babylon.math.ts 71 KB

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  1. module BABYLON {
  2. export class Color3 {
  3. constructor(public r: number = 0, public g: number = 0, public b: number = 0) {
  4. }
  5. public toString(): string {
  6. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  7. }
  8. // Operators
  9. public toArray(array: number[], index?: number): void {
  10. if (index === undefined) {
  11. index = 0;
  12. }
  13. array[index] = this.r;
  14. array[index + 1] = this.g;
  15. array[index + 2] = this.b;
  16. }
  17. public asArray(): number[] {
  18. var result = [];
  19. this.toArray(result, 0);
  20. return result;
  21. }
  22. public multiply(otherColor: Color3): Color3 {
  23. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  24. }
  25. public multiplyToRef(otherColor: Color3, result: Color3): void {
  26. result.r = this.r * otherColor.r;
  27. result.g = this.g * otherColor.g;
  28. result.b = this.b * otherColor.b;
  29. }
  30. public equals(otherColor: Color3): boolean {
  31. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  32. }
  33. public scale(scale: number): Color3 {
  34. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  35. }
  36. public scaleToRef(scale: number, result: Color3): void {
  37. result.r = this.r * scale;
  38. result.g = this.g * scale;
  39. result.b = this.b * scale;
  40. }
  41. public add(otherColor: Color3): Color3 {
  42. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  43. }
  44. public addToRef(otherColor: Color3, result: Color3): void {
  45. result.r = this.r + otherColor.r;
  46. result.g = this.g + otherColor.g;
  47. result.b = this.b + otherColor.b;
  48. }
  49. public subtract(otherColor: Color3): Color3 {
  50. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  51. }
  52. public subtractToRef(otherColor: Color3, result: Color3): void {
  53. result.r = this.r - otherColor.r;
  54. result.g = this.g - otherColor.g;
  55. result.b = this.b - otherColor.b;
  56. }
  57. public clone(): Color3 {
  58. return new Color3(this.r, this.g, this.b);
  59. }
  60. public copyFrom(source: Color3): void {
  61. this.r = source.r;
  62. this.g = source.g;
  63. this.b = source.b;
  64. }
  65. public copyFromFloats(r: number, g: number, b: number): void {
  66. this.r = r;
  67. this.g = g;
  68. this.b = b;
  69. }
  70. // Statics
  71. public static FromArray(array: number[]): Color3 {
  72. return new Color3(array[0], array[1], array[2]);
  73. }
  74. public static FromInts(r: number, g: number, b: number): Color3 {
  75. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  76. }
  77. public static Lerp(start: Color3, end: Color3, amount: number): Color3 {
  78. var r = start.r + ((end.r - start.r) * amount);
  79. var g = start.g + ((end.g - start.g) * amount);
  80. var b = start.b + ((end.b - start.b) * amount);
  81. return new Color3(r, g, b);
  82. }
  83. public static Red(): Color3 { return new Color3(1, 0, 0); }
  84. public static Green(): Color3 { return new Color3(0, 1, 0); }
  85. public static Blue(): Color3 { return new Color3(0, 0, 1); }
  86. public static Black(): Color3 { return new Color3(0, 0, 0); }
  87. public static White(): Color3 { return new Color3(1, 1, 1); }
  88. public static Purple(): Color3 { return new Color3(0.5, 0, 0.5); }
  89. public static Magenta(): Color3 { return new Color3(1, 0, 1); }
  90. public static Yellow(): Color3 { return new Color3(1, 1, 0); }
  91. public static Gray(): Color3 { return new Color3(0.5, 0.5, 0.5); }
  92. }
  93. export class Color4 {
  94. constructor(public r: number, public g: number, public b: number, public a: number) {
  95. }
  96. // Operators
  97. public addInPlace(right) {
  98. this.r += right.r;
  99. this.g += right.g;
  100. this.b += right.b;
  101. this.a += right.a;
  102. }
  103. public asArray(): number[] {
  104. var result = [];
  105. this.toArray(result, 0);
  106. return result;
  107. }
  108. public toArray(array: number[], index?: number): void {
  109. if (index === undefined) {
  110. index = 0;
  111. }
  112. array[index] = this.r;
  113. array[index + 1] = this.g;
  114. array[index + 2] = this.b;
  115. array[index + 3] = this.a;
  116. }
  117. public add(right: Color4): Color4 {
  118. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  119. }
  120. public subtract(right: Color4): Color4 {
  121. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  122. }
  123. public subtractToRef(right: Color4, result: Color4): void {
  124. result.r = this.r - right.r;
  125. result.g = this.g - right.g;
  126. result.b = this.b - right.b;
  127. result.a = this.a - right.a;
  128. }
  129. public scale(scale: number): Color4 {
  130. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  131. }
  132. public scaleToRef(scale: number, result: Color4): void {
  133. result.r = this.r * scale;
  134. result.g = this.g * scale;
  135. result.b = this.b * scale;
  136. result.a = this.a * scale;
  137. }
  138. public toString(): string {
  139. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  140. }
  141. public clone(): Color4 {
  142. return new Color4(this.r, this.g, this.b, this.a);
  143. }
  144. // Statics
  145. public static Lerp(left: Color4, right: Color4, amount: number): Color4 {
  146. var result = new Color4(0, 0, 0, 0);
  147. BABYLON.Color4.LerpToRef(left, right, amount, result);
  148. return result;
  149. }
  150. public static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void {
  151. result.r = left.r + (right.r - left.r) * amount;
  152. result.g = left.g + (right.g - left.g) * amount;
  153. result.b = left.b + (right.b - left.b) * amount;
  154. result.a = left.a + (right.a - left.a) * amount;
  155. }
  156. public static FromArray(array: number[], offset: number): Color4 {
  157. if (!offset) {
  158. offset = 0;
  159. }
  160. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  161. }
  162. public static FromInts(r: number, g: number, b: number, a: number): Color4 {
  163. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  164. }
  165. }
  166. export class Vector2 {
  167. constructor(public x: number, public y: number) {
  168. }
  169. public toString(): string {
  170. return "{X: " + this.x + " Y:" + this.y + "}";
  171. }
  172. // Operators
  173. public toArray(array: number[], index?: number): void {
  174. if (index === undefined) {
  175. index = 0;
  176. }
  177. array[index] = this.x;
  178. array[index + 1] = this.y;
  179. }
  180. public asArray(): number[] {
  181. var result = [];
  182. this.toArray(result, 0);
  183. return result;
  184. }
  185. public copyFrom(source: Vector2): void {
  186. this.x = source.x;
  187. this.y = source.y;
  188. }
  189. public add(otherVector: Vector2): Vector2 {
  190. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  191. }
  192. public subtract(otherVector: Vector2): Vector2 {
  193. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  194. }
  195. public negate(): Vector2 {
  196. return new Vector2(-this.x, -this.y);
  197. }
  198. public scaleInPlace(scale: number): void {
  199. this.x *= scale;
  200. this.y *= scale;
  201. }
  202. public scale(scale: number): Vector2 {
  203. return new Vector2(this.x * scale, this.y * scale);
  204. }
  205. public equals(otherVector: Vector2): boolean {
  206. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  207. }
  208. // Properties
  209. public length(): number {
  210. return Math.sqrt(this.x * this.x + this.y * this.y);
  211. }
  212. public lengthSquared(): number {
  213. return (this.x * this.x + this.y * this.y);
  214. }
  215. // Methods
  216. public normalize(): void {
  217. var len = this.length();
  218. if (len === 0)
  219. return;
  220. var num = 1.0 / len;
  221. this.x *= num;
  222. this.y *= num;
  223. }
  224. public clone(): Vector2 {
  225. return new Vector2(this.x, this.y);
  226. }
  227. // Statics
  228. public static Zero(): Vector2 {
  229. return new Vector2(0, 0);
  230. }
  231. public static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2 {
  232. var squared = amount * amount;
  233. var cubed = amount * squared;
  234. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  235. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  236. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  237. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  238. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  239. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  240. return new Vector2(x, y);
  241. }
  242. public static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2 {
  243. var x = value.x;
  244. x = (x > max.x) ? max.x : x;
  245. x = (x < min.x) ? min.x : x;
  246. var y = value.y;
  247. y = (y > max.y) ? max.y : y;
  248. y = (y < min.y) ? min.y : y;
  249. return new Vector2(x, y);
  250. }
  251. public static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2 {
  252. var squared = amount * amount;
  253. var cubed = amount * squared;
  254. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  255. var part2 = (-2.0 * cubed) + (3.0 * squared);
  256. var part3 = (cubed - (2.0 * squared)) + amount;
  257. var part4 = cubed - squared;
  258. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  259. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  260. return new Vector2(x, y);
  261. }
  262. public static Lerp(start: Vector2, end: Vector2, amount: number): Vector2 {
  263. var x = start.x + ((end.x - start.x) * amount);
  264. var y = start.y + ((end.y - start.y) * amount);
  265. return new Vector2(x, y);
  266. }
  267. public static Dot(left: Vector2, right: Vector2): number {
  268. return left.x * right.x + left.y * right.y;
  269. }
  270. public static Normalize(vector: Vector2): Vector2 {
  271. var newVector = vector.clone();
  272. newVector.normalize();
  273. return newVector;
  274. }
  275. public static Minimize(left: Vector2, right: Vector2): Vector2 {
  276. var x = (left.x < right.x) ? left.x : right.x;
  277. var y = (left.y < right.y) ? left.y : right.y;
  278. return new Vector2(x, y);
  279. }
  280. public static Maximize(left: Vector2, right: Vector2): Vector2 {
  281. var x = (left.x > right.x) ? left.x : right.x;
  282. var y = (left.y > right.y) ? left.y : right.y;
  283. return new Vector2(x, y);
  284. }
  285. public static Transform(vector: Vector2, transformation: Matrix): Vector2 {
  286. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]);
  287. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]);
  288. return new Vector2(x, y);
  289. }
  290. public static Distance(value1: Vector2, value2: Vector2): number {
  291. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  292. }
  293. public static DistanceSquared(value1: Vector2, value2: Vector2): number {
  294. var x = value1.x - value2.x;
  295. var y = value1.y - value2.y;
  296. return (x * x) + (y * y);
  297. }
  298. }
  299. export class Vector3 {
  300. constructor(public x: number, public y: number, public z: number) {
  301. }
  302. public toString(): string {
  303. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  304. }
  305. // Operators
  306. public asArray(): number[] {
  307. var result = [];
  308. this.toArray(result, 0);
  309. return result;
  310. }
  311. public toArray(array: number[], index?: number): void {
  312. if (index === undefined) {
  313. index = 0;
  314. }
  315. array[index] = this.x;
  316. array[index + 1] = this.y;
  317. array[index + 2] = this.z;
  318. }
  319. public addInPlace(otherVector: Vector3): void {
  320. this.x += otherVector.x;
  321. this.y += otherVector.y;
  322. this.z += otherVector.z;
  323. }
  324. public add(otherVector: Vector3): Vector3 {
  325. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  326. }
  327. public addToRef(otherVector: Vector3, result: Vector3): void {
  328. result.x = this.x + otherVector.x;
  329. result.y = this.y + otherVector.y;
  330. result.z = this.z + otherVector.z;
  331. }
  332. public subtractInPlace(otherVector: Vector3): void {
  333. this.x -= otherVector.x;
  334. this.y -= otherVector.y;
  335. this.z -= otherVector.z;
  336. }
  337. public subtract(otherVector: Vector3): Vector3 {
  338. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  339. }
  340. public subtractToRef(otherVector: Vector3, result: Vector3): void {
  341. result.x = this.x - otherVector.x;
  342. result.y = this.y - otherVector.y;
  343. result.z = this.z - otherVector.z;
  344. }
  345. public subtractFromFloats(x: number, y: number, z: number): Vector3 {
  346. return new Vector3(this.x - x, this.y - y, this.z - z);
  347. }
  348. public subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): void {
  349. result.x = this.x - x;
  350. result.y = this.y - y;
  351. result.z = this.z - z;
  352. }
  353. public negate(): Vector3 {
  354. return new Vector3(-this.x, -this.y, -this.z);
  355. }
  356. public scaleInPlace(scale: number): void {
  357. this.x *= scale;
  358. this.y *= scale;
  359. this.z *= scale;
  360. }
  361. public scale(scale: number): Vector3 {
  362. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  363. }
  364. public scaleToRef(scale: number, result: Vector3) {
  365. result.x = this.x * scale;
  366. result.y = this.y * scale;
  367. result.z = this.z * scale;
  368. }
  369. public equals(otherVector: Vector3): boolean {
  370. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  371. }
  372. public equalsToFloats(x: number, y: number, z: number): boolean {
  373. return this.x === x && this.y === y && this.z === z;
  374. }
  375. public multiplyInPlace(otherVector: Vector3): void {
  376. this.x *= otherVector.x;
  377. this.y *= otherVector.y;
  378. this.z *= otherVector.z;
  379. }
  380. public multiply(otherVector: Vector3): Vector3 {
  381. return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  382. }
  383. public multiplyToRef(otherVector: Vector3, result: Vector3): void {
  384. result.x = this.x * otherVector.x;
  385. result.y = this.y * otherVector.y;
  386. result.z = this.z * otherVector.z;
  387. }
  388. public multiplyByFloats(x: number, y: number, z: number): Vector3 {
  389. return new Vector3(this.x * x, this.y * y, this.z * z);
  390. }
  391. public divide(otherVector: Vector3): Vector3 {
  392. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  393. }
  394. public divideToRef(otherVector: Vector3, result: Vector3): void {
  395. result.x = this.x / otherVector.x;
  396. result.y = this.y / otherVector.y;
  397. result.z = this.z / otherVector.z;
  398. }
  399. public MinimizeInPlace(other: Vector3): void {
  400. if (other.x < this.x) this.x = other.x;
  401. if (other.y < this.y) this.y = other.y;
  402. if (other.z < this.z) this.z = other.z;
  403. }
  404. public MaximizeInPlace(other: Vector3): void {
  405. if (other.x > this.x) this.x = other.x;
  406. if (other.y > this.y) this.y = other.y;
  407. if (other.z > this.z) this.z = other.z;
  408. }
  409. // Properties
  410. public length(): number {
  411. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  412. }
  413. public lengthSquared(): number {
  414. return (this.x * this.x + this.y * this.y + this.z * this.z);
  415. }
  416. // Methods
  417. public normalize(): void {
  418. var len = this.length();
  419. if (len === 0)
  420. return;
  421. var num = 1.0 / len;
  422. this.x *= num;
  423. this.y *= num;
  424. this.z *= num;
  425. }
  426. public clone(): Vector3 {
  427. return new Vector3(this.x, this.y, this.z);
  428. }
  429. public copyFrom(source: Vector3): void {
  430. this.x = source.x;
  431. this.y = source.y;
  432. this.z = source.z;
  433. }
  434. public copyFromFloats(x: number, y: number, z: number): void {
  435. this.x = x;
  436. this.y = y;
  437. this.z = z;
  438. }
  439. // Statics
  440. public static FromArray(array: number[], offset?: number): Vector3 {
  441. if (!offset) {
  442. offset = 0;
  443. }
  444. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  445. }
  446. public static FromArrayToRef(array: number[], offset: number, result: Vector3): void {
  447. result.x = array[offset];
  448. result.y = array[offset + 1];
  449. result.z = array[offset + 2];
  450. }
  451. public static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void {
  452. result.x = array[offset];
  453. result.y = array[offset + 1];
  454. result.z = array[offset + 2];
  455. }
  456. public static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void {
  457. result.x = x;
  458. result.y = y;
  459. result.z = z;
  460. }
  461. public static Zero(): Vector3 {
  462. return new Vector3(0, 0, 0);
  463. }
  464. public static Up(): Vector3 {
  465. return new Vector3(0, 1.0, 0);
  466. }
  467. public static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3 {
  468. var result = Vector3.Zero();
  469. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  470. return result;
  471. }
  472. public static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void {
  473. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12];
  474. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13];
  475. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14];
  476. var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15];
  477. result.x = x / w;
  478. result.y = y / w;
  479. result.z = z / w;
  480. }
  481. public static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void {
  482. var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12];
  483. var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13];
  484. var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14];
  485. var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15];
  486. result.x = rx / rw;
  487. result.y = ry / rw;
  488. result.z = rz / rw;
  489. }
  490. public static TransformNormal(vector: Vector3, transformation: Matrix): Vector3 {
  491. var result = Vector3.Zero();
  492. Vector3.TransformNormalToRef(vector, transformation, result);
  493. return result;
  494. }
  495. public static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void {
  496. result.x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
  497. result.y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
  498. result.z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
  499. }
  500. public static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void {
  501. result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]);
  502. result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]);
  503. result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]);
  504. }
  505. public static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3 {
  506. var squared = amount * amount;
  507. var cubed = amount * squared;
  508. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  509. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  510. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  511. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  512. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  513. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  514. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  515. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  516. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  517. return new Vector3(x, y, z);
  518. }
  519. public static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3 {
  520. var x = value.x;
  521. x = (x > max.x) ? max.x : x;
  522. x = (x < min.x) ? min.x : x;
  523. var y = value.y;
  524. y = (y > max.y) ? max.y : y;
  525. y = (y < min.y) ? min.y : y;
  526. var z = value.z;
  527. z = (z > max.z) ? max.z : z;
  528. z = (z < min.z) ? min.z : z;
  529. return new Vector3(x, y, z);
  530. }
  531. public static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3 {
  532. var squared = amount * amount;
  533. var cubed = amount * squared;
  534. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  535. var part2 = (-2.0 * cubed) + (3.0 * squared);
  536. var part3 = (cubed - (2.0 * squared)) + amount;
  537. var part4 = cubed - squared;
  538. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  539. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  540. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  541. return new Vector3(x, y, z);
  542. }
  543. public static Lerp(start: Vector3, end: Vector3, amount: number): Vector3 {
  544. var x = start.x + ((end.x - start.x) * amount);
  545. var y = start.y + ((end.y - start.y) * amount);
  546. var z = start.z + ((end.z - start.z) * amount);
  547. return new Vector3(x, y, z);
  548. }
  549. public static Dot(left: Vector3, right: Vector3): number {
  550. return (left.x * right.x + left.y * right.y + left.z * right.z);
  551. }
  552. public static Cross(left: Vector3, right: Vector3): Vector3 {
  553. var result = Vector3.Zero();
  554. Vector3.CrossToRef(left, right, result);
  555. return result;
  556. }
  557. public static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void {
  558. result.x = left.y * right.z - left.z * right.y;
  559. result.y = left.z * right.x - left.x * right.z;
  560. result.z = left.x * right.y - left.y * right.x;
  561. }
  562. public static Normalize(vector: Vector3): Vector3 {
  563. var result = Vector3.Zero();
  564. Vector3.NormalizeToRef(vector, result);
  565. return result;
  566. }
  567. public static NormalizeToRef(vector: Vector3, result: Vector3): void {
  568. result.copyFrom(vector);
  569. result.normalize();
  570. }
  571. public static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3 {
  572. var cw = viewport.width;
  573. var ch = viewport.height;
  574. var cx = viewport.x;
  575. var cy = viewport.y;
  576. var viewportMatrix = BABYLON.Matrix.FromValues(
  577. cw / 2.0, 0, 0, 0,
  578. 0, -ch / 2.0, 0, 0,
  579. 0, 0, 1, 0,
  580. cx + cw / 2.0, ch / 2.0 + cy, 0, 1);
  581. var finalMatrix = world.multiply(transform).multiply(viewportMatrix);
  582. return Vector3.TransformCoordinates(vector, finalMatrix);
  583. }
  584. public static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3 {
  585. var matrix = world.multiply(view).multiply(projection);
  586. matrix.invert();
  587. source.x = source.x / viewportWidth * 2 - 1;
  588. source.y = -(source.y / viewportHeight * 2 - 1);
  589. var vector = BABYLON.Vector3.TransformCoordinates(source, matrix);
  590. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  591. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  592. vector = vector.scale(1.0 / num);
  593. }
  594. return vector;
  595. }
  596. public static Minimize(left: Vector3, right: Vector3): Vector3 {
  597. var min = left.clone();
  598. min.MinimizeInPlace(right);
  599. return min;
  600. }
  601. public static Maximize(left: Vector3, right: Vector3): Vector3 {
  602. var max = left.clone();
  603. max.MaximizeInPlace(right);
  604. return max;
  605. }
  606. public static Distance(value1: Vector3, value2: Vector3): number {
  607. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  608. }
  609. public static DistanceSquared(value1: Vector3, value2: Vector3): number {
  610. var x = value1.x - value2.x;
  611. var y = value1.y - value2.y;
  612. var z = value1.z - value2.z;
  613. return (x * x) + (y * y) + (z * z);
  614. }
  615. public static Center(value1: Vector3, value2: Vector3): Vector3 {
  616. var center = value1.add(value2);
  617. center.scaleInPlace(0.5);
  618. return center;
  619. }
  620. }
  621. export class Quaternion {
  622. constructor(public x: number = 0, public y: number = 0, public z: number = 0, public w: number = 0) {
  623. }
  624. public toString(): string {
  625. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  626. }
  627. public asArray(): number[] {
  628. return [this.x, this.y, this.z, this.w];
  629. }
  630. public equals(otherQuaternion: Quaternion): boolean {
  631. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  632. }
  633. public clone(): Quaternion {
  634. return new Quaternion(this.x, this.y, this.z, this.w);
  635. }
  636. public copyFrom(other: Quaternion): void {
  637. this.x = other.x;
  638. this.y = other.y;
  639. this.z = other.z;
  640. this.w = other.w;
  641. }
  642. public add(other: Quaternion): Quaternion {
  643. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  644. }
  645. public scale(value: number): Quaternion {
  646. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  647. }
  648. public multiply(q1: Quaternion): Quaternion {
  649. var result = new Quaternion(0, 0, 0, 1.0);
  650. this.multiplyToRef(q1, result);
  651. return result;
  652. }
  653. public multiplyToRef(q1: Quaternion, result: Quaternion): void {
  654. result.x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  655. result.y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  656. result.z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  657. result.w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  658. }
  659. public length(): number {
  660. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  661. }
  662. public normalize(): void {
  663. var length = 1.0 / this.length();
  664. this.x *= length;
  665. this.y *= length;
  666. this.z *= length;
  667. this.w *= length;
  668. }
  669. public toEulerAngles(): Vector3 {
  670. var qx = this.x;
  671. var qy = this.y;
  672. var qz = this.z;
  673. var qw = this.w;
  674. var sqx = qx * qx;
  675. var sqy = qy * qy;
  676. var sqz = qz * qz;
  677. var yaw = Math.atan2(2.0 * (qy * qw - qx * qz), 1.0 - 2.0 * (sqy + sqz));
  678. var pitch = Math.asin(2.0 * (qx * qy + qz * qw));
  679. var roll = Math.atan2(2.0 * (qx * qw - qy * qz), 1.0 - 2.0 * (sqx + sqz));
  680. var gimbaLockTest = qx * qy + qz * qw;
  681. if (gimbaLockTest > 0.499) {
  682. yaw = 2.0 * Math.atan2(qx, qw);
  683. roll = 0;
  684. } else if (gimbaLockTest < -0.499) {
  685. yaw = -2.0 * Math.atan2(qx, qw);
  686. roll = 0;
  687. }
  688. return new Vector3(pitch, yaw, roll);
  689. }
  690. public toRotationMatrix(result: Matrix): void {
  691. var xx = this.x * this.x;
  692. var yy = this.y * this.y;
  693. var zz = this.z * this.z;
  694. var xy = this.x * this.y;
  695. var zw = this.z * this.w;
  696. var zx = this.z * this.x;
  697. var yw = this.y * this.w;
  698. var yz = this.y * this.z;
  699. var xw = this.x * this.w;
  700. result.m[0] = 1.0 - (2.0 * (yy + zz));
  701. result.m[1] = 2.0 * (xy + zw);
  702. result.m[2] = 2.0 * (zx - yw);
  703. result.m[3] = 0;
  704. result.m[4] = 2.0 * (xy - zw);
  705. result.m[5] = 1.0 - (2.0 * (zz + xx));
  706. result.m[6] = 2.0 * (yz + xw);
  707. result.m[7] = 0;
  708. result.m[8] = 2.0 * (zx + yw);
  709. result.m[9] = 2.0 * (yz - xw);
  710. result.m[10] = 1.0 - (2.0 * (yy + xx));
  711. result.m[11] = 0;
  712. result.m[12] = 0;
  713. result.m[13] = 0;
  714. result.m[14] = 0;
  715. result.m[15] = 1.0;
  716. }
  717. // Statics
  718. public static RotationAxis(axis: Vector3, angle: number): Quaternion {
  719. var result = new Quaternion();
  720. var sin = Math.sin(angle / 2);
  721. result.w = Math.cos(angle / 2);
  722. result.x = axis.x * sin;
  723. result.y = axis.y * sin;
  724. result.z = axis.z * sin;
  725. return result;
  726. }
  727. public static FromArray(array: number[], offset?: number): Quaternion {
  728. if (!offset) {
  729. offset = 0;
  730. }
  731. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  732. }
  733. public static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion {
  734. var result = new Quaternion();
  735. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  736. return result;
  737. }
  738. public static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void {
  739. var halfRoll = roll * 0.5;
  740. var halfPitch = pitch * 0.5;
  741. var halfYaw = yaw * 0.5;
  742. var sinRoll = Math.sin(halfRoll);
  743. var cosRoll = Math.cos(halfRoll);
  744. var sinPitch = Math.sin(halfPitch);
  745. var cosPitch = Math.cos(halfPitch);
  746. var sinYaw = Math.sin(halfYaw);
  747. var cosYaw = Math.cos(halfYaw);
  748. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  749. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  750. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  751. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  752. }
  753. public static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion {
  754. var num2;
  755. var num3;
  756. var num = amount;
  757. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  758. var flag = false;
  759. if (num4 < 0) {
  760. flag = true;
  761. num4 = -num4;
  762. }
  763. if (num4 > 0.999999) {
  764. num3 = 1 - num;
  765. num2 = flag ? -num : num;
  766. }
  767. else {
  768. var num5 = Math.acos(num4);
  769. var num6 = (1.0 / Math.sin(num5));
  770. num3 = (Math.sin((1.0 - num) * num5)) * num6;
  771. num2 = flag ? ((-Math.sin(num * num5)) * num6) : ((Math.sin(num * num5)) * num6);
  772. }
  773. 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));
  774. }
  775. }
  776. export class Matrix {
  777. private static _tempQuaternion: Quaternion = new Quaternion();
  778. private static _xAxis: Vector3 = Vector3.Zero();
  779. private static _yAxis: Vector3 = Vector3.Zero();
  780. private static _zAxis: Vector3 = Vector3.Zero();
  781. public m: Float32Array = new Float32Array(16);
  782. // Properties
  783. public isIdentity(): boolean {
  784. if (this.m[0] != 1.0 || this.m[5] != 1.0 || this.m[10] != 1.0 || this.m[15] != 1.0)
  785. return false;
  786. if (this.m[1] != 0.0 || this.m[2] != 0.0 || this.m[3] != 0.0 ||
  787. this.m[4] != 0.0 || this.m[6] != 0.0 || this.m[7] != 0.0 ||
  788. this.m[8] != 0.0 || this.m[9] != 0.0 || this.m[11] != 0.0 ||
  789. this.m[12] != 0.0 || this.m[13] != 0.0 || this.m[14] != 0.0)
  790. return false;
  791. return true;
  792. }
  793. public determinant(): number {
  794. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  795. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  796. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  797. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  798. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  799. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  800. return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) -
  801. (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) -
  802. (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6))));
  803. }
  804. // Methods
  805. public toArray(): Float32Array {
  806. return this.m;
  807. }
  808. public asArray(): Float32Array {
  809. return this.toArray();
  810. }
  811. public invert(): void {
  812. this.invertToRef(this);
  813. }
  814. public invertToRef(other: Matrix) {
  815. var l1 = this.m[0];
  816. var l2 = this.m[1];
  817. var l3 = this.m[2];
  818. var l4 = this.m[3];
  819. var l5 = this.m[4];
  820. var l6 = this.m[5];
  821. var l7 = this.m[6];
  822. var l8 = this.m[7];
  823. var l9 = this.m[8];
  824. var l10 = this.m[9];
  825. var l11 = this.m[10];
  826. var l12 = this.m[11];
  827. var l13 = this.m[12];
  828. var l14 = this.m[13];
  829. var l15 = this.m[14];
  830. var l16 = this.m[15];
  831. var l17 = (l11 * l16) - (l12 * l15);
  832. var l18 = (l10 * l16) - (l12 * l14);
  833. var l19 = (l10 * l15) - (l11 * l14);
  834. var l20 = (l9 * l16) - (l12 * l13);
  835. var l21 = (l9 * l15) - (l11 * l13);
  836. var l22 = (l9 * l14) - (l10 * l13);
  837. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  838. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  839. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  840. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  841. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  842. var l28 = (l7 * l16) - (l8 * l15);
  843. var l29 = (l6 * l16) - (l8 * l14);
  844. var l30 = (l6 * l15) - (l7 * l14);
  845. var l31 = (l5 * l16) - (l8 * l13);
  846. var l32 = (l5 * l15) - (l7 * l13);
  847. var l33 = (l5 * l14) - (l6 * l13);
  848. var l34 = (l7 * l12) - (l8 * l11);
  849. var l35 = (l6 * l12) - (l8 * l10);
  850. var l36 = (l6 * l11) - (l7 * l10);
  851. var l37 = (l5 * l12) - (l8 * l9);
  852. var l38 = (l5 * l11) - (l7 * l9);
  853. var l39 = (l5 * l10) - (l6 * l9);
  854. other.m[0] = l23 * l27;
  855. other.m[4] = l24 * l27;
  856. other.m[8] = l25 * l27;
  857. other.m[12] = l26 * l27;
  858. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  859. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  860. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  861. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  862. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  863. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  864. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  865. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  866. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  867. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  868. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  869. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  870. }
  871. public setTranslation(vector3: Vector3): void {
  872. this.m[12] = vector3.x;
  873. this.m[13] = vector3.y;
  874. this.m[14] = vector3.z;
  875. }
  876. public multiply(other: Matrix): Matrix {
  877. var result = new Matrix();
  878. this.multiplyToRef(other, result);
  879. return result;
  880. }
  881. public copyFrom(other: Matrix): void {
  882. for (var index = 0; index < 16; index++) {
  883. this.m[index] = other.m[index];
  884. }
  885. }
  886. public multiplyToRef(other: Matrix, result: Matrix): void {
  887. this.multiplyToArray(other, result.m, 0);
  888. }
  889. public multiplyToArray(other: Matrix, result: Float32Array, offset: number): void {
  890. var tm0 = this.m[0];
  891. var tm1 = this.m[1];
  892. var tm2 = this.m[2];
  893. var tm3 = this.m[3];
  894. var tm4 = this.m[4];
  895. var tm5 = this.m[5];
  896. var tm6 = this.m[6];
  897. var tm7 = this.m[7];
  898. var tm8 = this.m[8];
  899. var tm9 = this.m[9];
  900. var tm10 = this.m[10];
  901. var tm11 = this.m[11];
  902. var tm12 = this.m[12];
  903. var tm13 = this.m[13];
  904. var tm14 = this.m[14];
  905. var tm15 = this.m[15];
  906. var om0 = other.m[0];
  907. var om1 = other.m[1];
  908. var om2 = other.m[2];
  909. var om3 = other.m[3];
  910. var om4 = other.m[4];
  911. var om5 = other.m[5];
  912. var om6 = other.m[6];
  913. var om7 = other.m[7];
  914. var om8 = other.m[8];
  915. var om9 = other.m[9];
  916. var om10 = other.m[10];
  917. var om11 = other.m[11];
  918. var om12 = other.m[12];
  919. var om13 = other.m[13];
  920. var om14 = other.m[14];
  921. var om15 = other.m[15];
  922. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  923. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  924. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  925. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  926. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  927. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  928. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  929. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  930. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  931. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  932. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  933. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  934. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  935. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  936. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  937. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  938. }
  939. public equals(value: Matrix): boolean {
  940. return value &&
  941. (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] &&
  942. this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] &&
  943. this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] &&
  944. this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]);
  945. }
  946. public clone(): Matrix {
  947. return Matrix.FromValues(this.m[0], this.m[1], this.m[2], this.m[3],
  948. this.m[4], this.m[5], this.m[6], this.m[7],
  949. this.m[8], this.m[9], this.m[10], this.m[11],
  950. this.m[12], this.m[13], this.m[14], this.m[15]);
  951. }
  952. // Statics
  953. public static FromArray(array: number[], offset?: number): Matrix {
  954. var result = new Matrix();
  955. if (!offset) {
  956. offset = 0;
  957. }
  958. Matrix.FromArrayToRef(array, offset, result);
  959. return result;
  960. }
  961. public static FromArrayToRef(array: number[], offset: number, result: Matrix) {
  962. for (var index = 0; index < 16; index++) {
  963. result.m[index] = array[index + offset];
  964. }
  965. }
  966. public static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number,
  967. initialM21: number, initialM22: number, initialM23: number, initialM24: number,
  968. initialM31: number, initialM32: number, initialM33: number, initialM34: number,
  969. initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void {
  970. result.m[0] = initialM11;
  971. result.m[1] = initialM12;
  972. result.m[2] = initialM13;
  973. result.m[3] = initialM14;
  974. result.m[4] = initialM21;
  975. result.m[5] = initialM22;
  976. result.m[6] = initialM23;
  977. result.m[7] = initialM24;
  978. result.m[8] = initialM31;
  979. result.m[9] = initialM32;
  980. result.m[10] = initialM33;
  981. result.m[11] = initialM34;
  982. result.m[12] = initialM41;
  983. result.m[13] = initialM42;
  984. result.m[14] = initialM43;
  985. result.m[15] = initialM44;
  986. }
  987. public static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number,
  988. initialM21: number, initialM22: number, initialM23: number, initialM24: number,
  989. initialM31: number, initialM32: number, initialM33: number, initialM34: number,
  990. initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix {
  991. var result = new Matrix();
  992. result.m[0] = initialM11;
  993. result.m[1] = initialM12;
  994. result.m[2] = initialM13;
  995. result.m[3] = initialM14;
  996. result.m[4] = initialM21;
  997. result.m[5] = initialM22;
  998. result.m[6] = initialM23;
  999. result.m[7] = initialM24;
  1000. result.m[8] = initialM31;
  1001. result.m[9] = initialM32;
  1002. result.m[10] = initialM33;
  1003. result.m[11] = initialM34;
  1004. result.m[12] = initialM41;
  1005. result.m[13] = initialM42;
  1006. result.m[14] = initialM43;
  1007. result.m[15] = initialM44;
  1008. return result;
  1009. }
  1010. public static Identity(): Matrix {
  1011. return Matrix.FromValues(1.0, 0, 0, 0,
  1012. 0, 1.0, 0, 0,
  1013. 0, 0, 1.0, 0,
  1014. 0, 0, 0, 1.0);
  1015. }
  1016. public static IdentityToRef(result: Matrix): void {
  1017. Matrix.FromValuesToRef(1.0, 0, 0, 0,
  1018. 0, 1.0, 0, 0,
  1019. 0, 0, 1.0, 0,
  1020. 0, 0, 0, 1.0, result);
  1021. }
  1022. public static Zero(): Matrix {
  1023. return Matrix.FromValues(0, 0, 0, 0,
  1024. 0, 0, 0, 0,
  1025. 0, 0, 0, 0,
  1026. 0, 0, 0, 0);
  1027. }
  1028. public static RotationX(angle: number): Matrix {
  1029. var result = new Matrix();
  1030. Matrix.RotationXToRef(angle, result);
  1031. return result;
  1032. }
  1033. public static RotationXToRef(angle: number, result: Matrix): void {
  1034. var s = Math.sin(angle);
  1035. var c = Math.cos(angle);
  1036. result.m[0] = 1.0;
  1037. result.m[15] = 1.0;
  1038. result.m[5] = c;
  1039. result.m[10] = c;
  1040. result.m[9] = -s;
  1041. result.m[6] = s;
  1042. result.m[1] = 0;
  1043. result.m[2] = 0;
  1044. result.m[3] = 0;
  1045. result.m[4] = 0;
  1046. result.m[7] = 0;
  1047. result.m[8] = 0;
  1048. result.m[11] = 0;
  1049. result.m[12] = 0;
  1050. result.m[13] = 0;
  1051. result.m[14] = 0;
  1052. }
  1053. public static RotationY(angle: number): Matrix {
  1054. var result = new Matrix();
  1055. Matrix.RotationYToRef(angle, result);
  1056. return result;
  1057. }
  1058. public static RotationYToRef(angle: number, result: Matrix): void {
  1059. var s = Math.sin(angle);
  1060. var c = Math.cos(angle);
  1061. result.m[5] = 1.0;
  1062. result.m[15] = 1.0;
  1063. result.m[0] = c;
  1064. result.m[2] = -s;
  1065. result.m[8] = s;
  1066. result.m[10] = c;
  1067. result.m[1] = 0;
  1068. result.m[3] = 0;
  1069. result.m[4] = 0;
  1070. result.m[6] = 0;
  1071. result.m[7] = 0;
  1072. result.m[9] = 0;
  1073. result.m[11] = 0;
  1074. result.m[12] = 0;
  1075. result.m[13] = 0;
  1076. result.m[14] = 0;
  1077. }
  1078. public static RotationZ(angle: number): Matrix {
  1079. var result = new Matrix();
  1080. Matrix.RotationZToRef(angle, result);
  1081. return result;
  1082. }
  1083. public static RotationZToRef(angle: number, result: Matrix): void {
  1084. var s = Math.sin(angle);
  1085. var c = Math.cos(angle);
  1086. result.m[10] = 1.0;
  1087. result.m[15] = 1.0;
  1088. result.m[0] = c;
  1089. result.m[1] = s;
  1090. result.m[4] = -s;
  1091. result.m[5] = c;
  1092. result.m[2] = 0;
  1093. result.m[3] = 0;
  1094. result.m[6] = 0;
  1095. result.m[7] = 0;
  1096. result.m[8] = 0;
  1097. result.m[9] = 0;
  1098. result.m[11] = 0;
  1099. result.m[12] = 0;
  1100. result.m[13] = 0;
  1101. result.m[14] = 0;
  1102. }
  1103. public static RotationAxis(axis: Vector3, angle: number): Matrix {
  1104. var s = Math.sin(-angle);
  1105. var c = Math.cos(-angle);
  1106. var c1 = 1 - c;
  1107. axis.normalize();
  1108. var result = Matrix.Zero();
  1109. result.m[0] = (axis.x * axis.x) * c1 + c;
  1110. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  1111. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  1112. result.m[3] = 0.0;
  1113. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  1114. result.m[5] = (axis.y * axis.y) * c1 + c;
  1115. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  1116. result.m[7] = 0.0;
  1117. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  1118. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  1119. result.m[10] = (axis.z * axis.z) * c1 + c;
  1120. result.m[11] = 0.0;
  1121. result.m[15] = 1.0;
  1122. return result;
  1123. }
  1124. public static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix {
  1125. var result = new Matrix();
  1126. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1127. return result;
  1128. }
  1129. public static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void {
  1130. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  1131. this._tempQuaternion.toRotationMatrix(result);
  1132. }
  1133. public static Scaling(x: number, y: number, z: number): Matrix {
  1134. var result = Matrix.Zero();
  1135. Matrix.ScalingToRef(x, y, z, result);
  1136. return result;
  1137. }
  1138. public static ScalingToRef(x: number, y: number, z: number, result: Matrix): void {
  1139. result.m[0] = x;
  1140. result.m[1] = 0;
  1141. result.m[2] = 0;
  1142. result.m[3] = 0;
  1143. result.m[4] = 0;
  1144. result.m[5] = y;
  1145. result.m[6] = 0;
  1146. result.m[7] = 0;
  1147. result.m[8] = 0;
  1148. result.m[9] = 0;
  1149. result.m[10] = z;
  1150. result.m[11] = 0;
  1151. result.m[12] = 0;
  1152. result.m[13] = 0;
  1153. result.m[14] = 0;
  1154. result.m[15] = 1.0;
  1155. }
  1156. public static Translation(x: number, y: number, z: number): Matrix {
  1157. var result = Matrix.Identity();
  1158. Matrix.TranslationToRef(x, y, z, result);
  1159. return result;
  1160. }
  1161. public static TranslationToRef(x: number, y: number, z: number, result: Matrix): void {
  1162. Matrix.FromValuesToRef(1.0, 0, 0, 0,
  1163. 0, 1.0, 0, 0,
  1164. 0, 0, 1.0, 0,
  1165. x, y, z, 1.0, result);
  1166. }
  1167. public static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix {
  1168. var result = Matrix.Zero();
  1169. Matrix.LookAtLHToRef(eye, target, up, result);
  1170. return result;
  1171. }
  1172. public static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void {
  1173. // Z axis
  1174. target.subtractToRef(eye, this._zAxis);
  1175. this._zAxis.normalize();
  1176. // X axis
  1177. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  1178. this._xAxis.normalize();
  1179. // Y axis
  1180. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  1181. this._yAxis.normalize();
  1182. // Eye angles
  1183. var ex = -Vector3.Dot(this._xAxis, eye);
  1184. var ey = -Vector3.Dot(this._yAxis, eye);
  1185. var ez = -Vector3.Dot(this._zAxis, eye);
  1186. return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0,
  1187. this._xAxis.y, this._yAxis.y, this._zAxis.y, 0,
  1188. this._xAxis.z, this._yAxis.z, this._zAxis.z, 0,
  1189. ex, ey, ez, 1, result);
  1190. }
  1191. public static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix {
  1192. var hw = 2.0 / width;
  1193. var hh = 2.0 / height;
  1194. var id = 1.0 / (zfar - znear);
  1195. var nid = znear / (znear - zfar);
  1196. return Matrix.FromValues(hw, 0, 0, 0,
  1197. 0, hh, 0, 0,
  1198. 0, 0, id, 0,
  1199. 0, 0, nid, 1);
  1200. }
  1201. public static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix {
  1202. var matrix = Matrix.Zero();
  1203. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  1204. return matrix;
  1205. }
  1206. public static OrthoOffCenterLHToRef(left: number, right, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void {
  1207. result.m[0] = 2.0 / (right - left);
  1208. result.m[1] = result.m[2] = result.m[3] = 0;
  1209. result.m[5] = 2.0 / (top - bottom);
  1210. result.m[4] = result.m[6] = result.m[7] = 0;
  1211. result.m[10] = -1.0 / (znear - zfar);
  1212. result.m[8] = result.m[9] = result.m[11] = 0;
  1213. result.m[12] = (left + right) / (left - right);
  1214. result.m[13] = (top + bottom) / (bottom - top);
  1215. result.m[14] = znear / (znear - zfar);
  1216. result.m[15] = 1.0;
  1217. }
  1218. public static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix {
  1219. var matrix = Matrix.Zero();
  1220. matrix.m[0] = (2.0 * znear) / width;
  1221. matrix.m[1] = matrix.m[2] = matrix.m[3] = 0.0;
  1222. matrix.m[5] = (2.0 * znear) / height;
  1223. matrix.m[4] = matrix.m[6] = matrix.m[7] = 0.0;
  1224. matrix.m[10] = -zfar / (znear - zfar);
  1225. matrix.m[8] = matrix.m[9] = 0.0;
  1226. matrix.m[11] = 1.0;
  1227. matrix.m[12] = matrix.m[13] = matrix.m[15] = 0.0;
  1228. matrix.m[14] = (znear * zfar) / (znear - zfar);
  1229. return matrix;
  1230. }
  1231. public static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix {
  1232. var matrix = Matrix.Zero();
  1233. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  1234. return matrix;
  1235. }
  1236. public static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix): void {
  1237. var tan = 1.0 / (Math.tan(fov * 0.5));
  1238. result.m[0] = tan / aspect;
  1239. result.m[1] = result.m[2] = result.m[3] = 0.0;
  1240. result.m[5] = tan;
  1241. result.m[4] = result.m[6] = result.m[7] = 0.0;
  1242. result.m[8] = result.m[9] = 0.0;
  1243. result.m[10] = -zfar / (znear - zfar);
  1244. result.m[11] = 1.0;
  1245. result.m[12] = result.m[13] = result.m[15] = 0.0;
  1246. result.m[14] = (znear * zfar) / (znear - zfar);
  1247. }
  1248. public static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix {
  1249. var cw = viewport.width;
  1250. var ch = viewport.height;
  1251. var cx = viewport.x;
  1252. var cy = viewport.y;
  1253. var viewportMatrix = Matrix.FromValues(cw / 2.0, 0, 0, 0,
  1254. 0, -ch / 2.0, 0, 0,
  1255. 0, 0, zmax - zmin, 0,
  1256. cx + cw / 2.0, ch / 2.0 + cy, zmin, 1);
  1257. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  1258. }
  1259. public static Transpose(matrix: Matrix): Matrix {
  1260. var result = new Matrix();
  1261. result.m[0] = matrix.m[0];
  1262. result.m[1] = matrix.m[4];
  1263. result.m[2] = matrix.m[8];
  1264. result.m[3] = matrix.m[12];
  1265. result.m[4] = matrix.m[1];
  1266. result.m[5] = matrix.m[5];
  1267. result.m[6] = matrix.m[9];
  1268. result.m[7] = matrix.m[13];
  1269. result.m[8] = matrix.m[2];
  1270. result.m[9] = matrix.m[6];
  1271. result.m[10] = matrix.m[10];
  1272. result.m[11] = matrix.m[14];
  1273. result.m[12] = matrix.m[3];
  1274. result.m[13] = matrix.m[7];
  1275. result.m[14] = matrix.m[11];
  1276. result.m[15] = matrix.m[15];
  1277. return result;
  1278. }
  1279. public static Reflection(plane: Plane): Matrix {
  1280. var matrix = new Matrix();
  1281. Matrix.ReflectionToRef(plane, matrix);
  1282. return matrix;
  1283. }
  1284. public static ReflectionToRef(plane: Plane, result: Matrix): void {
  1285. plane.normalize();
  1286. var x = plane.normal.x;
  1287. var y = plane.normal.y;
  1288. var z = plane.normal.z;
  1289. var temp = -2 * x;
  1290. var temp2 = -2 * y;
  1291. var temp3 = -2 * z;
  1292. result.m[0] = (temp * x) + 1;
  1293. result.m[1] = temp2 * x;
  1294. result.m[2] = temp3 * x;
  1295. result.m[3] = 0.0;
  1296. result.m[4] = temp * y;
  1297. result.m[5] = (temp2 * y) + 1;
  1298. result.m[6] = temp3 * y;
  1299. result.m[7] = 0.0;
  1300. result.m[8] = temp * z;
  1301. result.m[9] = temp2 * z;
  1302. result.m[10] = (temp3 * z) + 1;
  1303. result.m[11] = 0.0;
  1304. result.m[12] = temp * plane.d;
  1305. result.m[13] = temp2 * plane.d;
  1306. result.m[14] = temp3 * plane.d;
  1307. result.m[15] = 1.0;
  1308. }
  1309. }
  1310. export class Plane {
  1311. public normal: Vector3;
  1312. public d: number;
  1313. constructor(a: number, b: number, c: number, d: number) {
  1314. this.normal = new Vector3(a, b, c);
  1315. this.d = d;
  1316. }
  1317. public asArray(): number[] {
  1318. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  1319. }
  1320. // Methods
  1321. public clone(): Plane {
  1322. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  1323. }
  1324. public normalize(): void {
  1325. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  1326. var magnitude = 0;
  1327. if (norm != 0) {
  1328. magnitude = 1.0 / norm;
  1329. }
  1330. this.normal.x *= magnitude;
  1331. this.normal.y *= magnitude;
  1332. this.normal.z *= magnitude;
  1333. this.d *= magnitude;
  1334. }
  1335. public transform(transformation: Matrix): Plane {
  1336. var transposedMatrix = BABYLON.Matrix.Transpose(transformation);
  1337. var x = this.normal.x;
  1338. var y = this.normal.y;
  1339. var z = this.normal.z;
  1340. var d = this.d;
  1341. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  1342. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  1343. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  1344. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  1345. return new BABYLON.Plane(normalX, normalY, normalZ, finalD);
  1346. }
  1347. public dotCoordinate(point): number {
  1348. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  1349. }
  1350. public copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): void {
  1351. var x1 = point2.x - point1.x;
  1352. var y1 = point2.y - point1.y;
  1353. var z1 = point2.z - point1.z;
  1354. var x2 = point3.x - point1.x;
  1355. var y2 = point3.y - point1.y;
  1356. var z2 = point3.z - point1.z;
  1357. var yz = (y1 * z2) - (z1 * y2);
  1358. var xz = (z1 * x2) - (x1 * z2);
  1359. var xy = (x1 * y2) - (y1 * x2);
  1360. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  1361. var invPyth;
  1362. if (pyth != 0) {
  1363. invPyth = 1.0 / pyth;
  1364. }
  1365. else {
  1366. invPyth = 0;
  1367. }
  1368. this.normal.x = yz * invPyth;
  1369. this.normal.y = xz * invPyth;
  1370. this.normal.z = xy * invPyth;
  1371. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  1372. }
  1373. public isFrontFacingTo(direction: Vector3, epsilon: number): boolean {
  1374. var dot = Vector3.Dot(this.normal, direction);
  1375. return (dot <= epsilon);
  1376. }
  1377. public signedDistanceTo(point: Vector3): number {
  1378. return Vector3.Dot(point, this.normal) + this.d;
  1379. }
  1380. // Statics
  1381. static FromArray(array: number[]): Plane {
  1382. return new BABYLON.Plane(array[0], array[1], array[2], array[3]);
  1383. }
  1384. static FromPoints(point1, point2, point3): Plane {
  1385. var result = new BABYLON.Plane(0, 0, 0, 0);
  1386. result.copyFromPoints(point1, point2, point3);
  1387. return result;
  1388. }
  1389. static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane {
  1390. var result = new BABYLON.Plane(0, 0, 0, 0);
  1391. normal.normalize();
  1392. result.normal = normal;
  1393. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1394. return result;
  1395. }
  1396. static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number {
  1397. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1398. return Vector3.Dot(point, normal) + d;
  1399. }
  1400. }
  1401. export class Viewport {
  1402. constructor(public x: number, public y: number, public width: number, public height: number) {
  1403. }
  1404. public toGlobal(engine) {
  1405. var width = engine.getRenderWidth();
  1406. var height = engine.getRenderHeight();
  1407. return new Viewport(this.x * width, this.y * height, this.width * width, this.height * height);
  1408. }
  1409. }
  1410. export class Frustum {
  1411. public static GetPlanes(transform: Matrix): Plane[] {
  1412. var frustumPlanes = [];
  1413. for (var index = 0; index < 6; index++) {
  1414. frustumPlanes.push(new Plane(0, 0, 0, 0));
  1415. }
  1416. Frustum.GetPlanesToRef(transform, frustumPlanes);
  1417. return frustumPlanes;
  1418. }
  1419. public static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void {
  1420. // Near
  1421. frustumPlanes[0].normal.x = transform.m[3] + transform.m[2];
  1422. frustumPlanes[0].normal.y = transform.m[7] + transform.m[6];
  1423. frustumPlanes[0].normal.z = transform.m[10] + transform.m[10];
  1424. frustumPlanes[0].d = transform.m[15] + transform.m[14];
  1425. frustumPlanes[0].normalize();
  1426. // Far
  1427. frustumPlanes[1].normal.x = transform.m[3] - transform.m[2];
  1428. frustumPlanes[1].normal.y = transform.m[7] - transform.m[6];
  1429. frustumPlanes[1].normal.z = transform.m[11] - transform.m[10];
  1430. frustumPlanes[1].d = transform.m[15] - transform.m[14];
  1431. frustumPlanes[1].normalize();
  1432. // Left
  1433. frustumPlanes[2].normal.x = transform.m[3] + transform.m[0];
  1434. frustumPlanes[2].normal.y = transform.m[7] + transform.m[4];
  1435. frustumPlanes[2].normal.z = transform.m[11] + transform.m[8];
  1436. frustumPlanes[2].d = transform.m[15] + transform.m[12];
  1437. frustumPlanes[2].normalize();
  1438. // Right
  1439. frustumPlanes[3].normal.x = transform.m[3] - transform.m[0];
  1440. frustumPlanes[3].normal.y = transform.m[7] - transform.m[4];
  1441. frustumPlanes[3].normal.z = transform.m[11] - transform.m[8];
  1442. frustumPlanes[3].d = transform.m[15] - transform.m[12];
  1443. frustumPlanes[3].normalize();
  1444. // Top
  1445. frustumPlanes[4].normal.x = transform.m[3] - transform.m[1];
  1446. frustumPlanes[4].normal.y = transform.m[7] - transform.m[5];
  1447. frustumPlanes[4].normal.z = transform.m[11] - transform.m[9];
  1448. frustumPlanes[4].d = transform.m[15] - transform.m[13];
  1449. frustumPlanes[4].normalize();
  1450. // Bottom
  1451. frustumPlanes[5].normal.x = transform.m[3] + transform.m[1];
  1452. frustumPlanes[5].normal.y = transform.m[7] + transform.m[5];
  1453. frustumPlanes[5].normal.z = transform.m[11] + transform.m[9];
  1454. frustumPlanes[5].d = transform.m[15] + transform.m[13];
  1455. frustumPlanes[5].normalize();
  1456. }
  1457. }
  1458. export class Ray {
  1459. private _edge1: Vector3;
  1460. private _edge2: Vector3;
  1461. private _pvec: Vector3;
  1462. private _tvec: Vector3;
  1463. private _qvec: Vector3;
  1464. constructor(public origin: Vector3, public direction: Vector3) {
  1465. }
  1466. // Methods
  1467. public intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean {
  1468. var d = 0.0;
  1469. var maxValue = Number.MAX_VALUE;
  1470. if (Math.abs(this.direction.x) < 0.0000001) {
  1471. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  1472. return false;
  1473. }
  1474. }
  1475. else {
  1476. var inv = 1.0 / this.direction.x;
  1477. var min = (minimum.x - this.origin.x) * inv;
  1478. var max = (maximum.x - this.origin.x) * inv;
  1479. if (min > max) {
  1480. var temp = min;
  1481. min = max;
  1482. max = temp;
  1483. }
  1484. d = Math.max(min, d);
  1485. maxValue = Math.min(max, maxValue);
  1486. if (d > maxValue) {
  1487. return false;
  1488. }
  1489. }
  1490. if (Math.abs(this.direction.y) < 0.0000001) {
  1491. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  1492. return false;
  1493. }
  1494. }
  1495. else {
  1496. inv = 1.0 / this.direction.y;
  1497. min = (minimum.y - this.origin.y) * inv;
  1498. max = (maximum.y - this.origin.y) * inv;
  1499. if (min > max) {
  1500. temp = min;
  1501. min = max;
  1502. max = temp;
  1503. }
  1504. d = Math.max(min, d);
  1505. maxValue = Math.min(max, maxValue);
  1506. if (d > maxValue) {
  1507. return false;
  1508. }
  1509. }
  1510. if (Math.abs(this.direction.z) < 0.0000001) {
  1511. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  1512. return false;
  1513. }
  1514. }
  1515. else {
  1516. inv = 1.0 / this.direction.z;
  1517. min = (minimum.z - this.origin.z) * inv;
  1518. max = (maximum.z - this.origin.z) * inv;
  1519. if (min > max) {
  1520. temp = min;
  1521. min = max;
  1522. max = temp;
  1523. }
  1524. d = Math.max(min, d);
  1525. maxValue = Math.min(max, maxValue);
  1526. if (d > maxValue) {
  1527. return false;
  1528. }
  1529. }
  1530. return true;
  1531. }
  1532. public intersectsBox(box: BoundingBox): boolean {
  1533. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  1534. }
  1535. public intersectsSphere(sphere): boolean {
  1536. var x = sphere.center.x - this.origin.x;
  1537. var y = sphere.center.y - this.origin.y;
  1538. var z = sphere.center.z - this.origin.z;
  1539. var pyth = (x * x) + (y * y) + (z * z);
  1540. var rr = sphere.radius * sphere.radius;
  1541. if (pyth <= rr) {
  1542. return true;
  1543. }
  1544. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  1545. if (dot < 0.0) {
  1546. return false;
  1547. }
  1548. var temp = pyth - (dot * dot);
  1549. return temp <= rr;
  1550. }
  1551. public intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo {
  1552. if (!this._edge1) {
  1553. this._edge1 = BABYLON.Vector3.Zero();
  1554. this._edge2 = BABYLON.Vector3.Zero();
  1555. this._pvec = BABYLON.Vector3.Zero();
  1556. this._tvec = BABYLON.Vector3.Zero();
  1557. this._qvec = BABYLON.Vector3.Zero();
  1558. }
  1559. vertex1.subtractToRef(vertex0, this._edge1);
  1560. vertex2.subtractToRef(vertex0, this._edge2);
  1561. BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  1562. var det = Vector3.Dot(this._edge1, this._pvec);
  1563. if (det === 0) {
  1564. return null;
  1565. }
  1566. var invdet = 1 / det;
  1567. this.origin.subtractToRef(vertex0, this._tvec);
  1568. var bu = Vector3.Dot(this._tvec, this._pvec) * invdet;
  1569. if (bu < 0 || bu > 1.0) {
  1570. return null;
  1571. }
  1572. Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  1573. var bv = Vector3.Dot(this.direction, this._qvec) * invdet;
  1574. if (bv < 0 || bu + bv > 1.0) {
  1575. return null;
  1576. }
  1577. return new IntersectionInfo(bu, bv, Vector3.Dot(this._edge2, this._qvec) * invdet);
  1578. }
  1579. // Statics
  1580. public static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray {
  1581. var start = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection);
  1582. var end = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection);
  1583. var direction = end.subtract(start);
  1584. direction.normalize();
  1585. return new Ray(start, direction);
  1586. }
  1587. public static Transform(ray: Ray, matrix: Matrix): Ray {
  1588. var newOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, matrix);
  1589. var newDirection = BABYLON.Vector3.TransformNormal(ray.direction, matrix);
  1590. return new Ray(newOrigin, newDirection);
  1591. }
  1592. }
  1593. export enum Space {
  1594. LOCAL = 0,
  1595. WORLD = 1
  1596. }
  1597. export class Axis {
  1598. public static X: Vector3 = new BABYLON.Vector3(1, 0, 0);
  1599. public static Y: Vector3 = new BABYLON.Vector3(0, 1, 0);
  1600. public static Z: Vector3 =new BABYLON.Vector3(0, 0, 1);
  1601. };
  1602. }