index];
  10728. if (renderingGroup) {
  10729. this._clearDepthBuffer();
  10730. if (!renderingGroup.render(customRenderFunction)) {
  10731. this._renderingGroups.splice(index, 1);
  10732. }
  10733. }
  10734. this._renderSprites(index);
  10735. if (renderParticles) {
  10736. this._renderParticles(index, activeMeshes);
  10737. }
  10738. }
  10739. };
  10740. RenderingManager.prototype.reset = function () {
  10741. for (var index in this._renderingGroups) {
  10742. var renderingGroup = this._renderingGroups[index];
  10743. renderingGroup.prepare();
  10744. }
  10745. };
  10746. RenderingManager.prototype.dispatch = function (subMesh) {
  10747. var mesh = subMesh.getMesh();
  10748. var renderingGroupId = mesh.renderingGroupId || 0;
  10749. if (!this._renderingGroups[renderingGroupId]) {
  10750. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene);
  10751. }
  10752. this._renderingGroups[renderingGroupId].dispatch(subMesh);
  10753. };
  10754. RenderingManager.MAX_RENDERINGGROUPS = 4;
  10755. return RenderingManager;
  10756. })();
  10757. BABYLON.RenderingManager = RenderingManager;
  10758. })(BABYLON || (BABYLON = {}));
  10759. //# sourceMappingURL=babylon.renderingManager.js.map
  10760. var BABYLON;
  10761. (function (BABYLON) {
  10762. var Texture = (function (_super) {
  10763. __extends(Texture, _super);
  10764. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer) {
  10765. if (typeof samplingMode === "undefined") { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  10766. if (typeof onLoad === "undefined") { onLoad = null; }
  10767. if (typeof onError === "undefined") { onError = null; }
  10768. if (typeof buffer === "undefined") { buffer = null; }
  10769. if (typeof deleteBuffer === "undefined") { deleteBuffer = false; }
  10770. _super.call(this, scene);
  10771. this.uOffset = 0;
  10772. this.vOffset = 0;
  10773. this.uScale = 1.0;
  10774. this.vScale = 1.0;
  10775. this.uAng = 0;
  10776. this.vAng = 0;
  10777. this.wAng = 0;
  10778. this.name = url;
  10779. this.url = url;
  10780. this._noMipmap = noMipmap;
  10781. this._invertY = invertY;
  10782. this._samplingMode = samplingMode;
  10783. this._buffer = buffer;
  10784. this._deleteBuffer = deleteBuffer;
  10785. if (!url) {
  10786. return;
  10787. }
  10788. this._texture = this._getFromCache(url, noMipmap, samplingMode);
  10789. if (!this._texture) {
  10790. if (!scene.useDelayedTextureLoading) {
  10791. this._texture = scene.getEngine().createTexture(url, noMipmap, invertY, scene, this._samplingMode, onLoad, onError, this._buffer);
  10792. if (deleteBuffer) {
  10793. delete this._buffer;
  10794. }
  10795. } else {
  10796. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  10797. }
  10798. }
  10799. }
  10800. Texture.prototype.delayLoad = function () {
  10801. if (this.delayLoadState != BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  10802. return;
  10803. }
  10804. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  10805. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  10806. if (!this._texture) {
  10807. this._texture = this.getScene().getEngine().createTexture(this.url, this._noMipmap, this._invertY, this.getScene(), this._samplingMode, null, null, this._buffer);
  10808. if (this._deleteBuffer) {
  10809. delete this._buffer;
  10810. }
  10811. }
  10812. };
  10813. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  10814. x -= this.uOffset + 0.5;
  10815. y -= this.vOffset + 0.5;
  10816. z -= 0.5;
  10817. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  10818. t.x *= this.uScale;
  10819. t.y *= this.vScale;
  10820. t.x += 0.5;
  10821. t.y += 0.5;
  10822. t.z += 0.5;
  10823. };
  10824. Texture.prototype.getTextureMatrix = function () {
  10825. 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) {
  10826. return this._cachedTextureMatrix;
  10827. }
  10828. this._cachedUOffset = this.uOffset;
  10829. this._cachedVOffset = this.vOffset;
  10830. this._cachedUScale = this.uScale;
  10831. this._cachedVScale = this.vScale;
  10832. this._cachedUAng = this.uAng;
  10833. this._cachedVAng = this.vAng;
  10834. this._cachedWAng = this.wAng;
  10835. if (!this._cachedTextureMatrix) {
  10836. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  10837. this._rowGenerationMatrix = new BABYLON.Matrix();
  10838. this._t0 = BABYLON.Vector3.Zero();
  10839. this._t1 = BABYLON.Vector3.Zero();
  10840. this._t2 = BABYLON.Vector3.Zero();
  10841. }
  10842. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  10843. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  10844. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  10845. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  10846. this._t1.subtractInPlace(this._t0);
  10847. this._t2.subtractInPlace(this._t0);
  10848. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  10849. this._cachedTextureMatrix.m[0] = this._t1.x;
  10850. this._cachedTextureMatrix.m[1] = this._t1.y;
  10851. this._cachedTextureMatrix.m[2] = this._t1.z;
  10852. this._cachedTextureMatrix.m[4] = this._t2.x;
  10853. this._cachedTextureMatrix.m[5] = this._t2.y;
  10854. this._cachedTextureMatrix.m[6] = this._t2.z;
  10855. this._cachedTextureMatrix.m[8] = this._t0.x;
  10856. this._cachedTextureMatrix.m[9] = this._t0.y;
  10857. this._cachedTextureMatrix.m[10] = this._t0.z;
  10858. return this._cachedTextureMatrix;
  10859. };
  10860. Texture.prototype.getReflectionTextureMatrix = function () {
  10861. if (this.uOffset === this._cachedUOffset && this.vOffset === this._cachedVOffset && this.uScale === this._cachedUScale && this.vScale === this._cachedVScale && this.coordinatesMode === this._cachedCoordinatesMode) {
  10862. return this._cachedTextureMatrix;
  10863. }
  10864. if (!this._cachedTextureMatrix) {
  10865. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  10866. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  10867. }
  10868. this._cachedCoordinatesMode = this.coordinatesMode;
  10869. switch (this.coordinatesMode) {
  10870. case BABYLON.Texture.SPHERICAL_MODE:
  10871. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  10872. this._cachedTextureMatrix[0] = -0.5 * this.uScale;
  10873. this._cachedTextureMatrix[5] = -0.5 * this.vScale;
  10874. this._cachedTextureMatrix[12] = 0.5 + this.uOffset;
  10875. this._cachedTextureMatrix[13] = 0.5 + this.vOffset;
  10876. break;
  10877. case BABYLON.Texture.PLANAR_MODE:
  10878. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  10879. this._cachedTextureMatrix[0] = this.uScale;
  10880. this._cachedTextureMatrix[5] = this.vScale;
  10881. this._cachedTextureMatrix[12] = this.uOffset;
  10882. this._cachedTextureMatrix[13] = this.vOffset;
  10883. break;
  10884. case BABYLON.Texture.PROJECTION_MODE:
  10885. BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix);
  10886. this._projectionModeMatrix.m[0] = 0.5;
  10887. this._projectionModeMatrix.m[5] = -0.5;
  10888. this._projectionModeMatrix.m[10] = 0.0;
  10889. this._projectionModeMatrix.m[12] = 0.5;
  10890. this._projectionModeMatrix.m[13] = 0.5;
  10891. this._projectionModeMatrix.m[14] = 1.0;
  10892. this._projectionModeMatrix.m[15] = 1.0;
  10893. this.getScene().getProjectionMatrix().multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  10894. break;
  10895. default:
  10896. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  10897. break;
  10898. }
  10899. return this._cachedTextureMatrix;
  10900. };
  10901. Texture.prototype.clone = function () {
  10902. var newTexture = new BABYLON.Texture(this._texture.url, this.getScene(), this._noMipmap, this._invertY);
  10903. // Base texture
  10904. newTexture.hasAlpha = this.hasAlpha;
  10905. newTexture.level = this.level;
  10906. newTexture.wrapU = this.wrapU;
  10907. newTexture.wrapV = this.wrapV;
  10908. newTexture.coordinatesIndex = this.coordinatesIndex;
  10909. newTexture.coordinatesMode = this.coordinatesMode;
  10910. // Texture
  10911. newTexture.uOffset = this.uOffset;
  10912. newTexture.vOffset = this.vOffset;
  10913. newTexture.uScale = this.uScale;
  10914. newTexture.vScale = this.vScale;
  10915. newTexture.uAng = this.uAng;
  10916. newTexture.vAng = this.vAng;
  10917. newTexture.wAng = this.wAng;
  10918. return newTexture;
  10919. };
  10920. // Statics
  10921. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError) {
  10922. if (typeof samplingMode === "undefined") { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  10923. if (typeof onLoad === "undefined") { onLoad = null; }
  10924. if (typeof onError === "undefined") { onError = null; }
  10925. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data);
  10926. };
  10927. Texture.NEAREST_SAMPLINGMODE = 1;
  10928. Texture.BILINEAR_SAMPLINGMODE = 2;
  10929. Texture.TRILINEAR_SAMPLINGMODE = 3;
  10930. Texture.EXPLICIT_MODE = 0;
  10931. Texture.SPHERICAL_MODE = 1;
  10932. Texture.PLANAR_MODE = 2;
  10933. Texture.CUBIC_MODE = 3;
  10934. Texture.PROJECTION_MODE = 4;
  10935. Texture.SKYBOX_MODE = 5;
  10936. Texture.CLAMP_ADDRESSMODE = 0;
  10937. Texture.WRAP_ADDRESSMODE = 1;
  10938. Texture.MIRROR_ADDRESSMODE = 2;
  10939. return Texture;
  10940. })(BABYLON.BaseTexture);
  10941. BABYLON.Texture = Texture;
  10942. })(BABYLON || (BABYLON = {}));
  10943. //# sourceMappingURL=babylon.texture.js.map
  10944. var BABYLON;
  10945. (function (BABYLON) {
  10946. var CubeTexture = (function (_super) {
  10947. __extends(CubeTexture, _super);
  10948. function CubeTexture(rootUrl, scene, extensions, noMipmap) {
  10949. _super.call(this, scene);
  10950. this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  10951. this.name = rootUrl;
  10952. this.url = rootUrl;
  10953. this._noMipmap = noMipmap;
  10954. this.hasAlpha = false;
  10955. this._texture = this._getFromCache(rootUrl, noMipmap);
  10956. if (!extensions) {
  10957. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  10958. }
  10959. this._extensions = extensions;
  10960. if (!this._texture) {
  10961. if (!scene.useDelayedTextureLoading) {
  10962. this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, extensions, noMipmap);
  10963. } else {
  10964. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  10965. }
  10966. }
  10967. this.isCube = true;
  10968. this._textureMatrix = BABYLON.Matrix.Identity();
  10969. }
  10970. CubeTexture.prototype.clone = function () {
  10971. var newTexture = new BABYLON.CubeTexture(this.url, this.getScene(), this._extensions, this._noMipmap);
  10972. // Base texture
  10973. newTexture.level = this.level;
  10974. newTexture.wrapU = this.wrapU;
  10975. newTexture.wrapV = this.wrapV;
  10976. newTexture.coordinatesIndex = this.coordinatesIndex;
  10977. newTexture.coordinatesMode = this.coordinatesMode;
  10978. return newTexture;
  10979. };
  10980. // Methods
  10981. CubeTexture.prototype.delayLoad = function () {
  10982. if (this.delayLoadState != BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  10983. return;
  10984. }
  10985. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  10986. this._texture = this._getFromCache(this.url, this._noMipmap);
  10987. if (!this._texture) {
  10988. this._texture = this.getScene().getEngine().createCubeTexture(this.url, this.getScene(), this._extensions);
  10989. }
  10990. };
  10991. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  10992. return this._textureMatrix;
  10993. };
  10994. return CubeTexture;
  10995. })(BABYLON.BaseTexture);
  10996. BABYLON.CubeTexture = CubeTexture;
  10997. })(BABYLON || (BABYLON = {}));
  10998. //# sourceMappingURL=babylon.cubeTexture.js.map
  10999. var BABYLON;
  11000. (function (BABYLON) {
  11001. var RenderTargetTexture = (function (_super) {
  11002. __extends(RenderTargetTexture, _super);
  11003. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio) {
  11004. if (typeof doNotChangeAspectRatio === "undefined") { doNotChangeAspectRatio = true; }
  11005. _super.call(this, null, scene, !generateMipMaps);
  11006. this.renderList = new Array();
  11007. this.renderParticles = true;
  11008. this.renderSprites = false;
  11009. this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  11010. this._currentRefreshId = -1;
  11011. this._refreshRate = 1;
  11012. this.name = name;
  11013. this.isRenderTarget = true;
  11014. this._size = size;
  11015. this._generateMipMaps = generateMipMaps;
  11016. this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  11017. this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
  11018. // Rendering groups
  11019. this._renderingManager = new BABYLON.RenderingManager(scene);
  11020. }
  11021. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  11022. this._currentRefreshId = -1;
  11023. };
  11024. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  11025. get: function () {
  11026. return this._refreshRate;
  11027. },
  11028. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  11029. set: function (value) {
  11030. this._refreshRate = value;
  11031. this.resetRefreshCounter();
  11032. },
  11033. enumerable: true,
  11034. configurable: true
  11035. });
  11036. RenderTargetTexture.prototype._shouldRender = function () {
  11037. if (this._currentRefreshId === -1) {
  11038. this._currentRefreshId = 1;
  11039. return true;
  11040. }
  11041. if (this.refreshRate == this._currentRefreshId) {
  11042. this._currentRefreshId = 1;
  11043. return true;
  11044. }
  11045. this._currentRefreshId++;
  11046. return false;
  11047. };
  11048. RenderTargetTexture.prototype.isReady = function () {
  11049. if (!this.getScene().renderTargetsEnabled) {
  11050. return false;
  11051. }
  11052. return _super.prototype.isReady.call(this);
  11053. };
  11054. RenderTargetTexture.prototype.getRenderSize = function () {
  11055. return this._size;
  11056. };
  11057. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  11058. get: function () {
  11059. return true;
  11060. },
  11061. enumerable: true,
  11062. configurable: true
  11063. });
  11064. RenderTargetTexture.prototype.scale = function (ratio) {
  11065. var newSize = this._size * ratio;
  11066. this.resize(newSize, this._generateMipMaps);
  11067. };
  11068. RenderTargetTexture.prototype.resize = function (size, generateMipMaps) {
  11069. this.releaseInternalTexture();
  11070. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  11071. };
  11072. RenderTargetTexture.prototype.render = function (useCameraPostProcess) {
  11073. var scene = this.getScene();
  11074. var engine = scene.getEngine();
  11075. if (this._waitingRenderList) {
  11076. this.renderList = [];
  11077. for (var index = 0; index < this._waitingRenderList.length; index++) {
  11078. var id = this._waitingRenderList[index];
  11079. this.renderList.push(scene.getMeshByID(id));
  11080. }
  11081. delete this._waitingRenderList;
  11082. }
  11083. if (!this.renderList) {
  11084. return;
  11085. }
  11086. // Bind
  11087. if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  11088. engine.bindFramebuffer(this._texture);
  11089. }
  11090. // Clear
  11091. engine.clear(scene.clearColor, true, true);
  11092. this._renderingManager.reset();
  11093. for (var meshIndex = 0; meshIndex < this.renderList.length; meshIndex++) {
  11094. var mesh = this.renderList[meshIndex];
  11095. if (mesh) {
  11096. if (!mesh.isReady() || (mesh.material && !mesh.material.isReady())) {
  11097. // Reset _currentRefreshId
  11098. this.resetRefreshCounter();
  11099. continue;
  11100. }
  11101. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) != 0)) {
  11102. mesh._activate(scene.getRenderId());
  11103. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  11104. var subMesh = mesh.subMeshes[subIndex];
  11105. scene._activeVertices += subMesh.indexCount;
  11106. this._renderingManager.dispatch(subMesh);
  11107. }
  11108. }
  11109. }
  11110. }
  11111. if (!this._doNotChangeAspectRatio) {
  11112. scene.updateTransformMatrix(true);
  11113. }
  11114. if (this.onBeforeRender) {
  11115. this.onBeforeRender();
  11116. }
  11117. // Render
  11118. this._renderingManager.render(this.customRenderFunction, this.renderList, this.renderParticles, this.renderSprites);
  11119. if (useCameraPostProcess) {
  11120. scene.postProcessManager._finalizeFrame(false, this._texture);
  11121. }
  11122. if (this.onAfterRender) {
  11123. this.onAfterRender();
  11124. }
  11125. // Unbind
  11126. engine.unBindFramebuffer(this._texture);
  11127. if (!this._doNotChangeAspectRatio) {
  11128. scene.updateTransformMatrix(true);
  11129. }
  11130. };
  11131. RenderTargetTexture.prototype.clone = function () {
  11132. var textureSize = this.getSize();
  11133. var newTexture = new BABYLON.RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  11134. // Base texture
  11135. newTexture.hasAlpha = this.hasAlpha;
  11136. newTexture.level = this.level;
  11137. // RenderTarget Texture
  11138. newTexture.coordinatesMode = this.coordinatesMode;
  11139. newTexture.renderList = this.renderList.slice(0);
  11140. return newTexture;
  11141. };
  11142. return RenderTargetTexture;
  11143. })(BABYLON.Texture);
  11144. BABYLON.RenderTargetTexture = RenderTargetTexture;
  11145. })(BABYLON || (BABYLON = {}));
  11146. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  11147. var BABYLON;
  11148. (function (BABYLON) {
  11149. var ProceduralTexture = (function (_super) {
  11150. __extends(ProceduralTexture, _super);
  11151. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps) {
  11152. if (typeof generateMipMaps === "undefined") { generateMipMaps = true; }
  11153. _super.call(this, null, scene, !generateMipMaps);
  11154. this._currentRefreshId = -1;
  11155. this._refreshRate = 1;
  11156. this._vertexDeclaration = [2];
  11157. this._vertexStrideSize = 2 * 4;
  11158. this._uniforms = new Array();
  11159. this._samplers = new Array();
  11160. this._textures = new Array();
  11161. this._floats = new Array();
  11162. this._floatsArrays = {};
  11163. this._colors3 = new Array();
  11164. this._colors4 = new Array();
  11165. this._vectors2 = new Array();
  11166. this._vectors3 = new Array();
  11167. this._matrices = new Array();
  11168. this._fallbackTextureUsed = false;
  11169. scene._proceduralTextures.push(this);
  11170. this.name = name;
  11171. this.isRenderTarget = true;
  11172. this._size = size;
  11173. this._generateMipMaps = generateMipMaps;
  11174. this.setFragment(fragment);
  11175. this._fallbackTexture = fallbackTexture;
  11176. this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
  11177. // VBO
  11178. var vertices = [];
  11179. vertices.push(1, 1);
  11180. vertices.push(-1, 1);
  11181. vertices.push(-1, -1);
  11182. vertices.push(1, -1);
  11183. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  11184. // Indices
  11185. var indices = [];
  11186. indices.push(0);
  11187. indices.push(1);
  11188. indices.push(2);
  11189. indices.push(0);
  11190. indices.push(2);
  11191. indices.push(3);
  11192. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  11193. }
  11194. ProceduralTexture.prototype.reset = function () {
  11195. if (this._effect === undefined) {
  11196. return;
  11197. }
  11198. var engine = this.getScene().getEngine();
  11199. engine._releaseEffect(this._effect);
  11200. };
  11201. ProceduralTexture.prototype.isReady = function () {
  11202. var _this = this;
  11203. var engine = this.getScene().getEngine();
  11204. var shaders;
  11205. if (!this._fragment) {
  11206. return false;
  11207. }
  11208. if (this._fallbackTextureUsed) {
  11209. return true;
  11210. }
  11211. if (this._fragment.fragmentElement !== undefined) {
  11212. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  11213. } else {
  11214. shaders = { vertex: "procedural", fragment: this._fragment };
  11215. }
  11216. this._effect = engine.createEffect(shaders, ["position"], this._uniforms, this._samplers, "", null, null, function () {
  11217. _this.releaseInternalTexture();
  11218. if (_this._fallbackTexture) {
  11219. _this._texture = _this._fallbackTexture._texture;
  11220. _this._texture.references++;
  11221. }
  11222. _this._fallbackTextureUsed = true;
  11223. });
  11224. return this._effect.isReady();
  11225. };
  11226. ProceduralTexture.prototype.resetRefreshCounter = function () {
  11227. this._currentRefreshId = -1;
  11228. };
  11229. ProceduralTexture.prototype.setFragment = function (fragment) {
  11230. this._fragment = fragment;
  11231. };
  11232. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  11233. get: function () {
  11234. return this._refreshRate;
  11235. },
  11236. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  11237. set: function (value) {
  11238. this._refreshRate = value;
  11239. this.resetRefreshCounter();
  11240. },
  11241. enumerable: true,
  11242. configurable: true
  11243. });
  11244. ProceduralTexture.prototype._shouldRender = function () {
  11245. if (!this.isReady() || !this._texture) {
  11246. return false;
  11247. }
  11248. if (this._fallbackTextureUsed) {
  11249. return false;
  11250. }
  11251. if (this._currentRefreshId === -1) {
  11252. this._currentRefreshId = 1;
  11253. return true;
  11254. }
  11255. if (this.refreshRate === this._currentRefreshId) {
  11256. this._currentRefreshId = 1;
  11257. return true;
  11258. }
  11259. this._currentRefreshId++;
  11260. return false;
  11261. };
  11262. ProceduralTexture.prototype.getRenderSize = function () {
  11263. return this._size;
  11264. };
  11265. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  11266. if (this._fallbackTextureUsed) {
  11267. return;
  11268. }
  11269. this.releaseInternalTexture();
  11270. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  11271. };
  11272. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  11273. if (this._uniforms.indexOf(uniformName) === -1) {
  11274. this._uniforms.push(uniformName);
  11275. }
  11276. };
  11277. ProceduralTexture.prototype.setTexture = function (name, texture) {
  11278. if (this._samplers.indexOf(name) === -1) {
  11279. this._samplers.push(name);
  11280. }
  11281. this._textures[name] = texture;
  11282. return this;
  11283. };
  11284. ProceduralTexture.prototype.setFloat = function (name, value) {
  11285. this._checkUniform(name);
  11286. this._floats[name] = value;
  11287. return this;
  11288. };
  11289. ProceduralTexture.prototype.setFloats = function (name, value) {
  11290. this._checkUniform(name);
  11291. this._floatsArrays[name] = value;
  11292. return this;
  11293. };
  11294. ProceduralTexture.prototype.setColor3 = function (name, value) {
  11295. this._checkUniform(name);
  11296. this._colors3[name] = value;
  11297. return this;
  11298. };
  11299. ProceduralTexture.prototype.setColor4 = function (name, value) {
  11300. this._checkUniform(name);
  11301. this._colors4[name] = value;
  11302. return this;
  11303. };
  11304. ProceduralTexture.prototype.setVector2 = function (name, value) {
  11305. this._checkUniform(name);
  11306. this._vectors2[name] = value;
  11307. return this;
  11308. };
  11309. ProceduralTexture.prototype.setVector3 = function (name, value) {
  11310. this._checkUniform(name);
  11311. this._vectors3[name] = value;
  11312. return this;
  11313. };
  11314. ProceduralTexture.prototype.setMatrix = function (name, value) {
  11315. this._checkUniform(name);
  11316. this._matrices[name] = value;
  11317. return this;
  11318. };
  11319. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  11320. var scene = this.getScene();
  11321. var engine = scene.getEngine();
  11322. engine.bindFramebuffer(this._texture);
  11323. // Clear
  11324. engine.clear(scene.clearColor, true, true);
  11325. // Render
  11326. engine.enableEffect(this._effect);
  11327. engine.setState(false);
  11328. for (var name in this._textures) {
  11329. this._effect.setTexture(name, this._textures[name]);
  11330. }
  11331. for (name in this._floats) {
  11332. this._effect.setFloat(name, this._floats[name]);
  11333. }
  11334. for (name in this._floatsArrays) {
  11335. this._effect.setArray(name, this._floatsArrays[name]);
  11336. }
  11337. for (name in this._colors3) {
  11338. this._effect.setColor3(name, this._colors3[name]);
  11339. }
  11340. for (name in this._colors4) {
  11341. var color = this._colors4[name];
  11342. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  11343. }
  11344. for (name in this._vectors2) {
  11345. this._effect.setVector2(name, this._vectors2[name]);
  11346. }
  11347. for (name in this._vectors3) {
  11348. this._effect.setVector3(name, this._vectors3[name]);
  11349. }
  11350. for (name in this._matrices) {
  11351. this._effect.setMatrix(name, this._matrices[name]);
  11352. }
  11353. // VBOs
  11354. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  11355. // Draw order
  11356. engine.draw(true, 0, 6);
  11357. // Unbind
  11358. engine.unBindFramebuffer(this._texture);
  11359. };
  11360. ProceduralTexture.prototype.clone = function () {
  11361. var textureSize = this.getSize();
  11362. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  11363. // Base texture
  11364. newTexture.hasAlpha = this.hasAlpha;
  11365. newTexture.level = this.level;
  11366. // RenderTarget Texture
  11367. newTexture.coordinatesMode = this.coordinatesMode;
  11368. return newTexture;
  11369. };
  11370. ProceduralTexture.prototype.dispose = function () {
  11371. var index = this.getScene()._proceduralTextures.indexOf(this);
  11372. if (index >= 0) {
  11373. this.getScene()._proceduralTextures.splice(index, 1);
  11374. }
  11375. _super.prototype.dispose.call(this);
  11376. };
  11377. return ProceduralTexture;
  11378. })(BABYLON.Texture);
  11379. BABYLON.ProceduralTexture = ProceduralTexture;
  11380. })(BABYLON || (BABYLON = {}));
  11381. //# sourceMappingURL=babylon.proceduralTexture.js.map
  11382. var BABYLON;
  11383. (function (BABYLON) {
  11384. var WoodProceduralTexture = (function (_super) {
  11385. __extends(WoodProceduralTexture, _super);
  11386. function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  11387. _super.call(this, name, size, "wood", scene, fallbackTexture, generateMipMaps);
  11388. this._ampScale = 100.0;
  11389. this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
  11390. this.updateShaderUniforms();
  11391. this.refreshRate = 0;
  11392. }
  11393. WoodProceduralTexture.prototype.updateShaderUniforms = function () {
  11394. this.setFloat("ampScale", this._ampScale);
  11395. this.setColor3("woodColor", this._woodColor);
  11396. };
  11397. Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
  11398. get: function () {
  11399. return this._ampScale;
  11400. },
  11401. set: function (value) {
  11402. this._ampScale = value;
  11403. this.updateShaderUniforms();
  11404. },
  11405. enumerable: true,
  11406. configurable: true
  11407. });
  11408. Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
  11409. get: function () {
  11410. return this._woodColor;
  11411. },
  11412. set: function (value) {
  11413. this._woodColor = value;
  11414. this.updateShaderUniforms();
  11415. },
  11416. enumerable: true,
  11417. configurable: true
  11418. });
  11419. return WoodProceduralTexture;
  11420. })(BABYLON.ProceduralTexture);
  11421. BABYLON.WoodProceduralTexture = WoodProceduralTexture;
  11422. var FireProceduralTexture = (function (_super) {
  11423. __extends(FireProceduralTexture, _super);
  11424. function FireProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  11425. _super.call(this, name, size, "fire", scene, fallbackTexture, generateMipMaps);
  11426. this._time = 0.0;
  11427. this._speed = new BABYLON.Vector2(0.5, 0.3);
  11428. this._shift = 1.6;
  11429. this._autoGenerateTime = true;
  11430. this._alphaThreshold = 0.5;
  11431. this._fireColors = FireProceduralTexture.RedFireColors;
  11432. this.updateShaderUniforms();
  11433. this.refreshRate = 1;
  11434. }
  11435. FireProceduralTexture.prototype.updateShaderUniforms = function () {
  11436. this.setFloat("time", this._time);
  11437. this.setVector2("speed", this._speed);
  11438. this.setFloat("shift", this._shift);
  11439. this.setColor3("c1", this._fireColors[0]);
  11440. this.setColor3("c2", this._fireColors[1]);
  11441. this.setColor3("c3", this._fireColors[2]);
  11442. this.setColor3("c4", this._fireColors[3]);
  11443. this.setColor3("c5", this._fireColors[4]);
  11444. this.setColor3("c6", this._fireColors[5]);
  11445. this.setFloat("alphaThreshold", this._alphaThreshold);
  11446. };
  11447. FireProceduralTexture.prototype.render = function (useCameraPostProcess) {
  11448. if (this._autoGenerateTime) {
  11449. this._time += this.getScene().getAnimationRatio() * 0.03;
  11450. this.updateShaderUniforms();
  11451. }
  11452. _super.prototype.render.call(this, useCameraPostProcess);
  11453. };
  11454. Object.defineProperty(FireProceduralTexture, "PurpleFireColors", {
  11455. get: function () {
  11456. return [
  11457. new BABYLON.Color3(0.5, 0.0, 1.0),
  11458. new BABYLON.Color3(0.9, 0.0, 1.0),
  11459. new BABYLON.Color3(0.2, 0.0, 1.0),
  11460. new BABYLON.Color3(1.0, 0.9, 1.0),
  11461. new BABYLON.Color3(0.1, 0.1, 1.0),
  11462. new BABYLON.Color3(0.9, 0.9, 1.0)
  11463. ];
  11464. },
  11465. enumerable: true,
  11466. configurable: true
  11467. });
  11468. Object.defineProperty(FireProceduralTexture, "GreenFireColors", {
  11469. get: function () {
  11470. return [
  11471. new BABYLON.Color3(0.5, 1.0, 0.0),
  11472. new BABYLON.Color3(0.5, 1.0, 0.0),
  11473. new BABYLON.Color3(0.3, 0.4, 0.0),
  11474. new BABYLON.Color3(0.5, 1.0, 0.0),
  11475. new BABYLON.Color3(0.2, 0.0, 0.0),
  11476. new BABYLON.Color3(0.5, 1.0, 0.0)
  11477. ];
  11478. },
  11479. enumerable: true,
  11480. configurable: true
  11481. });
  11482. Object.defineProperty(FireProceduralTexture, "RedFireColors", {
  11483. get: function () {
  11484. return [
  11485. new BABYLON.Color3(0.5, 0.0, 0.1),
  11486. new BABYLON.Color3(0.9, 0.0, 0.0),
  11487. new BABYLON.Color3(0.2, 0.0, 0.0),
  11488. new BABYLON.Color3(1.0, 0.9, 0.0),
  11489. new BABYLON.Color3(0.1, 0.1, 0.1),
  11490. new BABYLON.Color3(0.9, 0.9, 0.9)
  11491. ];
  11492. },
  11493. enumerable: true,
  11494. configurable: true
  11495. });
  11496. Object.defineProperty(FireProceduralTexture, "BlueFireColors", {
  11497. get: function () {
  11498. return [
  11499. new BABYLON.Color3(0.1, 0.0, 0.5),
  11500. new BABYLON.Color3(0.0, 0.0, 0.5),
  11501. new BABYLON.Color3(0.1, 0.0, 0.2),
  11502. new BABYLON.Color3(0.0, 0.0, 1.0),
  11503. new BABYLON.Color3(0.1, 0.2, 0.3),
  11504. new BABYLON.Color3(0.0, 0.2, 0.9)
  11505. ];
  11506. },
  11507. enumerable: true,
  11508. configurable: true
  11509. });
  11510. Object.defineProperty(FireProceduralTexture.prototype, "fireColors", {
  11511. get: function () {
  11512. return this._fireColors;
  11513. },
  11514. set: function (value) {
  11515. this._fireColors = value;
  11516. this.updateShaderUniforms();
  11517. },
  11518. enumerable: true,
  11519. configurable: true
  11520. });
  11521. Object.defineProperty(FireProceduralTexture.prototype, "time", {
  11522. get: function () {
  11523. return this._time;
  11524. },
  11525. set: function (value) {
  11526. this._time = value;
  11527. this.updateShaderUniforms();
  11528. },
  11529. enumerable: true,
  11530. configurable: true
  11531. });
  11532. Object.defineProperty(FireProceduralTexture.prototype, "speed", {
  11533. get: function () {
  11534. return this._speed;
  11535. },
  11536. set: function (value) {
  11537. this._speed = value;
  11538. this.updateShaderUniforms();
  11539. },
  11540. enumerable: true,
  11541. configurable: true
  11542. });
  11543. Object.defineProperty(FireProceduralTexture.prototype, "shift", {
  11544. get: function () {
  11545. return this._shift;
  11546. },
  11547. set: function (value) {
  11548. this._shift = value;
  11549. this.updateShaderUniforms();
  11550. },
  11551. enumerable: true,
  11552. configurable: true
  11553. });
  11554. Object.defineProperty(FireProceduralTexture.prototype, "alphaThreshold", {
  11555. get: function () {
  11556. return this._alphaThreshold;
  11557. },
  11558. set: function (value) {
  11559. this._alphaThreshold = value;
  11560. this.updateShaderUniforms();
  11561. },
  11562. enumerable: true,
  11563. configurable: true
  11564. });
  11565. return FireProceduralTexture;
  11566. })(BABYLON.ProceduralTexture);
  11567. BABYLON.FireProceduralTexture = FireProceduralTexture;
  11568. var CloudProceduralTexture = (function (_super) {
  11569. __extends(CloudProceduralTexture, _super);
  11570. function CloudProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  11571. _super.call(this, name, size, "cloud", scene, fallbackTexture, generateMipMaps);
  11572. this._skyColor = new BABYLON.Color3(0.15, 0.68, 1.0);
  11573. this._cloudColor = new BABYLON.Color3(1, 1, 1);
  11574. this.updateShaderUniforms();
  11575. this.refreshRate = 0;
  11576. }
  11577. CloudProceduralTexture.prototype.updateShaderUniforms = function () {
  11578. this.setColor3("skyColor", this._skyColor);
  11579. this.setColor3("cloudColor", this._cloudColor);
  11580. };
  11581. Object.defineProperty(CloudProceduralTexture.prototype, "skyColor", {
  11582. get: function () {
  11583. return this._skyColor;
  11584. },
  11585. set: function (value) {
  11586. this._skyColor = value;
  11587. this.updateShaderUniforms();
  11588. },
  11589. enumerable: true,
  11590. configurable: true
  11591. });
  11592. Object.defineProperty(CloudProceduralTexture.prototype, "cloudColor", {
  11593. get: function () {
  11594. return this._cloudColor;
  11595. },
  11596. set: function (value) {
  11597. this._cloudColor = value;
  11598. this.updateShaderUniforms();
  11599. },
  11600. enumerable: true,
  11601. configurable: true
  11602. });
  11603. return CloudProceduralTexture;
  11604. })(BABYLON.ProceduralTexture);
  11605. BABYLON.CloudProceduralTexture = CloudProceduralTexture;
  11606. var GrassProceduralTexture = (function (_super) {
  11607. __extends(GrassProceduralTexture, _super);
  11608. function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  11609. _super.call(this, name, size, "grass", scene, fallbackTexture, generateMipMaps);
  11610. this._herb1 = new BABYLON.Color3(0.29, 0.38, 0.02);
  11611. this._herb2 = new BABYLON.Color3(0.36, 0.49, 0.09);
  11612. this._herb3 = new BABYLON.Color3(0.51, 0.6, 0.28);
  11613. this._groundColor = new BABYLON.Color3(1, 1, 1);
  11614. this._grassColors = [
  11615. new BABYLON.Color3(0.29, 0.38, 0.02),
  11616. new BABYLON.Color3(0.36, 0.49, 0.09),
  11617. new BABYLON.Color3(0.51, 0.6, 0.28)
  11618. ];
  11619. this.updateShaderUniforms();
  11620. this.refreshRate = 0;
  11621. }
  11622. GrassProceduralTexture.prototype.updateShaderUniforms = function () {
  11623. this.setColor3("herb1Color", this._grassColors[0]);
  11624. this.setColor3("herb2Color", this._grassColors[1]);
  11625. this.setColor3("herb3Color", this._grassColors[2]);
  11626. this.setColor3("groundColor", this._groundColor);
  11627. };
  11628. Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", {
  11629. get: function () {
  11630. return this._grassColors;
  11631. },
  11632. set: function (value) {
  11633. this._grassColors = value;
  11634. this.updateShaderUniforms();
  11635. },
  11636. enumerable: true,
  11637. configurable: true
  11638. });
  11639. Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", {
  11640. get: function () {
  11641. return this._groundColor;
  11642. },
  11643. set: function (value) {
  11644. this.groundColor = value;
  11645. this.updateShaderUniforms();
  11646. },
  11647. enumerable: true,
  11648. configurable: true
  11649. });
  11650. return GrassProceduralTexture;
  11651. })(BABYLON.ProceduralTexture);
  11652. BABYLON.GrassProceduralTexture = GrassProceduralTexture;
  11653. var RoadProceduralTexture = (function (_super) {
  11654. __extends(RoadProceduralTexture, _super);
  11655. function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  11656. _super.call(this, name, size, "road", scene, fallbackTexture, generateMipMaps);
  11657. this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
  11658. this.updateShaderUniforms();
  11659. this.refreshRate = 0;
  11660. }
  11661. RoadProceduralTexture.prototype.updateShaderUniforms = function () {
  11662. this.setColor3("roadColor", this._roadColor);
  11663. };
  11664. Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
  11665. get: function () {
  11666. return this._roadColor;
  11667. },
  11668. set: function (value) {
  11669. this._roadColor = value;
  11670. this.updateShaderUniforms();
  11671. },
  11672. enumerable: true,
  11673. configurable: true
  11674. });
  11675. return RoadProceduralTexture;
  11676. })(BABYLON.ProceduralTexture);
  11677. BABYLON.RoadProceduralTexture = RoadProceduralTexture;
  11678. var BrickProceduralTexture = (function (_super) {
  11679. __extends(BrickProceduralTexture, _super);
  11680. function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  11681. _super.call(this, name, size, "brick", scene, fallbackTexture, generateMipMaps);
  11682. this._numberOfBricksHeight = 15;
  11683. this._numberOfBricksWidth = 5;
  11684. this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  11685. this._brickColor = new BABYLON.Color3(0.77, 0.47, 0.40);
  11686. this.updateShaderUniforms();
  11687. this.refreshRate = 0;
  11688. }
  11689. BrickProceduralTexture.prototype.updateShaderUniforms = function () {
  11690. this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
  11691. this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
  11692. this.setColor3("brickColor", this._brickColor);
  11693. this.setColor3("jointColor", this._jointColor);
  11694. };
  11695. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
  11696. get: function () {
  11697. return this._numberOfBricksHeight;
  11698. },
  11699. enumerable: true,
  11700. configurable: true
  11701. });
  11702. Object.defineProperty(BrickProceduralTexture.prototype, "cloudColor", {
  11703. set: function (value) {
  11704. this._numberOfBricksHeight = value;
  11705. this.updateShaderUniforms();
  11706. },
  11707. enumerable: true,
  11708. configurable: true
  11709. });
  11710. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
  11711. get: function () {
  11712. return this._numberOfBricksWidth;
  11713. },
  11714. set: function (value) {
  11715. this._numberOfBricksHeight = value;
  11716. this.updateShaderUniforms();
  11717. },
  11718. enumerable: true,
  11719. configurable: true
  11720. });
  11721. Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
  11722. get: function () {
  11723. return this._jointColor;
  11724. },
  11725. set: function (value) {
  11726. this._jointColor = value;
  11727. this.updateShaderUniforms();
  11728. },
  11729. enumerable: true,
  11730. configurable: true
  11731. });
  11732. Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
  11733. get: function () {
  11734. return this._brickColor;
  11735. },
  11736. set: function (value) {
  11737. this._brickColor = value;
  11738. this.updateShaderUniforms();
  11739. },
  11740. enumerable: true,
  11741. configurable: true
  11742. });
  11743. return BrickProceduralTexture;
  11744. })(BABYLON.ProceduralTexture);
  11745. BABYLON.BrickProceduralTexture = BrickProceduralTexture;
  11746. var MarbleProceduralTexture = (function (_super) {
  11747. __extends(MarbleProceduralTexture, _super);
  11748. function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  11749. _super.call(this, name, size, "marble", scene, fallbackTexture, generateMipMaps);
  11750. this._numberOfTilesHeight = 3;
  11751. this._numberOfTilesWidth = 3;
  11752. this._amplitude = 9.0;
  11753. this._marbleColor = new BABYLON.Color3(0.77, 0.47, 0.40);
  11754. this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  11755. this.updateShaderUniforms();
  11756. this.refreshRate = 0;
  11757. }
  11758. MarbleProceduralTexture.prototype.updateShaderUniforms = function () {
  11759. this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
  11760. this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
  11761. this.setFloat("amplitude", this._amplitude);
  11762. this.setColor3("marbleColor", this._marbleColor);
  11763. this.setColor3("jointColor", this._jointColor);
  11764. };
  11765. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
  11766. get: function () {
  11767. return this._numberOfTilesHeight;
  11768. },
  11769. set: function (value) {
  11770. this._numberOfTilesHeight = value;
  11771. this.updateShaderUniforms();
  11772. },
  11773. enumerable: true,
  11774. configurable: true
  11775. });
  11776. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesWidth", {
  11777. get: function () {
  11778. return this._numberOfTilesWidth;
  11779. },
  11780. set: function (value) {
  11781. this._numberOfTilesWidth = value;
  11782. this.updateShaderUniforms();
  11783. },
  11784. enumerable: true,
  11785. configurable: true
  11786. });
  11787. Object.defineProperty(MarbleProceduralTexture.prototype, "jointColor", {
  11788. get: function () {
  11789. return this._jointColor;
  11790. },
  11791. set: function (value) {
  11792. this._jointColor = value;
  11793. this.updateShaderUniforms();
  11794. },
  11795. enumerable: true,
  11796. configurable: true
  11797. });
  11798. Object.defineProperty(MarbleProceduralTexture.prototype, "marbleColor", {
  11799. get: function () {
  11800. return this._marbleColor;
  11801. },
  11802. set: function (value) {
  11803. this._marbleColor = value;
  11804. this.updateShaderUniforms();
  11805. },
  11806. enumerable: true,
  11807. configurable: true
  11808. });
  11809. return MarbleProceduralTexture;
  11810. })(BABYLON.ProceduralTexture);
  11811. BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
  11812. })(BABYLON || (BABYLON = {}));
  11813. //# sourceMappingURL=babylon.standardProceduralTexture.js.map
  11814. var BABYLON;
  11815. (function (BABYLON) {
  11816. var CustomProceduralTexture = (function (_super) {
  11817. __extends(CustomProceduralTexture, _super);
  11818. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  11819. _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps);
  11820. this._animate = true;
  11821. this._time = 0;
  11822. this._texturePath = texturePath;
  11823. //Try to load json
  11824. this.loadJson(texturePath);
  11825. this.refreshRate = 1;
  11826. }
  11827. CustomProceduralTexture.prototype.loadJson = function (jsonUrl) {
  11828. var _this = this;
  11829. var that = this;
  11830. function noConfigFile() {
  11831. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShaderStore or DOM element");
  11832. try {
  11833. that.setFragment(that._texturePath);
  11834. } catch (ex) {
  11835. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  11836. }
  11837. }
  11838. var configFileUrl = jsonUrl + "/config.json";
  11839. var xhr = new XMLHttpRequest();
  11840. xhr.open("GET", configFileUrl, true);
  11841. xhr.addEventListener("load", function () {
  11842. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  11843. try {
  11844. _this._config = JSON.parse(xhr.response);
  11845. _this.updateShaderUniforms();
  11846. _this.updateTextures();
  11847. _this.setFragment(_this._texturePath + "/custom");
  11848. _this._animate = _this._config.animate;
  11849. _this.refreshRate = _this._config.refreshrate;
  11850. } catch (ex) {
  11851. noConfigFile();
  11852. }
  11853. } else {
  11854. noConfigFile();
  11855. }
  11856. }, false);
  11857. xhr.addEventListener("error", function (event) {
  11858. noConfigFile();
  11859. }, false);
  11860. try {
  11861. xhr.send();
  11862. } catch (ex) {
  11863. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  11864. }
  11865. };
  11866. CustomProceduralTexture.prototype.isReady = function () {
  11867. if (!_super.prototype.isReady.call(this)) {
  11868. return false;
  11869. }
  11870. for (var name in this._textures) {
  11871. var texture = this._textures[name];
  11872. if (!texture.isReady()) {
  11873. return false;
  11874. }
  11875. }
  11876. return true;
  11877. };
  11878. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  11879. if (this._animate) {
  11880. this._time += this.getScene().getAnimationRatio() * 0.03;
  11881. this.updateShaderUniforms();
  11882. }
  11883. _super.prototype.render.call(this, useCameraPostProcess);
  11884. };
  11885. CustomProceduralTexture.prototype.updateTextures = function () {
  11886. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  11887. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  11888. }
  11889. };
  11890. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  11891. if (this._config) {
  11892. for (var j = 0; j < this._config.uniforms.length; j++) {
  11893. var uniform = this._config.uniforms[j];
  11894. switch (uniform.type) {
  11895. case "float":
  11896. this.setFloat(uniform.name, uniform.value);
  11897. break;
  11898. case "color3":
  11899. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  11900. break;
  11901. case "color4":
  11902. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  11903. break;
  11904. case "vector2":
  11905. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  11906. break;
  11907. case "vector3":
  11908. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  11909. break;
  11910. }
  11911. }
  11912. }
  11913. this.setFloat("time", this._time);
  11914. };
  11915. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  11916. get: function () {
  11917. return this._animate;
  11918. },
  11919. set: function (value) {
  11920. this._animate = value;
  11921. },
  11922. enumerable: true,
  11923. configurable: true
  11924. });
  11925. return CustomProceduralTexture;
  11926. })(BABYLON.ProceduralTexture);
  11927. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  11928. })(BABYLON || (BABYLON = {}));
  11929. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  11930. var BABYLON;
  11931. (function (BABYLON) {
  11932. var MirrorTexture = (function (_super) {
  11933. __extends(MirrorTexture, _super);
  11934. function MirrorTexture(name, size, scene, generateMipMaps) {
  11935. var _this = this;
  11936. _super.call(this, name, size, scene, generateMipMaps, true);
  11937. this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  11938. this._transformMatrix = BABYLON.Matrix.Zero();
  11939. this._mirrorMatrix = BABYLON.Matrix.Zero();
  11940. this.onBeforeRender = function () {
  11941. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  11942. _this._savedViewMatrix = scene.getViewMatrix();
  11943. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  11944. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  11945. scene.clipPlane = _this.mirrorPlane;
  11946. scene.getEngine().cullBackFaces = false;
  11947. };
  11948. this.onAfterRender = function () {
  11949. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  11950. scene.getEngine().cullBackFaces = true;
  11951. delete scene.clipPlane;
  11952. };
  11953. }
  11954. MirrorTexture.prototype.clone = function () {
  11955. var textureSize = this.getSize();
  11956. var newTexture = new BABYLON.MirrorTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  11957. // Base texture
  11958. newTexture.hasAlpha = this.hasAlpha;
  11959. newTexture.level = this.level;
  11960. // Mirror Texture
  11961. newTexture.mirrorPlane = this.mirrorPlane.clone();
  11962. newTexture.renderList = this.renderList.slice(0);
  11963. return newTexture;
  11964. };
  11965. return MirrorTexture;
  11966. })(BABYLON.RenderTargetTexture);
  11967. BABYLON.MirrorTexture = MirrorTexture;
  11968. })(BABYLON || (BABYLON = {}));
  11969. //# sourceMappingURL=babylon.mirrorTexture.js.map
  11970. var BABYLON;
  11971. (function (BABYLON) {
  11972. var DynamicTexture = (function (_super) {
  11973. __extends(DynamicTexture, _super);
  11974. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode) {
  11975. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  11976. _super.call(this, null, scene, !generateMipMaps);
  11977. this.name = name;
  11978. this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  11979. this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  11980. this._generateMipMaps = generateMipMaps;
  11981. if (options.getContext) {
  11982. this._canvas = options;
  11983. this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  11984. } else {
  11985. this._canvas = document.createElement("canvas");
  11986. if (options.width) {
  11987. this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  11988. } else {
  11989. this._texture = scene.getEngine().createDynamicTexture(options, options, generateMipMaps, samplingMode);
  11990. }
  11991. }
  11992. var textureSize = this.getSize();
  11993. this._canvas.width = textureSize.width;
  11994. this._canvas.height = textureSize.height;
  11995. this._context = this._canvas.getContext("2d");
  11996. }
  11997. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  11998. get: function () {
  11999. return true;
  12000. },
  12001. enumerable: true,
  12002. configurable: true
  12003. });
  12004. DynamicTexture.prototype.scale = function (ratio) {
  12005. var textureSize = this.getSize();
  12006. textureSize.width *= ratio;
  12007. textureSize.height *= ratio;
  12008. this._canvas.width = textureSize.width;
  12009. this._canvas.height = textureSize.height;
  12010. this.releaseInternalTexture();
  12011. this._texture = this.getScene().getEngine().createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  12012. };
  12013. DynamicTexture.prototype.getContext = function () {
  12014. return this._context;
  12015. };
  12016. DynamicTexture.prototype.clear = function () {
  12017. var size = this.getSize();
  12018. this._context.fillRect(0, 0, size.width, size.height);
  12019. };
  12020. DynamicTexture.prototype.update = function (invertY) {
  12021. this.getScene().getEngine().updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY);
  12022. };
  12023. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  12024. if (typeof update === "undefined") { update = true; }
  12025. var size = this.getSize();
  12026. if (clearColor) {
  12027. this._context.fillStyle = clearColor;
  12028. this._context.fillRect(0, 0, size.width, size.height);
  12029. }
  12030. this._context.font = font;
  12031. if (x === null) {
  12032. var textSize = this._context.measureText(text);
  12033. x = (size.width - textSize.width) / 2;
  12034. }
  12035. this._context.fillStyle = color;
  12036. this._context.fillText(text, x, y);
  12037. if (update) {
  12038. this.update(invertY);
  12039. }
  12040. };
  12041. DynamicTexture.prototype.clone = function () {
  12042. var textureSize = this.getSize();
  12043. var newTexture = new DynamicTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  12044. // Base texture
  12045. newTexture.hasAlpha = this.hasAlpha;
  12046. newTexture.level = this.level;
  12047. // Dynamic Texture
  12048. newTexture.wrapU = this.wrapU;
  12049. newTexture.wrapV = this.wrapV;
  12050. return newTexture;
  12051. };
  12052. return DynamicTexture;
  12053. })(BABYLON.Texture);
  12054. BABYLON.DynamicTexture = DynamicTexture;
  12055. })(BABYLON || (BABYLON = {}));
  12056. //# sourceMappingURL=babylon.dynamicTexture.js.map
  12057. var BABYLON;
  12058. (function (BABYLON) {
  12059. var VideoTexture = (function (_super) {
  12060. __extends(VideoTexture, _super);
  12061. function VideoTexture(name, urls, size, scene, generateMipMaps, invertY, samplingMode) {
  12062. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  12063. var _this = this;
  12064. _super.call(this, null, scene, !generateMipMaps, invertY);
  12065. this._autoLaunch = true;
  12066. this.name = name;
  12067. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  12068. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  12069. var requiredWidth = size.width || size;
  12070. var requiredHeight = size.height || size;
  12071. this._texture = scene.getEngine().createDynamicTexture(requiredWidth, requiredHeight, generateMipMaps, samplingMode);
  12072. var textureSize = this.getSize();
  12073. this.video = document.createElement("video");
  12074. this.video.width = textureSize.width;
  12075. this.video.height = textureSize.height;
  12076. this.video.autoplay = false;
  12077. this.video.loop = true;
  12078. this.video.addEventListener("canplaythrough", function () {
  12079. if (_this._texture) {
  12080. _this._texture.isReady = true;
  12081. }
  12082. });
  12083. urls.forEach(function (url) {
  12084. var source = document.createElement("source");
  12085. source.src = url;
  12086. _this.video.appendChild(source);
  12087. });
  12088. this._lastUpdate = BABYLON.Tools.Now;
  12089. }
  12090. VideoTexture.prototype.update = function () {
  12091. if (this._autoLaunch) {
  12092. this._autoLaunch = false;
  12093. this.video.play();
  12094. }
  12095. var now = BABYLON.Tools.Now;
  12096. if (now - this._lastUpdate < 15) {
  12097. return false;
  12098. }
  12099. this._lastUpdate = now;
  12100. this.getScene().getEngine().updateVideoTexture(this._texture, this.video, this._invertY);
  12101. return true;
  12102. };
  12103. return VideoTexture;
  12104. })(BABYLON.Texture);
  12105. BABYLON.VideoTexture = VideoTexture;
  12106. })(BABYLON || (BABYLON = {}));
  12107. //# sourceMappingURL=babylon.videoTexture.js.map
  12108. var BABYLON;
  12109. (function (BABYLON) {
  12110. var EffectFallbacks = (function () {
  12111. function EffectFallbacks() {
  12112. this._defines = {};
  12113. this._currentRank = 32;
  12114. this._maxRank = -1;
  12115. }
  12116. EffectFallbacks.prototype.addFallback = function (rank, define) {
  12117. if (!this._defines[rank]) {
  12118. if (rank < this._currentRank) {
  12119. this._currentRank = rank;
  12120. }
  12121. if (rank > this._maxRank) {
  12122. this._maxRank = rank;
  12123. }
  12124. this._defines[rank] = new Array();
  12125. }
  12126. this._defines[rank].push(define);
  12127. };
  12128. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  12129. get: function () {
  12130. return this._currentRank <= this._maxRank;
  12131. },
  12132. enumerable: true,
  12133. configurable: true
  12134. });
  12135. EffectFallbacks.prototype.reduce = function (currentDefines) {
  12136. var currentFallbacks = this._defines[this._currentRank];
  12137. for (var index = 0; index < currentFallbacks.length; index++) {
  12138. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  12139. }
  12140. this._currentRank++;
  12141. return currentDefines;
  12142. };
  12143. return EffectFallbacks;
  12144. })();
  12145. BABYLON.EffectFallbacks = EffectFallbacks;
  12146. var Effect = (function () {
  12147. function Effect(baseName, attributesNames, uniformsNames, samplers, engine, defines, fallbacks, onCompiled, onError) {
  12148. var _this = this;
  12149. this._isReady = false;
  12150. this._compilationError = "";
  12151. this._valueCache = [];
  12152. this._engine = engine;
  12153. this.name = baseName;
  12154. this.defines = defines;
  12155. this._uniformsNames = uniformsNames.concat(samplers);
  12156. this._samplers = samplers;
  12157. this._attributesNames = attributesNames;
  12158. this.onError = onError;
  12159. this.onCompiled = onCompiled;
  12160. var vertexSource;
  12161. var fragmentSource;
  12162. if (baseName.vertexElement) {
  12163. vertexSource = document.getElementById(baseName.vertexElement);
  12164. if (!vertexSource) {
  12165. vertexSource = baseName.vertexElement;
  12166. }
  12167. } else {
  12168. vertexSource = baseName.vertex || baseName;
  12169. }
  12170. if (baseName.fragmentElement) {
  12171. fragmentSource = document.getElementById(baseName.fragmentElement);
  12172. if (!fragmentSource) {
  12173. fragmentSource = baseName.fragmentElement;
  12174. }
  12175. } else {
  12176. fragmentSource = baseName.fragment || baseName;
  12177. }
  12178. this._loadVertexShader(vertexSource, function (vertexCode) {
  12179. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  12180. _this._prepareEffect(vertexCode, fragmentCode, attributesNames, defines, fallbacks);
  12181. });
  12182. });
  12183. }
  12184. // Properties
  12185. Effect.prototype.isReady = function () {
  12186. return this._isReady;
  12187. };
  12188. Effect.prototype.getProgram = function () {
  12189. return this._program;
  12190. };
  12191. Effect.prototype.getAttributesNames = function () {
  12192. return this._attributesNames;
  12193. };
  12194. Effect.prototype.getAttributeLocation = function (index) {
  12195. return this._attributes[index];
  12196. };
  12197. Effect.prototype.getAttributeLocationByName = function (name) {
  12198. var index = this._attributesNames.indexOf(name);
  12199. return this._attributes[index];
  12200. };
  12201. Effect.prototype.getAttributesCount = function () {
  12202. return this._attributes.length;
  12203. };
  12204. Effect.prototype.getUniformIndex = function (uniformName) {
  12205. return this._uniformsNames.indexOf(uniformName);
  12206. };
  12207. Effect.prototype.getUniform = function (uniformName) {
  12208. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  12209. };
  12210. Effect.prototype.getSamplers = function () {
  12211. return this._samplers;
  12212. };
  12213. Effect.prototype.getCompilationError = function () {
  12214. return this._compilationError;
  12215. };
  12216. // Methods
  12217. Effect.prototype._loadVertexShader = function (vertex, callback) {
  12218. // DOM element ?
  12219. if (vertex instanceof HTMLElement) {
  12220. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  12221. callback(vertexCode);
  12222. return;
  12223. }
  12224. // Is in local store ?
  12225. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  12226. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  12227. return;
  12228. }
  12229. var vertexShaderUrl;
  12230. if (vertex[0] === ".") {
  12231. vertexShaderUrl = vertex;
  12232. } else {
  12233. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  12234. }
  12235. // Vertex shader
  12236. BABYLON.Tools.LoadFile(vertexShaderUrl + ".vertex.fx", callback);
  12237. };
  12238. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  12239. // DOM element ?
  12240. if (fragment instanceof HTMLElement) {
  12241. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  12242. callback(fragmentCode);
  12243. return;
  12244. }
  12245. // Is in local store ?
  12246. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  12247. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  12248. return;
  12249. }
  12250. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  12251. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  12252. return;
  12253. }
  12254. var fragmentShaderUrl;
  12255. if (fragment[0] === ".") {
  12256. fragmentShaderUrl = fragment;
  12257. } else {
  12258. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  12259. }
  12260. // Fragment shader
  12261. BABYLON.Tools.LoadFile(fragmentShaderUrl + ".fragment.fx", callback);
  12262. };
  12263. Effect.prototype._prepareEffect = function (vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks) {
  12264. try {
  12265. var engine = this._engine;
  12266. this._program = engine.createShaderProgram(vertexSourceCode, fragmentSourceCode, defines);
  12267. this._uniforms = engine.getUniforms(this._program, this._uniformsNames);
  12268. this._attributes = engine.getAttributes(this._program, attributesNames);
  12269. for (var index = 0; index < this._samplers.length; index++) {
  12270. var sampler = this.getUniform(this._samplers[index]);
  12271. if (sampler == null) {
  12272. this._samplers.splice(index, 1);
  12273. index--;
  12274. }
  12275. }
  12276. engine.bindSamplers(this);
  12277. this._isReady = true;
  12278. if (this.onCompiled) {
  12279. this.onCompiled(this);
  12280. }
  12281. } catch (e) {
  12282. // Is it a problem with precision?
  12283. if (e.message.indexOf("highp") !== -1) {
  12284. vertexSourceCode = vertexSourceCode.replace("precision highp float", "precision mediump float");
  12285. fragmentSourceCode = fragmentSourceCode.replace("precision highp float", "precision mediump float");
  12286. this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks);
  12287. return;
  12288. }
  12289. // Let's go through fallbacks then
  12290. if (fallbacks && fallbacks.isMoreFallbacks) {
  12291. defines = fallbacks.reduce(defines);
  12292. this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks);
  12293. } else {
  12294. BABYLON.Tools.Error("Unable to compile effect: " + this.name);
  12295. BABYLON.Tools.Error("Defines: " + defines);
  12296. BABYLON.Tools.Error("Error: " + e.message);
  12297. this._compilationError = e.message;
  12298. if (this.onError) {
  12299. this.onError(this, this._compilationError);
  12300. }
  12301. }
  12302. }
  12303. };
  12304. Effect.prototype._bindTexture = function (channel, texture) {
  12305. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  12306. };
  12307. Effect.prototype.setTexture = function (channel, texture) {
  12308. this._engine.setTexture(this._samplers.indexOf(channel), texture);
  12309. };
  12310. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  12311. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  12312. };
  12313. //public _cacheMatrix(uniformName, matrix) {
  12314. // if (!this._valueCache[uniformName]) {
  12315. // this._valueCache[uniformName] = new BABYLON.Matrix();
  12316. // }
  12317. // for (var index = 0; index < 16; index++) {
  12318. // this._valueCache[uniformName].m[index] = matrix.m[index];
  12319. // }
  12320. //};
  12321. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  12322. if (!this._valueCache[uniformName]) {
  12323. this._valueCache[uniformName] = [x, y];
  12324. return;
  12325. }
  12326. this._valueCache[uniformName][0] = x;
  12327. this._valueCache[uniformName][1] = y;
  12328. };
  12329. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  12330. if (!this._valueCache[uniformName]) {
  12331. this._valueCache[uniformName] = [x, y, z];
  12332. return;
  12333. }
  12334. this._valueCache[uniformName][0] = x;
  12335. this._valueCache[uniformName][1] = y;
  12336. this._valueCache[uniformName][2] = z;
  12337. };
  12338. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  12339. if (!this._valueCache[uniformName]) {
  12340. this._valueCache[uniformName] = [x, y, z, w];
  12341. return;
  12342. }
  12343. this._valueCache[uniformName][0] = x;
  12344. this._valueCache[uniformName][1] = y;
  12345. this._valueCache[uniformName][2] = z;
  12346. this._valueCache[uniformName][3] = w;
  12347. };
  12348. Effect.prototype.setArray = function (uniformName, array) {
  12349. this._engine.setArray(this.getUniform(uniformName), array);
  12350. return this;
  12351. };
  12352. Effect.prototype.setMatrices = function (uniformName, matrices) {
  12353. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  12354. return this;
  12355. };
  12356. Effect.prototype.setMatrix = function (uniformName, matrix) {
  12357. //if (this._valueCache[uniformName] && this._valueCache[uniformName].equals(matrix))
  12358. // return;
  12359. //this._cacheMatrix(uniformName, matrix);
  12360. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  12361. return this;
  12362. };
  12363. Effect.prototype.setFloat = function (uniformName, value) {
  12364. if (this._valueCache[uniformName] && this._valueCache[uniformName] === value)
  12365. return this;
  12366. this._valueCache[uniformName] = value;
  12367. this._engine.setFloat(this.getUniform(uniformName), value);
  12368. return this;
  12369. };
  12370. Effect.prototype.setBool = function (uniformName, bool) {
  12371. if (this._valueCache[uniformName] && this._valueCache[uniformName] === bool)
  12372. return this;
  12373. this._valueCache[uniformName] = bool;
  12374. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  12375. return this;
  12376. };
  12377. Effect.prototype.setVector2 = function (uniformName, vector2) {
  12378. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector2.x && this._valueCache[uniformName][1] === vector2.y)
  12379. return this;
  12380. this._cacheFloat2(uniformName, vector2.x, vector2.y);
  12381. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  12382. return this;
  12383. };
  12384. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  12385. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y)
  12386. return this;
  12387. this._cacheFloat2(uniformName, x, y);
  12388. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  12389. return this;
  12390. };
  12391. Effect.prototype.setVector3 = function (uniformName, vector3) {
  12392. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector3.x && this._valueCache[uniformName][1] === vector3.y && this._valueCache[uniformName][2] === vector3.z)
  12393. return this;
  12394. this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z);
  12395. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  12396. return this;
  12397. };
  12398. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  12399. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z)
  12400. return this;
  12401. this._cacheFloat3(uniformName, x, y, z);
  12402. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  12403. return this;
  12404. };
  12405. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  12406. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z && this._valueCache[uniformName][3] === w)
  12407. return this;
  12408. this._cacheFloat4(uniformName, x, y, z, w);
  12409. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  12410. return this;
  12411. };
  12412. Effect.prototype.setColor3 = function (uniformName, color3) {
  12413. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === color3.r && this._valueCache[uniformName][1] === color3.g && this._valueCache[uniformName][2] === color3.b)
  12414. return this;
  12415. this._cacheFloat3(uniformName, color3.r, color3.g, color3.b);
  12416. this._engine.setColor3(this.getUniform(uniformName), color3);
  12417. return this;
  12418. };
  12419. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  12420. 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)
  12421. return this;
  12422. this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha);
  12423. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  12424. return this;
  12425. };
  12426. Effect.ShadersStore={anaglyphPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\n\nvoid main(void)\n{\n vec4 leftFrag = texture2D(leftSampler, vUV);\n leftFrag = vec4(1.0, leftFrag.g, leftFrag.b, 1.0);\n\n vec4 rightFrag = texture2D(textureSampler, vUV);\n rightFrag = vec4(rightFrag.r, 1.0, 1.0, 1.0);\n\n gl_FragColor = vec4(rightFrag.rgb * leftFrag.rgb, 1.0);\n}",
  12427. blackAndWhitePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nvoid main(void) \n{\n float luminance = dot(texture2D(textureSampler, vUV).rgb, vec3(0.3, 0.59, 0.11));\n gl_FragColor = vec4(luminance, luminance, luminance, 1.0);\n}",
  12428. blurPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\n// Parameters\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nvoid main(void)\n{\n float weights[7];\n weights[0] = 0.05;\n weights[1] = 0.1;\n weights[2] = 0.2;\n weights[3] = 0.3;\n weights[4] = 0.2;\n weights[5] = 0.1;\n weights[6] = 0.05;\n\n vec2 texelSize = vec2(1.0 / screenSize.x, 1.0 / screenSize.y);\n vec2 texelStep = texelSize * direction * blurWidth;\n vec2 start = vUV - 3.0 * texelStep;\n\n vec4 baseColor = vec4(0., 0., 0., 0.);\n vec2 texelOffset = vec2(0., 0.);\n\n for (int i = 0; i < 7; i++)\n {\n baseColor += texture2D(textureSampler, start + texelOffset) * weights[i];\n texelOffset += texelStep;\n }\n\n gl_FragColor = baseColor;\n}",
  12429. 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) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return 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) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nfloat round(float number){\n return sign(number)*floor(abs(number) + 0.5);\n}\n\nvoid main(void)\n{\n float brickW = 1.0 / numberOfBricksWidth;\n float brickH = 1.0 / numberOfBricksHeight;\n float jointWPercentage = 0.01;\n float jointHPercentage = 0.05;\n vec3 color = brickColor;\n float yi = vUV.y / brickH;\n float nyi = round(yi);\n float xi = vUV.x / brickW;\n\n if (mod(floor(yi), 2.0) == 0.0){\n xi = xi - 0.5;\n }\n\n float nxi = round(xi);\n vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\n\n if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\n color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\n }\n else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\n color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\n }\n else {\n float brickColorSwitch = mod(floor(yi) + floor(xi), 3.0);\n\n if (brickColorSwitch == 0.0)\n color = mix(color, vec3(0.33, 0.33, 0.33), 0.3);\n else if (brickColorSwitch == 2.0)\n color = mix(color, vec3(0.11, 0.11, 0.11), 0.3);\n }\n\n gl_FragColor = vec4(color, 1.0);\n}",
  12430. 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) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return 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) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main() {\n\n vec2 p = vUV * 12.0;\n vec3 c = mix(skyColor, cloudColor, fbm(p));\n gl_FragColor = vec4(c, 1);\n\n}",
  12431. colorPixelShader:"precision highp float;\n\nuniform vec4 color;\n\nvoid main(void) {\n gl_FragColor = color;\n}",
  12432. colorVertexShader:"precision highp float;\n\n// Attributes\nattribute vec3 position;\n\n// Uniforms\nuniform mat4 worldViewProjection;\n\nvoid main(void) {\n gl_Position = worldViewProjection * vec4(position, 1.0);\n}",
  12433. convolutionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform float kernel[9];\n\nvoid main(void)\n{\n vec2 onePixel = vec2(1.0, 1.0) / screenSize;\n vec4 colorSum =\n texture2D(textureSampler, vUV + onePixel * vec2(-1, -1)) * kernel[0] +\n texture2D(textureSampler, vUV + onePixel * vec2(0, -1)) * kernel[1] +\n texture2D(textureSampler, vUV + onePixel * vec2(1, -1)) * kernel[2] +\n texture2D(textureSampler, vUV + onePixel * vec2(-1, 0)) * kernel[3] +\n texture2D(textureSampler, vUV + onePixel * vec2(0, 0)) * kernel[4] +\n texture2D(textureSampler, vUV + onePixel * vec2(1, 0)) * kernel[5] +\n texture2D(textureSampler, vUV + onePixel * vec2(-1, 1)) * kernel[6] +\n texture2D(textureSampler, vUV + onePixel * vec2(0, 1)) * kernel[7] +\n texture2D(textureSampler, vUV + onePixel * vec2(1, 1)) * kernel[8];\n\n float kernelWeight =\n kernel[0] +\n kernel[1] +\n kernel[2] +\n kernel[3] +\n kernel[4] +\n kernel[5] +\n kernel[6] +\n kernel[7] +\n kernel[8];\n\n if (kernelWeight <= 0.0) {\n kernelWeight = 1.0;\n }\n\n gl_FragColor = vec4((colorSum / kernelWeight).rgb, 1);\n}",
  12434. defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform float darkness0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform float darkness1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform float darkness2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform float darkness3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv));\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / 1500.0)) < depth.z) visibility -= 0.2;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / 1500.0)) < depth.z) visibility -= 0.2;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / 1500.0)) < depth.z) visibility -= 0.2;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / 1500.0)) < depth.z) visibility -= 0.2;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.);\n\n float d = t - moments.x;\n return variance / (variance + d * d);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return clamp(1.3 - ChebychevInequality(moments, depth.z), 0., 1.0);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = max(0., (cosAngle - lightDirection.w) / (1. - cosAngle));\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n vec3 normalW = normalize(vNormalW);\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, darkness0);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, darkness1);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, darkness2);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, darkness3);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
  12435. defaultVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec3 position;\nattribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniforms\n\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 view;\nuniform mat4 viewProjection;\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n\n#ifdef BUMP\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n// Output\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\nvarying vec3 vPositionUVW;\n#endif\n\nvoid main(void) {\n mat4 finalWorld;\n\n#ifdef REFLECTION\n vPositionUVW = position;\n#endif \n\n#ifdef INSTANCES\n finalWorld = mat4(world0, world1, world2, world3);\n#else\n finalWorld = world;\n#endif\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n\n#ifdef BONES4\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\n#else\n finalWorld = finalWorld * (m0 + m1 + m2);\n#endif \n\n#endif\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\n vec4 worldPos = finalWorld * vec4(position, 1.0);\n vPositionW = vec3(worldPos);\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n\n // Texture coordinates\n#ifndef UV1\n vec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\n vec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\n if (vDiffuseInfos.x == 0.)\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef AMBIENT\n if (vAmbientInfos.x == 0.)\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef OPACITY\n if (vOpacityInfos.x == 0.)\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef EMISSIVE\n if (vEmissiveInfos.x == 0.)\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef SPECULAR\n if (vSpecularInfos.x == 0.)\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef BUMP\n if (vBumpInfos.x == 0.)\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n // Clip plane\n#ifdef CLIPPLANE\n fClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n // Fog\n#ifdef FOG\n fFogDistance = (view * worldPos).z;\n#endif\n\n // Shadows\n#ifdef SHADOWS\n#ifdef LIGHT0\n vPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#ifdef LIGHT1\n vPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#ifdef LIGHT2\n vPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#ifdef LIGHT3\n vPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n\n // Vertex color\n#ifdef VERTEXCOLOR\n vColor = color;\n#endif\n\n // Point size\n#ifdef POINTSIZE\n gl_PointSize = pointSize;\n#endif\n}",
  12436. displayPassPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(passSampler, vUV);\n}",
  12437. filterPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform mat4 kernelMatrix;\n\nvoid main(void)\n{\n vec3 baseColor = texture2D(textureSampler, vUV).rgb;\n vec3 updatedColor = (kernelMatrix * vec4(baseColor, 1.0)).rgb;\n\n gl_FragColor = vec4(updatedColor, 1.0);\n}",
  12438. 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) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return 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) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main() {\n vec2 p = vUV * 8.0;\n float q = fbm(p - time * 0.1);\n vec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y));\n vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);\n vec3 color = c * cos(shift * vUV.y);\n float luminance = dot(color.rgb, vec3(0.3, 0.59, 0.11));\n\n gl_FragColor = vec4(color, luminance * alphaThreshold + (1.0 - alphaThreshold));\n}",
  12439. fxaaPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define FXAA_REDUCE_MIN (1.0/128.0)\n#define FXAA_REDUCE_MUL (1.0/8.0)\n#define FXAA_SPAN_MAX 8.0\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 texelSize;\n\nvoid main(){\n vec2 localTexelSize = texelSize;\n vec4 rgbNW = texture2D(textureSampler, (vUV + vec2(-1.0, -1.0) * localTexelSize));\n vec4 rgbNE = texture2D(textureSampler, (vUV + vec2(1.0, -1.0) * localTexelSize));\n vec4 rgbSW = texture2D(textureSampler, (vUV + vec2(-1.0, 1.0) * localTexelSize));\n vec4 rgbSE = texture2D(textureSampler, (vUV + vec2(1.0, 1.0) * localTexelSize));\n vec4 rgbM = texture2D(textureSampler, vUV);\n vec4 luma = vec4(0.299, 0.587, 0.114, 1.0);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n vec2 dir = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)), ((lumaNW + lumaSW) - (lumaNE + lumaSE)));\n\n float dirReduce = max(\n (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),\n FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * localTexelSize;\n\n vec4 rgbA = 0.5 * (\n texture2D(textureSampler, vUV + dir * (1.0 / 3.0 - 0.5)) +\n texture2D(textureSampler, vUV + dir * (2.0 / 3.0 - 0.5)));\n\n vec4 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(textureSampler, vUV + dir * -0.5) +\n texture2D(textureSampler, vUV + dir * 0.5));\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax)) {\n gl_FragColor = rgbA;\n }\n else {\n gl_FragColor = rgbB;\n }\n}",
  12440. 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) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return 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) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main(void) {\n vec3 color = mix(groundColor, herb1Color, rand(gl_FragCoord.xy * 4.0));\n color = mix(color, herb2Color, rand(gl_FragCoord.xy * 8.0));\n color = mix(color, herb3Color, rand(gl_FragCoord.xy));\n color = mix(color, herb1Color, fbm(gl_FragCoord.xy * 16.0));\n gl_FragColor = vec4(color, 1.0);\n}",
  12441. layerPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\n// Color\nuniform vec4 color;\n\nvoid main(void) {\n vec4 baseColor = texture2D(textureSampler, vUV);\n\n gl_FragColor = baseColor * color;\n}",
  12442. layerVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Uniforms\nuniform mat4 textureMatrix;\n\n// Output\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n\n vUV = vec2(textureMatrix * vec4(position * madd + madd, 1.0, 0.0));\n gl_Position = vec4(position, 0.0, 1.0);\n}",
  12443. legacydefaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_PROJECTION 4.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef REFLECTION\nvarying vec3 vReflectionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv));\n\n if (depth.z > shadow)\n {\n return 0.;\n }\n return 1.;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.);\n\n float d = t - moments.x;\n return variance / (variance + d * d);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return clamp(1.3 - ChebychevInequality(moments, depth.z), 0., 1.0);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nmat3 computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor) {\n mat3 result;\n\n vec3 lightVectorW;\n if (lightData.w == 0.)\n {\n lightVectorW = normalize(lightData.xyz - vPositionW);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = max(0., pow(specComp, max(1.0, vSpecularColor.a)));\n\n result[0] = ndl * diffuseColor.rgb;\n result[1] = specComp * specularColor;\n result[2] = vec3(0.);\n\n return result;\n}\n\nmat3 computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec4 diffuseColor, vec3 specularColor) {\n mat3 result;\n\n vec3 lightVectorW = normalize(lightData.xyz - vPositionW);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = max(0., (cosAngle - lightDirection.w) / (1. - cosAngle));\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result[0] = ndl * spotAtten * diffuseColor.rgb;\n result[1] = specComp * specularColor * spotAtten;\n result[2] = vec3(0.);\n\n return result;\n }\n\n result[0] = vec3(0.);\n result[1] = vec3(0.);\n result[2] = vec3(0.);\n\n return result;\n}\n\nmat3 computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor, vec3 groundColor) {\n mat3 result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result[0] = mix(groundColor, diffuseColor.rgb, ndl);\n result[1] = specComp * specularColor;\n result[2] = vec3(0.);\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n vec3 normalW = normalize(vNormalW);\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n mat3 info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0, vLightSpecular0);\n#endif\n#ifdef HEMILIGHT0\n mat3 info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n mat3 info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0);\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info[0] * shadow;\n specularBase += info[1] * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1, vLightSpecular1);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1);\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info[0] * shadow;\n specularBase += info[1] * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2, vLightSpecular2);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2);\n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info[0] * shadow;\n specularBase += info[1] * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3, vLightSpecular3);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3);\n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info[0] * shadow;\n specularBase += info[1] * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
  12444. legacydefaultVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Attributes\nattribute vec3 position;\nattribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniforms\nuniform mat4 world;\nuniform mat4 view;\nuniform mat4 viewProjection;\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef REFLECTION\nuniform vec3 vEyePosition;\nvarying vec3 vReflectionUVW;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n\n#ifdef BUMP\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n// Output\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying 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{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return position;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\nvoid main(void) {\n mat4 finalWorld;\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n\n#ifdef BONES4\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = world * (m0 + m1 + m2 + m3);\n#else\n finalWorld = world * (m0 + m1 + m2);\n#endif \n\n#else\n finalWorld = world;\n#endif\n\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\n vec4 worldPos = finalWorld * vec4(position, 1.0);\n vPositionW = vec3(worldPos);\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n\n // Texture coordinates\n#ifndef UV1\n vec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\n vec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\n if (vDiffuseInfos.x == 0.)\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef AMBIENT\n if (vAmbientInfos.x == 0.)\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef OPACITY\n if (vOpacityInfos.x == 0.)\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef REFLECTION\n vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), vNormalW);\n#endif\n\n#ifdef EMISSIVE\n if (vEmissiveInfos.x == 0.)\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef SPECULAR\n if (vSpecularInfos.x == 0.)\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef BUMP\n if (vBumpInfos.x == 0.)\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n // Clip plane\n#ifdef CLIPPLANE\n fClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n // Fog\n#ifdef FOG\n fFogDistance = (view * worldPos).z;\n#endif\n\n // Shadows\n#ifdef SHADOWS\n#ifdef LIGHT0\n vPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#ifdef LIGHT1\n vPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#ifdef LIGHT2\n vPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#ifdef LIGHT3\n vPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n\n // Vertex color\n#ifdef VERTEXCOLOR\n vColor = color;\n#endif\n}",
  12445. lensFlarePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\n// Color\nuniform vec4 color;\n\nvoid main(void) {\n vec4 baseColor = texture2D(textureSampler, vUV);\n\n gl_FragColor = baseColor * color;\n}",
  12446. lensFlareVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Uniforms\nuniform mat4 viewportMatrix;\n\n// Output\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n\n vUV = position * madd + madd;\n gl_Position = viewportMatrix * vec4(position, 0.0, 1.0);\n}",
  12447. 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) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return 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{\n float val = 0.0;\n float freq = 1.0;\n for (int i = 0; i < 4; i++)\n {\n val += abs(noise(P*freq) / freq);\n freq *= 2.07;\n }\n return val;\n}\n\nfloat round(float number){\n return sign(number)*floor(abs(number) + 0.5);\n}\n\nvec3 marble_color(float x)\n{\n vec3 col;\n x = 0.5*(x + 1.);\n x = sqrt(x); \n x = sqrt(x);\n x = sqrt(x);\n col = vec3(.2 + .75*x); \n col.b *= 0.95; \n return col;\n}\n\nvoid main()\n{\n float brickW = 1.0 / numberOfTilesWidth;\n float brickH = 1.0 / numberOfTilesHeight;\n float jointWPercentage = 0.01;\n float jointHPercentage = 0.01;\n vec3 color = brickColor;\n float yi = vUV.y / brickH;\n float nyi = round(yi);\n float xi = vUV.x / brickW;\n\n if (mod(floor(yi), 2.0) == 0.0){\n xi = xi - 0.5;\n }\n\n float nxi = round(xi);\n vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\n\n if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\n color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\n }\n else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\n color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\n }\n else {\n float t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0));\n t += amplitude * turbulence(brickvUV.xy);\n t = sin(t);\n color = marble_color(t);\n }\n\n gl_FragColor = vec4(color, 0.0);\n}",
  12448. oculusDistortionCorrectionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\n\nvec2 HmdWarp(vec2 in01) {\n\n vec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]\n float rSq = theta.x * theta.x + theta.y * theta.y;\n vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n return LensCenter + Scale * rvector;\n}\n\nvoid main(void)\n{\n vec2 tc = HmdWarp(vUV);\n if (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n else{\n gl_FragColor = vec4(texture2D(textureSampler, tc).rgb, 1.0);\n }\n}",
  12449. 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\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n gl_FragColor = color;\n}",
  12450. outlineVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attribute\nattribute vec3 position;\nattribute vec3 normal;\n\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniform\nuniform float offset;\n\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 viewProjection;\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n\nvoid main(void)\n{\n#ifdef INSTANCES\n mat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\n mat4 finalWorld = world;\n#endif\n\n vec3 offsetPosition = position + normal * offset;\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\n gl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\n#else\n gl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\n#endif\n\n#ifdef ALPHATEST\n#ifdef UV1\n vUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n#endif\n#ifdef UV2\n vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n#endif\n#endif\n}",
  12451. particlesPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nvarying vec4 vColor;\nuniform vec4 textureMask;\nuniform sampler2D diffuseSampler;\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\nvoid main(void) {\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n vec4 baseColor = texture2D(diffuseSampler, vUV);\n\n gl_FragColor = (baseColor * textureMask + (vec4(1., 1., 1., 1.) - textureMask)) * vColor;\n}",
  12452. particlesVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec3 position;\nattribute vec4 color;\nattribute vec4 options;\n\n// Uniforms\nuniform mat4 view;\nuniform mat4 projection;\n\n// Output\nvarying vec2 vUV;\nvarying vec4 vColor;\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nuniform mat4 invView;\nvarying float fClipDistance;\n#endif\n\nvoid main(void) { \n vec3 viewPos = (view * vec4(position, 1.0)).xyz; \n vec3 cornerPos;\n float size = options.y;\n float angle = options.x;\n vec2 offset = options.zw;\n\n cornerPos = vec3(offset.x - 0.5, offset.y - 0.5, 0.) * size;\n\n // Rotate\n vec3 rotatedCorner;\n rotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\n rotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\n rotatedCorner.z = 0.;\n\n // Position\n viewPos += rotatedCorner;\n gl_Position = projection * vec4(viewPos, 1.0); \n \n vColor = color;\n vUV = offset;\n\n // Clip plane\n#ifdef CLIPPLANE\n vec4 worldPos = invView * vec4(viewPos, 1.0);\n fClipDistance = dot(worldPos, vClipPlane);\n#endif\n}",
  12453. passPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nvoid main(void) \n{\n gl_FragColor = texture2D(textureSampler, vUV);\n}",
  12454. postprocessVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Output\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n\n vUV = position * madd + madd;\n gl_Position = vec4(position, 0.0, 1.0);\n}",
  12455. proceduralVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Output\nvarying vec2 vPosition;\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n vPosition = position;\n vUV = position * madd + madd;\n gl_Position = vec4(position, 0.0, 1.0);\n}",
  12456. refractionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\n// Parameters\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\n\nvoid main() {\n float ref = 1.0 - texture2D(refractionSampler, vUV).r;\n\n vec2 uv = vUV - vec2(0.5);\n vec2 offset = uv * depth * ref;\n vec3 sourceColor = texture2D(textureSampler, vUV - offset).rgb;\n\n gl_FragColor = vec4(sourceColor + sourceColor * ref * colorLevel, 1.0);\n}",
  12457. roadPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV; \nuniform vec3 roadColor;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return 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) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main(void) {\n float ratioy = mod(gl_FragCoord.y * 100.0 , fbm(vUV * 2.0));\n vec3 color = roadColor * ratioy;\n gl_FragColor = vec4(color, 1.0);\n}",
  12458. shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod(depth * bitOffset * vec4(254.), vec4(255.)) / vec4(254.);\n comp -= comp.xxyz * bitMask;\n \n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z / gl_FragCoord.w;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}",
  12459. shadowMapVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attribute\nattribute vec3 position;\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniform\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 viewProjection;\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n\nvoid main(void)\n{\n#ifdef INSTANCES\n mat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\n mat4 finalWorld = world;\n#endif\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n#else\n#ifndef VSM\n vPosition = viewProjection * finalWorld * vec4(position, 1.0);\n#endif\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n#endif\n\n#ifdef ALPHATEST\n#ifdef UV1\n vUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n#endif\n#ifdef UV2\n vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n#endif\n#endif\n}",
  12460. spritesPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform bool alphaTest;\n\nvarying vec4 vColor;\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return min(1., max(0., fogCoeff));\n}\n#endif\n\n\nvoid main(void) {\n vec4 baseColor = texture2D(diffuseSampler, vUV);\n\n if (alphaTest) \n {\n if (baseColor.a < 0.95)\n discard;\n }\n\n baseColor *= vColor;\n\n#ifdef FOG\n float fog = CalcFogFactor();\n baseColor.rgb = fog * baseColor.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = baseColor;\n}",
  12461. spritesVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec3 position;\nattribute vec4 options;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\n// Uniforms\nuniform vec2 textureInfos;\nuniform mat4 view;\nuniform mat4 projection;\n\n// Output\nvarying vec2 vUV;\nvarying vec4 vColor;\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\nvoid main(void) { \n vec3 viewPos = (view * vec4(position, 1.0)).xyz; \n vec3 cornerPos;\n \n float angle = options.x;\n float size = options.y;\n vec2 offset = options.zw;\n vec2 uvScale = textureInfos.xy;\n\n cornerPos = vec3(offset.x - 0.5, offset.y - 0.5, 0.) * size;\n\n // Rotate\n vec3 rotatedCorner;\n rotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\n rotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\n rotatedCorner.z = 0.;\n\n // Position\n viewPos += rotatedCorner;\n gl_Position = projection * vec4(viewPos, 1.0); \n\n // Color\n vColor = color;\n \n // Texture\n vec2 uvOffset = vec2(abs(offset.x - cellInfo.x), 1.0 - abs(offset.y - cellInfo.y));\n\n vUV = (uvOffset + cellInfo.zw) * uvScale;\n\n // Fog\n#ifdef FOG\n fFogDistance = viewPos.z;\n#endif\n}",
  12462. 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) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return 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) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main(void) {\n float ratioy = mod(vUV.x * ampScale, 2.0 + fbm(vUV * 0.8));\n vec3 wood = woodColor * ratioy;\n gl_FragColor = vec4(wood, 1.0);\n}",
  12463. };
  12464. return Effect;
  12465. })();
  12466. BABYLON.Effect = Effect;
  12467. })(BABYLON || (BABYLON = {}));
  12468. //# sourceMappingURL=babylon.effect.js.map
  12469. var BABYLON;
  12470. (function (BABYLON) {
  12471. var Material = (function () {
  12472. function Material(name, scene, doNotAdd) {
  12473. this.name = name;
  12474. this.checkReadyOnEveryCall = true;
  12475. this.checkReadyOnlyOnce = false;
  12476. this.state = "";
  12477. this.alpha = 1.0;
  12478. this.backFaceCulling = true;
  12479. this._wasPreviouslyReady = false;
  12480. this._fillMode = Material.TriangleFillMode;
  12481. this.pointSize = 1.0;
  12482. this.id = name;
  12483. this._scene = scene;
  12484. if (!doNotAdd) {
  12485. scene.materials.push(this);
  12486. }
  12487. }
  12488. Object.defineProperty(Material, "TriangleFillMode", {
  12489. get: function () {
  12490. return Material._TriangleFillMode;
  12491. },
  12492. enumerable: true,
  12493. configurable: true
  12494. });
  12495. Object.defineProperty(Material, "WireFrameFillMode", {
  12496. get: function () {
  12497. return Material._WireFrameFillMode;
  12498. },
  12499. enumerable: true,
  12500. configurable: true
  12501. });
  12502. Object.defineProperty(Material, "PointFillMode", {
  12503. get: function () {
  12504. return Material._PointFillMode;
  12505. },
  12506. enumerable: true,
  12507. configurable: true
  12508. });
  12509. Object.defineProperty(Material.prototype, "wireframe", {
  12510. get: function () {
  12511. return this._fillMode === Material.WireFrameFillMode;
  12512. },
  12513. set: function (value) {
  12514. this._fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  12515. },
  12516. enumerable: true,
  12517. configurable: true
  12518. });
  12519. Object.defineProperty(Material.prototype, "pointsCloud", {
  12520. get: function () {
  12521. return this._fillMode === Material.PointFillMode;
  12522. },
  12523. set: function (value) {
  12524. this._fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  12525. },
  12526. enumerable: true,
  12527. configurable: true
  12528. });
  12529. Object.defineProperty(Material.prototype, "fillMode", {
  12530. get: function () {
  12531. return this._fillMode;
  12532. },
  12533. set: function (value) {
  12534. this._fillMode = value;
  12535. },
  12536. enumerable: true,
  12537. configurable: true
  12538. });
  12539. Material.prototype.isReady = function (mesh, useInstances) {
  12540. return true;
  12541. };
  12542. Material.prototype.getEffect = function () {
  12543. return this._effect;
  12544. };
  12545. Material.prototype.getScene = function () {
  12546. return this._scene;
  12547. };
  12548. Material.prototype.needAlphaBlending = function () {
  12549. return (this.alpha < 1.0);
  12550. };
  12551. Material.prototype.needAlphaTesting = function () {
  12552. return false;
  12553. };
  12554. Material.prototype.getAlphaTestTexture = function () {
  12555. return null;
  12556. };
  12557. Material.prototype.trackCreation = function (onCompiled, onError) {
  12558. };
  12559. Material.prototype._preBind = function () {
  12560. var engine = this._scene.getEngine();
  12561. engine.enableEffect(this._effect);
  12562. engine.setState(this.backFaceCulling);
  12563. };
  12564. Material.prototype.bind = function (world, mesh) {
  12565. this._scene._cachedMaterial = this;
  12566. if (this.onBind) {
  12567. this.onBind(this);
  12568. }
  12569. };
  12570. Material.prototype.bindOnlyWorldMatrix = function (world) {
  12571. };
  12572. Material.prototype.unbind = function () {
  12573. };
  12574. Material.prototype.dispose = function (forceDisposeEffect) {
  12575. // Remove from scene
  12576. var index = this._scene.materials.indexOf(this);
  12577. this._scene.materials.splice(index, 1);
  12578. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  12579. if (forceDisposeEffect && this._effect) {
  12580. this._scene.getEngine()._releaseEffect(this._effect);
  12581. this._effect = null;
  12582. }
  12583. // Callback
  12584. if (this.onDispose) {
  12585. this.onDispose();
  12586. }
  12587. };
  12588. Material._TriangleFillMode = 0;
  12589. Material._WireFrameFillMode = 1;
  12590. Material._PointFillMode = 2;
  12591. return Material;
  12592. })();
  12593. BABYLON.Material = Material;
  12594. })(BABYLON || (BABYLON = {}));
  12595. //# sourceMappingURL=babylon.material.js.map
  12596. var BABYLON;
  12597. (function (BABYLON) {
  12598. var maxSimultaneousLights = 4;
  12599. var FresnelParameters = (function () {
  12600. function FresnelParameters() {
  12601. this.isEnabled = true;
  12602. this.leftColor = BABYLON.Color3.White();
  12603. this.rightColor = BABYLON.Color3.Black();
  12604. this.bias = 0;
  12605. this.power = 1;
  12606. }
  12607. return FresnelParameters;
  12608. })();
  12609. BABYLON.FresnelParameters = FresnelParameters;
  12610. var StandardMaterial = (function (_super) {
  12611. __extends(StandardMaterial, _super);
  12612. function StandardMaterial(name, scene) {
  12613. var _this = this;
  12614. _super.call(this, name, scene);
  12615. this.ambientColor = new BABYLON.Color3(0, 0, 0);
  12616. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  12617. this.specularColor = new BABYLON.Color3(1, 1, 1);
  12618. this.specularPower = 64;
  12619. this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  12620. this.useAlphaFromDiffuseTexture = false;
  12621. this.useSpecularOverAlpha = true;
  12622. this.fogEnabled = true;
  12623. this._cachedDefines = null;
  12624. this._renderTargets = new BABYLON.SmartArray(16);
  12625. this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  12626. this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  12627. this._scaledDiffuse = new BABYLON.Color3();
  12628. this._scaledSpecular = new BABYLON.Color3();
  12629. this.getRenderTargetTextures = function () {
  12630. _this._renderTargets.reset();
  12631. if (_this.reflectionTexture && _this.reflectionTexture.isRenderTarget) {
  12632. _this._renderTargets.push(_this.reflectionTexture);
  12633. }
  12634. return _this._renderTargets;
  12635. };
  12636. }
  12637. StandardMaterial.prototype.needAlphaBlending = function () {
  12638. return (this.alpha < 1.0) || (this.opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled;
  12639. };
  12640. StandardMaterial.prototype.needAlphaTesting = function () {
  12641. return this.diffuseTexture != null && this.diffuseTexture.hasAlpha && !this.diffuseTexture.getAlphaFromRGB;
  12642. };
  12643. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  12644. return this.diffuseTexture != null && this.diffuseTexture.hasAlpha && this.useAlphaFromDiffuseTexture;
  12645. };
  12646. StandardMaterial.prototype.getAlphaTestTexture = function () {
  12647. return this.diffuseTexture;
  12648. };
  12649. // Methods
  12650. StandardMaterial.prototype.isReady = function (mesh, useInstances) {
  12651. if (this.checkReadyOnlyOnce) {
  12652. if (this._wasPreviouslyReady) {
  12653. return true;
  12654. }
  12655. }
  12656. var scene = this.getScene();
  12657. if (!this.checkReadyOnEveryCall) {
  12658. if (this._renderId === scene.getRenderId()) {
  12659. return true;
  12660. }
  12661. }
  12662. var engine = scene.getEngine();
  12663. var defines = [];
  12664. var fallbacks = new BABYLON.EffectFallbacks();
  12665. // Textures
  12666. if (scene.texturesEnabled) {
  12667. if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  12668. if (!this.diffuseTexture.isReady()) {
  12669. return false;
  12670. } else {
  12671. defines.push("#define DIFFUSE");
  12672. }
  12673. }
  12674. if (this.ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  12675. if (!this.ambientTexture.isReady()) {
  12676. return false;
  12677. } else {
  12678. defines.push("#define AMBIENT");
  12679. }
  12680. }
  12681. if (this.opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  12682. if (!this.opacityTexture.isReady()) {
  12683. return false;
  12684. } else {
  12685. defines.push("#define OPACITY");
  12686. if (this.opacityTexture.getAlphaFromRGB) {
  12687. defines.push("#define OPACITYRGB");
  12688. }
  12689. }
  12690. }
  12691. if (this.reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  12692. if (!this.reflectionTexture.isReady()) {
  12693. return false;
  12694. } else {
  12695. defines.push("#define REFLECTION");
  12696. fallbacks.addFallback(0, "REFLECTION");
  12697. }
  12698. }
  12699. if (this.emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  12700. if (!this.emissiveTexture.isReady()) {
  12701. return false;
  12702. } else {
  12703. defines.push("#define EMISSIVE");
  12704. }
  12705. }
  12706. if (this.specularTexture && StandardMaterial.SpecularTextureEnabled) {
  12707. if (!this.specularTexture.isReady()) {
  12708. return false;
  12709. } else {
  12710. defines.push("#define SPECULAR");
  12711. fallbacks.addFallback(0, "SPECULAR");
  12712. }
  12713. }
  12714. }
  12715. if (scene.getEngine().getCaps().standardDerivatives && this.bumpTexture && StandardMaterial.BumpTextureEnabled) {
  12716. if (!this.bumpTexture.isReady()) {
  12717. return false;
  12718. } else {
  12719. defines.push("#define BUMP");
  12720. fallbacks.addFallback(0, "BUMP");
  12721. }
  12722. }
  12723. // Effect
  12724. if (this.useSpecularOverAlpha) {
  12725. defines.push("#define SPECULAROVERALPHA");
  12726. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  12727. }
  12728. if (scene.clipPlane) {
  12729. defines.push("#define CLIPPLANE");
  12730. }
  12731. if (engine.getAlphaTesting()) {
  12732. defines.push("#define ALPHATEST");
  12733. }
  12734. if (this._shouldUseAlphaFromDiffuseTexture()) {
  12735. defines.push("#define ALPHAFROMDIFFUSE");
  12736. }
  12737. // Point size
  12738. if (this.pointsCloud || scene.forcePointsCloud) {
  12739. defines.push("#define POINTSIZE");
  12740. }
  12741. // Fog
  12742. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  12743. defines.push("#define FOG");
  12744. fallbacks.addFallback(1, "FOG");
  12745. }
  12746. var shadowsActivated = false;
  12747. var lightIndex = 0;
  12748. if (scene.lightsEnabled) {
  12749. for (var index = 0; index < scene.lights.length; index++) {
  12750. var light = scene.lights[index];
  12751. if (!light.isEnabled()) {
  12752. continue;
  12753. }
  12754. // Excluded check
  12755. if (light._excludedMeshesIds.length > 0) {
  12756. for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
  12757. var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
  12758. if (excludedMesh) {
  12759. light.excludedMeshes.push(excludedMesh);
  12760. }
  12761. }
  12762. light._excludedMeshesIds = [];
  12763. }
  12764. // Included check
  12765. if (light._includedOnlyMeshesIds.length > 0) {
  12766. for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  12767. var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
  12768. if (includedOnlyMesh) {
  12769. light.includedOnlyMeshes.push(includedOnlyMesh);
  12770. }
  12771. }
  12772. light._includedOnlyMeshesIds = [];
  12773. }
  12774. if (!light.canAffectMesh(mesh)) {
  12775. continue;
  12776. }
  12777. defines.push("#define LIGHT" + lightIndex);
  12778. if (lightIndex > 0) {
  12779. fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
  12780. }
  12781. var type;
  12782. if (light instanceof BABYLON.SpotLight) {
  12783. type = "#define SPOTLIGHT" + lightIndex;
  12784. } else if (light instanceof BABYLON.HemisphericLight) {
  12785. type = "#define HEMILIGHT" + lightIndex;
  12786. } else {
  12787. type = "#define POINTDIRLIGHT" + lightIndex;
  12788. }
  12789. defines.push(type);
  12790. if (lightIndex > 0) {
  12791. fallbacks.addFallback(lightIndex, type.replace("#define ", ""));
  12792. }
  12793. // Shadows
  12794. if (scene.shadowsEnabled) {
  12795. var shadowGenerator = light.getShadowGenerator();
  12796. if (mesh && mesh.receiveShadows && shadowGenerator) {
  12797. defines.push("#define SHADOW" + lightIndex);
  12798. fallbacks.addFallback(0, "SHADOW" + lightIndex);
  12799. if (!shadowsActivated) {
  12800. defines.push("#define SHADOWS");
  12801. shadowsActivated = true;
  12802. }
  12803. if (shadowGenerator.useVarianceShadowMap) {
  12804. defines.push("#define SHADOWVSM" + lightIndex);
  12805. if (lightIndex > 0) {
  12806. fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
  12807. }
  12808. }
  12809. if (shadowGenerator.usePoissonSampling) {
  12810. defines.push("#define SHADOWPCF" + lightIndex);
  12811. if (lightIndex > 0) {
  12812. fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
  12813. }
  12814. }
  12815. }
  12816. }
  12817. lightIndex++;
  12818. if (lightIndex === maxSimultaneousLights)
  12819. break;
  12820. }
  12821. }
  12822. if (StandardMaterial.FresnelEnabled) {
  12823. // Fresnel
  12824. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled || this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled || this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  12825. var fresnelRank = 1;
  12826. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  12827. defines.push("#define DIFFUSEFRESNEL");
  12828. fallbacks.addFallback(fresnelRank, "DIFFUSEFRESNEL");
  12829. fresnelRank++;
  12830. }
  12831. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  12832. defines.push("#define OPACITYFRESNEL");
  12833. fallbacks.addFallback(fresnelRank, "OPACITYFRESNEL");
  12834. fresnelRank++;
  12835. }
  12836. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  12837. defines.push("#define REFLECTIONFRESNEL");
  12838. fallbacks.addFallback(fresnelRank, "REFLECTIONFRESNEL");
  12839. fresnelRank++;
  12840. }
  12841. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  12842. defines.push("#define EMISSIVEFRESNEL");
  12843. fallbacks.addFallback(fresnelRank, "EMISSIVEFRESNEL");
  12844. fresnelRank++;
  12845. }
  12846. defines.push("#define FRESNEL");
  12847. fallbacks.addFallback(fresnelRank - 1, "FRESNEL");
  12848. }
  12849. }
  12850. // Attribs
  12851. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  12852. if (mesh) {
  12853. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  12854. attribs.push(BABYLON.VertexBuffer.UVKind);
  12855. defines.push("#define UV1");
  12856. }
  12857. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  12858. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  12859. defines.push("#define UV2");
  12860. }
  12861. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  12862. attribs.push(BABYLON.VertexBuffer.ColorKind);
  12863. defines.push("#define VERTEXCOLOR");
  12864. if (mesh.hasVertexAlpha) {
  12865. defines.push("#define VERTEXALPHA");
  12866. }
  12867. }
  12868. if (mesh.skeleton && scene.skeletonsEnabled && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  12869. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  12870. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  12871. defines.push("#define BONES");
  12872. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  12873. defines.push("#define BONES4");
  12874. fallbacks.addFallback(0, "BONES4");
  12875. }
  12876. // Instances
  12877. if (useInstances) {
  12878. defines.push("#define INSTANCES");
  12879. attribs.push("world0");
  12880. attribs.push("world1");
  12881. attribs.push("world2");
  12882. attribs.push("world3");
  12883. }
  12884. }
  12885. // Get correct effect
  12886. var join = defines.join("\n");
  12887. if (this._cachedDefines !== join) {
  12888. this._cachedDefines = join;
  12889. scene.resetCachedMaterial();
  12890. // Legacy browser patch
  12891. var shaderName = "default";
  12892. if (!scene.getEngine().getCaps().standardDerivatives) {
  12893. shaderName = "legacydefault";
  12894. }
  12895. this._effect = scene.getEngine().createEffect(shaderName, attribs, [
  12896. "world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  12897. "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0",
  12898. "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1",
  12899. "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2",
  12900. "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3",
  12901. "vFogInfos", "vFogColor", "pointSize",
  12902. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos",
  12903. "mBones",
  12904. "vClipPlane", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix",
  12905. "darkness0", "darkness1", "darkness2", "darkness3",
  12906. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor"
  12907. ], [
  12908. "diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler", "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler",
  12909. "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3"
  12910. ], join, fallbacks, this.onCompiled, this.onError);
  12911. }
  12912. if (!this._effect.isReady()) {
  12913. return false;
  12914. }
  12915. this._renderId = scene.getRenderId();
  12916. this._wasPreviouslyReady = true;
  12917. return true;
  12918. };
  12919. StandardMaterial.prototype.unbind = function () {
  12920. if (this.reflectionTexture && this.reflectionTexture.isRenderTarget) {
  12921. this._effect.setTexture("reflection2DSampler", null);
  12922. }
  12923. };
  12924. StandardMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  12925. this._effect.setMatrix("world", world);
  12926. };
  12927. StandardMaterial.prototype.bind = function (world, mesh) {
  12928. var scene = this.getScene();
  12929. // Matrices
  12930. this.bindOnlyWorldMatrix(world);
  12931. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  12932. // Bones
  12933. if (mesh.skeleton && scene.skeletonsEnabled && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  12934. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  12935. }
  12936. if (scene.getCachedMaterial() !== this) {
  12937. if (StandardMaterial.FresnelEnabled) {
  12938. // Fresnel
  12939. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  12940. this._effect.setColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  12941. this._effect.setColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  12942. }
  12943. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  12944. this._effect.setColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  12945. }
  12946. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  12947. this._effect.setColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  12948. this._effect.setColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  12949. }
  12950. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  12951. this._effect.setColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  12952. this._effect.setColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  12953. }
  12954. }
  12955. // Textures
  12956. if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  12957. this._effect.setTexture("diffuseSampler", this.diffuseTexture);
  12958. this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
  12959. this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
  12960. }
  12961. if (this.ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  12962. this._effect.setTexture("ambientSampler", this.ambientTexture);
  12963. this._effect.setFloat2("vAmbientInfos", this.ambientTexture.coordinatesIndex, this.ambientTexture.level);
  12964. this._effect.setMatrix("ambientMatrix", this.ambientTexture.getTextureMatrix());
  12965. }
  12966. if (this.opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  12967. this._effect.setTexture("opacitySampler", this.opacityTexture);
  12968. this._effect.setFloat2("vOpacityInfos", this.opacityTexture.coordinatesIndex, this.opacityTexture.level);
  12969. this._effect.setMatrix("opacityMatrix", this.opacityTexture.getTextureMatrix());
  12970. }
  12971. if (this.reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  12972. if (this.reflectionTexture.isCube) {
  12973. this._effect.setTexture("reflectionCubeSampler", this.reflectionTexture);
  12974. } else {
  12975. this._effect.setTexture("reflection2DSampler", this.reflectionTexture);
  12976. }
  12977. this._effect.setMatrix("reflectionMatrix", this.reflectionTexture.getReflectionTextureMatrix());
  12978. this._effect.setFloat3("vReflectionInfos", this.reflectionTexture.coordinatesMode, this.reflectionTexture.level, this.reflectionTexture.isCube ? 1 : 0);
  12979. }
  12980. if (this.emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  12981. this._effect.setTexture("emissiveSampler", this.emissiveTexture);
  12982. this._effect.setFloat2("vEmissiveInfos", this.emissiveTexture.coordinatesIndex, this.emissiveTexture.level);
  12983. this._effect.setMatrix("emissiveMatrix", this.emissiveTexture.getTextureMatrix());
  12984. }
  12985. if (this.specularTexture && StandardMaterial.SpecularTextureEnabled) {
  12986. this._effect.setTexture("specularSampler", this.specularTexture);
  12987. this._effect.setFloat2("vSpecularInfos", this.specularTexture.coordinatesIndex, this.specularTexture.level);
  12988. this._effect.setMatrix("specularMatrix", this.specularTexture.getTextureMatrix());
  12989. }
  12990. if (this.bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  12991. this._effect.setTexture("bumpSampler", this.bumpTexture);
  12992. this._effect.setFloat2("vBumpInfos", this.bumpTexture.coordinatesIndex, 1.0 / this.bumpTexture.level);
  12993. this._effect.setMatrix("bumpMatrix", this.bumpTexture.getTextureMatrix());
  12994. }
  12995. // Clip plane
  12996. if (scene.clipPlane) {
  12997. var clipPlane = scene.clipPlane;
  12998. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  12999. }
  13000. // Point size
  13001. if (this.pointsCloud) {
  13002. this._effect.setFloat("pointSize", this.pointSize);
  13003. }
  13004. // Colors
  13005. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  13006. // Scaling down color according to emissive
  13007. this._scaledSpecular.r = this.specularColor.r * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.r);
  13008. this._scaledSpecular.g = this.specularColor.g * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.g);
  13009. this._scaledSpecular.b = this.specularColor.b * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.b);
  13010. this._effect.setVector3("vEyePosition", scene.activeCamera.position);
  13011. this._effect.setColor3("vAmbientColor", this._globalAmbientColor);
  13012. this._effect.setColor4("vSpecularColor", this._scaledSpecular, this.specularPower);
  13013. this._effect.setColor3("vEmissiveColor", this.emissiveColor);
  13014. }
  13015. // Scaling down color according to emissive
  13016. this._scaledDiffuse.r = this.diffuseColor.r * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.r);
  13017. this._scaledDiffuse.g = this.diffuseColor.g * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.g);
  13018. this._scaledDiffuse.b = this.diffuseColor.b * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.b);
  13019. this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
  13020. if (scene.lightsEnabled) {
  13021. var lightIndex = 0;
  13022. for (var index = 0; index < scene.lights.length; index++) {
  13023. var light = scene.lights[index];
  13024. if (!light.isEnabled()) {
  13025. continue;
  13026. }
  13027. if (!light.canAffectMesh(mesh)) {
  13028. continue;
  13029. }
  13030. if (light instanceof BABYLON.PointLight) {
  13031. // Point Light
  13032. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  13033. } else if (light instanceof BABYLON.DirectionalLight) {
  13034. // Directional Light
  13035. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  13036. } else if (light instanceof BABYLON.SpotLight) {
  13037. // Spot Light
  13038. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
  13039. } else if (light instanceof BABYLON.HemisphericLight) {
  13040. // Hemispheric Light
  13041. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
  13042. }
  13043. light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
  13044. light.specular.scaleToRef(light.intensity, this._scaledSpecular);
  13045. this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
  13046. this._effect.setColor3("vLightSpecular" + lightIndex, this._scaledSpecular);
  13047. // Shadows
  13048. if (scene.shadowsEnabled) {
  13049. var shadowGenerator = light.getShadowGenerator();
  13050. if (mesh.receiveShadows && shadowGenerator) {
  13051. this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
  13052. this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMap());
  13053. this._effect.setFloat("darkness" + lightIndex, shadowGenerator.getDarkness());
  13054. }
  13055. }
  13056. lightIndex++;
  13057. if (lightIndex === maxSimultaneousLights)
  13058. break;
  13059. }
  13060. }
  13061. // View
  13062. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this.reflectionTexture) {
  13063. this._effect.setMatrix("view", scene.getViewMatrix());
  13064. }
  13065. // Fog
  13066. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  13067. this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  13068. this._effect.setColor3("vFogColor", scene.fogColor);
  13069. }
  13070. _super.prototype.bind.call(this, world, mesh);
  13071. };
  13072. StandardMaterial.prototype.getAnimatables = function () {
  13073. var results = [];
  13074. if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
  13075. results.push(this.diffuseTexture);
  13076. }
  13077. if (this.ambientTexture && this.ambientTexture.animations && this.ambientTexture.animations.length > 0) {
  13078. results.push(this.ambientTexture);
  13079. }
  13080. if (this.opacityTexture && this.opacityTexture.animations && this.opacityTexture.animations.length > 0) {
  13081. results.push(this.opacityTexture);
  13082. }
  13083. if (this.reflectionTexture && this.reflectionTexture.animations && this.reflectionTexture.animations.length > 0) {
  13084. results.push(this.reflectionTexture);
  13085. }
  13086. if (this.emissiveTexture && this.emissiveTexture.animations && this.emissiveTexture.animations.length > 0) {
  13087. results.push(this.emissiveTexture);
  13088. }
  13089. if (this.specularTexture && this.specularTexture.animations && this.specularTexture.animations.length > 0) {
  13090. results.push(this.specularTexture);
  13091. }
  13092. if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
  13093. results.push(this.bumpTexture);
  13094. }
  13095. return results;
  13096. };
  13097. StandardMaterial.prototype.dispose = function (forceDisposeEffect) {
  13098. if (this.diffuseTexture) {
  13099. this.diffuseTexture.dispose();
  13100. }
  13101. if (this.ambientTexture) {
  13102. this.ambientTexture.dispose();
  13103. }
  13104. if (this.opacityTexture) {
  13105. this.opacityTexture.dispose();
  13106. }
  13107. if (this.reflectionTexture) {
  13108. this.reflectionTexture.dispose();
  13109. }
  13110. if (this.emissiveTexture) {
  13111. this.emissiveTexture.dispose();
  13112. }
  13113. if (this.specularTexture) {
  13114. this.specularTexture.dispose();
  13115. }
  13116. if (this.bumpTexture) {
  13117. this.bumpTexture.dispose();
  13118. }
  13119. _super.prototype.dispose.call(this, forceDisposeEffect);
  13120. };
  13121. StandardMaterial.prototype.clone = function (name) {
  13122. var newStandardMaterial = new StandardMaterial(name, this.getScene());
  13123. // Base material
  13124. newStandardMaterial.checkReadyOnEveryCall = this.checkReadyOnEveryCall;
  13125. newStandardMaterial.alpha = this.alpha;
  13126. newStandardMaterial.fillMode = this.fillMode;
  13127. newStandardMaterial.backFaceCulling = this.backFaceCulling;
  13128. // Standard material
  13129. if (this.diffuseTexture && this.diffuseTexture.clone) {
  13130. newStandardMaterial.diffuseTexture = this.diffuseTexture.clone();
  13131. }
  13132. if (this.ambientTexture && this.ambientTexture.clone) {
  13133. newStandardMaterial.ambientTexture = this.ambientTexture.clone();
  13134. }
  13135. if (this.opacityTexture && this.opacityTexture.clone) {
  13136. newStandardMaterial.opacityTexture = this.opacityTexture.clone();
  13137. }
  13138. if (this.reflectionTexture && this.reflectionTexture.clone) {
  13139. newStandardMaterial.reflectionTexture = this.reflectionTexture.clone();
  13140. }
  13141. if (this.emissiveTexture && this.emissiveTexture.clone) {
  13142. newStandardMaterial.emissiveTexture = this.emissiveTexture.clone();
  13143. }
  13144. if (this.specularTexture && this.specularTexture.clone) {
  13145. newStandardMaterial.specularTexture = this.specularTexture.clone();
  13146. }
  13147. if (this.bumpTexture && this.bumpTexture.clone) {
  13148. newStandardMaterial.bumpTexture = this.bumpTexture.clone();
  13149. }
  13150. newStandardMaterial.ambientColor = this.ambientColor.clone();
  13151. newStandardMaterial.diffuseColor = this.diffuseColor.clone();
  13152. newStandardMaterial.specularColor = this.specularColor.clone();
  13153. newStandardMaterial.specularPower = this.specularPower;
  13154. newStandardMaterial.emissiveColor = this.emissiveColor.clone();
  13155. return newStandardMaterial;
  13156. };
  13157. StandardMaterial.DiffuseTextureEnabled = true;
  13158. StandardMaterial.AmbientTextureEnabled = true;
  13159. StandardMaterial.OpacityTextureEnabled = true;
  13160. StandardMaterial.ReflectionTextureEnabled = true;
  13161. StandardMaterial.EmissiveTextureEnabled = true;
  13162. StandardMaterial.SpecularTextureEnabled = true;
  13163. StandardMaterial.BumpTextureEnabled = true;
  13164. StandardMaterial.FresnelEnabled = true;
  13165. return StandardMaterial;
  13166. })(BABYLON.Material);
  13167. BABYLON.StandardMaterial = StandardMaterial;
  13168. })(BABYLON || (BABYLON = {}));
  13169. //# sourceMappingURL=babylon.standardMaterial.js.map
  13170. var BABYLON;
  13171. (function (BABYLON) {
  13172. var MultiMaterial = (function (_super) {
  13173. __extends(MultiMaterial, _super);
  13174. function MultiMaterial(name, scene) {
  13175. _super.call(this, name, scene, true);
  13176. this.subMaterials = new Array();
  13177. scene.multiMaterials.push(this);
  13178. }
  13179. // Properties
  13180. MultiMaterial.prototype.getSubMaterial = function (index) {
  13181. if (index < 0 || index >= this.subMaterials.length) {
  13182. return this.getScene().defaultMaterial;
  13183. }
  13184. return this.subMaterials[index];
  13185. };
  13186. // Methods
  13187. MultiMaterial.prototype.isReady = function (mesh) {
  13188. for (var index = 0; index < this.subMaterials.length; index++) {
  13189. var subMaterial = this.subMaterials[index];
  13190. if (subMaterial) {
  13191. if (!this.subMaterials[index].isReady(mesh)) {
  13192. return false;
  13193. }
  13194. }
  13195. }
  13196. return true;
  13197. };
  13198. return MultiMaterial;
  13199. })(BABYLON.Material);
  13200. BABYLON.MultiMaterial = MultiMaterial;
  13201. })(BABYLON || (BABYLON = {}));
  13202. //# sourceMappingURL=babylon.multiMaterial.js.map
  13203. var BABYLON;
  13204. (function (BABYLON) {
  13205. var Database = (function () {
  13206. function Database(urlToScene, callbackManifestChecked) {
  13207. // Handling various flavors of prefixed version of IndexedDB
  13208. this.idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  13209. this.callbackManifestChecked = callbackManifestChecked;
  13210. this.currentSceneUrl = BABYLON.Database.ReturnFullUrlLocation(urlToScene);
  13211. this.db = null;
  13212. this.enableSceneOffline = false;
  13213. this.enableTexturesOffline = false;
  13214. this.manifestVersionFound = 0;
  13215. this.mustUpdateRessources = false;
  13216. this.hasReachedQuota = false;
  13217. this.checkManifestFile();
  13218. }
  13219. Database.prototype.checkManifestFile = function () {
  13220. var _this = this;
  13221. function noManifestFile() {
  13222. BABYLON.Tools.Log("Valid manifest file not found. Scene & textures will be loaded directly from the web server.");
  13223. that.enableSceneOffline = false;
  13224. that.enableTexturesOffline = false;
  13225. that.callbackManifestChecked(false);
  13226. }
  13227. var that = this;
  13228. var manifestURL = this.currentSceneUrl + ".manifest";
  13229. var xhr = new XMLHttpRequest();
  13230. var manifestURLTimeStamped = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + (new Date()).getTime();
  13231. xhr.open("GET", manifestURLTimeStamped, true);
  13232. xhr.addEventListener("load", function () {
  13233. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  13234. try {
  13235. var manifestFile = JSON.parse(xhr.response);
  13236. _this.enableSceneOffline = manifestFile.enableSceneOffline;
  13237. _this.enableTexturesOffline = manifestFile.enableTexturesOffline;
  13238. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  13239. _this.manifestVersionFound = manifestFile.version;
  13240. }
  13241. if (_this.callbackManifestChecked) {
  13242. _this.callbackManifestChecked(true);
  13243. }
  13244. } catch (ex) {
  13245. noManifestFile();
  13246. }
  13247. } else {
  13248. noManifestFile();
  13249. }
  13250. }, false);
  13251. xhr.addEventListener("error", function (event) {
  13252. noManifestFile();
  13253. }, false);
  13254. try {
  13255. xhr.send();
  13256. } catch (ex) {
  13257. BABYLON.Tools.Error("Error on XHR send request.");
  13258. that.callbackManifestChecked(false);
  13259. }
  13260. };
  13261. Database.prototype.openAsync = function (successCallback, errorCallback) {
  13262. var _this = this;
  13263. function handleError() {
  13264. that.isSupported = false;
  13265. if (errorCallback)
  13266. errorCallback();
  13267. }
  13268. var that = this;
  13269. if (!this.idbFactory || !(this.enableSceneOffline || this.enableTexturesOffline)) {
  13270. // Your browser doesn't support IndexedDB
  13271. this.isSupported = false;
  13272. if (errorCallback)
  13273. errorCallback();
  13274. } else {
  13275. // If the DB hasn't been opened or created yet
  13276. if (!this.db) {
  13277. this.hasReachedQuota = false;
  13278. this.isSupported = true;
  13279. var request = this.idbFactory.open("babylonjs", 1);
  13280. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  13281. request.onerror = function (event) {
  13282. handleError();
  13283. };
  13284. // executes when a version change transaction cannot complete due to other active transactions
  13285. request.onblocked = function (event) {
  13286. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  13287. handleError();
  13288. };
  13289. // DB has been opened successfully
  13290. request.onsuccess = function (event) {
  13291. _this.db = request.result;
  13292. successCallback();
  13293. };
  13294. // Initialization of the DB. Creating Scenes & Textures stores
  13295. request.onupgradeneeded = function (event) {
  13296. _this.db = (event.target).result;
  13297. try {
  13298. var scenesStore = _this.db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  13299. var versionsStore = _this.db.createObjectStore("versions", { keyPath: "sceneUrl" });
  13300. var texturesStore = _this.db.createObjectStore("textures", { keyPath: "textureUrl" });
  13301. } catch (ex) {
  13302. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  13303. handleError();
  13304. }
  13305. };
  13306. } else {
  13307. if (successCallback)
  13308. successCallback();
  13309. }
  13310. }
  13311. };
  13312. Database.prototype.loadImageFromDB = function (url, image) {
  13313. var _this = this;
  13314. var completeURL = BABYLON.Database.ReturnFullUrlLocation(url);
  13315. var saveAndLoadImage = function () {
  13316. if (!_this.hasReachedQuota && _this.db !== null) {
  13317. // the texture is not yet in the DB, let's try to save it
  13318. _this._saveImageIntoDBAsync(completeURL, image);
  13319. } else {
  13320. image.src = url;
  13321. }
  13322. };
  13323. if (!this.mustUpdateRessources) {
  13324. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  13325. } else {
  13326. saveAndLoadImage();
  13327. }
  13328. };
  13329. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  13330. if (this.isSupported && this.db !== null) {
  13331. var texture;
  13332. var transaction = this.db.transaction(["textures"]);
  13333. transaction.onabort = function (event) {
  13334. image.src = url;
  13335. };
  13336. transaction.oncomplete = function (event) {
  13337. var blobTextureURL;
  13338. if (texture) {
  13339. var URL = window.URL || window.webkitURL;
  13340. blobTextureURL = URL.createObjectURL(texture.data, { oneTimeOnly: true });
  13341. image.onerror = function () {
  13342. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  13343. image.src = url;
  13344. };
  13345. image.src = blobTextureURL;
  13346. } else {
  13347. notInDBCallback();
  13348. }
  13349. };
  13350. var getRequest = transaction.objectStore("textures").get(url);
  13351. getRequest.onsuccess = function (event) {
  13352. texture = (event.target).result;
  13353. };
  13354. getRequest.onerror = function (event) {
  13355. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  13356. image.src = url;
  13357. };
  13358. } else {
  13359. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  13360. image.src = url;
  13361. }
  13362. };
  13363. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  13364. var _this = this;
  13365. if (this.isSupported) {
  13366. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  13367. var generateBlobUrl = function () {
  13368. var blobTextureURL;
  13369. if (blob) {
  13370. var URL = window.URL || window.webkitURL;
  13371. try {
  13372. blobTextureURL = URL.createObjectURL(blob, { oneTimeOnly: true });
  13373. } catch (ex) {
  13374. blobTextureURL = URL.createObjectURL(blob);
  13375. }
  13376. }
  13377. image.src = blobTextureURL;
  13378. };
  13379. if (BABYLON.Database.isUASupportingBlobStorage) {
  13380. var xhr = new XMLHttpRequest(), blob;
  13381. xhr.open("GET", url, true);
  13382. xhr.responseType = "blob";
  13383. xhr.addEventListener("load", function () {
  13384. if (xhr.status === 200) {
  13385. // Blob as response (XHR2)
  13386. blob = xhr.response;
  13387. var transaction = _this.db.transaction(["textures"], "readwrite");
  13388. // the transaction could abort because of a QuotaExceededError error
  13389. transaction.onabort = function (event) {
  13390. try {
  13391. if (event.srcElement.error.name === "QuotaExceededError") {
  13392. this.hasReachedQuota = true;
  13393. }
  13394. } catch (ex) {
  13395. }
  13396. generateBlobUrl();
  13397. };
  13398. transaction.oncomplete = function (event) {
  13399. generateBlobUrl();
  13400. };
  13401. var newTexture = { textureUrl: url, data: blob };
  13402. try {
  13403. // Put the blob into the dabase
  13404. var addRequest = transaction.objectStore("textures").put(newTexture);
  13405. addRequest.onsuccess = function (event) {
  13406. };
  13407. addRequest.onerror = function (event) {
  13408. generateBlobUrl();
  13409. };
  13410. } catch (ex) {
  13411. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  13412. if (ex.code === 25) {
  13413. BABYLON.Database.isUASupportingBlobStorage = false;
  13414. }
  13415. image.src = url;
  13416. }
  13417. } else {
  13418. image.src = url;
  13419. }
  13420. }, false);
  13421. xhr.addEventListener("error", function (event) {
  13422. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  13423. image.src = url;
  13424. }, false);
  13425. xhr.send();
  13426. } else {
  13427. image.src = url;
  13428. }
  13429. } else {
  13430. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  13431. image.src = url;
  13432. }
  13433. };
  13434. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  13435. var _this = this;
  13436. var updateVersion = function (event) {
  13437. // the version is not yet in the DB or we need to update it
  13438. _this._saveVersionIntoDBAsync(url, versionLoaded);
  13439. };
  13440. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  13441. };
  13442. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  13443. var _this = this;
  13444. if (this.isSupported) {
  13445. var version;
  13446. try {
  13447. var transaction = this.db.transaction(["versions"]);
  13448. transaction.oncomplete = function (event) {
  13449. if (version) {
  13450. // If the version in the JSON file is > than the version in DB
  13451. if (_this.manifestVersionFound > version.data) {
  13452. _this.mustUpdateRessources = true;
  13453. updateInDBCallback();
  13454. } else {
  13455. callback(version.data);
  13456. }
  13457. } else {
  13458. _this.mustUpdateRessources = true;
  13459. updateInDBCallback();
  13460. }
  13461. };
  13462. transaction.onabort = function (event) {
  13463. callback(-1);
  13464. };
  13465. var getRequest = transaction.objectStore("versions").get(url);
  13466. getRequest.onsuccess = function (event) {
  13467. version = (event.target).result;
  13468. };
  13469. getRequest.onerror = function (event) {
  13470. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  13471. callback(-1);
  13472. };
  13473. } catch (ex) {
  13474. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  13475. callback(-1);
  13476. }
  13477. } else {
  13478. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  13479. callback(-1);
  13480. }
  13481. };
  13482. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  13483. var _this = this;
  13484. if (this.isSupported && !this.hasReachedQuota) {
  13485. try {
  13486. // Open a transaction to the database
  13487. var transaction = this.db.transaction(["versions"], "readwrite");
  13488. // the transaction could abort because of a QuotaExceededError error
  13489. transaction.onabort = function (event) {
  13490. try {
  13491. if (event.srcElement.error.name === "QuotaExceededError") {
  13492. _this.hasReachedQuota = true;
  13493. }
  13494. } catch (ex) {
  13495. }
  13496. callback(-1);
  13497. };
  13498. transaction.oncomplete = function (event) {
  13499. callback(_this.manifestVersionFound);
  13500. };
  13501. var newVersion = { sceneUrl: url, data: this.manifestVersionFound };
  13502. // Put the scene into the database
  13503. var addRequest = transaction.objectStore("versions").put(newVersion);
  13504. addRequest.onsuccess = function (event) {
  13505. };
  13506. addRequest.onerror = function (event) {
  13507. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  13508. };
  13509. } catch (ex) {
  13510. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  13511. callback(-1);
  13512. }
  13513. } else {
  13514. callback(-1);
  13515. }
  13516. };
  13517. Database.prototype.loadFileFromDB = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  13518. var _this = this;
  13519. var completeUrl = BABYLON.Database.ReturnFullUrlLocation(url);
  13520. var saveAndLoadFile = function (event) {
  13521. // the scene is not yet in the DB, let's try to save it
  13522. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack);
  13523. };
  13524. this._checkVersionFromDB(completeUrl, function (version) {
  13525. if (version !== -1) {
  13526. if (!_this.mustUpdateRessources) {
  13527. _this._loadFileFromDBAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  13528. } else {
  13529. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer);
  13530. }
  13531. } else {
  13532. errorCallback();
  13533. }
  13534. });
  13535. };
  13536. Database.prototype._loadFileFromDBAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  13537. if (this.isSupported) {
  13538. var targetStore;
  13539. if (url.indexOf(".babylon") !== -1) {
  13540. targetStore = "scenes";
  13541. } else {
  13542. targetStore = "textures";
  13543. }
  13544. var file;
  13545. var transaction = this.db.transaction([targetStore]);
  13546. transaction.oncomplete = function (event) {
  13547. if (file) {
  13548. callback(file.data);
  13549. } else {
  13550. notInDBCallback();
  13551. }
  13552. };
  13553. transaction.onabort = function (event) {
  13554. notInDBCallback();
  13555. };
  13556. var getRequest = transaction.objectStore(targetStore).get(url);
  13557. getRequest.onsuccess = function (event) {
  13558. file = (event.target).result;
  13559. };
  13560. getRequest.onerror = function (event) {
  13561. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  13562. notInDBCallback();
  13563. };
  13564. } else {
  13565. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  13566. callback();
  13567. }
  13568. };
  13569. Database.prototype._saveFileIntoDBAsync = function (url, callback, progressCallback, useArrayBuffer) {
  13570. var _this = this;
  13571. if (this.isSupported) {
  13572. var targetStore;
  13573. if (url.indexOf(".babylon") !== -1) {
  13574. targetStore = "scenes";
  13575. } else {
  13576. targetStore = "textures";
  13577. }
  13578. // Create XHR
  13579. var xhr = new XMLHttpRequest(), fileData;
  13580. xhr.open("GET", url, true);
  13581. if (useArrayBuffer) {
  13582. xhr.responseType = "arraybuffer";
  13583. }
  13584. xhr.onprogress = progressCallback;
  13585. xhr.addEventListener("load", function () {
  13586. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6)) {
  13587. // Blob as response (XHR2)
  13588. //fileData = xhr.responseText;
  13589. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  13590. if (!_this.hasReachedQuota) {
  13591. // Open a transaction to the database
  13592. var transaction = _this.db.transaction([targetStore], "readwrite");
  13593. // the transaction could abort because of a QuotaExceededError error
  13594. transaction.onabort = function (event) {
  13595. try {
  13596. if (event.srcElement.error.name === "QuotaExceededError") {
  13597. this.hasReachedQuota = true;
  13598. }
  13599. } catch (ex) {
  13600. }
  13601. callback(fileData);
  13602. };
  13603. transaction.oncomplete = function (event) {
  13604. callback(fileData);
  13605. };
  13606. var newFile;
  13607. if (targetStore === "scenes") {
  13608. newFile = { sceneUrl: url, data: fileData, version: _this.manifestVersionFound };
  13609. } else {
  13610. newFile = { textureUrl: url, data: fileData };
  13611. }
  13612. try {
  13613. // Put the scene into the database
  13614. var addRequest = transaction.objectStore(targetStore).put(newFile);
  13615. addRequest.onsuccess = function (event) {
  13616. };
  13617. addRequest.onerror = function (event) {
  13618. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  13619. };
  13620. } catch (ex) {
  13621. callback(fileData);
  13622. }
  13623. } else {
  13624. callback(fileData);
  13625. }
  13626. } else {
  13627. callback();
  13628. }
  13629. }, false);
  13630. xhr.addEventListener("error", function (event) {
  13631. BABYLON.Tools.Error("error on XHR request.");
  13632. callback();
  13633. }, false);
  13634. xhr.send();
  13635. } else {
  13636. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  13637. callback();
  13638. }
  13639. };
  13640. Database.isUASupportingBlobStorage = true;
  13641. Database.parseURL = function (url) {
  13642. var a = document.createElement('a');
  13643. a.href = url;
  13644. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  13645. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  13646. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  13647. return absLocation;
  13648. };
  13649. Database.ReturnFullUrlLocation = function (url) {
  13650. if (url.indexOf("http:/") === -1) {
  13651. return (BABYLON.Database.parseURL(window.location.href) + url);
  13652. } else {
  13653. return url;
  13654. }
  13655. };
  13656. return Database;
  13657. })();
  13658. BABYLON.Database = Database;
  13659. })(BABYLON || (BABYLON = {}));
  13660. //# sourceMappingURL=babylon.database.js.map
  13661. var BABYLON;
  13662. (function (BABYLON) {
  13663. var SpriteManager = (function () {
  13664. function SpriteManager(name, imgUrl, capacity, cellSize, scene, epsilon) {
  13665. this.name = name;
  13666. this.cellSize = cellSize;
  13667. this.sprites = new Array();
  13668. this.renderingGroupId = 0;
  13669. this.fogEnabled = true;
  13670. this._vertexDeclaration = [3, 4, 4, 4];
  13671. this._vertexStrideSize = 15 * 4;
  13672. this._capacity = capacity;
  13673. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false);
  13674. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  13675. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  13676. this._epsilon = epsilon === undefined ? 0.01 : epsilon;
  13677. this._scene = scene;
  13678. this._scene.spriteManagers.push(this);
  13679. // VBO
  13680. this._vertexDeclaration = [3, 4, 4, 4];
  13681. this._vertexStrideSize = 15 * 4;
  13682. this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
  13683. var indices = [];
  13684. var index = 0;
  13685. for (var count = 0; count < capacity; count++) {
  13686. indices.push(index);
  13687. indices.push(index + 1);
  13688. indices.push(index + 2);
  13689. indices.push(index);
  13690. indices.push(index + 2);
  13691. indices.push(index + 3);
  13692. index += 4;
  13693. }
  13694. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  13695. this._vertices = new Float32Array(capacity * this._vertexStrideSize);
  13696. // Effects
  13697. this._effectBase = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  13698. this._effectFog = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  13699. }
  13700. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  13701. var arrayOffset = index * 15;
  13702. if (offsetX == 0)
  13703. offsetX = this._epsilon;
  13704. else if (offsetX == 1)
  13705. offsetX = 1 - this._epsilon;
  13706. if (offsetY == 0)
  13707. offsetY = this._epsilon;
  13708. else if (offsetY == 1)
  13709. offsetY = 1 - this._epsilon;
  13710. this._vertices[arrayOffset] = sprite.position.x;
  13711. this._vertices[arrayOffset + 1] = sprite.position.y;
  13712. this._vertices[arrayOffset + 2] = sprite.position.z;
  13713. this._vertices[arrayOffset + 3] = sprite.angle;
  13714. this._vertices[arrayOffset + 4] = sprite.size;
  13715. this._vertices[arrayOffset + 5] = offsetX;
  13716. this._vertices[arrayOffset + 6] = offsetY;
  13717. this._vertices[arrayOffset + 7] = sprite.invertU ? 1 : 0;
  13718. this._vertices[arrayOffset + 8] = sprite.invertV ? 1 : 0;
  13719. var offset = (sprite.cellIndex / rowSize) >> 0;
  13720. this._vertices[arrayOffset + 9] = sprite.cellIndex - offset * rowSize;
  13721. this._vertices[arrayOffset + 10] = offset;
  13722. // Color
  13723. this._vertices[arrayOffset + 11] = sprite.color.r;
  13724. this._vertices[arrayOffset + 12] = sprite.color.g;
  13725. this._vertices[arrayOffset + 13] = sprite.color.b;
  13726. this._vertices[arrayOffset + 14] = sprite.color.a;
  13727. };
  13728. SpriteManager.prototype.render = function () {
  13729. // Check
  13730. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady())
  13731. return;
  13732. var engine = this._scene.getEngine();
  13733. var baseSize = this._spriteTexture.getBaseSize();
  13734. // Sprites
  13735. var deltaTime = engine.getDeltaTime();
  13736. var max = Math.min(this._capacity, this.sprites.length);
  13737. var rowSize = baseSize.width / this.cellSize;
  13738. var offset = 0;
  13739. for (var index = 0; index < max; index++) {
  13740. var sprite = this.sprites[index];
  13741. if (!sprite) {
  13742. continue;
  13743. }
  13744. sprite._animate(deltaTime);
  13745. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  13746. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  13747. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  13748. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  13749. }
  13750. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
  13751. // Render
  13752. var effect = this._effectBase;
  13753. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  13754. effect = this._effectFog;
  13755. }
  13756. engine.enableEffect(effect);
  13757. var viewMatrix = this._scene.getViewMatrix();
  13758. effect.setTexture("diffuseSampler", this._spriteTexture);
  13759. effect.setMatrix("view", viewMatrix);
  13760. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  13761. effect.setFloat2("textureInfos", this.cellSize / baseSize.width, this.cellSize / baseSize.height);
  13762. // Fog
  13763. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  13764. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  13765. effect.setColor3("vFogColor", this._scene.fogColor);
  13766. }
  13767. // VBOs
  13768. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  13769. // Draw order
  13770. effect.setBool("alphaTest", true);
  13771. engine.setColorWrite(false);
  13772. engine.draw(true, 0, max * 6);
  13773. engine.setColorWrite(true);
  13774. effect.setBool("alphaTest", false);
  13775. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  13776. engine.draw(true, 0, max * 6);
  13777. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  13778. };
  13779. SpriteManager.prototype.dispose = function () {
  13780. if (this._vertexBuffer) {
  13781. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  13782. this._vertexBuffer = null;
  13783. }
  13784. if (this._indexBuffer) {
  13785. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  13786. this._indexBuffer = null;
  13787. }
  13788. if (this._spriteTexture) {
  13789. this._spriteTexture.dispose();
  13790. this._spriteTexture = null;
  13791. }
  13792. // Remove from scene
  13793. var index = this._scene.spriteManagers.indexOf(this);
  13794. this._scene.spriteManagers.splice(index, 1);
  13795. // Callback
  13796. if (this.onDispose) {
  13797. this.onDispose();
  13798. }
  13799. };
  13800. return SpriteManager;
  13801. })();
  13802. BABYLON.SpriteManager = SpriteManager;
  13803. })(BABYLON || (BABYLON = {}));
  13804. //# sourceMappingURL=babylon.spriteManager.js.map
  13805. var BABYLON;
  13806. (function (BABYLON) {
  13807. var Sprite = (function () {
  13808. function Sprite(name, manager) {
  13809. this.name = name;
  13810. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  13811. this.size = 1.0;
  13812. this.angle = 0;
  13813. this.cellIndex = 0;
  13814. this.invertU = 0;
  13815. this.invertV = 0;
  13816. this.animations = new Array();
  13817. this._animationStarted = false;
  13818. this._loopAnimation = false;
  13819. this._fromIndex = 0;
  13820. this._toIndex = 0;
  13821. this._delay = 0;
  13822. this._direction = 1;
  13823. this._frameCount = 0;
  13824. this._time = 0;
  13825. this._manager = manager;
  13826. this._manager.sprites.push(this);
  13827. this.position = BABYLON.Vector3.Zero();
  13828. }
  13829. Sprite.prototype.playAnimation = function (from, to, loop, delay) {
  13830. this._fromIndex = from;
  13831. this._toIndex = to;
  13832. this._loopAnimation = loop;
  13833. this._delay = delay;
  13834. this._animationStarted = true;
  13835. this._direction = from < to ? 1 : -1;
  13836. this.cellIndex = from;
  13837. this._time = 0;
  13838. };
  13839. Sprite.prototype.stopAnimation = function () {
  13840. this._animationStarted = false;
  13841. };
  13842. Sprite.prototype._animate = function (deltaTime) {
  13843. if (!this._animationStarted)
  13844. return;
  13845. this._time += deltaTime;
  13846. if (this._time > this._delay) {
  13847. this._time = this._time % this._delay;
  13848. this.cellIndex += this._direction;
  13849. if (this.cellIndex == this._toIndex) {
  13850. if (this._loopAnimation) {
  13851. this.cellIndex = this._fromIndex;
  13852. } else {
  13853. this._animationStarted = false;
  13854. if (this.disposeWhenFinishedAnimating) {
  13855. this.dispose();
  13856. }
  13857. }
  13858. }
  13859. }
  13860. };
  13861. Sprite.prototype.dispose = function () {
  13862. for (var i = 0; i < this._manager.sprites.length; i++) {
  13863. if (this._manager.sprites[i] == this) {
  13864. this._manager.sprites.splice(i, 1);
  13865. }
  13866. }
  13867. };
  13868. return Sprite;
  13869. })();
  13870. BABYLON.Sprite = Sprite;
  13871. })(BABYLON || (BABYLON = {}));
  13872. //# sourceMappingURL=babylon.sprite.js.map
  13873. var BABYLON;
  13874. (function (BABYLON) {
  13875. var Layer = (function () {
  13876. function Layer(name, imgUrl, scene, isBackground, color) {
  13877. this.name = name;
  13878. this._vertexDeclaration = [2];
  13879. this._vertexStrideSize = 2 * 4;
  13880. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  13881. this.isBackground = isBackground === undefined ? true : isBackground;
  13882. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  13883. this._scene = scene;
  13884. this._scene.layers.push(this);
  13885. // VBO
  13886. var vertices = [];
  13887. vertices.push(1, 1);
  13888. vertices.push(-1, 1);
  13889. vertices.push(-1, -1);
  13890. vertices.push(1, -1);
  13891. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  13892. // Indices
  13893. var indices = [];
  13894. indices.push(0);
  13895. indices.push(1);
  13896. indices.push(2);
  13897. indices.push(0);
  13898. indices.push(2);
  13899. indices.push(3);
  13900. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  13901. // Effects
  13902. this._effect = this._scene.getEngine().createEffect("layer", ["position"], ["textureMatrix", "color"], ["textureSampler"], "");
  13903. }
  13904. Layer.prototype.render = function () {
  13905. // Check
  13906. if (!this._effect.isReady() || !this.texture || !this.texture.isReady())
  13907. return;
  13908. var engine = this._scene.getEngine();
  13909. // Render
  13910. engine.enableEffect(this._effect);
  13911. engine.setState(false);
  13912. // Texture
  13913. this._effect.setTexture("textureSampler", this.texture);
  13914. this._effect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  13915. // Color
  13916. this._effect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  13917. // VBOs
  13918. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  13919. // Draw order
  13920. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  13921. engine.draw(true, 0, 6);
  13922. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  13923. };
  13924. Layer.prototype.dispose = function () {
  13925. if (this._vertexBuffer) {
  13926. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  13927. this._vertexBuffer = null;
  13928. }
  13929. if (this._indexBuffer) {
  13930. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  13931. this._indexBuffer = null;
  13932. }
  13933. if (this.texture) {
  13934. this.texture.dispose();
  13935. this.texture = null;
  13936. }
  13937. // Remove from scene
  13938. var index = this._scene.layers.indexOf(this);
  13939. this._scene.layers.splice(index, 1);
  13940. // Callback
  13941. if (this.onDispose) {
  13942. this.onDispose();
  13943. }
  13944. };
  13945. return Layer;
  13946. })();
  13947. BABYLON.Layer = Layer;
  13948. })(BABYLON || (BABYLON = {}));
  13949. //# sourceMappingURL=babylon.layer.js.map
  13950. var BABYLON;
  13951. (function (BABYLON) {
  13952. var Particle = (function () {
  13953. function Particle() {
  13954. this.position = BABYLON.Vector3.Zero();
  13955. this.direction = BABYLON.Vector3.Zero();
  13956. this.color = new BABYLON.Color4(0, 0, 0, 0);
  13957. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  13958. this.lifeTime = 1.0;
  13959. this.age = 0;
  13960. this.size = 0;
  13961. this.angle = 0;
  13962. this.angularSpeed = 0;
  13963. }
  13964. return Particle;
  13965. })();
  13966. BABYLON.Particle = Particle;
  13967. })(BABYLON || (BABYLON = {}));
  13968. //# sourceMappingURL=babylon.particle.js.map
  13969. var BABYLON;
  13970. (function (BABYLON) {
  13971. var randomNumber = function (min, max) {
  13972. if (min === max) {
  13973. return (min);
  13974. }
  13975. var random = Math.random();
  13976. return ((random * (max - min)) + min);
  13977. };
  13978. var ParticleSystem = (function () {
  13979. function ParticleSystem(name, capacity, scene, customEffect) {
  13980. var _this = this;
  13981. this.name = name;
  13982. this.renderingGroupId = 0;
  13983. this.emitter = null;
  13984. this.emitRate = 10;
  13985. this.manualEmitCount = -1;
  13986. this.updateSpeed = 0.01;
  13987. this.targetStopDuration = 0;
  13988. this.disposeOnStop = false;
  13989. this.minEmitPower = 1;
  13990. this.maxEmitPower = 1;
  13991. this.minLifeTime = 1;
  13992. this.maxLifeTime = 1;
  13993. this.minSize = 1;
  13994. this.maxSize = 1;
  13995. this.minAngularSpeed = 0;
  13996. this.maxAngularSpeed = 0;
  13997. this.blendMode = ParticleSystem.BLENDMODE_ONEONE;
  13998. this.forceDepthWrite = false;
  13999. this.gravity = BABYLON.Vector3.Zero();
  14000. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  14001. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  14002. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  14003. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  14004. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  14005. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  14006. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  14007. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  14008. this.particles = new Array();
  14009. this._vertexDeclaration = [3, 4, 4];
  14010. this._vertexStrideSize = 11 * 4;
  14011. this._stockParticles = new Array();
  14012. this._newPartsExcess = 0;
  14013. this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  14014. this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  14015. this._scaledDirection = BABYLON.Vector3.Zero();
  14016. this._scaledGravity = BABYLON.Vector3.Zero();
  14017. this._currentRenderId = -1;
  14018. this._started = false;
  14019. this._stopped = false;
  14020. this._actualFrame = 0;
  14021. this.id = name;
  14022. this._capacity = capacity;
  14023. this._scene = scene;
  14024. this._customEffect = customEffect;
  14025. scene.particleSystems.push(this);
  14026. // VBO
  14027. this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
  14028. var indices = [];
  14029. var index = 0;
  14030. for (var count = 0; count < capacity; count++) {
  14031. indices.push(index);
  14032. indices.push(index + 1);
  14033. indices.push(index + 2);
  14034. indices.push(index);
  14035. indices.push(index + 2);
  14036. indices.push(index + 3);
  14037. index += 4;
  14038. }
  14039. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  14040. this._vertices = new Float32Array(capacity * this._vertexStrideSize);
  14041. // Default behaviors
  14042. this.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate) {
  14043. var randX = randomNumber(_this.direction1.x, _this.direction2.x);
  14044. var randY = randomNumber(_this.direction1.y, _this.direction2.y);
  14045. var randZ = randomNumber(_this.direction1.z, _this.direction2.z);
  14046. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate);
  14047. };
  14048. this.startPositionFunction = function (worldMatrix, positionToUpdate) {
  14049. var randX = randomNumber(_this.minEmitBox.x, _this.maxEmitBox.x);
  14050. var randY = randomNumber(_this.minEmitBox.y, _this.maxEmitBox.y);
  14051. var randZ = randomNumber(_this.minEmitBox.z, _this.maxEmitBox.z);
  14052. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  14053. };
  14054. this.updateFunction = function (particles) {
  14055. for (var index = 0; index < particles.length; index++) {
  14056. var particle = particles[index];
  14057. particle.age += _this._scaledUpdateSpeed;
  14058. if (particle.age >= particle.lifeTime) {
  14059. particles.splice(index, 1);
  14060. _this._stockParticles.push(particle);
  14061. index--;
  14062. continue;
  14063. } else {
  14064. particle.colorStep.scaleToRef(_this._scaledUpdateSpeed, _this._scaledColorStep);
  14065. particle.color.addInPlace(_this._scaledColorStep);
  14066. if (particle.color.a < 0)
  14067. particle.color.a = 0;
  14068. particle.angle += particle.angularSpeed * _this._scaledUpdateSpeed;
  14069. particle.direction.scaleToRef(_this._scaledUpdateSpeed, _this._scaledDirection);
  14070. particle.position.addInPlace(_this._scaledDirection);
  14071. _this.gravity.scaleToRef(_this._scaledUpdateSpeed, _this._scaledGravity);
  14072. particle.direction.addInPlace(_this._scaledGravity);
  14073. }
  14074. }
  14075. };
  14076. }
  14077. ParticleSystem.prototype.getCapacity = function () {
  14078. return this._capacity;
  14079. };
  14080. ParticleSystem.prototype.isAlive = function () {
  14081. return this._alive;
  14082. };
  14083. ParticleSystem.prototype.isStarted = function () {
  14084. return this._started;
  14085. };
  14086. ParticleSystem.prototype.start = function () {
  14087. this._started = true;
  14088. this._stopped = false;
  14089. this._actualFrame = 0;
  14090. };
  14091. ParticleSystem.prototype.stop = function () {
  14092. this._stopped = true;
  14093. };
  14094. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  14095. var offset = index * 11;
  14096. this._vertices[offset] = particle.position.x;
  14097. this._vertices[offset + 1] = particle.position.y;
  14098. this._vertices[offset + 2] = particle.position.z;
  14099. this._vertices[offset + 3] = particle.color.r;
  14100. this._vertices[offset + 4] = particle.color.g;
  14101. this._vertices[offset + 5] = particle.color.b;
  14102. this._vertices[offset + 6] = particle.color.a;
  14103. this._vertices[offset + 7] = particle.angle;
  14104. this._vertices[offset + 8] = particle.size;
  14105. this._vertices[offset + 9] = offsetX;
  14106. this._vertices[offset + 10] = offsetY;
  14107. };
  14108. ParticleSystem.prototype._update = function (newParticles) {
  14109. // Update current
  14110. this._alive = this.particles.length > 0;
  14111. this.updateFunction(this.particles);
  14112. // Add new ones
  14113. var worldMatrix;
  14114. if (this.emitter.position) {
  14115. worldMatrix = this.emitter.getWorldMatrix();
  14116. } else {
  14117. worldMatrix = BABYLON.Matrix.Translation(this.emitter.x, this.emitter.y, this.emitter.z);
  14118. }
  14119. for (var index = 0; index < newParticles; index++) {
  14120. if (this.particles.length === this._capacity) {
  14121. break;
  14122. }
  14123. if (this._stockParticles.length !== 0) {
  14124. var particle = this._stockParticles.pop();
  14125. particle.age = 0;
  14126. } else {
  14127. particle = new BABYLON.Particle();
  14128. }
  14129. this.particles.push(particle);
  14130. var emitPower = randomNumber(this.minEmitPower, this.maxEmitPower);
  14131. this.startDirectionFunction(emitPower, worldMatrix, particle.direction);
  14132. particle.lifeTime = randomNumber(this.minLifeTime, this.maxLifeTime);
  14133. particle.size = randomNumber(this.minSize, this.maxSize);
  14134. particle.angularSpeed = randomNumber(this.minAngularSpeed, this.maxAngularSpeed);
  14135. this.startPositionFunction(worldMatrix, particle.position);
  14136. var step = randomNumber(0, 1.0);
  14137. BABYLON.Color4.LerpToRef(this.color1, this.color2, step, particle.color);
  14138. this.colorDead.subtractToRef(particle.color, this._colorDiff);
  14139. this._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  14140. }
  14141. };
  14142. ParticleSystem.prototype._getEffect = function () {
  14143. if (this._customEffect) {
  14144. return this._customEffect;
  14145. }
  14146. ;
  14147. var defines = [];
  14148. if (this._scene.clipPlane) {
  14149. defines.push("#define CLIPPLANE");
  14150. }
  14151. // Effect
  14152. var join = defines.join("\n");
  14153. if (this._cachedDefines !== join) {
  14154. this._cachedDefines = join;
  14155. this._effect = this._scene.getEngine().createEffect("particles", ["position", "color", "options"], ["invView", "view", "projection", "vClipPlane", "textureMask"], ["diffuseSampler"], join);
  14156. }
  14157. return this._effect;
  14158. };
  14159. ParticleSystem.prototype.animate = function () {
  14160. if (!this._started)
  14161. return;
  14162. var effect = this._getEffect();
  14163. // Check
  14164. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady())
  14165. return;
  14166. if (this._currentRenderId === this._scene.getRenderId()) {
  14167. return;
  14168. }
  14169. this._currentRenderId = this._scene.getRenderId();
  14170. this._scaledUpdateSpeed = this.updateSpeed * this._scene.getAnimationRatio();
  14171. // determine the number of particles we need to create
  14172. var emitCout;
  14173. if (this.manualEmitCount > -1) {
  14174. emitCout = this.manualEmitCount;
  14175. this.manualEmitCount = 0;
  14176. } else {
  14177. emitCout = this.emitRate;
  14178. }
  14179. var newParticles = ((emitCout * this._scaledUpdateSpeed) >> 0);
  14180. this._newPartsExcess += emitCout * this._scaledUpdateSpeed - newParticles;
  14181. if (this._newPartsExcess > 1.0) {
  14182. newParticles += this._newPartsExcess >> 0;
  14183. this._newPartsExcess -= this._newPartsExcess >> 0;
  14184. }
  14185. this._alive = false;
  14186. if (!this._stopped) {
  14187. this._actualFrame += this._scaledUpdateSpeed;
  14188. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration)
  14189. this.stop();
  14190. } else {
  14191. newParticles = 0;
  14192. }
  14193. this._update(newParticles);
  14194. // Stopped?
  14195. if (this._stopped) {
  14196. if (!this._alive) {
  14197. this._started = false;
  14198. if (this.disposeOnStop) {
  14199. this._scene._toBeDisposed.push(this);
  14200. }
  14201. }
  14202. }
  14203. // Update VBO
  14204. var offset = 0;
  14205. for (var index = 0; index < this.particles.length; index++) {
  14206. var particle = this.particles[index];
  14207. this._appendParticleVertex(offset++, particle, 0, 0);
  14208. this._appendParticleVertex(offset++, particle, 1, 0);
  14209. this._appendParticleVertex(offset++, particle, 1, 1);
  14210. this._appendParticleVertex(offset++, particle, 0, 1);
  14211. }
  14212. var engine = this._scene.getEngine();
  14213. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
  14214. };
  14215. ParticleSystem.prototype.render = function () {
  14216. var effect = this._getEffect();
  14217. // Check
  14218. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady() || !this.particles.length)
  14219. return 0;
  14220. var engine = this._scene.getEngine();
  14221. // Render
  14222. engine.enableEffect(effect);
  14223. engine.setState(false);
  14224. var viewMatrix = this._scene.getViewMatrix();
  14225. effect.setTexture("diffuseSampler", this.particleTexture);
  14226. effect.setMatrix("view", viewMatrix);
  14227. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  14228. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  14229. if (this._scene.clipPlane) {
  14230. var clipPlane = this._scene.clipPlane;
  14231. var invView = viewMatrix.clone();
  14232. invView.invert();
  14233. effect.setMatrix("invView", invView);
  14234. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  14235. }
  14236. // VBOs
  14237. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  14238. // Draw order
  14239. if (this.blendMode === ParticleSystem.BLENDMODE_ONEONE) {
  14240. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  14241. } else {
  14242. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  14243. }
  14244. if (this.forceDepthWrite) {
  14245. engine.setDepthWrite(true);
  14246. }
  14247. engine.draw(true, 0, this.particles.length * 6);
  14248. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  14249. return this.particles.length;
  14250. };
  14251. ParticleSystem.prototype.dispose = function () {
  14252. if (this._vertexBuffer) {
  14253. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  14254. this._vertexBuffer = null;
  14255. }
  14256. if (this._indexBuffer) {
  14257. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  14258. this._indexBuffer = null;
  14259. }
  14260. if (this.particleTexture) {
  14261. this.particleTexture.dispose();
  14262. this.particleTexture = null;
  14263. }
  14264. // Remove from scene
  14265. var index = this._scene.particleSystems.indexOf(this);
  14266. this._scene.particleSystems.splice(index, 1);
  14267. // Callback
  14268. if (this.onDispose) {
  14269. this.onDispose();
  14270. }
  14271. };
  14272. // Clone
  14273. ParticleSystem.prototype.clone = function (name, newEmitter) {
  14274. var result = new ParticleSystem(name, this._capacity, this._scene);
  14275. BABYLON.Tools.DeepCopy(this, result, ["particles"], ["_vertexDeclaration", "_vertexStrideSize"]);
  14276. if (newEmitter === undefined) {
  14277. newEmitter = this.emitter;
  14278. }
  14279. result.emitter = newEmitter;
  14280. if (this.particleTexture) {
  14281. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  14282. }
  14283. result.start();
  14284. return result;
  14285. };
  14286. ParticleSystem.BLENDMODE_ONEONE = 0;
  14287. ParticleSystem.BLENDMODE_STANDARD = 1;
  14288. return ParticleSystem;
  14289. })();
  14290. BABYLON.ParticleSystem = ParticleSystem;
  14291. })(BABYLON || (BABYLON = {}));
  14292. //# sourceMappingURL=babylon.particleSystem.js.map
  14293. var BABYLON;
  14294. (function (BABYLON) {
  14295. var Animation = (function () {
  14296. function Animation(name, targetProperty, framePerSecond, dataType, loopMode) {
  14297. this.name = name;
  14298. this.targetProperty = targetProperty;
  14299. this.framePerSecond = framePerSecond;
  14300. this.dataType = dataType;
  14301. this.loopMode = loopMode;
  14302. this._offsetsCache = {};
  14303. this._highLimitsCache = {};
  14304. this._stopped = false;
  14305. this.targetPropertyPath = targetProperty.split(".");
  14306. this.dataType = dataType;
  14307. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  14308. }
  14309. Animation.CreateAndStartAnimation = function (name, mesh, tartgetProperty, framePerSecond, totalFrame, from, to, loopMode) {
  14310. var dataType = undefined;
  14311. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  14312. dataType = Animation.ANIMATIONTYPE_FLOAT;
  14313. } else if (from instanceof BABYLON.Quaternion) {
  14314. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  14315. } else if (from instanceof BABYLON.Vector3) {
  14316. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  14317. } else if (from instanceof BABYLON.Vector2) {
  14318. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  14319. } else if (from instanceof BABYLON.Color3) {
  14320. dataType = Animation.ANIMATIONTYPE_COLOR3;
  14321. }
  14322. if (dataType == undefined) {
  14323. return;
  14324. }
  14325. var animation = new Animation(name, tartgetProperty, framePerSecond, dataType, loopMode);
  14326. var keys = [];
  14327. keys.push({ frame: 0, value: from });
  14328. keys.push({ frame: totalFrame, value: to });
  14329. animation.setKeys(keys);
  14330. mesh.animations.push(animation);
  14331. mesh.getScene().beginAnimation(mesh, 0, totalFrame, (animation.loopMode === 1));
  14332. };
  14333. // Methods
  14334. Animation.prototype.isStopped = function () {
  14335. return this._stopped;
  14336. };
  14337. Animation.prototype.getKeys = function () {
  14338. return this._keys;
  14339. };
  14340. Animation.prototype.getEasingFunction = function () {
  14341. return this._easingFunction;
  14342. };
  14343. Animation.prototype.setEasingFunction = function (easingFunction) {
  14344. this._easingFunction = easingFunction;
  14345. };
  14346. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  14347. return startValue + (endValue - startValue) * gradient;
  14348. };
  14349. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  14350. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  14351. };
  14352. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  14353. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  14354. };
  14355. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  14356. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  14357. };
  14358. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  14359. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  14360. };
  14361. Animation.prototype.clone = function () {
  14362. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  14363. clone.setKeys(this._keys);
  14364. return clone;
  14365. };
  14366. Animation.prototype.setKeys = function (values) {
  14367. this._keys = values.slice(0);
  14368. this._offsetsCache = {};
  14369. this._highLimitsCache = {};
  14370. };
  14371. Animation.prototype._getKeyValue = function (value) {
  14372. if (typeof value === "function") {
  14373. return value();
  14374. }
  14375. return value;
  14376. };
  14377. Animation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  14378. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  14379. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  14380. }
  14381. this.currentFrame = currentFrame;
  14382. for (var key = 0; key < this._keys.length; key++) {
  14383. // for each frame, we need the key just before the frame superior
  14384. if (this._keys[key + 1].frame >= currentFrame) {
  14385. var startValue = this._getKeyValue(this._keys[key].value);
  14386. var endValue = this._getKeyValue(this._keys[key + 1].value);
  14387. // gradient : percent of currentFrame between the frame inf and the frame sup
  14388. var gradient = (currentFrame - this._keys[key].frame) / (this._keys[key + 1].frame - this._keys[key].frame);
  14389. // check for easingFunction and correction of gradient
  14390. if (this._easingFunction != null) {
  14391. gradient = this._easingFunction.ease(gradient);
  14392. }
  14393. switch (this.dataType) {
  14394. case Animation.ANIMATIONTYPE_FLOAT:
  14395. switch (loopMode) {
  14396. case Animation.ANIMATIONLOOPMODE_CYCLE:
  14397. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  14398. return this.floatInterpolateFunction(startValue, endValue, gradient);
  14399. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  14400. return offsetValue * repeatCount + this.floatInterpolateFunction(startValue, endValue, gradient);
  14401. }
  14402. break;
  14403. case Animation.ANIMATIONTYPE_QUATERNION:
  14404. var quaternion = null;
  14405. switch (loopMode) {
  14406. case Animation.ANIMATIONLOOPMODE_CYCLE:
  14407. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  14408. quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient);
  14409. break;
  14410. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  14411. quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  14412. break;
  14413. }
  14414. return quaternion;
  14415. case Animation.ANIMATIONTYPE_VECTOR3:
  14416. switch (loopMode) {
  14417. case Animation.ANIMATIONLOOPMODE_CYCLE:
  14418. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  14419. return this.vector3InterpolateFunction(startValue, endValue, gradient);
  14420. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  14421. return this.vector3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  14422. }
  14423. case Animation.ANIMATIONTYPE_VECTOR2:
  14424. switch (loopMode) {
  14425. case Animation.ANIMATIONLOOPMODE_CYCLE:
  14426. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  14427. return this.vector2InterpolateFunction(startValue, endValue, gradient);
  14428. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  14429. return this.vector2InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  14430. }
  14431. case Animation.ANIMATIONTYPE_COLOR3:
  14432. switch (loopMode) {
  14433. case Animation.ANIMATIONLOOPMODE_CYCLE:
  14434. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  14435. return this.color3InterpolateFunction(startValue, endValue, gradient);
  14436. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  14437. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  14438. }
  14439. case Animation.ANIMATIONTYPE_MATRIX:
  14440. switch (loopMode) {
  14441. case Animation.ANIMATIONLOOPMODE_CYCLE:
  14442. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  14443. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  14444. return startValue;
  14445. }
  14446. default:
  14447. break;
  14448. }
  14449. break;
  14450. }
  14451. }
  14452. return this._getKeyValue(this._keys[this._keys.length - 1].value);
  14453. };
  14454. Animation.prototype.animate = function (delay, from, to, loop, speedRatio) {
  14455. if (!this.targetPropertyPath || this.targetPropertyPath.length < 1) {
  14456. this._stopped = true;
  14457. return false;
  14458. }
  14459. var returnValue = true;
  14460. // Adding a start key at frame 0 if missing
  14461. if (this._keys[0].frame !== 0) {
  14462. var newKey = { frame: 0, value: this._keys[0].value };
  14463. this._keys.splice(0, 0, newKey);
  14464. }
  14465. // Check limits
  14466. if (from < this._keys[0].frame || from > this._keys[this._keys.length - 1].frame) {
  14467. from = this._keys[0].frame;
  14468. }
  14469. if (to < this._keys[0].frame || to > this._keys[this._keys.length - 1].frame) {
  14470. to = this._keys[this._keys.length - 1].frame;
  14471. }
  14472. // Compute ratio
  14473. var range = to - from;
  14474. var offsetValue;
  14475. // ratio represents the frame delta between from and to
  14476. var ratio = delay * (this.framePerSecond * speedRatio) / 1000.0;
  14477. var highLimitValue = 0;
  14478. if (ratio > range && !loop) {
  14479. returnValue = false;
  14480. highLimitValue = this._getKeyValue(this._keys[this._keys.length - 1].value);
  14481. } else {
  14482. // Get max value if required
  14483. if (this.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) {
  14484. var keyOffset = to.toString() + from.toString();
  14485. if (!this._offsetsCache[keyOffset]) {
  14486. var fromValue = this._interpolate(from, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
  14487. var toValue = this._interpolate(to, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
  14488. switch (this.dataType) {
  14489. case Animation.ANIMATIONTYPE_FLOAT:
  14490. this._offsetsCache[keyOffset] = toValue - fromValue;
  14491. break;
  14492. case Animation.ANIMATIONTYPE_QUATERNION:
  14493. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  14494. break;
  14495. case Animation.ANIMATIONTYPE_VECTOR3:
  14496. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  14497. case Animation.ANIMATIONTYPE_VECTOR2:
  14498. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  14499. case Animation.ANIMATIONTYPE_COLOR3:
  14500. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  14501. default:
  14502. break;
  14503. }
  14504. this._highLimitsCache[keyOffset] = toValue;
  14505. }
  14506. highLimitValue = this._highLimitsCache[keyOffset];
  14507. offsetValue = this._offsetsCache[keyOffset];
  14508. }
  14509. }
  14510. if (offsetValue === undefined) {
  14511. switch (this.dataType) {
  14512. case Animation.ANIMATIONTYPE_FLOAT:
  14513. offsetValue = 0;
  14514. break;
  14515. case Animation.ANIMATIONTYPE_QUATERNION:
  14516. offsetValue = new BABYLON.Quaternion(0, 0, 0, 0);
  14517. break;
  14518. case Animation.ANIMATIONTYPE_VECTOR3:
  14519. offsetValue = BABYLON.Vector3.Zero();
  14520. break;
  14521. case Animation.ANIMATIONTYPE_VECTOR2:
  14522. offsetValue = BABYLON.Vector2.Zero();
  14523. break;
  14524. case Animation.ANIMATIONTYPE_COLOR3:
  14525. offsetValue = BABYLON.Color3.Black();
  14526. }
  14527. }
  14528. // Compute value
  14529. var repeatCount = (ratio / range) >> 0;
  14530. var currentFrame = returnValue ? from + ratio % range : to;
  14531. var currentValue = this._interpolate(currentFrame, repeatCount, this.loopMode, offsetValue, highLimitValue);
  14532. // Set value
  14533. if (this.targetPropertyPath.length > 1) {
  14534. var property = this._target[this.targetPropertyPath[0]];
  14535. for (var index = 1; index < this.targetPropertyPath.length - 1; index++) {
  14536. property = property[this.targetPropertyPath[index]];
  14537. }
  14538. property[this.targetPropertyPath[this.targetPropertyPath.length - 1]] = currentValue;
  14539. } else {
  14540. this._target[this.targetPropertyPath[0]] = currentValue;
  14541. }
  14542. if (this._target.markAsDirty) {
  14543. this._target.markAsDirty(this.targetProperty);
  14544. }
  14545. if (!returnValue) {
  14546. this._stopped = true;
  14547. }
  14548. return returnValue;
  14549. };
  14550. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  14551. get: function () {
  14552. return Animation._ANIMATIONTYPE_FLOAT;
  14553. },
  14554. enumerable: true,
  14555. configurable: true
  14556. });
  14557. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  14558. get: function () {
  14559. return Animation._ANIMATIONTYPE_VECTOR3;
  14560. },
  14561. enumerable: true,
  14562. configurable: true
  14563. });
  14564. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  14565. get: function () {
  14566. return Animation._ANIMATIONTYPE_VECTOR2;
  14567. },
  14568. enumerable: true,
  14569. configurable: true
  14570. });
  14571. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  14572. get: function () {
  14573. return Animation._ANIMATIONTYPE_QUATERNION;
  14574. },
  14575. enumerable: true,
  14576. configurable: true
  14577. });
  14578. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  14579. get: function () {
  14580. return Animation._ANIMATIONTYPE_MATRIX;
  14581. },
  14582. enumerable: true,
  14583. configurable: true
  14584. });
  14585. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  14586. get: function () {
  14587. return Animation._ANIMATIONTYPE_COLOR3;
  14588. },
  14589. enumerable: true,
  14590. configurable: true
  14591. });
  14592. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  14593. get: function () {
  14594. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  14595. },
  14596. enumerable: true,
  14597. configurable: true
  14598. });
  14599. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  14600. get: function () {
  14601. return Animation._ANIMATIONLOOPMODE_CYCLE;
  14602. },
  14603. enumerable: true,
  14604. configurable: true
  14605. });
  14606. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  14607. get: function () {
  14608. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  14609. },
  14610. enumerable: true,
  14611. configurable: true
  14612. });
  14613. Animation._ANIMATIONTYPE_FLOAT = 0;
  14614. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  14615. Animation._ANIMATIONTYPE_QUATERNION = 2;
  14616. Animation._ANIMATIONTYPE_MATRIX = 3;
  14617. Animation._ANIMATIONTYPE_COLOR3 = 4;
  14618. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  14619. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  14620. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  14621. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  14622. return Animation;
  14623. })();
  14624. BABYLON.Animation = Animation;
  14625. })(BABYLON || (BABYLON = {}));
  14626. //# sourceMappingURL=babylon.animation.js.map
  14627. var BABYLON;
  14628. (function (BABYLON) {
  14629. var Animatable = (function () {
  14630. function Animatable(scene, target, fromFrame, toFrame, loopAnimation, speedRatio, onAnimationEnd, animations) {
  14631. if (typeof fromFrame === "undefined") { fromFrame = 0; }
  14632. if (typeof toFrame === "undefined") { toFrame = 100; }
  14633. if (typeof loopAnimation === "undefined") { loopAnimation = false; }
  14634. if (typeof speedRatio === "undefined") { speedRatio = 1.0; }
  14635. this.target = target;
  14636. this.fromFrame = fromFrame;
  14637. this.toFrame = toFrame;
  14638. this.loopAnimation = loopAnimation;
  14639. this.speedRatio = speedRatio;
  14640. this.onAnimationEnd = onAnimationEnd;
  14641. this._animations = new Array();
  14642. this._paused = false;
  14643. this.animationStarted = false;
  14644. if (animations) {
  14645. this.appendAnimations(target, animations);
  14646. }
  14647. this._scene = scene;
  14648. scene._activeAnimatables.push(this);
  14649. }
  14650. // Methods
  14651. Animatable.prototype.appendAnimations = function (target, animations) {
  14652. for (var index = 0; index < animations.length; index++) {
  14653. var animation = animations[index];
  14654. animation._target = target;
  14655. this._animations.push(animation);
  14656. }
  14657. };
  14658. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  14659. var animations = this._animations;
  14660. for (var index = 0; index < animations.length; index++) {
  14661. if (animations[index].targetProperty === property) {
  14662. return animations[index];
  14663. }
  14664. }
  14665. return null;
  14666. };
  14667. Animatable.prototype.pause = function () {
  14668. if (this._paused) {
  14669. return;
  14670. }
  14671. this._paused = true;
  14672. };
  14673. Animatable.prototype.restart = function () {
  14674. this._paused = false;
  14675. };
  14676. Animatable.prototype.stop = function () {
  14677. var index = this._scene._activeAnimatables.indexOf(this);
  14678. if (index > -1) {
  14679. this._scene._activeAnimatables.splice(index, 1);
  14680. }
  14681. if (this.onAnimationEnd) {
  14682. this.onAnimationEnd();
  14683. }
  14684. };
  14685. Animatable.prototype._animate = function (delay) {
  14686. if (this._paused) {
  14687. if (!this._pausedDelay) {
  14688. this._pausedDelay = delay;
  14689. }
  14690. return true;
  14691. }
  14692. if (!this._localDelayOffset) {
  14693. this._localDelayOffset = delay;
  14694. } else if (this._pausedDelay) {
  14695. this._localDelayOffset += delay - this._pausedDelay;
  14696. this._pausedDelay = null;
  14697. }
  14698. // Animating
  14699. var running = false;
  14700. var animations = this._animations;
  14701. for (var index = 0; index < animations.length; index++) {
  14702. var animation = animations[index];
  14703. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this.speedRatio);
  14704. running = running || isRunning;
  14705. }
  14706. if (!running && this.onAnimationEnd) {
  14707. this.onAnimationEnd();
  14708. }
  14709. return running;
  14710. };
  14711. return Animatable;
  14712. })();
  14713. BABYLON.Animatable = Animatable;
  14714. })(BABYLON || (BABYLON = {}));
  14715. //# sourceMappingURL=babylon.animatable.js.map
  14716. var BABYLON;
  14717. (function (BABYLON) {
  14718. var EasingFunction = (function () {
  14719. function EasingFunction() {
  14720. // Properties
  14721. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  14722. }
  14723. Object.defineProperty(EasingFunction, "EASINGMODE_EASEIN", {
  14724. get: function () {
  14725. return EasingFunction._EASINGMODE_EASEIN;
  14726. },
  14727. enumerable: true,
  14728. configurable: true
  14729. });
  14730. Object.defineProperty(EasingFunction, "EASINGMODE_EASEOUT", {
  14731. get: function () {
  14732. return EasingFunction._EASINGMODE_EASEOUT;
  14733. },
  14734. enumerable: true,
  14735. configurable: true
  14736. });
  14737. Object.defineProperty(EasingFunction, "EASINGMODE_EASEINOUT", {
  14738. get: function () {
  14739. return EasingFunction._EASINGMODE_EASEINOUT;
  14740. },
  14741. enumerable: true,
  14742. configurable: true
  14743. });
  14744. EasingFunction.prototype.setEasingMode = function (easingMode) {
  14745. var n = Math.min(Math.max(easingMode, 0), 2);
  14746. this._easingMode = n;
  14747. };
  14748. EasingFunction.prototype.getEasingMode = function () {
  14749. return this._easingMode;
  14750. };
  14751. EasingFunction.prototype.easeInCore = function (gradient) {
  14752. throw new Error('You must implement this method');
  14753. };
  14754. EasingFunction.prototype.ease = function (gradient) {
  14755. switch (this._easingMode) {
  14756. case EasingFunction.EASINGMODE_EASEIN:
  14757. return this.easeInCore(gradient);
  14758. case EasingFunction.EASINGMODE_EASEOUT:
  14759. return (1 - this.easeInCore(1 - gradient));
  14760. }
  14761. if (gradient >= 0.5) {
  14762. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  14763. }
  14764. return (this.easeInCore(gradient * 2) * 0.5);
  14765. };
  14766. EasingFunction._EASINGMODE_EASEIN = 0;
  14767. EasingFunction._EASINGMODE_EASEOUT = 1;
  14768. EasingFunction._EASINGMODE_EASEINOUT = 2;
  14769. return EasingFunction;
  14770. })();
  14771. BABYLON.EasingFunction = EasingFunction;
  14772. var CircleEase = (function (_super) {
  14773. __extends(CircleEase, _super);
  14774. function CircleEase() {
  14775. _super.apply(this, arguments);
  14776. }
  14777. CircleEase.prototype.easeInCore = function (gradient) {
  14778. gradient = Math.max(0, Math.min(1, gradient));
  14779. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  14780. };
  14781. return CircleEase;
  14782. })(EasingFunction);
  14783. BABYLON.CircleEase = CircleEase;
  14784. var BackEase = (function (_super) {
  14785. __extends(BackEase, _super);
  14786. function BackEase(amplitude) {
  14787. if (typeof amplitude === "undefined") { amplitude = 1; }
  14788. _super.call(this);
  14789. this.amplitude = amplitude;
  14790. }
  14791. BackEase.prototype.easeInCore = function (gradient) {
  14792. var num = Math.max(0, this.amplitude);
  14793. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  14794. };
  14795. return BackEase;
  14796. })(EasingFunction);
  14797. BABYLON.BackEase = BackEase;
  14798. var BounceEase = (function (_super) {
  14799. __extends(BounceEase, _super);
  14800. function BounceEase(bounces, bounciness) {
  14801. if (typeof bounces === "undefined") { bounces = 3; }
  14802. if (typeof bounciness === "undefined") { bounciness = 2; }
  14803. _super.call(this);
  14804. this.bounces = bounces;
  14805. this.bounciness = bounciness;
  14806. }
  14807. BounceEase.prototype.easeInCore = function (gradient) {
  14808. var y = Math.max(0.0, this.bounces);
  14809. var bounciness = this.bounciness;
  14810. if (bounciness <= 1.0) {
  14811. bounciness = 1.001;
  14812. }
  14813. var num9 = Math.pow(bounciness, y);
  14814. var num5 = 1.0 - bounciness;
  14815. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  14816. var num15 = gradient * num4;
  14817. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  14818. var num3 = Math.floor(num65);
  14819. var num13 = num3 + 1.0;
  14820. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  14821. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  14822. var num7 = (num8 + num12) * 0.5;
  14823. var num6 = gradient - num7;
  14824. var num2 = num7 - num8;
  14825. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  14826. };
  14827. return BounceEase;
  14828. })(EasingFunction);
  14829. BABYLON.BounceEase = BounceEase;
  14830. var CubicEase = (function (_super) {
  14831. __extends(CubicEase, _super);
  14832. function CubicEase() {
  14833. _super.apply(this, arguments);
  14834. }
  14835. CubicEase.prototype.easeInCore = function (gradient) {
  14836. return (gradient * gradient * gradient);
  14837. };
  14838. return CubicEase;
  14839. })(EasingFunction);
  14840. BABYLON.CubicEase = CubicEase;
  14841. var ElasticEase = (function (_super) {
  14842. __extends(ElasticEase, _super);
  14843. function ElasticEase(oscillations, springiness) {
  14844. if (typeof oscillations === "undefined") { oscillations = 3; }
  14845. if (typeof springiness === "undefined") { springiness = 3; }
  14846. _super.call(this);
  14847. this.oscillations = oscillations;
  14848. this.springiness = springiness;
  14849. }
  14850. ElasticEase.prototype.easeInCore = function (gradient) {
  14851. var num2;
  14852. var num3 = Math.max(0.0, this.oscillations);
  14853. var num = Math.max(0.0, this.springiness);
  14854. if (num == 0) {
  14855. num2 = gradient;
  14856. } else {
  14857. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  14858. }
  14859. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  14860. };
  14861. return ElasticEase;
  14862. })(EasingFunction);
  14863. BABYLON.ElasticEase = ElasticEase;
  14864. var ExponentialEase = (function (_super) {
  14865. __extends(ExponentialEase, _super);
  14866. function ExponentialEase(exponent) {
  14867. if (typeof exponent === "undefined") { exponent = 2; }
  14868. _super.call(this);
  14869. this.exponent = exponent;
  14870. }
  14871. ExponentialEase.prototype.easeInCore = function (gradient) {
  14872. if (this.exponent <= 0) {
  14873. return gradient;
  14874. }
  14875. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  14876. };
  14877. return ExponentialEase;
  14878. })(EasingFunction);
  14879. BABYLON.ExponentialEase = ExponentialEase;
  14880. var PowerEase = (function (_super) {
  14881. __extends(PowerEase, _super);
  14882. function PowerEase(power) {
  14883. if (typeof power === "undefined") { power = 2; }
  14884. _super.call(this);
  14885. this.power = power;
  14886. }
  14887. PowerEase.prototype.easeInCore = function (gradient) {
  14888. var y = Math.max(0.0, this.power);
  14889. return Math.pow(gradient, y);
  14890. };
  14891. return PowerEase;
  14892. })(EasingFunction);
  14893. BABYLON.PowerEase = PowerEase;
  14894. var QuadraticEase = (function (_super) {
  14895. __extends(QuadraticEase, _super);
  14896. function QuadraticEase() {
  14897. _super.apply(this, arguments);
  14898. }
  14899. QuadraticEase.prototype.easeInCore = function (gradient) {
  14900. return (gradient * gradient);
  14901. };
  14902. return QuadraticEase;
  14903. })(EasingFunction);
  14904. BABYLON.QuadraticEase = QuadraticEase;
  14905. var QuarticEase = (function (_super) {
  14906. __extends(QuarticEase, _super);
  14907. function QuarticEase() {
  14908. _super.apply(this, arguments);
  14909. }
  14910. QuarticEase.prototype.easeInCore = function (gradient) {
  14911. return (gradient * gradient * gradient * gradient);
  14912. };
  14913. return QuarticEase;
  14914. })(EasingFunction);
  14915. BABYLON.QuarticEase = QuarticEase;
  14916. var QuinticEase = (function (_super) {
  14917. __extends(QuinticEase, _super);
  14918. function QuinticEase() {
  14919. _super.apply(this, arguments);
  14920. }
  14921. QuinticEase.prototype.easeInCore = function (gradient) {
  14922. return (gradient * gradient * gradient * gradient * gradient);
  14923. };
  14924. return QuinticEase;
  14925. })(EasingFunction);
  14926. BABYLON.QuinticEase = QuinticEase;
  14927. var SineEase = (function (_super) {
  14928. __extends(SineEase, _super);
  14929. function SineEase() {
  14930. _super.apply(this, arguments);
  14931. }
  14932. SineEase.prototype.easeInCore = function (gradient) {
  14933. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  14934. };
  14935. return SineEase;
  14936. })(EasingFunction);
  14937. BABYLON.SineEase = SineEase;
  14938. var BezierCurveEase = (function (_super) {
  14939. __extends(BezierCurveEase, _super);
  14940. function BezierCurveEase(x1, y1, x2, y2) {
  14941. if (typeof x1 === "undefined") { x1 = 0; }
  14942. if (typeof y1 === "undefined") { y1 = 0; }
  14943. if (typeof x2 === "undefined") { x2 = 1; }
  14944. if (typeof y2 === "undefined") { y2 = 1; }
  14945. _super.call(this);
  14946. this.x1 = x1;
  14947. this.y1 = y1;
  14948. this.x2 = x2;
  14949. this.y2 = y2;
  14950. }
  14951. BezierCurveEase.prototype.easeInCore = function (gradient) {
  14952. return BABYLON.BezierCurve.interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  14953. };
  14954. return BezierCurveEase;
  14955. })(EasingFunction);
  14956. BABYLON.BezierCurveEase = BezierCurveEase;
  14957. })(BABYLON || (BABYLON = {}));
  14958. //# sourceMappingURL=babylon.easing.js.map
  14959. var BABYLON;
  14960. (function (BABYLON) {
  14961. var Octree = (function () {
  14962. function Octree(creationFunc, maxBlockCapacity, maxDepth) {
  14963. if (typeof maxDepth === "undefined") { maxDepth = 2; }
  14964. this.maxDepth = maxDepth;
  14965. this.dynamicContent = new Array();
  14966. this._maxBlockCapacity = maxBlockCapacity || 64;
  14967. this._selectionContent = new BABYLON.SmartArray(1024);
  14968. this._creationFunc = creationFunc;
  14969. }
  14970. // Methods
  14971. Octree.prototype.update = function (worldMin, worldMax, entries) {
  14972. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  14973. };
  14974. Octree.prototype.addMesh = function (entry) {
  14975. for (var index = 0; index < this.blocks.length; index++) {
  14976. var block = this.blocks[index];
  14977. block.addEntry(entry);
  14978. }
  14979. };
  14980. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  14981. this._selectionContent.reset();
  14982. for (var index = 0; index < this.blocks.length; index++) {
  14983. var block = this.blocks[index];
  14984. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  14985. }
  14986. if (allowDuplicate) {
  14987. this._selectionContent.concat(this.dynamicContent);
  14988. } else {
  14989. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  14990. }
  14991. return this._selectionContent;
  14992. };
  14993. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  14994. this._selectionContent.reset();
  14995. for (var index = 0; index < this.blocks.length; index++) {
  14996. var block = this.blocks[index];
  14997. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  14998. }
  14999. if (allowDuplicate) {
  15000. this._selectionContent.concat(this.dynamicContent);
  15001. } else {
  15002. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  15003. }
  15004. return this._selectionContent;
  15005. };
  15006. Octree.prototype.intersectsRay = function (ray) {
  15007. this._selectionContent.reset();
  15008. for (var index = 0; index < this.blocks.length; index++) {
  15009. var block = this.blocks[index];
  15010. block.intersectsRay(ray, this._selectionContent);
  15011. }
  15012. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  15013. return this._selectionContent;
  15014. };
  15015. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  15016. target.blocks = new Array();
  15017. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  15018. for (var x = 0; x < 2; x++) {
  15019. for (var y = 0; y < 2; y++) {
  15020. for (var z = 0; z < 2; z++) {
  15021. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  15022. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  15023. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  15024. block.addEntries(entries);
  15025. target.blocks.push(block);
  15026. }
  15027. }
  15028. }
  15029. };
  15030. Octree.CreationFuncForMeshes = function (entry, block) {
  15031. if (!entry.isBlocked && entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  15032. block.entries.push(entry);
  15033. }
  15034. };
  15035. Octree.CreationFuncForSubMeshes = function (entry, block) {
  15036. if (entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  15037. block.entries.push(entry);
  15038. }
  15039. };
  15040. return Octree;
  15041. })();
  15042. BABYLON.Octree = Octree;
  15043. })(BABYLON || (BABYLON = {}));
  15044. //# sourceMappingURL=babylon.octree.js.map
  15045. var BABYLON;
  15046. (function (BABYLON) {
  15047. var OctreeBlock = (function () {
  15048. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  15049. this.entries = new Array();
  15050. this._boundingVectors = new Array();
  15051. this._capacity = capacity;
  15052. this._depth = depth;
  15053. this._maxDepth = maxDepth;
  15054. this._creationFunc = creationFunc;
  15055. this._minPoint = minPoint;
  15056. this._maxPoint = maxPoint;
  15057. this._boundingVectors.push(minPoint.clone());
  15058. this._boundingVectors.push(maxPoint.clone());
  15059. this._boundingVectors.push(minPoint.clone());
  15060. this._boundingVectors[2].x = maxPoint.x;
  15061. this._boundingVectors.push(minPoint.clone());
  15062. this._boundingVectors[3].y = maxPoint.y;
  15063. this._boundingVectors.push(minPoint.clone());
  15064. this._boundingVectors[4].z = maxPoint.z;
  15065. this._boundingVectors.push(maxPoint.clone());
  15066. this._boundingVectors[5].z = minPoint.z;
  15067. this._boundingVectors.push(maxPoint.clone());
  15068. this._boundingVectors[6].x = minPoint.x;
  15069. this._boundingVectors.push(maxPoint.clone());
  15070. this._boundingVectors[7].y = minPoint.y;
  15071. }
  15072. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  15073. // Property
  15074. get: function () {
  15075. return this._capacity;
  15076. },
  15077. enumerable: true,
  15078. configurable: true
  15079. });
  15080. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  15081. get: function () {
  15082. return this._minPoint;
  15083. },
  15084. enumerable: true,
  15085. configurable: true
  15086. });
  15087. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  15088. get: function () {
  15089. return this._maxPoint;
  15090. },
  15091. enumerable: true,
  15092. configurable: true
  15093. });
  15094. // Methods
  15095. OctreeBlock.prototype.addEntry = function (entry) {
  15096. if (this.blocks) {
  15097. for (var index = 0; index < this.blocks.length; index++) {
  15098. var block = this.blocks[index];
  15099. block.addEntry(entry);
  15100. }
  15101. return;
  15102. }
  15103. this._creationFunc(entry, this);
  15104. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  15105. this.createInnerBlocks();
  15106. }
  15107. };
  15108. OctreeBlock.prototype.addEntries = function (entries) {
  15109. for (var index = 0; index < entries.length; index++) {
  15110. var mesh = entries[index];
  15111. this.addEntry(mesh);
  15112. }
  15113. };
  15114. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  15115. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  15116. if (this.blocks) {
  15117. for (var index = 0; index < this.blocks.length; index++) {
  15118. var block = this.blocks[index];
  15119. block.select(frustumPlanes, selection, allowDuplicate);
  15120. }
  15121. return;
  15122. }
  15123. if (allowDuplicate) {
  15124. selection.concat(this.entries);
  15125. } else {
  15126. selection.concatWithNoDuplicate(this.entries);
  15127. }
  15128. }
  15129. };
  15130. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  15131. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  15132. if (this.blocks) {
  15133. for (var index = 0; index < this.blocks.length; index++) {
  15134. var block = this.blocks[index];
  15135. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  15136. }
  15137. return;
  15138. }
  15139. if (allowDuplicate) {
  15140. selection.concat(this.entries);
  15141. } else {
  15142. selection.concatWithNoDuplicate(this.entries);
  15143. }
  15144. }
  15145. };
  15146. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  15147. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  15148. if (this.blocks) {
  15149. for (var index = 0; index < this.blocks.length; index++) {
  15150. var block = this.blocks[index];
  15151. block.intersectsRay(ray, selection);
  15152. }
  15153. return;
  15154. }
  15155. selection.concatWithNoDuplicate(this.entries);
  15156. }
  15157. };
  15158. OctreeBlock.prototype.createInnerBlocks = function () {
  15159. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  15160. };
  15161. return OctreeBlock;
  15162. })();
  15163. BABYLON.OctreeBlock = OctreeBlock;
  15164. })(BABYLON || (BABYLON = {}));
  15165. //# sourceMappingURL=babylon.octreeBlock.js.map
  15166. var BABYLON;
  15167. (function (BABYLON) {
  15168. var Bone = (function () {
  15169. function Bone(name, skeleton, parentBone, matrix) {
  15170. this.name = name;
  15171. this.children = new Array();
  15172. this.animations = new Array();
  15173. this._worldTransform = new BABYLON.Matrix();
  15174. this._absoluteTransform = new BABYLON.Matrix();
  15175. this._invertedAbsoluteTransform = new BABYLON.Matrix();
  15176. this._skeleton = skeleton;
  15177. this._matrix = matrix;
  15178. this._baseMatrix = matrix;
  15179. skeleton.bones.push(this);
  15180. if (parentBone) {
  15181. this._parent = parentBone;
  15182. parentBone.children.push(this);
  15183. } else {
  15184. this._parent = null;
  15185. }
  15186. this._updateDifferenceMatrix();
  15187. }
  15188. // Members
  15189. Bone.prototype.getParent = function () {
  15190. return this._parent;
  15191. };
  15192. Bone.prototype.getLocalMatrix = function () {
  15193. return this._matrix;
  15194. };
  15195. Bone.prototype.getBaseMatrix = function () {
  15196. return this._baseMatrix;
  15197. };
  15198. Bone.prototype.getWorldMatrix = function () {
  15199. return this._worldTransform;
  15200. };
  15201. Bone.prototype.getInvertedAbsoluteTransform = function () {
  15202. return this._invertedAbsoluteTransform;
  15203. };
  15204. Bone.prototype.getAbsoluteMatrix = function () {
  15205. var matrix = this._matrix.clone();
  15206. var parent = this._parent;
  15207. while (parent) {
  15208. matrix = matrix.multiply(parent.getLocalMatrix());
  15209. parent = parent.getParent();
  15210. }
  15211. return matrix;
  15212. };
  15213. // Methods
  15214. Bone.prototype.updateMatrix = function (matrix) {
  15215. this._matrix = matrix;
  15216. this._skeleton._markAsDirty();
  15217. this._updateDifferenceMatrix();
  15218. };
  15219. Bone.prototype._updateDifferenceMatrix = function () {
  15220. if (this._parent) {
  15221. this._matrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  15222. } else {
  15223. this._absoluteTransform.copyFrom(this._matrix);
  15224. }
  15225. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  15226. for (var index = 0; index < this.children.length; index++) {
  15227. this.children[index]._updateDifferenceMatrix();
  15228. }
  15229. };
  15230. Bone.prototype.markAsDirty = function () {
  15231. this._skeleton._markAsDirty();
  15232. };
  15233. return Bone;
  15234. })();
  15235. BABYLON.Bone = Bone;
  15236. })(BABYLON || (BABYLON = {}));
  15237. //# sourceMappingURL=babylon.bone.js.map
  15238. var BABYLON;
  15239. (function (BABYLON) {
  15240. var Skeleton = (function () {
  15241. function Skeleton(name, id, scene) {
  15242. this.name = name;
  15243. this.id = id;
  15244. this.bones = new Array();
  15245. this._isDirty = true;
  15246. this._identity = BABYLON.Matrix.Identity();
  15247. this.bones = [];
  15248. this._scene = scene;
  15249. scene.skeletons.push(this);
  15250. }
  15251. // Members
  15252. Skeleton.prototype.getTransformMatrices = function () {
  15253. return this._transformMatrices;
  15254. };
  15255. // Methods
  15256. Skeleton.prototype._markAsDirty = function () {
  15257. this._isDirty = true;
  15258. };
  15259. Skeleton.prototype.prepare = function () {
  15260. if (!this._isDirty) {
  15261. return;
  15262. }
  15263. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  15264. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  15265. }
  15266. for (var index = 0; index < this.bones.length; index++) {
  15267. var bone = this.bones[index];
  15268. var parentBone = bone.getParent();
  15269. if (parentBone) {
  15270. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  15271. } else {
  15272. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  15273. }
  15274. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), this._transformMatrices, index * 16);
  15275. }
  15276. this._identity.copyToArray(this._transformMatrices, this.bones.length * 16);
  15277. this._isDirty = false;
  15278. };
  15279. Skeleton.prototype.getAnimatables = function () {
  15280. if (!this._animatables || this._animatables.length != this.bones.length) {
  15281. this._animatables = [];
  15282. for (var index = 0; index < this.bones.length; index++) {
  15283. this._animatables.push(this.bones[index]);
  15284. }
  15285. }
  15286. return this._animatables;
  15287. };
  15288. Skeleton.prototype.clone = function (name, id) {
  15289. var result = new BABYLON.Skeleton(name, id || name, this._scene);
  15290. for (var index = 0; index < this.bones.length; index++) {
  15291. var source = this.bones[index];
  15292. var parentBone = null;
  15293. if (source.getParent()) {
  15294. var parentIndex = this.bones.indexOf(source.getParent());
  15295. parentBone = result.bones[parentIndex];
  15296. }
  15297. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix());
  15298. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  15299. }
  15300. return result;
  15301. };
  15302. return Skeleton;
  15303. })();
  15304. BABYLON.Skeleton = Skeleton;
  15305. })(BABYLON || (BABYLON = {}));
  15306. //# sourceMappingURL=babylon.skeleton.js.map
  15307. var BABYLON;
  15308. (function (BABYLON) {
  15309. var PostProcess = (function () {
  15310. function PostProcess(name, fragmentUrl, parameters, samplers, ratio, camera, samplingMode, engine, reusable) {
  15311. this.name = name;
  15312. this.width = -1;
  15313. this.height = -1;
  15314. this._reusable = false;
  15315. this._textures = new BABYLON.SmartArray(2);
  15316. this._currentRenderTextureInd = 0;
  15317. if (camera != null) {
  15318. this._camera = camera;
  15319. this._scene = camera.getScene();
  15320. camera.attachPostProcess(this);
  15321. this._engine = this._scene.getEngine();
  15322. } else {
  15323. this._engine = engine;
  15324. }
  15325. this._renderRatio = ratio;
  15326. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  15327. this._reusable = reusable || false;
  15328. samplers = samplers || [];
  15329. samplers.push("textureSampler");
  15330. this._effect = this._engine.createEffect({ vertex: "postprocess", fragment: fragmentUrl }, ["position"], parameters || [], samplers, "");
  15331. }
  15332. PostProcess.prototype.isReusable = function () {
  15333. return this._reusable;
  15334. };
  15335. PostProcess.prototype.activate = function (camera, sourceTexture) {
  15336. camera = camera || this._camera;
  15337. var scene = camera.getScene();
  15338. var maxSize = camera.getEngine().getCaps().maxTextureSize;
  15339. var desiredWidth = ((sourceTexture ? sourceTexture._width : this._engine.getRenderingCanvas().width) * this._renderRatio) | 0;
  15340. var desiredHeight = ((sourceTexture ? sourceTexture._height : this._engine.getRenderingCanvas().height) * this._renderRatio) | 0;
  15341. desiredWidth = BABYLON.Tools.GetExponantOfTwo(desiredWidth, maxSize);
  15342. desiredHeight = BABYLON.Tools.GetExponantOfTwo(desiredHeight, maxSize);
  15343. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  15344. if (this._textures.length > 0) {
  15345. for (var i = 0; i < this._textures.length; i++) {
  15346. this._engine._releaseTexture(this._textures.data[i]);
  15347. }
  15348. this._textures.reset();
  15349. }
  15350. this.width = desiredWidth;
  15351. this.height = desiredHeight;
  15352. 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 }));
  15353. if (this._reusable) {
  15354. 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 }));
  15355. }
  15356. if (this.onSizeChanged) {
  15357. this.onSizeChanged();
  15358. }
  15359. }
  15360. this._engine.bindFramebuffer(this._textures.data[this._currentRenderTextureInd]);
  15361. if (this.onActivate) {
  15362. this.onActivate(camera);
  15363. }
  15364. // Clear
  15365. this._engine.clear(scene.clearColor, scene.autoClear || scene.forceWireframe, true);
  15366. if (this._reusable) {
  15367. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  15368. }
  15369. };
  15370. PostProcess.prototype.apply = function () {
  15371. // Check
  15372. if (!this._effect.isReady())
  15373. return null;
  15374. // States
  15375. this._engine.enableEffect(this._effect);
  15376. this._engine.setState(false);
  15377. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  15378. this._engine.setDepthBuffer(false);
  15379. this._engine.setDepthWrite(false);
  15380. // Texture
  15381. this._effect._bindTexture("textureSampler", this._textures.data[this._currentRenderTextureInd]);
  15382. // Parameters
  15383. if (this.onApply) {
  15384. this.onApply(this._effect);
  15385. }
  15386. return this._effect;
  15387. };
  15388. PostProcess.prototype.dispose = function (camera) {
  15389. camera = camera || this._camera;
  15390. if (this._textures.length > 0) {
  15391. for (var i = 0; i < this._textures.length; i++) {
  15392. this._engine._releaseTexture(this._textures.data[i]);
  15393. }
  15394. this._textures.reset();
  15395. }
  15396. camera.detachPostProcess(this);
  15397. var index = camera._postProcesses.indexOf(this);
  15398. if (index === camera._postProcessesTakenIndices[0] && camera._postProcessesTakenIndices.length > 0) {
  15399. this._camera._postProcesses[camera._postProcessesTakenIndices[0]].width = -1; // invalidate frameBuffer to hint the postprocess to create a depth buffer
  15400. }
  15401. };
  15402. return PostProcess;
  15403. })();
  15404. BABYLON.PostProcess = PostProcess;
  15405. })(BABYLON || (BABYLON = {}));
  15406. //# sourceMappingURL=babylon.postProcess.js.map
  15407. var BABYLON;
  15408. (function (BABYLON) {
  15409. var PostProcessManager = (function () {
  15410. function PostProcessManager(scene) {
  15411. this._vertexDeclaration = [2];
  15412. this._vertexStrideSize = 2 * 4;
  15413. this._scene = scene;
  15414. // VBO
  15415. var vertices = [];
  15416. vertices.push(1, 1);
  15417. vertices.push(-1, 1);
  15418. vertices.push(-1, -1);
  15419. vertices.push(1, -1);
  15420. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  15421. // Indices
  15422. var indices = [];
  15423. indices.push(0);
  15424. indices.push(1);
  15425. indices.push(2);
  15426. indices.push(0);
  15427. indices.push(2);
  15428. indices.push(3);
  15429. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  15430. }
  15431. // Methods
  15432. PostProcessManager.prototype._prepareFrame = function (sourceTexture) {
  15433. var postProcesses = this._scene.activeCamera._postProcesses;
  15434. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  15435. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  15436. return false;
  15437. }
  15438. postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera, sourceTexture);
  15439. return true;
  15440. };
  15441. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
  15442. var postProcesses = this._scene.activeCamera._postProcesses;
  15443. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  15444. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  15445. return;
  15446. }
  15447. var engine = this._scene.getEngine();
  15448. for (var index = 0; index < postProcessesTakenIndices.length; index++) {
  15449. if (index < postProcessesTakenIndices.length - 1) {
  15450. postProcesses[postProcessesTakenIndices[index + 1]].activate(this._scene.activeCamera);
  15451. } else {
  15452. if (targetTexture) {
  15453. engine.bindFramebuffer(targetTexture);
  15454. } else {
  15455. engine.restoreDefaultFramebuffer();
  15456. }
  15457. }
  15458. if (doNotPresent) {
  15459. break;
  15460. }
  15461. var pp = postProcesses[postProcessesTakenIndices[index]];
  15462. var effect = pp.apply();
  15463. if (effect) {
  15464. if (pp.onBeforeRender) {
  15465. pp.onBeforeRender(effect);
  15466. }
  15467. // VBOs
  15468. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  15469. // Draw order
  15470. engine.draw(true, 0, 6);
  15471. }
  15472. }
  15473. // Restore depth buffer
  15474. engine.setDepthBuffer(true);
  15475. engine.setDepthWrite(true);
  15476. };
  15477. PostProcessManager.prototype.dispose = function () {
  15478. if (this._vertexBuffer) {
  15479. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  15480. this._vertexBuffer = null;
  15481. }
  15482. if (this._indexBuffer) {
  15483. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  15484. this._indexBuffer = null;
  15485. }
  15486. };
  15487. return PostProcessManager;
  15488. })();
  15489. BABYLON.PostProcessManager = PostProcessManager;
  15490. })(BABYLON || (BABYLON = {}));
  15491. //# sourceMappingURL=babylon.postProcessManager.js.map
  15492. var BABYLON;
  15493. (function (BABYLON) {
  15494. var PassPostProcess = (function (_super) {
  15495. __extends(PassPostProcess, _super);
  15496. function PassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  15497. _super.call(this, name, "pass", null, null, ratio, camera, samplingMode, engine, reusable);
  15498. }
  15499. return PassPostProcess;
  15500. })(BABYLON.PostProcess);
  15501. BABYLON.PassPostProcess = PassPostProcess;
  15502. })(BABYLON || (BABYLON = {}));
  15503. //# sourceMappingURL=babylon.passPostProcess.js.map
  15504. var BABYLON;
  15505. (function (BABYLON) {
  15506. var BlurPostProcess = (function (_super) {
  15507. __extends(BlurPostProcess, _super);
  15508. function BlurPostProcess(name, direction, blurWidth, ratio, camera, samplingMode, engine, reusable) {
  15509. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  15510. var _this = this;
  15511. _super.call(this, name, "blur", ["screenSize", "direction", "blurWidth"], null, ratio, camera, samplingMode, engine, reusable);
  15512. this.direction = direction;
  15513. this.blurWidth = blurWidth;
  15514. this.onApply = function (effect) {
  15515. effect.setFloat2("screenSize", _this.width, _this.height);
  15516. effect.setVector2("direction", _this.direction);
  15517. effect.setFloat("blurWidth", _this.blurWidth);
  15518. };
  15519. }
  15520. return BlurPostProcess;
  15521. })(BABYLON.PostProcess);
  15522. BABYLON.BlurPostProcess = BlurPostProcess;
  15523. })(BABYLON || (BABYLON = {}));
  15524. //# sourceMappingURL=babylon.blurPostProcess.js.map
  15525. var BABYLON;
  15526. (function (BABYLON) {
  15527. var FilterPostProcess = (function (_super) {
  15528. __extends(FilterPostProcess, _super);
  15529. function FilterPostProcess(name, kernelMatrix, ratio, camera, samplingMode, engine, reusable) {
  15530. var _this = this;
  15531. _super.call(this, name, "filter", ["kernelMatrix"], null, ratio, camera, samplingMode, engine, reusable);
  15532. this.kernelMatrix = kernelMatrix;
  15533. this.onApply = function (effect) {
  15534. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  15535. };
  15536. }
  15537. return FilterPostProcess;
  15538. })(BABYLON.PostProcess);
  15539. BABYLON.FilterPostProcess = FilterPostProcess;
  15540. })(BABYLON || (BABYLON = {}));
  15541. //# sourceMappingURL=babylon.filterPostProcess.js.map
  15542. var BABYLON;
  15543. (function (BABYLON) {
  15544. var RefractionPostProcess = (function (_super) {
  15545. __extends(RefractionPostProcess, _super);
  15546. function RefractionPostProcess(name, refractionTextureUrl, color, depth, colorLevel, ratio, camera, samplingMode, engine, reusable) {
  15547. var _this = this;
  15548. _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], ratio, camera, samplingMode, engine, reusable);
  15549. this.color = color;
  15550. this.depth = depth;
  15551. this.colorLevel = colorLevel;
  15552. this.onActivate = function (cam) {
  15553. _this._refRexture = _this._refRexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  15554. };
  15555. this.onApply = function (effect) {
  15556. effect.setColor3("baseColor", _this.color);
  15557. effect.setFloat("depth", _this.depth);
  15558. effect.setFloat("colorLevel", _this.colorLevel);
  15559. effect.setTexture("refractionSampler", _this._refRexture);
  15560. };
  15561. }
  15562. // Methods
  15563. RefractionPostProcess.prototype.dispose = function (camera) {
  15564. if (this._refRexture) {
  15565. this._refRexture.dispose();
  15566. }
  15567. _super.prototype.dispose.call(this, camera);
  15568. };
  15569. return RefractionPostProcess;
  15570. })(BABYLON.PostProcess);
  15571. BABYLON.RefractionPostProcess = RefractionPostProcess;
  15572. })(BABYLON || (BABYLON = {}));
  15573. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  15574. var BABYLON;
  15575. (function (BABYLON) {
  15576. var BlackAndWhitePostProcess = (function (_super) {
  15577. __extends(BlackAndWhitePostProcess, _super);
  15578. function BlackAndWhitePostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  15579. _super.call(this, name, "blackAndWhite", null, null, ratio, camera, samplingMode, engine, reusable);
  15580. }
  15581. return BlackAndWhitePostProcess;
  15582. })(BABYLON.PostProcess);
  15583. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  15584. })(BABYLON || (BABYLON = {}));
  15585. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  15586. var BABYLON;
  15587. (function (BABYLON) {
  15588. var ConvolutionPostProcess = (function (_super) {
  15589. __extends(ConvolutionPostProcess, _super);
  15590. function ConvolutionPostProcess(name, kernel, ratio, camera, samplingMode, engine, reusable) {
  15591. var _this = this;
  15592. _super.call(this, name, "convolution", ["kernel", "screenSize"], null, ratio, camera, samplingMode, engine, reusable);
  15593. this.kernel = kernel;
  15594. this.onApply = function (effect) {
  15595. effect.setFloat2("screenSize", _this.width, _this.height);
  15596. effect.setArray("kernel", _this.kernel);
  15597. };
  15598. }
  15599. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  15600. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  15601. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  15602. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  15603. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  15604. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  15605. return ConvolutionPostProcess;
  15606. })(BABYLON.PostProcess);
  15607. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  15608. })(BABYLON || (BABYLON = {}));
  15609. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  15610. var BABYLON;
  15611. (function (BABYLON) {
  15612. var FxaaPostProcess = (function (_super) {
  15613. __extends(FxaaPostProcess, _super);
  15614. function FxaaPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  15615. var _this = this;
  15616. _super.call(this, name, "fxaa", ["texelSize"], null, ratio, camera, samplingMode, engine, reusable);
  15617. this.onSizeChanged = function () {
  15618. _this.texelWidth = 1.0 / _this.width;
  15619. _this.texelHeight = 1.0 / _this.height;
  15620. };
  15621. this.onApply = function (effect) {
  15622. effect.setFloat2("texelSize", _this.texelWidth, _this.texelHeight);
  15623. };
  15624. }
  15625. return FxaaPostProcess;
  15626. })(BABYLON.PostProcess);
  15627. BABYLON.FxaaPostProcess = FxaaPostProcess;
  15628. })(BABYLON || (BABYLON = {}));
  15629. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  15630. var BABYLON;
  15631. (function (BABYLON) {
  15632. var LensFlare = (function () {
  15633. function LensFlare(size, position, color, imgUrl, system) {
  15634. this.size = size;
  15635. this.position = position;
  15636. this.dispose = function () {
  15637. if (this.texture) {
  15638. this.texture.dispose();
  15639. }
  15640. // Remove from scene
  15641. var index = this._system.lensFlares.indexOf(this);
  15642. this._system.lensFlares.splice(index, 1);
  15643. };
  15644. this.color = color || new BABYLON.Color3(1, 1, 1);
  15645. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  15646. this._system = system;
  15647. system.lensFlares.push(this);
  15648. }
  15649. return LensFlare;
  15650. })();
  15651. BABYLON.LensFlare = LensFlare;
  15652. })(BABYLON || (BABYLON = {}));
  15653. //# sourceMappingURL=babylon.lensFlare.js.map
  15654. var BABYLON;
  15655. (function (BABYLON) {
  15656. var LensFlareSystem = (function () {
  15657. function LensFlareSystem(name, emitter, scene) {
  15658. this.name = name;
  15659. this.lensFlares = new Array();
  15660. this.borderLimit = 300;
  15661. this._vertexDeclaration = [2];
  15662. this._vertexStrideSize = 2 * 4;
  15663. this._isEnabled = true;
  15664. this._scene = scene;
  15665. this._emitter = emitter;
  15666. scene.lensFlareSystems.push(this);
  15667. this.meshesSelectionPredicate = function (m) {
  15668. return m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0);
  15669. };
  15670. // VBO
  15671. var vertices = [];
  15672. vertices.push(1, 1);
  15673. vertices.push(-1, 1);
  15674. vertices.push(-1, -1);
  15675. vertices.push(1, -1);
  15676. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  15677. // Indices
  15678. var indices = [];
  15679. indices.push(0);
  15680. indices.push(1);
  15681. indices.push(2);
  15682. indices.push(0);
  15683. indices.push(2);
  15684. indices.push(3);
  15685. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  15686. // Effects
  15687. this._effect = this._scene.getEngine().createEffect("lensFlare", ["position"], ["color", "viewportMatrix"], ["textureSampler"], "");
  15688. }
  15689. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  15690. get: function () {
  15691. return this._isEnabled;
  15692. },
  15693. set: function (value) {
  15694. this._isEnabled = value;
  15695. },
  15696. enumerable: true,
  15697. configurable: true
  15698. });
  15699. LensFlareSystem.prototype.getScene = function () {
  15700. return this._scene;
  15701. };
  15702. LensFlareSystem.prototype.getEmitter = function () {
  15703. return this._emitter;
  15704. };
  15705. LensFlareSystem.prototype.getEmitterPosition = function () {
  15706. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  15707. };
  15708. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  15709. var position = this.getEmitterPosition();
  15710. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  15711. this._positionX = position.x;
  15712. this._positionY = position.y;
  15713. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  15714. if (position.z > 0) {
  15715. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  15716. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height))
  15717. return true;
  15718. }
  15719. }
  15720. return false;
  15721. };
  15722. LensFlareSystem.prototype._isVisible = function () {
  15723. if (!this._isEnabled) {
  15724. return false;
  15725. }
  15726. var emitterPosition = this.getEmitterPosition();
  15727. var direction = emitterPosition.subtract(this._scene.activeCamera.position);
  15728. var distance = direction.length();
  15729. direction.normalize();
  15730. var ray = new BABYLON.Ray(this._scene.activeCamera.position, direction);
  15731. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  15732. return !pickInfo.hit || pickInfo.distance > distance;
  15733. };
  15734. LensFlareSystem.prototype.render = function () {
  15735. if (!this._effect.isReady())
  15736. return false;
  15737. var engine = this._scene.getEngine();
  15738. var viewport = this._scene.activeCamera.viewport;
  15739. var globalViewport = viewport.toGlobal(engine);
  15740. // Position
  15741. if (!this.computeEffectivePosition(globalViewport)) {
  15742. return false;
  15743. }
  15744. // Visibility
  15745. if (!this._isVisible()) {
  15746. return false;
  15747. }
  15748. // Intensity
  15749. var awayX;
  15750. var awayY;
  15751. if (this._positionX < this.borderLimit + globalViewport.x) {
  15752. awayX = this.borderLimit + globalViewport.x - this._positionX;
  15753. } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  15754. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  15755. } else {
  15756. awayX = 0;
  15757. }
  15758. if (this._positionY < this.borderLimit + globalViewport.y) {
  15759. awayY = this.borderLimit + globalViewport.y - this._positionY;
  15760. } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  15761. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  15762. } else {
  15763. awayY = 0;
  15764. }
  15765. var away = (awayX > awayY) ? awayX : awayY;
  15766. if (away > this.borderLimit) {
  15767. away = this.borderLimit;
  15768. }
  15769. var intensity = 1.0 - (away / this.borderLimit);
  15770. if (intensity < 0) {
  15771. return false;
  15772. }
  15773. if (intensity > 1.0) {
  15774. intensity = 1.0;
  15775. }
  15776. // Position
  15777. var centerX = globalViewport.x + globalViewport.width / 2;
  15778. var centerY = globalViewport.y + globalViewport.height / 2;
  15779. var distX = centerX - this._positionX;
  15780. var distY = centerY - this._positionY;
  15781. // Effects
  15782. engine.enableEffect(this._effect);
  15783. engine.setState(false);
  15784. engine.setDepthBuffer(false);
  15785. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  15786. // VBOs
  15787. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  15788. for (var index = 0; index < this.lensFlares.length; index++) {
  15789. var flare = this.lensFlares[index];
  15790. var x = centerX - (distX * flare.position);
  15791. var y = centerY - (distY * flare.position);
  15792. var cw = flare.size;
  15793. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera);
  15794. var cx = 2 * (x / globalViewport.width) - 1.0;
  15795. var cy = 1.0 - 2 * (y / globalViewport.height);
  15796. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  15797. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  15798. // Texture
  15799. this._effect.setTexture("textureSampler", flare.texture);
  15800. // Color
  15801. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  15802. // Draw order
  15803. engine.draw(true, 0, 6);
  15804. }
  15805. engine.setDepthBuffer(true);
  15806. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  15807. return true;
  15808. };
  15809. LensFlareSystem.prototype.dispose = function () {
  15810. if (this._vertexBuffer) {
  15811. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  15812. this._vertexBuffer = null;
  15813. }
  15814. if (this._indexBuffer) {
  15815. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  15816. this._indexBuffer = null;
  15817. }
  15818. while (this.lensFlares.length) {
  15819. this.lensFlares[0].dispose();
  15820. }
  15821. // Remove from scene
  15822. var index = this._scene.lensFlareSystems.indexOf(this);
  15823. this._scene.lensFlareSystems.splice(index, 1);
  15824. };
  15825. return LensFlareSystem;
  15826. })();
  15827. BABYLON.LensFlareSystem = LensFlareSystem;
  15828. })(BABYLON || (BABYLON = {}));
  15829. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  15830. var BABYLON;
  15831. (function (BABYLON) {
  15832. var IntersectionInfo = (function () {
  15833. function IntersectionInfo(bu, bv, distance) {
  15834. this.bu = bu;
  15835. this.bv = bv;
  15836. this.distance = distance;
  15837. this.faceId = 0;
  15838. }
  15839. return IntersectionInfo;
  15840. })();
  15841. BABYLON.IntersectionInfo = IntersectionInfo;
  15842. var PickingInfo = (function () {
  15843. function PickingInfo() {
  15844. this.hit = false;
  15845. this.distance = 0;
  15846. this.pickedPoint = null;
  15847. this.pickedMesh = null;
  15848. this.bu = 0;
  15849. this.bv = 0;
  15850. this.faceId = -1;
  15851. }
  15852. // Methods
  15853. PickingInfo.prototype.getNormal = function () {
  15854. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  15855. return null;
  15856. }
  15857. var indices = this.pickedMesh.getIndices();
  15858. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  15859. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  15860. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  15861. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  15862. normal0 = normal0.scale(this.bu);
  15863. normal1 = normal1.scale(this.bv);
  15864. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  15865. return new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  15866. };
  15867. PickingInfo.prototype.getTextureCoordinates = function () {
  15868. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  15869. return null;
  15870. }
  15871. var indices = this.pickedMesh.getIndices();
  15872. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  15873. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  15874. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  15875. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  15876. uv0 = uv0.scale(this.bu);
  15877. uv1 = uv1.scale(this.bv);
  15878. uv2 = uv2.scale(1.0 - this.bu - this.bv);
  15879. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  15880. };
  15881. return PickingInfo;
  15882. })();
  15883. BABYLON.PickingInfo = PickingInfo;
  15884. })(BABYLON || (BABYLON = {}));
  15885. //# sourceMappingURL=babylon.pickingInfo.js.map
  15886. var BABYLON;
  15887. (function (BABYLON) {
  15888. var FilesInput = (function () {
  15889. /// Register to core BabylonJS object: engine, scene, rendering canvas, callback function when the scene will be loaded,
  15890. /// loading progress callback and optionnal addionnal logic to call in the rendering loop
  15891. function FilesInput(p_engine, p_scene, p_canvas, p_sceneLoadedCallback, p_progressCallback, p_additionnalRenderLoopLogicCallback, p_textureLoadingCallback, p_startingProcessingFilesCallback) {
  15892. this.engine = p_engine;
  15893. this.canvas = p_canvas;
  15894. this.currentScene = p_scene;
  15895. this.sceneLoadedCallback = p_sceneLoadedCallback;
  15896. this.progressCallback = p_progressCallback;
  15897. this.additionnalRenderLoopLogicCallback = p_additionnalRenderLoopLogicCallback;
  15898. this.textureLoadingCallback = p_textureLoadingCallback;
  15899. this.startingProcessingFilesCallback = p_startingProcessingFilesCallback;
  15900. }
  15901. FilesInput.prototype.monitorElementForDragNDrop = function (p_elementToMonitor) {
  15902. var _this = this;
  15903. if (p_elementToMonitor) {
  15904. this.elementToMonitor = p_elementToMonitor;
  15905. this.elementToMonitor.addEventListener("dragenter", function (e) {
  15906. _this.drag(e);
  15907. }, false);
  15908. this.elementToMonitor.addEventListener("dragover", function (e) {
  15909. _this.drag(e);
  15910. }, false);
  15911. this.elementToMonitor.addEventListener("drop", function (e) {
  15912. _this.drop(e);
  15913. }, false);
  15914. }
  15915. };
  15916. FilesInput.prototype.renderFunction = function () {
  15917. if (this.additionnalRenderLoopLogicCallback) {
  15918. this.additionnalRenderLoopLogicCallback();
  15919. }
  15920. if (this.currentScene) {
  15921. if (this.textureLoadingCallback) {
  15922. var remaining = this.currentScene.getWaitingItemsCount();
  15923. if (remaining > 0) {
  15924. this.textureLoadingCallback(remaining);
  15925. }
  15926. }
  15927. this.currentScene.render();
  15928. }
  15929. };
  15930. FilesInput.prototype.drag = function (e) {
  15931. e.stopPropagation();
  15932. e.preventDefault();
  15933. };
  15934. FilesInput.prototype.drop = function (eventDrop) {
  15935. eventDrop.stopPropagation();
  15936. eventDrop.preventDefault();
  15937. this.loadFiles(eventDrop);
  15938. };
  15939. FilesInput.prototype.loadFiles = function (event) {
  15940. var _this = this;
  15941. var that = this;
  15942. if (this.startingProcessingFilesCallback)
  15943. this.startingProcessingFilesCallback();
  15944. var sceneFileToLoad;
  15945. var filesToLoad;
  15946. // Handling data transfer via drag'n'drop
  15947. if (event && event.dataTransfer && event.dataTransfer.files) {
  15948. filesToLoad = event.dataTransfer.files;
  15949. }
  15950. // Handling files from input files
  15951. if (event && event.target && event.target.files) {
  15952. filesToLoad = event.target.files;
  15953. }
  15954. if (filesToLoad && filesToLoad.length > 0) {
  15955. for (var i = 0; i < filesToLoad.length; i++) {
  15956. switch (filesToLoad[i].type) {
  15957. case "image/jpeg":
  15958. case "image/png":
  15959. BABYLON.FilesInput.FilesTextures[filesToLoad[i].name] = filesToLoad[i];
  15960. break;
  15961. case "image/targa":
  15962. case "image/vnd.ms-dds":
  15963. BABYLON.FilesInput.FilesToLoad[filesToLoad[i].name] = filesToLoad[i];
  15964. break;
  15965. default:
  15966. if (filesToLoad[i].name.indexOf(".babylon") !== -1 && filesToLoad[i].name.indexOf(".manifest") === -1 && filesToLoad[i].name.indexOf(".incremental") === -1 && filesToLoad[i].name.indexOf(".babylonmeshdata") === -1 && filesToLoad[i].name.indexOf(".babylongeometrydata") === -1) {
  15967. sceneFileToLoad = filesToLoad[i];
  15968. }
  15969. break;
  15970. }
  15971. }
  15972. // If a ".babylon" file has been provided
  15973. if (sceneFileToLoad) {
  15974. if (this.currentScene) {
  15975. this.engine.stopRenderLoop();
  15976. this.currentScene.dispose();
  15977. }
  15978. BABYLON.SceneLoader.Load("file:", sceneFileToLoad, this.engine, function (newScene) {
  15979. that.currentScene = newScene;
  15980. // Wait for textures and shaders to be ready
  15981. that.currentScene.executeWhenReady(function () {
  15982. // Attach camera to canvas inputs
  15983. if (that.currentScene.activeCamera) {
  15984. that.currentScene.activeCamera.attachControl(that.canvas);
  15985. }
  15986. if (that.sceneLoadedCallback) {
  15987. that.sceneLoadedCallback(sceneFileToLoad, that.currentScene);
  15988. }
  15989. that.engine.runRenderLoop(function () {
  15990. that.renderFunction();
  15991. });
  15992. });
  15993. }, function (progress) {
  15994. if (_this.progressCallback) {
  15995. _this.progressCallback(progress);
  15996. }
  15997. });
  15998. } else {
  15999. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  16000. }
  16001. }
  16002. };
  16003. FilesInput.FilesTextures = new Array();
  16004. FilesInput.FilesToLoad = new Array();
  16005. return FilesInput;
  16006. })();
  16007. BABYLON.FilesInput = FilesInput;
  16008. })(BABYLON || (BABYLON = {}));
  16009. //# sourceMappingURL=babylon.filesInput.js.map
  16010. var BABYLON;
  16011. (function (BABYLON) {
  16012. var OimoJSPlugin = (function () {
  16013. function OimoJSPlugin() {
  16014. this._registeredMeshes = [];
  16015. /**
  16016. * Update the body position according to the mesh position
  16017. * @param mesh
  16018. */
  16019. this.updateBodyPosition = function (mesh) {
  16020. for (var index = 0; index < this._registeredMeshes.length; index++) {
  16021. var registeredMesh = this._registeredMeshes[index];
  16022. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  16023. var body = registeredMesh.body.body;
  16024. mesh.computeWorldMatrix(true);
  16025. var center = mesh.getBoundingInfo().boundingBox.center;
  16026. body.setPosition(center.x, center.y, center.z);
  16027. body.setOrientation(mesh.rotation.x, mesh.rotation.y, mesh.rotation.z);
  16028. return;
  16029. }
  16030. // Case where the parent has been updated
  16031. if (registeredMesh.mesh.parent === mesh) {
  16032. mesh.computeWorldMatrix(true);
  16033. registeredMesh.mesh.computeWorldMatrix(true);
  16034. var absolutePosition = registeredMesh.mesh.getAbsolutePosition();
  16035. var absoluteRotation = mesh.rotation;
  16036. body = registeredMesh.body.body;
  16037. body.setPosition(absolutePosition.x, absolutePosition.y, absolutePosition.z);
  16038. body.setOrientation(absoluteRotation.x, absoluteRotation.y, absoluteRotation.z);
  16039. return;
  16040. }
  16041. }
  16042. };
  16043. }
  16044. OimoJSPlugin.prototype._checkWithEpsilon = function (value) {
  16045. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  16046. };
  16047. OimoJSPlugin.prototype.initialize = function (iterations) {
  16048. this._world = new OIMO.World();
  16049. this._world.clear();
  16050. };
  16051. OimoJSPlugin.prototype.setGravity = function (gravity) {
  16052. this._world.gravity = gravity;
  16053. };
  16054. OimoJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
  16055. var body = null;
  16056. this.unregisterMesh(mesh);
  16057. mesh.computeWorldMatrix(true);
  16058. switch (impostor) {
  16059. case BABYLON.PhysicsEngine.SphereImpostor:
  16060. var initialRotation = null;
  16061. if (mesh.rotationQuaternion) {
  16062. initialRotation = mesh.rotationQuaternion.clone();
  16063. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  16064. mesh.computeWorldMatrix(true);
  16065. }
  16066. var bbox = mesh.getBoundingInfo().boundingBox;
  16067. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  16068. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  16069. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  16070. var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
  16071. // The delta between the mesh position and the mesh bounding box center
  16072. var deltaPosition = mesh.position.subtract(bbox.center);
  16073. // Transform delta position with the rotation
  16074. if (initialRotation) {
  16075. var m = new BABYLON.Matrix();
  16076. initialRotation.toRotationMatrix(m);
  16077. deltaPosition = BABYLON.Vector3.TransformCoordinates(deltaPosition, m);
  16078. }
  16079. body = new OIMO.Body({
  16080. type: 'sphere',
  16081. size: [size],
  16082. pos: [bbox.center.x, bbox.center.y, bbox.center.z],
  16083. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD],
  16084. move: options.mass != 0,
  16085. config: [options.mass, options.friction, options.restitution],
  16086. world: this._world
  16087. });
  16088. // Restore rotation
  16089. if (initialRotation) {
  16090. body.setQuaternion(initialRotation);
  16091. }
  16092. this._registeredMeshes.push({
  16093. mesh: mesh,
  16094. body: body,
  16095. delta: deltaPosition
  16096. });
  16097. break;
  16098. case BABYLON.PhysicsEngine.PlaneImpostor:
  16099. case BABYLON.PhysicsEngine.BoxImpostor:
  16100. initialRotation = null;
  16101. if (mesh.rotationQuaternion) {
  16102. initialRotation = mesh.rotationQuaternion.clone();
  16103. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  16104. mesh.computeWorldMatrix(true);
  16105. }
  16106. bbox = mesh.getBoundingInfo().boundingBox;
  16107. var min = bbox.minimumWorld;
  16108. var max = bbox.maximumWorld;
  16109. var box = max.subtract(min);
  16110. var sizeX = this._checkWithEpsilon(box.x);
  16111. var sizeY = this._checkWithEpsilon(box.y);
  16112. var sizeZ = this._checkWithEpsilon(box.z);
  16113. // The delta between the mesh position and the mesh boudning box center
  16114. deltaPosition = mesh.position.subtract(bbox.center);
  16115. // Transform delta position with the rotation
  16116. if (initialRotation) {
  16117. m = new BABYLON.Matrix();
  16118. initialRotation.toRotationMatrix(m);
  16119. deltaPosition = BABYLON.Vector3.TransformCoordinates(deltaPosition, m);
  16120. }
  16121. body = new OIMO.Body({
  16122. type: 'box',
  16123. size: [sizeX, sizeY, sizeZ],
  16124. pos: [bbox.center.x, bbox.center.y, bbox.center.z],
  16125. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD],
  16126. move: options.mass != 0,
  16127. config: [options.mass, options.friction, options.restitution],
  16128. world: this._world
  16129. });
  16130. if (initialRotation) {
  16131. body.setQuaternion(initialRotation);
  16132. }
  16133. this._registeredMeshes.push({
  16134. mesh: mesh,
  16135. body: body,
  16136. delta: deltaPosition
  16137. });
  16138. break;
  16139. }
  16140. return body;
  16141. };
  16142. OimoJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
  16143. var types = [], sizes = [], positions = [], rotations = [];
  16144. var initialMesh = parts[0].mesh;
  16145. for (var index = 0; index < parts.length; index++) {
  16146. var part = parts[index];
  16147. var bodyParameters = this._createBodyAsCompound(part, options, initialMesh);
  16148. types.push(bodyParameters.type);
  16149. sizes.push.apply(sizes, bodyParameters.size);
  16150. positions.push.apply(positions, bodyParameters.pos);
  16151. rotations.push.apply(rotations, bodyParameters.rot);
  16152. }
  16153. var body = new OIMO.Body({
  16154. type: types,
  16155. size: sizes,
  16156. pos: positions,
  16157. rot: rotations,
  16158. move: options.mass != 0,
  16159. config: [options.mass, options.friction, options.restitution],
  16160. world: this._world
  16161. });
  16162. this._registeredMeshes.push({
  16163. mesh: initialMesh,
  16164. body: body
  16165. });
  16166. return body;
  16167. };
  16168. OimoJSPlugin.prototype._createBodyAsCompound = function (part, options, initialMesh) {
  16169. var bodyParameters = null;
  16170. var mesh = part.mesh;
  16171. switch (part.impostor) {
  16172. case BABYLON.PhysicsEngine.SphereImpostor:
  16173. var bbox = mesh.getBoundingInfo().boundingBox;
  16174. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  16175. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  16176. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  16177. var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
  16178. bodyParameters = {
  16179. type: 'sphere',
  16180. /* bug with oimo : sphere needs 3 sizes in this case */
  16181. size: [size, -1, -1],
  16182. pos: [mesh.position.x, mesh.position.y, mesh.position.z],
  16183. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD]
  16184. };
  16185. break;
  16186. case BABYLON.PhysicsEngine.PlaneImpostor:
  16187. case BABYLON.PhysicsEngine.BoxImpostor:
  16188. bbox = mesh.getBoundingInfo().boundingBox;
  16189. var min = bbox.minimumWorld;
  16190. var max = bbox.maximumWorld;
  16191. var box = max.subtract(min);
  16192. var sizeX = this._checkWithEpsilon(box.x);
  16193. var sizeY = this._checkWithEpsilon(box.y);
  16194. var sizeZ = this._checkWithEpsilon(box.z);
  16195. var relativePosition = mesh.position;
  16196. bodyParameters = {
  16197. type: 'box',
  16198. size: [sizeX, sizeY, sizeZ],
  16199. pos: [relativePosition.x, relativePosition.y, relativePosition.z],
  16200. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD]
  16201. };
  16202. break;
  16203. }
  16204. return bodyParameters;
  16205. };
  16206. OimoJSPlugin.prototype.unregisterMesh = function (mesh) {
  16207. for (var index = 0; index < this._registeredMeshes.length; index++) {
  16208. var registeredMesh = this._registeredMeshes[index];
  16209. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  16210. if (registeredMesh.body) {
  16211. this._world.removeRigidBody(registeredMesh.body.body);
  16212. this._unbindBody(registeredMesh.body);
  16213. }
  16214. this._registeredMeshes.splice(index, 1);
  16215. return;
  16216. }
  16217. }
  16218. };
  16219. OimoJSPlugin.prototype._unbindBody = function (body) {
  16220. for (var index = 0; index < this._registeredMeshes.length; index++) {
  16221. var registeredMesh = this._registeredMeshes[index];
  16222. if (registeredMesh.body === body) {
  16223. registeredMesh.body = null;
  16224. }
  16225. }
  16226. };
  16227. OimoJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
  16228. for (var index = 0; index < this._registeredMeshes.length; index++) {
  16229. var registeredMesh = this._registeredMeshes[index];
  16230. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  16231. // Get object mass to have a behaviour similar to cannon.js
  16232. var mass = registeredMesh.body.body.massInfo.mass;
  16233. // The force is scaled with the mass of object
  16234. registeredMesh.body.body.applyImpulse(contactPoint.scale(OIMO.INV_SCALE), force.scale(OIMO.INV_SCALE * mass));
  16235. return;
  16236. }
  16237. }
  16238. };
  16239. OimoJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
  16240. var body1 = null, body2 = null;
  16241. for (var index = 0; index < this._registeredMeshes.length; index++) {
  16242. var registeredMesh = this._registeredMeshes[index];
  16243. if (registeredMesh.mesh === mesh1) {
  16244. body1 = registeredMesh.body.body;
  16245. } else if (registeredMesh.mesh === mesh2) {
  16246. body2 = registeredMesh.body.body;
  16247. }
  16248. }
  16249. if (!body1 || !body2) {
  16250. return false;
  16251. }
  16252. if (!options) {
  16253. options = {};
  16254. }
  16255. new OIMO.Link({
  16256. type: options.type,
  16257. body1: body1,
  16258. body2: body2,
  16259. min: options.min,
  16260. max: options.max,
  16261. axe1: options.axe1,
  16262. axe2: options.axe2,
  16263. pos1: [pivot1.x, pivot1.y, pivot1.z],
  16264. pos2: [pivot2.x, pivot2.y, pivot2.z],
  16265. collision: options.collision,
  16266. spring: options.spring,
  16267. world: this._world
  16268. });
  16269. return true;
  16270. };
  16271. OimoJSPlugin.prototype.dispose = function () {
  16272. this._world.clear();
  16273. while (this._registeredMeshes.length) {
  16274. this.unregisterMesh(this._registeredMeshes[0].mesh);
  16275. }
  16276. };
  16277. OimoJSPlugin.prototype.isSupported = function () {
  16278. return OIMO !== undefined;
  16279. };
  16280. OimoJSPlugin.prototype._getLastShape = function (body) {
  16281. var lastShape = body.shapes;
  16282. while (lastShape.next) {
  16283. lastShape = lastShape.next;
  16284. }
  16285. return lastShape;
  16286. };
  16287. OimoJSPlugin.prototype.runOneStep = function (time) {
  16288. this._world.step();
  16289. // Update the position of all registered meshes
  16290. var i = this._registeredMeshes.length;
  16291. var m;
  16292. while (i--) {
  16293. var body = this._registeredMeshes[i].body.body;
  16294. var mesh = this._registeredMeshes[i].mesh;
  16295. var delta = this._registeredMeshes[i].delta;
  16296. if (!body.sleeping) {
  16297. if (body.shapes.next) {
  16298. var parentShape = this._getLastShape(body);
  16299. mesh.position.x = parentShape.position.x * OIMO.WORLD_SCALE;
  16300. mesh.position.y = parentShape.position.y * OIMO.WORLD_SCALE;
  16301. mesh.position.z = parentShape.position.z * OIMO.WORLD_SCALE;
  16302. var mtx = BABYLON.Matrix.FromArray(body.getMatrix());
  16303. if (!mesh.rotationQuaternion) {
  16304. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  16305. }
  16306. mesh.rotationQuaternion.fromRotationMatrix(mtx);
  16307. mesh.computeWorldMatrix();
  16308. } else {
  16309. m = body.getMatrix();
  16310. mtx = BABYLON.Matrix.FromArray(m);
  16311. // Body position
  16312. var bodyX = mtx.m[12], bodyY = mtx.m[13], bodyZ = mtx.m[14];
  16313. if (!delta) {
  16314. mesh.position.x = bodyX;
  16315. mesh.position.y = bodyY;
  16316. mesh.position.z = bodyZ;
  16317. } else {
  16318. mesh.position.x = bodyX + delta.x;
  16319. mesh.position.y = bodyY + delta.y;
  16320. mesh.position.z = bodyZ + delta.z;
  16321. }
  16322. if (!mesh.rotationQuaternion) {
  16323. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  16324. }
  16325. mesh.rotationQuaternion.fromRotationMatrix(mtx);
  16326. mesh.computeWorldMatrix();
  16327. }
  16328. }
  16329. }
  16330. };
  16331. return OimoJSPlugin;
  16332. })();
  16333. BABYLON.OimoJSPlugin = OimoJSPlugin;
  16334. })(BABYLON || (BABYLON = {}));
  16335. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  16336. var BABYLON;
  16337. (function (BABYLON) {
  16338. var PhysicsEngine = (function () {
  16339. function PhysicsEngine(plugin) {
  16340. this._currentPlugin = plugin || new BABYLON.OimoJSPlugin();
  16341. }
  16342. PhysicsEngine.prototype._initialize = function (gravity) {
  16343. this._currentPlugin.initialize();
  16344. this._setGravity(gravity);
  16345. };
  16346. PhysicsEngine.prototype._runOneStep = function (delta) {
  16347. if (delta > 0.1) {
  16348. delta = 0.1;
  16349. } else if (delta <= 0) {
  16350. delta = 1.0 / 60.0;
  16351. }
  16352. this._currentPlugin.runOneStep(delta);
  16353. };
  16354. PhysicsEngine.prototype._setGravity = function (gravity) {
  16355. this.gravity = gravity || new BABYLON.Vector3(0, -9.82, 0);
  16356. this._currentPlugin.setGravity(this.gravity);
  16357. };
  16358. PhysicsEngine.prototype._registerMesh = function (mesh, impostor, options) {
  16359. return this._currentPlugin.registerMesh(mesh, impostor, options);
  16360. };
  16361. PhysicsEngine.prototype._registerMeshesAsCompound = function (parts, options) {
  16362. return this._currentPlugin.registerMeshesAsCompound(parts, options);
  16363. };
  16364. PhysicsEngine.prototype._unregisterMesh = function (mesh) {
  16365. this._currentPlugin.unregisterMesh(mesh);
  16366. };
  16367. PhysicsEngine.prototype._applyImpulse = function (mesh, force, contactPoint) {
  16368. this._currentPlugin.applyImpulse(mesh, force, contactPoint);
  16369. };
  16370. PhysicsEngine.prototype._createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
  16371. return this._currentPlugin.createLink(mesh1, mesh2, pivot1, pivot2, options);
  16372. };
  16373. PhysicsEngine.prototype._updateBodyPosition = function (mesh) {
  16374. this._currentPlugin.updateBodyPosition(mesh);
  16375. };
  16376. PhysicsEngine.prototype.dispose = function () {
  16377. this._currentPlugin.dispose();
  16378. };
  16379. PhysicsEngine.prototype.isSupported = function () {
  16380. return this._currentPlugin.isSupported();
  16381. };
  16382. PhysicsEngine.NoImpostor = 0;
  16383. PhysicsEngine.SphereImpostor = 1;
  16384. PhysicsEngine.BoxImpostor = 2;
  16385. PhysicsEngine.PlaneImpostor = 3;
  16386. PhysicsEngine.MeshImpostor = 4;
  16387. PhysicsEngine.CapsuleImpostor = 5;
  16388. PhysicsEngine.ConeImpostor = 6;
  16389. PhysicsEngine.CylinderImpostor = 7;
  16390. PhysicsEngine.ConvexHullImpostor = 8;
  16391. PhysicsEngine.Epsilon = 0.001;
  16392. return PhysicsEngine;
  16393. })();
  16394. BABYLON.PhysicsEngine = PhysicsEngine;
  16395. })(BABYLON || (BABYLON = {}));
  16396. //# sourceMappingURL=babylon.physicsEngine.js.map
  16397. var BABYLON;
  16398. (function (BABYLON) {
  16399. var serializeLight = function (light) {
  16400. var serializationObject = {};
  16401. serializationObject.name = light.name;
  16402. serializationObject.id = light.id;
  16403. serializationObject.tags = BABYLON.Tags.GetTags(light);
  16404. if (light instanceof BABYLON.PointLight) {
  16405. serializationObject.type = 0;
  16406. serializationObject.position = light.position.asArray();
  16407. } else if (light instanceof BABYLON.DirectionalLight) {
  16408. serializationObject.type = 1;
  16409. var directionalLight = light;
  16410. serializationObject.position = directionalLight.position.asArray();
  16411. serializationObject.direction = directionalLight.direction.asArray();
  16412. } else if (light instanceof BABYLON.SpotLight) {
  16413. serializationObject.type = 2;
  16414. var spotLight = light;
  16415. serializationObject.position = spotLight.position.asArray();
  16416. serializationObject.direction = spotLight.position.asArray();
  16417. serializationObject.angle = spotLight.angle;
  16418. serializationObject.exponent = spotLight.exponent;
  16419. } else if (light instanceof BABYLON.HemisphericLight) {
  16420. serializationObject.type = 3;
  16421. var hemisphericLight = light;
  16422. serializationObject.direction = hemisphericLight.direction.asArray();
  16423. serializationObject.groundColor = hemisphericLight.groundColor.asArray();
  16424. }
  16425. if (light.intensity) {
  16426. serializationObject.intensity = light.intensity;
  16427. }
  16428. serializationObject.range = light.range;
  16429. serializationObject.diffuse = light.diffuse.asArray();
  16430. serializationObject.specular = light.specular.asArray();
  16431. return serializationObject;
  16432. };
  16433. var serializeFresnelParameter = function (fresnelParameter) {
  16434. var serializationObject = {};
  16435. serializationObject.isEnabled = fresnelParameter.isEnabled;
  16436. serializationObject.leftColor = fresnelParameter.leftColor;
  16437. serializationObject.rightColor = fresnelParameter.rightColor;
  16438. serializationObject.bias = fresnelParameter.bias;
  16439. serializationObject.power = fresnelParameter.power;
  16440. return serializationObject;
  16441. };
  16442. var serializeCamera = function (camera) {
  16443. var serializationObject = {};
  16444. serializationObject.name = camera.name;
  16445. serializationObject.tags = BABYLON.Tags.GetTags(camera);
  16446. serializationObject.id = camera.id;
  16447. serializationObject.position = camera.position.asArray();
  16448. // Parent
  16449. if (camera.parent) {
  16450. serializationObject.parentId = camera.parent.id;
  16451. }
  16452. // Target
  16453. serializationObject.rotation = camera.rotation.asArray();
  16454. // Locked target
  16455. if (camera.lockedTarget && camera.lockedTarget.id) {
  16456. serializationObject.lockedTargetId = camera.lockedTarget.id;
  16457. }
  16458. serializationObject.fov = camera.fov;
  16459. serializationObject.minZ = camera.minZ;
  16460. serializationObject.maxZ = camera.maxZ;
  16461. serializationObject.speed = camera.speed;
  16462. serializationObject.inertia = camera.inertia;
  16463. serializationObject.checkCollisions = camera.checkCollisions;
  16464. serializationObject.applyGravity = camera.applyGravity;
  16465. if (camera.ellipsoid) {
  16466. serializationObject.ellipsoid = camera.ellipsoid.asArray();
  16467. }
  16468. // Animations
  16469. appendAnimations(camera, serializationObject);
  16470. // Layer mask
  16471. serializationObject.layerMask = camera.layerMask;
  16472. return serializationObject;
  16473. };
  16474. var appendAnimations = function (source, destination) {
  16475. if (source.animations) {
  16476. destination.animations = [];
  16477. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  16478. var animation = source.animations[animationIndex];
  16479. destination.animations.push(serializeAnimation(animation));
  16480. }
  16481. }
  16482. };
  16483. var serializeAnimation = function (animation) {
  16484. var serializationObject = {};
  16485. serializationObject.name = animation.name;
  16486. serializationObject.property = animation.targetProperty;
  16487. serializationObject.framePerSecond = animation.framePerSecond;
  16488. serializationObject.dataType = animation.dataType;
  16489. serializationObject.loopBehavior = animation.loopMode;
  16490. var dataType = animation.dataType;
  16491. serializationObject.keys = [];
  16492. var keys = animation.getKeys();
  16493. for (var index = 0; index < keys.length; index++) {
  16494. var animationKey = keys[index];
  16495. var key = {};
  16496. key.frame = animationKey.frame;
  16497. switch (dataType) {
  16498. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  16499. key.values = [animationKey.value];
  16500. break;
  16501. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  16502. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  16503. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  16504. key.values = animationKey.value.asArray();
  16505. break;
  16506. }
  16507. serializationObject.keys.push(key);
  16508. }
  16509. return serializationObject;
  16510. };
  16511. var serializeMultiMaterial = function (material) {
  16512. var serializationObject = {};
  16513. serializationObject.name = material.name;
  16514. serializationObject.id = material.id;
  16515. serializationObject.tags = BABYLON.Tags.GetTags(material);
  16516. serializationObject.materials = [];
  16517. for (var matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {
  16518. var subMat = material.subMaterials[matIndex];
  16519. if (subMat) {
  16520. serializationObject.materials.push(subMat.id);
  16521. } else {
  16522. serializationObject.materials.push(null);
  16523. }
  16524. }
  16525. return serializationObject;
  16526. };
  16527. var serializeMaterial = function (material) {
  16528. var serializationObject = {};
  16529. serializationObject.name = material.name;
  16530. serializationObject.ambient = material.ambientColor.asArray();
  16531. serializationObject.diffuse = material.diffuseColor.asArray();
  16532. serializationObject.specular = material.specularColor.asArray();
  16533. serializationObject.specularPower = material.specularPower;
  16534. serializationObject.emissive = material.emissiveColor.asArray();
  16535. serializationObject.alpha = material.alpha;
  16536. serializationObject.id = material.id;
  16537. serializationObject.tags = BABYLON.Tags.GetTags(material);
  16538. serializationObject.backFaceCulling = material.backFaceCulling;
  16539. if (material.diffuseTexture) {
  16540. serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture);
  16541. }
  16542. if (material.diffuseFresnelParameters) {
  16543. serializationObject.diffuseFresnelParameters = serializeFresnelParameter(material.diffuseFresnelParameters);
  16544. }
  16545. if (material.ambientTexture) {
  16546. serializationObject.ambientTexture = serializeTexture(material.ambientTexture);
  16547. }
  16548. if (material.opacityTexture) {
  16549. serializationObject.opacityTexture = serializeTexture(material.opacityTexture);
  16550. }
  16551. if (material.opacityFresnelParameters) {
  16552. serializationObject.opacityFresnelParameters = serializeFresnelParameter(material.opacityFresnelParameters);
  16553. }
  16554. if (material.reflectionTexture) {
  16555. serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture);
  16556. }
  16557. if (material.reflectionFresnelParameters) {
  16558. serializationObject.reflectionFresnelParameters = serializeFresnelParameter(material.reflectionFresnelParameters);
  16559. }
  16560. if (material.emissiveTexture) {
  16561. serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture);
  16562. }
  16563. if (material.emissiveFresnelParameters) {
  16564. serializationObject.emissiveFresnelParameters = serializeFresnelParameter(material.emissiveFresnelParameters);
  16565. }
  16566. if (material.specularTexture) {
  16567. serializationObject.specularTexture = serializeTexture(material.specularTexture);
  16568. }
  16569. if (material.bumpTexture) {
  16570. serializationObject.bumpTexture = serializeTexture(material.bumpTexture);
  16571. }
  16572. return serializationObject;
  16573. };
  16574. var serializeTexture = function (texture) {
  16575. var serializationObject = {};
  16576. if (!texture.name) {
  16577. return null;
  16578. }
  16579. if (texture instanceof BABYLON.CubeTexture) {
  16580. serializationObject.name = texture.name;
  16581. serializationObject.hasAlpha = texture.hasAlpha;
  16582. serializationObject.level = texture.level;
  16583. serializationObject.coordinatesMode = texture.coordinatesMode;
  16584. return serializationObject;
  16585. }
  16586. if (texture instanceof BABYLON.MirrorTexture) {
  16587. var mirrorTexture = texture;
  16588. serializationObject.renderTargetSize = mirrorTexture.getRenderSize();
  16589. serializationObject.renderList = [];
  16590. for (var index = 0; index < mirrorTexture.renderList.length; index++) {
  16591. serializationObject.renderList.push(mirrorTexture.renderList[index].id);
  16592. }
  16593. serializationObject.mirrorPlane = mirrorTexture.mirrorPlane.asArray();
  16594. } else if (texture instanceof BABYLON.RenderTargetTexture) {
  16595. var renderTargetTexture = texture;
  16596. serializationObject.renderTargetSize = renderTargetTexture.getRenderSize();
  16597. serializationObject.renderList = [];
  16598. for (index = 0; index < renderTargetTexture.renderList.length; index++) {
  16599. serializationObject.renderList.push(renderTargetTexture.renderList[index].id);
  16600. }
  16601. }
  16602. var regularTexture = texture;
  16603. serializationObject.name = texture.name;
  16604. serializationObject.hasAlpha = texture.hasAlpha;
  16605. serializationObject.level = texture.level;
  16606. serializationObject.coordinatesIndex = texture.coordinatesIndex;
  16607. serializationObject.coordinatesMode = texture.coordinatesMode;
  16608. serializationObject.uOffset = regularTexture.uOffset;
  16609. serializationObject.vOffset = regularTexture.vOffset;
  16610. serializationObject.uScale = regularTexture.uScale;
  16611. serializationObject.vScale = regularTexture.vScale;
  16612. serializationObject.uAng = regularTexture.uAng;
  16613. serializationObject.vAng = regularTexture.vAng;
  16614. serializationObject.wAng = regularTexture.wAng;
  16615. serializationObject.wrapU = texture.wrapU;
  16616. serializationObject.wrapV = texture.wrapV;
  16617. // Animations
  16618. appendAnimations(texture, serializationObject);
  16619. return serializationObject;
  16620. };
  16621. var serializeSkeleton = function (skeleton) {
  16622. var serializationObject = {};
  16623. serializationObject.name = skeleton.name;
  16624. serializationObject.id = skeleton.id;
  16625. serializationObject.bones = [];
  16626. for (var index = 0; index < skeleton.bones.length; index++) {
  16627. var bone = skeleton.bones[index];
  16628. var serializedBone = {
  16629. parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1,
  16630. name: bone.name,
  16631. matrix: bone.getLocalMatrix().toArray()
  16632. };
  16633. serializationObject.bones.push(serializedBone);
  16634. if (bone.animations && bone.animations.length > 0) {
  16635. serializedBone.animation = serializeAnimation(bone.animations[0]);
  16636. }
  16637. }
  16638. return serializationObject;
  16639. };
  16640. var serializeParticleSystem = function (particleSystem) {
  16641. var serializationObject = {};
  16642. serializationObject.emitterId = particleSystem.emitter.id;
  16643. serializationObject.capacity = particleSystem.getCapacity();
  16644. if (particleSystem.particleTexture) {
  16645. serializationObject.textureName = particleSystem.particleTexture.name;
  16646. }
  16647. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  16648. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  16649. serializationObject.minSize = particleSystem.minSize;
  16650. serializationObject.maxSize = particleSystem.maxSize;
  16651. serializationObject.minLifeTime = particleSystem.minLifeTime;
  16652. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  16653. serializationObject.emitRate = particleSystem.emitRate;
  16654. serializationObject.minEmitBox = particleSystem.minEmitBox.asArray();
  16655. serializationObject.maxEmitBox = particleSystem.maxEmitBox.asArray();
  16656. serializationObject.gravity = particleSystem.gravity.asArray();
  16657. serializationObject.direction1 = particleSystem.direction1.asArray();
  16658. serializationObject.direction2 = particleSystem.direction2.asArray();
  16659. serializationObject.color1 = particleSystem.color1.asArray();
  16660. serializationObject.color2 = particleSystem.color2.asArray();
  16661. serializationObject.colorDead = particleSystem.colorDead.asArray();
  16662. serializationObject.updateSpeed = particleSystem.updateSpeed;
  16663. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  16664. serializationObject.textureMask = particleSystem.textureMask.asArray();
  16665. serializationObject.blendMode = particleSystem.blendMode;
  16666. return serializationObject;
  16667. };
  16668. var serializeLensFlareSystem = function (lensFlareSystem) {
  16669. var serializationObject = {};
  16670. serializationObject.emitterId = lensFlareSystem.getEmitter().id;
  16671. serializationObject.borderLimit = lensFlareSystem.borderLimit;
  16672. serializationObject.flares = [];
  16673. for (var index = 0; index < lensFlareSystem.lensFlares.length; index++) {
  16674. var flare = lensFlareSystem.lensFlares[index];
  16675. serializationObject.flares.push({
  16676. size: flare.size,
  16677. position: flare.position,
  16678. color: flare.color.asArray(),
  16679. textureName: BABYLON.Tools.GetFilename(flare.texture.name)
  16680. });
  16681. }
  16682. return serializationObject;
  16683. };
  16684. var serializeShadowGenerator = function (light) {
  16685. var serializationObject = {};
  16686. var shadowGenerator = light.getShadowGenerator();
  16687. serializationObject.lightId = light.id;
  16688. serializationObject.mapSize = shadowGenerator.getShadowMap().getRenderSize();
  16689. serializationObject.useVarianceShadowMap = shadowGenerator.useVarianceShadowMap;
  16690. serializationObject.usePoissonSampling = shadowGenerator.usePoissonSampling;
  16691. serializationObject.renderList = [];
  16692. for (var meshIndex = 0; meshIndex < shadowGenerator.getShadowMap().renderList.length; meshIndex++) {
  16693. var mesh = shadowGenerator.getShadowMap().renderList[meshIndex];
  16694. serializationObject.renderList.push(mesh.id);
  16695. }
  16696. return serializationObject;
  16697. };
  16698. var serializedGeometries = [];
  16699. var serializeGeometry = function (geometry, serializationGeometries) {
  16700. if (serializedGeometries[geometry.id]) {
  16701. return;
  16702. }
  16703. if (geometry instanceof BABYLON.Geometry.Primitives.Box) {
  16704. serializationGeometries.boxes.push(serializeBox(geometry));
  16705. } else if (geometry instanceof BABYLON.Geometry.Primitives.Sphere) {
  16706. serializationGeometries.spheres.push(serializeSphere(geometry));
  16707. } else if (geometry instanceof BABYLON.Geometry.Primitives.Cylinder) {
  16708. serializationGeometries.cylinders.push(serializeCylinder(geometry));
  16709. } else if (geometry instanceof BABYLON.Geometry.Primitives.Torus) {
  16710. serializationGeometries.toruses.push(serializeTorus(geometry));
  16711. } else if (geometry instanceof BABYLON.Geometry.Primitives.Ground) {
  16712. serializationGeometries.grounds.push(serializeGround(geometry));
  16713. } else if (geometry instanceof BABYLON.Geometry.Primitives.Plane) {
  16714. serializationGeometries.planes.push(serializePlane(geometry));
  16715. } else if (geometry instanceof BABYLON.Geometry.Primitives.TorusKnot) {
  16716. serializationGeometries.torusKnots.push(serializeTorusKnot(geometry));
  16717. } else if (geometry instanceof BABYLON.Geometry.Primitives._Primitive) {
  16718. throw new Error("Unknow primitive type");
  16719. } else {
  16720. serializationGeometries.vertexData.push(serializeVertexData(geometry));
  16721. }
  16722. serializedGeometries[geometry.id] = true;
  16723. };
  16724. var serializeGeometryBase = function (geometry) {
  16725. var serializationObject = {};
  16726. serializationObject.id = geometry.id;
  16727. if (BABYLON.Tags.HasTags(geometry)) {
  16728. serializationObject.tags = BABYLON.Tags.GetTags(geometry);
  16729. }
  16730. return serializationObject;
  16731. };
  16732. var serializeVertexData = function (vertexData) {
  16733. var serializationObject = serializeGeometryBase(vertexData);
  16734. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  16735. serializationObject.positions = vertexData.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  16736. }
  16737. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  16738. serializationObject.normals = vertexData.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  16739. }
  16740. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  16741. serializationObject.uvs = vertexData.getVerticesData(BABYLON.VertexBuffer.UVKind);
  16742. }
  16743. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  16744. serializationObject.uvs2 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  16745. }
  16746. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  16747. serializationObject.colors = vertexData.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  16748. }
  16749. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  16750. serializationObject.matricesIndices = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  16751. serializationObject.matricesIndices._isExpanded = true;
  16752. }
  16753. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  16754. serializationObject.matricesWeights = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  16755. }
  16756. serializationObject.indices = vertexData.getIndices();
  16757. return serializationObject;
  16758. };
  16759. var serializePrimitive = function (primitive) {
  16760. var serializationObject = serializeGeometryBase(primitive);
  16761. serializationObject.canBeRegenerated = primitive.canBeRegenerated();
  16762. return serializationObject;
  16763. };
  16764. var serializeBox = function (box) {
  16765. var serializationObject = serializePrimitive(box);
  16766. serializationObject.size = box.size;
  16767. return serializationObject;
  16768. };
  16769. var serializeSphere = function (sphere) {
  16770. var serializationObject = serializePrimitive(sphere);
  16771. serializationObject.segments = sphere.segments;
  16772. serializationObject.diameter = sphere.diameter;
  16773. return serializationObject;
  16774. };
  16775. var serializeCylinder = function (cylinder) {
  16776. var serializationObject = serializePrimitive(cylinder);
  16777. serializationObject.height = cylinder.height;
  16778. serializationObject.diameterTop = cylinder.diameterTop;
  16779. serializationObject.diameterBottom = cylinder.diameterBottom;
  16780. serializationObject.tessellation = cylinder.tessellation;
  16781. return serializationObject;
  16782. };
  16783. var serializeTorus = function (torus) {
  16784. var serializationObject = serializePrimitive(torus);
  16785. serializationObject.diameter = torus.diameter;
  16786. serializationObject.thickness = torus.thickness;
  16787. serializationObject.tessellation = torus.tessellation;
  16788. return serializationObject;
  16789. };
  16790. var serializeGround = function (ground) {
  16791. var serializationObject = serializePrimitive(ground);
  16792. serializationObject.width = ground.width;
  16793. serializationObject.height = ground.height;
  16794. serializationObject.subdivisions = ground.subdivisions;
  16795. return serializationObject;
  16796. };
  16797. var serializePlane = function (plane) {
  16798. var serializationObject = serializePrimitive(plane);
  16799. serializationObject.size = plane.size;
  16800. return serializationObject;
  16801. };
  16802. var serializeTorusKnot = function (torusKnot) {
  16803. var serializationObject = serializePrimitive(torusKnot);
  16804. serializationObject.radius = torusKnot.radius;
  16805. serializationObject.tube = torusKnot.tube;
  16806. serializationObject.radialSegments = torusKnot.radialSegments;
  16807. serializationObject.tubularSegments = torusKnot.tubularSegments;
  16808. serializationObject.p = torusKnot.p;
  16809. serializationObject.q = torusKnot.q;
  16810. return serializationObject;
  16811. };
  16812. var serializeMesh = function (mesh, serializationScene) {
  16813. var serializationObject = {};
  16814. serializationObject.name = mesh.name;
  16815. serializationObject.id = mesh.id;
  16816. if (BABYLON.Tags.HasTags(mesh)) {
  16817. serializationObject.tags = BABYLON.Tags.GetTags(mesh);
  16818. }
  16819. serializationObject.position = mesh.position.asArray();
  16820. if (mesh.rotationQuaternion) {
  16821. serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
  16822. } else if (mesh.rotation) {
  16823. serializationObject.rotation = mesh.rotation.asArray();
  16824. }
  16825. serializationObject.scaling = mesh.scaling.asArray();
  16826. serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
  16827. serializationObject.isEnabled = mesh.isEnabled();
  16828. serializationObject.isVisible = mesh.isVisible;
  16829. serializationObject.infiniteDistance = mesh.infiniteDistance;
  16830. serializationObject.pickable = mesh.isPickable;
  16831. serializationObject.receiveShadows = mesh.receiveShadows;
  16832. serializationObject.billboardMode = mesh.billboardMode;
  16833. serializationObject.visibility = mesh.visibility;
  16834. serializationObject.checkCollisions = mesh.checkCollisions;
  16835. // Parent
  16836. if (mesh.parent) {
  16837. serializationObject.parentId = mesh.parent.id;
  16838. }
  16839. // Geometry
  16840. var geometry = mesh._geometry;
  16841. if (geometry) {
  16842. var geometryId = geometry.id;
  16843. serializationObject.geometryId = geometryId;
  16844. if (!mesh.getScene().getGeometryByID(geometryId)) {
  16845. // 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
  16846. serializeGeometry(geometry, serializationScene.geometries);
  16847. }
  16848. // SubMeshes
  16849. serializationObject.subMeshes = [];
  16850. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  16851. var subMesh = mesh.subMeshes[subIndex];
  16852. serializationObject.subMeshes.push({
  16853. materialIndex: subMesh.materialIndex,
  16854. verticesStart: subMesh.verticesStart,
  16855. verticesCount: subMesh.verticesCount,
  16856. indexStart: subMesh.indexStart,
  16857. indexCount: subMesh.indexCount
  16858. });
  16859. }
  16860. }
  16861. // Material
  16862. if (mesh.material) {
  16863. serializationObject.materialId = mesh.material.id;
  16864. } else {
  16865. mesh.material = null;
  16866. }
  16867. // Skeleton
  16868. if (mesh.skeleton) {
  16869. serializationObject.skeletonId = mesh.skeleton.id;
  16870. }
  16871. // Physics
  16872. if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  16873. serializationObject.physicsMass = mesh.getPhysicsMass();
  16874. serializationObject.physicsFriction = mesh.getPhysicsFriction();
  16875. serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
  16876. switch (mesh.getPhysicsImpostor()) {
  16877. case BABYLON.PhysicsEngine.BoxImpostor:
  16878. serializationObject.physicsImpostor = 1;
  16879. break;
  16880. case BABYLON.PhysicsEngine.SphereImpostor:
  16881. serializationObject.physicsImpostor = 2;
  16882. break;
  16883. }
  16884. }
  16885. // Instances
  16886. serializationObject.instances = [];
  16887. for (var index = 0; index < mesh.instances.length; index++) {
  16888. var instance = mesh.instances[index];
  16889. var serializationInstance = {
  16890. name: instance.name,
  16891. position: instance.position,
  16892. rotation: instance.rotation,
  16893. rotationQuaternion: instance.rotationQuaternion,
  16894. scaling: instance.scaling
  16895. };
  16896. serializationObject.instances.push(serializationInstance);
  16897. // Animations
  16898. appendAnimations(instance, serializationInstance);
  16899. }
  16900. // Animations
  16901. appendAnimations(mesh, serializationObject);
  16902. // Layer mask
  16903. serializationObject.layerMask = mesh.layerMask;
  16904. return serializationObject;
  16905. };
  16906. var SceneSerializer = (function () {
  16907. function SceneSerializer() {
  16908. }
  16909. SceneSerializer.Serialize = function (scene) {
  16910. var serializationObject = {};
  16911. // Scene
  16912. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  16913. serializationObject.autoClear = scene.autoClear;
  16914. serializationObject.clearColor = scene.clearColor.asArray();
  16915. serializationObject.ambientColor = scene.ambientColor.asArray();
  16916. serializationObject.gravity = scene.gravity.asArray();
  16917. // Fog
  16918. if (scene.fogMode && scene.fogMode !== 0) {
  16919. serializationObject.fogMode = scene.fogMode;
  16920. serializationObject.fogColor = scene.fogColor.asArray();
  16921. serializationObject.fogStart = scene.fogStart;
  16922. serializationObject.fogEnd = scene.fogEnd;
  16923. serializationObject.fogDensity = scene.fogDensity;
  16924. }
  16925. // Lights
  16926. serializationObject.lights = [];
  16927. for (var index = 0; index < scene.lights.length; index++) {
  16928. var light = scene.lights[index];
  16929. serializationObject.lights.push(serializeLight(light));
  16930. }
  16931. // Cameras
  16932. serializationObject.cameras = [];
  16933. for (index = 0; index < scene.cameras.length; index++) {
  16934. var camera = scene.cameras[index];
  16935. if (camera instanceof BABYLON.FreeCamera) {
  16936. serializationObject.cameras.push(serializeCamera(camera));
  16937. }
  16938. }
  16939. if (scene.activeCamera) {
  16940. serializationObject.activeCameraID = scene.activeCamera.id;
  16941. }
  16942. // Materials
  16943. serializationObject.materials = [];
  16944. serializationObject.multiMaterials = [];
  16945. for (index = 0; index < scene.materials.length; index++) {
  16946. var material = scene.materials[index];
  16947. if (material instanceof BABYLON.StandardMaterial) {
  16948. serializationObject.materials.push(serializeMaterial(material));
  16949. } else if (material instanceof BABYLON.MultiMaterial) {
  16950. serializationObject.multiMaterials.push(serializeMultiMaterial(material));
  16951. }
  16952. }
  16953. // Skeletons
  16954. serializationObject.skeletons = [];
  16955. for (index = 0; index < scene.skeletons.length; index++) {
  16956. serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));
  16957. }
  16958. // Geometries
  16959. serializationObject.geometries = {};
  16960. serializationObject.geometries.boxes = [];
  16961. serializationObject.geometries.spheres = [];
  16962. serializationObject.geometries.cylinders = [];
  16963. serializationObject.geometries.toruses = [];
  16964. serializationObject.geometries.grounds = [];
  16965. serializationObject.geometries.planes = [];
  16966. serializationObject.geometries.torusKnots = [];
  16967. serializationObject.geometries.vertexData = [];
  16968. serializedGeometries = [];
  16969. var geometries = scene.getGeometries();
  16970. for (var index = 0; index < geometries.length; index++) {
  16971. var geometry = geometries[index];
  16972. if (geometry.isReady()) {
  16973. serializeGeometry(geometry, serializationObject.geometries);
  16974. }
  16975. }
  16976. // Meshes
  16977. serializationObject.meshes = [];
  16978. for (index = 0; index < scene.meshes.length; index++) {
  16979. var abstractMesh = scene.meshes[index];
  16980. if (abstractMesh instanceof BABYLON.Mesh) {
  16981. var mesh = abstractMesh;
  16982. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  16983. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  16984. }
  16985. }
  16986. }
  16987. // Particles Systems
  16988. serializationObject.particleSystems = [];
  16989. for (index = 0; index < scene.particleSystems.length; index++) {
  16990. serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));
  16991. }
  16992. // Lens flares
  16993. serializationObject.lensFlareSystems = [];
  16994. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  16995. serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));
  16996. }
  16997. // Shadows
  16998. serializationObject.shadowGenerators = [];
  16999. for (index = 0; index < scene.lights.length; index++) {
  17000. light = scene.lights[index];
  17001. if (light.getShadowGenerator()) {
  17002. serializationObject.shadowGenerators.push(serializeShadowGenerator(light));
  17003. }
  17004. }
  17005. return serializationObject;
  17006. };
  17007. return SceneSerializer;
  17008. })();
  17009. BABYLON.SceneSerializer = SceneSerializer;
  17010. })(BABYLON || (BABYLON = {}));
  17011. //# sourceMappingURL=babylon.sceneSerializer.js.map
  17012. var BABYLON;
  17013. (function (BABYLON) {
  17014. var SceneLoader = (function () {
  17015. function SceneLoader() {
  17016. }
  17017. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  17018. get: function () {
  17019. return SceneLoader._ForceFullSceneLoadingForIncremental;
  17020. },
  17021. set: function (value) {
  17022. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  17023. },
  17024. enumerable: true,
  17025. configurable: true
  17026. });
  17027. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  17028. get: function () {
  17029. return SceneLoader._ShowLoadingScreen;
  17030. },
  17031. set: function (value) {
  17032. SceneLoader._ShowLoadingScreen = value;
  17033. },
  17034. enumerable: true,
  17035. configurable: true
  17036. });
  17037. SceneLoader._getPluginForFilename = function (sceneFilename) {
  17038. var dotPosition = sceneFilename.lastIndexOf(".");
  17039. var queryStringPosition = sceneFilename.indexOf("?");
  17040. var extension = sceneFilename.substring(dotPosition, queryStringPosition).toLowerCase();
  17041. for (var index = 0; index < this._registeredPlugins.length; index++) {
  17042. var plugin = this._registeredPlugins[index];
  17043. if (plugin.extensions.indexOf(extension) !== -1) {
  17044. return plugin;
  17045. }
  17046. }
  17047. return this._registeredPlugins[this._registeredPlugins.length - 1];
  17048. };
  17049. // Public functions
  17050. SceneLoader.RegisterPlugin = function (plugin) {
  17051. plugin.extensions = plugin.extensions.toLowerCase();
  17052. SceneLoader._registeredPlugins.push(plugin);
  17053. };
  17054. SceneLoader.ImportMesh = function (meshesNames, rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
  17055. var manifestChecked = function (success) {
  17056. scene.database = database;
  17057. var plugin = SceneLoader._getPluginForFilename(sceneFilename);
  17058. var importMeshFromData = function (data) {
  17059. var meshes = [];
  17060. var particleSystems = [];
  17061. var skeletons = [];
  17062. try {
  17063. if (!plugin.importMesh(meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons)) {
  17064. if (onerror) {
  17065. onerror(scene, 'unable to load the scene');
  17066. }
  17067. return;
  17068. }
  17069. } catch (e) {
  17070. if (onerror) {
  17071. onerror(scene, e);
  17072. }
  17073. return;
  17074. }
  17075. if (onsuccess) {
  17076. scene.importedMeshesFiles.push(rootUrl + sceneFilename);
  17077. onsuccess(meshes, particleSystems, skeletons);
  17078. }
  17079. };
  17080. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  17081. // Direct load
  17082. importMeshFromData(sceneFilename.substr(5));
  17083. return;
  17084. }
  17085. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  17086. importMeshFromData(data);
  17087. }, progressCallBack, database);
  17088. };
  17089. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  17090. var database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  17091. };
  17092. /**
  17093. * Load a scene
  17094. * @param rootUrl a string that defines the root url for scene and resources
  17095. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  17096. * @param engine is the instance of BABYLON.Engine to use to create the scene
  17097. */
  17098. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onsuccess, progressCallBack, onerror) {
  17099. SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onsuccess, progressCallBack, onerror);
  17100. };
  17101. /**
  17102. * Append a scene
  17103. * @param rootUrl a string that defines the root url for scene and resources
  17104. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  17105. * @param scene is the instance of BABYLON.Scene to append to
  17106. */
  17107. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
  17108. var plugin = this._getPluginForFilename(sceneFilename.name || sceneFilename);
  17109. var database;
  17110. if (SceneLoader.ShowLoadingScreen) {
  17111. scene.getEngine().displayLoadingUI();
  17112. }
  17113. var loadSceneFromData = function (data) {
  17114. scene.database = database;
  17115. if (!plugin.load(scene, data, rootUrl)) {
  17116. if (onerror) {
  17117. onerror(scene);
  17118. }
  17119. scene.getEngine().hideLoadingUI();
  17120. return;
  17121. }
  17122. if (onsuccess) {
  17123. onsuccess(scene);
  17124. }
  17125. if (SceneLoader.ShowLoadingScreen) {
  17126. scene.executeWhenReady(function () {
  17127. scene.getEngine().hideLoadingUI();
  17128. });
  17129. }
  17130. };
  17131. var manifestChecked = function (success) {
  17132. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database);
  17133. };
  17134. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  17135. // Direct load
  17136. loadSceneFromData(sceneFilename.substr(5));
  17137. return;
  17138. }
  17139. if (rootUrl.indexOf("file:") === -1) {
  17140. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  17141. database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  17142. } else {
  17143. BABYLON.Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack);
  17144. }
  17145. };
  17146. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  17147. SceneLoader._ShowLoadingScreen = true;
  17148. SceneLoader._registeredPlugins = new Array();
  17149. return SceneLoader;
  17150. })();
  17151. BABYLON.SceneLoader = SceneLoader;
  17152. ;
  17153. })(BABYLON || (BABYLON = {}));
  17154. //# sourceMappingURL=babylon.sceneLoader.js.map
  17155. var BABYLON;
  17156. (function (BABYLON) {
  17157. (function (Internals) {
  17158. var checkColors4 = function (colors, count) {
  17159. // Check if color3 was used
  17160. if (colors.length === count * 3) {
  17161. var colors4 = [];
  17162. for (var index = 0; index < colors.length; index += 3) {
  17163. var newIndex = (index / 3) * 4;
  17164. colors4[newIndex] = colors[index];
  17165. colors4[newIndex + 1] = colors[index + 1];
  17166. colors4[newIndex + 2] = colors[index + 2];
  17167. colors4[newIndex + 3] = 1.0;
  17168. }
  17169. return colors4;
  17170. }
  17171. return colors;
  17172. };
  17173. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  17174. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  17175. texture.name = parsedTexture.name;
  17176. texture.hasAlpha = parsedTexture.hasAlpha;
  17177. texture.level = parsedTexture.level;
  17178. texture.coordinatesMode = parsedTexture.coordinatesMode;
  17179. return texture;
  17180. };
  17181. var loadTexture = function (rootUrl, parsedTexture, scene) {
  17182. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  17183. return null;
  17184. }
  17185. if (parsedTexture.isCube) {
  17186. return loadCubeTexture(rootUrl, parsedTexture, scene);
  17187. }
  17188. var texture;
  17189. if (parsedTexture.mirrorPlane) {
  17190. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  17191. texture._waitingRenderList = parsedTexture.renderList;
  17192. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  17193. } else if (parsedTexture.isRenderTarget) {
  17194. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  17195. texture._waitingRenderList = parsedTexture.renderList;
  17196. } else {
  17197. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  17198. }
  17199. texture.name = parsedTexture.name;
  17200. texture.hasAlpha = parsedTexture.hasAlpha;
  17201. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  17202. texture.level = parsedTexture.level;
  17203. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  17204. texture.coordinatesMode = parsedTexture.coordinatesMode;
  17205. texture.uOffset = parsedTexture.uOffset;
  17206. texture.vOffset = parsedTexture.vOffset;
  17207. texture.uScale = parsedTexture.uScale;
  17208. texture.vScale = parsedTexture.vScale;
  17209. texture.uAng = parsedTexture.uAng;
  17210. texture.vAng = parsedTexture.vAng;
  17211. texture.wAng = parsedTexture.wAng;
  17212. texture.wrapU = parsedTexture.wrapU;
  17213. texture.wrapV = parsedTexture.wrapV;
  17214. // Animations
  17215. if (parsedTexture.animations) {
  17216. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  17217. var parsedAnimation = parsedTexture.animations[animationIndex];
  17218. texture.animations.push(parseAnimation(parsedAnimation));
  17219. }
  17220. }
  17221. return texture;
  17222. };
  17223. var parseSkeleton = function (parsedSkeleton, scene) {
  17224. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  17225. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  17226. var parsedBone = parsedSkeleton.bones[index];
  17227. var parentBone = null;
  17228. if (parsedBone.parentBoneIndex > -1) {
  17229. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  17230. }
  17231. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  17232. if (parsedBone.animation) {
  17233. bone.animations.push(parseAnimation(parsedBone.animation));
  17234. }
  17235. }
  17236. return skeleton;
  17237. };
  17238. var parseFresnelParameters = function (parsedFresnelParameters) {
  17239. var fresnelParameters = new BABYLON.FresnelParameters();
  17240. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  17241. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  17242. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  17243. fresnelParameters.bias = parsedFresnelParameters.bias;
  17244. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  17245. return fresnelParameters;
  17246. };
  17247. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  17248. var material;
  17249. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  17250. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  17251. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  17252. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  17253. material.specularPower = parsedMaterial.specularPower;
  17254. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  17255. material.alpha = parsedMaterial.alpha;
  17256. material.id = parsedMaterial.id;
  17257. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  17258. material.backFaceCulling = parsedMaterial.backFaceCulling;
  17259. material.wireframe = parsedMaterial.wireframe;
  17260. if (parsedMaterial.diffuseTexture) {
  17261. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  17262. }
  17263. if (parsedMaterial.diffuseFresnelParameters) {
  17264. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  17265. }
  17266. if (parsedMaterial.ambientTexture) {
  17267. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  17268. }
  17269. if (parsedMaterial.opacityTexture) {
  17270. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  17271. }
  17272. if (parsedMaterial.opacityFresnelParameters) {
  17273. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  17274. }
  17275. if (parsedMaterial.reflectionTexture) {
  17276. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  17277. }
  17278. if (parsedMaterial.reflectionFresnelParameters) {
  17279. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  17280. }
  17281. if (parsedMaterial.emissiveTexture) {
  17282. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  17283. }
  17284. if (parsedMaterial.emissiveFresnelParameters) {
  17285. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  17286. }
  17287. if (parsedMaterial.specularTexture) {
  17288. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  17289. }
  17290. if (parsedMaterial.bumpTexture) {
  17291. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  17292. }
  17293. return material;
  17294. };
  17295. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  17296. for (var index = 0; index < parsedData.materials.length; index++) {
  17297. var parsedMaterial = parsedData.materials[index];
  17298. if (parsedMaterial.id === id) {
  17299. return parseMaterial(parsedMaterial, scene, rootUrl);
  17300. }
  17301. }
  17302. return null;
  17303. };
  17304. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  17305. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  17306. multiMaterial.id = parsedMultiMaterial.id;
  17307. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  17308. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  17309. var subMatId = parsedMultiMaterial.materials[matIndex];
  17310. if (subMatId) {
  17311. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  17312. } else {
  17313. multiMaterial.subMaterials.push(null);
  17314. }
  17315. }
  17316. return multiMaterial;
  17317. };
  17318. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  17319. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  17320. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  17321. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  17322. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  17323. var parsedFlare = parsedLensFlareSystem.flares[index];
  17324. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  17325. }
  17326. return lensFlareSystem;
  17327. };
  17328. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  17329. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  17330. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  17331. if (parsedParticleSystem.textureName) {
  17332. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  17333. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  17334. }
  17335. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  17336. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  17337. particleSystem.minSize = parsedParticleSystem.minSize;
  17338. particleSystem.maxSize = parsedParticleSystem.maxSize;
  17339. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  17340. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  17341. particleSystem.emitter = emitter;
  17342. particleSystem.emitRate = parsedParticleSystem.emitRate;
  17343. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  17344. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  17345. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  17346. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  17347. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  17348. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  17349. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  17350. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  17351. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  17352. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  17353. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  17354. particleSystem.blendMode = parsedParticleSystem.blendMode;
  17355. particleSystem.start();
  17356. return particleSystem;
  17357. };
  17358. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  17359. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  17360. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  17361. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  17362. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  17363. shadowGenerator.getShadowMap().renderList.push(mesh);
  17364. }
  17365. if (parsedShadowGenerator.usePoissonSampling) {
  17366. shadowGenerator.usePoissonSampling = true;
  17367. } else {
  17368. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  17369. }
  17370. return shadowGenerator;
  17371. };
  17372. var parseAnimation = function (parsedAnimation) {
  17373. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  17374. var dataType = parsedAnimation.dataType;
  17375. var keys = [];
  17376. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  17377. var key = parsedAnimation.keys[index];
  17378. var data;
  17379. switch (dataType) {
  17380. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  17381. data = key.values[0];
  17382. break;
  17383. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  17384. data = BABYLON.Quaternion.FromArray(key.values);
  17385. break;
  17386. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  17387. data = BABYLON.Matrix.FromArray(key.values);
  17388. break;
  17389. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  17390. default:
  17391. data = BABYLON.Vector3.FromArray(key.values);
  17392. break;
  17393. }
  17394. keys.push({
  17395. frame: key.frame,
  17396. value: data
  17397. });
  17398. }
  17399. animation.setKeys(keys);
  17400. return animation;
  17401. };
  17402. var parseLight = function (parsedLight, scene) {
  17403. var light;
  17404. switch (parsedLight.type) {
  17405. case 0:
  17406. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  17407. break;
  17408. case 1:
  17409. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  17410. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  17411. break;
  17412. case 2:
  17413. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  17414. break;
  17415. case 3:
  17416. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  17417. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  17418. break;
  17419. }
  17420. light.id = parsedLight.id;
  17421. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  17422. if (parsedLight.intensity !== undefined) {
  17423. light.intensity = parsedLight.intensity;
  17424. }
  17425. if (parsedLight.range) {
  17426. light.range = parsedLight.range;
  17427. }
  17428. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  17429. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  17430. if (parsedLight.excludedMeshesIds) {
  17431. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  17432. }
  17433. // Parent
  17434. if (parsedLight.parentId) {
  17435. light._waitingParentId = parsedLight.parentId;
  17436. }
  17437. if (parsedLight.includedOnlyMeshesIds) {
  17438. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  17439. }
  17440. // Animations
  17441. if (parsedLight.animations) {
  17442. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  17443. var parsedAnimation = parsedLight.animations[animationIndex];
  17444. light.animations.push(parseAnimation(parsedAnimation));
  17445. }
  17446. }
  17447. if (parsedLight.autoAnimate) {
  17448. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  17449. }
  17450. };
  17451. var parseCamera = function (parsedCamera, scene) {
  17452. var camera;
  17453. var position = BABYLON.Vector3.FromArray(parsedCamera.position);
  17454. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  17455. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  17456. var alpha = parsedCamera.alpha;
  17457. var beta = parsedCamera.beta;
  17458. var radius = parsedCamera.radius;
  17459. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  17460. var eye_space = parsedCamera.eye_space;
  17461. camera = new BABYLON.AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, eye_space, scene);
  17462. } else {
  17463. camera = new BABYLON.ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  17464. }
  17465. } else if (parsedCamera.type === "AnaglyphFreeCamera") {
  17466. var eye_space = parsedCamera.eye_space;
  17467. camera = new BABYLON.AnaglyphFreeCamera(parsedCamera.name, position, eye_space, scene);
  17468. } else if (parsedCamera.type === "DeviceOrientationCamera") {
  17469. camera = new BABYLON.DeviceOrientationCamera(parsedCamera.name, position, scene);
  17470. } else if (parsedCamera.type === "FollowCamera") {
  17471. camera = new BABYLON.FollowCamera(parsedCamera.name, position, scene);
  17472. camera.heightOffset = parsedCamera.heightOffset;
  17473. camera.radius = parsedCamera.radius;
  17474. camera.rotationOffset = parsedCamera.rotationOffset;
  17475. if (lockedTargetMesh)
  17476. camera.target = lockedTargetMesh;
  17477. } else if (parsedCamera.type === "GamepadCamera") {
  17478. camera = new BABYLON.GamepadCamera(parsedCamera.name, position, scene);
  17479. } else if (parsedCamera.type === "OculusCamera") {
  17480. camera = new BABYLON.OculusCamera(parsedCamera.name, position, scene);
  17481. } else if (parsedCamera.type === "OculusGamepadCamera") {
  17482. camera = new BABYLON.OculusGamepadCamera(parsedCamera.name, position, scene);
  17483. } else if (parsedCamera.type === "TouchCamera") {
  17484. camera = new BABYLON.TouchCamera(parsedCamera.name, position, scene);
  17485. } else if (parsedCamera.type === "VirtualJoysticksCamera") {
  17486. camera = new BABYLON.VirtualJoysticksCamera(parsedCamera.name, position, scene);
  17487. } else if (parsedCamera.type === "WebVRCamera") {
  17488. camera = new BABYLON.WebVRCamera(parsedCamera.name, position, scene);
  17489. } else if (parsedCamera.type === "VRDeviceOrientationCamera") {
  17490. camera = new BABYLON.VRDeviceOrientationCamera(parsedCamera.name, position, scene);
  17491. } else {
  17492. // Free Camera is the default value
  17493. camera = new BABYLON.FreeCamera(parsedCamera.name, position, scene);
  17494. }
  17495. // Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
  17496. if (lockedTargetMesh && camera instanceof BABYLON.FreeCamera) {
  17497. camera.lockedTarget = lockedTargetMesh;
  17498. }
  17499. camera.id = parsedCamera.id;
  17500. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  17501. // Parent
  17502. if (parsedCamera.parentId) {
  17503. camera._waitingParentId = parsedCamera.parentId;
  17504. }
  17505. // Target
  17506. if (parsedCamera.target) {
  17507. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  17508. } else {
  17509. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  17510. }
  17511. camera.fov = parsedCamera.fov;
  17512. camera.minZ = parsedCamera.minZ;
  17513. camera.maxZ = parsedCamera.maxZ;
  17514. camera.speed = parsedCamera.speed;
  17515. camera.inertia = parsedCamera.inertia;
  17516. camera.checkCollisions = parsedCamera.checkCollisions;
  17517. camera.applyGravity = parsedCamera.applyGravity;
  17518. if (parsedCamera.ellipsoid) {
  17519. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  17520. }
  17521. // Animations
  17522. if (parsedCamera.animations) {
  17523. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  17524. var parsedAnimation = parsedCamera.animations[animationIndex];
  17525. camera.animations.push(parseAnimation(parsedAnimation));
  17526. }
  17527. }
  17528. if (parsedCamera.autoAnimate) {
  17529. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  17530. }
  17531. // Layer Mask
  17532. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  17533. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  17534. } else {
  17535. camera.layerMask = 0xFFFFFFFF;
  17536. }
  17537. return camera;
  17538. };
  17539. var parseGeometry = function (parsedGeometry, scene) {
  17540. var id = parsedGeometry.id;
  17541. return scene.getGeometryByID(id);
  17542. };
  17543. var parseBox = function (parsedBox, scene) {
  17544. if (parseGeometry(parsedBox, scene)) {
  17545. return null;
  17546. }
  17547. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  17548. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  17549. scene.pushGeometry(box, true);
  17550. return box;
  17551. };
  17552. var parseSphere = function (parsedSphere, scene) {
  17553. if (parseGeometry(parsedSphere, scene)) {
  17554. return null;
  17555. }
  17556. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  17557. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  17558. scene.pushGeometry(sphere, true);
  17559. return sphere;
  17560. };
  17561. var parseCylinder = function (parsedCylinder, scene) {
  17562. if (parseGeometry(parsedCylinder, scene)) {
  17563. return null;
  17564. }
  17565. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  17566. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  17567. scene.pushGeometry(cylinder, true);
  17568. return cylinder;
  17569. };
  17570. var parseTorus = function (parsedTorus, scene) {
  17571. if (parseGeometry(parsedTorus, scene)) {
  17572. return null;
  17573. }
  17574. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  17575. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  17576. scene.pushGeometry(torus, true);
  17577. return torus;
  17578. };
  17579. var parseGround = function (parsedGround, scene) {
  17580. if (parseGeometry(parsedGround, scene)) {
  17581. return null;
  17582. }
  17583. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  17584. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  17585. scene.pushGeometry(ground, true);
  17586. return ground;
  17587. };
  17588. var parsePlane = function (parsedPlane, scene) {
  17589. if (parseGeometry(parsedPlane, scene)) {
  17590. return null;
  17591. }
  17592. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  17593. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  17594. scene.pushGeometry(plane, true);
  17595. return plane;
  17596. };
  17597. var parseTorusKnot = function (parsedTorusKnot, scene) {
  17598. if (parseGeometry(parsedTorusKnot, scene)) {
  17599. return null;
  17600. }
  17601. 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);
  17602. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  17603. scene.pushGeometry(torusKnot, true);
  17604. return torusKnot;
  17605. };
  17606. var parseVertexData = function (parsedVertexData, scene, rootUrl) {
  17607. if (parseGeometry(parsedVertexData, scene)) {
  17608. return null;
  17609. }
  17610. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  17611. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  17612. if (parsedVertexData.delayLoadingFile) {
  17613. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  17614. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  17615. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  17616. geometry._delayInfo = [];
  17617. if (parsedVertexData.hasUVs) {
  17618. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  17619. }
  17620. if (parsedVertexData.hasUVs2) {
  17621. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  17622. }
  17623. if (parsedVertexData.hasColors) {
  17624. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  17625. }
  17626. if (parsedVertexData.hasMatricesIndices) {
  17627. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  17628. }
  17629. if (parsedVertexData.hasMatricesWeights) {
  17630. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  17631. }
  17632. geometry._delayLoadingFunction = importVertexData;
  17633. } else {
  17634. importVertexData(parsedVertexData, geometry);
  17635. }
  17636. scene.pushGeometry(geometry, true);
  17637. return geometry;
  17638. };
  17639. var parseMesh = function (parsedMesh, scene, rootUrl) {
  17640. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  17641. mesh.id = parsedMesh.id;
  17642. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  17643. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  17644. if (parsedMesh.rotationQuaternion) {
  17645. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  17646. } else if (parsedMesh.rotation) {
  17647. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  17648. }
  17649. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  17650. if (parsedMesh.localMatrix) {
  17651. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  17652. } else if (parsedMesh.pivotMatrix) {
  17653. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  17654. }
  17655. mesh.setEnabled(parsedMesh.isEnabled);
  17656. mesh.isVisible = parsedMesh.isVisible;
  17657. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  17658. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  17659. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  17660. if (parsedMesh.applyFog !== undefined) {
  17661. mesh.applyFog = parsedMesh.applyFog;
  17662. }
  17663. if (parsedMesh.pickable !== undefined) {
  17664. mesh.isPickable = parsedMesh.pickable;
  17665. }
  17666. if (parsedMesh.alphaIndex !== undefined) {
  17667. mesh.alphaIndex = parsedMesh.alphaIndex;
  17668. }
  17669. mesh.receiveShadows = parsedMesh.receiveShadows;
  17670. mesh.billboardMode = parsedMesh.billboardMode;
  17671. if (parsedMesh.visibility !== undefined) {
  17672. mesh.visibility = parsedMesh.visibility;
  17673. }
  17674. mesh.checkCollisions = parsedMesh.checkCollisions;
  17675. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  17676. // Parent
  17677. if (parsedMesh.parentId) {
  17678. mesh._waitingParentId = parsedMesh.parentId;
  17679. }
  17680. // Geometry
  17681. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  17682. if (parsedMesh.delayLoadingFile) {
  17683. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  17684. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  17685. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  17686. if (parsedMesh._binaryInfo) {
  17687. mesh._binaryInfo = parsedMesh._binaryInfo;
  17688. }
  17689. mesh._delayInfo = [];
  17690. if (parsedMesh.hasUVs) {
  17691. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  17692. }
  17693. if (parsedMesh.hasUVs2) {
  17694. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  17695. }
  17696. if (parsedMesh.hasColors) {
  17697. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  17698. }
  17699. if (parsedMesh.hasMatricesIndices) {
  17700. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  17701. }
  17702. if (parsedMesh.hasMatricesWeights) {
  17703. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  17704. }
  17705. mesh._delayLoadingFunction = importGeometry;
  17706. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  17707. mesh._checkDelayState();
  17708. }
  17709. } else {
  17710. importGeometry(parsedMesh, mesh);
  17711. }
  17712. // Material
  17713. if (parsedMesh.materialId) {
  17714. mesh.setMaterialByID(parsedMesh.materialId);
  17715. } else {
  17716. mesh.material = null;
  17717. }
  17718. // Skeleton
  17719. if (parsedMesh.skeletonId > -1) {
  17720. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  17721. }
  17722. // Physics
  17723. if (parsedMesh.physicsImpostor) {
  17724. if (!scene.isPhysicsEnabled()) {
  17725. scene.enablePhysics();
  17726. }
  17727. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  17728. }
  17729. // Animations
  17730. if (parsedMesh.animations) {
  17731. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  17732. var parsedAnimation = parsedMesh.animations[animationIndex];
  17733. mesh.animations.push(parseAnimation(parsedAnimation));
  17734. }
  17735. }
  17736. if (parsedMesh.autoAnimate) {
  17737. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  17738. }
  17739. // Layer Mask
  17740. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  17741. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  17742. } else {
  17743. mesh.layerMask = 0xFFFFFFFF;
  17744. }
  17745. // Instances
  17746. if (parsedMesh.instances) {
  17747. for (var index = 0; index < parsedMesh.instances.length; index++) {
  17748. var parsedInstance = parsedMesh.instances[index];
  17749. var instance = mesh.createInstance(parsedInstance.name);
  17750. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  17751. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  17752. if (parsedInstance.rotationQuaternion) {
  17753. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  17754. } else if (parsedInstance.rotation) {
  17755. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  17756. }
  17757. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  17758. instance.checkCollisions = mesh.checkCollisions;
  17759. if (parsedMesh.animations) {
  17760. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  17761. parsedAnimation = parsedMesh.animations[animationIndex];
  17762. instance.animations.push(parseAnimation(parsedAnimation));
  17763. }
  17764. }
  17765. }
  17766. }
  17767. return mesh;
  17768. };
  17769. var isDescendantOf = function (mesh, names, hierarchyIds) {
  17770. names = (names instanceof Array) ? names : [names];
  17771. for (var i in names) {
  17772. if (mesh.name === names[i]) {
  17773. hierarchyIds.push(mesh.id);
  17774. return true;
  17775. }
  17776. }
  17777. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  17778. hierarchyIds.push(mesh.id);
  17779. return true;
  17780. }
  17781. return false;
  17782. };
  17783. var importVertexData = function (parsedVertexData, geometry) {
  17784. var vertexData = new BABYLON.VertexData();
  17785. // positions
  17786. var positions = parsedVertexData.positions;
  17787. if (positions) {
  17788. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  17789. }
  17790. // normals
  17791. var normals = parsedVertexData.normals;
  17792. if (normals) {
  17793. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  17794. }
  17795. // uvs
  17796. var uvs = parsedVertexData.uvs;
  17797. if (uvs) {
  17798. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  17799. }
  17800. // uv2s
  17801. var uv2s = parsedVertexData.uv2s;
  17802. if (uv2s) {
  17803. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  17804. }
  17805. // colors
  17806. var colors = parsedVertexData.colors;
  17807. if (colors) {
  17808. vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  17809. }
  17810. // matricesIndices
  17811. var matricesIndices = parsedVertexData.matricesIndices;
  17812. if (matricesIndices) {
  17813. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  17814. }
  17815. // matricesWeights
  17816. var matricesWeights = parsedVertexData.matricesWeights;
  17817. if (matricesWeights) {
  17818. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  17819. }
  17820. // indices
  17821. var indices = parsedVertexData.indices;
  17822. if (indices) {
  17823. vertexData.indices = indices;
  17824. }
  17825. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  17826. };
  17827. var importGeometry = function (parsedGeometry, mesh) {
  17828. var scene = mesh.getScene();
  17829. // Geometry
  17830. var geometryId = parsedGeometry.geometryId;
  17831. if (geometryId) {
  17832. var geometry = scene.getGeometryByID(geometryId);
  17833. if (geometry) {
  17834. geometry.applyToMesh(mesh);
  17835. }
  17836. } else if (parsedGeometry instanceof ArrayBuffer) {
  17837. var binaryInfo = mesh._binaryInfo;
  17838. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  17839. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  17840. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  17841. }
  17842. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  17843. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  17844. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  17845. }
  17846. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  17847. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  17848. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  17849. }
  17850. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  17851. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  17852. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  17853. }
  17854. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  17855. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  17856. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false);
  17857. }
  17858. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  17859. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  17860. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  17861. }
  17862. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  17863. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  17864. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  17865. }
  17866. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  17867. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  17868. mesh.setIndices(indicesData);
  17869. }
  17870. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  17871. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  17872. mesh.subMeshes = [];
  17873. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  17874. var materialIndex = subMeshesData[(i * 5) + 0];
  17875. var verticesStart = subMeshesData[(i * 5) + 1];
  17876. var verticesCount = subMeshesData[(i * 5) + 2];
  17877. var indexStart = subMeshesData[(i * 5) + 3];
  17878. var indexCount = subMeshesData[(i * 5) + 4];
  17879. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  17880. }
  17881. }
  17882. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  17883. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  17884. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  17885. if (parsedGeometry.uvs) {
  17886. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  17887. }
  17888. if (parsedGeometry.uvs2) {
  17889. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  17890. }
  17891. if (parsedGeometry.colors) {
  17892. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
  17893. }
  17894. if (parsedGeometry.matricesIndices) {
  17895. if (!parsedGeometry.matricesIndices._isExpanded) {
  17896. var floatIndices = [];
  17897. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  17898. var matricesIndex = parsedGeometry.matricesIndices[i];
  17899. floatIndices.push(matricesIndex & 0x000000FF);
  17900. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  17901. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  17902. floatIndices.push(matricesIndex >> 24);
  17903. }
  17904. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  17905. } else {
  17906. delete parsedGeometry.matricesIndices._isExpanded;
  17907. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  17908. }
  17909. }
  17910. if (parsedGeometry.matricesWeights) {
  17911. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  17912. }
  17913. mesh.setIndices(parsedGeometry.indices);
  17914. // SubMeshes
  17915. if (parsedGeometry.subMeshes) {
  17916. mesh.subMeshes = [];
  17917. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  17918. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  17919. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  17920. }
  17921. }
  17922. }
  17923. // Flat shading
  17924. if (mesh._shouldGenerateFlatShading) {
  17925. mesh.convertToFlatShadedMesh();
  17926. delete mesh._shouldGenerateFlatShading;
  17927. }
  17928. // Update
  17929. mesh.computeWorldMatrix(true);
  17930. // Octree
  17931. if (scene._selectionOctree) {
  17932. scene._selectionOctree.addMesh(mesh);
  17933. }
  17934. };
  17935. BABYLON.SceneLoader.RegisterPlugin({
  17936. extensions: ".babylon",
  17937. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  17938. var parsedData = JSON.parse(data);
  17939. var loadedSkeletonsIds = [];
  17940. var loadedMaterialsIds = [];
  17941. var hierarchyIds = [];
  17942. for (var index = 0; index < parsedData.meshes.length; index++) {
  17943. var parsedMesh = parsedData.meshes[index];
  17944. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  17945. if (meshesNames instanceof Array) {
  17946. // Remove found mesh name from list.
  17947. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  17948. }
  17949. // Material ?
  17950. if (parsedMesh.materialId) {
  17951. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  17952. if (!materialFound) {
  17953. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  17954. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  17955. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  17956. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  17957. var subMatId = parsedMultiMaterial.materials[matIndex];
  17958. loadedMaterialsIds.push(subMatId);
  17959. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  17960. }
  17961. loadedMaterialsIds.push(parsedMultiMaterial.id);
  17962. parseMultiMaterial(parsedMultiMaterial, scene);
  17963. materialFound = true;
  17964. break;
  17965. }
  17966. }
  17967. }
  17968. if (!materialFound) {
  17969. loadedMaterialsIds.push(parsedMesh.materialId);
  17970. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  17971. }
  17972. }
  17973. // Skeleton ?
  17974. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  17975. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  17976. if (!skeletonAlreadyLoaded) {
  17977. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  17978. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  17979. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  17980. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  17981. loadedSkeletonsIds.push(parsedSkeleton.id);
  17982. }
  17983. }
  17984. }
  17985. }
  17986. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  17987. meshes.push(mesh);
  17988. }
  17989. }
  17990. for (index = 0; index < scene.meshes.length; index++) {
  17991. var currentMesh = scene.meshes[index];
  17992. if (currentMesh._waitingParentId) {
  17993. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  17994. currentMesh._waitingParentId = undefined;
  17995. }
  17996. }
  17997. // Particles
  17998. if (parsedData.particleSystems) {
  17999. for (index = 0; index < parsedData.particleSystems.length; index++) {
  18000. var parsedParticleSystem = parsedData.particleSystems[index];
  18001. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  18002. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  18003. }
  18004. }
  18005. }
  18006. return true;
  18007. },
  18008. load: function (scene, data, rootUrl) {
  18009. var parsedData = JSON.parse(data);
  18010. // Scene
  18011. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  18012. scene.autoClear = parsedData.autoClear;
  18013. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  18014. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  18015. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  18016. // Fog
  18017. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  18018. scene.fogMode = parsedData.fogMode;
  18019. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  18020. scene.fogStart = parsedData.fogStart;
  18021. scene.fogEnd = parsedData.fogEnd;
  18022. scene.fogDensity = parsedData.fogDensity;
  18023. }
  18024. for (var index = 0; index < parsedData.lights.length; index++) {
  18025. var parsedLight = parsedData.lights[index];
  18026. parseLight(parsedLight, scene);
  18027. }
  18028. // Materials
  18029. if (parsedData.materials) {
  18030. for (index = 0; index < parsedData.materials.length; index++) {
  18031. var parsedMaterial = parsedData.materials[index];
  18032. parseMaterial(parsedMaterial, scene, rootUrl);
  18033. }
  18034. }
  18035. if (parsedData.multiMaterials) {
  18036. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  18037. var parsedMultiMaterial = parsedData.multiMaterials[index];
  18038. parseMultiMaterial(parsedMultiMaterial, scene);
  18039. }
  18040. }
  18041. // Skeletons
  18042. if (parsedData.skeletons) {
  18043. for (index = 0; index < parsedData.skeletons.length; index++) {
  18044. var parsedSkeleton = parsedData.skeletons[index];
  18045. parseSkeleton(parsedSkeleton, scene);
  18046. }
  18047. }
  18048. // Geometries
  18049. var geometries = parsedData.geometries;
  18050. if (geometries) {
  18051. // Boxes
  18052. var boxes = geometries.boxes;
  18053. if (boxes) {
  18054. for (index = 0; index < boxes.length; index++) {
  18055. var parsedBox = boxes[index];
  18056. parseBox(parsedBox, scene);
  18057. }
  18058. }
  18059. // Spheres
  18060. var spheres = geometries.spheres;
  18061. if (spheres) {
  18062. for (index = 0; index < spheres.length; index++) {
  18063. var parsedSphere = spheres[index];
  18064. parseSphere(parsedSphere, scene);
  18065. }
  18066. }
  18067. // Cylinders
  18068. var cylinders = geometries.cylinders;
  18069. if (cylinders) {
  18070. for (index = 0; index < cylinders.length; index++) {
  18071. var parsedCylinder = cylinders[index];
  18072. parseCylinder(parsedCylinder, scene);
  18073. }
  18074. }
  18075. // Toruses
  18076. var toruses = geometries.toruses;
  18077. if (toruses) {
  18078. for (index = 0; index < toruses.length; index++) {
  18079. var parsedTorus = toruses[index];
  18080. parseTorus(parsedTorus, scene);
  18081. }
  18082. }
  18083. // Grounds
  18084. var grounds = geometries.grounds;
  18085. if (grounds) {
  18086. for (index = 0; index < grounds.length; index++) {
  18087. var parsedGround = grounds[index];
  18088. parseGround(parsedGround, scene);
  18089. }
  18090. }
  18091. // Planes
  18092. var planes = geometries.planes;
  18093. if (planes) {
  18094. for (index = 0; index < planes.length; index++) {
  18095. var parsedPlane = planes[index];
  18096. parsePlane(parsedPlane, scene);
  18097. }
  18098. }
  18099. // TorusKnots
  18100. var torusKnots = geometries.torusKnots;
  18101. if (torusKnots) {
  18102. for (index = 0; index < torusKnots.length; index++) {
  18103. var parsedTorusKnot = torusKnots[index];
  18104. parseTorusKnot(parsedTorusKnot, scene);
  18105. }
  18106. }
  18107. // VertexData
  18108. var vertexData = geometries.vertexData;
  18109. if (vertexData) {
  18110. for (index = 0; index < vertexData.length; index++) {
  18111. var parsedVertexData = vertexData[index];
  18112. parseVertexData(parsedVertexData, scene, rootUrl);
  18113. }
  18114. }
  18115. }
  18116. for (index = 0; index < parsedData.meshes.length; index++) {
  18117. var parsedMesh = parsedData.meshes[index];
  18118. parseMesh(parsedMesh, scene, rootUrl);
  18119. }
  18120. for (index = 0; index < parsedData.cameras.length; index++) {
  18121. var parsedCamera = parsedData.cameras[index];
  18122. parseCamera(parsedCamera, scene);
  18123. }
  18124. if (parsedData.activeCameraID) {
  18125. scene.setActiveCameraByID(parsedData.activeCameraID);
  18126. }
  18127. for (index = 0; index < scene.cameras.length; index++) {
  18128. var camera = scene.cameras[index];
  18129. if (camera._waitingParentId) {
  18130. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  18131. camera._waitingParentId = undefined;
  18132. }
  18133. }
  18134. for (index = 0; index < scene.lights.length; index++) {
  18135. var light = scene.lights[index];
  18136. if (light._waitingParentId) {
  18137. light.parent = scene.getLastEntryByID(light._waitingParentId);
  18138. light._waitingParentId = undefined;
  18139. }
  18140. }
  18141. for (index = 0; index < scene.meshes.length; index++) {
  18142. var mesh = scene.meshes[index];
  18143. if (mesh._waitingParentId) {
  18144. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  18145. mesh._waitingParentId = undefined;
  18146. }
  18147. }
  18148. // Particles Systems
  18149. if (parsedData.particleSystems) {
  18150. for (index = 0; index < parsedData.particleSystems.length; index++) {
  18151. var parsedParticleSystem = parsedData.particleSystems[index];
  18152. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  18153. }
  18154. }
  18155. // Lens flares
  18156. if (parsedData.lensFlareSystems) {
  18157. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  18158. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  18159. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  18160. }
  18161. }
  18162. // Shadows
  18163. if (parsedData.shadowGenerators) {
  18164. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  18165. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  18166. parseShadowGenerator(parsedShadowGenerator, scene);
  18167. }
  18168. }
  18169. // Finish
  18170. return true;
  18171. }
  18172. });
  18173. })(BABYLON.Internals || (BABYLON.Internals = {}));
  18174. var Internals = BABYLON.Internals;
  18175. })(BABYLON || (BABYLON = {}));
  18176. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  18177. var BABYLON;
  18178. (function (BABYLON) {
  18179. // Unique ID when we import meshes from Babylon to CSG
  18180. var currentCSGMeshId = 0;
  18181. // # class Vertex
  18182. // Represents a vertex of a polygon. Use your own vertex class instead of this
  18183. // one to provide additional features like texture coordinates and vertex
  18184. // colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  18185. // `flip()`, and `interpolate()` methods that behave analogous to the ones
  18186. // defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  18187. // functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  18188. // is not used anywhere else.
  18189. // Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  18190. var Vertex = (function () {
  18191. function Vertex(pos, normal, uv) {
  18192. this.pos = pos;
  18193. this.normal = normal;
  18194. this.uv = uv;
  18195. }
  18196. Vertex.prototype.clone = function () {
  18197. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  18198. };
  18199. // Invert all orientation-specific data (e.g. vertex normal). Called when the
  18200. // orientation of a polygon is flipped.
  18201. Vertex.prototype.flip = function () {
  18202. this.normal = this.normal.scale(-1);
  18203. };
  18204. // Create a new vertex between this vertex and `other` by linearly
  18205. // interpolating all properties using a parameter of `t`. Subclasses should
  18206. // override this to interpolate additional properties.
  18207. Vertex.prototype.interpolate = function (other, t) {
  18208. 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));
  18209. };
  18210. return Vertex;
  18211. })();
  18212. // # class Plane
  18213. // Represents a plane in 3D space.
  18214. var Plane = (function () {
  18215. function Plane(normal, w) {
  18216. this.normal = normal;
  18217. this.w = w;
  18218. }
  18219. Plane.FromPoints = function (a, b, c) {
  18220. var v0 = c.subtract(a);
  18221. var v1 = b.subtract(a);
  18222. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  18223. return null;
  18224. }
  18225. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  18226. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  18227. };
  18228. Plane.prototype.clone = function () {
  18229. return new Plane(this.normal.clone(), this.w);
  18230. };
  18231. Plane.prototype.flip = function () {
  18232. this.normal.scaleInPlace(-1);
  18233. this.w = -this.w;
  18234. };
  18235. // Split `polygon` by this plane if needed, then put the polygon or polygon
  18236. // fragments in the appropriate lists. Coplanar polygons go into either
  18237. // `coplanarFront` or `coplanarBack` depending on their orientation with
  18238. // respect to this plane. Polygons in front or in back of this plane go into
  18239. // either `front` or `back`.
  18240. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  18241. var COPLANAR = 0;
  18242. var FRONT = 1;
  18243. var BACK = 2;
  18244. var SPANNING = 3;
  18245. // Classify each point as well as the entire polygon into one of the above
  18246. // four classes.
  18247. var polygonType = 0;
  18248. var types = [];
  18249. for (var i = 0; i < polygon.vertices.length; i++) {
  18250. var t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  18251. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  18252. polygonType |= type;
  18253. types.push(type);
  18254. }
  18255. switch (polygonType) {
  18256. case COPLANAR:
  18257. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  18258. break;
  18259. case FRONT:
  18260. front.push(polygon);
  18261. break;
  18262. case BACK:
  18263. back.push(polygon);
  18264. break;
  18265. case SPANNING:
  18266. var f = [], b = [];
  18267. for (i = 0; i < polygon.vertices.length; i++) {
  18268. var j = (i + 1) % polygon.vertices.length;
  18269. var ti = types[i], tj = types[j];
  18270. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  18271. if (ti != BACK)
  18272. f.push(vi);
  18273. if (ti != FRONT)
  18274. b.push(ti != BACK ? vi.clone() : vi);
  18275. if ((ti | tj) == SPANNING) {
  18276. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  18277. var v = vi.interpolate(vj, t);
  18278. f.push(v);
  18279. b.push(v.clone());
  18280. }
  18281. }
  18282. if (f.length >= 3) {
  18283. var poly = new Polygon(f, polygon.shared);
  18284. if (poly.plane)
  18285. front.push(poly);
  18286. }
  18287. if (b.length >= 3) {
  18288. poly = new Polygon(b, polygon.shared);
  18289. if (poly.plane)
  18290. back.push(poly);
  18291. }
  18292. break;
  18293. }
  18294. };
  18295. Plane.EPSILON = 1e-5;
  18296. return Plane;
  18297. })();
  18298. // # class Polygon
  18299. // Represents a convex polygon. The vertices used to initialize a polygon must
  18300. // be coplanar and form a convex loop.
  18301. //
  18302. // Each convex polygon has a `shared` property, which is shared between all
  18303. // polygons that are clones of each other or were split from the same polygon.
  18304. // This can be used to define per-polygon properties (such as surface color).
  18305. var Polygon = (function () {
  18306. function Polygon(vertices, shared) {
  18307. this.vertices = vertices;
  18308. this.shared = shared;
  18309. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  18310. }
  18311. Polygon.prototype.clone = function () {
  18312. var vertices = this.vertices.map(function (v) {
  18313. return v.clone();
  18314. });
  18315. return new Polygon(vertices, this.shared);
  18316. };
  18317. Polygon.prototype.flip = function () {
  18318. this.vertices.reverse().map(function (v) {
  18319. v.flip();
  18320. });
  18321. this.plane.flip();
  18322. };
  18323. return Polygon;
  18324. })();
  18325. // # class Node
  18326. // Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  18327. // by picking a polygon to split along. That polygon (and all other coplanar
  18328. // polygons) are added directly to that node and the other polygons are added to
  18329. // the front and/or back subtrees. This is not a leafy BSP tree since there is
  18330. // no distinction between internal and leaf nodes.
  18331. var Node = (function () {
  18332. function Node(polygons) {
  18333. this.plane = null;
  18334. this.front = null;
  18335. this.back = null;
  18336. this.polygons = [];
  18337. if (polygons) {
  18338. this.build(polygons);
  18339. }
  18340. }
  18341. Node.prototype.clone = function () {
  18342. var node = new Node();
  18343. node.plane = this.plane && this.plane.clone();
  18344. node.front = this.front && this.front.clone();
  18345. node.back = this.back && this.back.clone();
  18346. node.polygons = this.polygons.map(function (p) {
  18347. return p.clone();
  18348. });
  18349. return node;
  18350. };
  18351. // Convert solid space to empty space and empty space to solid space.
  18352. Node.prototype.invert = function () {
  18353. for (var i = 0; i < this.polygons.length; i++) {
  18354. this.polygons[i].flip();
  18355. }
  18356. if (this.plane) {
  18357. this.plane.flip();
  18358. }
  18359. if (this.front) {
  18360. this.front.invert();
  18361. }
  18362. if (this.back) {
  18363. this.back.invert();
  18364. }
  18365. var temp = this.front;
  18366. this.front = this.back;
  18367. this.back = temp;
  18368. };
  18369. // Recursively remove all polygons in `polygons` that are inside this BSP
  18370. // tree.
  18371. Node.prototype.clipPolygons = function (polygons) {
  18372. if (!this.plane)
  18373. return polygons.slice();
  18374. var front = [], back = [];
  18375. for (var i = 0; i < polygons.length; i++) {
  18376. this.plane.splitPolygon(polygons[i], front, back, front, back);
  18377. }
  18378. if (this.front) {
  18379. front = this.front.clipPolygons(front);
  18380. }
  18381. if (this.back) {
  18382. back = this.back.clipPolygons(back);
  18383. } else {
  18384. back = [];
  18385. }
  18386. return front.concat(back);
  18387. };
  18388. // Remove all polygons in this BSP tree that are inside the other BSP tree
  18389. // `bsp`.
  18390. Node.prototype.clipTo = function (bsp) {
  18391. this.polygons = bsp.clipPolygons(this.polygons);
  18392. if (this.front)
  18393. this.front.clipTo(bsp);
  18394. if (this.back)
  18395. this.back.clipTo(bsp);
  18396. };
  18397. // Return a list of all polygons in this BSP tree.
  18398. Node.prototype.allPolygons = function () {
  18399. var polygons = this.polygons.slice();
  18400. if (this.front)
  18401. polygons = polygons.concat(this.front.allPolygons());
  18402. if (this.back)
  18403. polygons = polygons.concat(this.back.allPolygons());
  18404. return polygons;
  18405. };
  18406. // Build a BSP tree out of `polygons`. When called on an existing tree, the
  18407. // new polygons are filtered down to the bottom of the tree and become new
  18408. // nodes there. Each set of polygons is partitioned using the first polygon
  18409. // (no heuristic is used to pick a good split).
  18410. Node.prototype.build = function (polygons) {
  18411. if (!polygons.length)
  18412. return;
  18413. if (!this.plane)
  18414. this.plane = polygons[0].plane.clone();
  18415. var front = [], back = [];
  18416. for (var i = 0; i < polygons.length; i++) {
  18417. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  18418. }
  18419. if (front.length) {
  18420. if (!this.front)
  18421. this.front = new Node();
  18422. this.front.build(front);
  18423. }
  18424. if (back.length) {
  18425. if (!this.back)
  18426. this.back = new Node();
  18427. this.back.build(back);
  18428. }
  18429. };
  18430. return Node;
  18431. })();
  18432. var CSG = (function () {
  18433. function CSG() {
  18434. this.polygons = new Array();
  18435. }
  18436. // Convert BABYLON.Mesh to BABYLON.CSG
  18437. CSG.FromMesh = function (mesh) {
  18438. var vertex, normal, uv, position, polygon, polygons = [], vertices;
  18439. if (mesh instanceof BABYLON.Mesh) {
  18440. mesh.computeWorldMatrix(true);
  18441. var matrix = mesh.getWorldMatrix();
  18442. var meshPosition = mesh.position.clone();
  18443. var meshRotation = mesh.rotation.clone();
  18444. var meshScaling = mesh.scaling.clone();
  18445. } else {
  18446. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  18447. }
  18448. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  18449. var subMeshes = mesh.subMeshes;
  18450. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  18451. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  18452. vertices = [];
  18453. for (var j = 0; j < 3; j++) {
  18454. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  18455. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  18456. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  18457. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  18458. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  18459. vertex = new Vertex(position, normal, uv);
  18460. vertices.push(vertex);
  18461. }
  18462. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  18463. // To handle the case of degenerated triangle
  18464. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  18465. if (polygon.plane)
  18466. polygons.push(polygon);
  18467. }
  18468. }
  18469. var csg = CSG.FromPolygons(polygons);
  18470. csg.matrix = matrix;
  18471. csg.position = meshPosition;
  18472. csg.rotation = meshRotation;
  18473. csg.scaling = meshScaling;
  18474. currentCSGMeshId++;
  18475. return csg;
  18476. };
  18477. // Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  18478. CSG.FromPolygons = function (polygons) {
  18479. var csg = new BABYLON.CSG();
  18480. csg.polygons = polygons;
  18481. return csg;
  18482. };
  18483. CSG.prototype.clone = function () {
  18484. var csg = new BABYLON.CSG();
  18485. csg.polygons = this.polygons.map(function (p) {
  18486. return p.clone();
  18487. });
  18488. csg.copyTransformAttributes(this);
  18489. return csg;
  18490. };
  18491. CSG.prototype.toPolygons = function () {
  18492. return this.polygons;
  18493. };
  18494. CSG.prototype.union = function (csg) {
  18495. var a = new Node(this.clone().polygons);
  18496. var b = new Node(csg.clone().polygons);
  18497. a.clipTo(b);
  18498. b.clipTo(a);
  18499. b.invert();
  18500. b.clipTo(a);
  18501. b.invert();
  18502. a.build(b.allPolygons());
  18503. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  18504. };
  18505. CSG.prototype.unionInPlace = function (csg) {
  18506. var a = new Node(this.polygons);
  18507. var b = new Node(csg.polygons);
  18508. a.clipTo(b);
  18509. b.clipTo(a);
  18510. b.invert();
  18511. b.clipTo(a);
  18512. b.invert();
  18513. a.build(b.allPolygons());
  18514. this.polygons = a.allPolygons();
  18515. };
  18516. CSG.prototype.subtract = function (csg) {
  18517. var a = new Node(this.clone().polygons);
  18518. var b = new Node(csg.clone().polygons);
  18519. a.invert();
  18520. a.clipTo(b);
  18521. b.clipTo(a);
  18522. b.invert();
  18523. b.clipTo(a);
  18524. b.invert();
  18525. a.build(b.allPolygons());
  18526. a.invert();
  18527. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  18528. };
  18529. CSG.prototype.subtractInPlace = function (csg) {
  18530. var a = new Node(this.polygons);
  18531. var b = new Node(csg.polygons);
  18532. a.invert();
  18533. a.clipTo(b);
  18534. b.clipTo(a);
  18535. b.invert();
  18536. b.clipTo(a);
  18537. b.invert();
  18538. a.build(b.allPolygons());
  18539. a.invert();
  18540. this.polygons = a.allPolygons();
  18541. };
  18542. CSG.prototype.intersect = function (csg) {
  18543. var a = new Node(this.clone().polygons);
  18544. var b = new Node(csg.clone().polygons);
  18545. a.invert();
  18546. b.clipTo(a);
  18547. b.invert();
  18548. a.clipTo(b);
  18549. b.clipTo(a);
  18550. a.build(b.allPolygons());
  18551. a.invert();
  18552. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  18553. };
  18554. CSG.prototype.intersectInPlace = function (csg) {
  18555. var a = new Node(this.polygons);
  18556. var b = new Node(csg.polygons);
  18557. a.invert();
  18558. b.clipTo(a);
  18559. b.invert();
  18560. a.clipTo(b);
  18561. b.clipTo(a);
  18562. a.build(b.allPolygons());
  18563. a.invert();
  18564. this.polygons = a.allPolygons();
  18565. };
  18566. // Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  18567. // not modified.
  18568. CSG.prototype.inverse = function () {
  18569. var csg = this.clone();
  18570. csg.inverseInPlace();
  18571. return csg;
  18572. };
  18573. CSG.prototype.inverseInPlace = function () {
  18574. this.polygons.map(function (p) {
  18575. p.flip();
  18576. });
  18577. };
  18578. // This is used to keep meshes transformations so they can be restored
  18579. // when we build back a Babylon Mesh
  18580. // NB : All CSG operations are performed in world coordinates
  18581. CSG.prototype.copyTransformAttributes = function (csg) {
  18582. this.matrix = csg.matrix;
  18583. this.position = csg.position;
  18584. this.rotation = csg.rotation;
  18585. this.scaling = csg.scaling;
  18586. return this;
  18587. };
  18588. // Build Raw mesh from CSG
  18589. // Coordinates here are in world space
  18590. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  18591. var matrix = this.matrix.clone();
  18592. matrix.invert();
  18593. 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;
  18594. if (keepSubMeshes) {
  18595. // Sort Polygons, since subMeshes are indices range
  18596. polygons.sort(function (a, b) {
  18597. if (a.shared.meshId === b.shared.meshId) {
  18598. return a.shared.subMeshId - b.shared.subMeshId;
  18599. } else {
  18600. return a.shared.meshId - b.shared.meshId;
  18601. }
  18602. });
  18603. }
  18604. for (var i = 0, il = polygons.length; i < il; i++) {
  18605. polygon = polygons[i];
  18606. // Building SubMeshes
  18607. if (!subMesh_dict[polygon.shared.meshId]) {
  18608. subMesh_dict[polygon.shared.meshId] = {};
  18609. }
  18610. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  18611. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  18612. indexStart: +Infinity,
  18613. indexEnd: -Infinity,
  18614. materialIndex: polygon.shared.materialIndex
  18615. };
  18616. }
  18617. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  18618. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  18619. polygonIndices[0] = 0;
  18620. polygonIndices[1] = j - 1;
  18621. polygonIndices[2] = j;
  18622. for (var k = 0; k < 3; k++) {
  18623. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  18624. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  18625. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  18626. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  18627. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  18628. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  18629. // Check if 2 points can be merged
  18630. 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)) {
  18631. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  18632. uvs.push(uv.x, uv.y);
  18633. normals.push(normal.x, normal.y, normal.z);
  18634. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  18635. }
  18636. indices.push(vertex_idx);
  18637. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  18638. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  18639. currentIndex++;
  18640. }
  18641. }
  18642. }
  18643. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  18644. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  18645. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  18646. mesh.setIndices(indices);
  18647. if (keepSubMeshes) {
  18648. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  18649. var materialIndexOffset = 0, materialMaxIndex;
  18650. mesh.subMeshes.length = 0;
  18651. for (var m in subMesh_dict) {
  18652. materialMaxIndex = -1;
  18653. for (var sm in subMesh_dict[m]) {
  18654. subMesh_obj = subMesh_dict[m][sm];
  18655. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  18656. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  18657. }
  18658. materialIndexOffset += ++materialMaxIndex;
  18659. }
  18660. }
  18661. return mesh;
  18662. };
  18663. // Build Mesh from CSG taking material and transforms into account
  18664. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  18665. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  18666. mesh.material = material;
  18667. mesh.position.copyFrom(this.position);
  18668. mesh.rotation.copyFrom(this.rotation);
  18669. mesh.scaling.copyFrom(this.scaling);
  18670. mesh.computeWorldMatrix(true);
  18671. return mesh;
  18672. };
  18673. return CSG;
  18674. })();
  18675. BABYLON.CSG = CSG;
  18676. })(BABYLON || (BABYLON = {}));
  18677. //# sourceMappingURL=babylon.csg.js.map
  18678. var BABYLON;
  18679. (function (BABYLON) {
  18680. var OculusDistortionCorrectionPostProcess = (function (_super) {
  18681. __extends(OculusDistortionCorrectionPostProcess, _super);
  18682. //ANY
  18683. function OculusDistortionCorrectionPostProcess(name, camera, isRightEye, cameraSettings) {
  18684. var _this = this;
  18685. _super.call(this, name, "oculusDistortionCorrection", [
  18686. 'LensCenter',
  18687. 'Scale',
  18688. 'ScaleIn',
  18689. 'HmdWarpParam'
  18690. ], null, cameraSettings.PostProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE, null, null);
  18691. this._isRightEye = isRightEye;
  18692. this._distortionFactors = cameraSettings.DistortionK;
  18693. this._postProcessScaleFactor = cameraSettings.PostProcessScaleFactor;
  18694. this._lensCenterOffset = cameraSettings.LensCenterOffset;
  18695. this.onSizeChanged = function () {
  18696. _this.aspectRatio = _this.width * .5 / _this.height;
  18697. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  18698. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  18699. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  18700. };
  18701. this.onApply = function (effect) {
  18702. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  18703. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  18704. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  18705. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  18706. };
  18707. }
  18708. return OculusDistortionCorrectionPostProcess;
  18709. })(BABYLON.PostProcess);
  18710. BABYLON.OculusDistortionCorrectionPostProcess = OculusDistortionCorrectionPostProcess;
  18711. })(BABYLON || (BABYLON = {}));
  18712. //# sourceMappingURL=babylon.oculusDistortionCorrectionPostProcess.js.map
  18713. // Mainly based on these 2 articles :
  18714. // 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
  18715. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  18716. var BABYLON;
  18717. (function (BABYLON) {
  18718. (function (JoystickAxis) {
  18719. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  18720. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  18721. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  18722. })(BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  18723. var JoystickAxis = BABYLON.JoystickAxis;
  18724. var VirtualJoystick = (function () {
  18725. function VirtualJoystick(leftJoystick) {
  18726. var _this = this;
  18727. if (leftJoystick) {
  18728. this._leftJoystick = true;
  18729. } else {
  18730. this._leftJoystick = false;
  18731. }
  18732. this._joystickIndex = VirtualJoystick._globalJoystickIndex;
  18733. VirtualJoystick._globalJoystickIndex++;
  18734. // By default left & right arrow keys are moving the X
  18735. // and up & down keys are moving the Y
  18736. this._axisTargetedByLeftAndRight = 0 /* X */;
  18737. this._axisTargetedByUpAndDown = 1 /* Y */;
  18738. this.reverseLeftRight = false;
  18739. this.reverseUpDown = false;
  18740. // collections of pointers
  18741. this._touches = new BABYLON.VirtualJoystick.Collection();
  18742. this.deltaPosition = BABYLON.Vector3.Zero();
  18743. this._joystickSensibility = 25;
  18744. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  18745. this._rotationSpeed = 25;
  18746. this._inverseRotationSpeed = 1 / (this._rotationSpeed / 1000);
  18747. this._rotateOnAxisRelativeToMesh = false;
  18748. // injecting a canvas element on top of the canvas 3D game
  18749. if (!VirtualJoystick.vjCanvas) {
  18750. window.addEventListener("resize", function () {
  18751. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  18752. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  18753. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  18754. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  18755. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  18756. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvasHeight / 2;
  18757. }, false);
  18758. VirtualJoystick.vjCanvas = document.createElement("canvas");
  18759. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  18760. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  18761. VirtualJoystick.vjCanvas.width = window.innerWidth;
  18762. VirtualJoystick.vjCanvas.height = window.innerHeight;
  18763. VirtualJoystick.vjCanvas.style.width = "100%";
  18764. VirtualJoystick.vjCanvas.style.height = "100%";
  18765. VirtualJoystick.vjCanvas.style.position = "absolute";
  18766. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  18767. VirtualJoystick.vjCanvas.style.top = "0px";
  18768. VirtualJoystick.vjCanvas.style.left = "0px";
  18769. VirtualJoystick.vjCanvas.style.zIndex = "5";
  18770. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  18771. VirtualJoystick.vjCanvasContext = VirtualJoystick.vjCanvas.getContext('2d');
  18772. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  18773. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  18774. document.body.appendChild(VirtualJoystick.vjCanvas);
  18775. }
  18776. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  18777. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvas.height / 2;
  18778. this.pressed = false;
  18779. // default joystick color
  18780. this._joystickColor = "cyan";
  18781. this._joystickPointerID = -1;
  18782. // current joystick position
  18783. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  18784. // origin joystick position
  18785. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  18786. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  18787. VirtualJoystick.vjCanvas.addEventListener('pointerdown', function (evt) {
  18788. _this._onPointerDown(evt);
  18789. }, false);
  18790. VirtualJoystick.vjCanvas.addEventListener('pointermove', function (evt) {
  18791. _this._onPointerMove(evt);
  18792. }, false);
  18793. VirtualJoystick.vjCanvas.addEventListener('pointerup', function (evt) {
  18794. _this._onPointerUp(evt);
  18795. }, false);
  18796. VirtualJoystick.vjCanvas.addEventListener('pointerout', function (evt) {
  18797. _this._onPointerUp(evt);
  18798. }, false);
  18799. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  18800. evt.preventDefault(); // Disables system menu
  18801. }, false);
  18802. requestAnimationFrame(function () {
  18803. _this._drawVirtualJoystick();
  18804. });
  18805. }
  18806. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  18807. this._joystickSensibility = newJoystickSensibility;
  18808. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  18809. };
  18810. VirtualJoystick.prototype._onPointerDown = function (e) {
  18811. var positionOnScreenCondition;
  18812. e.preventDefault();
  18813. if (this._leftJoystick === true) {
  18814. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  18815. } else {
  18816. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  18817. }
  18818. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  18819. // First contact will be dedicated to the virtual joystick
  18820. this._joystickPointerID = e.pointerId;
  18821. this._joystickPointerStartPos.x = e.clientX;
  18822. this._joystickPointerStartPos.y = e.clientY;
  18823. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  18824. this._deltaJoystickVector.x = 0;
  18825. this._deltaJoystickVector.y = 0;
  18826. this.pressed = true;
  18827. this._touches.add(e.pointerId.toString(), e);
  18828. } else {
  18829. // You can only trigger the action buttons with a joystick declared
  18830. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  18831. this._action();
  18832. this._touches.add(e.pointerId.toString(), e);
  18833. }
  18834. }
  18835. };
  18836. VirtualJoystick.prototype._onPointerMove = function (e) {
  18837. // If the current pointer is the one associated to the joystick (first touch contact)
  18838. if (this._joystickPointerID == e.pointerId) {
  18839. this._joystickPointerPos.x = e.clientX;
  18840. this._joystickPointerPos.y = e.clientY;
  18841. this._deltaJoystickVector = this._joystickPointerPos.clone();
  18842. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  18843. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  18844. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  18845. switch (this._axisTargetedByLeftAndRight) {
  18846. case 0 /* X */:
  18847. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  18848. break;
  18849. case 1 /* Y */:
  18850. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  18851. break;
  18852. case 2 /* Z */:
  18853. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  18854. break;
  18855. }
  18856. var directionUpDown = this.reverseUpDown ? 1 : -1;
  18857. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  18858. switch (this._axisTargetedByUpAndDown) {
  18859. case 0 /* X */:
  18860. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  18861. break;
  18862. case 1 /* Y */:
  18863. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  18864. break;
  18865. case 2 /* Z */:
  18866. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  18867. break;
  18868. }
  18869. } else {
  18870. if (this._touches.item(e.pointerId.toString())) {
  18871. this._touches.item(e.pointerId.toString()).x = e.clientX;
  18872. this._touches.item(e.pointerId.toString()).y = e.clientY;
  18873. }
  18874. }
  18875. };
  18876. VirtualJoystick.prototype._onPointerUp = function (e) {
  18877. this._clearCanvas();
  18878. if (this._joystickPointerID == e.pointerId) {
  18879. this._joystickPointerID = -1;
  18880. this.pressed = false;
  18881. }
  18882. this._deltaJoystickVector.x = 0;
  18883. this._deltaJoystickVector.y = 0;
  18884. this._touches.remove(e.pointerId.toString());
  18885. };
  18886. /**
  18887. * Change the color of the virtual joystick
  18888. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  18889. */
  18890. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  18891. this._joystickColor = newColor;
  18892. };
  18893. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  18894. this._action = action;
  18895. };
  18896. // Define which axis you'd like to control for left & right
  18897. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  18898. switch (axis) {
  18899. case 0 /* X */:
  18900. case 1 /* Y */:
  18901. case 2 /* Z */:
  18902. this._axisTargetedByLeftAndRight = axis;
  18903. break;
  18904. default:
  18905. this._axisTargetedByLeftAndRight = 0 /* X */;
  18906. break;
  18907. }
  18908. };
  18909. // Define which axis you'd like to control for up & down
  18910. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  18911. switch (axis) {
  18912. case 0 /* X */:
  18913. case 1 /* Y */:
  18914. case 2 /* Z */:
  18915. this._axisTargetedByUpAndDown = axis;
  18916. break;
  18917. default:
  18918. this._axisTargetedByUpAndDown = 1 /* Y */;
  18919. break;
  18920. }
  18921. };
  18922. VirtualJoystick.prototype._clearCanvas = function () {
  18923. if (this._leftJoystick) {
  18924. VirtualJoystick.vjCanvasContext.clearRect(0, 0, VirtualJoystick.vjCanvasWidth / 2, VirtualJoystick.vjCanvasHeight);
  18925. } else {
  18926. VirtualJoystick.vjCanvasContext.clearRect(VirtualJoystick.vjCanvasWidth / 2, 0, VirtualJoystick.vjCanvasWidth, VirtualJoystick.vjCanvasHeight);
  18927. }
  18928. };
  18929. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  18930. var _this = this;
  18931. if (this.pressed) {
  18932. this._clearCanvas();
  18933. this._touches.forEach(function (touch) {
  18934. if (touch.pointerId === _this._joystickPointerID) {
  18935. VirtualJoystick.vjCanvasContext.beginPath();
  18936. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  18937. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  18938. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  18939. VirtualJoystick.vjCanvasContext.stroke();
  18940. VirtualJoystick.vjCanvasContext.beginPath();
  18941. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  18942. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  18943. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  18944. VirtualJoystick.vjCanvasContext.stroke();
  18945. VirtualJoystick.vjCanvasContext.beginPath();
  18946. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  18947. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  18948. VirtualJoystick.vjCanvasContext.stroke();
  18949. } else {
  18950. VirtualJoystick.vjCanvasContext.beginPath();
  18951. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  18952. VirtualJoystick.vjCanvasContext.beginPath();
  18953. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  18954. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  18955. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  18956. VirtualJoystick.vjCanvasContext.stroke();
  18957. }
  18958. ;
  18959. });
  18960. }
  18961. requestAnimationFrame(function () {
  18962. _this._drawVirtualJoystick();
  18963. });
  18964. };
  18965. VirtualJoystick.prototype.releaseCanvas = function () {
  18966. if (VirtualJoystick.vjCanvas) {
  18967. document.body.removeChild(VirtualJoystick.vjCanvas);
  18968. VirtualJoystick.vjCanvas = null;
  18969. }
  18970. };
  18971. VirtualJoystick._globalJoystickIndex = 0;
  18972. return VirtualJoystick;
  18973. })();
  18974. BABYLON.VirtualJoystick = VirtualJoystick;
  18975. })(BABYLON || (BABYLON = {}));
  18976. var BABYLON;
  18977. (function (BABYLON) {
  18978. (function (VirtualJoystick) {
  18979. var Collection = (function () {
  18980. function Collection() {
  18981. this._count = 0;
  18982. this._collection = new Array();
  18983. }
  18984. Collection.prototype.Count = function () {
  18985. return this._count;
  18986. };
  18987. Collection.prototype.add = function (key, item) {
  18988. if (this._collection[key] != undefined) {
  18989. return undefined;
  18990. }
  18991. this._collection[key] = item;
  18992. return ++this._count;
  18993. };
  18994. Collection.prototype.remove = function (key) {
  18995. if (this._collection[key] == undefined) {
  18996. return undefined;
  18997. }
  18998. delete this._collection[key];
  18999. return --this._count;
  19000. };
  19001. Collection.prototype.item = function (key) {
  19002. return this._collection[key];
  19003. };
  19004. Collection.prototype.forEach = function (block) {
  19005. var key;
  19006. for (key in this._collection) {
  19007. if (this._collection.hasOwnProperty(key)) {
  19008. block(this._collection[key]);
  19009. }
  19010. }
  19011. };
  19012. return Collection;
  19013. })();
  19014. VirtualJoystick.Collection = Collection;
  19015. })(BABYLON.VirtualJoystick || (BABYLON.VirtualJoystick = {}));
  19016. var VirtualJoystick = BABYLON.VirtualJoystick;
  19017. })(BABYLON || (BABYLON = {}));
  19018. //# sourceMappingURL=babylon.virtualJoystick.js.map
  19019. var BABYLON;
  19020. (function (BABYLON) {
  19021. var OculusRiftDevKit2013_Metric = {
  19022. HResolution: 1280,
  19023. VResolution: 800,
  19024. HScreenSize: 0.149759993,
  19025. VScreenSize: 0.0935999975,
  19026. VScreenCenter: 0.0467999987,
  19027. EyeToScreenDistance: 0.0410000011,
  19028. LensSeparationDistance: 0.0635000020,
  19029. InterpupillaryDistance: 0.0640000030,
  19030. DistortionK: [1.0, 0.219999999, 0.239999995, 0.0],
  19031. ChromaAbCorrection: [0.995999992, -0.00400000019, 1.01400006, 0.0],
  19032. PostProcessScaleFactor: 1.714605507808412,
  19033. LensCenterOffset: 0.151976421
  19034. };
  19035. var _OculusInnerCamera = (function (_super) {
  19036. __extends(_OculusInnerCamera, _super);
  19037. function _OculusInnerCamera(name, position, scene, isLeftEye) {
  19038. _super.call(this, name, position, scene);
  19039. this._workMatrix = new BABYLON.Matrix();
  19040. this._actualUp = new BABYLON.Vector3(0, 0, 0);
  19041. // Constants
  19042. this._aspectRatioAspectRatio = OculusRiftDevKit2013_Metric.HResolution / (2 * OculusRiftDevKit2013_Metric.VResolution);
  19043. this._aspectRatioFov = (2 * Math.atan((OculusRiftDevKit2013_Metric.PostProcessScaleFactor * OculusRiftDevKit2013_Metric.VScreenSize) / (2 * OculusRiftDevKit2013_Metric.EyeToScreenDistance)));
  19044. var hMeters = (OculusRiftDevKit2013_Metric.HScreenSize / 4) - (OculusRiftDevKit2013_Metric.LensSeparationDistance / 2);
  19045. var h = (4 * hMeters) / OculusRiftDevKit2013_Metric.HScreenSize;
  19046. this._hMatrix = BABYLON.Matrix.Translation(isLeftEye ? h : -h, 0, 0);
  19047. this.viewport = new BABYLON.Viewport(isLeftEye ? 0 : 0.5, 0, 0.5, 1.0);
  19048. this._preViewMatrix = BABYLON.Matrix.Translation(isLeftEye ? .5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance : -.5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance, 0, 0);
  19049. // Postprocess
  19050. var postProcess = new BABYLON.OculusDistortionCorrectionPostProcess("Oculus Distortion", this, !isLeftEye, OculusRiftDevKit2013_Metric);
  19051. }
  19052. _OculusInnerCamera.prototype.getProjectionMatrix = function () {
  19053. BABYLON.Matrix.PerspectiveFovLHToRef(this._aspectRatioFov, this._aspectRatioAspectRatio, this.minZ, this.maxZ, this._workMatrix);
  19054. this._workMatrix.multiplyToRef(this._hMatrix, this._projectionMatrix);
  19055. return this._projectionMatrix;
  19056. };
  19057. _OculusInnerCamera.prototype._getViewMatrix = function () {
  19058. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  19059. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  19060. BABYLON.Vector3.TransformNormalToRef(this.upVector, this._cameraRotationMatrix, this._actualUp);
  19061. // Computing target and final matrix
  19062. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  19063. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this._actualUp, this._workMatrix);
  19064. this._workMatrix.multiplyToRef(this._preViewMatrix, this._viewMatrix);
  19065. return this._viewMatrix;
  19066. };
  19067. return _OculusInnerCamera;
  19068. })(BABYLON.FreeCamera);
  19069. var OculusCamera = (function (_super) {
  19070. __extends(OculusCamera, _super);
  19071. function OculusCamera(name, position, scene) {
  19072. _super.call(this, name, position, scene);
  19073. this._leftCamera = new _OculusInnerCamera(name + "_left", position.clone(), scene, true);
  19074. this._rightCamera = new _OculusInnerCamera(name + "_right", position.clone(), scene, false);
  19075. this.subCameras.push(this._leftCamera);
  19076. this.subCameras.push(this._rightCamera);
  19077. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  19078. }
  19079. OculusCamera.prototype._update = function () {
  19080. this._leftCamera.position.copyFrom(this.position);
  19081. this._rightCamera.position.copyFrom(this.position);
  19082. this._updateCamera(this._leftCamera);
  19083. this._updateCamera(this._rightCamera);
  19084. _super.prototype._update.call(this);
  19085. };
  19086. OculusCamera.prototype._updateCamera = function (camera) {
  19087. camera.minZ = this.minZ;
  19088. camera.maxZ = this.maxZ;
  19089. camera.rotation.x = this.rotation.x;
  19090. camera.rotation.y = this.rotation.y;
  19091. camera.rotation.z = this.rotation.z;
  19092. };
  19093. // Oculus events
  19094. OculusCamera.prototype._onOrientationEvent = function (evt) {
  19095. var yaw = evt.alpha / 180 * Math.PI;
  19096. var pitch = evt.beta / 180 * Math.PI;
  19097. var roll = evt.gamma / 180 * Math.PI;
  19098. if (!this._offsetOrientation) {
  19099. this._offsetOrientation = {
  19100. yaw: yaw,
  19101. pitch: pitch,
  19102. roll: roll
  19103. };
  19104. return;
  19105. } else {
  19106. this.rotation.y += yaw - this._offsetOrientation.yaw;
  19107. this.rotation.x += pitch - this._offsetOrientation.pitch;
  19108. this.rotation.z += this._offsetOrientation.roll - roll;
  19109. this._offsetOrientation.yaw = yaw;
  19110. this._offsetOrientation.pitch = pitch;
  19111. this._offsetOrientation.roll = roll;
  19112. }
  19113. };
  19114. OculusCamera.prototype.attachControl = function (element, noPreventDefault) {
  19115. _super.prototype.attachControl.call(this, element, noPreventDefault);
  19116. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  19117. };
  19118. OculusCamera.prototype.detachControl = function (element) {
  19119. _super.prototype.detachControl.call(this, element);
  19120. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  19121. };
  19122. return OculusCamera;
  19123. })(BABYLON.FreeCamera);
  19124. BABYLON.OculusCamera = OculusCamera;
  19125. })(BABYLON || (BABYLON = {}));
  19126. //# sourceMappingURL=babylon.oculusCamera.js.map
  19127. var BABYLON;
  19128. (function (BABYLON) {
  19129. var OculusRiftDevKit2013_Metric = {
  19130. HResolution: 1280,
  19131. VResolution: 800,
  19132. HScreenSize: 0.149759993,
  19133. VScreenSize: 0.0935999975,
  19134. VScreenCenter: 0.0467999987,
  19135. EyeToScreenDistance: 0.0410000011,
  19136. LensSeparationDistance: 0.0635000020,
  19137. InterpupillaryDistance: 0.0640000030,
  19138. DistortionK: [1.0, 0.219999999, 0.239999995, 0.0],
  19139. ChromaAbCorrection: [0.995999992, -0.00400000019, 1.01400006, 0.0],
  19140. PostProcessScaleFactor: 1.714605507808412,
  19141. LensCenterOffset: 0.151976421
  19142. };
  19143. var _OculusInnerGamepadCamera = (function (_super) {
  19144. __extends(_OculusInnerGamepadCamera, _super);
  19145. function _OculusInnerGamepadCamera(name, position, scene, isLeftEye) {
  19146. _super.call(this, name, position, scene);
  19147. this._workMatrix = new BABYLON.Matrix();
  19148. this._actualUp = new BABYLON.Vector3(0, 0, 0);
  19149. // Constants
  19150. this._aspectRatioAspectRatio = OculusRiftDevKit2013_Metric.HResolution / (2 * OculusRiftDevKit2013_Metric.VResolution);
  19151. this._aspectRatioFov = (2 * Math.atan((OculusRiftDevKit2013_Metric.PostProcessScaleFactor * OculusRiftDevKit2013_Metric.VScreenSize) / (2 * OculusRiftDevKit2013_Metric.EyeToScreenDistance)));
  19152. var hMeters = (OculusRiftDevKit2013_Metric.HScreenSize / 4) - (OculusRiftDevKit2013_Metric.LensSeparationDistance / 2);
  19153. var h = (4 * hMeters) / OculusRiftDevKit2013_Metric.HScreenSize;
  19154. this._hMatrix = BABYLON.Matrix.Translation(isLeftEye ? h : -h, 0, 0);
  19155. this.viewport = new BABYLON.Viewport(isLeftEye ? 0 : 0.5, 0, 0.5, 1.0);
  19156. this._preViewMatrix = BABYLON.Matrix.Translation(isLeftEye ? .5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance : -.5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance, 0, 0);
  19157. // Postprocess
  19158. var postProcess = new BABYLON.OculusDistortionCorrectionPostProcess("Oculus Distortion", this, !isLeftEye, OculusRiftDevKit2013_Metric);
  19159. }
  19160. _OculusInnerGamepadCamera.prototype.getProjectionMatrix = function () {
  19161. BABYLON.Matrix.PerspectiveFovLHToRef(this._aspectRatioFov, this._aspectRatioAspectRatio, this.minZ, this.maxZ, this._workMatrix);
  19162. this._workMatrix.multiplyToRef(this._hMatrix, this._projectionMatrix);
  19163. return this._projectionMatrix;
  19164. };
  19165. _OculusInnerGamepadCamera.prototype._getViewMatrix = function () {
  19166. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  19167. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  19168. BABYLON.Vector3.TransformNormalToRef(this.upVector, this._cameraRotationMatrix, this._actualUp);
  19169. // Computing target and final matrix
  19170. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  19171. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this._actualUp, this._workMatrix);
  19172. this._workMatrix.multiplyToRef(this._preViewMatrix, this._viewMatrix);
  19173. return this._viewMatrix;
  19174. };
  19175. return _OculusInnerGamepadCamera;
  19176. })(BABYLON.FreeCamera);
  19177. var OculusGamepadCamera = (function (_super) {
  19178. __extends(OculusGamepadCamera, _super);
  19179. function OculusGamepadCamera(name, position, scene) {
  19180. var _this = this;
  19181. _super.call(this, name, position, scene);
  19182. this.angularSensibility = 200;
  19183. this.moveSensibility = 75;
  19184. this._leftCamera = new _OculusInnerGamepadCamera(name + "_left", position.clone(), scene, true);
  19185. this._rightCamera = new _OculusInnerGamepadCamera(name + "_right", position.clone(), scene, false);
  19186. this.subCameras.push(this._leftCamera);
  19187. this.subCameras.push(this._rightCamera);
  19188. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  19189. this._gamepads = new BABYLON.Gamepads(function (gamepad) {
  19190. _this._onNewGameConnected(gamepad);
  19191. });
  19192. }
  19193. OculusGamepadCamera.prototype._onNewGameConnected = function (gamepad) {
  19194. // Only the first gamepad can control the camera
  19195. if (gamepad.index === 0) {
  19196. this._gamepad = gamepad;
  19197. }
  19198. };
  19199. OculusGamepadCamera.prototype._update = function () {
  19200. this._leftCamera.position.copyFrom(this.position);
  19201. this._rightCamera.position.copyFrom(this.position);
  19202. this._updateCamera(this._leftCamera);
  19203. this._updateCamera(this._rightCamera);
  19204. _super.prototype._update.call(this);
  19205. };
  19206. OculusGamepadCamera.prototype._checkInputs = function () {
  19207. if (!this._gamepad) {
  19208. return;
  19209. }
  19210. var LSValues = this._gamepad.leftStick;
  19211. var normalizedLX = LSValues.x / this.moveSensibility;
  19212. var normalizedLY = LSValues.y / this.moveSensibility;
  19213. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  19214. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  19215. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  19216. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x, 0, -LSValues.y), cameraTransform);
  19217. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  19218. };
  19219. OculusGamepadCamera.prototype._updateCamera = function (camera) {
  19220. camera.minZ = this.minZ;
  19221. camera.maxZ = this.maxZ;
  19222. camera.rotation.x = this.rotation.x;
  19223. camera.rotation.y = this.rotation.y;
  19224. camera.rotation.z = this.rotation.z;
  19225. };
  19226. // Oculus events
  19227. OculusGamepadCamera.prototype._onOrientationEvent = function (evt) {
  19228. var yaw = evt.alpha / 180 * Math.PI;
  19229. var pitch = evt.beta / 180 * Math.PI;
  19230. var roll = evt.gamma / 180 * Math.PI;
  19231. if (!this._offsetOrientation) {
  19232. this._offsetOrientation = {
  19233. yaw: yaw,
  19234. pitch: pitch,
  19235. roll: roll
  19236. };
  19237. return;
  19238. } else {
  19239. this.rotation.y += yaw - this._offsetOrientation.yaw;
  19240. this.rotation.x += pitch - this._offsetOrientation.pitch;
  19241. this.rotation.z += this._offsetOrientation.roll - roll;
  19242. this._offsetOrientation.yaw = yaw;
  19243. this._offsetOrientation.pitch = pitch;
  19244. this._offsetOrientation.roll = roll;
  19245. }
  19246. };
  19247. OculusGamepadCamera.prototype.attachControl = function (element, noPreventDefault) {
  19248. _super.prototype.attachControl.call(this, element, noPreventDefault);
  19249. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  19250. };
  19251. OculusGamepadCamera.prototype.detachControl = function (element) {
  19252. _super.prototype.detachControl.call(this, element);
  19253. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  19254. };
  19255. OculusGamepadCamera.prototype.dispose = function () {
  19256. this._gamepads.dispose();
  19257. _super.prototype.dispose.call(this);
  19258. };
  19259. return OculusGamepadCamera;
  19260. })(BABYLON.FreeCamera);
  19261. BABYLON.OculusGamepadCamera = OculusGamepadCamera;
  19262. })(BABYLON || (BABYLON = {}));
  19263. //# sourceMappingURL=babylon.oculusGamepadCamera.js.map
  19264. var BABYLON;
  19265. (function (BABYLON) {
  19266. // We're mainly based on the logic defined into the FreeCamera code
  19267. var VirtualJoysticksCamera = (function (_super) {
  19268. __extends(VirtualJoysticksCamera, _super);
  19269. function VirtualJoysticksCamera(name, position, scene) {
  19270. _super.call(this, name, position, scene);
  19271. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  19272. this._leftjoystick.setAxisForUpDown(2 /* Z */);
  19273. this._leftjoystick.setAxisForLeftRight(0 /* X */);
  19274. this._leftjoystick.setJoystickSensibility(0.15);
  19275. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  19276. this._rightjoystick.setAxisForUpDown(0 /* X */);
  19277. this._rightjoystick.setAxisForLeftRight(1 /* Y */);
  19278. this._rightjoystick.reverseUpDown = true;
  19279. this._rightjoystick.setJoystickSensibility(0.05);
  19280. this._rightjoystick.setJoystickColor("yellow");
  19281. }
  19282. VirtualJoysticksCamera.prototype._checkInputs = function () {
  19283. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  19284. var deltaTransform = BABYLON.Vector3.TransformCoordinates(this._leftjoystick.deltaPosition, cameraTransform);
  19285. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  19286. this.cameraRotation = this.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  19287. if (!this._leftjoystick.pressed) {
  19288. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  19289. }
  19290. if (!this._rightjoystick.pressed) {
  19291. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  19292. }
  19293. };
  19294. VirtualJoysticksCamera.prototype.dispose = function () {
  19295. this._leftjoystick.releaseCanvas();
  19296. _super.prototype.dispose.call(this);
  19297. };
  19298. return VirtualJoysticksCamera;
  19299. })(BABYLON.FreeCamera);
  19300. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  19301. })(BABYLON || (BABYLON = {}));
  19302. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  19303. var BABYLON;
  19304. (function (BABYLON) {
  19305. var ShaderMaterial = (function (_super) {
  19306. __extends(ShaderMaterial, _super);
  19307. function ShaderMaterial(name, scene, shaderPath, options) {
  19308. _super.call(this, name, scene);
  19309. this._textures = new Array();
  19310. this._floats = new Array();
  19311. this._floatsArrays = {};
  19312. this._colors3 = new Array();
  19313. this._colors4 = new Array();
  19314. this._vectors2 = new Array();
  19315. this._vectors3 = new Array();
  19316. this._matrices = new Array();
  19317. this._cachedWorldViewMatrix = new BABYLON.Matrix();
  19318. this._shaderPath = shaderPath;
  19319. options.needAlphaBlending = options.needAlphaBlending || false;
  19320. options.needAlphaTesting = options.needAlphaTesting || false;
  19321. options.attributes = options.attributes || ["position", "normal", "uv"];
  19322. options.uniforms = options.uniforms || ["worldViewProjection"];
  19323. options.samplers = options.samplers || [];
  19324. this._options = options;
  19325. }
  19326. ShaderMaterial.prototype.needAlphaBlending = function () {
  19327. return this._options.needAlphaBlending;
  19328. };
  19329. ShaderMaterial.prototype.needAlphaTesting = function () {
  19330. return this._options.needAlphaTesting;
  19331. };
  19332. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  19333. if (this._options.uniforms.indexOf(uniformName) === -1) {
  19334. this._options.uniforms.push(uniformName);
  19335. }
  19336. };
  19337. ShaderMaterial.prototype.setTexture = function (name, texture) {
  19338. if (this._options.samplers.indexOf(name) === -1) {
  19339. this._options.samplers.push(name);
  19340. }
  19341. this._textures[name] = texture;
  19342. return this;
  19343. };
  19344. ShaderMaterial.prototype.setFloat = function (name, value) {
  19345. this._checkUniform(name);
  19346. this._floats[name] = value;
  19347. return this;
  19348. };
  19349. ShaderMaterial.prototype.setFloats = function (name, value) {
  19350. this._checkUniform(name);
  19351. this._floatsArrays[name] = value;
  19352. return this;
  19353. };
  19354. ShaderMaterial.prototype.setColor3 = function (name, value) {
  19355. this._checkUniform(name);
  19356. this._colors3[name] = value;
  19357. return this;
  19358. };
  19359. ShaderMaterial.prototype.setColor4 = function (name, value) {
  19360. this._checkUniform(name);
  19361. this._colors4[name] = value;
  19362. return this;
  19363. };
  19364. ShaderMaterial.prototype.setVector2 = function (name, value) {
  19365. this._checkUniform(name);
  19366. this._vectors2[name] = value;
  19367. return this;
  19368. };
  19369. ShaderMaterial.prototype.setVector3 = function (name, value) {
  19370. this._checkUniform(name);
  19371. this._vectors3[name] = value;
  19372. return this;
  19373. };
  19374. ShaderMaterial.prototype.setMatrix = function (name, value) {
  19375. this._checkUniform(name);
  19376. this._matrices[name] = value;
  19377. return this;
  19378. };
  19379. ShaderMaterial.prototype.isReady = function () {
  19380. var scene = this.getScene();
  19381. var engine = scene.getEngine();
  19382. if (!this.checkReadyOnEveryCall) {
  19383. if (this._renderId === scene.getRenderId()) {
  19384. return true;
  19385. }
  19386. }
  19387. var previousEffect = this._effect;
  19388. this._effect = engine.createEffect(this._shaderPath, this._options.attributes, this._options.uniforms, this._options.samplers, "", null, this.onCompiled, this.onError);
  19389. if (!this._effect.isReady()) {
  19390. return false;
  19391. }
  19392. if (previousEffect !== this._effect) {
  19393. scene.resetCachedMaterial();
  19394. }
  19395. this._renderId = scene.getRenderId();
  19396. return true;
  19397. };
  19398. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  19399. var scene = this.getScene();
  19400. if (this._options.uniforms.indexOf("world") !== -1) {
  19401. this._effect.setMatrix("world", world);
  19402. }
  19403. if (this._options.uniforms.indexOf("worldView") !== -1) {
  19404. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  19405. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  19406. }
  19407. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  19408. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  19409. }
  19410. };
  19411. ShaderMaterial.prototype.bind = function (world) {
  19412. // Std values
  19413. this.bindOnlyWorldMatrix(world);
  19414. if (this.getScene().getCachedMaterial() !== this) {
  19415. if (this._options.uniforms.indexOf("view") !== -1) {
  19416. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  19417. }
  19418. if (this._options.uniforms.indexOf("projection") !== -1) {
  19419. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  19420. }
  19421. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  19422. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  19423. }
  19424. for (var name in this._textures) {
  19425. this._effect.setTexture(name, this._textures[name]);
  19426. }
  19427. for (name in this._floats) {
  19428. this._effect.setFloat(name, this._floats[name]);
  19429. }
  19430. for (name in this._floatsArrays) {
  19431. this._effect.setArray(name, this._floatsArrays[name]);
  19432. }
  19433. for (name in this._colors3) {
  19434. this._effect.setColor3(name, this._colors3[name]);
  19435. }
  19436. for (name in this._colors4) {
  19437. var color = this._colors4[name];
  19438. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  19439. }
  19440. for (name in this._vectors2) {
  19441. this._effect.setVector2(name, this._vectors2[name]);
  19442. }
  19443. for (name in this._vectors3) {
  19444. this._effect.setVector3(name, this._vectors3[name]);
  19445. }
  19446. for (name in this._matrices) {
  19447. this._effect.setMatrix(name, this._matrices[name]);
  19448. }
  19449. }
  19450. _super.prototype.bind.call(this, world, null);
  19451. };
  19452. ShaderMaterial.prototype.dispose = function (forceDisposeEffect) {
  19453. for (var name in this._textures) {
  19454. this._textures[name].dispose();
  19455. }
  19456. this._textures = [];
  19457. _super.prototype.dispose.call(this, forceDisposeEffect);
  19458. };
  19459. return ShaderMaterial;
  19460. })(BABYLON.Material);
  19461. BABYLON.ShaderMaterial = ShaderMaterial;
  19462. })(BABYLON || (BABYLON = {}));
  19463. //# sourceMappingURL=babylon.shaderMaterial.js.map
  19464. var BABYLON;
  19465. (function (BABYLON) {
  19466. var VertexData = (function () {
  19467. function VertexData() {
  19468. }
  19469. VertexData.prototype.set = function (data, kind) {
  19470. switch (kind) {
  19471. case BABYLON.VertexBuffer.PositionKind:
  19472. this.positions = data;
  19473. break;
  19474. case BABYLON.VertexBuffer.NormalKind:
  19475. this.normals = data;
  19476. break;
  19477. case BABYLON.VertexBuffer.UVKind:
  19478. this.uvs = data;
  19479. break;
  19480. case BABYLON.VertexBuffer.UV2Kind:
  19481. this.uv2s = data;
  19482. break;
  19483. case BABYLON.VertexBuffer.ColorKind:
  19484. this.colors = data;
  19485. break;
  19486. case BABYLON.VertexBuffer.MatricesIndicesKind:
  19487. this.matricesIndices = data;
  19488. break;
  19489. case BABYLON.VertexBuffer.MatricesWeightsKind:
  19490. this.matricesWeights = data;
  19491. break;
  19492. }
  19493. };
  19494. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  19495. this._applyTo(mesh, updatable);
  19496. };
  19497. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  19498. this._applyTo(geometry, updatable);
  19499. };
  19500. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  19501. this._update(mesh);
  19502. };
  19503. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  19504. this._update(geometry);
  19505. };
  19506. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  19507. if (this.positions) {
  19508. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  19509. }
  19510. if (this.normals) {
  19511. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  19512. }
  19513. if (this.uvs) {
  19514. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  19515. }
  19516. if (this.uv2s) {
  19517. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updatable);
  19518. }
  19519. if (this.colors) {
  19520. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  19521. }
  19522. if (this.matricesIndices) {
  19523. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  19524. }
  19525. if (this.matricesWeights) {
  19526. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  19527. }
  19528. if (this.indices) {
  19529. meshOrGeometry.setIndices(this.indices);
  19530. }
  19531. };
  19532. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  19533. if (this.positions) {
  19534. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  19535. }
  19536. if (this.normals) {
  19537. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  19538. }
  19539. if (this.uvs) {
  19540. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  19541. }
  19542. if (this.uv2s) {
  19543. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updateExtends, makeItUnique);
  19544. }
  19545. if (this.colors) {
  19546. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  19547. }
  19548. if (this.matricesIndices) {
  19549. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  19550. }
  19551. if (this.matricesWeights) {
  19552. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  19553. }
  19554. if (this.indices) {
  19555. meshOrGeometry.setIndices(this.indices);
  19556. }
  19557. };
  19558. VertexData.prototype.transform = function (matrix) {
  19559. var transformed = BABYLON.Vector3.Zero();
  19560. if (this.positions) {
  19561. var position = BABYLON.Vector3.Zero();
  19562. for (var index = 0; index < this.positions.length; index += 3) {
  19563. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  19564. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  19565. this.positions[index] = transformed.x;
  19566. this.positions[index + 1] = transformed.y;
  19567. this.positions[index + 2] = transformed.z;
  19568. }
  19569. }
  19570. if (this.normals) {
  19571. var normal = BABYLON.Vector3.Zero();
  19572. for (index = 0; index < this.normals.length; index += 3) {
  19573. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  19574. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  19575. this.normals[index] = transformed.x;
  19576. this.normals[index + 1] = transformed.y;
  19577. this.normals[index + 2] = transformed.z;
  19578. }
  19579. }
  19580. };
  19581. VertexData.prototype.merge = function (other) {
  19582. if (other.indices) {
  19583. if (!this.indices) {
  19584. this.indices = [];
  19585. }
  19586. var offset = this.positions ? this.positions.length / 3 : 0;
  19587. for (var index = 0; index < other.indices.length; index++) {
  19588. this.indices.push(other.indices[index] + offset);
  19589. }
  19590. }
  19591. if (other.positions) {
  19592. if (!this.positions) {
  19593. this.positions = [];
  19594. }
  19595. for (index = 0; index < other.positions.length; index++) {
  19596. this.positions.push(other.positions[index]);
  19597. }
  19598. }
  19599. if (other.normals) {
  19600. if (!this.normals) {
  19601. this.normals = [];
  19602. }
  19603. for (index = 0; index < other.normals.length; index++) {
  19604. this.normals.push(other.normals[index]);
  19605. }
  19606. }
  19607. if (other.uvs) {
  19608. if (!this.uvs) {
  19609. this.uvs = [];
  19610. }
  19611. for (index = 0; index < other.uvs.length; index++) {
  19612. this.uvs.push(other.uvs[index]);
  19613. }
  19614. }
  19615. if (other.uv2s) {
  19616. if (!this.uv2s) {
  19617. this.uv2s = [];
  19618. }
  19619. for (index = 0; index < other.uv2s.length; index++) {
  19620. this.uv2s.push(other.uv2s[index]);
  19621. }
  19622. }
  19623. if (other.matricesIndices) {
  19624. if (!this.matricesIndices) {
  19625. this.matricesIndices = [];
  19626. }
  19627. for (index = 0; index < other.matricesIndices.length; index++) {
  19628. this.matricesIndices.push(other.matricesIndices[index]);
  19629. }
  19630. }
  19631. if (other.matricesWeights) {
  19632. if (!this.matricesWeights) {
  19633. this.matricesWeights = [];
  19634. }
  19635. for (index = 0; index < other.matricesWeights.length; index++) {
  19636. this.matricesWeights.push(other.matricesWeights[index]);
  19637. }
  19638. }
  19639. if (other.colors) {
  19640. if (!this.colors) {
  19641. this.colors = [];
  19642. }
  19643. for (index = 0; index < other.colors.length; index++) {
  19644. this.colors.push(other.colors[index]);
  19645. }
  19646. }
  19647. };
  19648. // Statics
  19649. VertexData.ExtractFromMesh = function (mesh) {
  19650. return VertexData._ExtractFrom(mesh);
  19651. };
  19652. VertexData.ExtractFromGeometry = function (geometry) {
  19653. return VertexData._ExtractFrom(geometry);
  19654. };
  19655. VertexData._ExtractFrom = function (meshOrGeometry) {
  19656. var result = new BABYLON.VertexData();
  19657. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  19658. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  19659. }
  19660. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  19661. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  19662. }
  19663. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  19664. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind);
  19665. }
  19666. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  19667. result.uv2s = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  19668. }
  19669. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  19670. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  19671. }
  19672. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  19673. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  19674. }
  19675. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  19676. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  19677. }
  19678. result.indices = meshOrGeometry.getIndices();
  19679. return result;
  19680. };
  19681. VertexData.CreateBox = function (size) {
  19682. var normalsSource = [
  19683. new BABYLON.Vector3(0, 0, 1),
  19684. new BABYLON.Vector3(0, 0, -1),
  19685. new BABYLON.Vector3(1, 0, 0),
  19686. new BABYLON.Vector3(-1, 0, 0),
  19687. new BABYLON.Vector3(0, 1, 0),
  19688. new BABYLON.Vector3(0, -1, 0)
  19689. ];
  19690. var indices = [];
  19691. var positions = [];
  19692. var normals = [];
  19693. var uvs = [];
  19694. size = size || 1;
  19695. for (var index = 0; index < normalsSource.length; index++) {
  19696. var normal = normalsSource[index];
  19697. // Get two vectors perpendicular to the face normal and to each other.
  19698. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  19699. var side2 = BABYLON.Vector3.Cross(normal, side1);
  19700. // Six indices (two triangles) per face.
  19701. var verticesLength = positions.length / 3;
  19702. indices.push(verticesLength);
  19703. indices.push(verticesLength + 1);
  19704. indices.push(verticesLength + 2);
  19705. indices.push(verticesLength);
  19706. indices.push(verticesLength + 2);
  19707. indices.push(verticesLength + 3);
  19708. // Four vertices per face.
  19709. var vertex = normal.subtract(side1).subtract(side2).scale(size / 2);
  19710. positions.push(vertex.x, vertex.y, vertex.z);
  19711. normals.push(normal.x, normal.y, normal.z);
  19712. uvs.push(1.0, 1.0);
  19713. vertex = normal.subtract(side1).add(side2).scale(size / 2);
  19714. positions.push(vertex.x, vertex.y, vertex.z);
  19715. normals.push(normal.x, normal.y, normal.z);
  19716. uvs.push(0.0, 1.0);
  19717. vertex = normal.add(side1).add(side2).scale(size / 2);
  19718. positions.push(vertex.x, vertex.y, vertex.z);
  19719. normals.push(normal.x, normal.y, normal.z);
  19720. uvs.push(0.0, 0.0);
  19721. vertex = normal.add(side1).subtract(side2).scale(size / 2);
  19722. positions.push(vertex.x, vertex.y, vertex.z);
  19723. normals.push(normal.x, normal.y, normal.z);
  19724. uvs.push(1.0, 0.0);
  19725. }
  19726. // Result
  19727. var vertexData = new BABYLON.VertexData();
  19728. vertexData.indices = indices;
  19729. vertexData.positions = positions;
  19730. vertexData.normals = normals;
  19731. vertexData.uvs = uvs;
  19732. return vertexData;
  19733. };
  19734. VertexData.CreateSphere = function (segments, diameter) {
  19735. segments = segments || 32;
  19736. diameter = diameter || 1;
  19737. var radius = diameter / 2;
  19738. var totalZRotationSteps = 2 + segments;
  19739. var totalYRotationSteps = 2 * totalZRotationSteps;
  19740. var indices = [];
  19741. var positions = [];
  19742. var normals = [];
  19743. var uvs = [];
  19744. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  19745. var normalizedZ = zRotationStep / totalZRotationSteps;
  19746. var angleZ = (normalizedZ * Math.PI);
  19747. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  19748. var normalizedY = yRotationStep / totalYRotationSteps;
  19749. var angleY = normalizedY * Math.PI * 2;
  19750. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  19751. var rotationY = BABYLON.Matrix.RotationY(angleY);
  19752. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  19753. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  19754. var vertex = complete.scale(radius);
  19755. var normal = BABYLON.Vector3.Normalize(vertex);
  19756. positions.push(vertex.x, vertex.y, vertex.z);
  19757. normals.push(normal.x, normal.y, normal.z);
  19758. uvs.push(normalizedZ, normalizedY);
  19759. }
  19760. if (zRotationStep > 0) {
  19761. var verticesCount = positions.length / 3;
  19762. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  19763. indices.push((firstIndex));
  19764. indices.push((firstIndex + 1));
  19765. indices.push(firstIndex + totalYRotationSteps + 1);
  19766. indices.push((firstIndex + totalYRotationSteps + 1));
  19767. indices.push((firstIndex + 1));
  19768. indices.push((firstIndex + totalYRotationSteps + 2));
  19769. }
  19770. }
  19771. }
  19772. // Result
  19773. var vertexData = new BABYLON.VertexData();
  19774. vertexData.indices = indices;
  19775. vertexData.positions = positions;
  19776. vertexData.normals = normals;
  19777. vertexData.uvs = uvs;
  19778. return vertexData;
  19779. };
  19780. VertexData.CreateCylinder = function (height, diameterTop, diameterBottom, tessellation, subdivisions) {
  19781. if (typeof subdivisions === "undefined") { subdivisions = 1; }
  19782. var radiusTop = diameterTop / 2;
  19783. var radiusBottom = diameterBottom / 2;
  19784. var indices = [];
  19785. var positions = [];
  19786. var normals = [];
  19787. var uvs = [];
  19788. height = height || 1;
  19789. diameterTop = diameterTop || 0.5;
  19790. diameterBottom = diameterBottom || 1;
  19791. tessellation = tessellation || 16;
  19792. subdivisions = subdivisions || 1;
  19793. subdivisions = (subdivisions < 1) ? 1 : subdivisions;
  19794. var getCircleVector = function (i) {
  19795. var angle = (i * 2.0 * Math.PI / tessellation);
  19796. var dx = Math.cos(angle);
  19797. var dz = Math.sin(angle);
  19798. return new BABYLON.Vector3(dx, 0, dz);
  19799. };
  19800. var createCylinderCap = function (isTop) {
  19801. var radius = isTop ? radiusTop : radiusBottom;
  19802. if (radius == 0) {
  19803. return;
  19804. }
  19805. var vbase = positions.length / 3;
  19806. var offset = new BABYLON.Vector3(0, height / 2, 0);
  19807. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  19808. if (!isTop) {
  19809. offset.scaleInPlace(-1);
  19810. textureScale.x = -textureScale.x;
  19811. }
  19812. for (i = 0; i < tessellation; i++) {
  19813. var circleVector = getCircleVector(i);
  19814. var position = circleVector.scale(radius).add(offset);
  19815. var textureCoordinate = new BABYLON.Vector2(circleVector.x * textureScale.x + 0.5, circleVector.z * textureScale.y + 0.5);
  19816. positions.push(position.x, position.y, position.z);
  19817. uvs.push(textureCoordinate.x, textureCoordinate.y);
  19818. }
  19819. for (var i = 0; i < tessellation - 2; i++) {
  19820. if (!isTop) {
  19821. indices.push(vbase);
  19822. indices.push(vbase + (i + 2) % tessellation);
  19823. indices.push(vbase + (i + 1) % tessellation);
  19824. } else {
  19825. indices.push(vbase);
  19826. indices.push(vbase + (i + 1) % tessellation);
  19827. indices.push(vbase + (i + 2) % tessellation);
  19828. }
  19829. }
  19830. };
  19831. var base = new BABYLON.Vector3(0, -1, 0).scale(height / 2);
  19832. var offset = new BABYLON.Vector3(0, 1, 0).scale(height / subdivisions);
  19833. var stride = tessellation + 1;
  19834. for (var i = 0; i <= tessellation; i++) {
  19835. var circleVector = getCircleVector(i);
  19836. var textureCoordinate = new BABYLON.Vector2(i / tessellation, 0);
  19837. var position, radius = radiusBottom;
  19838. for (var s = 0; s <= subdivisions; s++) {
  19839. // Update variables
  19840. position = circleVector.scale(radius);
  19841. position.addInPlace(base.add(offset.scale(s)));
  19842. textureCoordinate.y += 1 / subdivisions;
  19843. radius += (radiusTop - radiusBottom) / subdivisions;
  19844. // Push in arrays
  19845. positions.push(position.x, position.y, position.z);
  19846. uvs.push(textureCoordinate.x, textureCoordinate.y);
  19847. }
  19848. }
  19849. subdivisions += 1;
  19850. for (var s = 0; s < subdivisions - 1; s++) {
  19851. for (var i = 0; i <= tessellation; i++) {
  19852. indices.push(i * subdivisions + s);
  19853. indices.push((i * subdivisions + (s + subdivisions)) % (stride * subdivisions));
  19854. indices.push(i * subdivisions + (s + 1));
  19855. indices.push(i * subdivisions + (s + 1));
  19856. indices.push((i * subdivisions + (s + subdivisions)) % (stride * subdivisions));
  19857. indices.push((i * subdivisions + (s + subdivisions + 1)) % (stride * subdivisions));
  19858. }
  19859. }
  19860. // Create flat triangle fan caps to seal the top and bottom.
  19861. createCylinderCap(true);
  19862. createCylinderCap(false);
  19863. // Normals
  19864. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  19865. // Result
  19866. var vertexData = new BABYLON.VertexData();
  19867. vertexData.indices = indices;
  19868. vertexData.positions = positions;
  19869. vertexData.normals = normals;
  19870. vertexData.uvs = uvs;
  19871. return vertexData;
  19872. };
  19873. VertexData.CreateTorus = function (diameter, thickness, tessellation) {
  19874. var indices = [];
  19875. var positions = [];
  19876. var normals = [];
  19877. var uvs = [];
  19878. diameter = diameter || 1;
  19879. thickness = thickness || 0.5;
  19880. tessellation = tessellation || 16;
  19881. var stride = tessellation + 1;
  19882. for (var i = 0; i <= tessellation; i++) {
  19883. var u = i / tessellation;
  19884. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  19885. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  19886. for (var j = 0; j <= tessellation; j++) {
  19887. var v = 1 - j / tessellation;
  19888. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  19889. var dx = Math.cos(innerAngle);
  19890. var dy = Math.sin(innerAngle);
  19891. // Create a vertex.
  19892. var normal = new BABYLON.Vector3(dx, dy, 0);
  19893. var position = normal.scale(thickness / 2);
  19894. var textureCoordinate = new BABYLON.Vector2(u, v);
  19895. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  19896. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  19897. positions.push(position.x, position.y, position.z);
  19898. normals.push(normal.x, normal.y, normal.z);
  19899. uvs.push(textureCoordinate.x, textureCoordinate.y);
  19900. // And create indices for two triangles.
  19901. var nextI = (i + 1) % stride;
  19902. var nextJ = (j + 1) % stride;
  19903. indices.push(i * stride + j);
  19904. indices.push(i * stride + nextJ);
  19905. indices.push(nextI * stride + j);
  19906. indices.push(i * stride + nextJ);
  19907. indices.push(nextI * stride + nextJ);
  19908. indices.push(nextI * stride + j);
  19909. }
  19910. }
  19911. // Result
  19912. var vertexData = new BABYLON.VertexData();
  19913. vertexData.indices = indices;
  19914. vertexData.positions = positions;
  19915. vertexData.normals = normals;
  19916. vertexData.uvs = uvs;
  19917. return vertexData;
  19918. };
  19919. VertexData.CreateLines = function (points) {
  19920. var indices = [];
  19921. var positions = [];
  19922. for (var index = 0; index < points.length; index++) {
  19923. positions.push(points[index].x, points[index].y, points[index].z);
  19924. if (index > 0) {
  19925. indices.push(index - 1);
  19926. indices.push(index);
  19927. }
  19928. }
  19929. // Result
  19930. var vertexData = new BABYLON.VertexData();
  19931. vertexData.indices = indices;
  19932. vertexData.positions = positions;
  19933. return vertexData;
  19934. };
  19935. VertexData.CreateGround = function (width, height, subdivisions) {
  19936. var indices = [];
  19937. var positions = [];
  19938. var normals = [];
  19939. var uvs = [];
  19940. var row, col;
  19941. width = width || 1;
  19942. height = height || 1;
  19943. subdivisions = subdivisions || 1;
  19944. for (row = 0; row <= subdivisions; row++) {
  19945. for (col = 0; col <= subdivisions; col++) {
  19946. var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
  19947. var normal = new BABYLON.Vector3(0, 1.0, 0);
  19948. positions.push(position.x, position.y, position.z);
  19949. normals.push(normal.x, normal.y, normal.z);
  19950. uvs.push(col / subdivisions, 1.0 - row / subdivisions);
  19951. }
  19952. }
  19953. for (row = 0; row < subdivisions; row++) {
  19954. for (col = 0; col < subdivisions; col++) {
  19955. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  19956. indices.push(col + 1 + row * (subdivisions + 1));
  19957. indices.push(col + row * (subdivisions + 1));
  19958. indices.push(col + (row + 1) * (subdivisions + 1));
  19959. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  19960. indices.push(col + row * (subdivisions + 1));
  19961. }
  19962. }
  19963. // Result
  19964. var vertexData = new BABYLON.VertexData();
  19965. vertexData.indices = indices;
  19966. vertexData.positions = positions;
  19967. vertexData.normals = normals;
  19968. vertexData.uvs = uvs;
  19969. return vertexData;
  19970. };
  19971. VertexData.CreateTiledGround = function (xmin, zmin, xmax, zmax, subdivisions, precision) {
  19972. if (typeof subdivisions === "undefined") { subdivisions = { w: 1, h: 1 }; }
  19973. if (typeof precision === "undefined") { precision = { w: 1, h: 1 }; }
  19974. var indices = [];
  19975. var positions = [];
  19976. var normals = [];
  19977. var uvs = [];
  19978. var row, col, tileRow, tileCol;
  19979. subdivisions.h = (subdivisions.w < 1) ? 1 : subdivisions.h;
  19980. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  19981. precision.w = (precision.w < 1) ? 1 : precision.w;
  19982. precision.h = (precision.h < 1) ? 1 : precision.h;
  19983. var tileSize = {
  19984. 'w': (xmax - xmin) / subdivisions.w,
  19985. 'h': (zmax - zmin) / subdivisions.h
  19986. };
  19987. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  19988. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  19989. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  19990. }
  19991. }
  19992. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  19993. // Indices
  19994. var base = positions.length / 3;
  19995. var rowLength = precision.w + 1;
  19996. for (row = 0; row < precision.h; row++) {
  19997. for (col = 0; col < precision.w; col++) {
  19998. var square = [
  19999. base + col + row * rowLength,
  20000. base + (col + 1) + row * rowLength,
  20001. base + (col + 1) + (row + 1) * rowLength,
  20002. base + col + (row + 1) * rowLength
  20003. ];
  20004. indices.push(square[1]);
  20005. indices.push(square[2]);
  20006. indices.push(square[3]);
  20007. indices.push(square[0]);
  20008. indices.push(square[1]);
  20009. indices.push(square[3]);
  20010. }
  20011. }
  20012. // Position, normals and uvs
  20013. var position = BABYLON.Vector3.Zero();
  20014. var normal = new BABYLON.Vector3(0, 1.0, 0);
  20015. for (row = 0; row <= precision.h; row++) {
  20016. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  20017. for (col = 0; col <= precision.w; col++) {
  20018. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  20019. position.y = 0;
  20020. positions.push(position.x, position.y, position.z);
  20021. normals.push(normal.x, normal.y, normal.z);
  20022. uvs.push(col / precision.w, row / precision.h);
  20023. }
  20024. }
  20025. }
  20026. // Result
  20027. var vertexData = new BABYLON.VertexData();
  20028. vertexData.indices = indices;
  20029. vertexData.positions = positions;
  20030. vertexData.normals = normals;
  20031. vertexData.uvs = uvs;
  20032. return vertexData;
  20033. };
  20034. VertexData.CreateGroundFromHeightMap = function (width, height, subdivisions, minHeight, maxHeight, buffer, bufferWidth, bufferHeight) {
  20035. var indices = [];
  20036. var positions = [];
  20037. var normals = [];
  20038. var uvs = [];
  20039. var row, col;
  20040. for (row = 0; row <= subdivisions; row++) {
  20041. for (col = 0; col <= subdivisions; col++) {
  20042. var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
  20043. // Compute height
  20044. var heightMapX = (((position.x + width / 2) / width) * (bufferWidth - 1)) | 0;
  20045. var heightMapY = ((1.0 - (position.z + height / 2) / height) * (bufferHeight - 1)) | 0;
  20046. var pos = (heightMapX + heightMapY * bufferWidth) * 4;
  20047. var r = buffer[pos] / 255.0;
  20048. var g = buffer[pos + 1] / 255.0;
  20049. var b = buffer[pos + 2] / 255.0;
  20050. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  20051. position.y = minHeight + (maxHeight - minHeight) * gradient;
  20052. // Add vertex
  20053. positions.push(position.x, position.y, position.z);
  20054. normals.push(0, 0, 0);
  20055. uvs.push(col / subdivisions, 1.0 - row / subdivisions);
  20056. }
  20057. }
  20058. for (row = 0; row < subdivisions; row++) {
  20059. for (col = 0; col < subdivisions; col++) {
  20060. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  20061. indices.push(col + 1 + row * (subdivisions + 1));
  20062. indices.push(col + row * (subdivisions + 1));
  20063. indices.push(col + (row + 1) * (subdivisions + 1));
  20064. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  20065. indices.push(col + row * (subdivisions + 1));
  20066. }
  20067. }
  20068. // Normals
  20069. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  20070. // Result
  20071. var vertexData = new BABYLON.VertexData();
  20072. vertexData.indices = indices;
  20073. vertexData.positions = positions;
  20074. vertexData.normals = normals;
  20075. vertexData.uvs = uvs;
  20076. return vertexData;
  20077. };
  20078. VertexData.CreatePlane = function (size) {
  20079. var indices = [];
  20080. var positions = [];
  20081. var normals = [];
  20082. var uvs = [];
  20083. size = size || 1;
  20084. // Vertices
  20085. var halfSize = size / 2.0;
  20086. positions.push(-halfSize, -halfSize, 0);
  20087. normals.push(0, 0, -1.0);
  20088. uvs.push(0.0, 0.0);
  20089. positions.push(halfSize, -halfSize, 0);
  20090. normals.push(0, 0, -1.0);
  20091. uvs.push(1.0, 0.0);
  20092. positions.push(halfSize, halfSize, 0);
  20093. normals.push(0, 0, -1.0);
  20094. uvs.push(1.0, 1.0);
  20095. positions.push(-halfSize, halfSize, 0);
  20096. normals.push(0, 0, -1.0);
  20097. uvs.push(0.0, 1.0);
  20098. // Indices
  20099. indices.push(0);
  20100. indices.push(1);
  20101. indices.push(2);
  20102. indices.push(0);
  20103. indices.push(2);
  20104. indices.push(3);
  20105. // Result
  20106. var vertexData = new BABYLON.VertexData();
  20107. vertexData.indices = indices;
  20108. vertexData.positions = positions;
  20109. vertexData.normals = normals;
  20110. vertexData.uvs = uvs;
  20111. return vertexData;
  20112. };
  20113. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  20114. VertexData.CreateTorusKnot = function (radius, tube, radialSegments, tubularSegments, p, q) {
  20115. var indices = [];
  20116. var positions = [];
  20117. var normals = [];
  20118. var uvs = [];
  20119. radius = radius || 2;
  20120. tube = tube || 0.5;
  20121. radialSegments = radialSegments || 32;
  20122. tubularSegments = tubularSegments || 32;
  20123. p = p || 2;
  20124. q = q || 3;
  20125. // Helper
  20126. var getPos = function (angle) {
  20127. var cu = Math.cos(angle);
  20128. var su = Math.sin(angle);
  20129. var quOverP = q / p * angle;
  20130. var cs = Math.cos(quOverP);
  20131. var tx = radius * (2 + cs) * 0.5 * cu;
  20132. var ty = radius * (2 + cs) * su * 0.5;
  20133. var tz = radius * Math.sin(quOverP) * 0.5;
  20134. return new BABYLON.Vector3(tx, ty, tz);
  20135. };
  20136. for (var i = 0; i <= radialSegments; i++) {
  20137. var modI = i % radialSegments;
  20138. var u = modI / radialSegments * 2 * p * Math.PI;
  20139. var p1 = getPos(u);
  20140. var p2 = getPos(u + 0.01);
  20141. var tang = p2.subtract(p1);
  20142. var n = p2.add(p1);
  20143. var bitan = BABYLON.Vector3.Cross(tang, n);
  20144. n = BABYLON.Vector3.Cross(bitan, tang);
  20145. bitan.normalize();
  20146. n.normalize();
  20147. for (var j = 0; j < tubularSegments; j++) {
  20148. var modJ = j % tubularSegments;
  20149. var v = modJ / tubularSegments * 2 * Math.PI;
  20150. var cx = -tube * Math.cos(v);
  20151. var cy = tube * Math.sin(v);
  20152. positions.push(p1.x + cx * n.x + cy * bitan.x);
  20153. positions.push(p1.y + cx * n.y + cy * bitan.y);
  20154. positions.push(p1.z + cx * n.z + cy * bitan.z);
  20155. uvs.push(i / radialSegments);
  20156. uvs.push(j / tubularSegments);
  20157. }
  20158. }
  20159. for (i = 0; i < radialSegments; i++) {
  20160. for (j = 0; j < tubularSegments; j++) {
  20161. var jNext = (j + 1) % tubularSegments;
  20162. var a = i * tubularSegments + j;
  20163. var b = (i + 1) * tubularSegments + j;
  20164. var c = (i + 1) * tubularSegments + jNext;
  20165. var d = i * tubularSegments + jNext;
  20166. indices.push(d);
  20167. indices.push(b);
  20168. indices.push(a);
  20169. indices.push(d);
  20170. indices.push(c);
  20171. indices.push(b);
  20172. }
  20173. }
  20174. // Normals
  20175. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  20176. // Result
  20177. var vertexData = new BABYLON.VertexData();
  20178. vertexData.indices = indices;
  20179. vertexData.positions = positions;
  20180. vertexData.normals = normals;
  20181. vertexData.uvs = uvs;
  20182. return vertexData;
  20183. };
  20184. // Tools
  20185. VertexData.ComputeNormals = function (positions, indices, normals) {
  20186. var positionVectors = [];
  20187. var facesOfVertices = [];
  20188. var index;
  20189. for (index = 0; index < positions.length; index += 3) {
  20190. var vector3 = new BABYLON.Vector3(positions[index], positions[index + 1], positions[index + 2]);
  20191. positionVectors.push(vector3);
  20192. facesOfVertices.push([]);
  20193. }
  20194. // Compute normals
  20195. var facesNormals = [];
  20196. for (index = 0; index < indices.length / 3; index++) {
  20197. var i1 = indices[index * 3];
  20198. var i2 = indices[index * 3 + 1];
  20199. var i3 = indices[index * 3 + 2];
  20200. var p1 = positionVectors[i1];
  20201. var p2 = positionVectors[i2];
  20202. var p3 = positionVectors[i3];
  20203. var p1p2 = p1.subtract(p2);
  20204. var p3p2 = p3.subtract(p2);
  20205. facesNormals[index] = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  20206. facesOfVertices[i1].push(index);
  20207. facesOfVertices[i2].push(index);
  20208. facesOfVertices[i3].push(index);
  20209. }
  20210. for (index = 0; index < positionVectors.length; index++) {
  20211. var faces = facesOfVertices[index];
  20212. var normal = BABYLON.Vector3.Zero();
  20213. for (var faceIndex = 0; faceIndex < faces.length; faceIndex++) {
  20214. normal.addInPlace(facesNormals[faces[faceIndex]]);
  20215. }
  20216. normal = BABYLON.Vector3.Normalize(normal.scale(1.0 / faces.length));
  20217. normals[index * 3] = normal.x;
  20218. normals[index * 3 + 1] = normal.y;
  20219. normals[index * 3 + 2] = normal.z;
  20220. }
  20221. };
  20222. return VertexData;
  20223. })();
  20224. BABYLON.VertexData = VertexData;
  20225. })(BABYLON || (BABYLON = {}));
  20226. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  20227. var BABYLON;
  20228. (function (BABYLON) {
  20229. var buildCamera = function (that, name) {
  20230. that._leftCamera.isIntermediate = true;
  20231. that.subCameras.push(that._leftCamera);
  20232. that.subCameras.push(that._rightCamera);
  20233. that._leftTexture = new BABYLON.PassPostProcess(name + "_leftTexture", 1.0, that._leftCamera);
  20234. that._anaglyphPostProcess = new BABYLON.AnaglyphPostProcess(name + "_anaglyph", 1.0, that._rightCamera);
  20235. that._anaglyphPostProcess.onApply = function (effect) {
  20236. effect.setTextureFromPostProcess("leftSampler", that._leftTexture);
  20237. };
  20238. that._update();
  20239. };
  20240. var AnaglyphArcRotateCamera = (function (_super) {
  20241. __extends(AnaglyphArcRotateCamera, _super);
  20242. // ANY
  20243. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, eyeSpace, scene) {
  20244. _super.call(this, name, alpha, beta, radius, target, scene);
  20245. this._eyeSpace = BABYLON.Tools.ToRadians(eyeSpace);
  20246. this._leftCamera = new BABYLON.ArcRotateCamera(name + "_left", alpha - this._eyeSpace, beta, radius, target, scene);
  20247. this._rightCamera = new BABYLON.ArcRotateCamera(name + "_right", alpha + this._eyeSpace, beta, radius, target, scene);
  20248. buildCamera(this, name);
  20249. }
  20250. AnaglyphArcRotateCamera.prototype._update = function () {
  20251. this._updateCamera(this._leftCamera);
  20252. this._updateCamera(this._rightCamera);
  20253. this._leftCamera.alpha = this.alpha - this._eyeSpace;
  20254. this._rightCamera.alpha = this.alpha + this._eyeSpace;
  20255. _super.prototype._update.call(this);
  20256. };
  20257. AnaglyphArcRotateCamera.prototype._updateCamera = function (camera) {
  20258. camera.beta = this.beta;
  20259. camera.radius = this.radius;
  20260. camera.minZ = this.minZ;
  20261. camera.maxZ = this.maxZ;
  20262. camera.fov = this.fov;
  20263. camera.target = this.target;
  20264. };
  20265. return AnaglyphArcRotateCamera;
  20266. })(BABYLON.ArcRotateCamera);
  20267. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  20268. var AnaglyphFreeCamera = (function (_super) {
  20269. __extends(AnaglyphFreeCamera, _super);
  20270. function AnaglyphFreeCamera(name, position, eyeSpace, scene) {
  20271. _super.call(this, name, position, scene);
  20272. this._eyeSpace = BABYLON.Tools.ToRadians(eyeSpace);
  20273. this._transformMatrix = new BABYLON.Matrix();
  20274. this._leftCamera = new BABYLON.FreeCamera(name + "_left", position.clone(), scene);
  20275. this._rightCamera = new BABYLON.FreeCamera(name + "_right", position.clone(), scene);
  20276. buildCamera(this, name);
  20277. }
  20278. AnaglyphFreeCamera.prototype._getSubCameraPosition = function (eyeSpace, result) {
  20279. var target = this.getTarget();
  20280. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(eyeSpace), this._transformMatrix);
  20281. this._transformMatrix = this._transformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  20282. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._transformMatrix, result);
  20283. };
  20284. AnaglyphFreeCamera.prototype._update = function () {
  20285. this._getSubCameraPosition(-this._eyeSpace, this._leftCamera.position);
  20286. this._getSubCameraPosition(this._eyeSpace, this._rightCamera.position);
  20287. this._updateCamera(this._leftCamera);
  20288. this._updateCamera(this._rightCamera);
  20289. _super.prototype._update.call(this);
  20290. };
  20291. AnaglyphFreeCamera.prototype._updateCamera = function (camera) {
  20292. camera.minZ = this.minZ;
  20293. camera.maxZ = this.maxZ;
  20294. camera.fov = this.fov;
  20295. camera.viewport = this.viewport;
  20296. camera.setTarget(this.getTarget());
  20297. };
  20298. return AnaglyphFreeCamera;
  20299. })(BABYLON.FreeCamera);
  20300. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  20301. })(BABYLON || (BABYLON = {}));
  20302. //# sourceMappingURL=babylon.anaglyphCamera.js.map
  20303. var BABYLON;
  20304. (function (BABYLON) {
  20305. var AnaglyphPostProcess = (function (_super) {
  20306. __extends(AnaglyphPostProcess, _super);
  20307. function AnaglyphPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  20308. _super.call(this, name, "anaglyph", null, ["leftSampler"], ratio, camera, samplingMode, engine, reusable);
  20309. }
  20310. return AnaglyphPostProcess;
  20311. })(BABYLON.PostProcess);
  20312. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  20313. })(BABYLON || (BABYLON = {}));
  20314. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  20315. var BABYLON;
  20316. (function (BABYLON) {
  20317. var Tags = (function () {
  20318. function Tags() {
  20319. }
  20320. Tags.EnableFor = function (obj) {
  20321. obj._tags = obj._tags || {};
  20322. obj.hasTags = function () {
  20323. return Tags.HasTags(obj);
  20324. };
  20325. obj.addTags = function (tagsString) {
  20326. return Tags.AddTagsTo(obj, tagsString);
  20327. };
  20328. obj.removeTags = function (tagsString) {
  20329. return Tags.RemoveTagsFrom(obj, tagsString);
  20330. };
  20331. obj.matchesTagsQuery = function (tagsQuery) {
  20332. return Tags.MatchesQuery(obj, tagsQuery);
  20333. };
  20334. };
  20335. Tags.DisableFor = function (obj) {
  20336. delete obj._tags;
  20337. delete obj.hasTags;
  20338. delete obj.addTags;
  20339. delete obj.removeTags;
  20340. delete obj.matchesTagsQuery;
  20341. };
  20342. Tags.HasTags = function (obj) {
  20343. if (!obj._tags) {
  20344. return false;
  20345. }
  20346. return !BABYLON.Tools.IsEmpty(obj._tags);
  20347. };
  20348. Tags.GetTags = function (obj) {
  20349. if (!obj._tags) {
  20350. return null;
  20351. }
  20352. return obj._tags;
  20353. };
  20354. // the tags 'true' and 'false' are reserved and cannot be used as tags
  20355. // a tag cannot start with '||', '&&', and '!'
  20356. // it cannot contain whitespaces
  20357. Tags.AddTagsTo = function (obj, tagsString) {
  20358. if (!tagsString) {
  20359. return;
  20360. }
  20361. var tags = tagsString.split(" ");
  20362. for (var t in tags) {
  20363. Tags._AddTagTo(obj, tags[t]);
  20364. }
  20365. };
  20366. Tags._AddTagTo = function (obj, tag) {
  20367. tag = tag.trim();
  20368. if (tag === "" || tag === "true" || tag === "false") {
  20369. return;
  20370. }
  20371. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  20372. return;
  20373. }
  20374. Tags.EnableFor(obj);
  20375. obj._tags[tag] = true;
  20376. };
  20377. Tags.RemoveTagsFrom = function (obj, tagsString) {
  20378. if (!Tags.HasTags(obj)) {
  20379. return;
  20380. }
  20381. var tags = tagsString.split(" ");
  20382. for (var t in tags) {
  20383. Tags._RemoveTagFrom(obj, tags[t]);
  20384. }
  20385. };
  20386. Tags._RemoveTagFrom = function (obj, tag) {
  20387. delete obj._tags[tag];
  20388. };
  20389. Tags.MatchesQuery = function (obj, tagsQuery) {
  20390. if (tagsQuery === undefined) {
  20391. return true;
  20392. }
  20393. if (tagsQuery === "") {
  20394. return Tags.HasTags(obj);
  20395. }
  20396. return BABYLON.Internals.AndOrNotEvaluator.Eval(tagsQuery, function (r) {
  20397. return Tags.HasTags(obj) && obj._tags[r];
  20398. });
  20399. };
  20400. return Tags;
  20401. })();
  20402. BABYLON.Tags = Tags;
  20403. })(BABYLON || (BABYLON = {}));
  20404. //# sourceMappingURL=babylon.tags.js.map
  20405. var BABYLON;
  20406. (function (BABYLON) {
  20407. (function (Internals) {
  20408. var AndOrNotEvaluator = (function () {
  20409. function AndOrNotEvaluator() {
  20410. }
  20411. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  20412. if (!query.match(/\([^\(\)]*\)/g)) {
  20413. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  20414. } else {
  20415. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  20416. // remove parenthesis
  20417. r = r.slice(1, r.length - 1);
  20418. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  20419. });
  20420. }
  20421. if (query === "true") {
  20422. return true;
  20423. }
  20424. if (query === "false") {
  20425. return false;
  20426. }
  20427. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  20428. };
  20429. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  20430. evaluateCallback = evaluateCallback || (function (r) {
  20431. return r === "true" ? true : false;
  20432. });
  20433. var result;
  20434. var or = parenthesisContent.split("||");
  20435. for (var i in or) {
  20436. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  20437. var and = ori.split("&&");
  20438. if (and.length > 1) {
  20439. for (var j = 0; j < and.length; ++j) {
  20440. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  20441. if (andj !== "true" && andj !== "false") {
  20442. if (andj[0] === "!") {
  20443. result = !evaluateCallback(andj.substring(1));
  20444. } else {
  20445. result = evaluateCallback(andj);
  20446. }
  20447. } else {
  20448. result = andj === "true" ? true : false;
  20449. }
  20450. if (!result) {
  20451. ori = "false";
  20452. break;
  20453. }
  20454. }
  20455. }
  20456. if (result || ori === "true") {
  20457. result = true;
  20458. break;
  20459. }
  20460. // result equals false (or undefined)
  20461. if (ori !== "true" && ori !== "false") {
  20462. if (ori[0] === "!") {
  20463. result = !evaluateCallback(ori.substring(1));
  20464. } else {
  20465. result = evaluateCallback(ori);
  20466. }
  20467. } else {
  20468. result = ori === "true" ? true : false;
  20469. }
  20470. }
  20471. // the whole parenthesis scope is replaced by 'true' or 'false'
  20472. return result ? "true" : "false";
  20473. };
  20474. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  20475. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  20476. // remove whitespaces
  20477. r = r.replace(/[\s]/g, function () {
  20478. return "";
  20479. });
  20480. return r.length % 2 ? "!" : "";
  20481. });
  20482. booleanString = booleanString.trim();
  20483. if (booleanString === "!true") {
  20484. booleanString = "false";
  20485. } else if (booleanString === "!false") {
  20486. booleanString = "true";
  20487. }
  20488. return booleanString;
  20489. };
  20490. return AndOrNotEvaluator;
  20491. })();
  20492. Internals.AndOrNotEvaluator = AndOrNotEvaluator;
  20493. })(BABYLON.Internals || (BABYLON.Internals = {}));
  20494. var Internals = BABYLON.Internals;
  20495. })(BABYLON || (BABYLON = {}));
  20496. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  20497. var BABYLON;
  20498. (function (BABYLON) {
  20499. var PostProcessRenderPass = (function () {
  20500. function PostProcessRenderPass(scene, name, size, renderList, beforeRender, afterRender) {
  20501. this._enabled = true;
  20502. this._refCount = 0;
  20503. this._name = name;
  20504. this._renderTexture = new BABYLON.RenderTargetTexture(name, size, scene);
  20505. this.setRenderList(renderList);
  20506. this._renderTexture.onBeforeRender = beforeRender;
  20507. this._renderTexture.onAfterRender = afterRender;
  20508. this._scene = scene;
  20509. this._renderList = renderList;
  20510. }
  20511. // private
  20512. PostProcessRenderPass.prototype._incRefCount = function () {
  20513. if (this._refCount === 0) {
  20514. this._scene.customRenderTargets.push(this._renderTexture);
  20515. }
  20516. return ++this._refCount;
  20517. };
  20518. PostProcessRenderPass.prototype._decRefCount = function () {
  20519. this._refCount--;
  20520. if (this._refCount <= 0) {
  20521. this._scene.customRenderTargets.splice(this._scene.customRenderTargets.indexOf(this._renderTexture), 1);
  20522. }
  20523. return this._refCount;
  20524. };
  20525. PostProcessRenderPass.prototype._update = function () {
  20526. this.setRenderList(this._renderList);
  20527. };
  20528. // public
  20529. PostProcessRenderPass.prototype.setRenderList = function (renderList) {
  20530. this._renderTexture.renderList = renderList;
  20531. };
  20532. PostProcessRenderPass.prototype.getRenderTexture = function () {
  20533. return this._renderTexture;
  20534. };
  20535. return PostProcessRenderPass;
  20536. })();
  20537. BABYLON.PostProcessRenderPass = PostProcessRenderPass;
  20538. })(BABYLON || (BABYLON = {}));
  20539. //# sourceMappingURL=babylon.postProcessRenderPass.js.map
  20540. var BABYLON;
  20541. (function (BABYLON) {
  20542. var PostProcessRenderEffect = (function () {
  20543. function PostProcessRenderEffect(engine, name, getPostProcess, singleInstance) {
  20544. this._engine = engine;
  20545. this._name = name;
  20546. this._singleInstance = singleInstance || true;
  20547. this._getPostProcess = getPostProcess;
  20548. this._cameras = [];
  20549. this._indicesForCamera = [];
  20550. this._postProcesses = {};
  20551. this._renderPasses = {};
  20552. this._renderEffectAsPasses = {};
  20553. }
  20554. PostProcessRenderEffect.prototype._update = function () {
  20555. for (var renderPassName in this._renderPasses) {
  20556. this._renderPasses[renderPassName]._update();
  20557. }
  20558. };
  20559. PostProcessRenderEffect.prototype.addPass = function (renderPass) {
  20560. this._renderPasses[renderPass._name] = renderPass;
  20561. this._linkParameters();
  20562. };
  20563. PostProcessRenderEffect.prototype.removePass = function (renderPass) {
  20564. delete this._renderPasses[renderPass._name];
  20565. this._linkParameters();
  20566. };
  20567. PostProcessRenderEffect.prototype.addRenderEffectAsPass = function (renderEffect) {
  20568. this._renderEffectAsPasses[renderEffect._name] = renderEffect;
  20569. this._linkParameters();
  20570. };
  20571. PostProcessRenderEffect.prototype.getPass = function (passName) {
  20572. for (var renderPassName in this._renderPasses) {
  20573. if (renderPassName === passName) {
  20574. return this._renderPasses[passName];
  20575. }
  20576. }
  20577. };
  20578. PostProcessRenderEffect.prototype.emptyPasses = function () {
  20579. this._renderPasses = {};
  20580. this._linkParameters();
  20581. };
  20582. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  20583. var cameraKey;
  20584. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  20585. for (var i = 0; i < _cam.length; i++) {
  20586. var camera = _cam[i];
  20587. var cameraName = camera.name;
  20588. if (this._singleInstance) {
  20589. cameraKey = 0;
  20590. } else {
  20591. cameraKey = cameraName;
  20592. }
  20593. this._postProcesses[cameraKey] = this._postProcesses[cameraKey] || this._getPostProcess();
  20594. var index = camera.attachPostProcess(this._postProcesses[cameraKey]);
  20595. if (!this._indicesForCamera[cameraName]) {
  20596. this._indicesForCamera[cameraName] = [];
  20597. }
  20598. this._indicesForCamera[cameraName].push(index);
  20599. if (this._cameras.indexOf(camera) === -1) {
  20600. this._cameras[cameraName] = camera;
  20601. }
  20602. for (var passName in this._renderPasses) {
  20603. this._renderPasses[passName]._incRefCount();
  20604. }
  20605. }
  20606. this._linkParameters();
  20607. };
  20608. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  20609. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  20610. for (var i = 0; i < _cam.length; i++) {
  20611. var camera = _cam[i];
  20612. var cameraName = camera.name;
  20613. camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
  20614. var index = this._cameras.indexOf(cameraName);
  20615. this._indicesForCamera.splice(index, 1);
  20616. this._cameras.splice(index, 1);
  20617. for (var passName in this._renderPasses) {
  20618. this._renderPasses[passName]._decRefCount();
  20619. }
  20620. }
  20621. };
  20622. PostProcessRenderEffect.prototype._enable = function (cameras) {
  20623. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  20624. for (var i = 0; i < _cam.length; i++) {
  20625. var camera = _cam[i];
  20626. var cameraName = camera.name;
  20627. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  20628. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined) {
  20629. cameras[i].attachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName][j]);
  20630. }
  20631. }
  20632. for (var passName in this._renderPasses) {
  20633. this._renderPasses[passName]._incRefCount();
  20634. }
  20635. }
  20636. };
  20637. PostProcessRenderEffect.prototype._disable = function (cameras) {
  20638. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  20639. for (var i = 0; i < _cam.length; i++) {
  20640. var camera = _cam[i];
  20641. var cameraName = camera.Name;
  20642. camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
  20643. for (var passName in this._renderPasses) {
  20644. this._renderPasses[passName]._decRefCount();
  20645. }
  20646. }
  20647. };
  20648. PostProcessRenderEffect.prototype.getPostProcess = function (camera) {
  20649. if (this._singleInstance) {
  20650. return this._postProcesses[0];
  20651. } else {
  20652. return this._postProcesses[camera.name];
  20653. }
  20654. };
  20655. PostProcessRenderEffect.prototype._linkParameters = function () {
  20656. var _this = this;
  20657. for (var index in this._postProcesses) {
  20658. if (this.applyParameters) {
  20659. this.applyParameters(this._postProcesses[index]);
  20660. }
  20661. this._postProcesses[index].onBeforeRender = function (effect) {
  20662. _this._linkTextures(effect);
  20663. };
  20664. }
  20665. };
  20666. PostProcessRenderEffect.prototype._linkTextures = function (effect) {
  20667. for (var renderPassName in this._renderPasses) {
  20668. effect.setTexture(renderPassName, this._renderPasses[renderPassName].getRenderTexture());
  20669. }
  20670. for (var renderEffectName in this._renderEffectAsPasses) {
  20671. effect.setTextureFromPostProcess(renderEffectName + "Sampler", this._renderEffectAsPasses[renderEffectName].getPostProcess());
  20672. }
  20673. };
  20674. return PostProcessRenderEffect;
  20675. })();
  20676. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  20677. })(BABYLON || (BABYLON = {}));
  20678. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  20679. var BABYLON;
  20680. (function (BABYLON) {
  20681. var PostProcessRenderPipeline = (function () {
  20682. function PostProcessRenderPipeline(engine, name) {
  20683. this._engine = engine;
  20684. this._name = name;
  20685. this._renderEffects = {};
  20686. this._renderEffectsForIsolatedPass = {};
  20687. this._cameras = [];
  20688. }
  20689. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  20690. this._renderEffects[renderEffect._name] = renderEffect;
  20691. };
  20692. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  20693. var renderEffects = this._renderEffects[renderEffectName];
  20694. if (!renderEffects) {
  20695. return;
  20696. }
  20697. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  20698. };
  20699. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  20700. var renderEffects = this._renderEffects[renderEffectName];
  20701. if (!renderEffects) {
  20702. return;
  20703. }
  20704. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  20705. };
  20706. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  20707. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  20708. var indicesToDelete = [];
  20709. for (var i = 0; i < _cam.length; i++) {
  20710. var camera = _cam[i];
  20711. var cameraName = camera.name;
  20712. if (this._cameras.indexOf(camera) === -1) {
  20713. this._cameras[cameraName] = camera;
  20714. } else if (unique) {
  20715. indicesToDelete.push(i);
  20716. }
  20717. }
  20718. for (var i = 0; i < indicesToDelete.length; i++) {
  20719. cameras.splice(indicesToDelete[i], 1);
  20720. }
  20721. for (var renderEffectName in this._renderEffects) {
  20722. this._renderEffects[renderEffectName]._attachCameras(_cam);
  20723. }
  20724. };
  20725. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  20726. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  20727. for (var renderEffectName in this._renderEffects) {
  20728. this._renderEffects[renderEffectName]._detachCameras(_cam);
  20729. }
  20730. for (var i = 0; i < _cam.length; i++) {
  20731. this._cameras.splice(this._cameras.indexOf(_cam[i]), 1);
  20732. }
  20733. };
  20734. PostProcessRenderPipeline.prototype._enableDisplayOnlyPass = function (passName, cameras) {
  20735. var _this = this;
  20736. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  20737. var pass = null;
  20738. for (var renderEffectName in this._renderEffects) {
  20739. pass = this._renderEffects[renderEffectName].getPass(passName);
  20740. if (pass != null) {
  20741. break;
  20742. }
  20743. }
  20744. if (pass === null) {
  20745. return;
  20746. }
  20747. for (var renderEffectName in this._renderEffects) {
  20748. this._renderEffects[renderEffectName]._disable(_cam);
  20749. }
  20750. pass._name = PostProcessRenderPipeline.PASS_SAMPLER_NAME;
  20751. for (var i = 0; i < _cam.length; i++) {
  20752. var camera = _cam[i];
  20753. var cameraName = camera.name;
  20754. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () {
  20755. return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true);
  20756. });
  20757. this._renderEffectsForIsolatedPass[cameraName].emptyPasses();
  20758. this._renderEffectsForIsolatedPass[cameraName].addPass(pass);
  20759. this._renderEffectsForIsolatedPass[cameraName]._attachCameras(camera);
  20760. }
  20761. };
  20762. PostProcessRenderPipeline.prototype._disableDisplayOnlyPass = function (cameras) {
  20763. var _this = this;
  20764. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  20765. for (var i = 0; i < _cam.length; i++) {
  20766. var camera = _cam[i];
  20767. var cameraName = camera.name;
  20768. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () {
  20769. return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true);
  20770. });
  20771. this._renderEffectsForIsolatedPass[cameraName]._disable(camera);
  20772. }
  20773. for (var renderEffectName in this._renderEffects) {
  20774. this._renderEffects[renderEffectName]._enable(_cam);
  20775. }
  20776. };
  20777. PostProcessRenderPipeline.prototype._update = function () {
  20778. for (var renderEffectName in this._renderEffects) {
  20779. this._renderEffects[renderEffectName]._update();
  20780. }
  20781. for (var i = 0; i < this._cameras.length; i++) {
  20782. var cameraName = this._cameras[i].name;
  20783. if (this._renderEffectsForIsolatedPass[cameraName]) {
  20784. this._renderEffectsForIsolatedPass[cameraName]._update();
  20785. }
  20786. }
  20787. };
  20788. PostProcessRenderPipeline.PASS_EFFECT_NAME = "passEffect";
  20789. PostProcessRenderPipeline.PASS_SAMPLER_NAME = "passSampler";
  20790. return PostProcessRenderPipeline;
  20791. })();
  20792. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  20793. })(BABYLON || (BABYLON = {}));
  20794. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  20795. var BABYLON;
  20796. (function (BABYLON) {
  20797. var PostProcessRenderPipelineManager = (function () {
  20798. function PostProcessRenderPipelineManager() {
  20799. this._renderPipelines = {};
  20800. }
  20801. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  20802. this._renderPipelines[renderPipeline._name] = renderPipeline;
  20803. };
  20804. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  20805. var renderPipeline = this._renderPipelines[renderPipelineName];
  20806. if (!renderPipeline) {
  20807. return;
  20808. }
  20809. renderPipeline._attachCameras(cameras, unique);
  20810. };
  20811. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  20812. var renderPipeline = this._renderPipelines[renderPipelineName];
  20813. if (!renderPipeline) {
  20814. return;
  20815. }
  20816. renderPipeline._detachCameras(cameras);
  20817. };
  20818. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  20819. var renderPipeline = this._renderPipelines[renderPipelineName];
  20820. if (!renderPipeline) {
  20821. return;
  20822. }
  20823. renderPipeline._enableEffect(renderEffectName, cameras);
  20824. };
  20825. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  20826. var renderPipeline = this._renderPipelines[renderPipelineName];
  20827. if (!renderPipeline) {
  20828. return;
  20829. }
  20830. renderPipeline._disableEffect(renderEffectName, cameras);
  20831. };
  20832. PostProcessRenderPipelineManager.prototype.enableDisplayOnlyPassInPipeline = function (renderPipelineName, passName, cameras) {
  20833. var renderPipeline = this._renderPipelines[renderPipelineName];
  20834. if (!renderPipeline) {
  20835. return;
  20836. }
  20837. renderPipeline._enableDisplayOnlyPass(passName, cameras);
  20838. };
  20839. PostProcessRenderPipelineManager.prototype.disableDisplayOnlyPassInPipeline = function (renderPipelineName, cameras) {
  20840. var renderPipeline = this._renderPipelines[renderPipelineName];
  20841. if (!renderPipeline) {
  20842. return;
  20843. }
  20844. renderPipeline._disableDisplayOnlyPass(cameras);
  20845. };
  20846. PostProcessRenderPipelineManager.prototype.update = function () {
  20847. for (var renderPipelineName in this._renderPipelines) {
  20848. this._renderPipelines[renderPipelineName]._update();
  20849. }
  20850. };
  20851. return PostProcessRenderPipelineManager;
  20852. })();
  20853. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  20854. })(BABYLON || (BABYLON = {}));
  20855. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  20856. var BABYLON;
  20857. (function (BABYLON) {
  20858. var DisplayPassPostProcess = (function (_super) {
  20859. __extends(DisplayPassPostProcess, _super);
  20860. function DisplayPassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  20861. _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], ratio, camera, samplingMode, engine, reusable);
  20862. }
  20863. return DisplayPassPostProcess;
  20864. })(BABYLON.PostProcess);
  20865. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  20866. })(BABYLON || (BABYLON = {}));
  20867. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  20868. var BABYLON;
  20869. (function (BABYLON) {
  20870. var BoundingBoxRenderer = (function () {
  20871. function BoundingBoxRenderer(scene) {
  20872. this.frontColor = new BABYLON.Color3(1, 1, 1);
  20873. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  20874. this.showBackLines = true;
  20875. this.renderList = new BABYLON.SmartArray(32);
  20876. this._scene = scene;
  20877. this._colorShader = new BABYLON.ShaderMaterial("colorShader", scene, "color", {
  20878. attributes: ["position"],
  20879. uniforms: ["worldViewProjection", "color"]
  20880. });
  20881. var engine = this._scene.getEngine();
  20882. var boxdata = BABYLON.VertexData.CreateBox(1.0);
  20883. this._vb = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  20884. 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]);
  20885. }
  20886. BoundingBoxRenderer.prototype.reset = function () {
  20887. this.renderList.reset();
  20888. };
  20889. BoundingBoxRenderer.prototype.render = function () {
  20890. if (this.renderList.length === 0 || !this._colorShader.isReady()) {
  20891. return;
  20892. }
  20893. var engine = this._scene.getEngine();
  20894. engine.setDepthWrite(false);
  20895. this._colorShader._preBind();
  20896. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  20897. var boundingBox = this.renderList.data[boundingBoxIndex];
  20898. var min = boundingBox.minimum;
  20899. var max = boundingBox.maximum;
  20900. var diff = max.subtract(min);
  20901. var median = min.add(diff.scale(0.5));
  20902. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z).multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());
  20903. // VBOs
  20904. engine.bindBuffers(this._vb.getBuffer(), this._ib, [3], 3 * 4, this._colorShader.getEffect());
  20905. if (this.showBackLines) {
  20906. // Back
  20907. engine.setDepthFunctionToGreaterOrEqual();
  20908. this._scene.resetCachedMaterial();
  20909. this._colorShader.setColor4("color", this.backColor.toColor4());
  20910. this._colorShader.bind(worldMatrix);
  20911. // Draw order
  20912. engine.draw(false, 0, 24);
  20913. }
  20914. // Front
  20915. engine.setDepthFunctionToLess();
  20916. this._scene.resetCachedMaterial();
  20917. this._colorShader.setColor4("color", this.frontColor.toColor4());
  20918. this._colorShader.bind(worldMatrix);
  20919. // Draw order
  20920. engine.draw(false, 0, 24);
  20921. }
  20922. this._colorShader.unbind();
  20923. engine.setDepthFunctionToLessOrEqual();
  20924. engine.setDepthWrite(true);
  20925. };
  20926. BoundingBoxRenderer.prototype.dispose = function () {
  20927. this._colorShader.dispose();
  20928. this._vb.dispose();
  20929. this._scene.getEngine()._releaseBuffer(this._ib);
  20930. };
  20931. return BoundingBoxRenderer;
  20932. })();
  20933. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  20934. })(BABYLON || (BABYLON = {}));
  20935. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  20936. /**
  20937. * Based on jsTGALoader - Javascript loader for TGA file
  20938. * By Vincent Thibault
  20939. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  20940. */
  20941. var BABYLON;
  20942. (function (BABYLON) {
  20943. (function (Internals) {
  20944. var TGATools = (function () {
  20945. function TGATools() {
  20946. }
  20947. TGATools.GetTGAHeader = function (data) {
  20948. var offset = 0;
  20949. var header = {
  20950. id_length: data[offset++],
  20951. colormap_type: data[offset++],
  20952. image_type: data[offset++],
  20953. colormap_index: data[offset++] | data[offset++] << 8,
  20954. colormap_length: data[offset++] | data[offset++] << 8,
  20955. colormap_size: data[offset++],
  20956. origin: [
  20957. data[offset++] | data[offset++] << 8,
  20958. data[offset++] | data[offset++] << 8
  20959. ],
  20960. width: data[offset++] | data[offset++] << 8,
  20961. height: data[offset++] | data[offset++] << 8,
  20962. pixel_size: data[offset++],
  20963. flags: data[offset++]
  20964. };
  20965. return header;
  20966. };
  20967. TGATools.UploadContent = function (gl, data) {
  20968. // Not enough data to contain header ?
  20969. if (data.length < 19) {
  20970. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  20971. return;
  20972. }
  20973. // Read Header
  20974. var offset = 18;
  20975. var header = TGATools.GetTGAHeader(data);
  20976. // Assume it's a valid Targa file.
  20977. if (header.id_length + offset > data.length) {
  20978. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  20979. return;
  20980. }
  20981. // Skip not needed data
  20982. offset += header.id_length;
  20983. var use_rle = false;
  20984. var use_pal = false;
  20985. var use_rgb = false;
  20986. var use_grey = false;
  20987. switch (header.image_type) {
  20988. case TGATools._TYPE_RLE_INDEXED:
  20989. use_rle = true;
  20990. case TGATools._TYPE_INDEXED:
  20991. use_pal = true;
  20992. break;
  20993. case TGATools._TYPE_RLE_RGB:
  20994. use_rle = true;
  20995. case TGATools._TYPE_RGB:
  20996. use_rgb = true;
  20997. break;
  20998. case TGATools._TYPE_RLE_GREY:
  20999. use_rle = true;
  21000. case TGATools._TYPE_GREY:
  21001. use_grey = true;
  21002. break;
  21003. }
  21004. var pixel_data;
  21005. var numAlphaBits = header.flags & 0xf;
  21006. var pixel_size = header.pixel_size >> 3;
  21007. var pixel_total = header.width * header.height * pixel_size;
  21008. // Read palettes
  21009. var palettes;
  21010. if (use_pal) {
  21011. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  21012. }
  21013. // Read LRE
  21014. if (use_rle) {
  21015. pixel_data = new Uint8Array(pixel_total);
  21016. var c, count, i;
  21017. var localOffset = 0;
  21018. var pixels = new Uint8Array(pixel_size);
  21019. while (offset < pixel_total && localOffset < pixel_total) {
  21020. c = data[offset++];
  21021. count = (c & 0x7f) + 1;
  21022. // RLE pixels
  21023. if (c & 0x80) {
  21024. for (i = 0; i < pixel_size; ++i) {
  21025. pixels[i] = data[offset++];
  21026. }
  21027. for (i = 0; i < count; ++i) {
  21028. pixel_data.set(pixels, localOffset + i * pixel_size);
  21029. }
  21030. localOffset += pixel_size * count;
  21031. } else {
  21032. count *= pixel_size;
  21033. for (i = 0; i < count; ++i) {
  21034. pixel_data[localOffset + i] = data[offset++];
  21035. }
  21036. localOffset += count;
  21037. }
  21038. }
  21039. } else {
  21040. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  21041. }
  21042. // Load to texture
  21043. var x_start, y_start, x_step, y_step, y_end, x_end;
  21044. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  21045. default:
  21046. case TGATools._ORIGIN_UL:
  21047. x_start = 0;
  21048. x_step = 1;
  21049. x_end = header.width;
  21050. y_start = 0;
  21051. y_step = 1;
  21052. y_end = header.height;
  21053. break;
  21054. case TGATools._ORIGIN_BL:
  21055. x_start = 0;
  21056. x_step = 1;
  21057. x_end = header.width;
  21058. y_start = header.height - 1;
  21059. y_step = -1;
  21060. y_end = -1;
  21061. break;
  21062. case TGATools._ORIGIN_UR:
  21063. x_start = header.width - 1;
  21064. x_step = -1;
  21065. x_end = -1;
  21066. y_start = 0;
  21067. y_step = 1;
  21068. y_end = header.height;
  21069. break;
  21070. case TGATools._ORIGIN_BR:
  21071. x_start = header.width - 1;
  21072. x_step = -1;
  21073. x_end = -1;
  21074. y_start = header.height - 1;
  21075. y_step = -1;
  21076. y_end = -1;
  21077. break;
  21078. }
  21079. // Load the specify method
  21080. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  21081. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  21082. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, header.width, header.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData);
  21083. };
  21084. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  21085. var image = pixel_data, colormap = palettes;
  21086. var width = header.width, height = header.height;
  21087. var color, i = 0, x, y;
  21088. var imageData = new Uint8Array(width * height * 4);
  21089. for (y = y_start; y !== y_end; y += y_step) {
  21090. for (x = x_start; x !== x_end; x += x_step, i++) {
  21091. color = image[i];
  21092. imageData[(x + width * y) * 4 + 3] = 255;
  21093. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  21094. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  21095. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  21096. }
  21097. }
  21098. return imageData;
  21099. };
  21100. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  21101. var image = pixel_data;
  21102. var width = header.width, height = header.height;
  21103. var color, i = 0, x, y;
  21104. var imageData = new Uint8Array(width * height * 4);
  21105. for (y = y_start; y !== y_end; y += y_step) {
  21106. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  21107. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  21108. imageData[(x + width * y) * 4 + 0] = (color & 0x7C00) >> 7;
  21109. imageData[(x + width * y) * 4 + 1] = (color & 0x03E0) >> 2;
  21110. imageData[(x + width * y) * 4 + 2] = (color & 0x001F) >> 3;
  21111. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  21112. }
  21113. }
  21114. return imageData;
  21115. };
  21116. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  21117. var image = pixel_data;
  21118. var width = header.width, height = header.height;
  21119. var i = 0, x, y;
  21120. var imageData = new Uint8Array(width * height * 4);
  21121. for (y = y_start; y !== y_end; y += y_step) {
  21122. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  21123. imageData[(x + width * y) * 4 + 3] = 255;
  21124. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  21125. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  21126. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  21127. }
  21128. }
  21129. return imageData;
  21130. };
  21131. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  21132. var image = pixel_data;
  21133. var width = header.width, height = header.height;
  21134. var i = 0, x, y;
  21135. var imageData = new Uint8Array(width * height * 4);
  21136. for (y = y_start; y !== y_end; y += y_step) {
  21137. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  21138. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  21139. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  21140. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  21141. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  21142. }
  21143. }
  21144. return imageData;
  21145. };
  21146. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  21147. var image = pixel_data;
  21148. var width = header.width, height = header.height;
  21149. var color, i = 0, x, y;
  21150. var imageData = new Uint8Array(width * height * 4);
  21151. for (y = y_start; y !== y_end; y += y_step) {
  21152. for (x = x_start; x !== x_end; x += x_step, i++) {
  21153. color = image[i];
  21154. imageData[(x + width * y) * 4 + 0] = color;
  21155. imageData[(x + width * y) * 4 + 1] = color;
  21156. imageData[(x + width * y) * 4 + 2] = color;
  21157. imageData[(x + width * y) * 4 + 3] = 255;
  21158. }
  21159. }
  21160. return imageData;
  21161. };
  21162. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  21163. var image = pixel_data;
  21164. var width = header.width, height = header.height;
  21165. var i = 0, x, y;
  21166. var imageData = new Uint8Array(width * height * 4);
  21167. for (y = y_start; y !== y_end; y += y_step) {
  21168. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  21169. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  21170. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  21171. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  21172. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  21173. }
  21174. }
  21175. return imageData;
  21176. };
  21177. TGATools._TYPE_NO_DATA = 0;
  21178. TGATools._TYPE_INDEXED = 1;
  21179. TGATools._TYPE_RGB = 2;
  21180. TGATools._TYPE_GREY = 3;
  21181. TGATools._TYPE_RLE_INDEXED = 9;
  21182. TGATools._TYPE_RLE_RGB = 10;
  21183. TGATools._TYPE_RLE_GREY = 11;
  21184. TGATools._ORIGIN_MASK = 0x30;
  21185. TGATools._ORIGIN_SHIFT = 0x04;
  21186. TGATools._ORIGIN_BL = 0x00;
  21187. TGATools._ORIGIN_BR = 0x01;
  21188. TGATools._ORIGIN_UL = 0x02;
  21189. TGATools._ORIGIN_UR = 0x03;
  21190. return TGATools;
  21191. })();
  21192. Internals.TGATools = TGATools;
  21193. })(BABYLON.Internals || (BABYLON.Internals = {}));
  21194. var Internals = BABYLON.Internals;
  21195. })(BABYLON || (BABYLON = {}));
  21196. //# sourceMappingURL=babylon.tools.tga.js.map
  21197. var BABYLON;
  21198. (function (BABYLON) {
  21199. (function (Internals) {
  21200. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  21201. // All values and structures referenced from:
  21202. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  21203. var DDS_MAGIC = 0x20534444;
  21204. 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;
  21205. var DDSCAPS_COMPLEX = 0x8, DDSCAPS_MIPMAP = 0x400000, DDSCAPS_TEXTURE = 0x1000;
  21206. 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;
  21207. var DDPF_ALPHAPIXELS = 0x1, DDPF_ALPHA = 0x2, DDPF_FOURCC = 0x4, DDPF_RGB = 0x40, DDPF_YUV = 0x200, DDPF_LUMINANCE = 0x20000;
  21208. function FourCCToInt32(value) {
  21209. return value.charCodeAt(0) + (value.charCodeAt(1) << 8) + (value.charCodeAt(2) << 16) + (value.charCodeAt(3) << 24);
  21210. }
  21211. function Int32ToFourCC(value) {
  21212. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  21213. }
  21214. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  21215. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  21216. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  21217. var headerLengthInt = 31;
  21218. // Offsets into the header array
  21219. var off_magic = 0;
  21220. var off_size = 1;
  21221. var off_flags = 2;
  21222. var off_height = 3;
  21223. var off_width = 4;
  21224. var off_mipmapCount = 7;
  21225. var off_pfFlags = 20;
  21226. var off_pfFourCC = 21;
  21227. var off_RGBbpp = 22;
  21228. var off_RMask = 23;
  21229. var off_GMask = 24;
  21230. var off_BMask = 25;
  21231. var off_AMask = 26;
  21232. var off_caps1 = 27;
  21233. var off_caps2 = 28;
  21234. ;
  21235. var DDSTools = (function () {
  21236. function DDSTools() {
  21237. }
  21238. DDSTools.GetDDSInfo = function (arrayBuffer) {
  21239. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  21240. var mipmapCount = 1;
  21241. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  21242. mipmapCount = Math.max(1, header[off_mipmapCount]);
  21243. }
  21244. return {
  21245. width: header[off_width],
  21246. height: header[off_height],
  21247. mipmapCount: mipmapCount,
  21248. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  21249. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  21250. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  21251. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP
  21252. };
  21253. };
  21254. DDSTools.GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  21255. var byteArray = new Uint8Array(dataLength);
  21256. var srcData = new Uint8Array(arrayBuffer);
  21257. var index = 0;
  21258. for (var y = height - 1; y >= 0; y--) {
  21259. for (var x = 0; x < width; x++) {
  21260. var srcPos = dataOffset + (x + y * width) * 4;
  21261. byteArray[index + 2] = srcData[srcPos];
  21262. byteArray[index + 1] = srcData[srcPos + 1];
  21263. byteArray[index] = srcData[srcPos + 2];
  21264. byteArray[index + 3] = srcData[srcPos + 3];
  21265. index += 4;
  21266. }
  21267. }
  21268. return byteArray;
  21269. };
  21270. DDSTools.GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  21271. var byteArray = new Uint8Array(dataLength);
  21272. var srcData = new Uint8Array(arrayBuffer);
  21273. var index = 0;
  21274. for (var y = height - 1; y >= 0; y--) {
  21275. for (var x = 0; x < width; x++) {
  21276. var srcPos = dataOffset + (x + y * width) * 3;
  21277. byteArray[index + 2] = srcData[srcPos];
  21278. byteArray[index + 1] = srcData[srcPos + 1];
  21279. byteArray[index] = srcData[srcPos + 2];
  21280. index += 3;
  21281. }
  21282. }
  21283. return byteArray;
  21284. };
  21285. DDSTools.GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  21286. var byteArray = new Uint8Array(dataLength);
  21287. var srcData = new Uint8Array(arrayBuffer);
  21288. var index = 0;
  21289. for (var y = height - 1; y >= 0; y--) {
  21290. for (var x = 0; x < width; x++) {
  21291. var srcPos = dataOffset + (x + y * width);
  21292. byteArray[index] = srcData[srcPos];
  21293. index++;
  21294. }
  21295. }
  21296. return byteArray;
  21297. };
  21298. DDSTools.UploadDDSLevels = function (gl, ext, arrayBuffer, info, loadMipmaps, faces) {
  21299. var header = new Int32Array(arrayBuffer, 0, headerLengthInt), fourCC, blockBytes, internalFormat, width, height, dataLength, dataOffset, byteArray, mipmapCount, i;
  21300. if (header[off_magic] != DDS_MAGIC) {
  21301. BABYLON.Tools.Error("Invalid magic number in DDS header");
  21302. return;
  21303. }
  21304. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  21305. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  21306. return;
  21307. }
  21308. if (info.isFourCC) {
  21309. fourCC = header[off_pfFourCC];
  21310. switch (fourCC) {
  21311. case FOURCC_DXT1:
  21312. blockBytes = 8;
  21313. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  21314. break;
  21315. case FOURCC_DXT3:
  21316. blockBytes = 16;
  21317. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  21318. break;
  21319. case FOURCC_DXT5:
  21320. blockBytes = 16;
  21321. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  21322. break;
  21323. default:
  21324. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  21325. return;
  21326. }
  21327. }
  21328. mipmapCount = 1;
  21329. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  21330. mipmapCount = Math.max(1, header[off_mipmapCount]);
  21331. }
  21332. var bpp = header[off_RGBbpp];
  21333. for (var face = 0; face < faces; face++) {
  21334. var sampler = faces == 1 ? gl.TEXTURE_2D : (gl.TEXTURE_CUBE_MAP_POSITIVE_X + face);
  21335. width = header[off_width];
  21336. height = header[off_height];
  21337. dataOffset = header[off_size] + 4;
  21338. for (i = 0; i < mipmapCount; ++i) {
  21339. if (info.isRGB) {
  21340. if (bpp == 24) {
  21341. dataLength = width * height * 3;
  21342. byteArray = DDSTools.GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  21343. gl.texImage2D(sampler, i, gl.RGB, width, height, 0, gl.RGB, gl.UNSIGNED_BYTE, byteArray);
  21344. } else {
  21345. dataLength = width * height * 4;
  21346. byteArray = DDSTools.GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  21347. gl.texImage2D(sampler, i, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, byteArray);
  21348. }
  21349. } else if (info.isLuminance) {
  21350. var unpackAlignment = gl.getParameter(gl.UNPACK_ALIGNMENT);
  21351. var unpaddedRowSize = width;
  21352. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  21353. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  21354. byteArray = DDSTools.GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  21355. gl.texImage2D(sampler, i, gl.LUMINANCE, width, height, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, byteArray);
  21356. } else {
  21357. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  21358. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  21359. gl.compressedTexImage2D(sampler, i, internalFormat, width, height, 0, byteArray);
  21360. }
  21361. dataOffset += dataLength;
  21362. width *= 0.5;
  21363. height *= 0.5;
  21364. width = Math.max(1.0, width);
  21365. height = Math.max(1.0, height);
  21366. }
  21367. }
  21368. };
  21369. return DDSTools;
  21370. })();
  21371. Internals.DDSTools = DDSTools;
  21372. })(BABYLON.Internals || (BABYLON.Internals = {}));
  21373. var Internals = BABYLON.Internals;
  21374. })(BABYLON || (BABYLON = {}));
  21375. //# sourceMappingURL=babylon.tools.dds.js.map
  21376. var BABYLON;
  21377. (function (BABYLON) {
  21378. var SmartArray = (function () {
  21379. function SmartArray(capacity) {
  21380. this.length = 0;
  21381. this._duplicateId = 0;
  21382. this.data = new Array(capacity);
  21383. this._id = SmartArray._GlobalId++;
  21384. }
  21385. SmartArray.prototype.push = function (value) {
  21386. this.data[this.length++] = value;
  21387. if (this.length > this.data.length) {
  21388. this.data.length *= 2;
  21389. }
  21390. if (!value.__smartArrayFlags) {
  21391. value.__smartArrayFlags = {};
  21392. }
  21393. value.__smartArrayFlags[this._id] = this._duplicateId;
  21394. };
  21395. SmartArray.prototype.pushNoDuplicate = function (value) {
  21396. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  21397. return;
  21398. }
  21399. this.push(value);
  21400. };
  21401. SmartArray.prototype.sort = function (compareFn) {
  21402. this.data.sort(compareFn);
  21403. };
  21404. SmartArray.prototype.reset = function () {
  21405. this.length = 0;
  21406. this._duplicateId++;
  21407. };
  21408. SmartArray.prototype.concat = function (array) {
  21409. if (array.length === 0) {
  21410. return;
  21411. }
  21412. if (this.length + array.length > this.data.length) {
  21413. this.data.length = (this.length + array.length) * 2;
  21414. }
  21415. for (var index = 0; index < array.length; index++) {
  21416. this.data[this.length++] = (array.data || array)[index];
  21417. }
  21418. };
  21419. SmartArray.prototype.concatWithNoDuplicate = function (array) {
  21420. if (array.length === 0) {
  21421. return;
  21422. }
  21423. if (this.length + array.length > this.data.length) {
  21424. this.data.length = (this.length + array.length) * 2;
  21425. }
  21426. for (var index = 0; index < array.length; index++) {
  21427. var item = (array.data || array)[index];
  21428. this.pushNoDuplicate(item);
  21429. }
  21430. };
  21431. SmartArray.prototype.indexOf = function (value) {
  21432. var position = this.data.indexOf(value);
  21433. if (position >= this.length) {
  21434. return -1;
  21435. }
  21436. return position;
  21437. };
  21438. SmartArray._GlobalId = 0;
  21439. return SmartArray;
  21440. })();
  21441. BABYLON.SmartArray = SmartArray;
  21442. })(BABYLON || (BABYLON = {}));
  21443. //# sourceMappingURL=babylon.smartArray.js.map
  21444. var BABYLON;
  21445. (function (BABYLON) {
  21446. var CannonJSPlugin = (function () {
  21447. function CannonJSPlugin() {
  21448. this._registeredMeshes = [];
  21449. this._physicsMaterials = [];
  21450. this.updateBodyPosition = function (mesh) {
  21451. for (var index = 0; index < this._registeredMeshes.length; index++) {
  21452. var registeredMesh = this._registeredMeshes[index];
  21453. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  21454. var body = registeredMesh.body;
  21455. var center = mesh.getBoundingInfo().boundingBox.center;
  21456. body.position.set(center.x, center.z, center.y);
  21457. body.quaternion.x = mesh.rotationQuaternion.x;
  21458. body.quaternion.z = mesh.rotationQuaternion.y;
  21459. body.quaternion.y = mesh.rotationQuaternion.z;
  21460. body.quaternion.w = -mesh.rotationQuaternion.w;
  21461. return;
  21462. }
  21463. }
  21464. };
  21465. }
  21466. CannonJSPlugin.prototype.initialize = function (iterations) {
  21467. if (typeof iterations === "undefined") { iterations = 10; }
  21468. this._world = new CANNON.World();
  21469. this._world.broadphase = new CANNON.NaiveBroadphase();
  21470. this._world.solver.iterations = iterations;
  21471. };
  21472. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  21473. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  21474. };
  21475. CannonJSPlugin.prototype.runOneStep = function (delta) {
  21476. this._world.step(delta);
  21477. for (var index = 0; index < this._registeredMeshes.length; index++) {
  21478. var registeredMesh = this._registeredMeshes[index];
  21479. if (registeredMesh.isChild) {
  21480. continue;
  21481. }
  21482. // Body position
  21483. var bodyX = registeredMesh.body.position.x, bodyY = registeredMesh.body.position.y, bodyZ = registeredMesh.body.position.z;
  21484. var deltaPos = registeredMesh.delta;
  21485. if (deltaPos) {
  21486. registeredMesh.mesh.position.x = bodyX + deltaPos.x;
  21487. registeredMesh.mesh.position.y = bodyZ + deltaPos.y;
  21488. registeredMesh.mesh.position.z = bodyY + deltaPos.z;
  21489. } else {
  21490. registeredMesh.mesh.position.x = bodyX;
  21491. registeredMesh.mesh.position.y = bodyZ;
  21492. registeredMesh.mesh.position.z = bodyY;
  21493. }
  21494. if (!registeredMesh.mesh.rotationQuaternion) {
  21495. registeredMesh.mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  21496. }
  21497. registeredMesh.mesh.rotationQuaternion.x = registeredMesh.body.quaternion.x;
  21498. registeredMesh.mesh.rotationQuaternion.y = registeredMesh.body.quaternion.z;
  21499. registeredMesh.mesh.rotationQuaternion.z = registeredMesh.body.quaternion.y;
  21500. registeredMesh.mesh.rotationQuaternion.w = -registeredMesh.body.quaternion.w;
  21501. }
  21502. };
  21503. CannonJSPlugin.prototype.setGravity = function (gravity) {
  21504. this._world.gravity.set(gravity.x, gravity.z, gravity.y);
  21505. };
  21506. CannonJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
  21507. this.unregisterMesh(mesh);
  21508. mesh.computeWorldMatrix(true);
  21509. switch (impostor) {
  21510. case BABYLON.PhysicsEngine.SphereImpostor:
  21511. var bbox = mesh.getBoundingInfo().boundingBox;
  21512. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  21513. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  21514. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  21515. return this._createSphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2, mesh, options);
  21516. case BABYLON.PhysicsEngine.BoxImpostor:
  21517. bbox = mesh.getBoundingInfo().boundingBox;
  21518. var min = bbox.minimumWorld;
  21519. var max = bbox.maximumWorld;
  21520. var box = max.subtract(min).scale(0.5);
  21521. return this._createBox(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z), mesh, options);
  21522. case BABYLON.PhysicsEngine.PlaneImpostor:
  21523. return this._createPlane(mesh, options);
  21524. case BABYLON.PhysicsEngine.MeshImpostor:
  21525. var rawVerts = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  21526. var rawFaces = mesh.getIndices();
  21527. return this._createConvexPolyhedron(rawVerts, rawFaces, mesh, options);
  21528. }
  21529. return null;
  21530. };
  21531. CannonJSPlugin.prototype._createSphere = function (radius, mesh, options) {
  21532. var shape = new CANNON.Sphere(radius);
  21533. if (!options) {
  21534. return shape;
  21535. }
  21536. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  21537. };
  21538. CannonJSPlugin.prototype._createBox = function (x, y, z, mesh, options) {
  21539. var shape = new CANNON.Box(new CANNON.Vec3(x, z, y));
  21540. if (!options) {
  21541. return shape;
  21542. }
  21543. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  21544. };
  21545. CannonJSPlugin.prototype._createPlane = function (mesh, options) {
  21546. var shape = new CANNON.Plane();
  21547. if (!options) {
  21548. return shape;
  21549. }
  21550. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  21551. };
  21552. CannonJSPlugin.prototype._createConvexPolyhedron = function (rawVerts, rawFaces, mesh, options) {
  21553. var verts = [], faces = [];
  21554. mesh.computeWorldMatrix(true);
  21555. for (var i = 0; i < rawVerts.length; i += 3) {
  21556. var transformed = BABYLON.Vector3.Zero();
  21557. BABYLON.Vector3.TransformNormalFromFloatsToRef(rawVerts[i], rawVerts[i + 1], rawVerts[i + 2], mesh.getWorldMatrix(), transformed);
  21558. verts.push(new CANNON.Vec3(transformed.x, transformed.z, transformed.y));
  21559. }
  21560. for (var j = 0; j < rawFaces.length; j += 3) {
  21561. faces.push([rawFaces[j], rawFaces[j + 2], rawFaces[j + 1]]);
  21562. }
  21563. var shape = new CANNON.ConvexPolyhedron(verts, faces);
  21564. if (!options) {
  21565. return shape;
  21566. }
  21567. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  21568. };
  21569. CannonJSPlugin.prototype._addMaterial = function (friction, restitution) {
  21570. var index;
  21571. var mat;
  21572. for (index = 0; index < this._physicsMaterials.length; index++) {
  21573. mat = this._physicsMaterials[index];
  21574. if (mat.friction === friction && mat.restitution === restitution) {
  21575. return mat;
  21576. }
  21577. }
  21578. var currentMat = new CANNON.Material();
  21579. currentMat.friction = friction;
  21580. currentMat.restitution = restitution;
  21581. this._physicsMaterials.push(currentMat);
  21582. for (index = 0; index < this._physicsMaterials.length; index++) {
  21583. mat = this._physicsMaterials[index];
  21584. var contactMaterial = new CANNON.ContactMaterial(mat, currentMat, mat.friction * currentMat.friction, mat.restitution * currentMat.restitution);
  21585. contactMaterial.contactEquationStiffness = 1e10;
  21586. contactMaterial.contactEquationRegularizationTime = 10;
  21587. this._world.addContactMaterial(contactMaterial);
  21588. }
  21589. return currentMat;
  21590. };
  21591. CannonJSPlugin.prototype._createRigidBodyFromShape = function (shape, mesh, mass, friction, restitution) {
  21592. var initialRotation = null;
  21593. if (mesh.rotationQuaternion) {
  21594. initialRotation = mesh.rotationQuaternion.clone();
  21595. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  21596. }
  21597. // The delta between the mesh position and the mesh bounding box center
  21598. var bbox = mesh.getBoundingInfo().boundingBox;
  21599. var deltaPosition = mesh.position.subtract(bbox.center);
  21600. var material = this._addMaterial(friction, restitution);
  21601. var body = new CANNON.RigidBody(mass, shape, material);
  21602. if (initialRotation) {
  21603. body.quaternion.x = initialRotation.x;
  21604. body.quaternion.z = initialRotation.y;
  21605. body.quaternion.y = initialRotation.z;
  21606. body.quaternion.w = -initialRotation.w;
  21607. }
  21608. body.position.set(bbox.center.x, bbox.center.z, bbox.center.y);
  21609. this._world.add(body);
  21610. this._registeredMeshes.push({ mesh: mesh, body: body, material: material, delta: deltaPosition });
  21611. return body;
  21612. };
  21613. CannonJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
  21614. var compoundShape = new CANNON.Compound();
  21615. for (var index = 0; index < parts.length; index++) {
  21616. var mesh = parts[index].mesh;
  21617. var shape = this.registerMesh(mesh, parts[index].impostor);
  21618. if (index == 0) {
  21619. compoundShape.addChild(shape, new CANNON.Vec3(0, 0, 0));
  21620. } else {
  21621. compoundShape.addChild(shape, new CANNON.Vec3(mesh.position.x, mesh.position.z, mesh.position.y));
  21622. }
  21623. }
  21624. var initialMesh = parts[0].mesh;
  21625. var body = this._createRigidBodyFromShape(compoundShape, initialMesh, options.mass, options.friction, options.restitution);
  21626. body.parts = parts;
  21627. return body;
  21628. };
  21629. CannonJSPlugin.prototype._unbindBody = function (body) {
  21630. for (var index = 0; index < this._registeredMeshes.length; index++) {
  21631. var registeredMesh = this._registeredMeshes[index];
  21632. if (registeredMesh.body === body) {
  21633. registeredMesh.body = null;
  21634. registeredMesh.delta = 0;
  21635. }
  21636. }
  21637. };
  21638. CannonJSPlugin.prototype.unregisterMesh = function (mesh) {
  21639. for (var index = 0; index < this._registeredMeshes.length; index++) {
  21640. var registeredMesh = this._registeredMeshes[index];
  21641. if (registeredMesh.mesh === mesh) {
  21642. // Remove body
  21643. if (registeredMesh.body) {
  21644. this._world.remove(registeredMesh.body);
  21645. this._unbindBody(registeredMesh.body);
  21646. }
  21647. this._registeredMeshes.splice(index, 1);
  21648. return;
  21649. }
  21650. }
  21651. };
  21652. CannonJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
  21653. var worldPoint = new CANNON.Vec3(contactPoint.x, contactPoint.z, contactPoint.y);
  21654. var impulse = new CANNON.Vec3(force.x, force.z, force.y);
  21655. for (var index = 0; index < this._registeredMeshes.length; index++) {
  21656. var registeredMesh = this._registeredMeshes[index];
  21657. if (registeredMesh.mesh === mesh) {
  21658. registeredMesh.body.applyImpulse(impulse, worldPoint);
  21659. return;
  21660. }
  21661. }
  21662. };
  21663. CannonJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2) {
  21664. var body1 = null, body2 = null;
  21665. for (var index = 0; index < this._registeredMeshes.length; index++) {
  21666. var registeredMesh = this._registeredMeshes[index];
  21667. if (registeredMesh.mesh === mesh1) {
  21668. body1 = registeredMesh.body;
  21669. } else if (registeredMesh.mesh === mesh2) {
  21670. body2 = registeredMesh.body;
  21671. }
  21672. }
  21673. if (!body1 || !body2) {
  21674. return false;
  21675. }
  21676. 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));
  21677. this._world.addConstraint(constraint);
  21678. return true;
  21679. };
  21680. CannonJSPlugin.prototype.dispose = function () {
  21681. while (this._registeredMeshes.length) {
  21682. this.unregisterMesh(this._registeredMeshes[0].mesh);
  21683. }
  21684. };
  21685. CannonJSPlugin.prototype.isSupported = function () {
  21686. return window.CANNON !== undefined;
  21687. };
  21688. return CannonJSPlugin;
  21689. })();
  21690. BABYLON.CannonJSPlugin = CannonJSPlugin;
  21691. })(BABYLON || (BABYLON = {}));
  21692. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  21693. var BABYLON;
  21694. (function (BABYLON) {
  21695. var Condition = (function () {
  21696. function Condition(actionManager) {
  21697. this._actionManager = actionManager;
  21698. }
  21699. Condition.prototype.isValid = function () {
  21700. return true;
  21701. };
  21702. Condition.prototype._getProperty = function (propertyPath) {
  21703. return this._actionManager._getProperty(propertyPath);
  21704. };
  21705. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  21706. return this._actionManager._getEffectiveTarget(target, propertyPath);
  21707. };
  21708. return Condition;
  21709. })();
  21710. BABYLON.Condition = Condition;
  21711. var ValueCondition = (function (_super) {
  21712. __extends(ValueCondition, _super);
  21713. function ValueCondition(actionManager, target, propertyPath, value, operator) {
  21714. if (typeof operator === "undefined") { operator = ValueCondition.IsEqual; }
  21715. _super.call(this, actionManager);
  21716. this.propertyPath = propertyPath;
  21717. this.value = value;
  21718. this.operator = operator;
  21719. this._target = this._getEffectiveTarget(target, this.propertyPath);
  21720. this._property = this._getProperty(this.propertyPath);
  21721. }
  21722. Object.defineProperty(ValueCondition, "IsEqual", {
  21723. get: function () {
  21724. return ValueCondition._IsEqual;
  21725. },
  21726. enumerable: true,
  21727. configurable: true
  21728. });
  21729. Object.defineProperty(ValueCondition, "IsDifferent", {
  21730. get: function () {
  21731. return ValueCondition._IsDifferent;
  21732. },
  21733. enumerable: true,
  21734. configurable: true
  21735. });
  21736. Object.defineProperty(ValueCondition, "IsGreater", {
  21737. get: function () {
  21738. return ValueCondition._IsGreater;
  21739. },
  21740. enumerable: true,
  21741. configurable: true
  21742. });
  21743. Object.defineProperty(ValueCondition, "IsLesser", {
  21744. get: function () {
  21745. return ValueCondition._IsLesser;
  21746. },
  21747. enumerable: true,
  21748. configurable: true
  21749. });
  21750. // Methods
  21751. ValueCondition.prototype.isValid = function () {
  21752. switch (this.operator) {
  21753. case ValueCondition.IsGreater:
  21754. return this._target[this._property] > this.value;
  21755. case ValueCondition.IsLesser:
  21756. return this._target[this._property] < this.value;
  21757. case ValueCondition.IsEqual:
  21758. case ValueCondition.IsDifferent:
  21759. var check;
  21760. if (this.value.equals) {
  21761. check = this.value.equals(this._target[this._property]);
  21762. } else {
  21763. check = this.value === this._target[this._property];
  21764. }
  21765. return this.operator === ValueCondition.IsEqual ? check : !check;
  21766. }
  21767. return false;
  21768. };
  21769. ValueCondition._IsEqual = 0;
  21770. ValueCondition._IsDifferent = 1;
  21771. ValueCondition._IsGreater = 2;
  21772. ValueCondition._IsLesser = 3;
  21773. return ValueCondition;
  21774. })(Condition);
  21775. BABYLON.ValueCondition = ValueCondition;
  21776. var PredicateCondition = (function (_super) {
  21777. __extends(PredicateCondition, _super);
  21778. function PredicateCondition(actionManager, predicate) {
  21779. _super.call(this, actionManager);
  21780. this.predicate = predicate;
  21781. }
  21782. PredicateCondition.prototype.isValid = function () {
  21783. return this.predicate();
  21784. };
  21785. return PredicateCondition;
  21786. })(Condition);
  21787. BABYLON.PredicateCondition = PredicateCondition;
  21788. var StateCondition = (function (_super) {
  21789. __extends(StateCondition, _super);
  21790. function StateCondition(actionManager, target, value) {
  21791. _super.call(this, actionManager);
  21792. this.value = value;
  21793. this._target = target;
  21794. }
  21795. // Methods
  21796. StateCondition.prototype.isValid = function () {
  21797. return this._target.state === this.value;
  21798. };
  21799. return StateCondition;
  21800. })(Condition);
  21801. BABYLON.StateCondition = StateCondition;
  21802. })(BABYLON || (BABYLON = {}));
  21803. //# sourceMappingURL=babylon.condition.js.map
  21804. var BABYLON;
  21805. (function (BABYLON) {
  21806. var Action = (function () {
  21807. function Action(triggerOptions, condition) {
  21808. this.triggerOptions = triggerOptions;
  21809. if (triggerOptions.parameter) {
  21810. this.trigger = triggerOptions.trigger;
  21811. this._triggerParameter = triggerOptions.parameter;
  21812. } else {
  21813. this.trigger = triggerOptions;
  21814. }
  21815. this._nextActiveAction = this;
  21816. this._condition = condition;
  21817. }
  21818. // Methods
  21819. Action.prototype._prepare = function () {
  21820. };
  21821. Action.prototype.getTriggerParameter = function () {
  21822. return this._triggerParameter;
  21823. };
  21824. Action.prototype._executeCurrent = function (evt) {
  21825. if (this._condition) {
  21826. var currentRenderId = this._actionManager.getScene().getRenderId();
  21827. // We cache the current evaluation for the current frame
  21828. if (this._condition._evaluationId === currentRenderId) {
  21829. if (!this._condition._currentResult) {
  21830. return;
  21831. }
  21832. } else {
  21833. this._condition._evaluationId = currentRenderId;
  21834. if (!this._condition.isValid()) {
  21835. this._condition._currentResult = false;
  21836. return;
  21837. }
  21838. this._condition._currentResult = true;
  21839. }
  21840. }
  21841. this._nextActiveAction.execute(evt);
  21842. if (this._nextActiveAction._child) {
  21843. if (!this._nextActiveAction._child._actionManager) {
  21844. this._nextActiveAction._child._actionManager = this._actionManager;
  21845. }
  21846. this._nextActiveAction = this._nextActiveAction._child;
  21847. } else {
  21848. this._nextActiveAction = this;
  21849. }
  21850. };
  21851. Action.prototype.execute = function (evt) {
  21852. };
  21853. Action.prototype.then = function (action) {
  21854. this._child = action;
  21855. action._actionManager = this._actionManager;
  21856. action._prepare();
  21857. return action;
  21858. };
  21859. Action.prototype._getProperty = function (propertyPath) {
  21860. return this._actionManager._getProperty(propertyPath);
  21861. };
  21862. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  21863. return this._actionManager._getEffectiveTarget(target, propertyPath);
  21864. };
  21865. return Action;
  21866. })();
  21867. BABYLON.Action = Action;
  21868. })(BABYLON || (BABYLON = {}));
  21869. //# sourceMappingURL=babylon.action.js.map
  21870. var BABYLON;
  21871. (function (BABYLON) {
  21872. var ActionEvent = (function () {
  21873. function ActionEvent(source, pointerX, pointerY, meshUnderPointer, sourceEvent) {
  21874. this.source = source;
  21875. this.pointerX = pointerX;
  21876. this.pointerY = pointerY;
  21877. this.meshUnderPointer = meshUnderPointer;
  21878. this.sourceEvent = sourceEvent;
  21879. }
  21880. ActionEvent.CreateNew = function (source, evt) {
  21881. var scene = source.getScene();
  21882. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  21883. };
  21884. ActionEvent.CreateNewFromScene = function (scene, evt) {
  21885. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  21886. };
  21887. return ActionEvent;
  21888. })();
  21889. BABYLON.ActionEvent = ActionEvent;
  21890. var ActionManager = (function () {
  21891. function ActionManager(scene) {
  21892. // Members
  21893. this.actions = new Array();
  21894. this._scene = scene;
  21895. scene._actionManagers.push(this);
  21896. }
  21897. Object.defineProperty(ActionManager, "NothingTrigger", {
  21898. get: function () {
  21899. return ActionManager._NothingTrigger;
  21900. },
  21901. enumerable: true,
  21902. configurable: true
  21903. });
  21904. Object.defineProperty(ActionManager, "OnPickTrigger", {
  21905. get: function () {
  21906. return ActionManager._OnPickTrigger;
  21907. },
  21908. enumerable: true,
  21909. configurable: true
  21910. });
  21911. Object.defineProperty(ActionManager, "OnLeftPickTrigger", {
  21912. get: function () {
  21913. return ActionManager._OnLeftPickTrigger;
  21914. },
  21915. enumerable: true,
  21916. configurable: true
  21917. });
  21918. Object.defineProperty(ActionManager, "OnRightPickTrigger", {
  21919. get: function () {
  21920. return ActionManager._OnRightPickTrigger;
  21921. },
  21922. enumerable: true,
  21923. configurable: true
  21924. });
  21925. Object.defineProperty(ActionManager, "OnCenterPickTrigger", {
  21926. get: function () {
  21927. return ActionManager._OnCenterPickTrigger;
  21928. },
  21929. enumerable: true,
  21930. configurable: true
  21931. });
  21932. Object.defineProperty(ActionManager, "OnPointerOverTrigger", {
  21933. get: function () {
  21934. return ActionManager._OnPointerOverTrigger;
  21935. },
  21936. enumerable: true,
  21937. configurable: true
  21938. });
  21939. Object.defineProperty(ActionManager, "OnPointerOutTrigger", {
  21940. get: function () {
  21941. return ActionManager._OnPointerOutTrigger;
  21942. },
  21943. enumerable: true,
  21944. configurable: true
  21945. });
  21946. Object.defineProperty(ActionManager, "OnEveryFrameTrigger", {
  21947. get: function () {
  21948. return ActionManager._OnEveryFrameTrigger;
  21949. },
  21950. enumerable: true,
  21951. configurable: true
  21952. });
  21953. Object.defineProperty(ActionManager, "OnIntersectionEnterTrigger", {
  21954. get: function () {
  21955. return ActionManager._OnIntersectionEnterTrigger;
  21956. },
  21957. enumerable: true,
  21958. configurable: true
  21959. });
  21960. Object.defineProperty(ActionManager, "OnIntersectionExitTrigger", {
  21961. get: function () {
  21962. return ActionManager._OnIntersectionExitTrigger;
  21963. },
  21964. enumerable: true,
  21965. configurable: true
  21966. });
  21967. Object.defineProperty(ActionManager, "OnKeyDownTrigger", {
  21968. get: function () {
  21969. return ActionManager._OnKeyDownTrigger;
  21970. },
  21971. enumerable: true,
  21972. configurable: true
  21973. });
  21974. Object.defineProperty(ActionManager, "OnKeyUpTrigger", {
  21975. get: function () {
  21976. return ActionManager._OnKeyUpTrigger;
  21977. },
  21978. enumerable: true,
  21979. configurable: true
  21980. });
  21981. // Methods
  21982. ActionManager.prototype.dispose = function () {
  21983. var index = this._scene._actionManagers.indexOf(this);
  21984. if (index > -1) {
  21985. this._scene._actionManagers.splice(index, 1);
  21986. }
  21987. };
  21988. ActionManager.prototype.getScene = function () {
  21989. return this._scene;
  21990. };
  21991. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  21992. for (var index = 0; index < this.actions.length; index++) {
  21993. var action = this.actions[index];
  21994. if (triggers.indexOf(action.trigger) > -1) {
  21995. return true;
  21996. }
  21997. }
  21998. return false;
  21999. };
  22000. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  22001. get: function () {
  22002. for (var index = 0; index < this.actions.length; index++) {
  22003. var action = this.actions[index];
  22004. if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnPointerOutTrigger) {
  22005. return true;
  22006. }
  22007. }
  22008. return false;
  22009. },
  22010. enumerable: true,
  22011. configurable: true
  22012. });
  22013. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  22014. get: function () {
  22015. for (var index = 0; index < this.actions.length; index++) {
  22016. var action = this.actions[index];
  22017. if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnCenterPickTrigger) {
  22018. return true;
  22019. }
  22020. }
  22021. return false;
  22022. },
  22023. enumerable: true,
  22024. configurable: true
  22025. });
  22026. ActionManager.prototype.registerAction = function (action) {
  22027. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  22028. if (this.getScene().actionManager !== this) {
  22029. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  22030. return null;
  22031. }
  22032. }
  22033. this.actions.push(action);
  22034. action._actionManager = this;
  22035. action._prepare();
  22036. return action;
  22037. };
  22038. ActionManager.prototype.processTrigger = function (trigger, evt) {
  22039. for (var index = 0; index < this.actions.length; index++) {
  22040. var action = this.actions[index];
  22041. if (action.trigger === trigger) {
  22042. if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) {
  22043. var parameter = action.getTriggerParameter();
  22044. if (parameter) {
  22045. if (evt.sourceEvent.key !== parameter) {
  22046. continue;
  22047. }
  22048. }
  22049. }
  22050. action._executeCurrent(evt);
  22051. }
  22052. }
  22053. };
  22054. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  22055. var properties = propertyPath.split(".");
  22056. for (var index = 0; index < properties.length - 1; index++) {
  22057. target = target[properties[index]];
  22058. }
  22059. return target;
  22060. };
  22061. ActionManager.prototype._getProperty = function (propertyPath) {
  22062. var properties = propertyPath.split(".");
  22063. return properties[properties.length - 1];
  22064. };
  22065. ActionManager._NothingTrigger = 0;
  22066. ActionManager._OnPickTrigger = 1;
  22067. ActionManager._OnLeftPickTrigger = 2;
  22068. ActionManager._OnRightPickTrigger = 3;
  22069. ActionManager._OnCenterPickTrigger = 4;
  22070. ActionManager._OnPointerOverTrigger = 5;
  22071. ActionManager._OnPointerOutTrigger = 6;
  22072. ActionManager._OnEveryFrameTrigger = 7;
  22073. ActionManager._OnIntersectionEnterTrigger = 8;
  22074. ActionManager._OnIntersectionExitTrigger = 9;
  22075. ActionManager._OnKeyDownTrigger = 10;
  22076. ActionManager._OnKeyUpTrigger = 11;
  22077. return ActionManager;
  22078. })();
  22079. BABYLON.ActionManager = ActionManager;
  22080. })(BABYLON || (BABYLON = {}));
  22081. //# sourceMappingURL=babylon.actionManager.js.map
  22082. var BABYLON;
  22083. (function (BABYLON) {
  22084. var InterpolateValueAction = (function (_super) {
  22085. __extends(InterpolateValueAction, _super);
  22086. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations) {
  22087. if (typeof duration === "undefined") { duration = 1000; }
  22088. _super.call(this, triggerOptions, condition);
  22089. this.propertyPath = propertyPath;
  22090. this.value = value;
  22091. this.duration = duration;
  22092. this.stopOtherAnimations = stopOtherAnimations;
  22093. this._target = target;
  22094. }
  22095. InterpolateValueAction.prototype._prepare = function () {
  22096. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  22097. this._property = this._getProperty(this.propertyPath);
  22098. };
  22099. InterpolateValueAction.prototype.execute = function () {
  22100. var scene = this._actionManager.getScene();
  22101. var keys = [
  22102. {
  22103. frame: 0,
  22104. value: this._target[this._property]
  22105. }, {
  22106. frame: 100,
  22107. value: this.value
  22108. }
  22109. ];
  22110. var dataType;
  22111. if (typeof this.value === "number") {
  22112. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  22113. } else if (this.value instanceof BABYLON.Color3) {
  22114. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  22115. } else if (this.value instanceof BABYLON.Vector3) {
  22116. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  22117. } else if (this.value instanceof BABYLON.Matrix) {
  22118. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  22119. } else if (this.value instanceof BABYLON.Quaternion) {
  22120. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  22121. } else {
  22122. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  22123. return;
  22124. }
  22125. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  22126. animation.setKeys(keys);
  22127. if (this.stopOtherAnimations) {
  22128. scene.stopAnimation(this._target);
  22129. }
  22130. scene.beginDirectAnimation(this._target, [animation], 0, 100);
  22131. };
  22132. return InterpolateValueAction;
  22133. })(BABYLON.Action);
  22134. BABYLON.InterpolateValueAction = InterpolateValueAction;
  22135. })(BABYLON || (BABYLON = {}));
  22136. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  22137. var BABYLON;
  22138. (function (BABYLON) {
  22139. var SwitchBooleanAction = (function (_super) {
  22140. __extends(SwitchBooleanAction, _super);
  22141. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  22142. _super.call(this, triggerOptions, condition);
  22143. this.propertyPath = propertyPath;
  22144. this._target = target;
  22145. }
  22146. SwitchBooleanAction.prototype._prepare = function () {
  22147. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  22148. this._property = this._getProperty(this.propertyPath);
  22149. };
  22150. SwitchBooleanAction.prototype.execute = function () {
  22151. this._target[this._property] = !this._target[this._property];
  22152. };
  22153. return SwitchBooleanAction;
  22154. })(BABYLON.Action);
  22155. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  22156. var SetStateAction = (function (_super) {
  22157. __extends(SetStateAction, _super);
  22158. function SetStateAction(triggerOptions, target, value, condition) {
  22159. _super.call(this, triggerOptions, condition);
  22160. this.value = value;
  22161. this._target = target;
  22162. }
  22163. SetStateAction.prototype.execute = function () {
  22164. this._target.state = this.value;
  22165. };
  22166. return SetStateAction;
  22167. })(BABYLON.Action);
  22168. BABYLON.SetStateAction = SetStateAction;
  22169. var SetValueAction = (function (_super) {
  22170. __extends(SetValueAction, _super);
  22171. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  22172. _super.call(this, triggerOptions, condition);
  22173. this.propertyPath = propertyPath;
  22174. this.value = value;
  22175. this._target = target;
  22176. }
  22177. SetValueAction.prototype._prepare = function () {
  22178. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  22179. this._property = this._getProperty(this.propertyPath);
  22180. };
  22181. SetValueAction.prototype.execute = function () {
  22182. this._target[this._property] = this.value;
  22183. };
  22184. return SetValueAction;
  22185. })(BABYLON.Action);
  22186. BABYLON.SetValueAction = SetValueAction;
  22187. var IncrementValueAction = (function (_super) {
  22188. __extends(IncrementValueAction, _super);
  22189. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  22190. _super.call(this, triggerOptions, condition);
  22191. this.propertyPath = propertyPath;
  22192. this.value = value;
  22193. this._target = target;
  22194. }
  22195. IncrementValueAction.prototype._prepare = function () {
  22196. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  22197. this._property = this._getProperty(this.propertyPath);
  22198. if (typeof this._target[this._property] !== "number") {
  22199. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  22200. }
  22201. };
  22202. IncrementValueAction.prototype.execute = function () {
  22203. this._target[this._property] += this.value;
  22204. };
  22205. return IncrementValueAction;
  22206. })(BABYLON.Action);
  22207. BABYLON.IncrementValueAction = IncrementValueAction;
  22208. var PlayAnimationAction = (function (_super) {
  22209. __extends(PlayAnimationAction, _super);
  22210. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  22211. _super.call(this, triggerOptions, condition);
  22212. this.from = from;
  22213. this.to = to;
  22214. this.loop = loop;
  22215. this._target = target;
  22216. }
  22217. PlayAnimationAction.prototype._prepare = function () {
  22218. };
  22219. PlayAnimationAction.prototype.execute = function () {
  22220. var scene = this._actionManager.getScene();
  22221. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  22222. };
  22223. return PlayAnimationAction;
  22224. })(BABYLON.Action);
  22225. BABYLON.PlayAnimationAction = PlayAnimationAction;
  22226. var StopAnimationAction = (function (_super) {
  22227. __extends(StopAnimationAction, _super);
  22228. function StopAnimationAction(triggerOptions, target, condition) {
  22229. _super.call(this, triggerOptions, condition);
  22230. this._target = target;
  22231. }
  22232. StopAnimationAction.prototype._prepare = function () {
  22233. };
  22234. StopAnimationAction.prototype.execute = function () {
  22235. var scene = this._actionManager.getScene();
  22236. scene.stopAnimation(this._target);
  22237. };
  22238. return StopAnimationAction;
  22239. })(BABYLON.Action);
  22240. BABYLON.StopAnimationAction = StopAnimationAction;
  22241. var DoNothingAction = (function (_super) {
  22242. __extends(DoNothingAction, _super);
  22243. function DoNothingAction(triggerOptions, condition) {
  22244. if (typeof triggerOptions === "undefined") { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  22245. _super.call(this, triggerOptions, condition);
  22246. }
  22247. DoNothingAction.prototype.execute = function () {
  22248. };
  22249. return DoNothingAction;
  22250. })(BABYLON.Action);
  22251. BABYLON.DoNothingAction = DoNothingAction;
  22252. var CombineAction = (function (_super) {
  22253. __extends(CombineAction, _super);
  22254. function CombineAction(triggerOptions, children, condition) {
  22255. _super.call(this, triggerOptions, condition);
  22256. this.children = children;
  22257. }
  22258. CombineAction.prototype._prepare = function () {
  22259. for (var index = 0; index < this.children.length; index++) {
  22260. this.children[index]._actionManager = this._actionManager;
  22261. this.children[index]._prepare();
  22262. }
  22263. };
  22264. CombineAction.prototype.execute = function (evt) {
  22265. for (var index = 0; index < this.children.length; index++) {
  22266. this.children[index].execute(evt);
  22267. }
  22268. };
  22269. return CombineAction;
  22270. })(BABYLON.Action);
  22271. BABYLON.CombineAction = CombineAction;
  22272. var ExecuteCodeAction = (function (_super) {
  22273. __extends(ExecuteCodeAction, _super);
  22274. function ExecuteCodeAction(triggerOptions, func, condition) {
  22275. _super.call(this, triggerOptions, condition);
  22276. this.func = func;
  22277. }
  22278. ExecuteCodeAction.prototype.execute = function (evt) {
  22279. this.func(evt);
  22280. };
  22281. return ExecuteCodeAction;
  22282. })(BABYLON.Action);
  22283. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  22284. var SetParentAction = (function (_super) {
  22285. __extends(SetParentAction, _super);
  22286. function SetParentAction(triggerOptions, target, parent, condition) {
  22287. _super.call(this, triggerOptions, condition);
  22288. this._target = target;
  22289. this._parent = parent;
  22290. }
  22291. SetParentAction.prototype._prepare = function () {
  22292. };
  22293. SetParentAction.prototype.execute = function () {
  22294. if (this._target.parent === this._parent) {
  22295. return;
  22296. }
  22297. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  22298. invertParentWorldMatrix.invert();
  22299. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  22300. this._target.parent = this._parent;
  22301. };
  22302. return SetParentAction;
  22303. })(BABYLON.Action);
  22304. BABYLON.SetParentAction = SetParentAction;
  22305. })(BABYLON || (BABYLON = {}));
  22306. //# sourceMappingURL=babylon.directActions.js.map
  22307. var BABYLON;
  22308. (function (BABYLON) {
  22309. var Geometry = (function () {
  22310. function Geometry(id, scene, vertexData, updatable, mesh) {
  22311. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  22312. this._totalVertices = 0;
  22313. this._indices = [];
  22314. this.id = id;
  22315. this._engine = scene.getEngine();
  22316. this._meshes = [];
  22317. this._scene = scene;
  22318. // vertexData
  22319. if (vertexData) {
  22320. this.setAllVerticesData(vertexData, updatable);
  22321. } else {
  22322. this._totalVertices = 0;
  22323. this._indices = [];
  22324. }
  22325. // applyToMesh
  22326. if (mesh) {
  22327. this.applyToMesh(mesh);
  22328. }
  22329. }
  22330. Geometry.prototype.getScene = function () {
  22331. return this._scene;
  22332. };
  22333. Geometry.prototype.getEngine = function () {
  22334. return this._engine;
  22335. };
  22336. Geometry.prototype.isReady = function () {
  22337. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  22338. };
  22339. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  22340. vertexData.applyToGeometry(this, updatable);
  22341. };
  22342. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  22343. this._vertexBuffers = this._vertexBuffers || {};
  22344. if (this._vertexBuffers[kind]) {
  22345. this._vertexBuffers[kind].dispose();
  22346. }
  22347. this._vertexBuffers[kind] = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  22348. if (kind === BABYLON.VertexBuffer.PositionKind) {
  22349. stride = this._vertexBuffers[kind].getStrideSize();
  22350. this._totalVertices = data.length / stride;
  22351. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
  22352. var meshes = this._meshes;
  22353. var numOfMeshes = meshes.length;
  22354. for (var index = 0; index < numOfMeshes; index++) {
  22355. var mesh = meshes[index];
  22356. mesh._resetPointsArrayCache();
  22357. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  22358. mesh._createGlobalSubMesh();
  22359. mesh.computeWorldMatrix(true);
  22360. }
  22361. }
  22362. };
  22363. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset) {
  22364. var vertexBuffer = this.getVertexBuffer(kind);
  22365. if (!vertexBuffer) {
  22366. return;
  22367. }
  22368. vertexBuffer.updateDirectly(data, offset);
  22369. };
  22370. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  22371. var vertexBuffer = this.getVertexBuffer(kind);
  22372. if (!vertexBuffer) {
  22373. return;
  22374. }
  22375. vertexBuffer.update(data);
  22376. if (kind === BABYLON.VertexBuffer.PositionKind) {
  22377. var extend;
  22378. var stride = vertexBuffer.getStrideSize();
  22379. this._totalVertices = data.length / stride;
  22380. if (updateExtends) {
  22381. extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
  22382. }
  22383. var meshes = this._meshes;
  22384. var numOfMeshes = meshes.length;
  22385. for (var index = 0; index < numOfMeshes; index++) {
  22386. var mesh = meshes[index];
  22387. mesh._resetPointsArrayCache();
  22388. if (updateExtends) {
  22389. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  22390. }
  22391. }
  22392. }
  22393. };
  22394. Geometry.prototype.getTotalVertices = function () {
  22395. if (!this.isReady()) {
  22396. return 0;
  22397. }
  22398. return this._totalVertices;
  22399. };
  22400. Geometry.prototype.getVerticesData = function (kind) {
  22401. var vertexBuffer = this.getVertexBuffer(kind);
  22402. if (!vertexBuffer) {
  22403. return null;
  22404. }
  22405. return vertexBuffer.getData();
  22406. };
  22407. Geometry.prototype.getVertexBuffer = function (kind) {
  22408. if (!this.isReady()) {
  22409. return null;
  22410. }
  22411. return this._vertexBuffers[kind];
  22412. };
  22413. Geometry.prototype.getVertexBuffers = function () {
  22414. if (!this.isReady()) {
  22415. return null;
  22416. }
  22417. return this._vertexBuffers;
  22418. };
  22419. Geometry.prototype.isVerticesDataPresent = function (kind) {
  22420. if (!this._vertexBuffers) {
  22421. if (this._delayInfo) {
  22422. return this._delayInfo.indexOf(kind) !== -1;
  22423. }
  22424. return false;
  22425. }
  22426. return this._vertexBuffers[kind] !== undefined;
  22427. };
  22428. Geometry.prototype.getVerticesDataKinds = function () {
  22429. var result = [];
  22430. if (!this._vertexBuffers && this._delayInfo) {
  22431. for (var kind in this._delayInfo) {
  22432. result.push(kind);
  22433. }
  22434. } else {
  22435. for (kind in this._vertexBuffers) {
  22436. result.push(kind);
  22437. }
  22438. }
  22439. return result;
  22440. };
  22441. Geometry.prototype.setIndices = function (indices, totalVertices) {
  22442. if (this._indexBuffer) {
  22443. this._engine._releaseBuffer(this._indexBuffer);
  22444. }
  22445. this._indices = indices;
  22446. if (this._meshes.length !== 0 && this._indices) {
  22447. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  22448. }
  22449. if (totalVertices !== undefined) {
  22450. this._totalVertices = totalVertices;
  22451. }
  22452. var meshes = this._meshes;
  22453. var numOfMeshes = meshes.length;
  22454. for (var index = 0; index < numOfMeshes; index++) {
  22455. meshes[index]._createGlobalSubMesh();
  22456. }
  22457. };
  22458. Geometry.prototype.getTotalIndices = function () {
  22459. if (!this.isReady()) {
  22460. return 0;
  22461. }
  22462. return this._indices.length;
  22463. };
  22464. Geometry.prototype.getIndices = function () {
  22465. if (!this.isReady()) {
  22466. return null;
  22467. }
  22468. return this._indices;
  22469. };
  22470. Geometry.prototype.getIndexBuffer = function () {
  22471. if (!this.isReady()) {
  22472. return null;
  22473. }
  22474. return this._indexBuffer;
  22475. };
  22476. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  22477. var meshes = this._meshes;
  22478. var index = meshes.indexOf(mesh);
  22479. if (index === -1) {
  22480. return;
  22481. }
  22482. for (var kind in this._vertexBuffers) {
  22483. this._vertexBuffers[kind].dispose();
  22484. }
  22485. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  22486. this._indexBuffer = null;
  22487. }
  22488. meshes.splice(index, 1);
  22489. mesh._geometry = null;
  22490. if (meshes.length === 0 && shouldDispose) {
  22491. this.dispose();
  22492. }
  22493. };
  22494. Geometry.prototype.applyToMesh = function (mesh) {
  22495. if (mesh._geometry === this) {
  22496. return;
  22497. }
  22498. var previousGeometry = mesh._geometry;
  22499. if (previousGeometry) {
  22500. previousGeometry.releaseForMesh(mesh);
  22501. }
  22502. var meshes = this._meshes;
  22503. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  22504. mesh._geometry = this;
  22505. this._scene.pushGeometry(this);
  22506. meshes.push(mesh);
  22507. if (this.isReady()) {
  22508. this._applyToMesh(mesh);
  22509. } else {
  22510. mesh._boundingInfo = this._boundingInfo;
  22511. }
  22512. };
  22513. Geometry.prototype._applyToMesh = function (mesh) {
  22514. var numOfMeshes = this._meshes.length;
  22515. for (var kind in this._vertexBuffers) {
  22516. if (numOfMeshes === 1) {
  22517. this._vertexBuffers[kind].create();
  22518. }
  22519. this._vertexBuffers[kind]._buffer.references = numOfMeshes;
  22520. if (kind === BABYLON.VertexBuffer.PositionKind) {
  22521. mesh._resetPointsArrayCache();
  22522. var extend = BABYLON.Tools.ExtractMinAndMax(this._vertexBuffers[kind].getData(), 0, this._totalVertices);
  22523. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  22524. mesh._createGlobalSubMesh();
  22525. //bounding info was just created again, world matrix should be applied again.
  22526. mesh._updateBoundingInfo();
  22527. }
  22528. }
  22529. // indexBuffer
  22530. if (numOfMeshes === 1 && this._indices) {
  22531. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  22532. }
  22533. if (this._indexBuffer) {
  22534. this._indexBuffer.references = numOfMeshes;
  22535. }
  22536. };
  22537. Geometry.prototype.load = function (scene, onLoaded) {
  22538. var _this = this;
  22539. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  22540. return;
  22541. }
  22542. if (this.isReady()) {
  22543. if (onLoaded) {
  22544. onLoaded();
  22545. }
  22546. return;
  22547. }
  22548. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  22549. scene._addPendingData(this);
  22550. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  22551. _this._delayLoadingFunction(JSON.parse(data), _this);
  22552. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  22553. _this._delayInfo = [];
  22554. scene._removePendingData(_this);
  22555. var meshes = _this._meshes;
  22556. var numOfMeshes = meshes.length;
  22557. for (var index = 0; index < numOfMeshes; index++) {
  22558. _this._applyToMesh(meshes[index]);
  22559. }
  22560. if (onLoaded) {
  22561. onLoaded();
  22562. }
  22563. }, function () {
  22564. }, scene.database);
  22565. };
  22566. Geometry.prototype.dispose = function () {
  22567. var meshes = this._meshes;
  22568. var numOfMeshes = meshes.length;
  22569. var index;
  22570. for (index = 0; index < numOfMeshes; index++) {
  22571. this.releaseForMesh(meshes[index]);
  22572. }
  22573. this._meshes = [];
  22574. for (var kind in this._vertexBuffers) {
  22575. this._vertexBuffers[kind].dispose();
  22576. }
  22577. this._vertexBuffers = [];
  22578. this._totalVertices = 0;
  22579. if (this._indexBuffer) {
  22580. this._engine._releaseBuffer(this._indexBuffer);
  22581. }
  22582. this._indexBuffer = null;
  22583. this._indices = [];
  22584. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  22585. this.delayLoadingFile = null;
  22586. this._delayLoadingFunction = null;
  22587. this._delayInfo = [];
  22588. this._boundingInfo = null; // todo: .dispose()
  22589. var geometries = this._scene.getGeometries();
  22590. index = geometries.indexOf(this);
  22591. if (index > -1) {
  22592. geometries.splice(index, 1);
  22593. }
  22594. };
  22595. Geometry.prototype.copy = function (id) {
  22596. var vertexData = new BABYLON.VertexData();
  22597. vertexData.indices = [];
  22598. var indices = this.getIndices();
  22599. for (var index = 0; index < indices.length; index++) {
  22600. vertexData.indices.push(indices[index]);
  22601. }
  22602. var updatable = false;
  22603. var stopChecking = false;
  22604. for (var kind in this._vertexBuffers) {
  22605. vertexData.set(this.getVerticesData(kind), kind);
  22606. if (!stopChecking) {
  22607. updatable = this.getVertexBuffer(kind).isUpdatable();
  22608. stopChecking = !updatable;
  22609. }
  22610. }
  22611. var geometry = new Geometry(id, this._scene, vertexData, updatable, null);
  22612. geometry.delayLoadState = this.delayLoadState;
  22613. geometry.delayLoadingFile = this.delayLoadingFile;
  22614. geometry._delayLoadingFunction = this._delayLoadingFunction;
  22615. for (kind in this._delayInfo) {
  22616. geometry._delayInfo = geometry._delayInfo || [];
  22617. geometry._delayInfo.push(kind);
  22618. }
  22619. // Bounding info
  22620. var extend = BABYLON.Tools.ExtractMinAndMax(this.getVerticesData(BABYLON.VertexBuffer.PositionKind), 0, this.getTotalVertices());
  22621. geometry._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  22622. return geometry;
  22623. };
  22624. // Statics
  22625. Geometry.ExtractFromMesh = function (mesh, id) {
  22626. var geometry = mesh._geometry;
  22627. if (!geometry) {
  22628. return null;
  22629. }
  22630. return geometry.copy(id);
  22631. };
  22632. // from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  22633. // be aware Math.random() could cause collisions
  22634. Geometry.RandomId = function () {
  22635. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  22636. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  22637. return v.toString(16);
  22638. });
  22639. };
  22640. return Geometry;
  22641. })();
  22642. BABYLON.Geometry = Geometry;
  22643. (function (Geometry) {
  22644. /////// Primitives //////////////////////////////////////////////
  22645. (function (Primitives) {
  22646. /// Abstract class
  22647. var _Primitive = (function (_super) {
  22648. __extends(_Primitive, _super);
  22649. function _Primitive(id, scene, vertexData, canBeRegenerated, mesh) {
  22650. this._beingRegenerated = true;
  22651. this._canBeRegenerated = canBeRegenerated;
  22652. _super.call(this, id, scene, vertexData, false, mesh); // updatable = false to be sure not to update vertices
  22653. this._beingRegenerated = false;
  22654. }
  22655. _Primitive.prototype.canBeRegenerated = function () {
  22656. return this._canBeRegenerated;
  22657. };
  22658. _Primitive.prototype.regenerate = function () {
  22659. if (!this._canBeRegenerated) {
  22660. return;
  22661. }
  22662. this._beingRegenerated = true;
  22663. this.setAllVerticesData(this._regenerateVertexData(), false);
  22664. this._beingRegenerated = false;
  22665. };
  22666. _Primitive.prototype.asNewGeometry = function (id) {
  22667. return _super.prototype.copy.call(this, id);
  22668. };
  22669. // overrides
  22670. _Primitive.prototype.setAllVerticesData = function (vertexData, updatable) {
  22671. if (!this._beingRegenerated) {
  22672. return;
  22673. }
  22674. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  22675. };
  22676. _Primitive.prototype.setVerticesData = function (kind, data, updatable) {
  22677. if (!this._beingRegenerated) {
  22678. return;
  22679. }
  22680. _super.prototype.setVerticesData.call(this, kind, data, false);
  22681. };
  22682. // to override
  22683. // protected
  22684. _Primitive.prototype._regenerateVertexData = function () {
  22685. throw new Error("Abstract method");
  22686. };
  22687. _Primitive.prototype.copy = function (id) {
  22688. throw new Error("Must be overriden in sub-classes.");
  22689. };
  22690. return _Primitive;
  22691. })(Geometry);
  22692. Primitives._Primitive = _Primitive;
  22693. var Box = (function (_super) {
  22694. __extends(Box, _super);
  22695. function Box(id, scene, size, canBeRegenerated, mesh) {
  22696. this.size = size;
  22697. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  22698. }
  22699. Box.prototype._regenerateVertexData = function () {
  22700. return BABYLON.VertexData.CreateBox(this.size);
  22701. };
  22702. Box.prototype.copy = function (id) {
  22703. return new Box(id, this.getScene(), this.size, this.canBeRegenerated(), null);
  22704. };
  22705. return Box;
  22706. })(_Primitive);
  22707. Primitives.Box = Box;
  22708. var Sphere = (function (_super) {
  22709. __extends(Sphere, _super);
  22710. function Sphere(id, scene, segments, diameter, canBeRegenerated, mesh) {
  22711. this.segments = segments;
  22712. this.diameter = diameter;
  22713. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  22714. }
  22715. Sphere.prototype._regenerateVertexData = function () {
  22716. return BABYLON.VertexData.CreateSphere(this.segments, this.diameter);
  22717. };
  22718. Sphere.prototype.copy = function (id) {
  22719. return new Sphere(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null);
  22720. };
  22721. return Sphere;
  22722. })(_Primitive);
  22723. Primitives.Sphere = Sphere;
  22724. var Cylinder = (function (_super) {
  22725. __extends(Cylinder, _super);
  22726. function Cylinder(id, scene, height, diameterTop, diameterBottom, tessellation, subdivisions, canBeRegenerated, mesh) {
  22727. if (typeof subdivisions === "undefined") { subdivisions = 1; }
  22728. this.height = height;
  22729. this.diameterTop = diameterTop;
  22730. this.diameterBottom = diameterBottom;
  22731. this.tessellation = tessellation;
  22732. this.subdivisions = subdivisions;
  22733. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  22734. }
  22735. Cylinder.prototype._regenerateVertexData = function () {
  22736. return BABYLON.VertexData.CreateCylinder(this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions);
  22737. };
  22738. Cylinder.prototype.copy = function (id) {
  22739. return new Cylinder(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null);
  22740. };
  22741. return Cylinder;
  22742. })(_Primitive);
  22743. Primitives.Cylinder = Cylinder;
  22744. var Torus = (function (_super) {
  22745. __extends(Torus, _super);
  22746. function Torus(id, scene, diameter, thickness, tessellation, canBeRegenerated, mesh) {
  22747. this.diameter = diameter;
  22748. this.thickness = thickness;
  22749. this.tessellation = tessellation;
  22750. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  22751. }
  22752. Torus.prototype._regenerateVertexData = function () {
  22753. return BABYLON.VertexData.CreateTorus(this.diameter, this.thickness, this.tessellation);
  22754. };
  22755. Torus.prototype.copy = function (id) {
  22756. return new Torus(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null);
  22757. };
  22758. return Torus;
  22759. })(_Primitive);
  22760. Primitives.Torus = Torus;
  22761. var Ground = (function (_super) {
  22762. __extends(Ground, _super);
  22763. function Ground(id, scene, width, height, subdivisions, canBeRegenerated, mesh) {
  22764. this.width = width;
  22765. this.height = height;
  22766. this.subdivisions = subdivisions;
  22767. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  22768. }
  22769. Ground.prototype._regenerateVertexData = function () {
  22770. return BABYLON.VertexData.CreateGround(this.width, this.height, this.subdivisions);
  22771. };
  22772. Ground.prototype.copy = function (id) {
  22773. return new Ground(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  22774. };
  22775. return Ground;
  22776. })(_Primitive);
  22777. Primitives.Ground = Ground;
  22778. var TiledGround = (function (_super) {
  22779. __extends(TiledGround, _super);
  22780. function TiledGround(id, scene, xmin, zmin, xmax, zmax, subdivisions, precision, canBeRegenerated, mesh) {
  22781. this.xmin = xmin;
  22782. this.zmin = zmin;
  22783. this.xmax = xmax;
  22784. this.zmax = zmax;
  22785. this.subdivisions = subdivisions;
  22786. this.precision = precision;
  22787. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  22788. }
  22789. TiledGround.prototype._regenerateVertexData = function () {
  22790. return BABYLON.VertexData.CreateTiledGround(this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision);
  22791. };
  22792. TiledGround.prototype.copy = function (id) {
  22793. return new TiledGround(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  22794. };
  22795. return TiledGround;
  22796. })(_Primitive);
  22797. Primitives.TiledGround = TiledGround;
  22798. var Plane = (function (_super) {
  22799. __extends(Plane, _super);
  22800. function Plane(id, scene, size, canBeRegenerated, mesh) {
  22801. this.size = size;
  22802. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  22803. }
  22804. Plane.prototype._regenerateVertexData = function () {
  22805. return BABYLON.VertexData.CreatePlane(this.size);
  22806. };
  22807. Plane.prototype.copy = function (id) {
  22808. return new Plane(id, this.getScene(), this.size, this.canBeRegenerated(), null);
  22809. };
  22810. return Plane;
  22811. })(_Primitive);
  22812. Primitives.Plane = Plane;
  22813. var TorusKnot = (function (_super) {
  22814. __extends(TorusKnot, _super);
  22815. function TorusKnot(id, scene, radius, tube, radialSegments, tubularSegments, p, q, canBeRegenerated, mesh) {
  22816. this.radius = radius;
  22817. this.tube = tube;
  22818. this.radialSegments = radialSegments;
  22819. this.tubularSegments = tubularSegments;
  22820. this.p = p;
  22821. this.q = q;
  22822. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  22823. }
  22824. TorusKnot.prototype._regenerateVertexData = function () {
  22825. return BABYLON.VertexData.CreateTorusKnot(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);
  22826. };
  22827. TorusKnot.prototype.copy = function (id) {
  22828. return new TorusKnot(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null);
  22829. };
  22830. return TorusKnot;
  22831. })(_Primitive);
  22832. Primitives.TorusKnot = TorusKnot;
  22833. })(Geometry.Primitives || (Geometry.Primitives = {}));
  22834. var Primitives = Geometry.Primitives;
  22835. })(BABYLON.Geometry || (BABYLON.Geometry = {}));
  22836. var Geometry = BABYLON.Geometry;
  22837. })(BABYLON || (BABYLON = {}));
  22838. //# sourceMappingURL=babylon.geometry.js.map
  22839. var BABYLON;
  22840. (function (BABYLON) {
  22841. var Gamepads = (function () {
  22842. function Gamepads(ongamedpadconnected) {
  22843. var _this = this;
  22844. this.babylonGamepads = [];
  22845. this.oneGamepadConnected = false;
  22846. this.isMonitoring = false;
  22847. this.gamepadEventSupported = 'GamepadEvent' in window;
  22848. this.gamepadSupportAvailable = (navigator.getGamepads || !!navigator.webkitGetGamepads || !!navigator.msGetGamepads || !!navigator.webkitGamepads);
  22849. this.buttonADataURL = "data:image/png;base64,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";
  22850. this._callbackGamepadConnected = ongamedpadconnected;
  22851. if (this.gamepadSupportAvailable) {
  22852. // Checking if the gamepad connected event is supported (like in Firefox)
  22853. if (this.gamepadEventSupported) {
  22854. window.addEventListener('gamepadconnected', function (evt) {
  22855. _this._onGamepadConnected(evt);
  22856. }, false);
  22857. window.addEventListener('gamepaddisconnected', function (evt) {
  22858. _this._onGamepadDisconnected(evt);
  22859. }, false);
  22860. } else {
  22861. this._startMonitoringGamepads();
  22862. }
  22863. if (!this.oneGamepadConnected) {
  22864. this._insertGamepadDOMInstructions();
  22865. }
  22866. } else {
  22867. this._insertGamepadDOMNotSupported();
  22868. }
  22869. }
  22870. Gamepads.prototype._insertGamepadDOMInstructions = function () {
  22871. Gamepads.gamepadDOMInfo = document.createElement("div");
  22872. var buttonAImage = document.createElement("img");
  22873. buttonAImage.src = this.buttonADataURL;
  22874. var spanMessage = document.createElement("span");
  22875. spanMessage.innerHTML = "<strong>to activate gamepad</strong>";
  22876. Gamepads.gamepadDOMInfo.appendChild(buttonAImage);
  22877. Gamepads.gamepadDOMInfo.appendChild(spanMessage);
  22878. Gamepads.gamepadDOMInfo.style.position = "absolute";
  22879. Gamepads.gamepadDOMInfo.style.width = "100%";
  22880. Gamepads.gamepadDOMInfo.style.height = "48px";
  22881. Gamepads.gamepadDOMInfo.style.bottom = "0px";
  22882. Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
  22883. Gamepads.gamepadDOMInfo.style.textAlign = "center";
  22884. Gamepads.gamepadDOMInfo.style.zIndex = "10";
  22885. buttonAImage.style.position = "relative";
  22886. buttonAImage.style.bottom = "8px";
  22887. spanMessage.style.position = "relative";
  22888. spanMessage.style.fontSize = "32px";
  22889. spanMessage.style.bottom = "32px";
  22890. spanMessage.style.color = "green";
  22891. document.body.appendChild(Gamepads.gamepadDOMInfo);
  22892. };
  22893. Gamepads.prototype._insertGamepadDOMNotSupported = function () {
  22894. Gamepads.gamepadDOMInfo = document.createElement("div");
  22895. var spanMessage = document.createElement("span");
  22896. spanMessage.innerHTML = "<strong>gamepad not supported</strong>";
  22897. Gamepads.gamepadDOMInfo.appendChild(spanMessage);
  22898. Gamepads.gamepadDOMInfo.style.position = "absolute";
  22899. Gamepads.gamepadDOMInfo.style.width = "100%";
  22900. Gamepads.gamepadDOMInfo.style.height = "40px";
  22901. Gamepads.gamepadDOMInfo.style.bottom = "0px";
  22902. Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
  22903. Gamepads.gamepadDOMInfo.style.textAlign = "center";
  22904. Gamepads.gamepadDOMInfo.style.zIndex = "10";
  22905. spanMessage.style.position = "relative";
  22906. spanMessage.style.fontSize = "32px";
  22907. spanMessage.style.color = "red";
  22908. document.body.appendChild(Gamepads.gamepadDOMInfo);
  22909. };
  22910. Gamepads.prototype.dispose = function () {
  22911. document.body.removeChild(Gamepads.gamepadDOMInfo);
  22912. };
  22913. Gamepads.prototype._onGamepadConnected = function (evt) {
  22914. var newGamepad = this._addNewGamepad(evt.gamepad);
  22915. if (this._callbackGamepadConnected)
  22916. this._callbackGamepadConnected(newGamepad);
  22917. this._startMonitoringGamepads();
  22918. };
  22919. Gamepads.prototype._addNewGamepad = function (gamepad) {
  22920. if (!this.oneGamepadConnected) {
  22921. this.oneGamepadConnected = true;
  22922. if (Gamepads.gamepadDOMInfo) {
  22923. document.body.removeChild(Gamepads.gamepadDOMInfo);
  22924. Gamepads.gamepadDOMInfo = null;
  22925. }
  22926. }
  22927. var newGamepad;
  22928. if (gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  22929. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad);
  22930. } else {
  22931. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  22932. }
  22933. this.babylonGamepads.push(newGamepad);
  22934. return newGamepad;
  22935. };
  22936. Gamepads.prototype._onGamepadDisconnected = function (evt) {
  22937. for (var i in this.babylonGamepads) {
  22938. if (this.babylonGamepads[i].index == evt.gamepad.index) {
  22939. this.babylonGamepads.splice(i, 1);
  22940. break;
  22941. }
  22942. }
  22943. // If no gamepads are left, stop the polling loop.
  22944. if (this.babylonGamepads.length == 0) {
  22945. this._stopMonitoringGamepads();
  22946. }
  22947. };
  22948. Gamepads.prototype._startMonitoringGamepads = function () {
  22949. if (!this.isMonitoring) {
  22950. this.isMonitoring = true;
  22951. this._checkGamepadsStatus();
  22952. }
  22953. };
  22954. Gamepads.prototype._stopMonitoringGamepads = function () {
  22955. this.isMonitoring = false;
  22956. };
  22957. Gamepads.prototype._checkGamepadsStatus = function () {
  22958. var _this = this;
  22959. // updating gamepad objects
  22960. this._updateGamepadObjects();
  22961. for (var i in this.babylonGamepads) {
  22962. this.babylonGamepads[i].update();
  22963. }
  22964. if (this.isMonitoring) {
  22965. if (window.requestAnimationFrame) {
  22966. window.requestAnimationFrame(function () {
  22967. _this._checkGamepadsStatus();
  22968. });
  22969. } else if (window.mozRequestAnimationFrame) {
  22970. window.mozRequestAnimationFrame(function () {
  22971. _this._checkGamepadsStatus();
  22972. });
  22973. } else if (window.webkitRequestAnimationFrame) {
  22974. window.webkitRequestAnimationFrame(function () {
  22975. _this._checkGamepadsStatus();
  22976. });
  22977. }
  22978. }
  22979. };
  22980. // This function is called only on Chrome, which does not yet support
  22981. // connection/disconnection events, but requires you to monitor
  22982. // an array for changes.
  22983. Gamepads.prototype._updateGamepadObjects = function () {
  22984. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  22985. for (var i = 0; i < gamepads.length; i++) {
  22986. if (gamepads[i]) {
  22987. if (!(gamepads[i].index in this.babylonGamepads)) {
  22988. var newGamepad = this._addNewGamepad(gamepads[i]);
  22989. if (this._callbackGamepadConnected) {
  22990. this._callbackGamepadConnected(newGamepad);
  22991. }
  22992. } else {
  22993. this.babylonGamepads[i].browserGamepad = gamepads[i];
  22994. }
  22995. }
  22996. }
  22997. };
  22998. return Gamepads;
  22999. })();
  23000. BABYLON.Gamepads = Gamepads;
  23001. var StickValues = (function () {
  23002. function StickValues(x, y) {
  23003. this.x = x;
  23004. this.y = y;
  23005. }
  23006. return StickValues;
  23007. })();
  23008. BABYLON.StickValues = StickValues;
  23009. var Gamepad = (function () {
  23010. function Gamepad(id, index, browserGamepad) {
  23011. this.id = id;
  23012. this.index = index;
  23013. this.browserGamepad = browserGamepad;
  23014. if (this.browserGamepad.axes.length >= 2) {
  23015. this._leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
  23016. }
  23017. if (this.browserGamepad.axes.length >= 4) {
  23018. this._rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
  23019. }
  23020. }
  23021. Gamepad.prototype.onleftstickchanged = function (callback) {
  23022. this._onleftstickchanged = callback;
  23023. };
  23024. Gamepad.prototype.onrightstickchanged = function (callback) {
  23025. this._onrightstickchanged = callback;
  23026. };
  23027. Object.defineProperty(Gamepad.prototype, "leftStick", {
  23028. get: function () {
  23029. return this._leftStick;
  23030. },
  23031. set: function (newValues) {
  23032. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  23033. this._onleftstickchanged(newValues);
  23034. }
  23035. this._leftStick = newValues;
  23036. },
  23037. enumerable: true,
  23038. configurable: true
  23039. });
  23040. Object.defineProperty(Gamepad.prototype, "rightStick", {
  23041. get: function () {
  23042. return this._rightStick;
  23043. },
  23044. set: function (newValues) {
  23045. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  23046. this._onrightstickchanged(newValues);
  23047. }
  23048. this._rightStick = newValues;
  23049. },
  23050. enumerable: true,
  23051. configurable: true
  23052. });
  23053. Gamepad.prototype.update = function () {
  23054. if (this._leftStick) {
  23055. this.leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
  23056. }
  23057. if (this._rightStick) {
  23058. this.rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
  23059. }
  23060. };
  23061. return Gamepad;
  23062. })();
  23063. BABYLON.Gamepad = Gamepad;
  23064. var GenericPad = (function (_super) {
  23065. __extends(GenericPad, _super);
  23066. function GenericPad(id, index, gamepad) {
  23067. _super.call(this, id, index, gamepad);
  23068. this.id = id;
  23069. this.index = index;
  23070. this.gamepad = gamepad;
  23071. this._buttons = new Array(gamepad.buttons.length);
  23072. }
  23073. GenericPad.prototype.onbuttondown = function (callback) {
  23074. this._onbuttondown = callback;
  23075. };
  23076. GenericPad.prototype.onbuttonup = function (callback) {
  23077. this._onbuttonup = callback;
  23078. };
  23079. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  23080. if (newValue !== currentValue) {
  23081. if (this._onbuttondown && newValue === 1) {
  23082. this._onbuttondown(buttonIndex);
  23083. }
  23084. if (this._onbuttonup && newValue === 0) {
  23085. this._onbuttonup(buttonIndex);
  23086. }
  23087. }
  23088. return newValue;
  23089. };
  23090. GenericPad.prototype.update = function () {
  23091. _super.prototype.update.call(this);
  23092. for (var index = 0; index < this._buttons.length; index++) {
  23093. this._buttons[index] = this._setButtonValue(this.gamepad.buttons[index].value, this._buttons[index], index);
  23094. }
  23095. };
  23096. return GenericPad;
  23097. })(Gamepad);
  23098. BABYLON.GenericPad = GenericPad;
  23099. (function (Xbox360Button) {
  23100. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  23101. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  23102. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  23103. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  23104. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  23105. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  23106. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  23107. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  23108. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  23109. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  23110. })(BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  23111. var Xbox360Button = BABYLON.Xbox360Button;
  23112. (function (Xbox360Dpad) {
  23113. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  23114. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  23115. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  23116. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  23117. })(BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  23118. var Xbox360Dpad = BABYLON.Xbox360Dpad;
  23119. var Xbox360Pad = (function (_super) {
  23120. __extends(Xbox360Pad, _super);
  23121. function Xbox360Pad() {
  23122. _super.apply(this, arguments);
  23123. this._leftTrigger = 0;
  23124. this._rightTrigger = 0;
  23125. this._buttonA = 0;
  23126. this._buttonB = 0;
  23127. this._buttonX = 0;
  23128. this._buttonY = 0;
  23129. this._buttonBack = 0;
  23130. this._buttonStart = 0;
  23131. this._buttonLB = 0;
  23132. this._buttonRB = 0;
  23133. this._buttonLeftStick = 0;
  23134. this._buttonRightStick = 0;
  23135. this._dPadUp = 0;
  23136. this._dPadDown = 0;
  23137. this._dPadLeft = 0;
  23138. this._dPadRight = 0;
  23139. }
  23140. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  23141. this._onlefttriggerchanged = callback;
  23142. };
  23143. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  23144. this._onrighttriggerchanged = callback;
  23145. };
  23146. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  23147. get: function () {
  23148. return this._leftTrigger;
  23149. },
  23150. set: function (newValue) {
  23151. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  23152. this._onlefttriggerchanged(newValue);
  23153. }
  23154. this._leftTrigger = newValue;
  23155. },
  23156. enumerable: true,
  23157. configurable: true
  23158. });
  23159. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  23160. get: function () {
  23161. return this._rightTrigger;
  23162. },
  23163. set: function (newValue) {
  23164. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  23165. this._onrighttriggerchanged(newValue);
  23166. }
  23167. this._rightTrigger = newValue;
  23168. },
  23169. enumerable: true,
  23170. configurable: true
  23171. });
  23172. Xbox360Pad.prototype.onbuttondown = function (callback) {
  23173. this._onbuttondown = callback;
  23174. };
  23175. Xbox360Pad.prototype.onbuttonup = function (callback) {
  23176. this._onbuttonup = callback;
  23177. };
  23178. Xbox360Pad.prototype.ondpaddown = function (callback) {
  23179. this._ondpaddown = callback;
  23180. };
  23181. Xbox360Pad.prototype.ondpadup = function (callback) {
  23182. this._ondpadup = callback;
  23183. };
  23184. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  23185. if (newValue !== currentValue) {
  23186. if (this._onbuttondown && newValue === 1) {
  23187. this._onbuttondown(buttonType);
  23188. }
  23189. if (this._onbuttonup && newValue === 0) {
  23190. this._onbuttonup(buttonType);
  23191. }
  23192. }
  23193. return newValue;
  23194. };
  23195. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  23196. if (newValue !== currentValue) {
  23197. if (this._ondpaddown && newValue === 1) {
  23198. this._ondpaddown(buttonType);
  23199. }
  23200. if (this._ondpadup && newValue === 0) {
  23201. this._ondpadup(buttonType);
  23202. }
  23203. }
  23204. return newValue;
  23205. };
  23206. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  23207. get: function () {
  23208. return this._buttonA;
  23209. },
  23210. set: function (value) {
  23211. this._buttonA = this._setButtonValue(value, this._buttonA, 0 /* A */);
  23212. },
  23213. enumerable: true,
  23214. configurable: true
  23215. });
  23216. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  23217. get: function () {
  23218. return this._buttonB;
  23219. },
  23220. set: function (value) {
  23221. this._buttonB = this._setButtonValue(value, this._buttonB, 1 /* B */);
  23222. },
  23223. enumerable: true,
  23224. configurable: true
  23225. });
  23226. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  23227. get: function () {
  23228. return this._buttonX;
  23229. },
  23230. set: function (value) {
  23231. this._buttonX = this._setButtonValue(value, this._buttonX, 2 /* X */);
  23232. },
  23233. enumerable: true,
  23234. configurable: true
  23235. });
  23236. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  23237. get: function () {
  23238. return this._buttonY;
  23239. },
  23240. set: function (value) {
  23241. this._buttonY = this._setButtonValue(value, this._buttonY, 3 /* Y */);
  23242. },
  23243. enumerable: true,
  23244. configurable: true
  23245. });
  23246. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  23247. get: function () {
  23248. return this._buttonStart;
  23249. },
  23250. set: function (value) {
  23251. this._buttonStart = this._setButtonValue(value, this._buttonStart, 4 /* Start */);
  23252. },
  23253. enumerable: true,
  23254. configurable: true
  23255. });
  23256. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  23257. get: function () {
  23258. return this._buttonBack;
  23259. },
  23260. set: function (value) {
  23261. this._buttonBack = this._setButtonValue(value, this._buttonBack, 5 /* Back */);
  23262. },
  23263. enumerable: true,
  23264. configurable: true
  23265. });
  23266. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  23267. get: function () {
  23268. return this._buttonLB;
  23269. },
  23270. set: function (value) {
  23271. this._buttonLB = this._setButtonValue(value, this._buttonLB, 6 /* LB */);
  23272. },
  23273. enumerable: true,
  23274. configurable: true
  23275. });
  23276. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  23277. get: function () {
  23278. return this._buttonRB;
  23279. },
  23280. set: function (value) {
  23281. this._buttonRB = this._setButtonValue(value, this._buttonRB, 7 /* RB */);
  23282. },
  23283. enumerable: true,
  23284. configurable: true
  23285. });
  23286. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  23287. get: function () {
  23288. return this._buttonLeftStick;
  23289. },
  23290. set: function (value) {
  23291. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, 8 /* LeftStick */);
  23292. },
  23293. enumerable: true,
  23294. configurable: true
  23295. });
  23296. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  23297. get: function () {
  23298. return this._buttonRightStick;
  23299. },
  23300. set: function (value) {
  23301. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, 9 /* RightStick */);
  23302. },
  23303. enumerable: true,
  23304. configurable: true
  23305. });
  23306. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  23307. get: function () {
  23308. return this._dPadUp;
  23309. },
  23310. set: function (value) {
  23311. this._dPadUp = this._setDPadValue(value, this._dPadUp, 0 /* Up */);
  23312. },
  23313. enumerable: true,
  23314. configurable: true
  23315. });
  23316. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  23317. get: function () {
  23318. return this._dPadDown;
  23319. },
  23320. set: function (value) {
  23321. this._dPadDown = this._setDPadValue(value, this._dPadDown, 1 /* Down */);
  23322. },
  23323. enumerable: true,
  23324. configurable: true
  23325. });
  23326. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  23327. get: function () {
  23328. return this._dPadLeft;
  23329. },
  23330. set: function (value) {
  23331. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, 2 /* Left */);
  23332. },
  23333. enumerable: true,
  23334. configurable: true
  23335. });
  23336. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  23337. get: function () {
  23338. return this._dPadRight;
  23339. },
  23340. set: function (value) {
  23341. this._dPadRight = this._setDPadValue(value, this._dPadRight, 3 /* Right */);
  23342. },
  23343. enumerable: true,
  23344. configurable: true
  23345. });
  23346. Xbox360Pad.prototype.update = function () {
  23347. _super.prototype.update.call(this);
  23348. this.buttonA = this.browserGamepad.buttons[0].value;
  23349. this.buttonB = this.browserGamepad.buttons[1].value;
  23350. this.buttonX = this.browserGamepad.buttons[2].value;
  23351. this.buttonY = this.browserGamepad.buttons[3].value;
  23352. this.buttonLB = this.browserGamepad.buttons[4].value;
  23353. this.buttonRB = this.browserGamepad.buttons[5].value;
  23354. this.leftTrigger = this.browserGamepad.buttons[6].value;
  23355. this.rightTrigger = this.browserGamepad.buttons[7].value;
  23356. this.buttonBack = this.browserGamepad.buttons[8].value;
  23357. this.buttonStart = this.browserGamepad.buttons[9].value;
  23358. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  23359. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  23360. this.dPadUp = this.browserGamepad.buttons[12].value;
  23361. this.dPadDown = this.browserGamepad.buttons[13].value;
  23362. this.dPadLeft = this.browserGamepad.buttons[14].value;
  23363. this.dPadRight = this.browserGamepad.buttons[15].value;
  23364. };
  23365. return Xbox360Pad;
  23366. })(Gamepad);
  23367. BABYLON.Xbox360Pad = Xbox360Pad;
  23368. })(BABYLON || (BABYLON = {}));
  23369. //# sourceMappingURL=babylon.gamepads.js.map
  23370. var BABYLON;
  23371. (function (BABYLON) {
  23372. // We're mainly based on the logic defined into the FreeCamera code
  23373. var GamepadCamera = (function (_super) {
  23374. __extends(GamepadCamera, _super);
  23375. function GamepadCamera(name, position, scene) {
  23376. var _this = this;
  23377. _super.call(this, name, position, scene);
  23378. this.angularSensibility = 200;
  23379. this.moveSensibility = 75;
  23380. this._gamepads = new BABYLON.Gamepads(function (gamepad) {
  23381. _this._onNewGameConnected(gamepad);
  23382. });
  23383. }
  23384. GamepadCamera.prototype._onNewGameConnected = function (gamepad) {
  23385. // Only the first gamepad can control the camera
  23386. if (gamepad.index === 0) {
  23387. this._gamepad = gamepad;
  23388. }
  23389. };
  23390. GamepadCamera.prototype._checkInputs = function () {
  23391. if (!this._gamepad) {
  23392. return;
  23393. }
  23394. var LSValues = this._gamepad.leftStick;
  23395. var normalizedLX = LSValues.x / this.moveSensibility;
  23396. var normalizedLY = LSValues.y / this.moveSensibility;
  23397. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  23398. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  23399. var RSValues = this._gamepad.rightStick;
  23400. var normalizedRX = RSValues.x / this.angularSensibility;
  23401. var normalizedRY = RSValues.y / this.angularSensibility;
  23402. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  23403. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  23404. ;
  23405. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  23406. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x, 0, -LSValues.y), cameraTransform);
  23407. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  23408. this.cameraRotation = this.cameraRotation.add(new BABYLON.Vector2(RSValues.y, RSValues.x));
  23409. };
  23410. GamepadCamera.prototype.dispose = function () {
  23411. this._gamepads.dispose();
  23412. _super.prototype.dispose.call(this);
  23413. };
  23414. return GamepadCamera;
  23415. })(BABYLON.FreeCamera);
  23416. BABYLON.GamepadCamera = GamepadCamera;
  23417. })(BABYLON || (BABYLON = {}));
  23418. //# sourceMappingURL=babylon.gamepadCamera.js.map
  23419. var BABYLON;
  23420. (function (BABYLON) {
  23421. var LinesMesh = (function (_super) {
  23422. __extends(LinesMesh, _super);
  23423. function LinesMesh(name, scene, updatable) {
  23424. if (typeof updatable === "undefined") { updatable = false; }
  23425. _super.call(this, name, scene);
  23426. this.color = new BABYLON.Color3(1, 1, 1);
  23427. this.alpha = 1;
  23428. this._indices = new Array();
  23429. this._colorShader = new BABYLON.ShaderMaterial("colorShader", scene, "color", {
  23430. attributes: ["position"],
  23431. uniforms: ["worldViewProjection", "color"],
  23432. needAlphaBlending: true
  23433. });
  23434. }
  23435. Object.defineProperty(LinesMesh.prototype, "material", {
  23436. get: function () {
  23437. return this._colorShader;
  23438. },
  23439. enumerable: true,
  23440. configurable: true
  23441. });
  23442. Object.defineProperty(LinesMesh.prototype, "isPickable", {
  23443. get: function () {
  23444. return false;
  23445. },
  23446. enumerable: true,
  23447. configurable: true
  23448. });
  23449. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  23450. get: function () {
  23451. return false;
  23452. },
  23453. enumerable: true,
  23454. configurable: true
  23455. });
  23456. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  23457. var engine = this.getScene().getEngine();
  23458. var indexToBind = this._geometry.getIndexBuffer();
  23459. // VBOs
  23460. engine.bindBuffers(this._geometry.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).getBuffer(), indexToBind, [3], 3 * 4, this._colorShader.getEffect());
  23461. // Color
  23462. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  23463. };
  23464. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  23465. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  23466. return;
  23467. }
  23468. var engine = this.getScene().getEngine();
  23469. // Draw order
  23470. engine.draw(false, subMesh.indexStart, subMesh.indexCount);
  23471. };
  23472. LinesMesh.prototype.intersects = function (ray, fastCheck) {
  23473. return null;
  23474. };
  23475. LinesMesh.prototype.dispose = function (doNotRecurse) {
  23476. this._colorShader.dispose();
  23477. _super.prototype.dispose.call(this, doNotRecurse);
  23478. };
  23479. return LinesMesh;
  23480. })(BABYLON.Mesh);
  23481. BABYLON.LinesMesh = LinesMesh;
  23482. })(BABYLON || (BABYLON = {}));
  23483. //# sourceMappingURL=babylon.linesMesh.js.map
  23484. var BABYLON;
  23485. (function (BABYLON) {
  23486. var OutlineRenderer = (function () {
  23487. function OutlineRenderer(scene) {
  23488. this._scene = scene;
  23489. }
  23490. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  23491. if (typeof useOverlay === "undefined") { useOverlay = false; }
  23492. var scene = this._scene;
  23493. var engine = this._scene.getEngine();
  23494. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  23495. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  23496. return;
  23497. }
  23498. var mesh = subMesh.getRenderingMesh();
  23499. var material = subMesh.getMaterial();
  23500. engine.enableEffect(this._effect);
  23501. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  23502. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : 1.0);
  23503. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  23504. // Bones
  23505. var useBones = mesh.skeleton && scene.skeletonsEnabled && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind);
  23506. if (useBones) {
  23507. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  23508. }
  23509. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  23510. // Alpha test
  23511. if (material && material.needAlphaTesting()) {
  23512. var alphaTexture = material.getAlphaTestTexture();
  23513. this._effect.setTexture("diffuseSampler", alphaTexture);
  23514. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  23515. }
  23516. if (hardwareInstancedRendering) {
  23517. mesh._renderWithInstances(subMesh, BABYLON.Material.TriangleFillMode, batch, this._effect, engine);
  23518. } else {
  23519. if (batch.renderSelf[subMesh._id]) {
  23520. this._effect.setMatrix("world", mesh.getWorldMatrix());
  23521. // Draw
  23522. mesh._draw(subMesh, BABYLON.Material.TriangleFillMode);
  23523. }
  23524. if (batch.visibleInstances[subMesh._id]) {
  23525. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  23526. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  23527. this._effect.setMatrix("world", instance.getWorldMatrix());
  23528. // Draw
  23529. mesh._draw(subMesh, BABYLON.Material.TriangleFillMode);
  23530. }
  23531. }
  23532. }
  23533. };
  23534. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  23535. var defines = [];
  23536. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  23537. var mesh = subMesh.getMesh();
  23538. var material = subMesh.getMaterial();
  23539. // Alpha test
  23540. if (material && material.needAlphaTesting()) {
  23541. defines.push("#define ALPHATEST");
  23542. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  23543. attribs.push(BABYLON.VertexBuffer.UVKind);
  23544. defines.push("#define UV1");
  23545. }
  23546. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  23547. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  23548. defines.push("#define UV2");
  23549. }
  23550. }
  23551. // Bones
  23552. if (mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  23553. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  23554. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  23555. defines.push("#define BONES");
  23556. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  23557. }
  23558. // Instances
  23559. if (useInstances) {
  23560. defines.push("#define INSTANCES");
  23561. attribs.push("world0");
  23562. attribs.push("world1");
  23563. attribs.push("world2");
  23564. attribs.push("world3");
  23565. }
  23566. // Get correct effect
  23567. var join = defines.join("\n");
  23568. if (this._cachedDefines != join) {
  23569. this._cachedDefines = join;
  23570. this._effect = this._scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color"], ["diffuseSampler"], join);
  23571. }
  23572. return this._effect.isReady();
  23573. };
  23574. return OutlineRenderer;
  23575. })();
  23576. BABYLON.OutlineRenderer = OutlineRenderer;
  23577. })(BABYLON || (BABYLON = {}));
  23578. //# sourceMappingURL=babylon.outlineRenderer.js.map
  23579. var BABYLON;
  23580. (function (BABYLON) {
  23581. var MeshAssetTask = (function () {
  23582. function MeshAssetTask(name, meshesNames, rootUrl, sceneFilename) {
  23583. this.name = name;
  23584. this.meshesNames = meshesNames;
  23585. this.rootUrl = rootUrl;
  23586. this.sceneFilename = sceneFilename;
  23587. this.isCompleted = false;
  23588. }
  23589. MeshAssetTask.prototype.run = function (scene, onSuccess, onError) {
  23590. var _this = this;
  23591. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  23592. _this.loadedMeshes = meshes;
  23593. _this.loadedParticleSystems = particleSystems;
  23594. _this.loadedSkeletons = skeletons;
  23595. _this.isCompleted = true;
  23596. if (_this.onSuccess) {
  23597. _this.onSuccess(_this);
  23598. }
  23599. onSuccess();
  23600. }, null, function () {
  23601. if (_this.onError) {
  23602. _this.onError(_this);
  23603. }
  23604. onError();
  23605. });
  23606. };
  23607. return MeshAssetTask;
  23608. })();
  23609. BABYLON.MeshAssetTask = MeshAssetTask;
  23610. var TextFileAssetTask = (function () {
  23611. function TextFileAssetTask(name, url) {
  23612. this.name = name;
  23613. this.url = url;
  23614. this.isCompleted = false;
  23615. }
  23616. TextFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
  23617. var _this = this;
  23618. BABYLON.Tools.LoadFile(this.url, function (data) {
  23619. _this.text = data;
  23620. _this.isCompleted = true;
  23621. if (_this.onSuccess) {
  23622. _this.onSuccess(_this);
  23623. }
  23624. onSuccess();
  23625. }, null, scene.database, false, function () {
  23626. if (_this.onError) {
  23627. _this.onError(_this);
  23628. }
  23629. onError();
  23630. });
  23631. };
  23632. return TextFileAssetTask;
  23633. })();
  23634. BABYLON.TextFileAssetTask = TextFileAssetTask;
  23635. var BinaryFileAssetTask = (function () {
  23636. function BinaryFileAssetTask(name, url) {
  23637. this.name = name;
  23638. this.url = url;
  23639. this.isCompleted = false;
  23640. }
  23641. BinaryFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
  23642. var _this = this;
  23643. BABYLON.Tools.LoadFile(this.url, function (data) {
  23644. _this.data = data;
  23645. _this.isCompleted = true;
  23646. if (_this.onSuccess) {
  23647. _this.onSuccess(_this);
  23648. }
  23649. onSuccess();
  23650. }, null, scene.database, true, function () {
  23651. if (_this.onError) {
  23652. _this.onError(_this);
  23653. }
  23654. onError();
  23655. });
  23656. };
  23657. return BinaryFileAssetTask;
  23658. })();
  23659. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  23660. var ImageAssetTask = (function () {
  23661. function ImageAssetTask(name, url) {
  23662. this.name = name;
  23663. this.url = url;
  23664. this.isCompleted = false;
  23665. }
  23666. ImageAssetTask.prototype.run = function (scene, onSuccess, onError) {
  23667. var _this = this;
  23668. var img = new Image();
  23669. img.onload = function () {
  23670. _this.image = img;
  23671. _this.isCompleted = true;
  23672. if (_this.onSuccess) {
  23673. _this.onSuccess(_this);
  23674. }
  23675. onSuccess();
  23676. };
  23677. img.onerror = function () {
  23678. if (_this.onError) {
  23679. _this.onError(_this);
  23680. }
  23681. onError();
  23682. };
  23683. img.src = this.url;
  23684. };
  23685. return ImageAssetTask;
  23686. })();
  23687. BABYLON.ImageAssetTask = ImageAssetTask;
  23688. var TextureAssetTask = (function () {
  23689. function TextureAssetTask(name, url, noMipmap, invertY, samplingMode) {
  23690. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  23691. this.name = name;
  23692. this.url = url;
  23693. this.noMipmap = noMipmap;
  23694. this.invertY = invertY;
  23695. this.samplingMode = samplingMode;
  23696. this.isCompleted = false;
  23697. }
  23698. TextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  23699. var _this = this;
  23700. var onload = function () {
  23701. _this.isCompleted = true;
  23702. if (_this.onSuccess) {
  23703. _this.onSuccess(_this);
  23704. }
  23705. onSuccess();
  23706. };
  23707. var onerror = function () {
  23708. if (_this.onError) {
  23709. _this.onError(_this);
  23710. }
  23711. onError();
  23712. };
  23713. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onError);
  23714. };
  23715. return TextureAssetTask;
  23716. })();
  23717. BABYLON.TextureAssetTask = TextureAssetTask;
  23718. var AssetsManager = (function () {
  23719. function AssetsManager(scene) {
  23720. this._tasks = new Array();
  23721. this._waitingTasksCount = 0;
  23722. this.useDefaultLoadingScreen = true;
  23723. this._scene = scene;
  23724. }
  23725. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  23726. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  23727. this._tasks.push(task);
  23728. return task;
  23729. };
  23730. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  23731. var task = new TextFileAssetTask(taskName, url);
  23732. this._tasks.push(task);
  23733. return task;
  23734. };
  23735. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  23736. var task = new BinaryFileAssetTask(taskName, url);
  23737. this._tasks.push(task);
  23738. return task;
  23739. };
  23740. AssetsManager.prototype.addImageTask = function (taskName, url) {
  23741. var task = new ImageAssetTask(taskName, url);
  23742. this._tasks.push(task);
  23743. return task;
  23744. };
  23745. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  23746. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  23747. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  23748. this._tasks.push(task);
  23749. return task;
  23750. };
  23751. AssetsManager.prototype._decreaseWaitingTasksCount = function () {
  23752. this._waitingTasksCount--;
  23753. if (this._waitingTasksCount === 0) {
  23754. if (this.onFinish) {
  23755. this.onFinish(this._tasks);
  23756. }
  23757. this._scene.getEngine().hideLoadingUI();
  23758. }
  23759. };
  23760. AssetsManager.prototype._runTask = function (task) {
  23761. var _this = this;
  23762. task.run(this._scene, function () {
  23763. if (_this.onTaskSuccess) {
  23764. _this.onTaskSuccess(task);
  23765. }
  23766. _this._decreaseWaitingTasksCount();
  23767. }, function () {
  23768. if (_this.onTaskError) {
  23769. _this.onTaskError(task);
  23770. }
  23771. _this._decreaseWaitingTasksCount();
  23772. });
  23773. };
  23774. AssetsManager.prototype.reset = function () {
  23775. this._tasks = new Array();
  23776. return this;
  23777. };
  23778. AssetsManager.prototype.load = function () {
  23779. this._waitingTasksCount = this._tasks.length;
  23780. if (this._waitingTasksCount === 0) {
  23781. if (this.onFinish) {
  23782. this.onFinish(this._tasks);
  23783. }
  23784. return this;
  23785. }
  23786. if (this.useDefaultLoadingScreen) {
  23787. this._scene.getEngine().displayLoadingUI();
  23788. }
  23789. for (var index = 0; index < this._tasks.length; index++) {
  23790. var task = this._tasks[index];
  23791. this._runTask(task);
  23792. }
  23793. return this;
  23794. };
  23795. return AssetsManager;
  23796. })();
  23797. BABYLON.AssetsManager = AssetsManager;
  23798. })(BABYLON || (BABYLON = {}));
  23799. //# sourceMappingURL=babylon.assetsManager.js.map
  23800. var BABYLON;
  23801. (function (BABYLON) {
  23802. var VRDeviceOrientationCamera = (function (_super) {
  23803. __extends(VRDeviceOrientationCamera, _super);
  23804. function VRDeviceOrientationCamera(name, position, scene) {
  23805. _super.call(this, name, position, scene);
  23806. this._alpha = 0;
  23807. this._beta = 0;
  23808. this._gamma = 0;
  23809. }
  23810. VRDeviceOrientationCamera.prototype._onOrientationEvent = function (evt) {
  23811. this._alpha = +evt.alpha | 0;
  23812. this._beta = +evt.beta | 0;
  23813. this._gamma = +evt.gamma | 0;
  23814. if (this._gamma < 0) {
  23815. this._gamma = 90 + this._gamma;
  23816. } else {
  23817. // Incline it in the correct angle.
  23818. this._gamma = 270 - this._gamma;
  23819. }
  23820. this.rotation.x = this._gamma / 180.0 * Math.PI;
  23821. this.rotation.y = -this._alpha / 180.0 * Math.PI;
  23822. this.rotation.z = this._beta / 180.0 * Math.PI;
  23823. };
  23824. return VRDeviceOrientationCamera;
  23825. })(BABYLON.OculusCamera);
  23826. BABYLON.VRDeviceOrientationCamera = VRDeviceOrientationCamera;
  23827. })(BABYLON || (BABYLON = {}));
  23828. //# sourceMappingURL=babylon.vrDeviceOrientationCamera.js.map
  23829. var BABYLON;
  23830. (function (BABYLON) {
  23831. var WebVRCamera = (function (_super) {
  23832. __extends(WebVRCamera, _super);
  23833. function WebVRCamera(name, position, scene) {
  23834. _super.call(this, name, position, scene);
  23835. this._hmdDevice = null;
  23836. this._sensorDevice = null;
  23837. this._cacheState = null;
  23838. this._cacheQuaternion = new BABYLON.Quaternion();
  23839. this._cacheRotation = BABYLON.Vector3.Zero();
  23840. this._vrEnabled = false;
  23841. this._getWebVRDevices = this._getWebVRDevices.bind(this);
  23842. }
  23843. WebVRCamera.prototype._getWebVRDevices = function (devices) {
  23844. var size = devices.length;
  23845. var i = 0;
  23846. // Reset devices.
  23847. this._sensorDevice = null;
  23848. this._hmdDevice = null;
  23849. while (i < size && this._hmdDevice === null) {
  23850. if (devices[i] instanceof HMDVRDevice) {
  23851. this._hmdDevice = devices[i];
  23852. }
  23853. i++;
  23854. }
  23855. i = 0;
  23856. while (i < size && this._sensorDevice === null) {
  23857. if (devices[i] instanceof PositionSensorVRDevice && (!this._hmdDevice || devices[i].hardwareUnitId === this._hmdDevice.hardwareUnitId)) {
  23858. this._sensorDevice = devices[i];
  23859. }
  23860. i++;
  23861. }
  23862. this._vrEnabled = this._sensorDevice && this._hmdDevice ? true : false;
  23863. };
  23864. WebVRCamera.prototype._update = function () {
  23865. if (this._vrEnabled) {
  23866. this._cacheState = this._sensorDevice.getState();
  23867. this._cacheQuaternion.copyFromFloats(this._cacheState.orientation.x, this._cacheState.orientation.y, this._cacheState.orientation.z, this._cacheState.orientation.w);
  23868. this._cacheQuaternion.toEulerAnglesToRef(this._cacheRotation);
  23869. this.rotation.x = -this._cacheRotation.z;
  23870. this.rotation.y = -this._cacheRotation.y;
  23871. this.rotation.z = this._cacheRotation.x;
  23872. }
  23873. _super.prototype._update.call(this);
  23874. };
  23875. WebVRCamera.prototype.attachControl = function (element, noPreventDefault) {
  23876. _super.prototype.attachControl.call(this, element, noPreventDefault);
  23877. if (navigator.getVRDevices) {
  23878. navigator.getVRDevices().then(this._getWebVRDevices);
  23879. } else if (navigator.mozGetVRDevices) {
  23880. navigator.mozGetVRDevices(this._getWebVRDevices);
  23881. }
  23882. };
  23883. WebVRCamera.prototype.detachControl = function (element) {
  23884. _super.prototype.detachControl.call(this, element);
  23885. this._vrEnabled = false;
  23886. };
  23887. return WebVRCamera;
  23888. })(BABYLON.OculusCamera);
  23889. BABYLON.WebVRCamera = WebVRCamera;
  23890. })(BABYLON || (BABYLON = {}));
  23891. //# sourceMappingURL=babylon.webVRCamera.js.map
  23892. var BABYLON;
  23893. (function (BABYLON) {
  23894. // Standard optimizations
  23895. var SceneOptimization = (function () {
  23896. function SceneOptimization(priority) {
  23897. if (typeof priority === "undefined") { priority = 0; }
  23898. this.priority = priority;
  23899. this.apply = function (scene) {
  23900. return true;
  23901. };
  23902. }
  23903. return SceneOptimization;
  23904. })();
  23905. BABYLON.SceneOptimization = SceneOptimization;
  23906. var TextureOptimization = (function (_super) {
  23907. __extends(TextureOptimization, _super);
  23908. function TextureOptimization(priority, maximumSize) {
  23909. if (typeof priority === "undefined") { priority = 0; }
  23910. if (typeof maximumSize === "undefined") { maximumSize = 1024; }
  23911. var _this = this;
  23912. _super.call(this, priority);
  23913. this.priority = priority;
  23914. this.maximumSize = maximumSize;
  23915. this.apply = function (scene) {
  23916. var allDone = true;
  23917. for (var index = 0; index < scene.textures.length; index++) {
  23918. var texture = scene.textures[index];
  23919. if (!texture.canRescale) {
  23920. continue;
  23921. }
  23922. var currentSize = texture.getSize();
  23923. var maxDimension = Math.max(currentSize.width, currentSize.height);
  23924. if (maxDimension > _this.maximumSize) {
  23925. texture.scale(0.5);
  23926. allDone = false;
  23927. }
  23928. }
  23929. return allDone;
  23930. };
  23931. }
  23932. return TextureOptimization;
  23933. })(SceneOptimization);
  23934. BABYLON.TextureOptimization = TextureOptimization;
  23935. var HardwareScalingOptimization = (function (_super) {
  23936. __extends(HardwareScalingOptimization, _super);
  23937. function HardwareScalingOptimization(priority, maximumScale) {
  23938. if (typeof priority === "undefined") { priority = 0; }
  23939. if (typeof maximumScale === "undefined") { maximumScale = 2; }
  23940. var _this = this;
  23941. _super.call(this, priority);
  23942. this.priority = priority;
  23943. this.maximumScale = maximumScale;
  23944. this._currentScale = 1;
  23945. this.apply = function (scene) {
  23946. _this._currentScale++;
  23947. scene.getEngine().setHardwareScalingLevel(_this._currentScale);
  23948. return _this._currentScale >= _this.maximumScale;
  23949. };
  23950. }
  23951. return HardwareScalingOptimization;
  23952. })(SceneOptimization);
  23953. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  23954. var ShadowsOptimization = (function (_super) {
  23955. __extends(ShadowsOptimization, _super);
  23956. function ShadowsOptimization() {
  23957. _super.apply(this, arguments);
  23958. this.apply = function (scene) {
  23959. scene.shadowsEnabled = false;
  23960. return true;
  23961. };
  23962. }
  23963. return ShadowsOptimization;
  23964. })(SceneOptimization);
  23965. BABYLON.ShadowsOptimization = ShadowsOptimization;
  23966. var PostProcessesOptimization = (function (_super) {
  23967. __extends(PostProcessesOptimization, _super);
  23968. function PostProcessesOptimization() {
  23969. _super.apply(this, arguments);
  23970. this.apply = function (scene) {
  23971. scene.postProcessesEnabled = false;
  23972. return true;
  23973. };
  23974. }
  23975. return PostProcessesOptimization;
  23976. })(SceneOptimization);
  23977. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  23978. var LensFlaresOptimization = (function (_super) {
  23979. __extends(LensFlaresOptimization, _super);
  23980. function LensFlaresOptimization() {
  23981. _super.apply(this, arguments);
  23982. this.apply = function (scene) {
  23983. scene.lensFlaresEnabled = false;
  23984. return true;
  23985. };
  23986. }
  23987. return LensFlaresOptimization;
  23988. })(SceneOptimization);
  23989. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  23990. var ParticlesOptimization = (function (_super) {
  23991. __extends(ParticlesOptimization, _super);
  23992. function ParticlesOptimization() {
  23993. _super.apply(this, arguments);
  23994. this.apply = function (scene) {
  23995. scene.particlesEnabled = false;
  23996. return true;
  23997. };
  23998. }
  23999. return ParticlesOptimization;
  24000. })(SceneOptimization);
  24001. BABYLON.ParticlesOptimization = ParticlesOptimization;
  24002. var RenderTargetsOptimization = (function (_super) {
  24003. __extends(RenderTargetsOptimization, _super);
  24004. function RenderTargetsOptimization() {
  24005. _super.apply(this, arguments);
  24006. this.apply = function (scene) {
  24007. scene.renderTargetsEnabled = false;
  24008. return true;
  24009. };
  24010. }
  24011. return RenderTargetsOptimization;
  24012. })(SceneOptimization);
  24013. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  24014. var MergeMeshesOptimization = (function (_super) {
  24015. __extends(MergeMeshesOptimization, _super);
  24016. function MergeMeshesOptimization() {
  24017. _super.apply(this, arguments);
  24018. var _this = this;
  24019. this._canBeMerged = function (abstractMesh) {
  24020. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  24021. return false;
  24022. }
  24023. var mesh = abstractMesh;
  24024. if (!mesh.isVisible || !mesh.isEnabled()) {
  24025. return false;
  24026. }
  24027. if (mesh.instances.length > 0) {
  24028. return false;
  24029. }
  24030. if (mesh.skeleton || mesh.hasLODLevels) {
  24031. return false;
  24032. }
  24033. return true;
  24034. };
  24035. this.apply = function (scene) {
  24036. var globalPool = scene.meshes.slice(0);
  24037. var globalLength = globalPool.length;
  24038. for (var index = 0; index < globalLength; index++) {
  24039. var currentPool = new Array();
  24040. var current = globalPool[index];
  24041. // Checks
  24042. if (!_this._canBeMerged(current)) {
  24043. continue;
  24044. }
  24045. currentPool.push(current);
  24046. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  24047. var otherMesh = globalPool[subIndex];
  24048. if (!_this._canBeMerged(otherMesh)) {
  24049. continue;
  24050. }
  24051. if (otherMesh.material !== current.material) {
  24052. continue;
  24053. }
  24054. if (otherMesh.checkCollisions !== current.checkCollisions) {
  24055. continue;
  24056. }
  24057. currentPool.push(otherMesh);
  24058. globalLength--;
  24059. globalPool.splice(subIndex, 1);
  24060. subIndex--;
  24061. }
  24062. if (currentPool.length < 2) {
  24063. continue;
  24064. }
  24065. // Merge meshes
  24066. BABYLON.Mesh.MergeMeshes(currentPool);
  24067. }
  24068. return true;
  24069. };
  24070. }
  24071. return MergeMeshesOptimization;
  24072. })(SceneOptimization);
  24073. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  24074. // Options
  24075. var SceneOptimizerOptions = (function () {
  24076. function SceneOptimizerOptions(targetFrameRate, trackerDuration) {
  24077. if (typeof targetFrameRate === "undefined") { targetFrameRate = 60; }
  24078. if (typeof trackerDuration === "undefined") { trackerDuration = 2000; }
  24079. this.targetFrameRate = targetFrameRate;
  24080. this.trackerDuration = trackerDuration;
  24081. this.optimizations = new Array();
  24082. }
  24083. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  24084. var result = new SceneOptimizerOptions(targetFrameRate);
  24085. var priority = 0;
  24086. result.optimizations.push(new MergeMeshesOptimization(priority));
  24087. result.optimizations.push(new ShadowsOptimization(priority));
  24088. result.optimizations.push(new LensFlaresOptimization(priority));
  24089. // Next priority
  24090. priority++;
  24091. result.optimizations.push(new PostProcessesOptimization(priority));
  24092. result.optimizations.push(new ParticlesOptimization(priority));
  24093. // Next priority
  24094. priority++;
  24095. result.optimizations.push(new TextureOptimization(priority, 1024));
  24096. return result;
  24097. };
  24098. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  24099. var result = new SceneOptimizerOptions(targetFrameRate);
  24100. var priority = 0;
  24101. result.optimizations.push(new MergeMeshesOptimization(priority));
  24102. result.optimizations.push(new ShadowsOptimization(priority));
  24103. result.optimizations.push(new LensFlaresOptimization(priority));
  24104. // Next priority
  24105. priority++;
  24106. result.optimizations.push(new PostProcessesOptimization(priority));
  24107. result.optimizations.push(new ParticlesOptimization(priority));
  24108. // Next priority
  24109. priority++;
  24110. result.optimizations.push(new TextureOptimization(priority, 512));
  24111. // Next priority
  24112. priority++;
  24113. result.optimizations.push(new RenderTargetsOptimization(priority));
  24114. // Next priority
  24115. priority++;
  24116. result.optimizations.push(new HardwareScalingOptimization(priority, 2));
  24117. return result;
  24118. };
  24119. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  24120. var result = new SceneOptimizerOptions(targetFrameRate);
  24121. var priority = 0;
  24122. result.optimizations.push(new MergeMeshesOptimization(priority));
  24123. result.optimizations.push(new ShadowsOptimization(priority));
  24124. result.optimizations.push(new LensFlaresOptimization(priority));
  24125. // Next priority
  24126. priority++;
  24127. result.optimizations.push(new PostProcessesOptimization(priority));
  24128. result.optimizations.push(new ParticlesOptimization(priority));
  24129. // Next priority
  24130. priority++;
  24131. result.optimizations.push(new TextureOptimization(priority, 256));
  24132. // Next priority
  24133. priority++;
  24134. result.optimizations.push(new RenderTargetsOptimization(priority));
  24135. // Next priority
  24136. priority++;
  24137. result.optimizations.push(new HardwareScalingOptimization(priority, 4));
  24138. return result;
  24139. };
  24140. return SceneOptimizerOptions;
  24141. })();
  24142. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  24143. // Scene optimizer tool
  24144. var SceneOptimizer = (function () {
  24145. function SceneOptimizer() {
  24146. }
  24147. SceneOptimizer._CheckCurrentState = function (scene, options, currentPriorityLevel, onSuccess, onFailure) {
  24148. // TODO: add an epsilon
  24149. if (scene.getEngine().getFps() >= options.targetFrameRate) {
  24150. if (onSuccess) {
  24151. onSuccess();
  24152. }
  24153. return;
  24154. }
  24155. // Apply current level of optimizations
  24156. var allDone = true;
  24157. var noOptimizationApplied = true;
  24158. for (var index = 0; index < options.optimizations.length; index++) {
  24159. var optimization = options.optimizations[index];
  24160. if (optimization.priority === currentPriorityLevel) {
  24161. noOptimizationApplied = false;
  24162. allDone = allDone && optimization.apply(scene);
  24163. }
  24164. }
  24165. // If no optimization was applied, this is a failure :(
  24166. if (noOptimizationApplied) {
  24167. if (onFailure) {
  24168. onFailure();
  24169. }
  24170. return;
  24171. }
  24172. // If all optimizations were done, move to next level
  24173. if (allDone) {
  24174. currentPriorityLevel++;
  24175. }
  24176. // Let's the system running for a specific amount of time before checking FPS
  24177. scene.executeWhenReady(function () {
  24178. setTimeout(function () {
  24179. SceneOptimizer._CheckCurrentState(scene, options, currentPriorityLevel, onSuccess, onFailure);
  24180. }, options.trackerDuration);
  24181. });
  24182. };
  24183. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  24184. if (!options) {
  24185. options = SceneOptimizerOptions.ModerateDegradationAllowed();
  24186. }
  24187. // Let's the system running for a specific amount of time before checking FPS
  24188. scene.executeWhenReady(function () {
  24189. setTimeout(function () {
  24190. SceneOptimizer._CheckCurrentState(scene, options, 0, onSuccess, onFailure);
  24191. }, options.trackerDuration);
  24192. });
  24193. };
  24194. return SceneOptimizer;
  24195. })();
  24196. BABYLON.SceneOptimizer = SceneOptimizer;
  24197. })(BABYLON || (BABYLON = {}));
  24198. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  24199. var BABYLON;
  24200. (function (BABYLON) {
  24201. (function (Internals) {
  24202. var MeshLODLevel = (function () {
  24203. function MeshLODLevel(distance, mesh) {
  24204. this.distance = distance;
  24205. this.mesh = mesh;
  24206. }
  24207. return MeshLODLevel;
  24208. })();
  24209. Internals.MeshLODLevel = MeshLODLevel;
  24210. })(BABYLON.Internals || (BABYLON.Internals = {}));
  24211. var Internals = BABYLON.Internals;
  24212. })(BABYLON || (BABYLON = {}));
  24213. //# sourceMappingURL=babylon.meshLODLevel.js.map
  24214. var BABYLON;
  24215. (function (BABYLON) {
  24216. var AudioEngine = (function () {
  24217. function AudioEngine() {
  24218. this.audioContext = null;
  24219. this.canUseWebAudio = false;
  24220. try {
  24221. if (typeof AudioContext !== 'undefined') {
  24222. this.audioContext = new AudioContext();
  24223. this.canUseWebAudio = true;
  24224. } else if (typeof webkitAudioContext !== 'undefined') {
  24225. this.audioContext = new webkitAudioContext();
  24226. this.canUseWebAudio = true;
  24227. }
  24228. } catch (e) {
  24229. this.canUseWebAudio = false;
  24230. }
  24231. // create a global volume gain node
  24232. if (this.canUseWebAudio) {
  24233. this.masterGain = this.audioContext.createGain();
  24234. this.masterGain.gain.value = 1;
  24235. this.masterGain.connect(this.audioContext.destination);
  24236. }
  24237. }
  24238. AudioEngine.prototype.getGlobalVolume = function () {
  24239. if (this.canUseWebAudio) {
  24240. return this.masterGain.gain.value;
  24241. } else {
  24242. return -1;
  24243. }
  24244. };
  24245. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  24246. if (this.canUseWebAudio) {
  24247. this.masterGain.gain.value = newVolume;
  24248. }
  24249. };
  24250. return AudioEngine;
  24251. })();
  24252. BABYLON.AudioEngine = AudioEngine;
  24253. })(BABYLON || (BABYLON = {}));
  24254. //# sourceMappingURL=babylon.audioengine.js.map
  24255. var BABYLON;
  24256. (function (BABYLON) {
  24257. var Sound = (function () {
  24258. /**
  24259. * Create a sound and attach it to a scene
  24260. * @param name Name of your sound
  24261. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
  24262. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  24263. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel
  24264. */
  24265. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  24266. var _this = this;
  24267. this.autoplay = false;
  24268. this.loop = false;
  24269. this.useCustomAttenuation = false;
  24270. this.spatialSound = false;
  24271. this.refDistance = 1;
  24272. this.rolloffFactor = 1;
  24273. this.maxDistance = 100;
  24274. this.distanceModel = "linear";
  24275. this.panningModel = "HRTF";
  24276. this.startTime = 0;
  24277. this.startOffset = 0;
  24278. this._position = BABYLON.Vector3.Zero();
  24279. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  24280. this._volume = 1;
  24281. this._isLoaded = false;
  24282. this._isReadyToPlay = false;
  24283. this._isPlaying = false;
  24284. this._isDirectional = false;
  24285. // Used if you'd like to create a directional sound.
  24286. // If not set, the sound will be omnidirectional
  24287. this._coneInnerAngle = 360;
  24288. this._coneOuterAngle = 360;
  24289. this._coneOuterGain = 0;
  24290. this._name = name;
  24291. this._scene = scene;
  24292. this._audioEngine = this._scene.getEngine().getAudioEngine();
  24293. this._readyToPlayCallback = readyToPlayCallback;
  24294. // Default custom attenuation function is a linear attenuation
  24295. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  24296. if (currentDistance < maxDistance) {
  24297. return currentVolume * (1 - currentDistance / maxDistance);
  24298. } else {
  24299. return 0;
  24300. }
  24301. };
  24302. if (options) {
  24303. this.autoplay = options.autoplay || false;
  24304. this.loop = options.loop || false;
  24305. this._volume = options.volume || 1;
  24306. this.spatialSound = options.spatialSound || false;
  24307. this.maxDistance = options.maxDistance || 100;
  24308. this.useCustomAttenuation = options.useCustomAttenation || false;
  24309. this.rolloffFactor = options.rolloffFactor || 1;
  24310. this.refDistance = options.refDistance || 1;
  24311. this.distanceModel = options.distanceModel || "linear";
  24312. this.panningModel = options.panningModel || "HRTF";
  24313. }
  24314. if (this._audioEngine.canUseWebAudio) {
  24315. this._soundGain = this._audioEngine.audioContext.createGain();
  24316. this._soundGain.gain.value = this._volume;
  24317. if (this.spatialSound) {
  24318. this._createSpatialParameters();
  24319. } else {
  24320. this._audioNode = this._soundGain;
  24321. }
  24322. this._scene.mainSoundTrack.AddSound(this);
  24323. if (typeof (urlOrArrayBuffer) === "string") {
  24324. BABYLON.Tools.LoadFile(urlOrArrayBuffer, function (data) {
  24325. _this._soundLoaded(data);
  24326. }, null, null, true);
  24327. } else {
  24328. if (urlOrArrayBuffer instanceof ArrayBuffer) {
  24329. this._soundLoaded(urlOrArrayBuffer);
  24330. } else {
  24331. BABYLON.Tools.Error("Parameter must be a URL to the sound or an ArrayBuffer of the sound.");
  24332. }
  24333. }
  24334. }
  24335. }
  24336. Sound.prototype.updateOptions = function (options) {
  24337. if (options) {
  24338. this.loop = options.loop || this.loop;
  24339. this.maxDistance = options.maxDistance || this.maxDistance;
  24340. this.useCustomAttenuation = options.useCustomAttenation || this.useCustomAttenuation;
  24341. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  24342. this.refDistance = options.refDistance || this.refDistance;
  24343. this.distanceModel = options.distanceModel || this.distanceModel;
  24344. this.panningModel = options.panningModel || this.panningModel;
  24345. }
  24346. };
  24347. Sound.prototype._createSpatialParameters = function () {
  24348. this._soundPanner = this._audioEngine.audioContext.createPanner();
  24349. if (this.useCustomAttenuation) {
  24350. // Tricks to disable in a way embedded Web Audio attenuation
  24351. this._soundPanner.distanceModel = "linear";
  24352. this._soundPanner.maxDistance = Number.MAX_VALUE;
  24353. this._soundPanner.refDistance = 1;
  24354. this._soundPanner.rolloffFactor = 1;
  24355. this._soundPanner.panningModel = "HRTF";
  24356. } else {
  24357. this._soundPanner.distanceModel = this.distanceModel;
  24358. this._soundPanner.maxDistance = this.maxDistance;
  24359. this._soundPanner.refDistance = this.refDistance;
  24360. this._soundPanner.rolloffFactor = this.rolloffFactor;
  24361. this._soundPanner.panningModel = this.panningModel;
  24362. }
  24363. this._soundPanner.connect(this._soundGain);
  24364. this._audioNode = this._soundPanner;
  24365. };
  24366. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  24367. if (this._audioEngine.canUseWebAudio) {
  24368. this._audioNode.disconnect();
  24369. this._audioNode.connect(soundTrackAudioNode);
  24370. }
  24371. };
  24372. /**
  24373. * Transform this sound into a directional source
  24374. * @param coneInnerAngle Size of the inner cone in degree
  24375. * @param coneOuterAngle Size of the outer cone in degree
  24376. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  24377. */
  24378. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  24379. if (coneOuterAngle < coneInnerAngle) {
  24380. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  24381. return;
  24382. }
  24383. this._coneInnerAngle = coneInnerAngle;
  24384. this._coneOuterAngle = coneOuterAngle;
  24385. this._coneOuterGain = coneOuterGain;
  24386. this._isDirectional = true;
  24387. if (this._isPlaying && this.loop) {
  24388. this.stop();
  24389. this.play();
  24390. }
  24391. };
  24392. Sound.prototype.setPosition = function (newPosition) {
  24393. this._position = newPosition;
  24394. if (this._isPlaying && this.spatialSound) {
  24395. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  24396. }
  24397. };
  24398. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  24399. this._localDirection = newLocalDirection;
  24400. if (this._connectedMesh && this._isPlaying) {
  24401. this._updateDirection();
  24402. }
  24403. };
  24404. Sound.prototype._updateDirection = function () {
  24405. var mat = this._connectedMesh.getWorldMatrix();
  24406. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  24407. direction.normalize();
  24408. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  24409. };
  24410. Sound.prototype.updateDistanceFromListener = function () {
  24411. if (this._connectedMesh && this.useCustomAttenuation) {
  24412. var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera);
  24413. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  24414. }
  24415. };
  24416. Sound.prototype.setAttenuationFunction = function (callback) {
  24417. this._customAttenuationFunction = callback;
  24418. };
  24419. /**
  24420. * Play the sound
  24421. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  24422. */
  24423. Sound.prototype.play = function (time) {
  24424. if (this._isReadyToPlay) {
  24425. try {
  24426. var startTime = time ? this._audioEngine.audioContext.currentTime + time : 0;
  24427. this._soundSource = this._audioEngine.audioContext.createBufferSource();
  24428. this._soundSource.buffer = this._audioBuffer;
  24429. if (this.spatialSound) {
  24430. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  24431. if (this._isDirectional) {
  24432. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  24433. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  24434. this._soundPanner.coneOuterGain = this._coneOuterGain;
  24435. if (this._connectedMesh) {
  24436. this._updateDirection();
  24437. } else {
  24438. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  24439. }
  24440. }
  24441. }
  24442. this._soundSource.connect(this._audioNode);
  24443. this._soundSource.loop = this.loop;
  24444. this.startTime = startTime;
  24445. this._soundSource.start(startTime, this.startOffset % this._soundSource.buffer.duration);
  24446. this._isPlaying = true;
  24447. } catch (ex) {
  24448. BABYLON.Tools.Error("Error while trying to play audio: " + this._name + ", " + ex.message);
  24449. }
  24450. }
  24451. };
  24452. /**
  24453. * Stop the sound
  24454. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  24455. */
  24456. Sound.prototype.stop = function (time) {
  24457. var stopTime = time ? this._audioEngine.audioContext.currentTime + time : 0;
  24458. this._soundSource.stop(stopTime);
  24459. this._isPlaying = false;
  24460. };
  24461. Sound.prototype.pause = function () {
  24462. this._soundSource.stop(0);
  24463. this.startOffset += this._audioEngine.audioContext.currentTime - this.startTime;
  24464. };
  24465. Sound.prototype.setVolume = function (newVolume) {
  24466. this._volume = newVolume;
  24467. this._soundGain.gain.value = newVolume;
  24468. };
  24469. Sound.prototype.getVolume = function () {
  24470. return this._volume;
  24471. };
  24472. Sound.prototype.attachToMesh = function (meshToConnectTo) {
  24473. var _this = this;
  24474. this._connectedMesh = meshToConnectTo;
  24475. if (!this.spatialSound) {
  24476. this._createSpatialParameters();
  24477. this.spatialSound = true;
  24478. if (this._isPlaying && this.loop) {
  24479. this.stop();
  24480. this.play();
  24481. }
  24482. }
  24483. meshToConnectTo.registerAfterWorldMatrixUpdate(function (connectedMesh) {
  24484. return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh);
  24485. });
  24486. };
  24487. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (connectedMesh) {
  24488. this.setPosition(connectedMesh.position);
  24489. if (this._isDirectional && this._isPlaying) {
  24490. this._updateDirection();
  24491. }
  24492. };
  24493. Sound.prototype._soundLoaded = function (audioData) {
  24494. var _this = this;
  24495. this._isLoaded = true;
  24496. this._audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  24497. _this._audioBuffer = buffer;
  24498. _this._isReadyToPlay = true;
  24499. if (_this.autoplay) {
  24500. _this.play();
  24501. }
  24502. if (_this._readyToPlayCallback) {
  24503. _this._readyToPlayCallback();
  24504. }
  24505. }, function (error) {
  24506. BABYLON.Tools.Error("Error while decoding audio data: " + error.err);
  24507. });
  24508. };
  24509. return Sound;
  24510. })();
  24511. BABYLON.Sound = Sound;
  24512. })(BABYLON || (BABYLON = {}));
  24513. //# sourceMappingURL=babylon.sound.js.map
  24514. var BABYLON;
  24515. (function (BABYLON) {
  24516. var SoundTrack = (function () {
  24517. function SoundTrack(scene, options) {
  24518. this.id = -1;
  24519. this._isMainTrack = false;
  24520. this._scene = scene;
  24521. this._audioEngine = scene.getEngine().getAudioEngine();
  24522. this.soundCollection = new Array();
  24523. if (this._audioEngine.canUseWebAudio) {
  24524. this._trackGain = this._audioEngine.audioContext.createGain();
  24525. //this._trackConvolver = this._audioEngine.audioContext.createConvolver();
  24526. //this._trackConvolver.connect(this._trackGain);
  24527. this._trackGain.connect(this._audioEngine.masterGain);
  24528. if (options) {
  24529. if (options.volume) {
  24530. this._trackGain.gain.value = options.volume;
  24531. }
  24532. if (options.mainTrack) {
  24533. this._isMainTrack = options.mainTrack;
  24534. }
  24535. }
  24536. }
  24537. if (!this._isMainTrack) {
  24538. this._scene.soundTracks.push(this);
  24539. this.id = this._scene.soundTracks.length - 1;
  24540. }
  24541. }
  24542. SoundTrack.prototype.AddSound = function (sound) {
  24543. sound.connectToSoundTrackAudioNode(this._trackGain);
  24544. if (sound.soundTrackId) {
  24545. if (sound.soundTrackId === -1) {
  24546. this._scene.mainSoundTrack.RemoveSound(sound);
  24547. } else {
  24548. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  24549. }
  24550. }
  24551. this.soundCollection.push(sound);
  24552. sound.soundTrackId = this.id;
  24553. };
  24554. SoundTrack.prototype.RemoveSound = function (sound) {
  24555. var index = this.soundCollection.indexOf(sound);
  24556. if (index !== -1) {
  24557. this.soundCollection.splice(index, 1);
  24558. }
  24559. };
  24560. SoundTrack.prototype.setVolume = function (newVolume) {
  24561. if (this._audioEngine.canUseWebAudio) {
  24562. this._trackGain.gain.value = newVolume;
  24563. }
  24564. };
  24565. return SoundTrack;
  24566. })();
  24567. BABYLON.SoundTrack = SoundTrack;
  24568. })(BABYLON || (BABYLON = {}));
  24569. //# sourceMappingURL=babylon.soundtrack.js.map
  24570. var BABYLON;
  24571. (function (BABYLON) {
  24572. var DebugLayer = (function () {
  24573. function DebugLayer(scene) {
  24574. var _this = this;
  24575. this._enabled = false;
  24576. this._labelsEnabled = false;
  24577. this._displayStatistics = true;
  24578. this._displayTree = false;
  24579. this._displayLogs = false;
  24580. this._identityMatrix = BABYLON.Matrix.Identity();
  24581. this.axisRatio = 0.02;
  24582. this.accentColor = "orange";
  24583. this._scene = scene;
  24584. this._syncPositions = function () {
  24585. var engine = _this._scene.getEngine();
  24586. var canvasRect = engine.getRenderingCanvasClientRect();
  24587. if (_this._showUI) {
  24588. _this._statsDiv.style.left = (canvasRect.width - 410) + "px";
  24589. _this._statsDiv.style.top = (canvasRect.height - 290) + "px";
  24590. _this._statsDiv.style.width = "400px";
  24591. _this._statsDiv.style.height = "auto";
  24592. _this._statsSubsetDiv.style.maxHeight = "240px";
  24593. _this._optionsDiv.style.left = "0px";
  24594. _this._optionsDiv.style.top = "10px";
  24595. _this._optionsDiv.style.width = "200px";
  24596. _this._optionsDiv.style.height = "auto";
  24597. _this._optionsSubsetDiv.style.maxHeight = (canvasRect.height - 225) + "px";
  24598. _this._logDiv.style.left = "0px";
  24599. _this._logDiv.style.top = (canvasRect.height - 170) + "px";
  24600. _this._logDiv.style.width = "600px";
  24601. _this._logDiv.style.height = "160px";
  24602. _this._treeDiv.style.left = (canvasRect.width - 310) + "px";
  24603. _this._treeDiv.style.top = "10px";
  24604. _this._treeDiv.style.width = "300px";
  24605. _this._treeDiv.style.height = "auto";
  24606. _this._treeSubsetDiv.style.maxHeight = (canvasRect.height - 340) + "px";
  24607. }
  24608. _this._globalDiv.style.left = canvasRect.left + "px";
  24609. _this._globalDiv.style.top = canvasRect.top + "px";
  24610. _this._drawingCanvas.style.left = "0px";
  24611. _this._drawingCanvas.style.top = "0px";
  24612. _this._drawingCanvas.style.width = engine.getRenderWidth() + "px";
  24613. _this._drawingCanvas.style.height = engine.getRenderHeight() + "px";
  24614. var devicePixelRatio = window.devicePixelRatio || 1;
  24615. var context = _this._drawingContext;
  24616. var backingStoreRatio = context.webkitBackingStorePixelRatio || context.mozBackingStorePixelRatio || context.msBackingStorePixelRatio || context.oBackingStorePixelRatio || context.backingStorePixelRatio || 1;
  24617. _this._ratio = devicePixelRatio / backingStoreRatio;
  24618. _this._drawingCanvas.width = engine.getRenderWidth() * _this._ratio;
  24619. _this._drawingCanvas.height = engine.getRenderHeight() * _this._ratio;
  24620. };
  24621. this._onCanvasClick = function (evt) {
  24622. _this._clickPosition = {
  24623. x: evt.clientX * _this._ratio,
  24624. y: evt.clientY * _this._ratio
  24625. };
  24626. };
  24627. this._syncData = function () {
  24628. if (_this._showUI) {
  24629. if (_this._displayStatistics) {
  24630. _this._displayStats();
  24631. _this._statsDiv.style.display = "";
  24632. } else {
  24633. _this._statsDiv.style.display = "none";
  24634. }
  24635. if (_this._displayLogs) {
  24636. _this._logDiv.style.display = "";
  24637. } else {
  24638. _this._logDiv.style.display = "none";
  24639. }
  24640. if (_this._displayTree) {
  24641. _this._treeDiv.style.display = "";
  24642. if (_this._needToRefreshMeshesTree) {
  24643. _this._needToRefreshMeshesTree = false;
  24644. _this._refreshMeshesTreeContent();
  24645. }
  24646. } else {
  24647. _this._treeDiv.style.display = "none";
  24648. }
  24649. }
  24650. if (_this._labelsEnabled || !_this._showUI) {
  24651. _this._drawingContext.clearRect(0, 0, _this._drawingCanvas.width, _this._drawingCanvas.height);
  24652. var engine = _this._scene.getEngine();
  24653. var viewport = _this._scene.activeCamera.viewport;
  24654. var globalViewport = viewport.toGlobal(engine);
  24655. // Meshes
  24656. var meshes = _this._scene.getActiveMeshes();
  24657. for (var index = 0; index < meshes.length; index++) {
  24658. var mesh = meshes.data[index];
  24659. var position = mesh.getBoundingInfo().boundingSphere.center;
  24660. var projectedPosition = BABYLON.Vector3.Project(position, mesh.getWorldMatrix(), _this._scene.getTransformMatrix(), globalViewport);
  24661. if (mesh.renderOverlay || _this.shouldDisplayAxis && _this.shouldDisplayAxis(mesh)) {
  24662. _this._renderAxis(projectedPosition, mesh, globalViewport);
  24663. }
  24664. if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(mesh)) {
  24665. _this._renderLabel(mesh.name, projectedPosition, 12, function () {
  24666. mesh.renderOverlay = !mesh.renderOverlay;
  24667. }, function () {
  24668. return mesh.renderOverlay ? 'red' : 'black';
  24669. });
  24670. }
  24671. }
  24672. // Cameras
  24673. var cameras = _this._scene.cameras;
  24674. for (index = 0; index < cameras.length; index++) {
  24675. var camera = cameras[index];
  24676. if (camera === _this._scene.activeCamera) {
  24677. continue;
  24678. }
  24679. projectedPosition = BABYLON.Vector3.Project(BABYLON.Vector3.Zero(), camera.getWorldMatrix(), _this._scene.getTransformMatrix(), globalViewport);
  24680. if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(camera)) {
  24681. _this._renderLabel(camera.name, projectedPosition, 12, function () {
  24682. _this._scene.activeCamera.detachControl(engine.getRenderingCanvas());
  24683. _this._scene.activeCamera = camera;
  24684. _this._scene.activeCamera.attachControl(engine.getRenderingCanvas());
  24685. }, function () {
  24686. return "purple";
  24687. });
  24688. }
  24689. }
  24690. // Lights
  24691. var lights = _this._scene.lights;
  24692. for (index = 0; index < lights.length; index++) {
  24693. var light = lights[index];
  24694. if (light.position) {
  24695. projectedPosition = BABYLON.Vector3.Project(light.getAbsolutePosition(), _this._identityMatrix, _this._scene.getTransformMatrix(), globalViewport);
  24696. if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(light)) {
  24697. _this._renderLabel(light.name, projectedPosition, -20, function () {
  24698. light.setEnabled(!light.isEnabled());
  24699. }, function () {
  24700. return light.isEnabled() ? "orange" : "gray";
  24701. });
  24702. }
  24703. }
  24704. }
  24705. }
  24706. _this._clickPosition = undefined;
  24707. };
  24708. }
  24709. DebugLayer.prototype._refreshMeshesTreeContent = function () {
  24710. while (this._treeSubsetDiv.hasChildNodes()) {
  24711. this._treeSubsetDiv.removeChild(this._treeSubsetDiv.lastChild);
  24712. }
  24713. // Add meshes
  24714. var sortedArray = this._scene.meshes.slice(0, this._scene.meshes.length);
  24715. sortedArray.sort(function (a, b) {
  24716. if (a.name === b.name) {
  24717. return 0;
  24718. }
  24719. return (a.name > b.name) ? 1 : -1;
  24720. });
  24721. for (var index = 0; index < sortedArray.length; index++) {
  24722. var mesh = sortedArray[index];
  24723. if (!mesh.isEnabled()) {
  24724. continue;
  24725. }
  24726. this._generateAdvancedCheckBox(this._treeSubsetDiv, mesh.name, mesh.getTotalVertices() + " verts", mesh.isVisible, function (element, m) {
  24727. m.isVisible = element.checked;
  24728. }, mesh);
  24729. }
  24730. };
  24731. DebugLayer.prototype._renderSingleAxis = function (zero, unit, unitText, label, color) {
  24732. this._drawingContext.beginPath();
  24733. this._drawingContext.moveTo(zero.x, zero.y);
  24734. this._drawingContext.lineTo(unit.x, unit.y);
  24735. this._drawingContext.strokeStyle = color;
  24736. this._drawingContext.lineWidth = 4;
  24737. this._drawingContext.stroke();
  24738. this._drawingContext.font = "normal 14px Segoe UI";
  24739. this._drawingContext.fillStyle = color;
  24740. this._drawingContext.fillText(label, unitText.x, unitText.y);
  24741. };
  24742. DebugLayer.prototype._renderAxis = function (projectedPosition, mesh, globalViewport) {
  24743. var position = mesh.getBoundingInfo().boundingSphere.center;
  24744. var worldMatrix = mesh.getWorldMatrix();
  24745. var unprojectedVector = BABYLON.Vector3.UnprojectFromTransform(projectedPosition.add(new BABYLON.Vector3(this._drawingCanvas.width * this.axisRatio, 0, 0)), globalViewport.width, globalViewport.height, worldMatrix, this._scene.getTransformMatrix());
  24746. var unit = (unprojectedVector.subtract(position)).length();
  24747. var xAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(unit, 0, 0)), worldMatrix, this._scene.getTransformMatrix(), globalViewport);
  24748. var xAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(unit * 1.5, 0, 0)), worldMatrix, this._scene.getTransformMatrix(), globalViewport);
  24749. this._renderSingleAxis(projectedPosition, xAxis, xAxisText, "x", "#FF0000");
  24750. var yAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, unit, 0)), worldMatrix, this._scene.getTransformMatrix(), globalViewport);
  24751. var yAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, unit * 1.5, 0)), worldMatrix, this._scene.getTransformMatrix(), globalViewport);
  24752. this._renderSingleAxis(projectedPosition, yAxis, yAxisText, "y", "#00FF00");
  24753. var zAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, 0, unit)), worldMatrix, this._scene.getTransformMatrix(), globalViewport);
  24754. var zAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, 0, unit * 1.5)), worldMatrix, this._scene.getTransformMatrix(), globalViewport);
  24755. this._renderSingleAxis(projectedPosition, zAxis, zAxisText, "z", "#0000FF");
  24756. };
  24757. DebugLayer.prototype._renderLabel = function (text, projectedPosition, labelOffset, onClick, getFillStyle) {
  24758. if (projectedPosition.z > 0 && projectedPosition.z < 1.0) {
  24759. this._drawingContext.font = "normal 12px Segoe UI";
  24760. var textMetrics = this._drawingContext.measureText(text);
  24761. var centerX = projectedPosition.x - textMetrics.width / 2;
  24762. var centerY = projectedPosition.y;
  24763. if (this._isClickInsideRect(centerX - 5, centerY - labelOffset - 12, textMetrics.width + 10, 17)) {
  24764. onClick();
  24765. }
  24766. this._drawingContext.beginPath();
  24767. this._drawingContext.rect(centerX - 5, centerY - labelOffset - 12, textMetrics.width + 10, 17);
  24768. this._drawingContext.fillStyle = getFillStyle();
  24769. this._drawingContext.globalAlpha = 0.5;
  24770. this._drawingContext.fill();
  24771. this._drawingContext.globalAlpha = 1.0;
  24772. this._drawingContext.strokeStyle = '#FFFFFF';
  24773. this._drawingContext.lineWidth = 1;
  24774. this._drawingContext.stroke();
  24775. this._drawingContext.fillStyle = "#FFFFFF";
  24776. this._drawingContext.fillText(text, centerX, centerY - labelOffset);
  24777. this._drawingContext.beginPath();
  24778. this._drawingContext.arc(projectedPosition.x, centerY, 5, 0, 2 * Math.PI, false);
  24779. this._drawingContext.fill();
  24780. }
  24781. };
  24782. DebugLayer.prototype._isClickInsideRect = function (x, y, width, height) {
  24783. if (!this._clickPosition) {
  24784. return false;
  24785. }
  24786. if (this._clickPosition.x < x || this._clickPosition.x > x + width) {
  24787. return false;
  24788. }
  24789. if (this._clickPosition.y < y || this._clickPosition.y > y + height) {
  24790. return false;
  24791. }
  24792. return true;
  24793. };
  24794. DebugLayer.prototype.isVisible = function () {
  24795. return this._enabled;
  24796. };
  24797. DebugLayer.prototype.hide = function () {
  24798. if (!this._enabled) {
  24799. return;
  24800. }
  24801. this._enabled = false;
  24802. var engine = this._scene.getEngine();
  24803. this._scene.unregisterAfterRender(this._syncData);
  24804. document.body.removeChild(this._globalDiv);
  24805. window.removeEventListener("resize", this._syncPositions);
  24806. this._scene.forceShowBoundingBoxes = false;
  24807. this._scene.forceWireframe = false;
  24808. BABYLON.StandardMaterial.DiffuseTextureEnabled = true;
  24809. BABYLON.StandardMaterial.AmbientTextureEnabled = true;
  24810. BABYLON.StandardMaterial.SpecularTextureEnabled = true;
  24811. BABYLON.StandardMaterial.EmissiveTextureEnabled = true;
  24812. BABYLON.StandardMaterial.BumpTextureEnabled = true;
  24813. BABYLON.StandardMaterial.OpacityTextureEnabled = true;
  24814. BABYLON.StandardMaterial.ReflectionTextureEnabled = true;
  24815. this._scene.shadowsEnabled = true;
  24816. this._scene.particlesEnabled = true;
  24817. this._scene.postProcessesEnabled = true;
  24818. this._scene.collisionsEnabled = true;
  24819. this._scene.lightsEnabled = true;
  24820. this._scene.texturesEnabled = true;
  24821. this._scene.lensFlaresEnabled = true;
  24822. this._scene.proceduralTexturesEnabled = true;
  24823. this._scene.renderTargetsEnabled = true;
  24824. engine.getRenderingCanvas().removeEventListener("click", this._onCanvasClick);
  24825. };
  24826. DebugLayer.prototype.show = function (showUI) {
  24827. if (typeof showUI === "undefined") { showUI = true; }
  24828. if (this._enabled) {
  24829. return;
  24830. }
  24831. this._enabled = true;
  24832. this._showUI = showUI;
  24833. var engine = this._scene.getEngine();
  24834. this._globalDiv = document.createElement("div");
  24835. document.body.appendChild(this._globalDiv);
  24836. this._generateDOMelements();
  24837. window.addEventListener("resize", this._syncPositions);
  24838. engine.getRenderingCanvas().addEventListener("click", this._onCanvasClick);
  24839. this._syncPositions();
  24840. this._scene.registerAfterRender(this._syncData);
  24841. };
  24842. DebugLayer.prototype._clearLabels = function () {
  24843. this._drawingContext.clearRect(0, 0, this._drawingCanvas.width, this._drawingCanvas.height);
  24844. for (var index = 0; index < this._scene.meshes.length; index++) {
  24845. var mesh = this._scene.meshes[index];
  24846. mesh.renderOverlay = false;
  24847. }
  24848. };
  24849. DebugLayer.prototype._generateheader = function (root, text) {
  24850. var header = document.createElement("div");
  24851. header.innerHTML = text + "&nbsp;";
  24852. header.style.textAlign = "right";
  24853. header.style.width = "100%";
  24854. header.style.color = "white";
  24855. header.style.backgroundColor = "Black";
  24856. header.style.padding = "5px 5px 4px 0px";
  24857. header.style.marginLeft = "-5px";
  24858. header.style.fontWeight = "bold";
  24859. root.appendChild(header);
  24860. };
  24861. DebugLayer.prototype._generateTexBox = function (root, title, color) {
  24862. var label = document.createElement("label");
  24863. label.innerHTML = title;
  24864. label.style.color = color;
  24865. root.appendChild(label);
  24866. root.appendChild(document.createElement("br"));
  24867. };
  24868. DebugLayer.prototype._generateAdvancedCheckBox = function (root, leftTitle, rightTitle, initialState, task, tag) {
  24869. if (typeof tag === "undefined") { tag = null; }
  24870. var label = document.createElement("label");
  24871. var boundingBoxesCheckbox = document.createElement("input");
  24872. boundingBoxesCheckbox.type = "checkbox";
  24873. boundingBoxesCheckbox.checked = initialState;
  24874. boundingBoxesCheckbox.addEventListener("change", function (evt) {
  24875. task(evt.target, tag);
  24876. });
  24877. label.appendChild(boundingBoxesCheckbox);
  24878. var container = document.createElement("span");
  24879. var leftPart = document.createElement("span");
  24880. var rightPart = document.createElement("span");
  24881. rightPart.style.cssFloat = "right";
  24882. leftPart.innerHTML = leftTitle;
  24883. rightPart.innerHTML = rightTitle;
  24884. rightPart.style.fontSize = "12px";
  24885. rightPart.style.maxWidth = "200px";
  24886. container.appendChild(leftPart);
  24887. container.appendChild(rightPart);
  24888. label.appendChild(container);
  24889. root.appendChild(label);
  24890. root.appendChild(document.createElement("br"));
  24891. };
  24892. DebugLayer.prototype._generateCheckBox = function (root, title, initialState, task, tag) {
  24893. if (typeof tag === "undefined") { tag = null; }
  24894. var label = document.createElement("label");
  24895. var boundingBoxesCheckbox = document.createElement("input");
  24896. boundingBoxesCheckbox.type = "checkbox";
  24897. boundingBoxesCheckbox.checked = initialState;
  24898. boundingBoxesCheckbox.addEventListener("change", function (evt) {
  24899. task(evt.target, tag);
  24900. });
  24901. label.appendChild(boundingBoxesCheckbox);
  24902. label.appendChild(document.createTextNode(title));
  24903. root.appendChild(label);
  24904. root.appendChild(document.createElement("br"));
  24905. };
  24906. DebugLayer.prototype._generateRadio = function (root, title, name, initialState, task, tag) {
  24907. if (typeof tag === "undefined") { tag = null; }
  24908. var label = document.createElement("label");
  24909. var boundingBoxesRadio = document.createElement("input");
  24910. boundingBoxesRadio.type = "radio";
  24911. boundingBoxesRadio.name = name;
  24912. boundingBoxesRadio.checked = initialState;
  24913. boundingBoxesRadio.addEventListener("change", function (evt) {
  24914. task(evt.target, tag);
  24915. });
  24916. label.appendChild(boundingBoxesRadio);
  24917. label.appendChild(document.createTextNode(title));
  24918. root.appendChild(label);
  24919. root.appendChild(document.createElement("br"));
  24920. };
  24921. DebugLayer.prototype._generateDOMelements = function () {
  24922. var _this = this;
  24923. this._globalDiv.id = "DebugLayer";
  24924. this._globalDiv.style.position = "absolute";
  24925. this._globalDiv.style.fontFamily = "Segoe UI, Arial";
  24926. this._globalDiv.style.fontSize = "14px";
  24927. this._globalDiv.style.color = "white";
  24928. // Drawing canvas
  24929. this._drawingCanvas = document.createElement("canvas");
  24930. this._drawingCanvas.id = "DebugLayerDrawingCanvas";
  24931. this._drawingCanvas.style.position = "absolute";
  24932. this._drawingCanvas.style.pointerEvents = "none";
  24933. this._drawingContext = this._drawingCanvas.getContext("2d");
  24934. this._globalDiv.appendChild(this._drawingCanvas);
  24935. if (this._showUI) {
  24936. var background = "rgba(128, 128, 128, 0.4)";
  24937. var border = "rgb(180, 180, 180) solid 1px";
  24938. // Stats
  24939. this._statsDiv = document.createElement("div");
  24940. this._statsDiv.id = "DebugLayerStats";
  24941. this._statsDiv.style.border = border;
  24942. this._statsDiv.style.position = "absolute";
  24943. this._statsDiv.style.background = background;
  24944. this._statsDiv.style.padding = "0px 0px 0px 5px";
  24945. this._generateheader(this._statsDiv, "STATISTICS");
  24946. this._statsSubsetDiv = document.createElement("div");
  24947. this._statsSubsetDiv.style.paddingTop = "5px";
  24948. this._statsSubsetDiv.style.paddingBottom = "5px";
  24949. this._statsSubsetDiv.style.overflowY = "auto";
  24950. this._statsDiv.appendChild(this._statsSubsetDiv);
  24951. // Tree
  24952. this._treeDiv = document.createElement("div");
  24953. this._treeDiv.id = "DebugLayerTree";
  24954. this._treeDiv.style.border = border;
  24955. this._treeDiv.style.position = "absolute";
  24956. this._treeDiv.style.background = background;
  24957. this._treeDiv.style.padding = "0px 0px 0px 5px";
  24958. this._treeDiv.style.display = "none";
  24959. this._generateheader(this._treeDiv, "MESHES TREE");
  24960. this._treeSubsetDiv = document.createElement("div");
  24961. this._treeSubsetDiv.style.paddingTop = "5px";
  24962. this._treeSubsetDiv.style.paddingRight = "5px";
  24963. this._treeSubsetDiv.style.overflowY = "auto";
  24964. this._treeSubsetDiv.style.maxHeight = "300px";
  24965. this._treeDiv.appendChild(this._treeSubsetDiv);
  24966. this._needToRefreshMeshesTree = true;
  24967. // Logs
  24968. this._logDiv = document.createElement("div");
  24969. this._logDiv.style.border = border;
  24970. this._logDiv.id = "DebugLayerLogs";
  24971. this._logDiv.style.position = "absolute";
  24972. this._logDiv.style.background = background;
  24973. this._logDiv.style.padding = "0px 0px 0px 5px";
  24974. this._logDiv.style.display = "none";
  24975. this._generateheader(this._logDiv, "LOGS");
  24976. this._logSubsetDiv = document.createElement("div");
  24977. this._logSubsetDiv.style.height = "127px";
  24978. this._logSubsetDiv.style.paddingTop = "5px";
  24979. this._logSubsetDiv.style.overflowY = "auto";
  24980. this._logSubsetDiv.style.fontSize = "12px";
  24981. this._logSubsetDiv.style.fontFamily = "consolas";
  24982. this._logSubsetDiv.innerHTML = BABYLON.Tools.LogCache;
  24983. this._logDiv.appendChild(this._logSubsetDiv);
  24984. BABYLON.Tools.OnNewCacheEntry = function (entry) {
  24985. _this._logSubsetDiv.innerHTML = entry + _this._logSubsetDiv.innerHTML;
  24986. };
  24987. // Options
  24988. this._optionsDiv = document.createElement("div");
  24989. this._optionsDiv.id = "DebugLayerOptions";
  24990. this._optionsDiv.style.border = border;
  24991. this._optionsDiv.style.position = "absolute";
  24992. this._optionsDiv.style.background = background;
  24993. this._optionsDiv.style.padding = "0px 0px 0px 5px";
  24994. this._optionsDiv.style.overflowY = "auto";
  24995. this._generateheader(this._optionsDiv, "OPTIONS");
  24996. this._optionsSubsetDiv = document.createElement("div");
  24997. this._optionsSubsetDiv.style.paddingTop = "5px";
  24998. this._optionsSubsetDiv.style.paddingBottom = "5px";
  24999. this._optionsSubsetDiv.style.overflowY = "auto";
  25000. this._optionsSubsetDiv.style.maxHeight = "200px";
  25001. this._optionsDiv.appendChild(this._optionsSubsetDiv);
  25002. this._generateTexBox(this._optionsSubsetDiv, "<b>Windows:</b>", this.accentColor);
  25003. this._generateCheckBox(this._optionsSubsetDiv, "Statistics", this._displayStatistics, function (element) {
  25004. _this._displayStatistics = element.checked;
  25005. });
  25006. this._generateCheckBox(this._optionsSubsetDiv, "Logs", this._displayLogs, function (element) {
  25007. _this._displayLogs = element.checked;
  25008. });
  25009. this._generateCheckBox(this._optionsSubsetDiv, "Meshes tree", this._displayTree, function (element) {
  25010. _this._displayTree = element.checked;
  25011. _this._needToRefreshMeshesTree = true;
  25012. });
  25013. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  25014. this._generateTexBox(this._optionsSubsetDiv, "<b>General:</b>", this.accentColor);
  25015. this._generateCheckBox(this._optionsSubsetDiv, "Bounding boxes", this._scene.forceShowBoundingBoxes, function (element) {
  25016. _this._scene.forceShowBoundingBoxes = element.checked;
  25017. });
  25018. this._generateCheckBox(this._optionsSubsetDiv, "Clickable labels", this._labelsEnabled, function (element) {
  25019. _this._labelsEnabled = element.checked;
  25020. if (!_this._labelsEnabled) {
  25021. _this._clearLabels();
  25022. }
  25023. });
  25024. this._generateCheckBox(this._optionsSubsetDiv, "Generate user marks (F12)", BABYLON.Tools.PerformanceLogLevel === BABYLON.Tools.PerformanceUserMarkLogLevel, function (element) {
  25025. if (element.checked) {
  25026. BABYLON.Tools.PerformanceLogLevel = BABYLON.Tools.PerformanceUserMarkLogLevel;
  25027. } else {
  25028. BABYLON.Tools.PerformanceLogLevel = BABYLON.Tools.PerformanceNoneLogLevel;
  25029. }
  25030. });
  25031. ;
  25032. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  25033. this._generateTexBox(this._optionsSubsetDiv, "<b>Rendering mode:</b>", this.accentColor);
  25034. this._generateRadio(this._optionsSubsetDiv, "Solid", "renderMode", !this._scene.forceWireframe && !this._scene.forcePointsCloud, function (element) {
  25035. if (element.checked) {
  25036. _this._scene.forceWireframe = false;
  25037. _this._scene.forcePointsCloud = false;
  25038. }
  25039. });
  25040. this._generateRadio(this._optionsSubsetDiv, "Wireframe", "renderMode", this._scene.forceWireframe, function (element) {
  25041. if (element.checked) {
  25042. _this._scene.forceWireframe = true;
  25043. _this._scene.forcePointsCloud = false;
  25044. }
  25045. });
  25046. this._generateRadio(this._optionsSubsetDiv, "Point", "renderMode", this._scene.forcePointsCloud, function (element) {
  25047. if (element.checked) {
  25048. _this._scene.forceWireframe = false;
  25049. _this._scene.forcePointsCloud = true;
  25050. }
  25051. });
  25052. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  25053. this._generateTexBox(this._optionsSubsetDiv, "<b>Texture channels:</b>", this.accentColor);
  25054. this._generateCheckBox(this._optionsSubsetDiv, "Diffuse", BABYLON.StandardMaterial.DiffuseTextureEnabled, function (element) {
  25055. BABYLON.StandardMaterial.DiffuseTextureEnabled = element.checked;
  25056. });
  25057. this._generateCheckBox(this._optionsSubsetDiv, "Ambient", BABYLON.StandardMaterial.AmbientTextureEnabled, function (element) {
  25058. BABYLON.StandardMaterial.AmbientTextureEnabled = element.checked;
  25059. });
  25060. this._generateCheckBox(this._optionsSubsetDiv, "Specular", BABYLON.StandardMaterial.SpecularTextureEnabled, function (element) {
  25061. BABYLON.StandardMaterial.SpecularTextureEnabled = element.checked;
  25062. });
  25063. this._generateCheckBox(this._optionsSubsetDiv, "Emissive", BABYLON.StandardMaterial.EmissiveTextureEnabled, function (element) {
  25064. BABYLON.StandardMaterial.EmissiveTextureEnabled = element.checked;
  25065. });
  25066. this._generateCheckBox(this._optionsSubsetDiv, "Bump", BABYLON.StandardMaterial.BumpTextureEnabled, function (element) {
  25067. BABYLON.StandardMaterial.BumpTextureEnabled = element.checked;
  25068. });
  25069. this._generateCheckBox(this._optionsSubsetDiv, "Opacity", BABYLON.StandardMaterial.OpacityTextureEnabled, function (element) {
  25070. BABYLON.StandardMaterial.OpacityTextureEnabled = element.checked;
  25071. });
  25072. this._generateCheckBox(this._optionsSubsetDiv, "Reflection", BABYLON.StandardMaterial.ReflectionTextureEnabled, function (element) {
  25073. BABYLON.StandardMaterial.ReflectionTextureEnabled = element.checked;
  25074. });
  25075. this._generateCheckBox(this._optionsSubsetDiv, "Fresnel", BABYLON.StandardMaterial.FresnelEnabled, function (element) {
  25076. BABYLON.StandardMaterial.FresnelEnabled = element.checked;
  25077. });
  25078. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  25079. this._generateTexBox(this._optionsSubsetDiv, "<b>Options:</b>", this.accentColor);
  25080. this._generateCheckBox(this._optionsSubsetDiv, "Animations", this._scene.animationsEnabled, function (element) {
  25081. _this._scene.animationsEnabled = element.checked;
  25082. });
  25083. this._generateCheckBox(this._optionsSubsetDiv, "Collisions", this._scene.collisionsEnabled, function (element) {
  25084. _this._scene.collisionsEnabled = element.checked;
  25085. });
  25086. this._generateCheckBox(this._optionsSubsetDiv, "Fog", this._scene.fogEnabled, function (element) {
  25087. _this._scene.fogEnabled = element.checked;
  25088. });
  25089. this._generateCheckBox(this._optionsSubsetDiv, "Lens flares", this._scene.lensFlaresEnabled, function (element) {
  25090. _this._scene.lensFlaresEnabled = element.checked;
  25091. });
  25092. this._generateCheckBox(this._optionsSubsetDiv, "Lights", this._scene.lightsEnabled, function (element) {
  25093. _this._scene.lightsEnabled = element.checked;
  25094. });
  25095. this._generateCheckBox(this._optionsSubsetDiv, "Particles", this._scene.particlesEnabled, function (element) {
  25096. _this._scene.particlesEnabled = element.checked;
  25097. });
  25098. this._generateCheckBox(this._optionsSubsetDiv, "Post-processes", this._scene.postProcessesEnabled, function (element) {
  25099. _this._scene.postProcessesEnabled = element.checked;
  25100. });
  25101. this._generateCheckBox(this._optionsSubsetDiv, "Procedural textures", this._scene.proceduralTexturesEnabled, function (element) {
  25102. _this._scene.proceduralTexturesEnabled = element.checked;
  25103. });
  25104. this._generateCheckBox(this._optionsSubsetDiv, "Render targets", this._scene.renderTargetsEnabled, function (element) {
  25105. _this._scene.renderTargetsEnabled = element.checked;
  25106. });
  25107. this._generateCheckBox(this._optionsSubsetDiv, "Shadows", this._scene.shadowsEnabled, function (element) {
  25108. _this._scene.shadowsEnabled = element.checked;
  25109. });
  25110. this._generateCheckBox(this._optionsSubsetDiv, "Skeletons", this._scene.skeletonsEnabled, function (element) {
  25111. _this._scene.skeletonsEnabled = element.checked;
  25112. });
  25113. this._generateCheckBox(this._optionsSubsetDiv, "Textures", this._scene.texturesEnabled, function (element) {
  25114. _this._scene.texturesEnabled = element.checked;
  25115. });
  25116. this._globalDiv.appendChild(this._statsDiv);
  25117. this._globalDiv.appendChild(this._logDiv);
  25118. this._globalDiv.appendChild(this._optionsDiv);
  25119. this._globalDiv.appendChild(this._treeDiv);
  25120. }
  25121. };
  25122. DebugLayer.prototype._displayStats = function () {
  25123. var scene = this._scene;
  25124. var engine = scene.getEngine();
  25125. var glInfo = engine.getGlInfo();
  25126. this._statsSubsetDiv.innerHTML = "Babylon.js v" + BABYLON.Engine.Version + " - <b>" + BABYLON.Tools.Format(engine.getFps(), 0) + " fps</b><br><br>" + "<div style='column-count: 2;-moz-column-count:2;-webkit-column-count:2'>" + "<b>Count</b><br>" + "Total meshes: " + scene.meshes.length + "<br>" + "Total vertices: " + scene.getTotalVertices() + "<br>" + "Total materials: " + scene.materials.length + "<br>" + "Total textures: " + scene.textures.length + "<br>" + "Active meshes: " + scene.getActiveMeshes().length + "<br>" + "Active vertices: " + scene.getActiveVertices() + "<br>" + "Active bones: " + scene.getActiveBones() + "<br>" + "Active particles: " + scene.getActiveParticles() + "<br>" + "<b>Draw calls: " + engine.drawCalls + "</b><br><br>" + "<b>Duration</b><br>" + "Meshes selection:</i> " + BABYLON.Tools.Format(scene.getEvaluateActiveMeshesDuration()) + " ms<br>" + "Render Targets: " + BABYLON.Tools.Format(scene.getRenderTargetsDuration()) + " ms<br>" + "Particles: " + BABYLON.Tools.Format(scene.getParticlesDuration()) + " ms<br>" + "Sprites: " + BABYLON.Tools.Format(scene.getSpritesDuration()) + " ms<br><br>" + "Render: <b>" + BABYLON.Tools.Format(scene.getRenderDuration()) + " ms</b><br>" + "Frame: " + BABYLON.Tools.Format(scene.getLastFrameDuration()) + " ms<br>" + "Potential FPS: " + BABYLON.Tools.Format(1000.0 / scene.getLastFrameDuration(), 0) + "<br><br>" + "</div>" + "<div style='column-count: 2;-moz-column-count:2;-webkit-column-count:2'>" + "<b>Extensions</b><br>" + "Std derivatives: " + (engine.getCaps().standardDerivatives ? "Yes" : "No") + "<br>" + "Compressed textures: " + (engine.getCaps().s3tc ? "Yes" : "No") + "<br>" + "Hardware instances: " + (engine.getCaps().instancedArrays ? "Yes" : "No") + "<br>" + "Texture float: " + (engine.getCaps().textureFloat ? "Yes" : "No") + "<br>" + "32bits indices: " + (engine.getCaps().uintIndices ? "Yes" : "No") + "<br>" + "<b>Caps.</b><br>" + "Max textures units: " + engine.getCaps().maxTexturesImageUnits + "<br>" + "Max textures size: " + engine.getCaps().maxTextureSize + "<br>" + "Max anisotropy: " + engine.getCaps().maxAnisotropy + "<br><br><br>" + "</div><br>" + "<b>Info</b><br>" + glInfo.version + "<br>" + glInfo.renderer + "<br>";
  25127. if (this.customStatsFunction) {
  25128. this._statsSubsetDiv.innerHTML += this._statsSubsetDiv.innerHTML;
  25129. }
  25130. };
  25131. return DebugLayer;
  25132. })();
  25133. BABYLON.DebugLayer = DebugLayer;
  25134. })(BABYLON || (BABYLON = {}));
  25135. //# sourceMappingURL=babylon.debugLayer.js.map
  25136. var BABYLON;
  25137. (function (BABYLON) {
  25138. var RawTexture = (function (_super) {
  25139. __extends(RawTexture, _super);
  25140. function RawTexture(data, width, height, format, scene, generateMipMaps, invertY, samplingMode) {
  25141. if (typeof generateMipMaps === "undefined") { generateMipMaps = true; }
  25142. if (typeof invertY === "undefined") { invertY = false; }
  25143. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  25144. _super.call(this, null, scene, !generateMipMaps, invertY);
  25145. this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode);
  25146. this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  25147. this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  25148. }
  25149. // Statics
  25150. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  25151. if (typeof generateMipMaps === "undefined") { generateMipMaps = true; }
  25152. if (typeof invertY === "undefined") { invertY = false; }
  25153. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  25154. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  25155. };
  25156. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  25157. if (typeof generateMipMaps === "undefined") { generateMipMaps = true; }
  25158. if (typeof invertY === "undefined") { invertY = false; }
  25159. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  25160. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  25161. };
  25162. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  25163. if (typeof generateMipMaps === "undefined") { generateMipMaps = true; }
  25164. if (typeof invertY === "undefined") { invertY = false; }
  25165. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  25166. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  25167. };
  25168. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  25169. if (typeof generateMipMaps === "undefined") { generateMipMaps = true; }
  25170. if (typeof invertY === "undefined") { invertY = false; }
  25171. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  25172. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode);
  25173. };
  25174. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  25175. if (typeof generateMipMaps === "undefined") { generateMipMaps = true; }
  25176. if (typeof invertY === "undefined") { invertY = false; }
  25177. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  25178. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode);
  25179. };
  25180. return RawTexture;
  25181. })(BABYLON.Texture);
  25182. BABYLON.RawTexture = RawTexture;
  25183. })(BABYLON || (BABYLON = {}));
  25184. //# sourceMappingURL=babylon.rawTexture.js.map
  25185. var BABYLON;
  25186. (function (BABYLON) {
  25187. var IndexedVector2 = (function (_super) {
  25188. __extends(IndexedVector2, _super);
  25189. function IndexedVector2(original, index) {
  25190. _super.call(this, original.x, original.y);
  25191. this.index = index;
  25192. }
  25193. return IndexedVector2;
  25194. })(BABYLON.Vector2);
  25195. var PolygonPoints = (function () {
  25196. function PolygonPoints() {
  25197. this.elements = new Array();
  25198. }
  25199. PolygonPoints.prototype.add = function (originalPoints) {
  25200. var _this = this;
  25201. var result = new Array();
  25202. originalPoints.forEach(function (point) {
  25203. if (result.length === 0 || !(BABYLON.Tools.WithinEpsilon(point.x, result[0].x, 0.00001) && BABYLON.Tools.WithinEpsilon(point.y, result[0].y, 0.00001))) {
  25204. var newPoint = new IndexedVector2(point, _this.elements.length);
  25205. result.push(newPoint);
  25206. _this.elements.push(newPoint);
  25207. }
  25208. });
  25209. return result;
  25210. };
  25211. PolygonPoints.prototype.computeBounds = function () {
  25212. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  25213. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  25214. this.elements.forEach(function (point) {
  25215. // x
  25216. if (point.x < lmin.x) {
  25217. lmin.x = point.x;
  25218. } else if (point.x > lmax.x) {
  25219. lmax.x = point.x;
  25220. }
  25221. // y
  25222. if (point.y < lmin.y) {
  25223. lmin.y = point.y;
  25224. } else if (point.y > lmax.y) {
  25225. lmax.y = point.y;
  25226. }
  25227. });
  25228. return {
  25229. min: lmin,
  25230. max: lmax,
  25231. width: lmax.x - lmin.x,
  25232. height: lmax.y - lmin.y
  25233. };
  25234. };
  25235. return PolygonPoints;
  25236. })();
  25237. var Polygon = (function () {
  25238. function Polygon() {
  25239. }
  25240. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  25241. return [
  25242. new BABYLON.Vector2(xmin, ymin),
  25243. new BABYLON.Vector2(xmax, ymin),
  25244. new BABYLON.Vector2(xmax, ymax),
  25245. new BABYLON.Vector2(xmin, ymax)
  25246. ];
  25247. };
  25248. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  25249. if (typeof cx === "undefined") { cx = 0; }
  25250. if (typeof cy === "undefined") { cy = 0; }
  25251. if (typeof numberOfSides === "undefined") { numberOfSides = 32; }
  25252. var result = new Array();
  25253. var angle = 0;
  25254. var increment = (Math.PI * 2) / numberOfSides;
  25255. for (var i = 0; i < numberOfSides; i++) {
  25256. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  25257. angle -= increment;
  25258. }
  25259. return result;
  25260. };
  25261. Polygon.Parse = function (input) {
  25262. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) {
  25263. return (!isNaN(val));
  25264. });
  25265. var i, result = [];
  25266. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  25267. result.push(new poly2tri.Point(floats[i], floats[i + 1]));
  25268. }
  25269. return result;
  25270. };
  25271. Polygon.StartingAt = function (x, y) {
  25272. return BABYLON.Path2.StartingAt(x, y);
  25273. };
  25274. return Polygon;
  25275. })();
  25276. BABYLON.Polygon = Polygon;
  25277. var PolygonMeshBuilder = (function () {
  25278. function PolygonMeshBuilder(name, contours, scene) {
  25279. this._points = new PolygonPoints();
  25280. if (!("poly2tri" in window)) {
  25281. throw "PolygonMeshBuilder cannot be used because poly2tri is not referenced";
  25282. }
  25283. this._name = name;
  25284. this._scene = scene;
  25285. var points;
  25286. if (contours instanceof BABYLON.Path2) {
  25287. points = contours.getPoints();
  25288. } else {
  25289. points = contours;
  25290. }
  25291. this._swctx = new poly2tri.SweepContext(this._points.add(points));
  25292. }
  25293. PolygonMeshBuilder.prototype.addHole = function (hole) {
  25294. this._swctx.addHole(this._points.add(hole));
  25295. return this;
  25296. };
  25297. PolygonMeshBuilder.prototype.build = function (updatable) {
  25298. if (typeof updatable === "undefined") { updatable = false; }
  25299. var result = new BABYLON.Mesh(this._name, this._scene);
  25300. var normals = [];
  25301. var positions = [];
  25302. var uvs = [];
  25303. var bounds = this._points.computeBounds();
  25304. this._points.elements.forEach(function (p) {
  25305. normals.push(0, 1.0, 0);
  25306. positions.push(p.x, 0, p.y);
  25307. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  25308. });
  25309. var indices = [];
  25310. this._swctx.triangulate();
  25311. this._swctx.getTriangles().forEach(function (triangle) {
  25312. triangle.getPoints().forEach(function (point) {
  25313. indices.push(point.index);
  25314. });
  25315. });
  25316. result.setVerticesData(positions, BABYLON.VertexBuffer.PositionKind, updatable);
  25317. result.setVerticesData(normals, BABYLON.VertexBuffer.NormalKind, updatable);
  25318. result.setVerticesData(uvs, BABYLON.VertexBuffer.UVKind, updatable);
  25319. result.setIndices(indices);
  25320. return result;
  25321. };
  25322. return PolygonMeshBuilder;
  25323. })();
  25324. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  25325. })(BABYLON || (BABYLON = {}));
  25326. //# sourceMappingURL=babylon.polygonMesh.js.map