babylon.1.14-beta-debug.js 996 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. var Color3 = (function () {
  4. function Color3(r, g, b) {
  5. if (typeof r === "undefined") { r = 0; }
  6. if (typeof g === "undefined") { g = 0; }
  7. if (typeof b === "undefined") { b = 0; }
  8. this.r = r;
  9. this.g = g;
  10. this.b = b;
  11. }
  12. Color3.prototype.toString = function () {
  13. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  14. };
  15. Color3.prototype.toArray = function (array, index) {
  16. if (index === undefined) {
  17. index = 0;
  18. }
  19. array[index] = this.r;
  20. array[index + 1] = this.g;
  21. array[index + 2] = this.b;
  22. };
  23. Color3.prototype.toColor4 = function (alpha) {
  24. if (typeof alpha === "undefined") { alpha = 1; }
  25. return new Color4(this.r, this.g, this.b, alpha);
  26. };
  27. Color3.prototype.asArray = function () {
  28. var result = [];
  29. this.toArray(result, 0);
  30. return result;
  31. };
  32. Color3.prototype.multiply = function (otherColor) {
  33. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  34. };
  35. Color3.prototype.multiplyToRef = function (otherColor, result) {
  36. result.r = this.r * otherColor.r;
  37. result.g = this.g * otherColor.g;
  38. result.b = this.b * otherColor.b;
  39. };
  40. Color3.prototype.equals = function (otherColor) {
  41. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  42. };
  43. Color3.prototype.scale = function (scale) {
  44. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  45. };
  46. Color3.prototype.scaleToRef = function (scale, result) {
  47. result.r = this.r * scale;
  48. result.g = this.g * scale;
  49. result.b = this.b * scale;
  50. };
  51. Color3.prototype.add = function (otherColor) {
  52. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  53. };
  54. Color3.prototype.addToRef = function (otherColor, result) {
  55. result.r = this.r + otherColor.r;
  56. result.g = this.g + otherColor.g;
  57. result.b = this.b + otherColor.b;
  58. };
  59. Color3.prototype.subtract = function (otherColor) {
  60. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  61. };
  62. Color3.prototype.subtractToRef = function (otherColor, result) {
  63. result.r = this.r - otherColor.r;
  64. result.g = this.g - otherColor.g;
  65. result.b = this.b - otherColor.b;
  66. };
  67. Color3.prototype.clone = function () {
  68. return new Color3(this.r, this.g, this.b);
  69. };
  70. Color3.prototype.copyFrom = function (source) {
  71. this.r = source.r;
  72. this.g = source.g;
  73. this.b = source.b;
  74. };
  75. Color3.prototype.copyFromFloats = function (r, g, b) {
  76. this.r = r;
  77. this.g = g;
  78. this.b = b;
  79. };
  80. Color3.FromArray = function (array) {
  81. return new Color3(array[0], array[1], array[2]);
  82. };
  83. Color3.FromInts = function (r, g, b) {
  84. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  85. };
  86. Color3.Lerp = function (start, end, amount) {
  87. var r = start.r + ((end.r - start.r) * amount);
  88. var g = start.g + ((end.g - start.g) * amount);
  89. var b = start.b + ((end.b - start.b) * amount);
  90. return new Color3(r, g, b);
  91. };
  92. Color3.Red = function () {
  93. return new Color3(1, 0, 0);
  94. };
  95. Color3.Green = function () {
  96. return new Color3(0, 1, 0);
  97. };
  98. Color3.Blue = function () {
  99. return new Color3(0, 0, 1);
  100. };
  101. Color3.Black = function () {
  102. return new Color3(0, 0, 0);
  103. };
  104. Color3.White = function () {
  105. return new Color3(1, 1, 1);
  106. };
  107. Color3.Purple = function () {
  108. return new Color3(0.5, 0, 0.5);
  109. };
  110. Color3.Magenta = function () {
  111. return new Color3(1, 0, 1);
  112. };
  113. Color3.Yellow = function () {
  114. return new Color3(1, 1, 0);
  115. };
  116. Color3.Gray = function () {
  117. return new Color3(0.5, 0.5, 0.5);
  118. };
  119. return Color3;
  120. })();
  121. BABYLON.Color3 = Color3;
  122. var Color4 = (function () {
  123. function Color4(r, g, b, a) {
  124. this.r = r;
  125. this.g = g;
  126. this.b = b;
  127. this.a = a;
  128. }
  129. Color4.prototype.addInPlace = function (right) {
  130. this.r += right.r;
  131. this.g += right.g;
  132. this.b += right.b;
  133. this.a += right.a;
  134. };
  135. Color4.prototype.asArray = function () {
  136. var result = [];
  137. this.toArray(result, 0);
  138. return result;
  139. };
  140. Color4.prototype.toArray = function (array, index) {
  141. if (index === undefined) {
  142. index = 0;
  143. }
  144. array[index] = this.r;
  145. array[index + 1] = this.g;
  146. array[index + 2] = this.b;
  147. array[index + 3] = this.a;
  148. };
  149. Color4.prototype.add = function (right) {
  150. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  151. };
  152. Color4.prototype.subtract = function (right) {
  153. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  154. };
  155. Color4.prototype.subtractToRef = function (right, result) {
  156. result.r = this.r - right.r;
  157. result.g = this.g - right.g;
  158. result.b = this.b - right.b;
  159. result.a = this.a - right.a;
  160. };
  161. Color4.prototype.scale = function (scale) {
  162. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  163. };
  164. Color4.prototype.scaleToRef = function (scale, result) {
  165. result.r = this.r * scale;
  166. result.g = this.g * scale;
  167. result.b = this.b * scale;
  168. result.a = this.a * scale;
  169. };
  170. Color4.prototype.toString = function () {
  171. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  172. };
  173. Color4.prototype.clone = function () {
  174. return new Color4(this.r, this.g, this.b, this.a);
  175. };
  176. Color4.Lerp = function (left, right, amount) {
  177. var result = new Color4(0, 0, 0, 0);
  178. BABYLON.Color4.LerpToRef(left, right, amount, result);
  179. return result;
  180. };
  181. Color4.LerpToRef = function (left, right, amount, result) {
  182. result.r = left.r + (right.r - left.r) * amount;
  183. result.g = left.g + (right.g - left.g) * amount;
  184. result.b = left.b + (right.b - left.b) * amount;
  185. result.a = left.a + (right.a - left.a) * amount;
  186. };
  187. Color4.FromArray = function (array, offset) {
  188. if (typeof offset === "undefined") { offset = 0; }
  189. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  190. };
  191. Color4.FromInts = function (r, g, b, a) {
  192. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  193. };
  194. return Color4;
  195. })();
  196. BABYLON.Color4 = Color4;
  197. var Vector2 = (function () {
  198. function Vector2(x, y) {
  199. this.x = x;
  200. this.y = y;
  201. }
  202. Vector2.prototype.toString = function () {
  203. return "{X: " + this.x + " Y:" + this.y + "}";
  204. };
  205. Vector2.prototype.toArray = function (array, index) {
  206. if (index === undefined) {
  207. index = 0;
  208. }
  209. array[index] = this.x;
  210. array[index + 1] = this.y;
  211. };
  212. Vector2.prototype.asArray = function () {
  213. var result = [];
  214. this.toArray(result, 0);
  215. return result;
  216. };
  217. Vector2.prototype.copyFrom = function (source) {
  218. this.x = source.x;
  219. this.y = source.y;
  220. };
  221. Vector2.prototype.copyFromFloats = function (x, y) {
  222. this.x = x;
  223. this.y = y;
  224. };
  225. Vector2.prototype.add = function (otherVector) {
  226. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  227. };
  228. Vector2.prototype.addVector3 = function (otherVector) {
  229. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  230. };
  231. Vector2.prototype.subtract = function (otherVector) {
  232. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  233. };
  234. Vector2.prototype.negate = function () {
  235. return new Vector2(-this.x, -this.y);
  236. };
  237. Vector2.prototype.scaleInPlace = function (scale) {
  238. this.x *= scale;
  239. this.y *= scale;
  240. };
  241. Vector2.prototype.scale = function (scale) {
  242. return new Vector2(this.x * scale, this.y * scale);
  243. };
  244. Vector2.prototype.equals = function (otherVector) {
  245. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  246. };
  247. Vector2.prototype.length = function () {
  248. return Math.sqrt(this.x * this.x + this.y * this.y);
  249. };
  250. Vector2.prototype.lengthSquared = function () {
  251. return (this.x * this.x + this.y * this.y);
  252. };
  253. Vector2.prototype.normalize = function () {
  254. var len = this.length();
  255. if (len === 0)
  256. return;
  257. var num = 1.0 / len;
  258. this.x *= num;
  259. this.y *= num;
  260. };
  261. Vector2.prototype.clone = function () {
  262. return new Vector2(this.x, this.y);
  263. };
  264. Vector2.Zero = function () {
  265. return new Vector2(0, 0);
  266. };
  267. Vector2.FromArray = function (array, offset) {
  268. if (!offset) {
  269. offset = 0;
  270. }
  271. return new Vector2(array[offset], array[offset + 1]);
  272. };
  273. Vector2.FromArrayToRef = function (array, offset, result) {
  274. result.x = array[offset];
  275. result.y = array[offset + 1];
  276. };
  277. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  278. var squared = amount * amount;
  279. var cubed = amount * squared;
  280. 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));
  281. 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));
  282. return new Vector2(x, y);
  283. };
  284. Vector2.Clamp = function (value, min, max) {
  285. var x = value.x;
  286. x = (x > max.x) ? max.x : x;
  287. x = (x < min.x) ? min.x : x;
  288. var y = value.y;
  289. y = (y > max.y) ? max.y : y;
  290. y = (y < min.y) ? min.y : y;
  291. return new Vector2(x, y);
  292. };
  293. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  294. var squared = amount * amount;
  295. var cubed = amount * squared;
  296. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  297. var part2 = (-2.0 * cubed) + (3.0 * squared);
  298. var part3 = (cubed - (2.0 * squared)) + amount;
  299. var part4 = cubed - squared;
  300. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  301. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  302. return new Vector2(x, y);
  303. };
  304. Vector2.Lerp = function (start, end, amount) {
  305. var x = start.x + ((end.x - start.x) * amount);
  306. var y = start.y + ((end.y - start.y) * amount);
  307. return new Vector2(x, y);
  308. };
  309. Vector2.Dot = function (left, right) {
  310. return left.x * right.x + left.y * right.y;
  311. };
  312. Vector2.Normalize = function (vector) {
  313. var newVector = vector.clone();
  314. newVector.normalize();
  315. return newVector;
  316. };
  317. Vector2.Minimize = function (left, right) {
  318. var x = (left.x < right.x) ? left.x : right.x;
  319. var y = (left.y < right.y) ? left.y : right.y;
  320. return new Vector2(x, y);
  321. };
  322. Vector2.Maximize = function (left, right) {
  323. var x = (left.x > right.x) ? left.x : right.x;
  324. var y = (left.y > right.y) ? left.y : right.y;
  325. return new Vector2(x, y);
  326. };
  327. Vector2.Transform = function (vector, transformation) {
  328. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]);
  329. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]);
  330. return new Vector2(x, y);
  331. };
  332. Vector2.Distance = function (value1, value2) {
  333. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  334. };
  335. Vector2.DistanceSquared = function (value1, value2) {
  336. var x = value1.x - value2.x;
  337. var y = value1.y - value2.y;
  338. return (x * x) + (y * y);
  339. };
  340. return Vector2;
  341. })();
  342. BABYLON.Vector2 = Vector2;
  343. var Vector3 = (function () {
  344. function Vector3(x, y, z) {
  345. this.x = x;
  346. this.y = y;
  347. this.z = z;
  348. }
  349. Vector3.prototype.toString = function () {
  350. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  351. };
  352. Vector3.prototype.asArray = function () {
  353. var result = [];
  354. this.toArray(result, 0);
  355. return result;
  356. };
  357. Vector3.prototype.toArray = function (array, index) {
  358. if (index === undefined) {
  359. index = 0;
  360. }
  361. array[index] = this.x;
  362. array[index + 1] = this.y;
  363. array[index + 2] = this.z;
  364. };
  365. Vector3.prototype.addInPlace = function (otherVector) {
  366. this.x += otherVector.x;
  367. this.y += otherVector.y;
  368. this.z += otherVector.z;
  369. };
  370. Vector3.prototype.add = function (otherVector) {
  371. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  372. };
  373. Vector3.prototype.addToRef = function (otherVector, result) {
  374. result.x = this.x + otherVector.x;
  375. result.y = this.y + otherVector.y;
  376. result.z = this.z + otherVector.z;
  377. };
  378. Vector3.prototype.subtractInPlace = function (otherVector) {
  379. this.x -= otherVector.x;
  380. this.y -= otherVector.y;
  381. this.z -= otherVector.z;
  382. };
  383. Vector3.prototype.subtract = function (otherVector) {
  384. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  385. };
  386. Vector3.prototype.subtractToRef = function (otherVector, result) {
  387. result.x = this.x - otherVector.x;
  388. result.y = this.y - otherVector.y;
  389. result.z = this.z - otherVector.z;
  390. };
  391. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  392. return new Vector3(this.x - x, this.y - y, this.z - z);
  393. };
  394. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  395. result.x = this.x - x;
  396. result.y = this.y - y;
  397. result.z = this.z - z;
  398. };
  399. Vector3.prototype.negate = function () {
  400. return new Vector3(-this.x, -this.y, -this.z);
  401. };
  402. Vector3.prototype.scaleInPlace = function (scale) {
  403. this.x *= scale;
  404. this.y *= scale;
  405. this.z *= scale;
  406. };
  407. Vector3.prototype.scale = function (scale) {
  408. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  409. };
  410. Vector3.prototype.scaleToRef = function (scale, result) {
  411. result.x = this.x * scale;
  412. result.y = this.y * scale;
  413. result.z = this.z * scale;
  414. };
  415. Vector3.prototype.equals = function (otherVector) {
  416. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  417. };
  418. Vector3.prototype.equalsWithEpsilon = function (otherVector) {
  419. 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;
  420. };
  421. Vector3.prototype.equalsToFloats = function (x, y, z) {
  422. return this.x === x && this.y === y && this.z === z;
  423. };
  424. Vector3.prototype.multiplyInPlace = function (otherVector) {
  425. this.x *= otherVector.x;
  426. this.y *= otherVector.y;
  427. this.z *= otherVector.z;
  428. };
  429. Vector3.prototype.multiply = function (otherVector) {
  430. return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  431. };
  432. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  433. result.x = this.x * otherVector.x;
  434. result.y = this.y * otherVector.y;
  435. result.z = this.z * otherVector.z;
  436. };
  437. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  438. return new Vector3(this.x * x, this.y * y, this.z * z);
  439. };
  440. Vector3.prototype.divide = function (otherVector) {
  441. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  442. };
  443. Vector3.prototype.divideToRef = function (otherVector, result) {
  444. result.x = this.x / otherVector.x;
  445. result.y = this.y / otherVector.y;
  446. result.z = this.z / otherVector.z;
  447. };
  448. Vector3.prototype.MinimizeInPlace = function (other) {
  449. if (other.x < this.x)
  450. this.x = other.x;
  451. if (other.y < this.y)
  452. this.y = other.y;
  453. if (other.z < this.z)
  454. this.z = other.z;
  455. };
  456. Vector3.prototype.MaximizeInPlace = function (other) {
  457. if (other.x > this.x)
  458. this.x = other.x;
  459. if (other.y > this.y)
  460. this.y = other.y;
  461. if (other.z > this.z)
  462. this.z = other.z;
  463. };
  464. Vector3.prototype.length = function () {
  465. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  466. };
  467. Vector3.prototype.lengthSquared = function () {
  468. return (this.x * this.x + this.y * this.y + this.z * this.z);
  469. };
  470. Vector3.prototype.normalize = function () {
  471. var len = this.length();
  472. if (len === 0)
  473. return;
  474. var num = 1.0 / len;
  475. this.x *= num;
  476. this.y *= num;
  477. this.z *= num;
  478. };
  479. Vector3.prototype.clone = function () {
  480. return new Vector3(this.x, this.y, this.z);
  481. };
  482. Vector3.prototype.copyFrom = function (source) {
  483. this.x = source.x;
  484. this.y = source.y;
  485. this.z = source.z;
  486. };
  487. Vector3.prototype.copyFromFloats = function (x, y, z) {
  488. this.x = x;
  489. this.y = y;
  490. this.z = z;
  491. };
  492. Vector3.FromArray = function (array, offset) {
  493. if (!offset) {
  494. offset = 0;
  495. }
  496. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  497. };
  498. Vector3.FromArrayToRef = function (array, offset, result) {
  499. result.x = array[offset];
  500. result.y = array[offset + 1];
  501. result.z = array[offset + 2];
  502. };
  503. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  504. result.x = array[offset];
  505. result.y = array[offset + 1];
  506. result.z = array[offset + 2];
  507. };
  508. Vector3.FromFloatsToRef = function (x, y, z, result) {
  509. result.x = x;
  510. result.y = y;
  511. result.z = z;
  512. };
  513. Vector3.Zero = function () {
  514. return new Vector3(0, 0, 0);
  515. };
  516. Vector3.Up = function () {
  517. return new Vector3(0, 1.0, 0);
  518. };
  519. Vector3.TransformCoordinates = function (vector, transformation) {
  520. var result = Vector3.Zero();
  521. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  522. return result;
  523. };
  524. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  525. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12];
  526. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13];
  527. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14];
  528. var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15];
  529. result.x = x / w;
  530. result.y = y / w;
  531. result.z = z / w;
  532. };
  533. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  534. var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12];
  535. var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13];
  536. var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14];
  537. var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15];
  538. result.x = rx / rw;
  539. result.y = ry / rw;
  540. result.z = rz / rw;
  541. };
  542. Vector3.TransformNormal = function (vector, transformation) {
  543. var result = Vector3.Zero();
  544. Vector3.TransformNormalToRef(vector, transformation, result);
  545. return result;
  546. };
  547. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  548. result.x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
  549. result.y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
  550. result.z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
  551. };
  552. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  553. result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]);
  554. result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]);
  555. result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]);
  556. };
  557. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  558. var squared = amount * amount;
  559. var cubed = amount * squared;
  560. 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));
  561. 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));
  562. 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));
  563. return new Vector3(x, y, z);
  564. };
  565. Vector3.Clamp = function (value, min, max) {
  566. var x = value.x;
  567. x = (x > max.x) ? max.x : x;
  568. x = (x < min.x) ? min.x : x;
  569. var y = value.y;
  570. y = (y > max.y) ? max.y : y;
  571. y = (y < min.y) ? min.y : y;
  572. var z = value.z;
  573. z = (z > max.z) ? max.z : z;
  574. z = (z < min.z) ? min.z : z;
  575. return new Vector3(x, y, z);
  576. };
  577. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  578. var squared = amount * amount;
  579. var cubed = amount * squared;
  580. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  581. var part2 = (-2.0 * cubed) + (3.0 * squared);
  582. var part3 = (cubed - (2.0 * squared)) + amount;
  583. var part4 = cubed - squared;
  584. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  585. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  586. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  587. return new Vector3(x, y, z);
  588. };
  589. Vector3.Lerp = function (start, end, amount) {
  590. var x = start.x + ((end.x - start.x) * amount);
  591. var y = start.y + ((end.y - start.y) * amount);
  592. var z = start.z + ((end.z - start.z) * amount);
  593. return new Vector3(x, y, z);
  594. };
  595. Vector3.Dot = function (left, right) {
  596. return (left.x * right.x + left.y * right.y + left.z * right.z);
  597. };
  598. Vector3.Cross = function (left, right) {
  599. var result = Vector3.Zero();
  600. Vector3.CrossToRef(left, right, result);
  601. return result;
  602. };
  603. Vector3.CrossToRef = function (left, right, result) {
  604. result.x = left.y * right.z - left.z * right.y;
  605. result.y = left.z * right.x - left.x * right.z;
  606. result.z = left.x * right.y - left.y * right.x;
  607. };
  608. Vector3.Normalize = function (vector) {
  609. var result = Vector3.Zero();
  610. Vector3.NormalizeToRef(vector, result);
  611. return result;
  612. };
  613. Vector3.NormalizeToRef = function (vector, result) {
  614. result.copyFrom(vector);
  615. result.normalize();
  616. };
  617. Vector3.Project = function (vector, world, transform, viewport) {
  618. var cw = viewport.width;
  619. var ch = viewport.height;
  620. var cx = viewport.x;
  621. var cy = viewport.y;
  622. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, 1, 0, cx + cw / 2.0, ch / 2.0 + cy, 0, 1);
  623. var finalMatrix = world.multiply(transform).multiply(viewportMatrix);
  624. return Vector3.TransformCoordinates(vector, finalMatrix);
  625. };
  626. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  627. var matrix = world.multiply(view).multiply(projection);
  628. matrix.invert();
  629. source.x = source.x / viewportWidth * 2 - 1;
  630. source.y = -(source.y / viewportHeight * 2 - 1);
  631. var vector = BABYLON.Vector3.TransformCoordinates(source, matrix);
  632. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  633. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  634. vector = vector.scale(1.0 / num);
  635. }
  636. return vector;
  637. };
  638. Vector3.Minimize = function (left, right) {
  639. var min = left.clone();
  640. min.MinimizeInPlace(right);
  641. return min;
  642. };
  643. Vector3.Maximize = function (left, right) {
  644. var max = left.clone();
  645. max.MaximizeInPlace(right);
  646. return max;
  647. };
  648. Vector3.Distance = function (value1, value2) {
  649. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  650. };
  651. Vector3.DistanceSquared = function (value1, value2) {
  652. var x = value1.x - value2.x;
  653. var y = value1.y - value2.y;
  654. var z = value1.z - value2.z;
  655. return (x * x) + (y * y) + (z * z);
  656. };
  657. Vector3.Center = function (value1, value2) {
  658. var center = value1.add(value2);
  659. center.scaleInPlace(0.5);
  660. return center;
  661. };
  662. return Vector3;
  663. })();
  664. BABYLON.Vector3 = Vector3;
  665. var Quaternion = (function () {
  666. function Quaternion(x, y, z, w) {
  667. if (typeof x === "undefined") { x = 0; }
  668. if (typeof y === "undefined") { y = 0; }
  669. if (typeof z === "undefined") { z = 0; }
  670. if (typeof w === "undefined") { w = 1; }
  671. this.x = x;
  672. this.y = y;
  673. this.z = z;
  674. this.w = w;
  675. }
  676. Quaternion.prototype.toString = function () {
  677. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  678. };
  679. Quaternion.prototype.asArray = function () {
  680. return [this.x, this.y, this.z, this.w];
  681. };
  682. Quaternion.prototype.equals = function (otherQuaternion) {
  683. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  684. };
  685. Quaternion.prototype.clone = function () {
  686. return new Quaternion(this.x, this.y, this.z, this.w);
  687. };
  688. Quaternion.prototype.copyFrom = function (other) {
  689. this.x = other.x;
  690. this.y = other.y;
  691. this.z = other.z;
  692. this.w = other.w;
  693. };
  694. Quaternion.prototype.add = function (other) {
  695. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  696. };
  697. Quaternion.prototype.subtract = function (other) {
  698. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  699. };
  700. Quaternion.prototype.scale = function (value) {
  701. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  702. };
  703. Quaternion.prototype.multiply = function (q1) {
  704. var result = new Quaternion(0, 0, 0, 1.0);
  705. this.multiplyToRef(q1, result);
  706. return result;
  707. };
  708. Quaternion.prototype.multiplyToRef = function (q1, result) {
  709. result.x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  710. result.y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  711. result.z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  712. result.w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  713. };
  714. Quaternion.prototype.length = function () {
  715. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  716. };
  717. Quaternion.prototype.normalize = function () {
  718. var length = 1.0 / this.length();
  719. this.x *= length;
  720. this.y *= length;
  721. this.z *= length;
  722. this.w *= length;
  723. };
  724. Quaternion.prototype.toEulerAngles = function () {
  725. var qx = this.x;
  726. var qy = this.y;
  727. var qz = this.z;
  728. var qw = this.w;
  729. var sqx = qx * qx;
  730. var sqy = qy * qy;
  731. var sqz = qz * qz;
  732. var yaw = Math.atan2(2.0 * (qy * qw - qx * qz), 1.0 - 2.0 * (sqy + sqz));
  733. var pitch = Math.asin(2.0 * (qx * qy + qz * qw));
  734. var roll = Math.atan2(2.0 * (qx * qw - qy * qz), 1.0 - 2.0 * (sqx + sqz));
  735. var gimbaLockTest = qx * qy + qz * qw;
  736. if (gimbaLockTest > 0.499) {
  737. yaw = 2.0 * Math.atan2(qx, qw);
  738. roll = 0;
  739. } else if (gimbaLockTest < -0.499) {
  740. yaw = -2.0 * Math.atan2(qx, qw);
  741. roll = 0;
  742. }
  743. return new Vector3(pitch, yaw, roll);
  744. };
  745. Quaternion.prototype.toRotationMatrix = function (result) {
  746. var xx = this.x * this.x;
  747. var yy = this.y * this.y;
  748. var zz = this.z * this.z;
  749. var xy = this.x * this.y;
  750. var zw = this.z * this.w;
  751. var zx = this.z * this.x;
  752. var yw = this.y * this.w;
  753. var yz = this.y * this.z;
  754. var xw = this.x * this.w;
  755. result.m[0] = 1.0 - (2.0 * (yy + zz));
  756. result.m[1] = 2.0 * (xy + zw);
  757. result.m[2] = 2.0 * (zx - yw);
  758. result.m[3] = 0;
  759. result.m[4] = 2.0 * (xy - zw);
  760. result.m[5] = 1.0 - (2.0 * (zz + xx));
  761. result.m[6] = 2.0 * (yz + xw);
  762. result.m[7] = 0;
  763. result.m[8] = 2.0 * (zx + yw);
  764. result.m[9] = 2.0 * (yz - xw);
  765. result.m[10] = 1.0 - (2.0 * (yy + xx));
  766. result.m[11] = 0;
  767. result.m[12] = 0;
  768. result.m[13] = 0;
  769. result.m[14] = 0;
  770. result.m[15] = 1.0;
  771. };
  772. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  773. var data = matrix.m;
  774. var m11 = data[0], m12 = data[4], m13 = data[8];
  775. var m21 = data[1], m22 = data[5], m23 = data[9];
  776. var m31 = data[2], m32 = data[6], m33 = data[10];
  777. var trace = m11 + m22 + m33;
  778. var s;
  779. if (trace > 0) {
  780. s = 0.5 / Math.sqrt(trace + 1.0);
  781. this.w = 0.25 / s;
  782. this.x = (m32 - m23) * s;
  783. this.y = (m13 - m31) * s;
  784. this.z = (m21 - m12) * s;
  785. return;
  786. }
  787. if (m11 > m22 && m11 > m33) {
  788. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  789. this.w = (m32 - m23) / s;
  790. this.x = 0.25 * s;
  791. this.y = (m12 + m21) / s;
  792. this.z = (m13 + m31) / s;
  793. return;
  794. }
  795. if (m22 > m33) {
  796. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  797. this.w = (m13 - m31) / s;
  798. this.x = (m12 + m21) / s;
  799. this.y = 0.25 * s;
  800. this.z = (m23 + m32) / s;
  801. return;
  802. }
  803. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  804. this.w = (m21 - m12) / s;
  805. this.x = (m13 + m31) / s;
  806. this.y = (m23 + m32) / s;
  807. this.z = 0.25 * s;
  808. };
  809. Quaternion.RotationAxis = function (axis, angle) {
  810. var result = new Quaternion();
  811. var sin = Math.sin(angle / 2);
  812. result.w = Math.cos(angle / 2);
  813. result.x = axis.x * sin;
  814. result.y = axis.y * sin;
  815. result.z = axis.z * sin;
  816. return result;
  817. };
  818. Quaternion.FromArray = function (array, offset) {
  819. if (!offset) {
  820. offset = 0;
  821. }
  822. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  823. };
  824. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  825. var result = new Quaternion();
  826. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  827. return result;
  828. };
  829. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  830. var halfRoll = roll * 0.5;
  831. var halfPitch = pitch * 0.5;
  832. var halfYaw = yaw * 0.5;
  833. var sinRoll = Math.sin(halfRoll);
  834. var cosRoll = Math.cos(halfRoll);
  835. var sinPitch = Math.sin(halfPitch);
  836. var cosPitch = Math.cos(halfPitch);
  837. var sinYaw = Math.sin(halfYaw);
  838. var cosYaw = Math.cos(halfYaw);
  839. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  840. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  841. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  842. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  843. };
  844. Quaternion.Slerp = function (left, right, amount) {
  845. var num2;
  846. var num3;
  847. var num = amount;
  848. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  849. var flag = false;
  850. if (num4 < 0) {
  851. flag = true;
  852. num4 = -num4;
  853. }
  854. if (num4 > 0.999999) {
  855. num3 = 1 - num;
  856. num2 = flag ? -num : num;
  857. } else {
  858. var num5 = Math.acos(num4);
  859. var num6 = (1.0 / Math.sin(num5));
  860. num3 = (Math.sin((1.0 - num) * num5)) * num6;
  861. num2 = flag ? ((-Math.sin(num * num5)) * num6) : ((Math.sin(num * num5)) * num6);
  862. }
  863. 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));
  864. };
  865. return Quaternion;
  866. })();
  867. BABYLON.Quaternion = Quaternion;
  868. var Matrix = (function () {
  869. function Matrix() {
  870. this.m = new Float32Array(16);
  871. }
  872. Matrix.prototype.isIdentity = function () {
  873. if (this.m[0] != 1.0 || this.m[5] != 1.0 || this.m[10] != 1.0 || this.m[15] != 1.0)
  874. return false;
  875. 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)
  876. return false;
  877. return true;
  878. };
  879. Matrix.prototype.determinant = function () {
  880. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  881. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  882. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  883. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  884. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  885. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  886. 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))));
  887. };
  888. Matrix.prototype.toArray = function () {
  889. return this.m;
  890. };
  891. Matrix.prototype.asArray = function () {
  892. return this.toArray();
  893. };
  894. Matrix.prototype.invert = function () {
  895. this.invertToRef(this);
  896. };
  897. Matrix.prototype.invertToRef = function (other) {
  898. var l1 = this.m[0];
  899. var l2 = this.m[1];
  900. var l3 = this.m[2];
  901. var l4 = this.m[3];
  902. var l5 = this.m[4];
  903. var l6 = this.m[5];
  904. var l7 = this.m[6];
  905. var l8 = this.m[7];
  906. var l9 = this.m[8];
  907. var l10 = this.m[9];
  908. var l11 = this.m[10];
  909. var l12 = this.m[11];
  910. var l13 = this.m[12];
  911. var l14 = this.m[13];
  912. var l15 = this.m[14];
  913. var l16 = this.m[15];
  914. var l17 = (l11 * l16) - (l12 * l15);
  915. var l18 = (l10 * l16) - (l12 * l14);
  916. var l19 = (l10 * l15) - (l11 * l14);
  917. var l20 = (l9 * l16) - (l12 * l13);
  918. var l21 = (l9 * l15) - (l11 * l13);
  919. var l22 = (l9 * l14) - (l10 * l13);
  920. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  921. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  922. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  923. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  924. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  925. var l28 = (l7 * l16) - (l8 * l15);
  926. var l29 = (l6 * l16) - (l8 * l14);
  927. var l30 = (l6 * l15) - (l7 * l14);
  928. var l31 = (l5 * l16) - (l8 * l13);
  929. var l32 = (l5 * l15) - (l7 * l13);
  930. var l33 = (l5 * l14) - (l6 * l13);
  931. var l34 = (l7 * l12) - (l8 * l11);
  932. var l35 = (l6 * l12) - (l8 * l10);
  933. var l36 = (l6 * l11) - (l7 * l10);
  934. var l37 = (l5 * l12) - (l8 * l9);
  935. var l38 = (l5 * l11) - (l7 * l9);
  936. var l39 = (l5 * l10) - (l6 * l9);
  937. other.m[0] = l23 * l27;
  938. other.m[4] = l24 * l27;
  939. other.m[8] = l25 * l27;
  940. other.m[12] = l26 * l27;
  941. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  942. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  943. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  944. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  945. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  946. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  947. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  948. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  949. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  950. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  951. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  952. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  953. };
  954. Matrix.prototype.setTranslation = function (vector3) {
  955. this.m[12] = vector3.x;
  956. this.m[13] = vector3.y;
  957. this.m[14] = vector3.z;
  958. };
  959. Matrix.prototype.multiply = function (other) {
  960. var result = new Matrix();
  961. this.multiplyToRef(other, result);
  962. return result;
  963. };
  964. Matrix.prototype.copyFrom = function (other) {
  965. for (var index = 0; index < 16; index++) {
  966. this.m[index] = other.m[index];
  967. }
  968. };
  969. Matrix.prototype.copyToArray = function (array, offset) {
  970. if (typeof offset === "undefined") { offset = 0; }
  971. for (var index = 0; index < 16; index++) {
  972. array[offset + index] = this.m[index];
  973. }
  974. };
  975. Matrix.prototype.multiplyToRef = function (other, result) {
  976. this.multiplyToArray(other, result.m, 0);
  977. };
  978. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  979. var tm0 = this.m[0];
  980. var tm1 = this.m[1];
  981. var tm2 = this.m[2];
  982. var tm3 = this.m[3];
  983. var tm4 = this.m[4];
  984. var tm5 = this.m[5];
  985. var tm6 = this.m[6];
  986. var tm7 = this.m[7];
  987. var tm8 = this.m[8];
  988. var tm9 = this.m[9];
  989. var tm10 = this.m[10];
  990. var tm11 = this.m[11];
  991. var tm12 = this.m[12];
  992. var tm13 = this.m[13];
  993. var tm14 = this.m[14];
  994. var tm15 = this.m[15];
  995. var om0 = other.m[0];
  996. var om1 = other.m[1];
  997. var om2 = other.m[2];
  998. var om3 = other.m[3];
  999. var om4 = other.m[4];
  1000. var om5 = other.m[5];
  1001. var om6 = other.m[6];
  1002. var om7 = other.m[7];
  1003. var om8 = other.m[8];
  1004. var om9 = other.m[9];
  1005. var om10 = other.m[10];
  1006. var om11 = other.m[11];
  1007. var om12 = other.m[12];
  1008. var om13 = other.m[13];
  1009. var om14 = other.m[14];
  1010. var om15 = other.m[15];
  1011. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  1012. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  1013. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  1014. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  1015. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  1016. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  1017. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  1018. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  1019. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  1020. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  1021. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  1022. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  1023. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  1024. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  1025. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  1026. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  1027. };
  1028. Matrix.prototype.equals = function (value) {
  1029. 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]);
  1030. };
  1031. Matrix.prototype.clone = function () {
  1032. 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]);
  1033. };
  1034. Matrix.FromArray = function (array, offset) {
  1035. var result = new Matrix();
  1036. if (!offset) {
  1037. offset = 0;
  1038. }
  1039. Matrix.FromArrayToRef(array, offset, result);
  1040. return result;
  1041. };
  1042. Matrix.FromArrayToRef = function (array, offset, result) {
  1043. for (var index = 0; index < 16; index++) {
  1044. result.m[index] = array[index + offset];
  1045. }
  1046. };
  1047. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  1048. result.m[0] = initialM11;
  1049. result.m[1] = initialM12;
  1050. result.m[2] = initialM13;
  1051. result.m[3] = initialM14;
  1052. result.m[4] = initialM21;
  1053. result.m[5] = initialM22;
  1054. result.m[6] = initialM23;
  1055. result.m[7] = initialM24;
  1056. result.m[8] = initialM31;
  1057. result.m[9] = initialM32;
  1058. result.m[10] = initialM33;
  1059. result.m[11] = initialM34;
  1060. result.m[12] = initialM41;
  1061. result.m[13] = initialM42;
  1062. result.m[14] = initialM43;
  1063. result.m[15] = initialM44;
  1064. };
  1065. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  1066. var result = new Matrix();
  1067. result.m[0] = initialM11;
  1068. result.m[1] = initialM12;
  1069. result.m[2] = initialM13;
  1070. result.m[3] = initialM14;
  1071. result.m[4] = initialM21;
  1072. result.m[5] = initialM22;
  1073. result.m[6] = initialM23;
  1074. result.m[7] = initialM24;
  1075. result.m[8] = initialM31;
  1076. result.m[9] = initialM32;
  1077. result.m[10] = initialM33;
  1078. result.m[11] = initialM34;
  1079. result.m[12] = initialM41;
  1080. result.m[13] = initialM42;
  1081. result.m[14] = initialM43;
  1082. result.m[15] = initialM44;
  1083. return result;
  1084. };
  1085. Matrix.Identity = function () {
  1086. return Matrix.FromValues(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0);
  1087. };
  1088. Matrix.IdentityToRef = function (result) {
  1089. Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, result);
  1090. };
  1091. Matrix.Zero = function () {
  1092. return Matrix.FromValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
  1093. };
  1094. Matrix.RotationX = function (angle) {
  1095. var result = new Matrix();
  1096. Matrix.RotationXToRef(angle, result);
  1097. return result;
  1098. };
  1099. Matrix.RotationXToRef = function (angle, result) {
  1100. var s = Math.sin(angle);
  1101. var c = Math.cos(angle);
  1102. result.m[0] = 1.0;
  1103. result.m[15] = 1.0;
  1104. result.m[5] = c;
  1105. result.m[10] = c;
  1106. result.m[9] = -s;
  1107. result.m[6] = s;
  1108. result.m[1] = 0;
  1109. result.m[2] = 0;
  1110. result.m[3] = 0;
  1111. result.m[4] = 0;
  1112. result.m[7] = 0;
  1113. result.m[8] = 0;
  1114. result.m[11] = 0;
  1115. result.m[12] = 0;
  1116. result.m[13] = 0;
  1117. result.m[14] = 0;
  1118. };
  1119. Matrix.RotationY = function (angle) {
  1120. var result = new Matrix();
  1121. Matrix.RotationYToRef(angle, result);
  1122. return result;
  1123. };
  1124. Matrix.RotationYToRef = function (angle, result) {
  1125. var s = Math.sin(angle);
  1126. var c = Math.cos(angle);
  1127. result.m[5] = 1.0;
  1128. result.m[15] = 1.0;
  1129. result.m[0] = c;
  1130. result.m[2] = -s;
  1131. result.m[8] = s;
  1132. result.m[10] = c;
  1133. result.m[1] = 0;
  1134. result.m[3] = 0;
  1135. result.m[4] = 0;
  1136. result.m[6] = 0;
  1137. result.m[7] = 0;
  1138. result.m[9] = 0;
  1139. result.m[11] = 0;
  1140. result.m[12] = 0;
  1141. result.m[13] = 0;
  1142. result.m[14] = 0;
  1143. };
  1144. Matrix.RotationZ = function (angle) {
  1145. var result = new Matrix();
  1146. Matrix.RotationZToRef(angle, result);
  1147. return result;
  1148. };
  1149. Matrix.RotationZToRef = function (angle, result) {
  1150. var s = Math.sin(angle);
  1151. var c = Math.cos(angle);
  1152. result.m[10] = 1.0;
  1153. result.m[15] = 1.0;
  1154. result.m[0] = c;
  1155. result.m[1] = s;
  1156. result.m[4] = -s;
  1157. result.m[5] = c;
  1158. result.m[2] = 0;
  1159. result.m[3] = 0;
  1160. result.m[6] = 0;
  1161. result.m[7] = 0;
  1162. result.m[8] = 0;
  1163. result.m[9] = 0;
  1164. result.m[11] = 0;
  1165. result.m[12] = 0;
  1166. result.m[13] = 0;
  1167. result.m[14] = 0;
  1168. };
  1169. Matrix.RotationAxis = function (axis, angle) {
  1170. var s = Math.sin(-angle);
  1171. var c = Math.cos(-angle);
  1172. var c1 = 1 - c;
  1173. axis.normalize();
  1174. var result = Matrix.Zero();
  1175. result.m[0] = (axis.x * axis.x) * c1 + c;
  1176. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  1177. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  1178. result.m[3] = 0.0;
  1179. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  1180. result.m[5] = (axis.y * axis.y) * c1 + c;
  1181. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  1182. result.m[7] = 0.0;
  1183. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  1184. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  1185. result.m[10] = (axis.z * axis.z) * c1 + c;
  1186. result.m[11] = 0.0;
  1187. result.m[15] = 1.0;
  1188. return result;
  1189. };
  1190. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  1191. var result = new Matrix();
  1192. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1193. return result;
  1194. };
  1195. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  1196. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  1197. this._tempQuaternion.toRotationMatrix(result);
  1198. };
  1199. Matrix.Scaling = function (x, y, z) {
  1200. var result = Matrix.Zero();
  1201. Matrix.ScalingToRef(x, y, z, result);
  1202. return result;
  1203. };
  1204. Matrix.ScalingToRef = function (x, y, z, result) {
  1205. result.m[0] = x;
  1206. result.m[1] = 0;
  1207. result.m[2] = 0;
  1208. result.m[3] = 0;
  1209. result.m[4] = 0;
  1210. result.m[5] = y;
  1211. result.m[6] = 0;
  1212. result.m[7] = 0;
  1213. result.m[8] = 0;
  1214. result.m[9] = 0;
  1215. result.m[10] = z;
  1216. result.m[11] = 0;
  1217. result.m[12] = 0;
  1218. result.m[13] = 0;
  1219. result.m[14] = 0;
  1220. result.m[15] = 1.0;
  1221. };
  1222. Matrix.Translation = function (x, y, z) {
  1223. var result = Matrix.Identity();
  1224. Matrix.TranslationToRef(x, y, z, result);
  1225. return result;
  1226. };
  1227. Matrix.TranslationToRef = function (x, y, z, result) {
  1228. Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, x, y, z, 1.0, result);
  1229. };
  1230. Matrix.LookAtLH = function (eye, target, up) {
  1231. var result = Matrix.Zero();
  1232. Matrix.LookAtLHToRef(eye, target, up, result);
  1233. return result;
  1234. };
  1235. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  1236. target.subtractToRef(eye, this._zAxis);
  1237. this._zAxis.normalize();
  1238. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  1239. this._xAxis.normalize();
  1240. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  1241. this._yAxis.normalize();
  1242. var ex = -Vector3.Dot(this._xAxis, eye);
  1243. var ey = -Vector3.Dot(this._yAxis, eye);
  1244. var ez = -Vector3.Dot(this._zAxis, eye);
  1245. 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);
  1246. };
  1247. Matrix.OrthoLH = function (width, height, znear, zfar) {
  1248. var hw = 2.0 / width;
  1249. var hh = 2.0 / height;
  1250. var id = 1.0 / (zfar - znear);
  1251. var nid = znear / (znear - zfar);
  1252. return Matrix.FromValues(hw, 0, 0, 0, 0, hh, 0, 0, 0, 0, id, 0, 0, 0, nid, 1);
  1253. };
  1254. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  1255. var matrix = Matrix.Zero();
  1256. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  1257. return matrix;
  1258. };
  1259. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  1260. result.m[0] = 2.0 / (right - left);
  1261. result.m[1] = result.m[2] = result.m[3] = 0;
  1262. result.m[5] = 2.0 / (top - bottom);
  1263. result.m[4] = result.m[6] = result.m[7] = 0;
  1264. result.m[10] = -1.0 / (znear - zfar);
  1265. result.m[8] = result.m[9] = result.m[11] = 0;
  1266. result.m[12] = (left + right) / (left - right);
  1267. result.m[13] = (top + bottom) / (bottom - top);
  1268. result.m[14] = znear / (znear - zfar);
  1269. result.m[15] = 1.0;
  1270. };
  1271. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  1272. var matrix = Matrix.Zero();
  1273. matrix.m[0] = (2.0 * znear) / width;
  1274. matrix.m[1] = matrix.m[2] = matrix.m[3] = 0.0;
  1275. matrix.m[5] = (2.0 * znear) / height;
  1276. matrix.m[4] = matrix.m[6] = matrix.m[7] = 0.0;
  1277. matrix.m[10] = -zfar / (znear - zfar);
  1278. matrix.m[8] = matrix.m[9] = 0.0;
  1279. matrix.m[11] = 1.0;
  1280. matrix.m[12] = matrix.m[13] = matrix.m[15] = 0.0;
  1281. matrix.m[14] = (znear * zfar) / (znear - zfar);
  1282. return matrix;
  1283. };
  1284. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  1285. var matrix = Matrix.Zero();
  1286. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  1287. return matrix;
  1288. };
  1289. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result) {
  1290. var tan = 1.0 / (Math.tan(fov * 0.5));
  1291. result.m[0] = tan / aspect;
  1292. result.m[1] = result.m[2] = result.m[3] = 0.0;
  1293. result.m[5] = tan;
  1294. result.m[4] = result.m[6] = result.m[7] = 0.0;
  1295. result.m[8] = result.m[9] = 0.0;
  1296. result.m[10] = -zfar / (znear - zfar);
  1297. result.m[11] = 1.0;
  1298. result.m[12] = result.m[13] = result.m[15] = 0.0;
  1299. result.m[14] = (znear * zfar) / (znear - zfar);
  1300. };
  1301. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  1302. var cw = viewport.width;
  1303. var ch = viewport.height;
  1304. var cx = viewport.x;
  1305. var cy = viewport.y;
  1306. 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);
  1307. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  1308. };
  1309. Matrix.Transpose = function (matrix) {
  1310. var result = new Matrix();
  1311. result.m[0] = matrix.m[0];
  1312. result.m[1] = matrix.m[4];
  1313. result.m[2] = matrix.m[8];
  1314. result.m[3] = matrix.m[12];
  1315. result.m[4] = matrix.m[1];
  1316. result.m[5] = matrix.m[5];
  1317. result.m[6] = matrix.m[9];
  1318. result.m[7] = matrix.m[13];
  1319. result.m[8] = matrix.m[2];
  1320. result.m[9] = matrix.m[6];
  1321. result.m[10] = matrix.m[10];
  1322. result.m[11] = matrix.m[14];
  1323. result.m[12] = matrix.m[3];
  1324. result.m[13] = matrix.m[7];
  1325. result.m[14] = matrix.m[11];
  1326. result.m[15] = matrix.m[15];
  1327. return result;
  1328. };
  1329. Matrix.Reflection = function (plane) {
  1330. var matrix = new Matrix();
  1331. Matrix.ReflectionToRef(plane, matrix);
  1332. return matrix;
  1333. };
  1334. Matrix.ReflectionToRef = function (plane, result) {
  1335. plane.normalize();
  1336. var x = plane.normal.x;
  1337. var y = plane.normal.y;
  1338. var z = plane.normal.z;
  1339. var temp = -2 * x;
  1340. var temp2 = -2 * y;
  1341. var temp3 = -2 * z;
  1342. result.m[0] = (temp * x) + 1;
  1343. result.m[1] = temp2 * x;
  1344. result.m[2] = temp3 * x;
  1345. result.m[3] = 0.0;
  1346. result.m[4] = temp * y;
  1347. result.m[5] = (temp2 * y) + 1;
  1348. result.m[6] = temp3 * y;
  1349. result.m[7] = 0.0;
  1350. result.m[8] = temp * z;
  1351. result.m[9] = temp2 * z;
  1352. result.m[10] = (temp3 * z) + 1;
  1353. result.m[11] = 0.0;
  1354. result.m[12] = temp * plane.d;
  1355. result.m[13] = temp2 * plane.d;
  1356. result.m[14] = temp3 * plane.d;
  1357. result.m[15] = 1.0;
  1358. };
  1359. Matrix._tempQuaternion = new Quaternion();
  1360. Matrix._xAxis = Vector3.Zero();
  1361. Matrix._yAxis = Vector3.Zero();
  1362. Matrix._zAxis = Vector3.Zero();
  1363. return Matrix;
  1364. })();
  1365. BABYLON.Matrix = Matrix;
  1366. var Plane = (function () {
  1367. function Plane(a, b, c, d) {
  1368. this.normal = new Vector3(a, b, c);
  1369. this.d = d;
  1370. }
  1371. Plane.prototype.asArray = function () {
  1372. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  1373. };
  1374. Plane.prototype.clone = function () {
  1375. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  1376. };
  1377. Plane.prototype.normalize = function () {
  1378. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  1379. var magnitude = 0;
  1380. if (norm != 0) {
  1381. magnitude = 1.0 / norm;
  1382. }
  1383. this.normal.x *= magnitude;
  1384. this.normal.y *= magnitude;
  1385. this.normal.z *= magnitude;
  1386. this.d *= magnitude;
  1387. };
  1388. Plane.prototype.transform = function (transformation) {
  1389. var transposedMatrix = BABYLON.Matrix.Transpose(transformation);
  1390. var x = this.normal.x;
  1391. var y = this.normal.y;
  1392. var z = this.normal.z;
  1393. var d = this.d;
  1394. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  1395. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  1396. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  1397. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  1398. return new BABYLON.Plane(normalX, normalY, normalZ, finalD);
  1399. };
  1400. Plane.prototype.dotCoordinate = function (point) {
  1401. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  1402. };
  1403. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  1404. var x1 = point2.x - point1.x;
  1405. var y1 = point2.y - point1.y;
  1406. var z1 = point2.z - point1.z;
  1407. var x2 = point3.x - point1.x;
  1408. var y2 = point3.y - point1.y;
  1409. var z2 = point3.z - point1.z;
  1410. var yz = (y1 * z2) - (z1 * y2);
  1411. var xz = (z1 * x2) - (x1 * z2);
  1412. var xy = (x1 * y2) - (y1 * x2);
  1413. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  1414. var invPyth;
  1415. if (pyth != 0) {
  1416. invPyth = 1.0 / pyth;
  1417. } else {
  1418. invPyth = 0;
  1419. }
  1420. this.normal.x = yz * invPyth;
  1421. this.normal.y = xz * invPyth;
  1422. this.normal.z = xy * invPyth;
  1423. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  1424. };
  1425. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  1426. var dot = Vector3.Dot(this.normal, direction);
  1427. return (dot <= epsilon);
  1428. };
  1429. Plane.prototype.signedDistanceTo = function (point) {
  1430. return Vector3.Dot(point, this.normal) + this.d;
  1431. };
  1432. Plane.FromArray = function (array) {
  1433. return new BABYLON.Plane(array[0], array[1], array[2], array[3]);
  1434. };
  1435. Plane.FromPoints = function (point1, point2, point3) {
  1436. var result = new BABYLON.Plane(0, 0, 0, 0);
  1437. result.copyFromPoints(point1, point2, point3);
  1438. return result;
  1439. };
  1440. Plane.FromPositionAndNormal = function (origin, normal) {
  1441. var result = new BABYLON.Plane(0, 0, 0, 0);
  1442. normal.normalize();
  1443. result.normal = normal;
  1444. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1445. return result;
  1446. };
  1447. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  1448. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1449. return Vector3.Dot(point, normal) + d;
  1450. };
  1451. return Plane;
  1452. })();
  1453. BABYLON.Plane = Plane;
  1454. var Viewport = (function () {
  1455. function Viewport(x, y, width, height) {
  1456. this.x = x;
  1457. this.y = y;
  1458. this.width = width;
  1459. this.height = height;
  1460. }
  1461. Viewport.prototype.toGlobal = function (engine) {
  1462. var width = engine.getRenderWidth();
  1463. var height = engine.getRenderHeight();
  1464. return new Viewport(this.x * width, this.y * height, this.width * width, this.height * height);
  1465. };
  1466. return Viewport;
  1467. })();
  1468. BABYLON.Viewport = Viewport;
  1469. var Frustum = (function () {
  1470. function Frustum() {
  1471. }
  1472. Frustum.GetPlanes = function (transform) {
  1473. var frustumPlanes = [];
  1474. for (var index = 0; index < 6; index++) {
  1475. frustumPlanes.push(new Plane(0, 0, 0, 0));
  1476. }
  1477. Frustum.GetPlanesToRef(transform, frustumPlanes);
  1478. return frustumPlanes;
  1479. };
  1480. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  1481. frustumPlanes[0].normal.x = transform.m[3] + transform.m[2];
  1482. frustumPlanes[0].normal.y = transform.m[7] + transform.m[6];
  1483. frustumPlanes[0].normal.z = transform.m[10] + transform.m[10];
  1484. frustumPlanes[0].d = transform.m[15] + transform.m[14];
  1485. frustumPlanes[0].normalize();
  1486. frustumPlanes[1].normal.x = transform.m[3] - transform.m[2];
  1487. frustumPlanes[1].normal.y = transform.m[7] - transform.m[6];
  1488. frustumPlanes[1].normal.z = transform.m[11] - transform.m[10];
  1489. frustumPlanes[1].d = transform.m[15] - transform.m[14];
  1490. frustumPlanes[1].normalize();
  1491. frustumPlanes[2].normal.x = transform.m[3] + transform.m[0];
  1492. frustumPlanes[2].normal.y = transform.m[7] + transform.m[4];
  1493. frustumPlanes[2].normal.z = transform.m[11] + transform.m[8];
  1494. frustumPlanes[2].d = transform.m[15] + transform.m[12];
  1495. frustumPlanes[2].normalize();
  1496. frustumPlanes[3].normal.x = transform.m[3] - transform.m[0];
  1497. frustumPlanes[3].normal.y = transform.m[7] - transform.m[4];
  1498. frustumPlanes[3].normal.z = transform.m[11] - transform.m[8];
  1499. frustumPlanes[3].d = transform.m[15] - transform.m[12];
  1500. frustumPlanes[3].normalize();
  1501. frustumPlanes[4].normal.x = transform.m[3] - transform.m[1];
  1502. frustumPlanes[4].normal.y = transform.m[7] - transform.m[5];
  1503. frustumPlanes[4].normal.z = transform.m[11] - transform.m[9];
  1504. frustumPlanes[4].d = transform.m[15] - transform.m[13];
  1505. frustumPlanes[4].normalize();
  1506. frustumPlanes[5].normal.x = transform.m[3] + transform.m[1];
  1507. frustumPlanes[5].normal.y = transform.m[7] + transform.m[5];
  1508. frustumPlanes[5].normal.z = transform.m[11] + transform.m[9];
  1509. frustumPlanes[5].d = transform.m[15] + transform.m[13];
  1510. frustumPlanes[5].normalize();
  1511. };
  1512. return Frustum;
  1513. })();
  1514. BABYLON.Frustum = Frustum;
  1515. var Ray = (function () {
  1516. function Ray(origin, direction) {
  1517. this.origin = origin;
  1518. this.direction = direction;
  1519. }
  1520. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) {
  1521. var d = 0.0;
  1522. var maxValue = Number.MAX_VALUE;
  1523. if (Math.abs(this.direction.x) < 0.0000001) {
  1524. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  1525. return false;
  1526. }
  1527. } else {
  1528. var inv = 1.0 / this.direction.x;
  1529. var min = (minimum.x - this.origin.x) * inv;
  1530. var max = (maximum.x - this.origin.x) * inv;
  1531. if (min > max) {
  1532. var temp = min;
  1533. min = max;
  1534. max = temp;
  1535. }
  1536. d = Math.max(min, d);
  1537. maxValue = Math.min(max, maxValue);
  1538. if (d > maxValue) {
  1539. return false;
  1540. }
  1541. }
  1542. if (Math.abs(this.direction.y) < 0.0000001) {
  1543. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  1544. return false;
  1545. }
  1546. } else {
  1547. inv = 1.0 / this.direction.y;
  1548. min = (minimum.y - this.origin.y) * inv;
  1549. max = (maximum.y - this.origin.y) * inv;
  1550. if (min > max) {
  1551. temp = min;
  1552. min = max;
  1553. max = temp;
  1554. }
  1555. d = Math.max(min, d);
  1556. maxValue = Math.min(max, maxValue);
  1557. if (d > maxValue) {
  1558. return false;
  1559. }
  1560. }
  1561. if (Math.abs(this.direction.z) < 0.0000001) {
  1562. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  1563. return false;
  1564. }
  1565. } else {
  1566. inv = 1.0 / this.direction.z;
  1567. min = (minimum.z - this.origin.z) * inv;
  1568. max = (maximum.z - this.origin.z) * inv;
  1569. if (min > max) {
  1570. temp = min;
  1571. min = max;
  1572. max = temp;
  1573. }
  1574. d = Math.max(min, d);
  1575. maxValue = Math.min(max, maxValue);
  1576. if (d > maxValue) {
  1577. return false;
  1578. }
  1579. }
  1580. return true;
  1581. };
  1582. Ray.prototype.intersectsBox = function (box) {
  1583. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  1584. };
  1585. Ray.prototype.intersectsSphere = function (sphere) {
  1586. var x = sphere.center.x - this.origin.x;
  1587. var y = sphere.center.y - this.origin.y;
  1588. var z = sphere.center.z - this.origin.z;
  1589. var pyth = (x * x) + (y * y) + (z * z);
  1590. var rr = sphere.radius * sphere.radius;
  1591. if (pyth <= rr) {
  1592. return true;
  1593. }
  1594. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  1595. if (dot < 0.0) {
  1596. return false;
  1597. }
  1598. var temp = pyth - (dot * dot);
  1599. return temp <= rr;
  1600. };
  1601. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  1602. if (!this._edge1) {
  1603. this._edge1 = BABYLON.Vector3.Zero();
  1604. this._edge2 = BABYLON.Vector3.Zero();
  1605. this._pvec = BABYLON.Vector3.Zero();
  1606. this._tvec = BABYLON.Vector3.Zero();
  1607. this._qvec = BABYLON.Vector3.Zero();
  1608. }
  1609. vertex1.subtractToRef(vertex0, this._edge1);
  1610. vertex2.subtractToRef(vertex0, this._edge2);
  1611. BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  1612. var det = Vector3.Dot(this._edge1, this._pvec);
  1613. if (det === 0) {
  1614. return null;
  1615. }
  1616. var invdet = 1 / det;
  1617. this.origin.subtractToRef(vertex0, this._tvec);
  1618. var bu = Vector3.Dot(this._tvec, this._pvec) * invdet;
  1619. if (bu < 0 || bu > 1.0) {
  1620. return null;
  1621. }
  1622. Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  1623. var bv = Vector3.Dot(this.direction, this._qvec) * invdet;
  1624. if (bv < 0 || bu + bv > 1.0) {
  1625. return null;
  1626. }
  1627. return new BABYLON.IntersectionInfo(bu, bv, Vector3.Dot(this._edge2, this._qvec) * invdet);
  1628. };
  1629. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  1630. var start = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection);
  1631. var end = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection);
  1632. var direction = end.subtract(start);
  1633. direction.normalize();
  1634. return new Ray(start, direction);
  1635. };
  1636. Ray.Transform = function (ray, matrix) {
  1637. var newOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, matrix);
  1638. var newDirection = BABYLON.Vector3.TransformNormal(ray.direction, matrix);
  1639. return new Ray(newOrigin, newDirection);
  1640. };
  1641. return Ray;
  1642. })();
  1643. BABYLON.Ray = Ray;
  1644. (function (Space) {
  1645. Space[Space["LOCAL"] = 0] = "LOCAL";
  1646. Space[Space["WORLD"] = 1] = "WORLD";
  1647. })(BABYLON.Space || (BABYLON.Space = {}));
  1648. var Space = BABYLON.Space;
  1649. var Axis = (function () {
  1650. function Axis() {
  1651. }
  1652. Axis.X = new BABYLON.Vector3(1, 0, 0);
  1653. Axis.Y = new BABYLON.Vector3(0, 1, 0);
  1654. Axis.Z = new BABYLON.Vector3(0, 0, 1);
  1655. return Axis;
  1656. })();
  1657. BABYLON.Axis = Axis;
  1658. ;
  1659. })(BABYLON || (BABYLON = {}));
  1660. var BABYLON;
  1661. (function (BABYLON) {
  1662. var screenshotCanvas;
  1663. var fpsRange = 60;
  1664. var previousFramesDuration = [];
  1665. var fps = 60;
  1666. var deltaTime = 0;
  1667. var cloneValue = function (source, destinationObject) {
  1668. if (!source)
  1669. return null;
  1670. if (source instanceof BABYLON.Mesh) {
  1671. return null;
  1672. }
  1673. if (source instanceof BABYLON.SubMesh) {
  1674. return source.clone(destinationObject);
  1675. } else if (source.clone) {
  1676. return source.clone();
  1677. }
  1678. return null;
  1679. };
  1680. var Tools = (function () {
  1681. function Tools() {
  1682. }
  1683. Tools.GetFilename = function (path) {
  1684. var index = path.lastIndexOf("/");
  1685. if (index < 0)
  1686. return path;
  1687. return path.substring(index + 1);
  1688. };
  1689. Tools.GetDOMTextContent = function (element) {
  1690. var result = "";
  1691. var child = element.firstChild;
  1692. while (child) {
  1693. if (child.nodeType == 3) {
  1694. result += child.textContent;
  1695. }
  1696. child = child.nextSibling;
  1697. }
  1698. return result;
  1699. };
  1700. Tools.ToDegrees = function (angle) {
  1701. return angle * 180 / Math.PI;
  1702. };
  1703. Tools.ToRadians = function (angle) {
  1704. return angle * Math.PI / 180;
  1705. };
  1706. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount) {
  1707. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1708. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1709. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1710. var current = new BABYLON.Vector3(positions[indices[index] * 3], positions[indices[index] * 3 + 1], positions[indices[index] * 3 + 2]);
  1711. minimum = BABYLON.Vector3.Minimize(current, minimum);
  1712. maximum = BABYLON.Vector3.Maximize(current, maximum);
  1713. }
  1714. return {
  1715. minimum: minimum,
  1716. maximum: maximum
  1717. };
  1718. };
  1719. Tools.ExtractMinAndMax = function (positions, start, count) {
  1720. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1721. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1722. for (var index = start; index < start + count; index++) {
  1723. var current = new BABYLON.Vector3(positions[index * 3], positions[index * 3 + 1], positions[index * 3 + 2]);
  1724. minimum = BABYLON.Vector3.Minimize(current, minimum);
  1725. maximum = BABYLON.Vector3.Maximize(current, maximum);
  1726. }
  1727. return {
  1728. minimum: minimum,
  1729. maximum: maximum
  1730. };
  1731. };
  1732. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1733. if (allowsNullUndefined !== true && (obj === undefined || obj == null))
  1734. return undefined;
  1735. return Array.isArray(obj) ? obj : [obj];
  1736. };
  1737. Tools.GetPointerPrefix = function () {
  1738. var eventPrefix = "pointer";
  1739. if (!navigator.pointerEnabled) {
  1740. eventPrefix = "mouse";
  1741. }
  1742. return eventPrefix;
  1743. };
  1744. Tools.QueueNewFrame = function (func) {
  1745. if (window.requestAnimationFrame)
  1746. window.requestAnimationFrame(func);
  1747. else if (window.msRequestAnimationFrame)
  1748. window.msRequestAnimationFrame(func);
  1749. else if (window.webkitRequestAnimationFrame)
  1750. window.webkitRequestAnimationFrame(func);
  1751. else if (window.mozRequestAnimationFrame)
  1752. window.mozRequestAnimationFrame(func);
  1753. else if (window.oRequestAnimationFrame)
  1754. window.oRequestAnimationFrame(func);
  1755. else {
  1756. window.setTimeout(func, 16);
  1757. }
  1758. };
  1759. Tools.RequestFullscreen = function (element) {
  1760. if (element.requestFullscreen)
  1761. element.requestFullscreen();
  1762. else if (element.msRequestFullscreen)
  1763. element.msRequestFullscreen();
  1764. else if (element.webkitRequestFullscreen)
  1765. element.webkitRequestFullscreen();
  1766. else if (element.mozRequestFullScreen)
  1767. element.mozRequestFullScreen();
  1768. };
  1769. Tools.ExitFullscreen = function () {
  1770. if (document.exitFullscreen) {
  1771. document.exitFullscreen();
  1772. } else if (document.mozCancelFullScreen) {
  1773. document.mozCancelFullScreen();
  1774. } else if (document.webkitCancelFullScreen) {
  1775. document.webkitCancelFullScreen();
  1776. } else if (document.msCancelFullScreen) {
  1777. document.msCancelFullScreen();
  1778. }
  1779. };
  1780. Tools.CleanUrl = function (url) {
  1781. url = url.replace(/#/mg, "%23");
  1782. return url;
  1783. };
  1784. Tools.LoadImage = function (url, onload, onerror, database) {
  1785. url = Tools.CleanUrl(url);
  1786. var img = new Image();
  1787. img.crossOrigin = 'anonymous';
  1788. img.onload = function () {
  1789. onload(img);
  1790. };
  1791. img.onerror = function (err) {
  1792. onerror(img, err);
  1793. };
  1794. var noIndexedDB = function () {
  1795. img.src = url;
  1796. };
  1797. var loadFromIndexedDB = function () {
  1798. database.loadImageFromDB(url, img);
  1799. };
  1800. if (database && database.enableTexturesOffline && BABYLON.Database.isUASupportingBlobStorage) {
  1801. database.openAsync(loadFromIndexedDB, noIndexedDB);
  1802. } else {
  1803. if (url.indexOf("file:") === -1) {
  1804. noIndexedDB();
  1805. } else {
  1806. try {
  1807. var textureName = url.substring(5);
  1808. var blobURL;
  1809. try {
  1810. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName], { oneTimeOnly: true });
  1811. } catch (ex) {
  1812. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName]);
  1813. }
  1814. img.src = blobURL;
  1815. } catch (e) {
  1816. Tools.Log("Error while trying to load texture: " + textureName);
  1817. img.src = null;
  1818. }
  1819. }
  1820. }
  1821. return img;
  1822. };
  1823. Tools.LoadFile = function (url, callback, progressCallBack, database, useArrayBuffer, onError) {
  1824. url = Tools.CleanUrl(url);
  1825. var noIndexedDB = function () {
  1826. var request = new XMLHttpRequest();
  1827. var loadUrl = Tools.BaseUrl + url;
  1828. request.open('GET', loadUrl, true);
  1829. if (useArrayBuffer) {
  1830. request.responseType = "arraybuffer";
  1831. }
  1832. request.onprogress = progressCallBack;
  1833. request.onreadystatechange = function () {
  1834. if (request.readyState == 4) {
  1835. if (request.status == 200 || BABYLON.Tools.ValidateXHRData(request, !useArrayBuffer ? 1 : 6)) {
  1836. callback(!useArrayBuffer ? request.responseText : request.response);
  1837. } else {
  1838. if (onError) {
  1839. onError();
  1840. } else {
  1841. throw new Error("Error status: " + request.status + " - Unable to load " + loadUrl);
  1842. }
  1843. }
  1844. }
  1845. };
  1846. request.send(null);
  1847. };
  1848. var loadFromIndexedDB = function () {
  1849. database.loadFileFromDB(url, callback, progressCallBack, noIndexedDB, useArrayBuffer);
  1850. };
  1851. if (url.indexOf("file:") !== -1) {
  1852. var fileName = url.substring(5);
  1853. BABYLON.Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], callback, progressCallBack, true);
  1854. } else {
  1855. if (database && database.enableSceneOffline) {
  1856. database.openAsync(loadFromIndexedDB, noIndexedDB);
  1857. } else {
  1858. noIndexedDB();
  1859. }
  1860. }
  1861. };
  1862. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  1863. var reader = new FileReader();
  1864. reader.onload = function (e) {
  1865. callback(e.target.result);
  1866. };
  1867. reader.onprogress = progressCallBack;
  1868. if (!useArrayBuffer) {
  1869. reader.readAsText(fileToLoad);
  1870. } else {
  1871. reader.readAsArrayBuffer(fileToLoad);
  1872. }
  1873. };
  1874. Tools.CheckExtends = function (v, min, max) {
  1875. if (v.x < min.x)
  1876. min.x = v.x;
  1877. if (v.y < min.y)
  1878. min.y = v.y;
  1879. if (v.z < min.z)
  1880. min.z = v.z;
  1881. if (v.x > max.x)
  1882. max.x = v.x;
  1883. if (v.y > max.y)
  1884. max.y = v.y;
  1885. if (v.z > max.z)
  1886. max.z = v.z;
  1887. };
  1888. Tools.WithinEpsilon = function (a, b) {
  1889. var num = a - b;
  1890. return -1.401298E-45 <= num && num <= 1.401298E-45;
  1891. };
  1892. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  1893. for (var prop in source) {
  1894. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  1895. continue;
  1896. }
  1897. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  1898. continue;
  1899. }
  1900. var sourceValue = source[prop];
  1901. var typeOfSourceValue = typeof sourceValue;
  1902. if (typeOfSourceValue == "function") {
  1903. continue;
  1904. }
  1905. if (typeOfSourceValue == "object") {
  1906. if (sourceValue instanceof Array) {
  1907. destination[prop] = [];
  1908. if (sourceValue.length > 0) {
  1909. if (typeof sourceValue[0] == "object") {
  1910. for (var index = 0; index < sourceValue.length; index++) {
  1911. var clonedValue = cloneValue(sourceValue[index], destination);
  1912. if (destination[prop].indexOf(clonedValue) === -1) {
  1913. destination[prop].push(clonedValue);
  1914. }
  1915. }
  1916. } else {
  1917. destination[prop] = sourceValue.slice(0);
  1918. }
  1919. }
  1920. } else {
  1921. destination[prop] = cloneValue(sourceValue, destination);
  1922. }
  1923. } else {
  1924. destination[prop] = sourceValue;
  1925. }
  1926. }
  1927. };
  1928. Tools.IsEmpty = function (obj) {
  1929. for (var i in obj) {
  1930. return false;
  1931. }
  1932. return true;
  1933. };
  1934. Tools.RegisterTopRootEvents = function (events) {
  1935. for (var index = 0; index < events.length; index++) {
  1936. var event = events[index];
  1937. window.addEventListener(event.name, event.handler, false);
  1938. try {
  1939. if (window.parent) {
  1940. window.parent.addEventListener(event.name, event.handler, false);
  1941. }
  1942. } catch (e) {
  1943. }
  1944. }
  1945. };
  1946. Tools.UnregisterTopRootEvents = function (events) {
  1947. for (var index = 0; index < events.length; index++) {
  1948. var event = events[index];
  1949. window.removeEventListener(event.name, event.handler);
  1950. try {
  1951. if (window.parent) {
  1952. window.parent.removeEventListener(event.name, event.handler);
  1953. }
  1954. } catch (e) {
  1955. }
  1956. }
  1957. };
  1958. Tools.GetFps = function () {
  1959. return fps;
  1960. };
  1961. Tools.GetDeltaTime = function () {
  1962. return deltaTime;
  1963. };
  1964. Tools._MeasureFps = function () {
  1965. previousFramesDuration.push((new Date).getTime());
  1966. var length = previousFramesDuration.length;
  1967. if (length >= 2) {
  1968. deltaTime = previousFramesDuration[length - 1] - previousFramesDuration[length - 2];
  1969. }
  1970. if (length >= fpsRange) {
  1971. if (length > fpsRange) {
  1972. previousFramesDuration.splice(0, 1);
  1973. length = previousFramesDuration.length;
  1974. }
  1975. var sum = 0;
  1976. for (var id = 0; id < length - 1; id++) {
  1977. sum += previousFramesDuration[id + 1] - previousFramesDuration[id];
  1978. }
  1979. fps = 1000.0 / (sum / (length - 1));
  1980. }
  1981. };
  1982. Tools.CreateScreenshot = function (engine, camera, size) {
  1983. var width;
  1984. var height;
  1985. var scene = camera.getScene();
  1986. var previousCamera = null;
  1987. if (scene.activeCamera !== camera) {
  1988. previousCamera = scene.activeCamera;
  1989. scene.activeCamera = camera;
  1990. }
  1991. if (size.precision) {
  1992. width = Math.round(engine.getRenderWidth() * size.precision);
  1993. height = Math.round(width / engine.getAspectRatio(camera));
  1994. size = { width: width, height: height };
  1995. } else if (size.width && size.height) {
  1996. width = size.width;
  1997. height = size.height;
  1998. } else if (size.width && !size.height) {
  1999. width = size.width;
  2000. height = Math.round(width / engine.getAspectRatio(camera));
  2001. size = { width: width, height: height };
  2002. } else if (size.height && !size.width) {
  2003. height = size.height;
  2004. width = Math.round(height * engine.getAspectRatio(camera));
  2005. size = { width: width, height: height };
  2006. } else if (!isNaN(size)) {
  2007. height = size;
  2008. width = size;
  2009. } else {
  2010. Tools.Error("Invalid 'size' parameter !");
  2011. return;
  2012. }
  2013. var texture = new BABYLON.RenderTargetTexture("screenShot", size, engine.scenes[0], false, false);
  2014. texture.renderList = engine.scenes[0].meshes;
  2015. texture.onAfterRender = function () {
  2016. var numberOfChannelsByLine = width * 4;
  2017. var halfHeight = height / 2;
  2018. var data = engine.readPixels(0, 0, width, height);
  2019. for (var i = 0; i < halfHeight; i++) {
  2020. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2021. var currentCell = j + i * numberOfChannelsByLine;
  2022. var targetLine = height - i - 1;
  2023. var targetCell = j + targetLine * numberOfChannelsByLine;
  2024. var temp = data[currentCell];
  2025. data[currentCell] = data[targetCell];
  2026. data[targetCell] = temp;
  2027. }
  2028. }
  2029. if (!screenshotCanvas) {
  2030. screenshotCanvas = document.createElement('canvas');
  2031. }
  2032. screenshotCanvas.width = width;
  2033. screenshotCanvas.height = height;
  2034. var context = screenshotCanvas.getContext('2d');
  2035. var imageData = context.createImageData(width, height);
  2036. imageData.data.set(data);
  2037. context.putImageData(imageData, 0, 0);
  2038. var base64Image = screenshotCanvas.toDataURL();
  2039. if (("download" in document.createElement("a"))) {
  2040. var a = window.document.createElement("a");
  2041. a.href = base64Image;
  2042. var date = new Date();
  2043. var stringDate = date.getFullYear() + "/" + date.getMonth() + "/" + date.getDate() + "-" + date.getHours() + ":" + date.getMinutes();
  2044. a.setAttribute("download", "screenshot-" + stringDate + ".png");
  2045. window.document.body.appendChild(a);
  2046. a.addEventListener("click", function () {
  2047. a.parentElement.removeChild(a);
  2048. });
  2049. a.click();
  2050. } else {
  2051. var newWindow = window.open("");
  2052. var img = newWindow.document.createElement("img");
  2053. img.src = base64Image;
  2054. newWindow.document.body.appendChild(img);
  2055. }
  2056. };
  2057. texture.render(true);
  2058. texture.dispose();
  2059. if (previousCamera) {
  2060. scene.activeCamera = previousCamera;
  2061. }
  2062. };
  2063. Tools.ValidateXHRData = function (xhr, dataType) {
  2064. if (typeof dataType === "undefined") { dataType = 7; }
  2065. try {
  2066. if (dataType & 1) {
  2067. if (xhr.responseText && xhr.responseText.length > 0) {
  2068. return true;
  2069. } else if (dataType === 1) {
  2070. return false;
  2071. }
  2072. }
  2073. if (dataType & 2) {
  2074. var tgaHeader = BABYLON.Internals.TGATools.GetTGAHeader(xhr.response);
  2075. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2076. return true;
  2077. } else if (dataType === 2) {
  2078. return false;
  2079. }
  2080. }
  2081. if (dataType & 4) {
  2082. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2083. if (ddsHeader[0] == 68 && ddsHeader[1] == 68 && ddsHeader[2] == 83) {
  2084. return true;
  2085. } else {
  2086. return false;
  2087. }
  2088. }
  2089. } catch (e) {
  2090. }
  2091. return false;
  2092. };
  2093. Object.defineProperty(Tools, "NoneLogLevel", {
  2094. get: function () {
  2095. return Tools._NoneLogLevel;
  2096. },
  2097. enumerable: true,
  2098. configurable: true
  2099. });
  2100. Object.defineProperty(Tools, "MessageLogLevel", {
  2101. get: function () {
  2102. return Tools._MessageLogLevel;
  2103. },
  2104. enumerable: true,
  2105. configurable: true
  2106. });
  2107. Object.defineProperty(Tools, "WarningLogLevel", {
  2108. get: function () {
  2109. return Tools._WarningLogLevel;
  2110. },
  2111. enumerable: true,
  2112. configurable: true
  2113. });
  2114. Object.defineProperty(Tools, "ErrorLogLevel", {
  2115. get: function () {
  2116. return Tools._ErrorLogLevel;
  2117. },
  2118. enumerable: true,
  2119. configurable: true
  2120. });
  2121. Object.defineProperty(Tools, "AllLogLevel", {
  2122. get: function () {
  2123. return Tools._MessageLogLevel | Tools._WarningLogLevel | Tools._ErrorLogLevel;
  2124. },
  2125. enumerable: true,
  2126. configurable: true
  2127. });
  2128. Tools._FormatMessage = function (message) {
  2129. var padStr = function (i) {
  2130. return (i < 10) ? "0" + i : "" + i;
  2131. };
  2132. var date = new Date();
  2133. return "BJS - [" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2134. };
  2135. Tools._LogDisabled = function (message) {
  2136. };
  2137. Tools._LogEnabled = function (message) {
  2138. console.log(Tools._FormatMessage(message));
  2139. };
  2140. Tools._WarnDisabled = function (message) {
  2141. };
  2142. Tools._WarnEnabled = function (message) {
  2143. console.warn(Tools._FormatMessage(message));
  2144. };
  2145. Tools._ErrorDisabled = function (message) {
  2146. };
  2147. Tools._ErrorEnabled = function (message) {
  2148. console.error(Tools._FormatMessage(message));
  2149. };
  2150. Object.defineProperty(Tools, "LogLevels", {
  2151. set: function (level) {
  2152. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2153. Tools.Log = Tools._LogEnabled;
  2154. } else {
  2155. Tools.Log = Tools._LogDisabled;
  2156. }
  2157. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2158. Tools.Warn = Tools._WarnEnabled;
  2159. } else {
  2160. Tools.Warn = Tools._WarnDisabled;
  2161. }
  2162. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2163. Tools.Error = Tools._ErrorEnabled;
  2164. } else {
  2165. Tools.Error = Tools._ErrorDisabled;
  2166. }
  2167. },
  2168. enumerable: true,
  2169. configurable: true
  2170. });
  2171. Tools.BaseUrl = "";
  2172. Tools._NoneLogLevel = 0;
  2173. Tools._MessageLogLevel = 1;
  2174. Tools._WarningLogLevel = 2;
  2175. Tools._ErrorLogLevel = 4;
  2176. Tools.Log = Tools._LogEnabled;
  2177. Tools.Warn = Tools._WarnEnabled;
  2178. Tools.Error = Tools._ErrorEnabled;
  2179. return Tools;
  2180. })();
  2181. BABYLON.Tools = Tools;
  2182. })(BABYLON || (BABYLON = {}));
  2183. var BABYLON;
  2184. (function (BABYLON) {
  2185. var _DepthCullingState = (function () {
  2186. function _DepthCullingState() {
  2187. this._isDepthTestDirty = false;
  2188. this._isDepthMaskDirty = false;
  2189. this._isDepthFuncDirty = false;
  2190. this._isCullFaceDirty = false;
  2191. this._isCullDirty = false;
  2192. }
  2193. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  2194. get: function () {
  2195. return this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty;
  2196. },
  2197. enumerable: true,
  2198. configurable: true
  2199. });
  2200. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  2201. get: function () {
  2202. return this._cullFace;
  2203. },
  2204. set: function (value) {
  2205. if (this._cullFace === value) {
  2206. return;
  2207. }
  2208. this._cullFace = value;
  2209. this._isCullFaceDirty = true;
  2210. },
  2211. enumerable: true,
  2212. configurable: true
  2213. });
  2214. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  2215. get: function () {
  2216. return this._cull;
  2217. },
  2218. set: function (value) {
  2219. if (this._cull === value) {
  2220. return;
  2221. }
  2222. this._cull = value;
  2223. this._isCullDirty = true;
  2224. },
  2225. enumerable: true,
  2226. configurable: true
  2227. });
  2228. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  2229. get: function () {
  2230. return this._depthFunc;
  2231. },
  2232. set: function (value) {
  2233. if (this._depthFunc === value) {
  2234. return;
  2235. }
  2236. this._depthFunc = value;
  2237. this._isDepthFuncDirty = true;
  2238. },
  2239. enumerable: true,
  2240. configurable: true
  2241. });
  2242. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  2243. get: function () {
  2244. return this._depthMask;
  2245. },
  2246. set: function (value) {
  2247. if (this._depthMask === value) {
  2248. return;
  2249. }
  2250. this._depthMask = value;
  2251. this._isDepthMaskDirty = true;
  2252. },
  2253. enumerable: true,
  2254. configurable: true
  2255. });
  2256. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  2257. get: function () {
  2258. return this._depthTest;
  2259. },
  2260. set: function (value) {
  2261. if (this._depthTest === value) {
  2262. return;
  2263. }
  2264. this._depthTest = value;
  2265. this._isDepthTestDirty = true;
  2266. },
  2267. enumerable: true,
  2268. configurable: true
  2269. });
  2270. _DepthCullingState.prototype.reset = function () {
  2271. this._depthMask = true;
  2272. this._depthTest = true;
  2273. this._depthFunc = null;
  2274. this._cull = null;
  2275. this._cullFace = null;
  2276. this._isDepthTestDirty = true;
  2277. this._isDepthMaskDirty = true;
  2278. this._isDepthFuncDirty = false;
  2279. this._isCullFaceDirty = false;
  2280. this._isCullDirty = false;
  2281. };
  2282. _DepthCullingState.prototype.apply = function (gl) {
  2283. if (!this.isDirty) {
  2284. return;
  2285. }
  2286. if (this._isCullDirty) {
  2287. if (this.cull === true) {
  2288. gl.enable(gl.CULL_FACE);
  2289. } else if (this.cull === false) {
  2290. gl.disable(gl.CULL_FACE);
  2291. }
  2292. this._isCullDirty = false;
  2293. }
  2294. if (this._isCullFaceDirty) {
  2295. gl.cullFace(this.cullFace);
  2296. this._isCullFaceDirty = false;
  2297. }
  2298. if (this._isDepthMaskDirty) {
  2299. gl.depthMask(this.depthMask);
  2300. this._isDepthMaskDirty = false;
  2301. }
  2302. if (this._isDepthTestDirty) {
  2303. if (this.depthTest === true) {
  2304. gl.enable(gl.DEPTH_TEST);
  2305. } else if (this.depthTest === false) {
  2306. gl.disable(gl.DEPTH_TEST);
  2307. }
  2308. this._isDepthTestDirty = false;
  2309. }
  2310. if (this._isDepthFuncDirty) {
  2311. gl.depthFunc(this.depthFunc);
  2312. this._isDepthFuncDirty = false;
  2313. }
  2314. };
  2315. return _DepthCullingState;
  2316. })();
  2317. BABYLON._DepthCullingState = _DepthCullingState;
  2318. var _AlphaState = (function () {
  2319. function _AlphaState() {
  2320. this._isAlphaBlendDirty = false;
  2321. this._isBlendFunctionParametersDirty = false;
  2322. this._alphaBlend = false;
  2323. this._blendFunctionParameters = new Array(4);
  2324. }
  2325. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  2326. get: function () {
  2327. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  2328. },
  2329. enumerable: true,
  2330. configurable: true
  2331. });
  2332. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  2333. get: function () {
  2334. return this._alphaBlend;
  2335. },
  2336. set: function (value) {
  2337. if (this._alphaBlend === value) {
  2338. return;
  2339. }
  2340. this._alphaBlend = value;
  2341. this._isAlphaBlendDirty = true;
  2342. },
  2343. enumerable: true,
  2344. configurable: true
  2345. });
  2346. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  2347. if (this._blendFunctionParameters[0] === value0 && this._blendFunctionParameters[1] === value1 && this._blendFunctionParameters[2] === value2 && this._blendFunctionParameters[3] === value3) {
  2348. return;
  2349. }
  2350. this._blendFunctionParameters[0] = value0;
  2351. this._blendFunctionParameters[1] = value1;
  2352. this._blendFunctionParameters[2] = value2;
  2353. this._blendFunctionParameters[3] = value3;
  2354. this._isBlendFunctionParametersDirty = true;
  2355. };
  2356. _AlphaState.prototype.reset = function () {
  2357. this._alphaBlend = false;
  2358. this._blendFunctionParameters[0] = null;
  2359. this._blendFunctionParameters[1] = null;
  2360. this._blendFunctionParameters[2] = null;
  2361. this._blendFunctionParameters[3] = null;
  2362. this._isAlphaBlendDirty = true;
  2363. this._isBlendFunctionParametersDirty = false;
  2364. };
  2365. _AlphaState.prototype.apply = function (gl) {
  2366. if (!this.isDirty) {
  2367. return;
  2368. }
  2369. if (this._isAlphaBlendDirty) {
  2370. if (this._alphaBlend === true) {
  2371. gl.enable(gl.BLEND);
  2372. } else if (this._alphaBlend === false) {
  2373. gl.disable(gl.BLEND);
  2374. }
  2375. this._isAlphaBlendDirty = false;
  2376. }
  2377. if (this._isBlendFunctionParametersDirty) {
  2378. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  2379. this._isBlendFunctionParametersDirty = false;
  2380. }
  2381. };
  2382. return _AlphaState;
  2383. })();
  2384. BABYLON._AlphaState = _AlphaState;
  2385. var compileShader = function (gl, source, type, defines) {
  2386. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  2387. gl.shaderSource(shader, (defines ? defines + "\n" : "") + source);
  2388. gl.compileShader(shader);
  2389. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  2390. throw new Error(gl.getShaderInfoLog(shader));
  2391. }
  2392. return shader;
  2393. };
  2394. var getSamplingParameters = function (samplingMode, generateMipMaps, gl) {
  2395. var magFilter = gl.NEAREST;
  2396. var minFilter = gl.NEAREST;
  2397. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  2398. magFilter = gl.LINEAR;
  2399. if (generateMipMaps) {
  2400. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  2401. } else {
  2402. minFilter = gl.LINEAR;
  2403. }
  2404. } else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  2405. magFilter = gl.LINEAR;
  2406. if (generateMipMaps) {
  2407. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  2408. } else {
  2409. minFilter = gl.LINEAR;
  2410. }
  2411. } else if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  2412. magFilter = gl.NEAREST;
  2413. if (generateMipMaps) {
  2414. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  2415. } else {
  2416. minFilter = gl.NEAREST;
  2417. }
  2418. }
  2419. return {
  2420. min: minFilter,
  2421. mag: magFilter
  2422. };
  2423. };
  2424. var getExponantOfTwo = function (value, max) {
  2425. var count = 1;
  2426. do {
  2427. count *= 2;
  2428. } while(count < value);
  2429. if (count > max)
  2430. count = max;
  2431. return count;
  2432. };
  2433. var prepareWebGLTexture = function (texture, gl, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  2434. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  2435. var engine = scene.getEngine();
  2436. var potWidth = getExponantOfTwo(width, engine.getCaps().maxTextureSize);
  2437. var potHeight = getExponantOfTwo(height, engine.getCaps().maxTextureSize);
  2438. gl.bindTexture(gl.TEXTURE_2D, texture);
  2439. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  2440. processFunction(potWidth, potHeight);
  2441. var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
  2442. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  2443. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  2444. if (!noMipmap && !isCompressed) {
  2445. gl.generateMipmap(gl.TEXTURE_2D);
  2446. }
  2447. gl.bindTexture(gl.TEXTURE_2D, null);
  2448. engine._activeTexturesCache = [];
  2449. texture._baseWidth = width;
  2450. texture._baseHeight = height;
  2451. texture._width = potWidth;
  2452. texture._height = potHeight;
  2453. texture.isReady = true;
  2454. scene._removePendingData(texture);
  2455. };
  2456. var cascadeLoad = function (rootUrl, index, loadedImages, scene, onfinish, extensions) {
  2457. var img;
  2458. var onload = function () {
  2459. loadedImages.push(img);
  2460. scene._removePendingData(img);
  2461. if (index != extensions.length - 1) {
  2462. cascadeLoad(rootUrl, index + 1, loadedImages, scene, onfinish, extensions);
  2463. } else {
  2464. onfinish(loadedImages);
  2465. }
  2466. };
  2467. var onerror = function () {
  2468. scene._removePendingData(img);
  2469. };
  2470. img = BABYLON.Tools.LoadImage(rootUrl + extensions[index], onload, onerror, scene.database);
  2471. scene._addPendingData(img);
  2472. };
  2473. var EngineCapabilities = (function () {
  2474. function EngineCapabilities() {
  2475. }
  2476. return EngineCapabilities;
  2477. })();
  2478. BABYLON.EngineCapabilities = EngineCapabilities;
  2479. var Engine = (function () {
  2480. function Engine(canvas, antialias, options) {
  2481. var _this = this;
  2482. this.isFullscreen = false;
  2483. this.isPointerLock = false;
  2484. this.forceWireframe = false;
  2485. this.cullBackFaces = true;
  2486. this.renderEvenInBackground = true;
  2487. this.scenes = new Array();
  2488. this._windowIsBackground = false;
  2489. this._runningLoop = false;
  2490. this._loadingDivBackgroundColor = "black";
  2491. this._depthCullingState = new _DepthCullingState();
  2492. this._alphaState = new _AlphaState();
  2493. this._loadedTexturesCache = new Array();
  2494. this._activeTexturesCache = new Array();
  2495. this._compiledEffects = {};
  2496. this._renderingCanvas = canvas;
  2497. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  2498. options = options || {};
  2499. options.antialias = antialias;
  2500. try {
  2501. this._gl = canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options);
  2502. } catch (e) {
  2503. throw new Error("WebGL not supported");
  2504. }
  2505. if (!this._gl) {
  2506. throw new Error("WebGL not supported");
  2507. }
  2508. this._onBlur = function () {
  2509. _this._windowIsBackground = true;
  2510. };
  2511. this._onFocus = function () {
  2512. _this._windowIsBackground = false;
  2513. };
  2514. window.addEventListener("blur", this._onBlur);
  2515. window.addEventListener("focus", this._onFocus);
  2516. this._workingCanvas = document.createElement("canvas");
  2517. this._workingContext = this._workingCanvas.getContext("2d");
  2518. this._hardwareScalingLevel = 1.0 / (window.devicePixelRatio || 1.0);
  2519. this.resize();
  2520. this._caps = new EngineCapabilities();
  2521. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  2522. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  2523. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  2524. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  2525. this._caps.standardDerivatives = (this._gl.getExtension('OES_standard_derivatives') !== null);
  2526. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc');
  2527. this._caps.textureFloat = (this._gl.getExtension('OES_texture_float') !== null);
  2528. 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');
  2529. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  2530. this._caps.instancedArrays = this._gl.getExtension('ANGLE_instanced_arrays');
  2531. this.setDepthBuffer(true);
  2532. this.setDepthFunctionToLessOrEqual();
  2533. this.setDepthWrite(true);
  2534. this._onFullscreenChange = function () {
  2535. if (document.fullscreen !== undefined) {
  2536. _this.isFullscreen = document.fullscreen;
  2537. } else if (document.mozFullScreen !== undefined) {
  2538. _this.isFullscreen = document.mozFullScreen;
  2539. } else if (document.webkitIsFullScreen !== undefined) {
  2540. _this.isFullscreen = document.webkitIsFullScreen;
  2541. } else if (document.msIsFullScreen !== undefined) {
  2542. _this.isFullscreen = document.msIsFullScreen;
  2543. }
  2544. if (_this.isFullscreen && _this._pointerLockRequested) {
  2545. canvas.requestPointerLock = canvas.requestPointerLock || canvas.msRequestPointerLock || canvas.mozRequestPointerLock || canvas.webkitRequestPointerLock;
  2546. if (canvas.requestPointerLock) {
  2547. canvas.requestPointerLock();
  2548. }
  2549. }
  2550. };
  2551. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  2552. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  2553. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  2554. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  2555. this._onPointerLockChange = function () {
  2556. _this.isPointerLock = (document.mozPointerLockElement === canvas || document.webkitPointerLockElement === canvas || document.msPointerLockElement === canvas || document.pointerLockElement === canvas);
  2557. };
  2558. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  2559. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  2560. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  2561. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  2562. }
  2563. Object.defineProperty(Engine, "ALPHA_DISABLE", {
  2564. get: function () {
  2565. return Engine._ALPHA_DISABLE;
  2566. },
  2567. enumerable: true,
  2568. configurable: true
  2569. });
  2570. Object.defineProperty(Engine, "ALPHA_ADD", {
  2571. get: function () {
  2572. return Engine._ALPHA_ADD;
  2573. },
  2574. enumerable: true,
  2575. configurable: true
  2576. });
  2577. Object.defineProperty(Engine, "ALPHA_COMBINE", {
  2578. get: function () {
  2579. return Engine._ALPHA_COMBINE;
  2580. },
  2581. enumerable: true,
  2582. configurable: true
  2583. });
  2584. Object.defineProperty(Engine, "DELAYLOADSTATE_NONE", {
  2585. get: function () {
  2586. return Engine._DELAYLOADSTATE_NONE;
  2587. },
  2588. enumerable: true,
  2589. configurable: true
  2590. });
  2591. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADED", {
  2592. get: function () {
  2593. return Engine._DELAYLOADSTATE_LOADED;
  2594. },
  2595. enumerable: true,
  2596. configurable: true
  2597. });
  2598. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADING", {
  2599. get: function () {
  2600. return Engine._DELAYLOADSTATE_LOADING;
  2601. },
  2602. enumerable: true,
  2603. configurable: true
  2604. });
  2605. Object.defineProperty(Engine, "DELAYLOADSTATE_NOTLOADED", {
  2606. get: function () {
  2607. return Engine._DELAYLOADSTATE_NOTLOADED;
  2608. },
  2609. enumerable: true,
  2610. configurable: true
  2611. });
  2612. Object.defineProperty(Engine, "Version", {
  2613. get: function () {
  2614. return "1.14.0";
  2615. },
  2616. enumerable: true,
  2617. configurable: true
  2618. });
  2619. Engine.prototype.getAspectRatio = function (camera) {
  2620. var viewport = camera.viewport;
  2621. return (this.getRenderWidth() * viewport.width) / (this.getRenderHeight() * viewport.height);
  2622. };
  2623. Engine.prototype.getRenderWidth = function () {
  2624. if (this._currentRenderTarget) {
  2625. return this._currentRenderTarget._width;
  2626. }
  2627. return this._renderingCanvas.width;
  2628. };
  2629. Engine.prototype.getRenderHeight = function () {
  2630. if (this._currentRenderTarget) {
  2631. return this._currentRenderTarget._height;
  2632. }
  2633. return this._renderingCanvas.height;
  2634. };
  2635. Engine.prototype.getRenderingCanvas = function () {
  2636. return this._renderingCanvas;
  2637. };
  2638. Engine.prototype.getRenderingCanvasClientRect = function () {
  2639. return this._renderingCanvas.getBoundingClientRect();
  2640. };
  2641. Engine.prototype.setHardwareScalingLevel = function (level) {
  2642. this._hardwareScalingLevel = level;
  2643. this.resize();
  2644. };
  2645. Engine.prototype.getHardwareScalingLevel = function () {
  2646. return this._hardwareScalingLevel;
  2647. };
  2648. Engine.prototype.getLoadedTexturesCache = function () {
  2649. return this._loadedTexturesCache;
  2650. };
  2651. Engine.prototype.getCaps = function () {
  2652. return this._caps;
  2653. };
  2654. Engine.prototype.setDepthFunctionToGreater = function () {
  2655. this._depthCullingState.depthFunc = this._gl.GREATER;
  2656. };
  2657. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  2658. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  2659. };
  2660. Engine.prototype.setDepthFunctionToLess = function () {
  2661. this._depthCullingState.depthFunc = this._gl.LESS;
  2662. };
  2663. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  2664. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  2665. };
  2666. Engine.prototype.stopRenderLoop = function () {
  2667. this._renderFunction = null;
  2668. this._runningLoop = false;
  2669. };
  2670. Engine.prototype._renderLoop = function () {
  2671. var _this = this;
  2672. var shouldRender = true;
  2673. if (!this.renderEvenInBackground && this._windowIsBackground) {
  2674. shouldRender = false;
  2675. }
  2676. if (shouldRender) {
  2677. this.beginFrame();
  2678. if (this._renderFunction) {
  2679. this._renderFunction();
  2680. }
  2681. this.endFrame();
  2682. }
  2683. if (this._runningLoop) {
  2684. BABYLON.Tools.QueueNewFrame(function () {
  2685. _this._renderLoop();
  2686. });
  2687. }
  2688. };
  2689. Engine.prototype.runRenderLoop = function (renderFunction) {
  2690. var _this = this;
  2691. this._runningLoop = true;
  2692. this._renderFunction = renderFunction;
  2693. BABYLON.Tools.QueueNewFrame(function () {
  2694. _this._renderLoop();
  2695. });
  2696. };
  2697. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  2698. if (this.isFullscreen) {
  2699. BABYLON.Tools.ExitFullscreen();
  2700. } else {
  2701. this._pointerLockRequested = requestPointerLock;
  2702. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  2703. }
  2704. };
  2705. Engine.prototype.clear = function (color, backBuffer, depthStencil) {
  2706. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  2707. if (this._depthCullingState.depthMask) {
  2708. this._gl.clearDepth(1.0);
  2709. }
  2710. var mode = 0;
  2711. if (backBuffer)
  2712. mode |= this._gl.COLOR_BUFFER_BIT;
  2713. if (depthStencil && this._depthCullingState.depthMask)
  2714. mode |= this._gl.DEPTH_BUFFER_BIT;
  2715. this._gl.clear(mode);
  2716. };
  2717. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  2718. var width = requiredWidth || this._renderingCanvas.width;
  2719. var height = requiredHeight || this._renderingCanvas.height;
  2720. var x = viewport.x || 0;
  2721. var y = viewport.y || 0;
  2722. this._cachedViewport = viewport;
  2723. this._gl.viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  2724. };
  2725. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  2726. this._cachedViewport = null;
  2727. this._gl.viewport(x, y, width, height);
  2728. };
  2729. Engine.prototype.beginFrame = function () {
  2730. BABYLON.Tools._MeasureFps();
  2731. };
  2732. Engine.prototype.endFrame = function () {
  2733. this.flushFramebuffer();
  2734. };
  2735. Engine.prototype.resize = function () {
  2736. this._renderingCanvas.width = this._renderingCanvas.clientWidth / this._hardwareScalingLevel;
  2737. this._renderingCanvas.height = this._renderingCanvas.clientHeight / this._hardwareScalingLevel;
  2738. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  2739. };
  2740. Engine.prototype.bindFramebuffer = function (texture) {
  2741. this._currentRenderTarget = texture;
  2742. var gl = this._gl;
  2743. gl.bindFramebuffer(gl.FRAMEBUFFER, texture._framebuffer);
  2744. this._gl.viewport(0, 0, texture._width, texture._height);
  2745. this.wipeCaches();
  2746. };
  2747. Engine.prototype.unBindFramebuffer = function (texture) {
  2748. this._currentRenderTarget = null;
  2749. if (texture.generateMipMaps) {
  2750. var gl = this._gl;
  2751. gl.bindTexture(gl.TEXTURE_2D, texture);
  2752. gl.generateMipmap(gl.TEXTURE_2D);
  2753. gl.bindTexture(gl.TEXTURE_2D, null);
  2754. }
  2755. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  2756. };
  2757. Engine.prototype.flushFramebuffer = function () {
  2758. this._gl.flush();
  2759. };
  2760. Engine.prototype.restoreDefaultFramebuffer = function () {
  2761. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  2762. this.setViewport(this._cachedViewport);
  2763. this.wipeCaches();
  2764. };
  2765. Engine.prototype._resetVertexBufferBinding = function () {
  2766. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, null);
  2767. this._cachedVertexBuffers = null;
  2768. };
  2769. Engine.prototype.createVertexBuffer = function (vertices) {
  2770. var vbo = this._gl.createBuffer();
  2771. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  2772. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(vertices), this._gl.STATIC_DRAW);
  2773. this._resetVertexBufferBinding();
  2774. vbo.references = 1;
  2775. return vbo;
  2776. };
  2777. Engine.prototype.createDynamicVertexBuffer = function (capacity) {
  2778. var vbo = this._gl.createBuffer();
  2779. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  2780. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  2781. this._resetVertexBufferBinding();
  2782. vbo.references = 1;
  2783. return vbo;
  2784. };
  2785. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, length) {
  2786. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  2787. if (vertices instanceof Float32Array) {
  2788. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, vertices);
  2789. } else {
  2790. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(vertices));
  2791. }
  2792. this._resetVertexBufferBinding();
  2793. };
  2794. Engine.prototype._resetIndexBufferBinding = function () {
  2795. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, null);
  2796. this._cachedIndexBuffer = null;
  2797. };
  2798. Engine.prototype.createIndexBuffer = function (indices) {
  2799. var vbo = this._gl.createBuffer();
  2800. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, vbo);
  2801. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), this._gl.STATIC_DRAW);
  2802. this._resetIndexBufferBinding();
  2803. vbo.references = 1;
  2804. return vbo;
  2805. };
  2806. Engine.prototype.bindBuffers = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  2807. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  2808. this._cachedVertexBuffers = vertexBuffer;
  2809. this._cachedEffectForVertexBuffers = effect;
  2810. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  2811. var offset = 0;
  2812. for (var index = 0; index < vertexDeclaration.length; index++) {
  2813. var order = effect.getAttributeLocation(index);
  2814. if (order >= 0) {
  2815. this._gl.vertexAttribPointer(order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  2816. }
  2817. offset += vertexDeclaration[index] * 4;
  2818. }
  2819. }
  2820. if (this._cachedIndexBuffer !== indexBuffer) {
  2821. this._cachedIndexBuffer = indexBuffer;
  2822. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  2823. }
  2824. };
  2825. Engine.prototype.bindMultiBuffers = function (vertexBuffers, indexBuffer, effect) {
  2826. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  2827. this._cachedVertexBuffers = vertexBuffers;
  2828. this._cachedEffectForVertexBuffers = effect;
  2829. var attributes = effect.getAttributesNames();
  2830. for (var index = 0; index < attributes.length; index++) {
  2831. var order = effect.getAttributeLocation(index);
  2832. if (order >= 0) {
  2833. var vertexBuffer = vertexBuffers[attributes[index]];
  2834. if (!vertexBuffer) {
  2835. continue;
  2836. }
  2837. var stride = vertexBuffer.getStrideSize();
  2838. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer.getBuffer());
  2839. this._gl.vertexAttribPointer(order, stride, this._gl.FLOAT, false, stride * 4, 0);
  2840. }
  2841. }
  2842. }
  2843. if (this._cachedIndexBuffer !== indexBuffer) {
  2844. this._cachedIndexBuffer = indexBuffer;
  2845. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  2846. }
  2847. };
  2848. Engine.prototype._releaseBuffer = function (buffer) {
  2849. buffer.references--;
  2850. if (buffer.references === 0) {
  2851. this._gl.deleteBuffer(buffer);
  2852. return true;
  2853. }
  2854. return false;
  2855. };
  2856. Engine.prototype.createInstancesBuffer = function (capacity) {
  2857. var buffer = this._gl.createBuffer();
  2858. buffer.capacity = capacity;
  2859. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, buffer);
  2860. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  2861. return buffer;
  2862. };
  2863. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  2864. this._gl.deleteBuffer(buffer);
  2865. };
  2866. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  2867. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  2868. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  2869. for (var index = 0; index < 4; index++) {
  2870. var offsetLocation = offsetLocations[index];
  2871. this._gl.enableVertexAttribArray(offsetLocation);
  2872. this._gl.vertexAttribPointer(offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  2873. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 1);
  2874. }
  2875. };
  2876. Engine.prototype.unBindInstancesBuffer = function (instancesBuffer, offsetLocations) {
  2877. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  2878. for (var index = 0; index < 4; index++) {
  2879. var offsetLocation = offsetLocations[index];
  2880. this._gl.disableVertexAttribArray(offsetLocation);
  2881. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 0);
  2882. }
  2883. };
  2884. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  2885. this._depthCullingState.apply(this._gl);
  2886. this._alphaState.apply(this._gl);
  2887. if (instancesCount) {
  2888. this._caps.instancedArrays.drawElementsInstancedANGLE(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, this._gl.UNSIGNED_SHORT, indexStart * 2, instancesCount);
  2889. return;
  2890. }
  2891. this._gl.drawElements(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, this._gl.UNSIGNED_SHORT, indexStart * 2);
  2892. };
  2893. Engine.prototype._releaseEffect = function (effect) {
  2894. if (this._compiledEffects[effect._key]) {
  2895. delete this._compiledEffects[effect._key];
  2896. if (effect.getProgram()) {
  2897. this._gl.deleteProgram(effect.getProgram());
  2898. }
  2899. }
  2900. };
  2901. Engine.prototype.createEffect = function (baseName, attributesNames, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  2902. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  2903. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  2904. var name = vertex + "+" + fragment + "@" + defines;
  2905. if (this._compiledEffects[name]) {
  2906. return this._compiledEffects[name];
  2907. }
  2908. var effect = new BABYLON.Effect(baseName, attributesNames, uniformsNames, samplers, this, defines, fallbacks, onCompiled, onError);
  2909. effect._key = name;
  2910. this._compiledEffects[name] = effect;
  2911. return effect;
  2912. };
  2913. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines) {
  2914. var vertexShader = compileShader(this._gl, vertexCode, "vertex", defines);
  2915. var fragmentShader = compileShader(this._gl, fragmentCode, "fragment", defines);
  2916. var shaderProgram = this._gl.createProgram();
  2917. this._gl.attachShader(shaderProgram, vertexShader);
  2918. this._gl.attachShader(shaderProgram, fragmentShader);
  2919. this._gl.linkProgram(shaderProgram);
  2920. var linked = this._gl.getProgramParameter(shaderProgram, this._gl.LINK_STATUS);
  2921. if (!linked) {
  2922. var error = this._gl.getProgramInfoLog(shaderProgram);
  2923. if (error) {
  2924. throw new Error(error);
  2925. }
  2926. }
  2927. this._gl.deleteShader(vertexShader);
  2928. this._gl.deleteShader(fragmentShader);
  2929. return shaderProgram;
  2930. };
  2931. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  2932. var results = [];
  2933. for (var index = 0; index < uniformsNames.length; index++) {
  2934. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  2935. }
  2936. return results;
  2937. };
  2938. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  2939. var results = [];
  2940. for (var index = 0; index < attributesNames.length; index++) {
  2941. try {
  2942. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  2943. } catch (e) {
  2944. results.push(-1);
  2945. }
  2946. }
  2947. return results;
  2948. };
  2949. Engine.prototype.enableEffect = function (effect) {
  2950. if (!effect || !effect.getAttributesCount() || this._currentEffect === effect) {
  2951. return;
  2952. }
  2953. this._vertexAttribArrays = this._vertexAttribArrays || [];
  2954. this._gl.useProgram(effect.getProgram());
  2955. for (var i in this._vertexAttribArrays) {
  2956. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  2957. continue;
  2958. }
  2959. this._vertexAttribArrays[i] = false;
  2960. this._gl.disableVertexAttribArray(i);
  2961. }
  2962. var attributesCount = effect.getAttributesCount();
  2963. for (var index = 0; index < attributesCount; index++) {
  2964. var order = effect.getAttributeLocation(index);
  2965. if (order >= 0) {
  2966. this._vertexAttribArrays[order] = true;
  2967. this._gl.enableVertexAttribArray(order);
  2968. }
  2969. }
  2970. this._currentEffect = effect;
  2971. };
  2972. Engine.prototype.setArray = function (uniform, array) {
  2973. if (!uniform)
  2974. return;
  2975. this._gl.uniform1fv(uniform, array);
  2976. };
  2977. Engine.prototype.setMatrices = function (uniform, matrices) {
  2978. if (!uniform)
  2979. return;
  2980. this._gl.uniformMatrix4fv(uniform, false, matrices);
  2981. };
  2982. Engine.prototype.setMatrix = function (uniform, matrix) {
  2983. if (!uniform)
  2984. return;
  2985. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  2986. };
  2987. Engine.prototype.setFloat = function (uniform, value) {
  2988. if (!uniform)
  2989. return;
  2990. this._gl.uniform1f(uniform, value);
  2991. };
  2992. Engine.prototype.setFloat2 = function (uniform, x, y) {
  2993. if (!uniform)
  2994. return;
  2995. this._gl.uniform2f(uniform, x, y);
  2996. };
  2997. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  2998. if (!uniform)
  2999. return;
  3000. this._gl.uniform3f(uniform, x, y, z);
  3001. };
  3002. Engine.prototype.setBool = function (uniform, bool) {
  3003. if (!uniform)
  3004. return;
  3005. this._gl.uniform1i(uniform, bool);
  3006. };
  3007. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  3008. if (!uniform)
  3009. return;
  3010. this._gl.uniform4f(uniform, x, y, z, w);
  3011. };
  3012. Engine.prototype.setColor3 = function (uniform, color3) {
  3013. if (!uniform)
  3014. return;
  3015. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  3016. };
  3017. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  3018. if (!uniform)
  3019. return;
  3020. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  3021. };
  3022. Engine.prototype.setState = function (culling, force) {
  3023. if (this._depthCullingState.cull !== culling || force) {
  3024. if (culling) {
  3025. this._depthCullingState.cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  3026. this._depthCullingState.cull = true;
  3027. } else {
  3028. this._depthCullingState.cull = false;
  3029. }
  3030. }
  3031. };
  3032. Engine.prototype.setDepthBuffer = function (enable) {
  3033. this._depthCullingState.depthTest = enable;
  3034. };
  3035. Engine.prototype.getDepthWrite = function () {
  3036. return this._depthCullingState.depthMask;
  3037. };
  3038. Engine.prototype.setDepthWrite = function (enable) {
  3039. this._depthCullingState.depthMask = enable;
  3040. };
  3041. Engine.prototype.setColorWrite = function (enable) {
  3042. this._gl.colorMask(enable, enable, enable, enable);
  3043. };
  3044. Engine.prototype.setAlphaMode = function (mode) {
  3045. switch (mode) {
  3046. case BABYLON.Engine.ALPHA_DISABLE:
  3047. this.setDepthWrite(true);
  3048. this._alphaState.alphaBlend = false;
  3049. break;
  3050. case BABYLON.Engine.ALPHA_COMBINE:
  3051. this.setDepthWrite(false);
  3052. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  3053. this._alphaState.alphaBlend = true;
  3054. break;
  3055. case BABYLON.Engine.ALPHA_ADD:
  3056. this.setDepthWrite(false);
  3057. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  3058. this._alphaState.alphaBlend = true;
  3059. break;
  3060. }
  3061. };
  3062. Engine.prototype.setAlphaTesting = function (enable) {
  3063. this._alphaTest = enable;
  3064. };
  3065. Engine.prototype.getAlphaTesting = function () {
  3066. return this._alphaTest;
  3067. };
  3068. Engine.prototype.wipeCaches = function () {
  3069. this._activeTexturesCache = [];
  3070. this._currentEffect = null;
  3071. this._depthCullingState.reset();
  3072. this._alphaState.reset();
  3073. this._cachedVertexBuffers = null;
  3074. this._cachedIndexBuffer = null;
  3075. this._cachedEffectForVertexBuffers = null;
  3076. };
  3077. Engine.prototype.setSamplingMode = function (texture, samplingMode) {
  3078. var gl = this._gl;
  3079. gl.bindTexture(gl.TEXTURE_2D, texture);
  3080. var magFilter = gl.NEAREST;
  3081. var minFilter = gl.NEAREST;
  3082. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  3083. magFilter = gl.LINEAR;
  3084. minFilter = gl.LINEAR;
  3085. } else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  3086. magFilter = gl.LINEAR;
  3087. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  3088. }
  3089. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
  3090. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
  3091. gl.bindTexture(gl.TEXTURE_2D, null);
  3092. };
  3093. Engine.prototype.createTexture = function (url, noMipmap, invertY, scene, samplingMode) {
  3094. var _this = this;
  3095. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  3096. var texture = this._gl.createTexture();
  3097. var extension = url.substr(url.length - 4, 4).toLowerCase();
  3098. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  3099. var isTGA = (extension === ".tga");
  3100. scene._addPendingData(texture);
  3101. texture.url = url;
  3102. texture.noMipmap = noMipmap;
  3103. texture.references = 1;
  3104. this._loadedTexturesCache.push(texture);
  3105. if (isTGA) {
  3106. BABYLON.Tools.LoadFile(url, function (arrayBuffer) {
  3107. var data = new Uint8Array(arrayBuffer);
  3108. var header = BABYLON.Internals.TGATools.GetTGAHeader(data);
  3109. prepareWebGLTexture(texture, _this._gl, scene, header.width, header.height, invertY, noMipmap, false, function () {
  3110. BABYLON.Internals.TGATools.UploadContent(_this._gl, data);
  3111. }, samplingMode);
  3112. }, null, scene.database, true);
  3113. } else if (isDDS) {
  3114. BABYLON.Tools.LoadFile(url, function (data) {
  3115. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  3116. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap && ((info.width >> (info.mipmapCount - 1)) == 1);
  3117. prepareWebGLTexture(texture, _this._gl, scene, info.width, info.height, invertY, !loadMipmap, info.isFourCC, function () {
  3118. console.log("loading " + url);
  3119. BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 1);
  3120. }, samplingMode);
  3121. }, null, scene.database, true);
  3122. } else {
  3123. var onload = function (img) {
  3124. prepareWebGLTexture(texture, _this._gl, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight) {
  3125. var isPot = (img.width == potWidth && img.height == potHeight);
  3126. if (!isPot) {
  3127. _this._workingCanvas.width = potWidth;
  3128. _this._workingCanvas.height = potHeight;
  3129. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  3130. }
  3131. _this._gl.texImage2D(_this._gl.TEXTURE_2D, 0, _this._gl.RGBA, _this._gl.RGBA, _this._gl.UNSIGNED_BYTE, isPot ? img : _this._workingCanvas);
  3132. }, samplingMode);
  3133. };
  3134. var onerror = function () {
  3135. scene._removePendingData(texture);
  3136. };
  3137. BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  3138. }
  3139. return texture;
  3140. };
  3141. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  3142. var texture = this._gl.createTexture();
  3143. width = getExponantOfTwo(width, this._caps.maxTextureSize);
  3144. height = getExponantOfTwo(height, this._caps.maxTextureSize);
  3145. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  3146. var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl);
  3147. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  3148. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  3149. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3150. this._activeTexturesCache = [];
  3151. texture._baseWidth = width;
  3152. texture._baseHeight = height;
  3153. texture._width = width;
  3154. texture._height = height;
  3155. texture.isReady = false;
  3156. texture.generateMipMaps = generateMipMaps;
  3157. texture.references = 1;
  3158. this._loadedTexturesCache.push(texture);
  3159. return texture;
  3160. };
  3161. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY) {
  3162. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  3163. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 1 : 0);
  3164. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, canvas);
  3165. if (texture.generateMipMaps) {
  3166. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  3167. }
  3168. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3169. this._activeTexturesCache = [];
  3170. texture.isReady = true;
  3171. };
  3172. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  3173. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  3174. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 0 : 1);
  3175. if (video.videoWidth !== texture._width || video.videoHeight !== texture._height) {
  3176. if (!texture._workingCanvas) {
  3177. texture._workingCanvas = document.createElement("canvas");
  3178. texture._workingContext = texture._workingCanvas.getContext("2d");
  3179. texture._workingCanvas.width = texture._width;
  3180. texture._workingCanvas.height = texture._height;
  3181. }
  3182. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture._width, texture._height);
  3183. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  3184. } else {
  3185. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  3186. }
  3187. if (texture.generateMipMaps) {
  3188. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  3189. }
  3190. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3191. this._activeTexturesCache = [];
  3192. texture.isReady = true;
  3193. };
  3194. Engine.prototype.createRenderTargetTexture = function (size, options) {
  3195. var generateMipMaps = false;
  3196. var generateDepthBuffer = true;
  3197. var samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  3198. if (options !== undefined) {
  3199. generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipmaps;
  3200. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  3201. if (options.samplingMode !== undefined) {
  3202. samplingMode = options.samplingMode;
  3203. }
  3204. }
  3205. var gl = this._gl;
  3206. var texture = gl.createTexture();
  3207. gl.bindTexture(gl.TEXTURE_2D, texture);
  3208. var width = size.width || size;
  3209. var height = size.height || size;
  3210. var filters = getSamplingParameters(samplingMode, generateMipMaps, gl);
  3211. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  3212. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  3213. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  3214. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  3215. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  3216. var depthBuffer;
  3217. if (generateDepthBuffer) {
  3218. depthBuffer = gl.createRenderbuffer();
  3219. gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
  3220. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  3221. }
  3222. var framebuffer = gl.createFramebuffer();
  3223. gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
  3224. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  3225. if (generateDepthBuffer) {
  3226. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
  3227. }
  3228. gl.bindTexture(gl.TEXTURE_2D, null);
  3229. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  3230. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  3231. texture._framebuffer = framebuffer;
  3232. if (generateDepthBuffer) {
  3233. texture._depthBuffer = depthBuffer;
  3234. }
  3235. texture._width = width;
  3236. texture._height = height;
  3237. texture.isReady = true;
  3238. texture.generateMipMaps = generateMipMaps;
  3239. texture.references = 1;
  3240. this._activeTexturesCache = [];
  3241. this._loadedTexturesCache.push(texture);
  3242. return texture;
  3243. };
  3244. Engine.prototype.createCubeTexture = function (rootUrl, scene, extensions, noMipmap) {
  3245. var _this = this;
  3246. var gl = this._gl;
  3247. var texture = gl.createTexture();
  3248. texture.isCube = true;
  3249. texture.url = rootUrl;
  3250. texture.references = 1;
  3251. this._loadedTexturesCache.push(texture);
  3252. var extension = rootUrl.substr(rootUrl.length - 4, 4).toLowerCase();
  3253. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  3254. if (isDDS) {
  3255. BABYLON.Tools.LoadFile(rootUrl, function (data) {
  3256. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  3257. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap;
  3258. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  3259. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
  3260. BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 6);
  3261. if (!noMipmap && !info.isFourCC && info.mipmapCount == 1) {
  3262. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  3263. }
  3264. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  3265. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  3266. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  3267. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  3268. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  3269. _this._activeTexturesCache = [];
  3270. texture._width = info.width;
  3271. texture._height = info.height;
  3272. texture.isReady = true;
  3273. });
  3274. } else {
  3275. cascadeLoad(rootUrl, 0, [], scene, function (imgs) {
  3276. var width = getExponantOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize);
  3277. var height = width;
  3278. _this._workingCanvas.width = width;
  3279. _this._workingCanvas.height = height;
  3280. var faces = [
  3281. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  3282. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  3283. ];
  3284. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  3285. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
  3286. for (var index = 0; index < faces.length; index++) {
  3287. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  3288. gl.texImage2D(faces[index], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, _this._workingCanvas);
  3289. }
  3290. if (!noMipmap) {
  3291. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  3292. }
  3293. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  3294. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, noMipmap ? gl.LINEAR : gl.LINEAR_MIPMAP_LINEAR);
  3295. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  3296. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  3297. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  3298. _this._activeTexturesCache = [];
  3299. texture._width = width;
  3300. texture._height = height;
  3301. texture.isReady = true;
  3302. }, extensions);
  3303. }
  3304. return texture;
  3305. };
  3306. Engine.prototype._releaseTexture = function (texture) {
  3307. var gl = this._gl;
  3308. if (texture._framebuffer) {
  3309. gl.deleteFramebuffer(texture._framebuffer);
  3310. }
  3311. if (texture._depthBuffer) {
  3312. gl.deleteRenderbuffer(texture._depthBuffer);
  3313. }
  3314. gl.deleteTexture(texture);
  3315. for (var channel = 0; channel < this._caps.maxTexturesImageUnits; channel++) {
  3316. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  3317. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3318. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  3319. this._activeTexturesCache[channel] = null;
  3320. }
  3321. var index = this._loadedTexturesCache.indexOf(texture);
  3322. if (index !== -1) {
  3323. this._loadedTexturesCache.splice(index, 1);
  3324. }
  3325. };
  3326. Engine.prototype.bindSamplers = function (effect) {
  3327. this._gl.useProgram(effect.getProgram());
  3328. var samplers = effect.getSamplers();
  3329. for (var index = 0; index < samplers.length; index++) {
  3330. var uniform = effect.getUniform(samplers[index]);
  3331. this._gl.uniform1i(uniform, index);
  3332. }
  3333. this._currentEffect = null;
  3334. };
  3335. Engine.prototype._bindTexture = function (channel, texture) {
  3336. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  3337. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  3338. this._activeTexturesCache[channel] = null;
  3339. };
  3340. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  3341. this._bindTexture(channel, postProcess._textures.data[postProcess._currentRenderTextureInd]);
  3342. };
  3343. Engine.prototype.setTexture = function (channel, texture) {
  3344. if (channel < 0) {
  3345. return;
  3346. }
  3347. if (!texture || !texture.isReady()) {
  3348. if (this._activeTexturesCache[channel] != null) {
  3349. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  3350. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3351. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  3352. this._activeTexturesCache[channel] = null;
  3353. }
  3354. return;
  3355. }
  3356. if (texture instanceof BABYLON.VideoTexture) {
  3357. if (texture.update()) {
  3358. this._activeTexturesCache[channel] = null;
  3359. }
  3360. } else if (texture.delayLoadState == BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  3361. texture.delayLoad();
  3362. return;
  3363. }
  3364. if (this._activeTexturesCache[channel] == texture) {
  3365. return;
  3366. }
  3367. this._activeTexturesCache[channel] = texture;
  3368. var internalTexture = texture.getInternalTexture();
  3369. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  3370. if (internalTexture.isCube) {
  3371. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, internalTexture);
  3372. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  3373. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  3374. var textureWrapMode = (texture.coordinatesMode !== BABYLON.Texture.CUBIC_MODE && texture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  3375. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode);
  3376. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  3377. }
  3378. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  3379. } else {
  3380. this._gl.bindTexture(this._gl.TEXTURE_2D, internalTexture);
  3381. if (internalTexture._cachedWrapU !== texture.wrapU) {
  3382. internalTexture._cachedWrapU = texture.wrapU;
  3383. switch (texture.wrapU) {
  3384. case BABYLON.Texture.WRAP_ADDRESSMODE:
  3385. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.REPEAT);
  3386. break;
  3387. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  3388. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);
  3389. break;
  3390. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  3391. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.MIRRORED_REPEAT);
  3392. break;
  3393. }
  3394. }
  3395. if (internalTexture._cachedWrapV !== texture.wrapV) {
  3396. internalTexture._cachedWrapV = texture.wrapV;
  3397. switch (texture.wrapV) {
  3398. case BABYLON.Texture.WRAP_ADDRESSMODE:
  3399. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.REPEAT);
  3400. break;
  3401. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  3402. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);
  3403. break;
  3404. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  3405. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.MIRRORED_REPEAT);
  3406. break;
  3407. }
  3408. }
  3409. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  3410. }
  3411. };
  3412. Engine.prototype._setAnisotropicLevel = function (key, texture) {
  3413. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  3414. if (anisotropicFilterExtension && texture._cachedAnisotropicFilteringLevel !== texture.anisotropicFilteringLevel) {
  3415. this._gl.texParameterf(key, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropicFilteringLevel, this._caps.maxAnisotropy));
  3416. texture._cachedAnisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  3417. }
  3418. };
  3419. Engine.prototype.readPixels = function (x, y, width, height) {
  3420. var data = new Uint8Array(height * width * 4);
  3421. this._gl.readPixels(0, 0, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  3422. return data;
  3423. };
  3424. Engine.prototype.dispose = function () {
  3425. this.hideLoadingUI();
  3426. this.stopRenderLoop();
  3427. while (this.scenes.length) {
  3428. this.scenes[0].dispose();
  3429. }
  3430. for (var name in this._compiledEffects) {
  3431. this._gl.deleteProgram(this._compiledEffects[name]._program);
  3432. }
  3433. for (var i in this._vertexAttribArrays) {
  3434. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  3435. continue;
  3436. }
  3437. this._gl.disableVertexAttribArray(i);
  3438. }
  3439. window.removeEventListener("blur", this._onBlur);
  3440. window.removeEventListener("focus", this._onFocus);
  3441. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  3442. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  3443. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  3444. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  3445. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  3446. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  3447. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  3448. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  3449. };
  3450. Engine.prototype.displayLoadingUI = function () {
  3451. var _this = this;
  3452. this._loadingDiv = document.createElement("div");
  3453. this._loadingDiv.style.opacity = "0";
  3454. this._loadingDiv.style.transition = "opacity 1.5s ease";
  3455. this._loadingTextDiv = document.createElement("div");
  3456. this._loadingTextDiv.style.position = "absolute";
  3457. this._loadingTextDiv.style.left = "0";
  3458. this._loadingTextDiv.style.top = "50%";
  3459. this._loadingTextDiv.style.marginTop = "80px";
  3460. this._loadingTextDiv.style.width = "100%";
  3461. this._loadingTextDiv.style.height = "20px";
  3462. this._loadingTextDiv.style.fontFamily = "Arial";
  3463. this._loadingTextDiv.style.fontSize = "14px";
  3464. this._loadingTextDiv.style.color = "white";
  3465. this._loadingTextDiv.style.textAlign = "center";
  3466. this._loadingTextDiv.innerHTML = "Loading";
  3467. this._loadingDiv.appendChild(this._loadingTextDiv);
  3468. var imgBack = new Image();
  3469. 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==";
  3470. imgBack.style.position = "absolute";
  3471. imgBack.style.left = "50%";
  3472. imgBack.style.top = "50%";
  3473. imgBack.style.marginLeft = "-50px";
  3474. imgBack.style.marginTop = "-50px";
  3475. imgBack.style.transition = "transform 1.0s ease";
  3476. var deg = 360;
  3477. imgBack.addEventListener("transitionend", function () {
  3478. deg += 360;
  3479. imgBack.style.transform = "rotateZ(" + deg + "deg)";
  3480. });
  3481. this._loadingDiv.appendChild(imgBack);
  3482. var imgFront = new Image();
  3483. imgFront.src = "data:image/png;base64,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";
  3484. imgFront.style.position = "absolute";
  3485. imgFront.style.left = "50%";
  3486. imgFront.style.top = "50%";
  3487. imgFront.style.marginLeft = "-50px";
  3488. imgFront.style.marginTop = "-50px";
  3489. this._loadingDiv.appendChild(imgFront);
  3490. this._resizeLoadingUI = function () {
  3491. var canvasRect = _this.getRenderingCanvasClientRect();
  3492. _this._loadingDiv.style.position = "absolute";
  3493. _this._loadingDiv.style.left = canvasRect.left + "px";
  3494. _this._loadingDiv.style.top = canvasRect.top + "px";
  3495. _this._loadingDiv.style.width = canvasRect.width + "px";
  3496. _this._loadingDiv.style.height = canvasRect.height + "px";
  3497. };
  3498. this._resizeLoadingUI();
  3499. window.addEventListener("resize", this._resizeLoadingUI);
  3500. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  3501. document.body.appendChild(this._loadingDiv);
  3502. setTimeout(function () {
  3503. _this._loadingDiv.style.opacity = "1";
  3504. imgBack.style.transform = "rotateZ(360deg)";
  3505. }, 0);
  3506. };
  3507. Object.defineProperty(Engine.prototype, "loadingUIText", {
  3508. set: function (text) {
  3509. if (!this._loadingDiv) {
  3510. return;
  3511. }
  3512. this._loadingTextDiv.innerHTML = text;
  3513. },
  3514. enumerable: true,
  3515. configurable: true
  3516. });
  3517. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  3518. get: function () {
  3519. return this._loadingDivBackgroundColor;
  3520. },
  3521. set: function (color) {
  3522. this._loadingDivBackgroundColor = color;
  3523. if (!this._loadingDiv) {
  3524. return;
  3525. }
  3526. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  3527. },
  3528. enumerable: true,
  3529. configurable: true
  3530. });
  3531. Engine.prototype.hideLoadingUI = function () {
  3532. var _this = this;
  3533. if (!this._loadingDiv) {
  3534. return;
  3535. }
  3536. var onTransitionEnd = function () {
  3537. if (!_this._loadingDiv) {
  3538. return;
  3539. }
  3540. document.body.removeChild(_this._loadingDiv);
  3541. window.removeEventListener("resize", _this._resizeLoadingUI);
  3542. _this._loadingDiv = null;
  3543. };
  3544. this._loadingDiv.style.opacity = "0";
  3545. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  3546. };
  3547. Engine.isSupported = function () {
  3548. try {
  3549. var tempcanvas = document.createElement("canvas");
  3550. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  3551. return gl != null && !!window.WebGLRenderingContext;
  3552. } catch (e) {
  3553. return false;
  3554. }
  3555. };
  3556. Engine._ALPHA_DISABLE = 0;
  3557. Engine._ALPHA_ADD = 1;
  3558. Engine._ALPHA_COMBINE = 2;
  3559. Engine._DELAYLOADSTATE_NONE = 0;
  3560. Engine._DELAYLOADSTATE_LOADED = 1;
  3561. Engine._DELAYLOADSTATE_LOADING = 2;
  3562. Engine._DELAYLOADSTATE_NOTLOADED = 4;
  3563. Engine.Epsilon = 0.001;
  3564. Engine.CollisionsEpsilon = 0.001;
  3565. Engine.ShadersRepository = "Babylon/Shaders/";
  3566. return Engine;
  3567. })();
  3568. BABYLON.Engine = Engine;
  3569. })(BABYLON || (BABYLON = {}));
  3570. var BABYLON;
  3571. (function (BABYLON) {
  3572. var Node = (function () {
  3573. function Node(name, scene) {
  3574. this.state = "";
  3575. this.animations = new Array();
  3576. this._childrenFlag = -1;
  3577. this._isEnabled = true;
  3578. this._isReady = true;
  3579. this._currentRenderId = -1;
  3580. this.name = name;
  3581. this.id = name;
  3582. this._scene = scene;
  3583. this._initCache();
  3584. }
  3585. Node.prototype.getScene = function () {
  3586. return this._scene;
  3587. };
  3588. Node.prototype.getEngine = function () {
  3589. return this._scene.getEngine();
  3590. };
  3591. Node.prototype.getWorldMatrix = function () {
  3592. return BABYLON.Matrix.Identity();
  3593. };
  3594. Node.prototype._initCache = function () {
  3595. this._cache = {};
  3596. this._cache.parent = undefined;
  3597. };
  3598. Node.prototype.updateCache = function (force) {
  3599. if (!force && this.isSynchronized())
  3600. return;
  3601. this._cache.parent = this.parent;
  3602. this._updateCache();
  3603. };
  3604. Node.prototype._updateCache = function (ignoreParentClass) {
  3605. };
  3606. Node.prototype._isSynchronized = function () {
  3607. return true;
  3608. };
  3609. Node.prototype.isSynchronizedWithParent = function () {
  3610. return this.parent ? this.parent._currentRenderId <= this._currentRenderId : true;
  3611. };
  3612. Node.prototype.isSynchronized = function (updateCache) {
  3613. var check = this.hasNewParent();
  3614. check = check || !this.isSynchronizedWithParent();
  3615. check = check || !this._isSynchronized();
  3616. if (updateCache)
  3617. this.updateCache(true);
  3618. return !check;
  3619. };
  3620. Node.prototype.hasNewParent = function (update) {
  3621. if (this._cache.parent === this.parent)
  3622. return false;
  3623. if (update)
  3624. this._cache.parent = this.parent;
  3625. return true;
  3626. };
  3627. Node.prototype.isReady = function () {
  3628. return this._isReady;
  3629. };
  3630. Node.prototype.isEnabled = function () {
  3631. if (!this._isEnabled) {
  3632. return false;
  3633. }
  3634. if (this.parent) {
  3635. return this.parent.isEnabled();
  3636. }
  3637. return true;
  3638. };
  3639. Node.prototype.setEnabled = function (value) {
  3640. this._isEnabled = value;
  3641. };
  3642. Node.prototype.isDescendantOf = function (ancestor) {
  3643. if (this.parent) {
  3644. if (this.parent === ancestor) {
  3645. return true;
  3646. }
  3647. return this.parent.isDescendantOf(ancestor);
  3648. }
  3649. return false;
  3650. };
  3651. Node.prototype._getDescendants = function (list, results) {
  3652. for (var index = 0; index < list.length; index++) {
  3653. var item = list[index];
  3654. if (item.isDescendantOf(this)) {
  3655. results.push(item);
  3656. }
  3657. }
  3658. };
  3659. Node.prototype.getDescendants = function () {
  3660. var results = [];
  3661. this._getDescendants(this._scene.meshes, results);
  3662. this._getDescendants(this._scene.lights, results);
  3663. this._getDescendants(this._scene.cameras, results);
  3664. return results;
  3665. };
  3666. Node.prototype._setReady = function (state) {
  3667. if (state == this._isReady) {
  3668. return;
  3669. }
  3670. if (!state) {
  3671. this._isReady = false;
  3672. return;
  3673. }
  3674. this._isReady = true;
  3675. if (this.onReady) {
  3676. this.onReady(this);
  3677. }
  3678. };
  3679. return Node;
  3680. })();
  3681. BABYLON.Node = Node;
  3682. })(BABYLON || (BABYLON = {}));
  3683. var BABYLON;
  3684. (function (BABYLON) {
  3685. var BoundingSphere = (function () {
  3686. function BoundingSphere(minimum, maximum) {
  3687. this.minimum = minimum;
  3688. this.maximum = maximum;
  3689. this._tempRadiusVector = BABYLON.Vector3.Zero();
  3690. var distance = BABYLON.Vector3.Distance(minimum, maximum);
  3691. this.center = BABYLON.Vector3.Lerp(minimum, maximum, 0.5);
  3692. this.radius = distance * 0.5;
  3693. this.centerWorld = BABYLON.Vector3.Zero();
  3694. this._update(BABYLON.Matrix.Identity());
  3695. }
  3696. BoundingSphere.prototype._update = function (world) {
  3697. BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
  3698. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
  3699. this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
  3700. };
  3701. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  3702. for (var i = 0; i < 6; i++) {
  3703. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
  3704. return false;
  3705. }
  3706. return true;
  3707. };
  3708. BoundingSphere.prototype.intersectsPoint = function (point) {
  3709. var x = this.centerWorld.x - point.x;
  3710. var y = this.centerWorld.y - point.y;
  3711. var z = this.centerWorld.z - point.z;
  3712. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  3713. if (Math.abs(this.radiusWorld - distance) < BABYLON.Engine.Epsilon)
  3714. return false;
  3715. return true;
  3716. };
  3717. BoundingSphere.Intersects = function (sphere0, sphere1) {
  3718. var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
  3719. var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
  3720. var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
  3721. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  3722. if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
  3723. return false;
  3724. return true;
  3725. };
  3726. return BoundingSphere;
  3727. })();
  3728. BABYLON.BoundingSphere = BoundingSphere;
  3729. })(BABYLON || (BABYLON = {}));
  3730. var BABYLON;
  3731. (function (BABYLON) {
  3732. var BoundingBox = (function () {
  3733. function BoundingBox(minimum, maximum) {
  3734. this.minimum = minimum;
  3735. this.maximum = maximum;
  3736. this.vectors = new Array();
  3737. this.vectorsWorld = new Array();
  3738. this.vectors.push(this.minimum.clone());
  3739. this.vectors.push(this.maximum.clone());
  3740. this.vectors.push(this.minimum.clone());
  3741. this.vectors[2].x = this.maximum.x;
  3742. this.vectors.push(this.minimum.clone());
  3743. this.vectors[3].y = this.maximum.y;
  3744. this.vectors.push(this.minimum.clone());
  3745. this.vectors[4].z = this.maximum.z;
  3746. this.vectors.push(this.maximum.clone());
  3747. this.vectors[5].z = this.minimum.z;
  3748. this.vectors.push(this.maximum.clone());
  3749. this.vectors[6].x = this.minimum.x;
  3750. this.vectors.push(this.maximum.clone());
  3751. this.vectors[7].y = this.minimum.y;
  3752. this.center = this.maximum.add(this.minimum).scale(0.5);
  3753. this.extendSize = this.maximum.subtract(this.minimum).scale(0.5);
  3754. this.directions = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  3755. for (var index = 0; index < this.vectors.length; index++) {
  3756. this.vectorsWorld[index] = BABYLON.Vector3.Zero();
  3757. }
  3758. this.minimumWorld = BABYLON.Vector3.Zero();
  3759. this.maximumWorld = BABYLON.Vector3.Zero();
  3760. this._update(BABYLON.Matrix.Identity());
  3761. }
  3762. BoundingBox.prototype.getWorldMatrix = function () {
  3763. return this._worldMatrix;
  3764. };
  3765. BoundingBox.prototype._update = function (world) {
  3766. BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this.minimumWorld);
  3767. BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this.maximumWorld);
  3768. for (var index = 0; index < this.vectors.length; index++) {
  3769. var v = this.vectorsWorld[index];
  3770. BABYLON.Vector3.TransformCoordinatesToRef(this.vectors[index], world, v);
  3771. if (v.x < this.minimumWorld.x)
  3772. this.minimumWorld.x = v.x;
  3773. if (v.y < this.minimumWorld.y)
  3774. this.minimumWorld.y = v.y;
  3775. if (v.z < this.minimumWorld.z)
  3776. this.minimumWorld.z = v.z;
  3777. if (v.x > this.maximumWorld.x)
  3778. this.maximumWorld.x = v.x;
  3779. if (v.y > this.maximumWorld.y)
  3780. this.maximumWorld.y = v.y;
  3781. if (v.z > this.maximumWorld.z)
  3782. this.maximumWorld.z = v.z;
  3783. }
  3784. this.maximumWorld.addToRef(this.minimumWorld, this.center);
  3785. this.center.scaleInPlace(0.5);
  3786. BABYLON.Vector3.FromFloatArrayToRef(world.m, 0, this.directions[0]);
  3787. BABYLON.Vector3.FromFloatArrayToRef(world.m, 4, this.directions[1]);
  3788. BABYLON.Vector3.FromFloatArrayToRef(world.m, 8, this.directions[2]);
  3789. this._worldMatrix = world;
  3790. };
  3791. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  3792. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  3793. };
  3794. BoundingBox.prototype.intersectsPoint = function (point) {
  3795. var delta = BABYLON.Engine.Epsilon;
  3796. if (this.maximumWorld.x - point.x < delta || delta > point.x - this.minimumWorld.x)
  3797. return false;
  3798. if (this.maximumWorld.y - point.y < delta || delta > point.y - this.minimumWorld.y)
  3799. return false;
  3800. if (this.maximumWorld.z - point.z < delta || delta > point.z - this.minimumWorld.z)
  3801. return false;
  3802. return true;
  3803. };
  3804. BoundingBox.prototype.intersectsSphere = function (sphere) {
  3805. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  3806. };
  3807. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  3808. if (this.maximumWorld.x < min.x || this.minimumWorld.x > max.x)
  3809. return false;
  3810. if (this.maximumWorld.y < min.y || this.minimumWorld.y > max.y)
  3811. return false;
  3812. if (this.maximumWorld.z < min.z || this.minimumWorld.z > max.z)
  3813. return false;
  3814. return true;
  3815. };
  3816. BoundingBox.Intersects = function (box0, box1) {
  3817. if (box0.maximumWorld.x < box1.minimumWorld.x || box0.minimumWorld.x > box1.maximumWorld.x)
  3818. return false;
  3819. if (box0.maximumWorld.y < box1.minimumWorld.y || box0.minimumWorld.y > box1.maximumWorld.y)
  3820. return false;
  3821. if (box0.maximumWorld.z < box1.minimumWorld.z || box0.minimumWorld.z > box1.maximumWorld.z)
  3822. return false;
  3823. return true;
  3824. };
  3825. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  3826. var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint);
  3827. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  3828. return (num <= (sphereRadius * sphereRadius));
  3829. };
  3830. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  3831. for (var p = 0; p < 6; p++) {
  3832. var inCount = 8;
  3833. for (var i = 0; i < 8; i++) {
  3834. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  3835. --inCount;
  3836. } else {
  3837. break;
  3838. }
  3839. }
  3840. if (inCount == 0)
  3841. return false;
  3842. }
  3843. return true;
  3844. };
  3845. return BoundingBox;
  3846. })();
  3847. BABYLON.BoundingBox = BoundingBox;
  3848. })(BABYLON || (BABYLON = {}));
  3849. var BABYLON;
  3850. (function (BABYLON) {
  3851. var computeBoxExtents = function (axis, box) {
  3852. var p = BABYLON.Vector3.Dot(box.center, axis);
  3853. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  3854. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  3855. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  3856. var r = r0 + r1 + r2;
  3857. return {
  3858. min: p - r,
  3859. max: p + r
  3860. };
  3861. };
  3862. var extentsOverlap = function (min0, max0, min1, max1) {
  3863. return !(min0 > max1 || min1 > max0);
  3864. };
  3865. var axisOverlap = function (axis, box0, box1) {
  3866. var result0 = computeBoxExtents(axis, box0);
  3867. var result1 = computeBoxExtents(axis, box1);
  3868. return extentsOverlap(result0.min, result0.max, result1.min, result1.max);
  3869. };
  3870. var BoundingInfo = (function () {
  3871. function BoundingInfo(minimum, maximum) {
  3872. this.minimum = minimum;
  3873. this.maximum = maximum;
  3874. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum);
  3875. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum);
  3876. }
  3877. BoundingInfo.prototype._update = function (world) {
  3878. this.boundingBox._update(world);
  3879. this.boundingSphere._update(world);
  3880. };
  3881. BoundingInfo.prototype.isInFrustum = function (frustumPlanes) {
  3882. if (!this.boundingSphere.isInFrustum(frustumPlanes))
  3883. return false;
  3884. return this.boundingBox.isInFrustum(frustumPlanes);
  3885. };
  3886. BoundingInfo.prototype._checkCollision = function (collider) {
  3887. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  3888. };
  3889. BoundingInfo.prototype.intersectsPoint = function (point) {
  3890. if (!this.boundingSphere.centerWorld) {
  3891. return false;
  3892. }
  3893. if (!this.boundingSphere.intersectsPoint(point)) {
  3894. return false;
  3895. }
  3896. if (!this.boundingBox.intersectsPoint(point)) {
  3897. return false;
  3898. }
  3899. return true;
  3900. };
  3901. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  3902. if (!this.boundingSphere.centerWorld || !boundingInfo.boundingSphere.centerWorld) {
  3903. return false;
  3904. }
  3905. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  3906. return false;
  3907. }
  3908. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  3909. return false;
  3910. }
  3911. if (!precise) {
  3912. return true;
  3913. }
  3914. var box0 = this.boundingBox;
  3915. var box1 = boundingInfo.boundingBox;
  3916. if (!axisOverlap(box0.directions[0], box0, box1))
  3917. return false;
  3918. if (!axisOverlap(box0.directions[1], box0, box1))
  3919. return false;
  3920. if (!axisOverlap(box0.directions[2], box0, box1))
  3921. return false;
  3922. if (!axisOverlap(box1.directions[0], box0, box1))
  3923. return false;
  3924. if (!axisOverlap(box1.directions[1], box0, box1))
  3925. return false;
  3926. if (!axisOverlap(box1.directions[2], box0, box1))
  3927. return false;
  3928. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1))
  3929. return false;
  3930. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1))
  3931. return false;
  3932. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1))
  3933. return false;
  3934. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1))
  3935. return false;
  3936. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1))
  3937. return false;
  3938. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1))
  3939. return false;
  3940. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1))
  3941. return false;
  3942. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1))
  3943. return false;
  3944. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1))
  3945. return false;
  3946. return true;
  3947. };
  3948. return BoundingInfo;
  3949. })();
  3950. BABYLON.BoundingInfo = BoundingInfo;
  3951. })(BABYLON || (BABYLON = {}));
  3952. var __extends = this.__extends || function (d, b) {
  3953. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  3954. function __() { this.constructor = d; }
  3955. __.prototype = b.prototype;
  3956. d.prototype = new __();
  3957. };
  3958. var BABYLON;
  3959. (function (BABYLON) {
  3960. var Light = (function (_super) {
  3961. __extends(Light, _super);
  3962. function Light(name, scene) {
  3963. _super.call(this, name, scene);
  3964. this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  3965. this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  3966. this.intensity = 1.0;
  3967. this.range = Number.MAX_VALUE;
  3968. this.includedOnlyMeshes = new Array();
  3969. this.excludedMeshes = new Array();
  3970. this._excludedMeshesIds = new Array();
  3971. this._includedOnlyMeshesIds = new Array();
  3972. scene.lights.push(this);
  3973. }
  3974. Light.prototype.getShadowGenerator = function () {
  3975. return this._shadowGenerator;
  3976. };
  3977. Light.prototype.transferToEffect = function (effect, uniformName0, uniformName1) {
  3978. };
  3979. Light.prototype._getWorldMatrix = function () {
  3980. return BABYLON.Matrix.Identity();
  3981. };
  3982. Light.prototype.canAffectMesh = function (mesh) {
  3983. if (!mesh) {
  3984. return true;
  3985. }
  3986. if (this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  3987. return false;
  3988. }
  3989. if (this.includedOnlyMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  3990. return false;
  3991. }
  3992. return true;
  3993. };
  3994. Light.prototype.getWorldMatrix = function () {
  3995. this._currentRenderId = this.getScene().getRenderId();
  3996. var worldMatrix = this._getWorldMatrix();
  3997. if (this.parent && this.parent.getWorldMatrix) {
  3998. if (!this._parentedWorldMatrix) {
  3999. this._parentedWorldMatrix = BABYLON.Matrix.Identity();
  4000. }
  4001. worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._parentedWorldMatrix);
  4002. return this._parentedWorldMatrix;
  4003. }
  4004. return worldMatrix;
  4005. };
  4006. Light.prototype.dispose = function () {
  4007. if (this._shadowGenerator) {
  4008. this._shadowGenerator.dispose();
  4009. this._shadowGenerator = null;
  4010. }
  4011. var index = this.getScene().lights.indexOf(this);
  4012. this.getScene().lights.splice(index, 1);
  4013. };
  4014. return Light;
  4015. })(BABYLON.Node);
  4016. BABYLON.Light = Light;
  4017. })(BABYLON || (BABYLON = {}));
  4018. var __extends = this.__extends || function (d, b) {
  4019. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4020. function __() { this.constructor = d; }
  4021. __.prototype = b.prototype;
  4022. d.prototype = new __();
  4023. };
  4024. var BABYLON;
  4025. (function (BABYLON) {
  4026. var PointLight = (function (_super) {
  4027. __extends(PointLight, _super);
  4028. function PointLight(name, position, scene) {
  4029. _super.call(this, name, scene);
  4030. this.position = position;
  4031. }
  4032. PointLight.prototype.transferToEffect = function (effect, positionUniformName) {
  4033. if (this.parent && this.parent.getWorldMatrix) {
  4034. if (!this._transformedPosition) {
  4035. this._transformedPosition = BABYLON.Vector3.Zero();
  4036. }
  4037. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this._transformedPosition);
  4038. effect.setFloat4(positionUniformName, this._transformedPosition.x, this._transformedPosition.y, this._transformedPosition.z, 0);
  4039. return;
  4040. }
  4041. effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, 0);
  4042. };
  4043. PointLight.prototype.getShadowGenerator = function () {
  4044. return null;
  4045. };
  4046. PointLight.prototype._getWorldMatrix = function () {
  4047. if (!this._worldMatrix) {
  4048. this._worldMatrix = BABYLON.Matrix.Identity();
  4049. }
  4050. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  4051. return this._worldMatrix;
  4052. };
  4053. return PointLight;
  4054. })(BABYLON.Light);
  4055. BABYLON.PointLight = PointLight;
  4056. })(BABYLON || (BABYLON = {}));
  4057. var __extends = this.__extends || function (d, b) {
  4058. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4059. function __() { this.constructor = d; }
  4060. __.prototype = b.prototype;
  4061. d.prototype = new __();
  4062. };
  4063. var BABYLON;
  4064. (function (BABYLON) {
  4065. var SpotLight = (function (_super) {
  4066. __extends(SpotLight, _super);
  4067. function SpotLight(name, position, direction, angle, exponent, scene) {
  4068. _super.call(this, name, scene);
  4069. this.position = position;
  4070. this.direction = direction;
  4071. this.angle = angle;
  4072. this.exponent = exponent;
  4073. }
  4074. SpotLight.prototype.setDirectionToTarget = function (target) {
  4075. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  4076. return this.direction;
  4077. };
  4078. SpotLight.prototype.transferToEffect = function (effect, positionUniformName, directionUniformName) {
  4079. var normalizeDirection;
  4080. if (this.parent && this.parent.getWorldMatrix) {
  4081. if (!this._transformedDirection) {
  4082. this._transformedDirection = BABYLON.Vector3.Zero();
  4083. }
  4084. if (!this._transformedPosition) {
  4085. this._transformedPosition = BABYLON.Vector3.Zero();
  4086. }
  4087. var parentWorldMatrix = this.parent.getWorldMatrix();
  4088. BABYLON.Vector3.TransformCoordinatesToRef(this.position, parentWorldMatrix, this._transformedPosition);
  4089. BABYLON.Vector3.TransformNormalToRef(this.direction, parentWorldMatrix, this._transformedDirection);
  4090. effect.setFloat4(positionUniformName, this._transformedPosition.x, this._transformedPosition.y, this._transformedPosition.z, this.exponent);
  4091. normalizeDirection = BABYLON.Vector3.Normalize(this._transformedDirection);
  4092. } else {
  4093. effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, this.exponent);
  4094. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  4095. }
  4096. effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, Math.cos(this.angle * 0.5));
  4097. };
  4098. SpotLight.prototype._getWorldMatrix = function () {
  4099. if (!this._worldMatrix) {
  4100. this._worldMatrix = BABYLON.Matrix.Identity();
  4101. }
  4102. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  4103. return this._worldMatrix;
  4104. };
  4105. return SpotLight;
  4106. })(BABYLON.Light);
  4107. BABYLON.SpotLight = SpotLight;
  4108. })(BABYLON || (BABYLON = {}));
  4109. var __extends = this.__extends || function (d, b) {
  4110. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4111. function __() { this.constructor = d; }
  4112. __.prototype = b.prototype;
  4113. d.prototype = new __();
  4114. };
  4115. var BABYLON;
  4116. (function (BABYLON) {
  4117. var DirectionalLight = (function (_super) {
  4118. __extends(DirectionalLight, _super);
  4119. function DirectionalLight(name, direction, scene) {
  4120. _super.call(this, name, scene);
  4121. this.direction = direction;
  4122. this.position = direction.scale(-1);
  4123. }
  4124. DirectionalLight.prototype.setDirectionToTarget = function (target) {
  4125. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  4126. return this.direction;
  4127. };
  4128. DirectionalLight.prototype._computeTransformedPosition = function () {
  4129. if (this.parent && this.parent.getWorldMatrix) {
  4130. if (!this._transformedPosition) {
  4131. this._transformedPosition = BABYLON.Vector3.Zero();
  4132. }
  4133. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this._transformedPosition);
  4134. return true;
  4135. }
  4136. return false;
  4137. };
  4138. DirectionalLight.prototype.transferToEffect = function (effect, directionUniformName) {
  4139. if (this.parent && this.parent.getWorldMatrix) {
  4140. if (!this._transformedDirection) {
  4141. this._transformedDirection = BABYLON.Vector3.Zero();
  4142. }
  4143. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection);
  4144. effect.setFloat4(directionUniformName, this._transformedDirection.x, this._transformedDirection.y, this._transformedDirection.z, 1);
  4145. return;
  4146. }
  4147. effect.setFloat4(directionUniformName, this.direction.x, this.direction.y, this.direction.z, 1);
  4148. };
  4149. DirectionalLight.prototype._getWorldMatrix = function () {
  4150. if (!this._worldMatrix) {
  4151. this._worldMatrix = BABYLON.Matrix.Identity();
  4152. }
  4153. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  4154. return this._worldMatrix;
  4155. };
  4156. return DirectionalLight;
  4157. })(BABYLON.Light);
  4158. BABYLON.DirectionalLight = DirectionalLight;
  4159. })(BABYLON || (BABYLON = {}));
  4160. var BABYLON;
  4161. (function (BABYLON) {
  4162. var ShadowGenerator = (function () {
  4163. function ShadowGenerator(mapSize, light) {
  4164. var _this = this;
  4165. this.filter = ShadowGenerator.FILTER_VARIANCESHADOWMAP;
  4166. this._darkness = 0;
  4167. this._transparencyShadow = false;
  4168. this._viewMatrix = BABYLON.Matrix.Zero();
  4169. this._projectionMatrix = BABYLON.Matrix.Zero();
  4170. this._transformMatrix = BABYLON.Matrix.Zero();
  4171. this._worldViewProjection = BABYLON.Matrix.Zero();
  4172. this._light = light;
  4173. this._scene = light.getScene();
  4174. light._shadowGenerator = this;
  4175. this._shadowMap = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, this._scene, false);
  4176. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  4177. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  4178. this._shadowMap.renderParticles = false;
  4179. var renderSubMesh = function (subMesh) {
  4180. var mesh = subMesh.getRenderingMesh();
  4181. var scene = _this._scene;
  4182. var engine = scene.getEngine();
  4183. engine.setState(subMesh.getMaterial().backFaceCulling);
  4184. var batch = mesh._getInstancesRenderList(subMesh._id);
  4185. if (batch.mustReturn) {
  4186. return;
  4187. }
  4188. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances !== null);
  4189. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  4190. engine.enableEffect(_this._effect);
  4191. mesh._bind(subMesh, _this._effect, false);
  4192. var material = subMesh.getMaterial();
  4193. _this._effect.setMatrix("viewProjection", _this.getTransformMatrix());
  4194. if (material && material.needAlphaTesting()) {
  4195. var alphaTexture = material.getAlphaTestTexture();
  4196. _this._effect.setTexture("diffuseSampler", alphaTexture);
  4197. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  4198. }
  4199. var useBones = mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind);
  4200. if (useBones) {
  4201. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  4202. }
  4203. if (hardwareInstancedRendering) {
  4204. mesh._renderWithInstances(subMesh, false, batch, _this._effect, engine);
  4205. } else {
  4206. if (batch.renderSelf[subMesh._id]) {
  4207. _this._effect.setMatrix("world", mesh.getWorldMatrix());
  4208. mesh._draw(subMesh, true);
  4209. }
  4210. if (batch.visibleInstances[subMesh._id]) {
  4211. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  4212. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  4213. _this._effect.setMatrix("world", instance.getWorldMatrix());
  4214. mesh._draw(subMesh, true);
  4215. }
  4216. }
  4217. }
  4218. } else {
  4219. _this._shadowMap.resetRefreshCounter();
  4220. }
  4221. };
  4222. this._shadowMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) {
  4223. var index;
  4224. for (index = 0; index < opaqueSubMeshes.length; index++) {
  4225. renderSubMesh(opaqueSubMeshes.data[index]);
  4226. }
  4227. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  4228. renderSubMesh(alphaTestSubMeshes.data[index]);
  4229. }
  4230. if (_this._transparencyShadow) {
  4231. for (index = 0; index < transparentSubMeshes.length; index++) {
  4232. renderSubMesh(transparentSubMeshes.data[index]);
  4233. }
  4234. }
  4235. };
  4236. }
  4237. Object.defineProperty(ShadowGenerator, "FILTER_NONE", {
  4238. get: function () {
  4239. return ShadowGenerator._FILTER_NONE;
  4240. },
  4241. enumerable: true,
  4242. configurable: true
  4243. });
  4244. Object.defineProperty(ShadowGenerator, "FILTER_VARIANCESHADOWMAP", {
  4245. get: function () {
  4246. return ShadowGenerator._FILTER_VARIANCESHADOWMAP;
  4247. },
  4248. enumerable: true,
  4249. configurable: true
  4250. });
  4251. Object.defineProperty(ShadowGenerator, "FILTER_POISSONSAMPLING", {
  4252. get: function () {
  4253. return ShadowGenerator._FILTER_POISSONSAMPLING;
  4254. },
  4255. enumerable: true,
  4256. configurable: true
  4257. });
  4258. Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
  4259. get: function () {
  4260. return this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP;
  4261. },
  4262. set: function (value) {
  4263. this.filter = (value ? ShadowGenerator.FILTER_VARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
  4264. },
  4265. enumerable: true,
  4266. configurable: true
  4267. });
  4268. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  4269. get: function () {
  4270. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  4271. },
  4272. set: function (value) {
  4273. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  4274. },
  4275. enumerable: true,
  4276. configurable: true
  4277. });
  4278. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  4279. var defines = [];
  4280. if (this.useVarianceShadowMap) {
  4281. defines.push("#define VSM");
  4282. }
  4283. var attribs = [BABYLON.VertexBuffer.PositionKind];
  4284. var mesh = subMesh.getMesh();
  4285. var material = subMesh.getMaterial();
  4286. if (material && material.needAlphaTesting()) {
  4287. defines.push("#define ALPHATEST");
  4288. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  4289. attribs.push(BABYLON.VertexBuffer.UVKind);
  4290. defines.push("#define UV1");
  4291. }
  4292. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  4293. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  4294. defines.push("#define UV2");
  4295. }
  4296. }
  4297. if (mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  4298. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  4299. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  4300. defines.push("#define BONES");
  4301. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  4302. }
  4303. if (useInstances) {
  4304. defines.push("#define INSTANCES");
  4305. attribs.push("world0");
  4306. attribs.push("world1");
  4307. attribs.push("world2");
  4308. attribs.push("world3");
  4309. }
  4310. var join = defines.join("\n");
  4311. if (this._cachedDefines != join) {
  4312. this._cachedDefines = join;
  4313. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  4314. }
  4315. return this._effect.isReady();
  4316. };
  4317. ShadowGenerator.prototype.getShadowMap = function () {
  4318. return this._shadowMap;
  4319. };
  4320. ShadowGenerator.prototype.getLight = function () {
  4321. return this._light;
  4322. };
  4323. ShadowGenerator.prototype.getTransformMatrix = function () {
  4324. var lightPosition = this._light.position;
  4325. var lightDirection = this._light.direction;
  4326. if (this._light._computeTransformedPosition()) {
  4327. lightPosition = this._light._transformedPosition;
  4328. }
  4329. if (!this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !lightDirection.equals(this._cachedDirection)) {
  4330. this._cachedPosition = lightPosition.clone();
  4331. this._cachedDirection = lightDirection.clone();
  4332. var activeCamera = this._scene.activeCamera;
  4333. BABYLON.Matrix.LookAtLHToRef(lightPosition, this._light.position.add(lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  4334. BABYLON.Matrix.PerspectiveFovLHToRef(Math.PI / 2.0, 1.0, activeCamera.minZ, activeCamera.maxZ, this._projectionMatrix);
  4335. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  4336. }
  4337. return this._transformMatrix;
  4338. };
  4339. ShadowGenerator.prototype.getDarkness = function () {
  4340. return this._darkness;
  4341. };
  4342. ShadowGenerator.prototype.setDarkness = function (darkness) {
  4343. if (darkness >= 1.0)
  4344. this._darkness = 1.0;
  4345. else if (darkness <= 0.0)
  4346. this._darkness = 0.0;
  4347. else
  4348. this._darkness = darkness;
  4349. };
  4350. ShadowGenerator.prototype.setTransparencyShadow = function (hasShadow) {
  4351. this._transparencyShadow = hasShadow;
  4352. };
  4353. ShadowGenerator.prototype.dispose = function () {
  4354. this._shadowMap.dispose();
  4355. };
  4356. ShadowGenerator._FILTER_NONE = 0;
  4357. ShadowGenerator._FILTER_VARIANCESHADOWMAP = 1;
  4358. ShadowGenerator._FILTER_POISSONSAMPLING = 2;
  4359. return ShadowGenerator;
  4360. })();
  4361. BABYLON.ShadowGenerator = ShadowGenerator;
  4362. })(BABYLON || (BABYLON = {}));
  4363. var __extends = this.__extends || function (d, b) {
  4364. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4365. function __() { this.constructor = d; }
  4366. __.prototype = b.prototype;
  4367. d.prototype = new __();
  4368. };
  4369. var BABYLON;
  4370. (function (BABYLON) {
  4371. var HemisphericLight = (function (_super) {
  4372. __extends(HemisphericLight, _super);
  4373. function HemisphericLight(name, direction, scene) {
  4374. _super.call(this, name, scene);
  4375. this.direction = direction;
  4376. this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  4377. }
  4378. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  4379. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  4380. return this.direction;
  4381. };
  4382. HemisphericLight.prototype.getShadowGenerator = function () {
  4383. return null;
  4384. };
  4385. HemisphericLight.prototype.transferToEffect = function (effect, directionUniformName, groundColorUniformName) {
  4386. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  4387. effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0);
  4388. effect.setColor3(groundColorUniformName, this.groundColor.scale(this.intensity));
  4389. };
  4390. HemisphericLight.prototype._getWorldMatrix = function () {
  4391. if (!this._worldMatrix) {
  4392. this._worldMatrix = BABYLON.Matrix.Identity();
  4393. }
  4394. return this._worldMatrix;
  4395. };
  4396. return HemisphericLight;
  4397. })(BABYLON.Light);
  4398. BABYLON.HemisphericLight = HemisphericLight;
  4399. })(BABYLON || (BABYLON = {}));
  4400. var BABYLON;
  4401. (function (BABYLON) {
  4402. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  4403. if (boxMin.x > sphereCenter.x + sphereRadius)
  4404. return false;
  4405. if (sphereCenter.x - sphereRadius > boxMax.x)
  4406. return false;
  4407. if (boxMin.y > sphereCenter.y + sphereRadius)
  4408. return false;
  4409. if (sphereCenter.y - sphereRadius > boxMax.y)
  4410. return false;
  4411. if (boxMin.z > sphereCenter.z + sphereRadius)
  4412. return false;
  4413. if (sphereCenter.z - sphereRadius > boxMax.z)
  4414. return false;
  4415. return true;
  4416. };
  4417. var getLowestRoot = function (a, b, c, maxR) {
  4418. var determinant = b * b - 4.0 * a * c;
  4419. var result = { root: 0, found: false };
  4420. if (determinant < 0)
  4421. return result;
  4422. var sqrtD = Math.sqrt(determinant);
  4423. var r1 = (-b - sqrtD) / (2.0 * a);
  4424. var r2 = (-b + sqrtD) / (2.0 * a);
  4425. if (r1 > r2) {
  4426. var temp = r2;
  4427. r2 = r1;
  4428. r1 = temp;
  4429. }
  4430. if (r1 > 0 && r1 < maxR) {
  4431. result.root = r1;
  4432. result.found = true;
  4433. return result;
  4434. }
  4435. if (r2 > 0 && r2 < maxR) {
  4436. result.root = r2;
  4437. result.found = true;
  4438. return result;
  4439. }
  4440. return result;
  4441. };
  4442. var Collider = (function () {
  4443. function Collider() {
  4444. this.radius = new BABYLON.Vector3(1, 1, 1);
  4445. this.retry = 0;
  4446. this.basePointWorld = BABYLON.Vector3.Zero();
  4447. this.velocityWorld = BABYLON.Vector3.Zero();
  4448. this.normalizedVelocity = BABYLON.Vector3.Zero();
  4449. this._collisionPoint = BABYLON.Vector3.Zero();
  4450. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  4451. this._tempVector = BABYLON.Vector3.Zero();
  4452. this._tempVector2 = BABYLON.Vector3.Zero();
  4453. this._tempVector3 = BABYLON.Vector3.Zero();
  4454. this._tempVector4 = BABYLON.Vector3.Zero();
  4455. this._edge = BABYLON.Vector3.Zero();
  4456. this._baseToVertex = BABYLON.Vector3.Zero();
  4457. this._destinationPoint = BABYLON.Vector3.Zero();
  4458. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  4459. this._displacementVector = BABYLON.Vector3.Zero();
  4460. }
  4461. Collider.prototype._initialize = function (source, dir, e) {
  4462. this.velocity = dir;
  4463. BABYLON.Vector3.NormalizeToRef(dir, this.normalizedVelocity);
  4464. this.basePoint = source;
  4465. source.multiplyToRef(this.radius, this.basePointWorld);
  4466. dir.multiplyToRef(this.radius, this.velocityWorld);
  4467. this.velocityWorldLength = this.velocityWorld.length();
  4468. this.epsilon = e;
  4469. this.collisionFound = false;
  4470. };
  4471. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  4472. pa.subtractToRef(point, this._tempVector);
  4473. pb.subtractToRef(point, this._tempVector2);
  4474. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  4475. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  4476. if (d < 0)
  4477. return false;
  4478. pc.subtractToRef(point, this._tempVector3);
  4479. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  4480. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  4481. if (d < 0)
  4482. return false;
  4483. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  4484. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  4485. return d >= 0;
  4486. };
  4487. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  4488. var distance = BABYLON.Vector3.Distance(this.basePointWorld, sphereCenter);
  4489. var max = Math.max(this.radius.x, this.radius.y, this.radius.z);
  4490. if (distance > this.velocityWorldLength + max + sphereRadius) {
  4491. return false;
  4492. }
  4493. if (!intersectBoxAASphere(vecMin, vecMax, this.basePointWorld, this.velocityWorldLength + max))
  4494. return false;
  4495. return true;
  4496. };
  4497. Collider.prototype._testTriangle = function (faceIndex, subMesh, p1, p2, p3) {
  4498. var t0;
  4499. var embeddedInPlane = false;
  4500. if (!subMesh._trianglePlanes) {
  4501. subMesh._trianglePlanes = [];
  4502. }
  4503. if (!subMesh._trianglePlanes[faceIndex]) {
  4504. subMesh._trianglePlanes[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  4505. subMesh._trianglePlanes[faceIndex].copyFromPoints(p1, p2, p3);
  4506. }
  4507. var trianglePlane = subMesh._trianglePlanes[faceIndex];
  4508. if ((!subMesh.getMaterial()) && !trianglePlane.isFrontFacingTo(this.normalizedVelocity, 0))
  4509. return;
  4510. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this.basePoint);
  4511. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this.velocity);
  4512. if (normalDotVelocity == 0) {
  4513. if (Math.abs(signedDistToTrianglePlane) >= 1.0)
  4514. return;
  4515. embeddedInPlane = true;
  4516. t0 = 0;
  4517. } else {
  4518. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  4519. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  4520. if (t0 > t1) {
  4521. var temp = t1;
  4522. t1 = t0;
  4523. t0 = temp;
  4524. }
  4525. if (t0 > 1.0 || t1 < 0.0)
  4526. return;
  4527. if (t0 < 0)
  4528. t0 = 0;
  4529. if (t0 > 1.0)
  4530. t0 = 1.0;
  4531. }
  4532. this._collisionPoint.copyFromFloats(0, 0, 0);
  4533. var found = false;
  4534. var t = 1.0;
  4535. if (!embeddedInPlane) {
  4536. this.basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  4537. this.velocity.scaleToRef(t0, this._tempVector);
  4538. this._planeIntersectionPoint.addInPlace(this._tempVector);
  4539. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  4540. found = true;
  4541. t = t0;
  4542. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  4543. }
  4544. }
  4545. if (!found) {
  4546. var velocitySquaredLength = this.velocity.lengthSquared();
  4547. var a = velocitySquaredLength;
  4548. this.basePoint.subtractToRef(p1, this._tempVector);
  4549. var b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  4550. var c = this._tempVector.lengthSquared() - 1.0;
  4551. var lowestRoot = getLowestRoot(a, b, c, t);
  4552. if (lowestRoot.found) {
  4553. t = lowestRoot.root;
  4554. found = true;
  4555. this._collisionPoint.copyFrom(p1);
  4556. }
  4557. this.basePoint.subtractToRef(p2, this._tempVector);
  4558. b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  4559. c = this._tempVector.lengthSquared() - 1.0;
  4560. lowestRoot = getLowestRoot(a, b, c, t);
  4561. if (lowestRoot.found) {
  4562. t = lowestRoot.root;
  4563. found = true;
  4564. this._collisionPoint.copyFrom(p2);
  4565. }
  4566. this.basePoint.subtractToRef(p3, this._tempVector);
  4567. b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  4568. c = this._tempVector.lengthSquared() - 1.0;
  4569. lowestRoot = getLowestRoot(a, b, c, t);
  4570. if (lowestRoot.found) {
  4571. t = lowestRoot.root;
  4572. found = true;
  4573. this._collisionPoint.copyFrom(p3);
  4574. }
  4575. p2.subtractToRef(p1, this._edge);
  4576. p1.subtractToRef(this.basePoint, this._baseToVertex);
  4577. var edgeSquaredLength = this._edge.lengthSquared();
  4578. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  4579. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  4580. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  4581. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  4582. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  4583. lowestRoot = getLowestRoot(a, b, c, t);
  4584. if (lowestRoot.found) {
  4585. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  4586. if (f >= 0.0 && f <= 1.0) {
  4587. t = lowestRoot.root;
  4588. found = true;
  4589. this._edge.scaleInPlace(f);
  4590. p1.addToRef(this._edge, this._collisionPoint);
  4591. }
  4592. }
  4593. p3.subtractToRef(p2, this._edge);
  4594. p2.subtractToRef(this.basePoint, this._baseToVertex);
  4595. edgeSquaredLength = this._edge.lengthSquared();
  4596. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  4597. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  4598. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  4599. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  4600. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  4601. lowestRoot = getLowestRoot(a, b, c, t);
  4602. if (lowestRoot.found) {
  4603. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  4604. if (f >= 0.0 && f <= 1.0) {
  4605. t = lowestRoot.root;
  4606. found = true;
  4607. this._edge.scaleInPlace(f);
  4608. p2.addToRef(this._edge, this._collisionPoint);
  4609. }
  4610. }
  4611. p1.subtractToRef(p3, this._edge);
  4612. p3.subtractToRef(this.basePoint, this._baseToVertex);
  4613. edgeSquaredLength = this._edge.lengthSquared();
  4614. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  4615. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  4616. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  4617. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  4618. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  4619. lowestRoot = getLowestRoot(a, b, c, t);
  4620. if (lowestRoot.found) {
  4621. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  4622. if (f >= 0.0 && f <= 1.0) {
  4623. t = lowestRoot.root;
  4624. found = true;
  4625. this._edge.scaleInPlace(f);
  4626. p3.addToRef(this._edge, this._collisionPoint);
  4627. }
  4628. }
  4629. }
  4630. if (found) {
  4631. var distToCollision = t * this.velocity.length();
  4632. if (!this.collisionFound || distToCollision < this.nearestDistance) {
  4633. if (!this.intersectionPoint) {
  4634. this.intersectionPoint = this._collisionPoint.clone();
  4635. } else {
  4636. this.intersectionPoint.copyFrom(this._collisionPoint);
  4637. }
  4638. this.nearestDistance = distToCollision;
  4639. this.collisionFound = true;
  4640. this.collidedMesh = subMesh.getMesh();
  4641. }
  4642. }
  4643. };
  4644. Collider.prototype._collide = function (subMesh, pts, indices, indexStart, indexEnd, decal) {
  4645. for (var i = indexStart; i < indexEnd; i += 3) {
  4646. var p1 = pts[indices[i] - decal];
  4647. var p2 = pts[indices[i + 1] - decal];
  4648. var p3 = pts[indices[i + 2] - decal];
  4649. this._testTriangle(i, subMesh, p3, p2, p1);
  4650. }
  4651. };
  4652. Collider.prototype._getResponse = function (pos, vel) {
  4653. pos.addToRef(vel, this._destinationPoint);
  4654. vel.scaleInPlace((this.nearestDistance / vel.length()));
  4655. this.basePoint.addToRef(vel, pos);
  4656. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  4657. this._slidePlaneNormal.normalize();
  4658. this._slidePlaneNormal.scaleToRef(this.epsilon, this._displacementVector);
  4659. pos.addInPlace(this._displacementVector);
  4660. this.intersectionPoint.addInPlace(this._displacementVector);
  4661. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  4662. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  4663. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  4664. };
  4665. return Collider;
  4666. })();
  4667. BABYLON.Collider = Collider;
  4668. })(BABYLON || (BABYLON = {}));
  4669. var __extends = this.__extends || function (d, b) {
  4670. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4671. function __() { this.constructor = d; }
  4672. __.prototype = b.prototype;
  4673. d.prototype = new __();
  4674. };
  4675. var BABYLON;
  4676. (function (BABYLON) {
  4677. var Camera = (function (_super) {
  4678. __extends(Camera, _super);
  4679. function Camera(name, position, scene) {
  4680. _super.call(this, name, scene);
  4681. this.position = position;
  4682. this.upVector = BABYLON.Vector3.Up();
  4683. this.orthoLeft = null;
  4684. this.orthoRight = null;
  4685. this.orthoBottom = null;
  4686. this.orthoTop = null;
  4687. this.fov = 0.8;
  4688. this.minZ = 0.1;
  4689. this.maxZ = 1000.0;
  4690. this.inertia = 0.9;
  4691. this.mode = Camera.PERSPECTIVE_CAMERA;
  4692. this.isIntermediate = false;
  4693. this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  4694. this.subCameras = [];
  4695. this.layerMask = 0xFFFFFFFF;
  4696. this._computedViewMatrix = BABYLON.Matrix.Identity();
  4697. this._projectionMatrix = new BABYLON.Matrix();
  4698. this._postProcesses = new Array();
  4699. this._postProcessesTakenIndices = [];
  4700. scene.cameras.push(this);
  4701. if (!scene.activeCamera) {
  4702. scene.activeCamera = this;
  4703. }
  4704. }
  4705. Camera.prototype._initCache = function () {
  4706. _super.prototype._initCache.call(this);
  4707. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  4708. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  4709. this._cache.mode = undefined;
  4710. this._cache.minZ = undefined;
  4711. this._cache.maxZ = undefined;
  4712. this._cache.fov = undefined;
  4713. this._cache.aspectRatio = undefined;
  4714. this._cache.orthoLeft = undefined;
  4715. this._cache.orthoRight = undefined;
  4716. this._cache.orthoBottom = undefined;
  4717. this._cache.orthoTop = undefined;
  4718. this._cache.renderWidth = undefined;
  4719. this._cache.renderHeight = undefined;
  4720. };
  4721. Camera.prototype._updateCache = function (ignoreParentClass) {
  4722. if (!ignoreParentClass) {
  4723. _super.prototype._updateCache.call(this);
  4724. }
  4725. var engine = this.getEngine();
  4726. this._cache.position.copyFrom(this.position);
  4727. this._cache.upVector.copyFrom(this.upVector);
  4728. this._cache.mode = this.mode;
  4729. this._cache.minZ = this.minZ;
  4730. this._cache.maxZ = this.maxZ;
  4731. this._cache.fov = this.fov;
  4732. this._cache.aspectRatio = engine.getAspectRatio(this);
  4733. this._cache.orthoLeft = this.orthoLeft;
  4734. this._cache.orthoRight = this.orthoRight;
  4735. this._cache.orthoBottom = this.orthoBottom;
  4736. this._cache.orthoTop = this.orthoTop;
  4737. this._cache.renderWidth = engine.getRenderWidth();
  4738. this._cache.renderHeight = engine.getRenderHeight();
  4739. };
  4740. Camera.prototype._updateFromScene = function () {
  4741. this.updateCache();
  4742. this._update();
  4743. };
  4744. Camera.prototype._isSynchronized = function () {
  4745. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  4746. };
  4747. Camera.prototype._isSynchronizedViewMatrix = function () {
  4748. if (!_super.prototype._isSynchronized.call(this))
  4749. return false;
  4750. return this._cache.position.equals(this.position) && this._cache.upVector.equals(this.upVector) && this.isSynchronizedWithParent();
  4751. };
  4752. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  4753. var check = this._cache.mode === this.mode && this._cache.minZ === this.minZ && this._cache.maxZ === this.maxZ;
  4754. if (!check) {
  4755. return false;
  4756. }
  4757. var engine = this.getEngine();
  4758. if (this.mode === BABYLON.Camera.PERSPECTIVE_CAMERA) {
  4759. check = this._cache.fov === this.fov && this._cache.aspectRatio === engine.getAspectRatio(this);
  4760. } else {
  4761. 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();
  4762. }
  4763. return check;
  4764. };
  4765. Camera.prototype.attachControl = function (element) {
  4766. };
  4767. Camera.prototype.detachControl = function (element) {
  4768. };
  4769. Camera.prototype._update = function () {
  4770. };
  4771. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  4772. if (typeof insertAt === "undefined") { insertAt = null; }
  4773. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  4774. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  4775. return 0;
  4776. }
  4777. if (insertAt == null || insertAt < 0) {
  4778. this._postProcesses.push(postProcess);
  4779. this._postProcessesTakenIndices.push(this._postProcesses.length - 1);
  4780. return this._postProcesses.length - 1;
  4781. }
  4782. var add = 0;
  4783. if (this._postProcesses[insertAt]) {
  4784. var start = this._postProcesses.length - 1;
  4785. for (var i = start; i >= insertAt + 1; --i) {
  4786. this._postProcesses[i + 1] = this._postProcesses[i];
  4787. }
  4788. add = 1;
  4789. }
  4790. for (i = 0; i < this._postProcessesTakenIndices.length; ++i) {
  4791. if (this._postProcessesTakenIndices[i] < insertAt) {
  4792. continue;
  4793. }
  4794. start = this._postProcessesTakenIndices.length - 1;
  4795. for (var j = start; j >= i; --j) {
  4796. this._postProcessesTakenIndices[j + 1] = this._postProcessesTakenIndices[j] + add;
  4797. }
  4798. this._postProcessesTakenIndices[i] = insertAt;
  4799. break;
  4800. }
  4801. if (!add && this._postProcessesTakenIndices.indexOf(insertAt) == -1) {
  4802. this._postProcessesTakenIndices.push(insertAt);
  4803. }
  4804. var result = insertAt + add;
  4805. this._postProcesses[result] = postProcess;
  4806. return result;
  4807. };
  4808. Camera.prototype.detachPostProcess = function (postProcess, atIndices) {
  4809. if (typeof atIndices === "undefined") { atIndices = null; }
  4810. var result = [];
  4811. if (!atIndices) {
  4812. var length = this._postProcesses.length;
  4813. for (var i = 0; i < length; i++) {
  4814. if (this._postProcesses[i] !== postProcess) {
  4815. continue;
  4816. }
  4817. delete this._postProcesses[i];
  4818. var index = this._postProcessesTakenIndices.indexOf(i);
  4819. this._postProcessesTakenIndices.splice(index, 1);
  4820. }
  4821. } else {
  4822. atIndices = (atIndices instanceof Array) ? atIndices : [atIndices];
  4823. for (i = 0; i < atIndices.length; i++) {
  4824. var foundPostProcess = this._postProcesses[atIndices[i]];
  4825. if (foundPostProcess !== postProcess) {
  4826. result.push(i);
  4827. continue;
  4828. }
  4829. delete this._postProcesses[atIndices[i]];
  4830. index = this._postProcessesTakenIndices.indexOf(atIndices[i]);
  4831. this._postProcessesTakenIndices.splice(index, 1);
  4832. }
  4833. }
  4834. return result;
  4835. };
  4836. Camera.prototype.getWorldMatrix = function () {
  4837. if (!this._worldMatrix) {
  4838. this._worldMatrix = BABYLON.Matrix.Identity();
  4839. }
  4840. var viewMatrix = this.getViewMatrix();
  4841. viewMatrix.invertToRef(this._worldMatrix);
  4842. return this._worldMatrix;
  4843. };
  4844. Camera.prototype._getViewMatrix = function () {
  4845. return BABYLON.Matrix.Identity();
  4846. };
  4847. Camera.prototype.getViewMatrix = function () {
  4848. this._computedViewMatrix = this._computeViewMatrix();
  4849. if (!this.parent || !this.parent.getWorldMatrix || this.isSynchronized()) {
  4850. return this._computedViewMatrix;
  4851. }
  4852. if (!this._worldMatrix) {
  4853. this._worldMatrix = BABYLON.Matrix.Identity();
  4854. }
  4855. this._computedViewMatrix.invertToRef(this._worldMatrix);
  4856. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._computedViewMatrix);
  4857. this._computedViewMatrix.invert();
  4858. this._currentRenderId = this.getScene().getRenderId();
  4859. return this._computedViewMatrix;
  4860. };
  4861. Camera.prototype._computeViewMatrix = function (force) {
  4862. if (!force && this._isSynchronizedViewMatrix()) {
  4863. return this._computedViewMatrix;
  4864. }
  4865. this._computedViewMatrix = this._getViewMatrix();
  4866. if (!this.parent || !this.parent.getWorldMatrix) {
  4867. this._currentRenderId = this.getScene().getRenderId();
  4868. }
  4869. return this._computedViewMatrix;
  4870. };
  4871. Camera.prototype.getProjectionMatrix = function (force) {
  4872. if (!force && this._isSynchronizedProjectionMatrix()) {
  4873. return this._projectionMatrix;
  4874. }
  4875. var engine = this.getEngine();
  4876. if (this.mode === BABYLON.Camera.PERSPECTIVE_CAMERA) {
  4877. if (this.minZ <= 0) {
  4878. this.minZ = 0.1;
  4879. }
  4880. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix);
  4881. return this._projectionMatrix;
  4882. }
  4883. var halfWidth = engine.getRenderWidth() / 2.0;
  4884. var halfHeight = engine.getRenderHeight() / 2.0;
  4885. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  4886. return this._projectionMatrix;
  4887. };
  4888. Camera.prototype.dispose = function () {
  4889. var index = this.getScene().cameras.indexOf(this);
  4890. this.getScene().cameras.splice(index, 1);
  4891. for (var i = 0; i < this._postProcessesTakenIndices.length; ++i) {
  4892. this._postProcesses[this._postProcessesTakenIndices[i]].dispose(this);
  4893. }
  4894. };
  4895. Camera.PERSPECTIVE_CAMERA = 0;
  4896. Camera.ORTHOGRAPHIC_CAMERA = 1;
  4897. return Camera;
  4898. })(BABYLON.Node);
  4899. BABYLON.Camera = Camera;
  4900. })(BABYLON || (BABYLON = {}));
  4901. var __extends = this.__extends || function (d, b) {
  4902. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4903. function __() { this.constructor = d; }
  4904. __.prototype = b.prototype;
  4905. d.prototype = new __();
  4906. };
  4907. var BABYLON;
  4908. (function (BABYLON) {
  4909. var TargetCamera = (function (_super) {
  4910. __extends(TargetCamera, _super);
  4911. function TargetCamera(name, position, scene) {
  4912. _super.call(this, name, position, scene);
  4913. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  4914. this.cameraRotation = new BABYLON.Vector2(0, 0);
  4915. this.rotation = new BABYLON.Vector3(0, 0, 0);
  4916. this.speed = 2.0;
  4917. this.noRotationConstraint = false;
  4918. this.lockedTarget = null;
  4919. this._currentTarget = BABYLON.Vector3.Zero();
  4920. this._viewMatrix = BABYLON.Matrix.Zero();
  4921. this._camMatrix = BABYLON.Matrix.Zero();
  4922. this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  4923. this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  4924. this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  4925. this._transformedReferencePoint = BABYLON.Vector3.Zero();
  4926. this._lookAtTemp = BABYLON.Matrix.Zero();
  4927. this._tempMatrix = BABYLON.Matrix.Zero();
  4928. }
  4929. TargetCamera.prototype._getLockedTargetPosition = function () {
  4930. if (!this.lockedTarget) {
  4931. return null;
  4932. }
  4933. return this.lockedTarget.position || this.lockedTarget;
  4934. };
  4935. TargetCamera.prototype._initCache = function () {
  4936. _super.prototype._initCache.call(this);
  4937. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  4938. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  4939. };
  4940. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  4941. if (!ignoreParentClass) {
  4942. _super.prototype._updateCache.call(this);
  4943. }
  4944. var lockedTargetPosition = this._getLockedTargetPosition();
  4945. if (!lockedTargetPosition) {
  4946. this._cache.lockedTarget = null;
  4947. } else {
  4948. if (!this._cache.lockedTarget) {
  4949. this._cache.lockedTarget = lockedTargetPosition.clone();
  4950. } else {
  4951. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  4952. }
  4953. }
  4954. this._cache.rotation.copyFrom(this.rotation);
  4955. };
  4956. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  4957. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  4958. return false;
  4959. }
  4960. var lockedTargetPosition = this._getLockedTargetPosition();
  4961. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) && this._cache.rotation.equals(this.rotation);
  4962. };
  4963. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  4964. return this.speed * ((BABYLON.Tools.GetDeltaTime() / (BABYLON.Tools.GetFps() * 10.0)));
  4965. };
  4966. TargetCamera.prototype.setTarget = function (target) {
  4967. this.upVector.normalize();
  4968. BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._camMatrix);
  4969. this._camMatrix.invert();
  4970. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  4971. var vDir = target.subtract(this.position);
  4972. if (vDir.x >= 0.0) {
  4973. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  4974. } else {
  4975. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  4976. }
  4977. this.rotation.z = -Math.acos(BABYLON.Vector3.Dot(new BABYLON.Vector3(0, 1.0, 0), this.upVector));
  4978. if (isNaN(this.rotation.x)) {
  4979. this.rotation.x = 0;
  4980. }
  4981. if (isNaN(this.rotation.y)) {
  4982. this.rotation.y = 0;
  4983. }
  4984. if (isNaN(this.rotation.z)) {
  4985. this.rotation.z = 0;
  4986. }
  4987. };
  4988. TargetCamera.prototype.getTarget = function () {
  4989. return this._currentTarget;
  4990. };
  4991. TargetCamera.prototype._decideIfNeedsToMove = function () {
  4992. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  4993. };
  4994. TargetCamera.prototype._updatePosition = function () {
  4995. this.position.addInPlace(this.cameraDirection);
  4996. };
  4997. TargetCamera.prototype._update = function () {
  4998. var needToMove = this._decideIfNeedsToMove();
  4999. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  5000. if (needToMove) {
  5001. this._updatePosition();
  5002. }
  5003. if (needToRotate) {
  5004. this.rotation.x += this.cameraRotation.x;
  5005. this.rotation.y += this.cameraRotation.y;
  5006. if (!this.noRotationConstraint) {
  5007. var limit = (Math.PI / 2) * 0.95;
  5008. if (this.rotation.x > limit)
  5009. this.rotation.x = limit;
  5010. if (this.rotation.x < -limit)
  5011. this.rotation.x = -limit;
  5012. }
  5013. }
  5014. if (needToMove) {
  5015. if (Math.abs(this.cameraDirection.x) < BABYLON.Engine.Epsilon) {
  5016. this.cameraDirection.x = 0;
  5017. }
  5018. if (Math.abs(this.cameraDirection.y) < BABYLON.Engine.Epsilon) {
  5019. this.cameraDirection.y = 0;
  5020. }
  5021. if (Math.abs(this.cameraDirection.z) < BABYLON.Engine.Epsilon) {
  5022. this.cameraDirection.z = 0;
  5023. }
  5024. this.cameraDirection.scaleInPlace(this.inertia);
  5025. }
  5026. if (needToRotate) {
  5027. if (Math.abs(this.cameraRotation.x) < BABYLON.Engine.Epsilon) {
  5028. this.cameraRotation.x = 0;
  5029. }
  5030. if (Math.abs(this.cameraRotation.y) < BABYLON.Engine.Epsilon) {
  5031. this.cameraRotation.y = 0;
  5032. }
  5033. this.cameraRotation.scaleInPlace(this.inertia);
  5034. }
  5035. };
  5036. TargetCamera.prototype._getViewMatrix = function () {
  5037. if (!this.lockedTarget) {
  5038. if (this.upVector.x != 0 || this.upVector.y != 1.0 || this.upVector.z != 0) {
  5039. BABYLON.Matrix.LookAtLHToRef(BABYLON.Vector3.Zero(), this._referencePoint, this.upVector, this._lookAtTemp);
  5040. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  5041. this._lookAtTemp.multiplyToRef(this._cameraRotationMatrix, this._tempMatrix);
  5042. this._lookAtTemp.invert();
  5043. this._tempMatrix.multiplyToRef(this._lookAtTemp, this._cameraRotationMatrix);
  5044. } else {
  5045. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  5046. }
  5047. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  5048. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  5049. } else {
  5050. this._currentTarget.copyFrom(this._getLockedTargetPosition());
  5051. }
  5052. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this.upVector, this._viewMatrix);
  5053. return this._viewMatrix;
  5054. };
  5055. return TargetCamera;
  5056. })(BABYLON.Camera);
  5057. BABYLON.TargetCamera = TargetCamera;
  5058. })(BABYLON || (BABYLON = {}));
  5059. var __extends = this.__extends || function (d, b) {
  5060. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5061. function __() { this.constructor = d; }
  5062. __.prototype = b.prototype;
  5063. d.prototype = new __();
  5064. };
  5065. var BABYLON;
  5066. (function (BABYLON) {
  5067. var FollowCamera = (function (_super) {
  5068. __extends(FollowCamera, _super);
  5069. function FollowCamera(name, position, scene) {
  5070. _super.call(this, name, position, scene);
  5071. this.radius = 12;
  5072. this.rotationOffset = 0;
  5073. this.heightOffset = 4;
  5074. this.cameraAcceleration = 0.05;
  5075. this.maxCameraSpeed = 20;
  5076. }
  5077. FollowCamera.prototype.getRadians = function (degrees) {
  5078. return degrees * Math.PI / 180;
  5079. };
  5080. FollowCamera.prototype.follow = function (cameraTarget) {
  5081. if (!cameraTarget)
  5082. return;
  5083. var radians = this.getRadians(this.rotationOffset) + cameraTarget.rotation.y;
  5084. var targetX = cameraTarget.position.x + Math.sin(radians) * this.radius;
  5085. var targetZ = cameraTarget.position.z + Math.cos(radians) * this.radius;
  5086. var dx = targetX - this.position.x;
  5087. var dy = (cameraTarget.position.y + this.heightOffset) - this.position.y;
  5088. var dz = (targetZ) - this.position.z;
  5089. var vx = dx * this.cameraAcceleration * 2;
  5090. var vy = dy * this.cameraAcceleration;
  5091. var vz = dz * this.cameraAcceleration * 2;
  5092. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  5093. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  5094. }
  5095. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  5096. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  5097. }
  5098. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  5099. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  5100. }
  5101. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  5102. this.setTarget(cameraTarget.position);
  5103. };
  5104. FollowCamera.prototype._update = function () {
  5105. _super.prototype._update.call(this);
  5106. this.follow(this.target);
  5107. };
  5108. return FollowCamera;
  5109. })(BABYLON.TargetCamera);
  5110. BABYLON.FollowCamera = FollowCamera;
  5111. })(BABYLON || (BABYLON = {}));
  5112. var __extends = this.__extends || function (d, b) {
  5113. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5114. function __() { this.constructor = d; }
  5115. __.prototype = b.prototype;
  5116. d.prototype = new __();
  5117. };
  5118. var BABYLON;
  5119. (function (BABYLON) {
  5120. var FreeCamera = (function (_super) {
  5121. __extends(FreeCamera, _super);
  5122. function FreeCamera(name, position, scene) {
  5123. _super.call(this, name, position, scene);
  5124. this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  5125. this.keysUp = [38];
  5126. this.keysDown = [40];
  5127. this.keysLeft = [37];
  5128. this.keysRight = [39];
  5129. this.checkCollisions = false;
  5130. this.applyGravity = false;
  5131. this.angularSensibility = 2000.0;
  5132. this._keys = [];
  5133. this._collider = new BABYLON.Collider();
  5134. this._needMoveForGravity = true;
  5135. this._oldPosition = BABYLON.Vector3.Zero();
  5136. this._diffPosition = BABYLON.Vector3.Zero();
  5137. this._newPosition = BABYLON.Vector3.Zero();
  5138. }
  5139. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  5140. var _this = this;
  5141. var previousPosition;
  5142. var engine = this.getEngine();
  5143. if (this._attachedElement) {
  5144. return;
  5145. }
  5146. this._attachedElement = element;
  5147. if (this._onMouseDown === undefined) {
  5148. this._onMouseDown = function (evt) {
  5149. previousPosition = {
  5150. x: evt.clientX,
  5151. y: evt.clientY
  5152. };
  5153. if (!noPreventDefault) {
  5154. evt.preventDefault();
  5155. }
  5156. };
  5157. this._onMouseUp = function (evt) {
  5158. previousPosition = null;
  5159. if (!noPreventDefault) {
  5160. evt.preventDefault();
  5161. }
  5162. };
  5163. this._onMouseOut = function (evt) {
  5164. previousPosition = null;
  5165. _this._keys = [];
  5166. if (!noPreventDefault) {
  5167. evt.preventDefault();
  5168. }
  5169. };
  5170. this._onMouseMove = function (evt) {
  5171. if (!previousPosition && !engine.isPointerLock) {
  5172. return;
  5173. }
  5174. var offsetX;
  5175. var offsetY;
  5176. if (!engine.isPointerLock) {
  5177. offsetX = evt.clientX - previousPosition.x;
  5178. offsetY = evt.clientY - previousPosition.y;
  5179. } else {
  5180. offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  5181. offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  5182. }
  5183. _this.cameraRotation.y += offsetX / _this.angularSensibility;
  5184. _this.cameraRotation.x += offsetY / _this.angularSensibility;
  5185. previousPosition = {
  5186. x: evt.clientX,
  5187. y: evt.clientY
  5188. };
  5189. if (!noPreventDefault) {
  5190. evt.preventDefault();
  5191. }
  5192. };
  5193. this._onKeyDown = function (evt) {
  5194. 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) {
  5195. var index = _this._keys.indexOf(evt.keyCode);
  5196. if (index === -1) {
  5197. _this._keys.push(evt.keyCode);
  5198. }
  5199. if (!noPreventDefault) {
  5200. evt.preventDefault();
  5201. }
  5202. }
  5203. };
  5204. this._onKeyUp = function (evt) {
  5205. 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) {
  5206. var index = _this._keys.indexOf(evt.keyCode);
  5207. if (index >= 0) {
  5208. _this._keys.splice(index, 1);
  5209. }
  5210. if (!noPreventDefault) {
  5211. evt.preventDefault();
  5212. }
  5213. }
  5214. };
  5215. this._onLostFocus = function () {
  5216. _this._keys = [];
  5217. };
  5218. this._reset = function () {
  5219. _this._keys = [];
  5220. previousPosition = null;
  5221. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  5222. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  5223. };
  5224. }
  5225. element.addEventListener("mousedown", this._onMouseDown, false);
  5226. element.addEventListener("mouseup", this._onMouseUp, false);
  5227. element.addEventListener("mouseout", this._onMouseOut, false);
  5228. element.addEventListener("mousemove", this._onMouseMove, false);
  5229. BABYLON.Tools.RegisterTopRootEvents([
  5230. { name: "keydown", handler: this._onKeyDown },
  5231. { name: "keyup", handler: this._onKeyUp },
  5232. { name: "blur", handler: this._onLostFocus }
  5233. ]);
  5234. };
  5235. FreeCamera.prototype.detachControl = function (element) {
  5236. if (this._attachedElement != element) {
  5237. return;
  5238. }
  5239. element.removeEventListener("mousedown", this._onMouseDown);
  5240. element.removeEventListener("mouseup", this._onMouseUp);
  5241. element.removeEventListener("mouseout", this._onMouseOut);
  5242. element.removeEventListener("mousemove", this._onMouseMove);
  5243. BABYLON.Tools.UnregisterTopRootEvents([
  5244. { name: "keydown", handler: this._onKeyDown },
  5245. { name: "keyup", handler: this._onKeyUp },
  5246. { name: "blur", handler: this._onLostFocus }
  5247. ]);
  5248. this._attachedElement = null;
  5249. if (this._reset) {
  5250. this._reset();
  5251. }
  5252. };
  5253. FreeCamera.prototype._collideWithWorld = function (velocity) {
  5254. var globalPosition;
  5255. if (this.parent) {
  5256. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  5257. } else {
  5258. globalPosition = this.position;
  5259. }
  5260. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  5261. this._collider.radius = this.ellipsoid;
  5262. this.getScene()._getNewPosition(this._oldPosition, velocity, this._collider, 3, this._newPosition);
  5263. this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);
  5264. if (this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  5265. this.position.addInPlace(this._diffPosition);
  5266. if (this.onCollide) {
  5267. this.onCollide(this._collider.collidedMesh);
  5268. }
  5269. }
  5270. };
  5271. FreeCamera.prototype._checkInputs = function () {
  5272. if (!this._localDirection) {
  5273. this._localDirection = BABYLON.Vector3.Zero();
  5274. this._transformedDirection = BABYLON.Vector3.Zero();
  5275. }
  5276. for (var index = 0; index < this._keys.length; index++) {
  5277. var keyCode = this._keys[index];
  5278. var speed = this._computeLocalCameraSpeed();
  5279. if (this.keysLeft.indexOf(keyCode) !== -1) {
  5280. this._localDirection.copyFromFloats(-speed, 0, 0);
  5281. } else if (this.keysUp.indexOf(keyCode) !== -1) {
  5282. this._localDirection.copyFromFloats(0, 0, speed);
  5283. } else if (this.keysRight.indexOf(keyCode) !== -1) {
  5284. this._localDirection.copyFromFloats(speed, 0, 0);
  5285. } else if (this.keysDown.indexOf(keyCode) !== -1) {
  5286. this._localDirection.copyFromFloats(0, 0, -speed);
  5287. }
  5288. this.getViewMatrix().invertToRef(this._cameraTransformMatrix);
  5289. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  5290. this.cameraDirection.addInPlace(this._transformedDirection);
  5291. }
  5292. };
  5293. FreeCamera.prototype._decideIfNeedsToMove = function () {
  5294. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  5295. };
  5296. FreeCamera.prototype._updatePosition = function () {
  5297. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  5298. this._collideWithWorld(this.cameraDirection);
  5299. if (this.applyGravity) {
  5300. var oldPosition = this.position;
  5301. this._collideWithWorld(this.getScene().gravity);
  5302. this._needMoveForGravity = (BABYLON.Vector3.DistanceSquared(oldPosition, this.position) != 0);
  5303. }
  5304. } else {
  5305. this.position.addInPlace(this.cameraDirection);
  5306. }
  5307. };
  5308. FreeCamera.prototype._update = function () {
  5309. this._checkInputs();
  5310. _super.prototype._update.call(this);
  5311. };
  5312. return FreeCamera;
  5313. })(BABYLON.TargetCamera);
  5314. BABYLON.FreeCamera = FreeCamera;
  5315. })(BABYLON || (BABYLON = {}));
  5316. var __extends = this.__extends || function (d, b) {
  5317. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5318. function __() { this.constructor = d; }
  5319. __.prototype = b.prototype;
  5320. d.prototype = new __();
  5321. };
  5322. var BABYLON;
  5323. (function (BABYLON) {
  5324. var TouchCamera = (function (_super) {
  5325. __extends(TouchCamera, _super);
  5326. function TouchCamera(name, position, scene) {
  5327. _super.call(this, name, position, scene);
  5328. this._offsetX = null;
  5329. this._offsetY = null;
  5330. this._pointerCount = 0;
  5331. this._pointerPressed = [];
  5332. this.angularSensibility = 200000.0;
  5333. this.moveSensibility = 500.0;
  5334. }
  5335. TouchCamera.prototype.attachControl = function (canvas, noPreventDefault) {
  5336. var _this = this;
  5337. var previousPosition;
  5338. if (this._attachedCanvas) {
  5339. return;
  5340. }
  5341. this._attachedCanvas = canvas;
  5342. if (this._onPointerDown === undefined) {
  5343. this._onPointerDown = function (evt) {
  5344. if (!noPreventDefault) {
  5345. evt.preventDefault();
  5346. }
  5347. _this._pointerPressed.push(evt.pointerId);
  5348. if (_this._pointerPressed.length !== 1) {
  5349. return;
  5350. }
  5351. previousPosition = {
  5352. x: evt.clientX,
  5353. y: evt.clientY
  5354. };
  5355. };
  5356. this._onPointerUp = function (evt) {
  5357. if (!noPreventDefault) {
  5358. evt.preventDefault();
  5359. }
  5360. var index = _this._pointerPressed.indexOf(evt.pointerId);
  5361. if (index === -1) {
  5362. return;
  5363. }
  5364. _this._pointerPressed.splice(index, 1);
  5365. if (index != 0) {
  5366. return;
  5367. }
  5368. previousPosition = null;
  5369. _this._offsetX = null;
  5370. _this._offsetY = null;
  5371. };
  5372. this._onPointerMove = function (evt) {
  5373. if (!noPreventDefault) {
  5374. evt.preventDefault();
  5375. }
  5376. if (!previousPosition) {
  5377. return;
  5378. }
  5379. var index = _this._pointerPressed.indexOf(evt.pointerId);
  5380. if (index != 0) {
  5381. return;
  5382. }
  5383. _this._offsetX = evt.clientX - previousPosition.x;
  5384. _this._offsetY = -(evt.clientY - previousPosition.y);
  5385. };
  5386. this._onLostFocus = function () {
  5387. _this._offsetX = null;
  5388. _this._offsetY = null;
  5389. };
  5390. }
  5391. canvas.addEventListener("pointerdown", this._onPointerDown);
  5392. canvas.addEventListener("pointerup", this._onPointerUp);
  5393. canvas.addEventListener("pointerout", this._onPointerUp);
  5394. canvas.addEventListener("pointermove", this._onPointerMove);
  5395. BABYLON.Tools.RegisterTopRootEvents([
  5396. { name: "blur", handler: this._onLostFocus }
  5397. ]);
  5398. };
  5399. TouchCamera.prototype.detachControl = function (canvas) {
  5400. if (this._attachedCanvas != canvas) {
  5401. return;
  5402. }
  5403. canvas.removeEventListener("pointerdown", this._onPointerDown);
  5404. canvas.removeEventListener("pointerup", this._onPointerUp);
  5405. canvas.removeEventListener("pointerout", this._onPointerUp);
  5406. canvas.removeEventListener("pointermove", this._onPointerMove);
  5407. BABYLON.Tools.UnregisterTopRootEvents([
  5408. { name: "blur", handler: this._onLostFocus }
  5409. ]);
  5410. this._attachedCanvas = null;
  5411. };
  5412. TouchCamera.prototype._checkInputs = function () {
  5413. if (!this._offsetX) {
  5414. return;
  5415. }
  5416. this.cameraRotation.y += this._offsetX / this.angularSensibility;
  5417. if (this._pointerPressed.length > 1) {
  5418. this.cameraRotation.x += -this._offsetY / this.angularSensibility;
  5419. } else {
  5420. var speed = this._computeLocalCameraSpeed();
  5421. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
  5422. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
  5423. this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
  5424. }
  5425. };
  5426. return TouchCamera;
  5427. })(BABYLON.FreeCamera);
  5428. BABYLON.TouchCamera = TouchCamera;
  5429. })(BABYLON || (BABYLON = {}));
  5430. var __extends = this.__extends || function (d, b) {
  5431. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5432. function __() { this.constructor = d; }
  5433. __.prototype = b.prototype;
  5434. d.prototype = new __();
  5435. };
  5436. var BABYLON;
  5437. (function (BABYLON) {
  5438. var DeviceOrientationCamera = (function (_super) {
  5439. __extends(DeviceOrientationCamera, _super);
  5440. function DeviceOrientationCamera(name, position, scene) {
  5441. var _this = this;
  5442. _super.call(this, name, position, scene);
  5443. this._offsetX = null;
  5444. this._offsetY = null;
  5445. this._orientationGamma = 0;
  5446. this._orientationBeta = 0;
  5447. this._initialOrientationGamma = 0;
  5448. this._initialOrientationBeta = 0;
  5449. this.angularSensibility = 10000.0;
  5450. this.moveSensibility = 50.0;
  5451. window.addEventListener("resize", function () {
  5452. _this._initialOrientationGamma = null;
  5453. }, false);
  5454. }
  5455. DeviceOrientationCamera.prototype.attachControl = function (canvas, noPreventDefault) {
  5456. var _this = this;
  5457. if (this._attachedCanvas) {
  5458. return;
  5459. }
  5460. this._attachedCanvas = canvas;
  5461. if (!this._orientationChanged) {
  5462. this._orientationChanged = function (evt) {
  5463. if (!_this._initialOrientationGamma) {
  5464. _this._initialOrientationGamma = evt.gamma;
  5465. _this._initialOrientationBeta = evt.beta;
  5466. }
  5467. _this._orientationGamma = evt.gamma;
  5468. _this._orientationBeta = evt.beta;
  5469. _this._offsetY = (_this._initialOrientationBeta - _this._orientationBeta);
  5470. _this._offsetX = (_this._initialOrientationGamma - _this._orientationGamma);
  5471. };
  5472. }
  5473. window.addEventListener("deviceorientation", this._orientationChanged);
  5474. };
  5475. DeviceOrientationCamera.prototype.detachControl = function (canvas) {
  5476. if (this._attachedCanvas != canvas) {
  5477. return;
  5478. }
  5479. window.removeEventListener("deviceorientation", this._orientationChanged);
  5480. this._attachedCanvas = null;
  5481. this._orientationGamma = 0;
  5482. this._orientationBeta = 0;
  5483. this._initialOrientationGamma = 0;
  5484. this._initialOrientationBeta = 0;
  5485. };
  5486. DeviceOrientationCamera.prototype._checkInputs = function () {
  5487. if (!this._offsetX) {
  5488. return;
  5489. }
  5490. this.cameraRotation.y -= this._offsetX / this.angularSensibility;
  5491. var speed = this._computeLocalCameraSpeed();
  5492. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
  5493. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
  5494. this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
  5495. };
  5496. return DeviceOrientationCamera;
  5497. })(BABYLON.FreeCamera);
  5498. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  5499. })(BABYLON || (BABYLON = {}));
  5500. var __extends = this.__extends || function (d, b) {
  5501. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5502. function __() { this.constructor = d; }
  5503. __.prototype = b.prototype;
  5504. d.prototype = new __();
  5505. };
  5506. var BABYLON;
  5507. (function (BABYLON) {
  5508. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  5509. var ArcRotateCamera = (function (_super) {
  5510. __extends(ArcRotateCamera, _super);
  5511. function ArcRotateCamera(name, alpha, beta, radius, target, scene) {
  5512. _super.call(this, name, BABYLON.Vector3.Zero(), scene);
  5513. this.alpha = alpha;
  5514. this.beta = beta;
  5515. this.radius = radius;
  5516. this.target = target;
  5517. this.inertialAlphaOffset = 0;
  5518. this.inertialBetaOffset = 0;
  5519. this.inertialRadiusOffset = 0;
  5520. this.lowerAlphaLimit = null;
  5521. this.upperAlphaLimit = null;
  5522. this.lowerBetaLimit = 0.01;
  5523. this.upperBetaLimit = Math.PI;
  5524. this.lowerRadiusLimit = null;
  5525. this.upperRadiusLimit = null;
  5526. this.angularSensibility = 1000.0;
  5527. this.wheelPrecision = 3.0;
  5528. this.keysUp = [38];
  5529. this.keysDown = [40];
  5530. this.keysLeft = [37];
  5531. this.keysRight = [39];
  5532. this.zoomOnFactor = 1;
  5533. this._keys = [];
  5534. this._viewMatrix = new BABYLON.Matrix();
  5535. this.checkCollisions = false;
  5536. this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  5537. this._collider = new BABYLON.Collider();
  5538. this._previousPosition = BABYLON.Vector3.Zero();
  5539. this._collisionVelocity = BABYLON.Vector3.Zero();
  5540. this._newPosition = BABYLON.Vector3.Zero();
  5541. this.getViewMatrix();
  5542. }
  5543. ArcRotateCamera.prototype._getTargetPosition = function () {
  5544. return this.target.position || this.target;
  5545. };
  5546. ArcRotateCamera.prototype._initCache = function () {
  5547. _super.prototype._initCache.call(this);
  5548. this._cache.target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  5549. this._cache.alpha = undefined;
  5550. this._cache.beta = undefined;
  5551. this._cache.radius = undefined;
  5552. };
  5553. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  5554. if (!ignoreParentClass) {
  5555. _super.prototype._updateCache.call(this);
  5556. }
  5557. this._cache.target.copyFrom(this._getTargetPosition());
  5558. this._cache.alpha = this.alpha;
  5559. this._cache.beta = this.beta;
  5560. this._cache.radius = this.radius;
  5561. };
  5562. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  5563. if (!_super.prototype._isSynchronizedViewMatrix.call(this))
  5564. return false;
  5565. return this._cache.target.equals(this._getTargetPosition()) && this._cache.alpha === this.alpha && this._cache.beta === this.beta && this._cache.radius === this.radius;
  5566. };
  5567. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault) {
  5568. var _this = this;
  5569. var previousPosition;
  5570. var pointerId;
  5571. if (this._attachedElement) {
  5572. return;
  5573. }
  5574. this._attachedElement = element;
  5575. var engine = this.getEngine();
  5576. if (this._onPointerDown === undefined) {
  5577. this._onPointerDown = function (evt) {
  5578. if (pointerId) {
  5579. return;
  5580. }
  5581. pointerId = evt.pointerId;
  5582. previousPosition = {
  5583. x: evt.clientX,
  5584. y: evt.clientY
  5585. };
  5586. if (!noPreventDefault) {
  5587. evt.preventDefault();
  5588. }
  5589. };
  5590. this._onPointerUp = function (evt) {
  5591. previousPosition = null;
  5592. pointerId = null;
  5593. if (!noPreventDefault) {
  5594. evt.preventDefault();
  5595. }
  5596. };
  5597. this._onPointerMove = function (evt) {
  5598. if (!previousPosition) {
  5599. return;
  5600. }
  5601. if (pointerId !== evt.pointerId) {
  5602. return;
  5603. }
  5604. var offsetX = evt.clientX - previousPosition.x;
  5605. var offsetY = evt.clientY - previousPosition.y;
  5606. _this.inertialAlphaOffset -= offsetX / _this.angularSensibility;
  5607. _this.inertialBetaOffset -= offsetY / _this.angularSensibility;
  5608. previousPosition = {
  5609. x: evt.clientX,
  5610. y: evt.clientY
  5611. };
  5612. if (!noPreventDefault) {
  5613. evt.preventDefault();
  5614. }
  5615. };
  5616. this._onMouseMove = function (evt) {
  5617. if (!engine.isPointerLock) {
  5618. return;
  5619. }
  5620. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  5621. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  5622. _this.inertialAlphaOffset -= offsetX / _this.angularSensibility;
  5623. _this.inertialBetaOffset -= offsetY / _this.angularSensibility;
  5624. if (!noPreventDefault) {
  5625. evt.preventDefault();
  5626. }
  5627. };
  5628. this._wheel = function (event) {
  5629. var delta = 0;
  5630. if (event.wheelDelta) {
  5631. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  5632. } else if (event.detail) {
  5633. delta = -event.detail / _this.wheelPrecision;
  5634. }
  5635. if (delta)
  5636. _this.inertialRadiusOffset += delta;
  5637. if (event.preventDefault) {
  5638. if (!noPreventDefault) {
  5639. event.preventDefault();
  5640. }
  5641. }
  5642. };
  5643. this._onKeyDown = function (evt) {
  5644. 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) {
  5645. var index = _this._keys.indexOf(evt.keyCode);
  5646. if (index === -1) {
  5647. _this._keys.push(evt.keyCode);
  5648. }
  5649. if (evt.preventDefault) {
  5650. if (!noPreventDefault) {
  5651. evt.preventDefault();
  5652. }
  5653. }
  5654. }
  5655. };
  5656. this._onKeyUp = function (evt) {
  5657. 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) {
  5658. var index = _this._keys.indexOf(evt.keyCode);
  5659. if (index >= 0) {
  5660. _this._keys.splice(index, 1);
  5661. }
  5662. if (evt.preventDefault) {
  5663. if (!noPreventDefault) {
  5664. evt.preventDefault();
  5665. }
  5666. }
  5667. }
  5668. };
  5669. this._onLostFocus = function () {
  5670. _this._keys = [];
  5671. pointerId = null;
  5672. };
  5673. this._onGestureStart = function (e) {
  5674. if (window.MSGesture === undefined) {
  5675. return;
  5676. }
  5677. if (!_this._MSGestureHandler) {
  5678. _this._MSGestureHandler = new MSGesture();
  5679. _this._MSGestureHandler.target = element;
  5680. }
  5681. _this._MSGestureHandler.addPointer(e.pointerId);
  5682. };
  5683. this._onGesture = function (e) {
  5684. _this.radius *= e.scale;
  5685. if (e.preventDefault) {
  5686. if (!noPreventDefault) {
  5687. e.stopPropagation();
  5688. e.preventDefault();
  5689. }
  5690. }
  5691. };
  5692. this._reset = function () {
  5693. _this._keys = [];
  5694. _this.inertialAlphaOffset = 0;
  5695. _this.inertialBetaOffset = 0;
  5696. _this.inertialRadiusOffset = 0;
  5697. previousPosition = null;
  5698. pointerId = null;
  5699. };
  5700. }
  5701. element.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  5702. element.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  5703. element.addEventListener(eventPrefix + "out", this._onPointerUp, false);
  5704. element.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  5705. element.addEventListener("mousemove", this._onMouseMove, false);
  5706. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  5707. element.addEventListener("MSGestureChange", this._onGesture, false);
  5708. element.addEventListener('mousewheel', this._wheel, false);
  5709. element.addEventListener('DOMMouseScroll', this._wheel, false);
  5710. BABYLON.Tools.RegisterTopRootEvents([
  5711. { name: "keydown", handler: this._onKeyDown },
  5712. { name: "keyup", handler: this._onKeyUp },
  5713. { name: "blur", handler: this._onLostFocus }
  5714. ]);
  5715. };
  5716. ArcRotateCamera.prototype.detachControl = function (element) {
  5717. if (this._attachedElement != element) {
  5718. return;
  5719. }
  5720. element.removeEventListener(eventPrefix + "down", this._onPointerDown);
  5721. element.removeEventListener(eventPrefix + "up", this._onPointerUp);
  5722. element.removeEventListener(eventPrefix + "out", this._onPointerUp);
  5723. element.removeEventListener(eventPrefix + "move", this._onPointerMove);
  5724. element.removeEventListener("mousemove", this._onMouseMove);
  5725. element.removeEventListener("MSPointerDown", this._onGestureStart);
  5726. element.removeEventListener("MSGestureChange", this._onGesture);
  5727. element.removeEventListener('mousewheel', this._wheel);
  5728. element.removeEventListener('DOMMouseScroll', this._wheel);
  5729. BABYLON.Tools.UnregisterTopRootEvents([
  5730. { name: "keydown", handler: this._onKeyDown },
  5731. { name: "keyup", handler: this._onKeyUp },
  5732. { name: "blur", handler: this._onLostFocus }
  5733. ]);
  5734. this._MSGestureHandler = null;
  5735. this._attachedElement = null;
  5736. if (this._reset) {
  5737. this._reset();
  5738. }
  5739. };
  5740. ArcRotateCamera.prototype._update = function () {
  5741. for (var index = 0; index < this._keys.length; index++) {
  5742. var keyCode = this._keys[index];
  5743. if (this.keysLeft.indexOf(keyCode) !== -1) {
  5744. this.inertialAlphaOffset -= 0.01;
  5745. } else if (this.keysUp.indexOf(keyCode) !== -1) {
  5746. this.inertialBetaOffset -= 0.01;
  5747. } else if (this.keysRight.indexOf(keyCode) !== -1) {
  5748. this.inertialAlphaOffset += 0.01;
  5749. } else if (this.keysDown.indexOf(keyCode) !== -1) {
  5750. this.inertialBetaOffset += 0.01;
  5751. }
  5752. }
  5753. if (this.inertialAlphaOffset != 0 || this.inertialBetaOffset != 0 || this.inertialRadiusOffset != 0) {
  5754. this.alpha += this.inertialAlphaOffset;
  5755. this.beta += this.inertialBetaOffset;
  5756. this.radius -= this.inertialRadiusOffset;
  5757. this.inertialAlphaOffset *= this.inertia;
  5758. this.inertialBetaOffset *= this.inertia;
  5759. this.inertialRadiusOffset *= this.inertia;
  5760. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Engine.Epsilon)
  5761. this.inertialAlphaOffset = 0;
  5762. if (Math.abs(this.inertialBetaOffset) < BABYLON.Engine.Epsilon)
  5763. this.inertialBetaOffset = 0;
  5764. if (Math.abs(this.inertialRadiusOffset) < BABYLON.Engine.Epsilon)
  5765. this.inertialRadiusOffset = 0;
  5766. }
  5767. if (this.lowerAlphaLimit && this.alpha < this.lowerAlphaLimit) {
  5768. this.alpha = this.lowerAlphaLimit;
  5769. }
  5770. if (this.upperAlphaLimit && this.alpha > this.upperAlphaLimit) {
  5771. this.alpha = this.upperAlphaLimit;
  5772. }
  5773. if (this.lowerBetaLimit && this.beta < this.lowerBetaLimit) {
  5774. this.beta = this.lowerBetaLimit;
  5775. }
  5776. if (this.upperBetaLimit && this.beta > this.upperBetaLimit) {
  5777. this.beta = this.upperBetaLimit;
  5778. }
  5779. if (this.lowerRadiusLimit && this.radius < this.lowerRadiusLimit) {
  5780. this.radius = this.lowerRadiusLimit;
  5781. }
  5782. if (this.upperRadiusLimit && this.radius > this.upperRadiusLimit) {
  5783. this.radius = this.upperRadiusLimit;
  5784. }
  5785. };
  5786. ArcRotateCamera.prototype.setPosition = function (position) {
  5787. var radiusv3 = position.subtract(this._getTargetPosition());
  5788. this.radius = radiusv3.length();
  5789. this.alpha = Math.acos(radiusv3.x / Math.sqrt(Math.pow(radiusv3.x, 2) + Math.pow(radiusv3.z, 2)));
  5790. if (radiusv3.z < 0) {
  5791. this.alpha = 2 * Math.PI - this.alpha;
  5792. }
  5793. this.beta = Math.acos(radiusv3.y / this.radius);
  5794. };
  5795. ArcRotateCamera.prototype._getViewMatrix = function () {
  5796. var cosa = Math.cos(this.alpha);
  5797. var sina = Math.sin(this.alpha);
  5798. var cosb = Math.cos(this.beta);
  5799. var sinb = Math.sin(this.beta);
  5800. var target = this._getTargetPosition();
  5801. target.addToRef(new BABYLON.Vector3(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb), this.position);
  5802. if (this.checkCollisions) {
  5803. this._collider.radius = this.collisionRadius;
  5804. this.position.subtractToRef(this._previousPosition, this._collisionVelocity);
  5805. this.getScene()._getNewPosition(this._previousPosition, this._collisionVelocity, this._collider, 3, this._newPosition);
  5806. if (!this._newPosition.equalsWithEpsilon(this.position)) {
  5807. this.position.copyFrom(this._previousPosition);
  5808. this.alpha = this._previousAlpha;
  5809. this.beta = this._previousBeta;
  5810. this.radius = this._previousRadius;
  5811. if (this.onCollide) {
  5812. this.onCollide(this._collider.collidedMesh);
  5813. }
  5814. }
  5815. }
  5816. BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._viewMatrix);
  5817. this._previousAlpha = this.alpha;
  5818. this._previousBeta = this.beta;
  5819. this._previousRadius = this.radius;
  5820. this._previousPosition.copyFrom(this.position);
  5821. return this._viewMatrix;
  5822. };
  5823. ArcRotateCamera.prototype.zoomOn = function (meshes) {
  5824. meshes = meshes || this.getScene().meshes;
  5825. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  5826. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  5827. this.radius = distance * this.zoomOnFactor;
  5828. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance });
  5829. };
  5830. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance) {
  5831. var meshesOrMinMaxVector;
  5832. var distance;
  5833. if (meshesOrMinMaxVectorAndDistance.min === undefined) {
  5834. meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  5835. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
  5836. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  5837. } else {
  5838. meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance;
  5839. distance = meshesOrMinMaxVectorAndDistance.distance;
  5840. }
  5841. this.target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  5842. this.maxZ = distance * 2;
  5843. };
  5844. return ArcRotateCamera;
  5845. })(BABYLON.Camera);
  5846. BABYLON.ArcRotateCamera = ArcRotateCamera;
  5847. })(BABYLON || (BABYLON = {}));
  5848. var BABYLON;
  5849. (function (BABYLON) {
  5850. var Scene = (function () {
  5851. function Scene(engine) {
  5852. this.autoClear = true;
  5853. this.clearColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  5854. this.ambientColor = new BABYLON.Color3(0, 0, 0);
  5855. this.forceWireframe = false;
  5856. this.cameraToUseForPointers = null;
  5857. this.fogMode = BABYLON.Scene.FOGMODE_NONE;
  5858. this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  5859. this.fogDensity = 0.1;
  5860. this.fogStart = 0;
  5861. this.fogEnd = 1000.0;
  5862. this.lightsEnabled = true;
  5863. this.lights = new Array();
  5864. this.cameras = new Array();
  5865. this.activeCameras = new Array();
  5866. this.meshes = new Array();
  5867. this._geometries = new Array();
  5868. this.materials = new Array();
  5869. this.multiMaterials = new Array();
  5870. this.defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  5871. this.texturesEnabled = true;
  5872. this.textures = new Array();
  5873. this.particlesEnabled = true;
  5874. this.particleSystems = new Array();
  5875. this.spriteManagers = new Array();
  5876. this.layers = new Array();
  5877. this.skeletons = new Array();
  5878. this.lensFlareSystems = new Array();
  5879. this.collisionsEnabled = true;
  5880. this.gravity = new BABYLON.Vector3(0, -9.0, 0);
  5881. this.postProcessesEnabled = true;
  5882. this.renderTargetsEnabled = true;
  5883. this.customRenderTargets = new Array();
  5884. this.importedMeshesFiles = new Array();
  5885. this._actionManagers = new Array();
  5886. this._meshesForIntersections = new BABYLON.SmartArray(256);
  5887. this._totalVertices = 0;
  5888. this._activeVertices = 0;
  5889. this._activeParticles = 0;
  5890. this._lastFrameDuration = 0;
  5891. this._evaluateActiveMeshesDuration = 0;
  5892. this._renderTargetsDuration = 0;
  5893. this._particlesDuration = 0;
  5894. this._renderDuration = 0;
  5895. this._spritesDuration = 0;
  5896. this._animationRatio = 0;
  5897. this._renderId = 0;
  5898. this._executeWhenReadyTimeoutId = -1;
  5899. this._toBeDisposed = new BABYLON.SmartArray(256);
  5900. this._onReadyCallbacks = new Array();
  5901. this._pendingData = [];
  5902. this._onBeforeRenderCallbacks = new Array();
  5903. this._activeMeshes = new BABYLON.SmartArray(256);
  5904. this._processedMaterials = new BABYLON.SmartArray(256);
  5905. this._renderTargets = new BABYLON.SmartArray(256);
  5906. this._activeParticleSystems = new BABYLON.SmartArray(256);
  5907. this._activeSkeletons = new BABYLON.SmartArray(32);
  5908. this._activeAnimatables = new Array();
  5909. this._transformMatrix = BABYLON.Matrix.Zero();
  5910. this._scaledPosition = BABYLON.Vector3.Zero();
  5911. this._scaledVelocity = BABYLON.Vector3.Zero();
  5912. this._engine = engine;
  5913. engine.scenes.push(this);
  5914. this._renderingManager = new BABYLON.RenderingManager(this);
  5915. this.postProcessManager = new BABYLON.PostProcessManager(this);
  5916. this.postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  5917. this._boundingBoxRenderer = new BABYLON.BoundingBoxRenderer(this);
  5918. this._outlineRenderer = new BABYLON.OutlineRenderer(this);
  5919. this.attachControl();
  5920. }
  5921. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  5922. get: function () {
  5923. return this._meshUnderPointer;
  5924. },
  5925. enumerable: true,
  5926. configurable: true
  5927. });
  5928. Object.defineProperty(Scene.prototype, "pointerX", {
  5929. get: function () {
  5930. return this._pointerX;
  5931. },
  5932. enumerable: true,
  5933. configurable: true
  5934. });
  5935. Object.defineProperty(Scene.prototype, "pointerY", {
  5936. get: function () {
  5937. return this._pointerY;
  5938. },
  5939. enumerable: true,
  5940. configurable: true
  5941. });
  5942. Scene.prototype.getBoundingBoxRenderer = function () {
  5943. return this._boundingBoxRenderer;
  5944. };
  5945. Scene.prototype.getOutlineRenderer = function () {
  5946. return this._outlineRenderer;
  5947. };
  5948. Scene.prototype.getEngine = function () {
  5949. return this._engine;
  5950. };
  5951. Scene.prototype.getTotalVertices = function () {
  5952. return this._totalVertices;
  5953. };
  5954. Scene.prototype.getActiveVertices = function () {
  5955. return this._activeVertices;
  5956. };
  5957. Scene.prototype.getActiveParticles = function () {
  5958. return this._activeParticles;
  5959. };
  5960. Scene.prototype.getLastFrameDuration = function () {
  5961. return this._lastFrameDuration;
  5962. };
  5963. Scene.prototype.getEvaluateActiveMeshesDuration = function () {
  5964. return this._evaluateActiveMeshesDuration;
  5965. };
  5966. Scene.prototype.getActiveMeshes = function () {
  5967. return this._activeMeshes;
  5968. };
  5969. Scene.prototype.getRenderTargetsDuration = function () {
  5970. return this._renderTargetsDuration;
  5971. };
  5972. Scene.prototype.getRenderDuration = function () {
  5973. return this._renderDuration;
  5974. };
  5975. Scene.prototype.getParticlesDuration = function () {
  5976. return this._particlesDuration;
  5977. };
  5978. Scene.prototype.getSpritesDuration = function () {
  5979. return this._spritesDuration;
  5980. };
  5981. Scene.prototype.getAnimationRatio = function () {
  5982. return this._animationRatio;
  5983. };
  5984. Scene.prototype.getRenderId = function () {
  5985. return this._renderId;
  5986. };
  5987. Scene.prototype._updatePointerPosition = function (evt) {
  5988. var canvasRect = this._engine.getRenderingCanvasClientRect();
  5989. this._pointerX = evt.clientX - canvasRect.left;
  5990. this._pointerY = evt.clientY - canvasRect.top;
  5991. if (this.cameraToUseForPointers) {
  5992. this._pointerX = this._pointerX - this.cameraToUseForPointers.viewport.x * this._engine.getRenderWidth();
  5993. this._pointerY = this._pointerY - this.cameraToUseForPointers.viewport.y * this._engine.getRenderHeight();
  5994. }
  5995. };
  5996. Scene.prototype.attachControl = function () {
  5997. var _this = this;
  5998. this._onPointerMove = function (evt) {
  5999. var canvas = _this._engine.getRenderingCanvas();
  6000. _this._updatePointerPosition(evt);
  6001. var pickResult = _this.pick(_this._pointerX, _this._pointerY, function (mesh) {
  6002. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPointerTriggers;
  6003. }, false, _this.cameraToUseForPointers);
  6004. if (pickResult.hit) {
  6005. _this._meshUnderPointer = pickResult.pickedMesh;
  6006. _this.setPointerOverMesh(pickResult.pickedMesh);
  6007. canvas.style.cursor = "pointer";
  6008. } else {
  6009. _this.setPointerOverMesh(null);
  6010. canvas.style.cursor = "";
  6011. _this._meshUnderPointer = null;
  6012. }
  6013. };
  6014. this._onPointerDown = function (evt) {
  6015. var predicate = null;
  6016. if (!_this.onPointerDown) {
  6017. predicate = function (mesh) {
  6018. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPickTriggers;
  6019. };
  6020. }
  6021. _this._updatePointerPosition(evt);
  6022. var pickResult = _this.pick(_this._pointerX, _this._pointerY, predicate, false, _this.cameraToUseForPointers);
  6023. if (pickResult.hit) {
  6024. if (pickResult.pickedMesh.actionManager) {
  6025. switch (evt.button) {
  6026. case 0:
  6027. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh));
  6028. break;
  6029. case 1:
  6030. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh));
  6031. break;
  6032. case 2:
  6033. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh));
  6034. break;
  6035. }
  6036. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh));
  6037. }
  6038. }
  6039. if (_this.onPointerDown) {
  6040. _this.onPointerDown(evt, pickResult);
  6041. }
  6042. };
  6043. this._onKeyDown = function (evt) {
  6044. if (_this.actionManager) {
  6045. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  6046. }
  6047. };
  6048. this._onKeyUp = function (evt) {
  6049. if (_this.actionManager) {
  6050. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  6051. }
  6052. };
  6053. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  6054. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "move", this._onPointerMove, false);
  6055. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "down", this._onPointerDown, false);
  6056. window.addEventListener("keydown", this._onKeyDown, false);
  6057. window.addEventListener("keyup", this._onKeyUp, false);
  6058. };
  6059. Scene.prototype.detachControl = function () {
  6060. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  6061. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "move", this._onPointerMove);
  6062. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "down", this._onPointerDown);
  6063. window.removeEventListener("keydown", this._onKeyDown);
  6064. window.removeEventListener("keyup", this._onKeyUp);
  6065. };
  6066. Scene.prototype.isReady = function () {
  6067. if (this._pendingData.length > 0) {
  6068. return false;
  6069. }
  6070. for (var index = 0; index < this._geometries.length; index++) {
  6071. var geometry = this._geometries[index];
  6072. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  6073. return false;
  6074. }
  6075. }
  6076. for (index = 0; index < this.meshes.length; index++) {
  6077. var mesh = this.meshes[index];
  6078. if (!mesh.isReady()) {
  6079. return false;
  6080. }
  6081. var mat = mesh.material;
  6082. if (mat) {
  6083. if (!mat.isReady(mesh)) {
  6084. return false;
  6085. }
  6086. }
  6087. }
  6088. return true;
  6089. };
  6090. Scene.prototype.registerBeforeRender = function (func) {
  6091. this._onBeforeRenderCallbacks.push(func);
  6092. };
  6093. Scene.prototype.unregisterBeforeRender = function (func) {
  6094. var index = this._onBeforeRenderCallbacks.indexOf(func);
  6095. if (index > -1) {
  6096. this._onBeforeRenderCallbacks.splice(index, 1);
  6097. }
  6098. };
  6099. Scene.prototype._addPendingData = function (data) {
  6100. this._pendingData.push(data);
  6101. };
  6102. Scene.prototype._removePendingData = function (data) {
  6103. var index = this._pendingData.indexOf(data);
  6104. if (index !== -1) {
  6105. this._pendingData.splice(index, 1);
  6106. }
  6107. };
  6108. Scene.prototype.getWaitingItemsCount = function () {
  6109. return this._pendingData.length;
  6110. };
  6111. Scene.prototype.executeWhenReady = function (func) {
  6112. var _this = this;
  6113. this._onReadyCallbacks.push(func);
  6114. if (this._executeWhenReadyTimeoutId !== -1) {
  6115. return;
  6116. }
  6117. this._executeWhenReadyTimeoutId = setTimeout(function () {
  6118. _this._checkIsReady();
  6119. }, 150);
  6120. };
  6121. Scene.prototype._checkIsReady = function () {
  6122. var _this = this;
  6123. if (this.isReady()) {
  6124. this._onReadyCallbacks.forEach(function (func) {
  6125. func();
  6126. });
  6127. this._onReadyCallbacks = [];
  6128. this._executeWhenReadyTimeoutId = -1;
  6129. return;
  6130. }
  6131. this._executeWhenReadyTimeoutId = setTimeout(function () {
  6132. _this._checkIsReady();
  6133. }, 150);
  6134. };
  6135. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable) {
  6136. if (speedRatio === undefined) {
  6137. speedRatio = 1.0;
  6138. }
  6139. this.stopAnimation(target);
  6140. if (!animatable) {
  6141. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  6142. }
  6143. if (target.animations) {
  6144. animatable.appendAnimations(target, target.animations);
  6145. }
  6146. if (target.getAnimatables) {
  6147. var animatables = target.getAnimatables();
  6148. for (var index = 0; index < animatables.length; index++) {
  6149. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable);
  6150. }
  6151. }
  6152. return animatable;
  6153. };
  6154. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  6155. if (speedRatio === undefined) {
  6156. speedRatio = 1.0;
  6157. }
  6158. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  6159. return animatable;
  6160. };
  6161. Scene.prototype.getAnimatableByTarget = function (target) {
  6162. for (var index = 0; index < this._activeAnimatables.length; index++) {
  6163. if (this._activeAnimatables[index].target === target) {
  6164. return this._activeAnimatables[index];
  6165. }
  6166. }
  6167. return null;
  6168. };
  6169. Scene.prototype.stopAnimation = function (target) {
  6170. var animatable = this.getAnimatableByTarget(target);
  6171. if (animatable) {
  6172. animatable.stop();
  6173. }
  6174. };
  6175. Scene.prototype._animate = function () {
  6176. if (!this._animationStartDate) {
  6177. this._animationStartDate = new Date().getTime();
  6178. }
  6179. var now = new Date().getTime();
  6180. var delay = now - this._animationStartDate;
  6181. for (var index = 0; index < this._activeAnimatables.length; index++) {
  6182. if (!this._activeAnimatables[index]._animate(delay)) {
  6183. this._activeAnimatables.splice(index, 1);
  6184. index--;
  6185. }
  6186. }
  6187. };
  6188. Scene.prototype.getViewMatrix = function () {
  6189. return this._viewMatrix;
  6190. };
  6191. Scene.prototype.getProjectionMatrix = function () {
  6192. return this._projectionMatrix;
  6193. };
  6194. Scene.prototype.getTransformMatrix = function () {
  6195. return this._transformMatrix;
  6196. };
  6197. Scene.prototype.setTransformMatrix = function (view, projection) {
  6198. this._viewMatrix = view;
  6199. this._projectionMatrix = projection;
  6200. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  6201. };
  6202. Scene.prototype.setActiveCameraByID = function (id) {
  6203. var camera = this.getCameraByID(id);
  6204. if (camera) {
  6205. this.activeCamera = camera;
  6206. return camera;
  6207. }
  6208. return null;
  6209. };
  6210. Scene.prototype.setActiveCameraByName = function (name) {
  6211. var camera = this.getCameraByName(name);
  6212. if (camera) {
  6213. this.activeCamera = camera;
  6214. return camera;
  6215. }
  6216. return null;
  6217. };
  6218. Scene.prototype.getMaterialByID = function (id) {
  6219. for (var index = 0; index < this.materials.length; index++) {
  6220. if (this.materials[index].id === id) {
  6221. return this.materials[index];
  6222. }
  6223. }
  6224. return null;
  6225. };
  6226. Scene.prototype.getMaterialByName = function (name) {
  6227. for (var index = 0; index < this.materials.length; index++) {
  6228. if (this.materials[index].name === name) {
  6229. return this.materials[index];
  6230. }
  6231. }
  6232. return null;
  6233. };
  6234. Scene.prototype.getCameraByID = function (id) {
  6235. for (var index = 0; index < this.cameras.length; index++) {
  6236. if (this.cameras[index].id === id) {
  6237. return this.cameras[index];
  6238. }
  6239. }
  6240. return null;
  6241. };
  6242. Scene.prototype.getCameraByName = function (name) {
  6243. for (var index = 0; index < this.cameras.length; index++) {
  6244. if (this.cameras[index].name === name) {
  6245. return this.cameras[index];
  6246. }
  6247. }
  6248. return null;
  6249. };
  6250. Scene.prototype.getLightByName = function (name) {
  6251. for (var index = 0; index < this.lights.length; index++) {
  6252. if (this.lights[index].name === name) {
  6253. return this.lights[index];
  6254. }
  6255. }
  6256. return null;
  6257. };
  6258. Scene.prototype.getLightByID = function (id) {
  6259. for (var index = 0; index < this.lights.length; index++) {
  6260. if (this.lights[index].id === id) {
  6261. return this.lights[index];
  6262. }
  6263. }
  6264. return null;
  6265. };
  6266. Scene.prototype.getGeometryByID = function (id) {
  6267. for (var index = 0; index < this._geometries.length; index++) {
  6268. if (this._geometries[index].id === id) {
  6269. return this._geometries[index];
  6270. }
  6271. }
  6272. return null;
  6273. };
  6274. Scene.prototype.pushGeometry = function (geometry, force) {
  6275. if (!force && this.getGeometryByID(geometry.id)) {
  6276. return false;
  6277. }
  6278. this._geometries.push(geometry);
  6279. return true;
  6280. };
  6281. Scene.prototype.getGeometries = function () {
  6282. return this._geometries;
  6283. };
  6284. Scene.prototype.getMeshByID = function (id) {
  6285. for (var index = 0; index < this.meshes.length; index++) {
  6286. if (this.meshes[index].id === id) {
  6287. return this.meshes[index];
  6288. }
  6289. }
  6290. return null;
  6291. };
  6292. Scene.prototype.getLastMeshByID = function (id) {
  6293. for (var index = this.meshes.length - 1; index >= 0; index--) {
  6294. if (this.meshes[index].id === id) {
  6295. return this.meshes[index];
  6296. }
  6297. }
  6298. return null;
  6299. };
  6300. Scene.prototype.getLastEntryByID = function (id) {
  6301. for (var index = this.meshes.length - 1; index >= 0; index--) {
  6302. if (this.meshes[index].id === id) {
  6303. return this.meshes[index];
  6304. }
  6305. }
  6306. for (index = this.cameras.length - 1; index >= 0; index--) {
  6307. if (this.cameras[index].id === id) {
  6308. return this.cameras[index];
  6309. }
  6310. }
  6311. for (index = this.lights.length - 1; index >= 0; index--) {
  6312. if (this.lights[index].id === id) {
  6313. return this.lights[index];
  6314. }
  6315. }
  6316. return null;
  6317. };
  6318. Scene.prototype.getMeshByName = function (name) {
  6319. for (var index = 0; index < this.meshes.length; index++) {
  6320. if (this.meshes[index].name === name) {
  6321. return this.meshes[index];
  6322. }
  6323. }
  6324. return null;
  6325. };
  6326. Scene.prototype.getLastSkeletonByID = function (id) {
  6327. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  6328. if (this.skeletons[index].id === id) {
  6329. return this.skeletons[index];
  6330. }
  6331. }
  6332. return null;
  6333. };
  6334. Scene.prototype.getSkeletonById = function (id) {
  6335. for (var index = 0; index < this.skeletons.length; index++) {
  6336. if (this.skeletons[index].id === id) {
  6337. return this.skeletons[index];
  6338. }
  6339. }
  6340. return null;
  6341. };
  6342. Scene.prototype.getSkeletonByName = function (name) {
  6343. for (var index = 0; index < this.skeletons.length; index++) {
  6344. if (this.skeletons[index].name === name) {
  6345. return this.skeletons[index];
  6346. }
  6347. }
  6348. return null;
  6349. };
  6350. Scene.prototype.isActiveMesh = function (mesh) {
  6351. return (this._activeMeshes.indexOf(mesh) !== -1);
  6352. };
  6353. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  6354. if (mesh.subMeshes.length == 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  6355. var material = subMesh.getMaterial();
  6356. if (mesh.showSubMeshesBoundingBox) {
  6357. this._boundingBoxRenderer.renderList.push(subMesh.getBoundingInfo().boundingBox);
  6358. }
  6359. if (material) {
  6360. if (material.getRenderTargetTextures) {
  6361. if (this._processedMaterials.indexOf(material) === -1) {
  6362. this._processedMaterials.push(material);
  6363. this._renderTargets.concat(material.getRenderTargetTextures());
  6364. }
  6365. }
  6366. this._activeVertices += subMesh.verticesCount;
  6367. this._renderingManager.dispatch(subMesh);
  6368. }
  6369. }
  6370. };
  6371. Scene.prototype._evaluateActiveMeshes = function () {
  6372. this._activeMeshes.reset();
  6373. this._renderingManager.reset();
  6374. this._processedMaterials.reset();
  6375. this._activeParticleSystems.reset();
  6376. this._activeSkeletons.reset();
  6377. this._boundingBoxRenderer.reset();
  6378. if (!this._frustumPlanes) {
  6379. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  6380. } else {
  6381. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  6382. }
  6383. var meshes;
  6384. var len;
  6385. if (this._selectionOctree) {
  6386. var selection = this._selectionOctree.select(this._frustumPlanes);
  6387. meshes = selection.data;
  6388. len = selection.length;
  6389. } else {
  6390. len = this.meshes.length;
  6391. meshes = this.meshes;
  6392. }
  6393. for (var meshIndex = 0; meshIndex < len; meshIndex++) {
  6394. var mesh = meshes[meshIndex];
  6395. this._totalVertices += mesh.getTotalVertices();
  6396. if (!mesh.isReady()) {
  6397. continue;
  6398. }
  6399. mesh.computeWorldMatrix();
  6400. mesh._preActivate();
  6401. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger])) {
  6402. this._meshesForIntersections.pushNoDuplicate(mesh);
  6403. }
  6404. if (mesh.isEnabled() && mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) != 0) && mesh.isInFrustum(this._frustumPlanes)) {
  6405. this._activeMeshes.push(mesh);
  6406. mesh._activate(this._renderId);
  6407. this._activeMesh(mesh);
  6408. }
  6409. }
  6410. var beforeParticlesDate = new Date().getTime();
  6411. if (this.particlesEnabled) {
  6412. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  6413. var particleSystem = this.particleSystems[particleIndex];
  6414. if (!particleSystem.isStarted()) {
  6415. continue;
  6416. }
  6417. if (!particleSystem.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) {
  6418. this._activeParticleSystems.push(particleSystem);
  6419. particleSystem.animate();
  6420. }
  6421. }
  6422. }
  6423. this._particlesDuration += new Date().getTime() - beforeParticlesDate;
  6424. };
  6425. Scene.prototype._activeMesh = function (mesh) {
  6426. if (mesh.skeleton) {
  6427. this._activeSkeletons.pushNoDuplicate(mesh.skeleton);
  6428. }
  6429. if (mesh.showBoundingBox) {
  6430. this._boundingBoxRenderer.renderList.push(mesh.getBoundingInfo().boundingBox);
  6431. }
  6432. if (mesh.subMeshes) {
  6433. var len;
  6434. var subMeshes;
  6435. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  6436. var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
  6437. len = intersections.length;
  6438. subMeshes = intersections.data;
  6439. } else {
  6440. subMeshes = mesh.subMeshes;
  6441. len = subMeshes.length;
  6442. }
  6443. for (var subIndex = 0; subIndex < len; subIndex++) {
  6444. var subMesh = subMeshes[subIndex];
  6445. this._evaluateSubMesh(subMesh, mesh);
  6446. }
  6447. }
  6448. };
  6449. Scene.prototype.updateTransformMatrix = function (force) {
  6450. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  6451. };
  6452. Scene.prototype._renderForCamera = function (camera) {
  6453. var engine = this._engine;
  6454. this.activeCamera = camera;
  6455. if (!this.activeCamera)
  6456. throw new Error("Active camera not set");
  6457. engine.setViewport(this.activeCamera.viewport);
  6458. this._renderId++;
  6459. this.updateTransformMatrix();
  6460. if (this.beforeCameraRender) {
  6461. this.beforeCameraRender(this.activeCamera);
  6462. }
  6463. var beforeEvaluateActiveMeshesDate = new Date().getTime();
  6464. this._evaluateActiveMeshes();
  6465. this._evaluateActiveMeshesDuration += new Date().getTime() - beforeEvaluateActiveMeshesDate;
  6466. for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
  6467. var skeleton = this._activeSkeletons.data[skeletonIndex];
  6468. skeleton.prepare();
  6469. }
  6470. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  6471. var renderTarget = this.customRenderTargets[customIndex];
  6472. this._renderTargets.push(renderTarget);
  6473. }
  6474. var beforeRenderTargetDate = new Date().getTime();
  6475. if (this.renderTargetsEnabled) {
  6476. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  6477. renderTarget = this._renderTargets.data[renderIndex];
  6478. if (renderTarget._shouldRender()) {
  6479. this._renderId++;
  6480. renderTarget.render();
  6481. }
  6482. }
  6483. this._renderId++;
  6484. }
  6485. if (this._renderTargets.length > 0) {
  6486. engine.restoreDefaultFramebuffer();
  6487. }
  6488. this._renderTargetsDuration = new Date().getTime() - beforeRenderTargetDate;
  6489. this.postProcessManager._prepareFrame();
  6490. var beforeRenderDate = new Date().getTime();
  6491. if (this.layers.length) {
  6492. engine.setDepthBuffer(false);
  6493. var layerIndex;
  6494. var layer;
  6495. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  6496. layer = this.layers[layerIndex];
  6497. if (layer.isBackground) {
  6498. layer.render();
  6499. }
  6500. }
  6501. engine.setDepthBuffer(true);
  6502. }
  6503. this._renderingManager.render(null, null, true, true);
  6504. this._boundingBoxRenderer.render();
  6505. for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) {
  6506. this.lensFlareSystems[lensFlareSystemIndex].render();
  6507. }
  6508. if (this.layers.length) {
  6509. engine.setDepthBuffer(false);
  6510. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  6511. layer = this.layers[layerIndex];
  6512. if (!layer.isBackground) {
  6513. layer.render();
  6514. }
  6515. }
  6516. engine.setDepthBuffer(true);
  6517. }
  6518. this._renderDuration += new Date().getTime() - beforeRenderDate;
  6519. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  6520. this.activeCamera._updateFromScene();
  6521. this._renderTargets.reset();
  6522. if (this.afterCameraRender) {
  6523. this.afterCameraRender(this.activeCamera);
  6524. }
  6525. };
  6526. Scene.prototype._processSubCameras = function (camera) {
  6527. if (camera.subCameras.length == 0) {
  6528. this._renderForCamera(camera);
  6529. return;
  6530. }
  6531. for (var index = 0; index < camera.subCameras.length; index++) {
  6532. this._renderForCamera(camera.subCameras[index]);
  6533. }
  6534. this.activeCamera = camera;
  6535. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  6536. this.activeCamera._updateFromScene();
  6537. };
  6538. Scene.prototype._checkIntersections = function () {
  6539. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  6540. var sourceMesh = this._meshesForIntersections.data[index];
  6541. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  6542. var action = sourceMesh.actionManager.actions[actionIndex];
  6543. if (action.trigger == BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger == BABYLON.ActionManager.OnIntersectionExitTrigger) {
  6544. var otherMesh = action.getTriggerParameter();
  6545. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, false);
  6546. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  6547. if (areIntersecting && currentIntersectionInProgress === -1 && action.trigger == BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  6548. sourceMesh.actionManager.processTrigger(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionEvent.CreateNew(sourceMesh));
  6549. sourceMesh._intersectionsInProgress.push(otherMesh);
  6550. } else if (!areIntersecting && currentIntersectionInProgress > -1 && action.trigger == BABYLON.ActionManager.OnIntersectionExitTrigger) {
  6551. sourceMesh.actionManager.processTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, BABYLON.ActionEvent.CreateNew(sourceMesh));
  6552. var indexOfOther = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  6553. if (indexOfOther > -1) {
  6554. sourceMesh._intersectionsInProgress.splice(indexOfOther, 1);
  6555. }
  6556. }
  6557. }
  6558. }
  6559. }
  6560. };
  6561. Scene.prototype.render = function () {
  6562. var startDate = new Date().getTime();
  6563. this._particlesDuration = 0;
  6564. this._spritesDuration = 0;
  6565. this._activeParticles = 0;
  6566. this._renderDuration = 0;
  6567. this._evaluateActiveMeshesDuration = 0;
  6568. this._totalVertices = 0;
  6569. this._activeVertices = 0;
  6570. this._meshesForIntersections.reset();
  6571. if (this.actionManager) {
  6572. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger, null);
  6573. }
  6574. if (this.beforeRender) {
  6575. this.beforeRender();
  6576. }
  6577. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  6578. this._onBeforeRenderCallbacks[callbackIndex]();
  6579. }
  6580. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(BABYLON.Tools.GetDeltaTime(), Scene.MaxDeltaTime));
  6581. this._animationRatio = deltaTime * (60.0 / 1000.0);
  6582. this._animate();
  6583. if (this._physicsEngine) {
  6584. this._physicsEngine._runOneStep(deltaTime / 1000.0);
  6585. }
  6586. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe, true);
  6587. for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) {
  6588. var light = this.lights[lightIndex];
  6589. var shadowGenerator = light.getShadowGenerator();
  6590. if (light.isEnabled() && shadowGenerator && shadowGenerator.getShadowMap().getScene().textures.indexOf(shadowGenerator.getShadowMap()) !== -1) {
  6591. this._renderTargets.push(shadowGenerator.getShadowMap());
  6592. }
  6593. }
  6594. this.postProcessRenderPipelineManager.update();
  6595. if (this.activeCameras.length > 0) {
  6596. var currentRenderId = this._renderId;
  6597. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  6598. this._renderId = currentRenderId;
  6599. this._processSubCameras(this.activeCameras[cameraIndex]);
  6600. }
  6601. } else {
  6602. if (!this.activeCamera) {
  6603. throw new Error("No camera defined");
  6604. }
  6605. this._processSubCameras(this.activeCamera);
  6606. }
  6607. this._checkIntersections();
  6608. if (this.afterRender) {
  6609. this.afterRender();
  6610. }
  6611. for (var index = 0; index < this._toBeDisposed.length; index++) {
  6612. this._toBeDisposed.data[index].dispose();
  6613. this._toBeDisposed[index] = null;
  6614. }
  6615. this._toBeDisposed.reset();
  6616. this._lastFrameDuration = new Date().getTime() - startDate;
  6617. };
  6618. Scene.prototype.dispose = function () {
  6619. this.beforeRender = null;
  6620. this.afterRender = null;
  6621. this.skeletons = [];
  6622. this._boundingBoxRenderer.dispose();
  6623. if (this.onDispose) {
  6624. this.onDispose();
  6625. }
  6626. this.detachControl();
  6627. var canvas = this._engine.getRenderingCanvas();
  6628. var index;
  6629. for (index = 0; index < this.cameras.length; index++) {
  6630. this.cameras[index].detachControl(canvas);
  6631. }
  6632. while (this.lights.length) {
  6633. this.lights[0].dispose();
  6634. }
  6635. while (this.meshes.length) {
  6636. this.meshes[0].dispose(true);
  6637. }
  6638. while (this.cameras.length) {
  6639. this.cameras[0].dispose();
  6640. }
  6641. while (this.materials.length) {
  6642. this.materials[0].dispose();
  6643. }
  6644. while (this.particleSystems.length) {
  6645. this.particleSystems[0].dispose();
  6646. }
  6647. while (this.spriteManagers.length) {
  6648. this.spriteManagers[0].dispose();
  6649. }
  6650. while (this.layers.length) {
  6651. this.layers[0].dispose();
  6652. }
  6653. while (this.textures.length) {
  6654. this.textures[0].dispose();
  6655. }
  6656. this.postProcessManager.dispose();
  6657. if (this._physicsEngine) {
  6658. this.disablePhysicsEngine();
  6659. }
  6660. index = this._engine.scenes.indexOf(this);
  6661. if (index > -1) {
  6662. this._engine.scenes.splice(index, 1);
  6663. }
  6664. this._engine.wipeCaches();
  6665. };
  6666. Scene.prototype._getNewPosition = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  6667. if (typeof excludedMesh === "undefined") { excludedMesh = null; }
  6668. position.divideToRef(collider.radius, this._scaledPosition);
  6669. velocity.divideToRef(collider.radius, this._scaledVelocity);
  6670. collider.retry = 0;
  6671. collider.initialVelocity = this._scaledVelocity;
  6672. collider.initialPosition = this._scaledPosition;
  6673. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, finalPosition, excludedMesh);
  6674. finalPosition.multiplyInPlace(collider.radius);
  6675. };
  6676. Scene.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  6677. if (typeof excludedMesh === "undefined") { excludedMesh = null; }
  6678. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  6679. if (collider.retry >= maximumRetry) {
  6680. finalPosition.copyFrom(position);
  6681. return;
  6682. }
  6683. collider._initialize(position, velocity, closeDistance);
  6684. for (var index = 0; index < this.meshes.length; index++) {
  6685. var mesh = this.meshes[index];
  6686. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh) {
  6687. mesh._checkCollision(collider);
  6688. }
  6689. }
  6690. if (!collider.collisionFound) {
  6691. position.addToRef(velocity, finalPosition);
  6692. return;
  6693. }
  6694. if (velocity.x != 0 || velocity.y != 0 || velocity.z != 0) {
  6695. collider._getResponse(position, velocity);
  6696. }
  6697. if (velocity.length() <= closeDistance) {
  6698. finalPosition.copyFrom(position);
  6699. return;
  6700. }
  6701. collider.retry++;
  6702. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  6703. };
  6704. Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  6705. if (typeof maxCapacity === "undefined") { maxCapacity = 64; }
  6706. if (typeof maxDepth === "undefined") { maxDepth = 2; }
  6707. if (!this._selectionOctree) {
  6708. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  6709. }
  6710. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  6711. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  6712. for (var index = 0; index < this.meshes.length; index++) {
  6713. var mesh = this.meshes[index];
  6714. mesh.computeWorldMatrix(true);
  6715. var minBox = mesh.getBoundingInfo().boundingBox.minimumWorld;
  6716. var maxBox = mesh.getBoundingInfo().boundingBox.maximumWorld;
  6717. BABYLON.Tools.CheckExtends(minBox, min, max);
  6718. BABYLON.Tools.CheckExtends(maxBox, min, max);
  6719. }
  6720. this._selectionOctree.update(min, max, this.meshes);
  6721. return this._selectionOctree;
  6722. };
  6723. Scene.prototype.createPickingRay = function (x, y, world, camera) {
  6724. var engine = this._engine;
  6725. if (!camera) {
  6726. if (!this.activeCamera)
  6727. throw new Error("Active camera not set");
  6728. camera = this.activeCamera;
  6729. }
  6730. var cameraViewport = camera.viewport;
  6731. var viewport = cameraViewport.toGlobal(engine);
  6732. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  6733. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  6734. return BABYLON.Ray.CreateNew(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
  6735. };
  6736. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  6737. var pickingInfo = null;
  6738. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  6739. var mesh = this.meshes[meshIndex];
  6740. if (predicate) {
  6741. if (!predicate(mesh)) {
  6742. continue;
  6743. }
  6744. } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  6745. continue;
  6746. }
  6747. var world = mesh.getWorldMatrix();
  6748. var ray = rayFunction(world);
  6749. var result = mesh.intersects(ray, fastCheck);
  6750. if (!result || !result.hit)
  6751. continue;
  6752. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  6753. continue;
  6754. pickingInfo = result;
  6755. if (fastCheck) {
  6756. break;
  6757. }
  6758. }
  6759. return pickingInfo || new BABYLON.PickingInfo();
  6760. };
  6761. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  6762. var _this = this;
  6763. return this._internalPick(function (world) {
  6764. return _this.createPickingRay(x, y, world, camera);
  6765. }, predicate, fastCheck);
  6766. };
  6767. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  6768. var _this = this;
  6769. return this._internalPick(function (world) {
  6770. if (!_this._pickWithRayInverseMatrix) {
  6771. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  6772. }
  6773. world.invertToRef(_this._pickWithRayInverseMatrix);
  6774. return BABYLON.Ray.Transform(ray, _this._pickWithRayInverseMatrix);
  6775. }, predicate, fastCheck);
  6776. };
  6777. Scene.prototype.setPointerOverMesh = function (mesh) {
  6778. if (this._pointerOverMesh === mesh) {
  6779. return;
  6780. }
  6781. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  6782. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  6783. }
  6784. this._pointerOverMesh = mesh;
  6785. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  6786. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  6787. }
  6788. };
  6789. Scene.prototype.getPointerOverMesh = function () {
  6790. return this._pointerOverMesh;
  6791. };
  6792. Scene.prototype.getPhysicsEngine = function () {
  6793. return this._physicsEngine;
  6794. };
  6795. Scene.prototype.enablePhysics = function (gravity, plugin) {
  6796. if (this._physicsEngine) {
  6797. return true;
  6798. }
  6799. this._physicsEngine = new BABYLON.PhysicsEngine(plugin);
  6800. if (!this._physicsEngine.isSupported()) {
  6801. this._physicsEngine = null;
  6802. return false;
  6803. }
  6804. this._physicsEngine._initialize(gravity);
  6805. return true;
  6806. };
  6807. Scene.prototype.disablePhysicsEngine = function () {
  6808. if (!this._physicsEngine) {
  6809. return;
  6810. }
  6811. this._physicsEngine.dispose();
  6812. this._physicsEngine = undefined;
  6813. };
  6814. Scene.prototype.isPhysicsEnabled = function () {
  6815. return this._physicsEngine !== undefined;
  6816. };
  6817. Scene.prototype.setGravity = function (gravity) {
  6818. if (!this._physicsEngine) {
  6819. return;
  6820. }
  6821. this._physicsEngine._setGravity(gravity);
  6822. };
  6823. Scene.prototype.createCompoundImpostor = function (parts, options) {
  6824. if (parts.parts) {
  6825. options = parts;
  6826. parts = parts.parts;
  6827. }
  6828. if (!this._physicsEngine) {
  6829. return null;
  6830. }
  6831. for (var index = 0; index < parts.length; index++) {
  6832. var mesh = parts[index].mesh;
  6833. mesh._physicImpostor = parts[index].impostor;
  6834. mesh._physicsMass = options.mass / parts.length;
  6835. mesh._physicsFriction = options.friction;
  6836. mesh._physicRestitution = options.restitution;
  6837. }
  6838. return this._physicsEngine._registerMeshesAsCompound(parts, options);
  6839. };
  6840. Scene.prototype.deleteCompoundImpostor = function (compound) {
  6841. for (var index = 0; index < compound.parts.length; index++) {
  6842. var mesh = compound.parts[index].mesh;
  6843. mesh._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
  6844. this._physicsEngine._unregisterMesh(mesh);
  6845. }
  6846. };
  6847. Scene.prototype._getByTags = function (list, tagsQuery) {
  6848. if (tagsQuery === undefined) {
  6849. return list;
  6850. }
  6851. var listByTags = [];
  6852. for (var i in list) {
  6853. var item = list[i];
  6854. if (BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  6855. listByTags.push(item);
  6856. }
  6857. }
  6858. return listByTags;
  6859. };
  6860. Scene.prototype.getMeshesByTags = function (tagsQuery) {
  6861. return this._getByTags(this.meshes, tagsQuery);
  6862. };
  6863. Scene.prototype.getCamerasByTags = function (tagsQuery) {
  6864. return this._getByTags(this.cameras, tagsQuery);
  6865. };
  6866. Scene.prototype.getLightsByTags = function (tagsQuery) {
  6867. return this._getByTags(this.lights, tagsQuery);
  6868. };
  6869. Scene.prototype.getMaterialByTags = function (tagsQuery) {
  6870. return this._getByTags(this.materials, tagsQuery).concat(this._getByTags(this.multiMaterials, tagsQuery));
  6871. };
  6872. Scene.FOGMODE_NONE = 0;
  6873. Scene.FOGMODE_EXP = 1;
  6874. Scene.FOGMODE_EXP2 = 2;
  6875. Scene.FOGMODE_LINEAR = 3;
  6876. Scene.MinDeltaTime = 1.0;
  6877. Scene.MaxDeltaTime = 1000.0;
  6878. return Scene;
  6879. })();
  6880. BABYLON.Scene = Scene;
  6881. })(BABYLON || (BABYLON = {}));
  6882. var BABYLON;
  6883. (function (BABYLON) {
  6884. var VertexBuffer = (function () {
  6885. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation) {
  6886. if (engine instanceof BABYLON.Mesh) {
  6887. this._engine = engine.getScene().getEngine();
  6888. } else {
  6889. this._engine = engine;
  6890. }
  6891. this._updatable = updatable;
  6892. this._data = data;
  6893. if (!postponeInternalCreation) {
  6894. this.create();
  6895. }
  6896. this._kind = kind;
  6897. switch (kind) {
  6898. case VertexBuffer.PositionKind:
  6899. this._strideSize = 3;
  6900. break;
  6901. case VertexBuffer.NormalKind:
  6902. this._strideSize = 3;
  6903. break;
  6904. case VertexBuffer.UVKind:
  6905. this._strideSize = 2;
  6906. break;
  6907. case VertexBuffer.UV2Kind:
  6908. this._strideSize = 2;
  6909. break;
  6910. case VertexBuffer.ColorKind:
  6911. this._strideSize = 3;
  6912. break;
  6913. case VertexBuffer.MatricesIndicesKind:
  6914. this._strideSize = 4;
  6915. break;
  6916. case VertexBuffer.MatricesWeightsKind:
  6917. this._strideSize = 4;
  6918. break;
  6919. }
  6920. }
  6921. VertexBuffer.prototype.isUpdatable = function () {
  6922. return this._updatable;
  6923. };
  6924. VertexBuffer.prototype.getData = function () {
  6925. return this._data;
  6926. };
  6927. VertexBuffer.prototype.getBuffer = function () {
  6928. return this._buffer;
  6929. };
  6930. VertexBuffer.prototype.getStrideSize = function () {
  6931. return this._strideSize;
  6932. };
  6933. VertexBuffer.prototype.create = function (data) {
  6934. if (!data && this._buffer) {
  6935. return;
  6936. }
  6937. data = data || this._data;
  6938. if (!this._buffer) {
  6939. if (this._updatable) {
  6940. this._buffer = this._engine.createDynamicVertexBuffer(data.length * 4);
  6941. } else {
  6942. this._buffer = this._engine.createVertexBuffer(data);
  6943. }
  6944. }
  6945. if (this._updatable) {
  6946. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  6947. this._data = data;
  6948. }
  6949. };
  6950. VertexBuffer.prototype.update = function (data) {
  6951. this.create(data);
  6952. };
  6953. VertexBuffer.prototype.dispose = function () {
  6954. if (!this._buffer) {
  6955. return;
  6956. }
  6957. if (this._engine._releaseBuffer(this._buffer)) {
  6958. this._buffer = null;
  6959. }
  6960. };
  6961. Object.defineProperty(VertexBuffer, "PositionKind", {
  6962. get: function () {
  6963. return VertexBuffer._PositionKind;
  6964. },
  6965. enumerable: true,
  6966. configurable: true
  6967. });
  6968. Object.defineProperty(VertexBuffer, "NormalKind", {
  6969. get: function () {
  6970. return VertexBuffer._NormalKind;
  6971. },
  6972. enumerable: true,
  6973. configurable: true
  6974. });
  6975. Object.defineProperty(VertexBuffer, "UVKind", {
  6976. get: function () {
  6977. return VertexBuffer._UVKind;
  6978. },
  6979. enumerable: true,
  6980. configurable: true
  6981. });
  6982. Object.defineProperty(VertexBuffer, "UV2Kind", {
  6983. get: function () {
  6984. return VertexBuffer._UV2Kind;
  6985. },
  6986. enumerable: true,
  6987. configurable: true
  6988. });
  6989. Object.defineProperty(VertexBuffer, "ColorKind", {
  6990. get: function () {
  6991. return VertexBuffer._ColorKind;
  6992. },
  6993. enumerable: true,
  6994. configurable: true
  6995. });
  6996. Object.defineProperty(VertexBuffer, "MatricesIndicesKind", {
  6997. get: function () {
  6998. return VertexBuffer._MatricesIndicesKind;
  6999. },
  7000. enumerable: true,
  7001. configurable: true
  7002. });
  7003. Object.defineProperty(VertexBuffer, "MatricesWeightsKind", {
  7004. get: function () {
  7005. return VertexBuffer._MatricesWeightsKind;
  7006. },
  7007. enumerable: true,
  7008. configurable: true
  7009. });
  7010. VertexBuffer._PositionKind = "position";
  7011. VertexBuffer._NormalKind = "normal";
  7012. VertexBuffer._UVKind = "uv";
  7013. VertexBuffer._UV2Kind = "uv2";
  7014. VertexBuffer._ColorKind = "color";
  7015. VertexBuffer._MatricesIndicesKind = "matricesIndices";
  7016. VertexBuffer._MatricesWeightsKind = "matricesWeights";
  7017. return VertexBuffer;
  7018. })();
  7019. BABYLON.VertexBuffer = VertexBuffer;
  7020. })(BABYLON || (BABYLON = {}));
  7021. var __extends = this.__extends || function (d, b) {
  7022. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  7023. function __() { this.constructor = d; }
  7024. __.prototype = b.prototype;
  7025. d.prototype = new __();
  7026. };
  7027. var BABYLON;
  7028. (function (BABYLON) {
  7029. var AbstractMesh = (function (_super) {
  7030. __extends(AbstractMesh, _super);
  7031. function AbstractMesh(name, scene) {
  7032. _super.call(this, name, scene);
  7033. this.position = new BABYLON.Vector3(0, 0, 0);
  7034. this.rotation = new BABYLON.Vector3(0, 0, 0);
  7035. this.scaling = new BABYLON.Vector3(1, 1, 1);
  7036. this.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_NONE;
  7037. this.visibility = 1.0;
  7038. this.infiniteDistance = false;
  7039. this.isVisible = true;
  7040. this.isPickable = true;
  7041. this.showBoundingBox = false;
  7042. this.showSubMeshesBoundingBox = false;
  7043. this.onDispose = null;
  7044. this.checkCollisions = false;
  7045. this.renderingGroupId = 0;
  7046. this.receiveShadows = false;
  7047. this.renderOutline = false;
  7048. this.outlineColor = BABYLON.Color3.Red();
  7049. this.outlineWidth = 0.02;
  7050. this.useOctreeForRenderingSelection = true;
  7051. this.useOctreeForPicking = true;
  7052. this.useOctreeForCollisions = true;
  7053. this.layerMask = 0xFFFFFFFF;
  7054. this._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
  7055. this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  7056. this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  7057. this._collider = new BABYLON.Collider();
  7058. this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  7059. this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  7060. this._newPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  7061. this._localScaling = BABYLON.Matrix.Zero();
  7062. this._localRotation = BABYLON.Matrix.Zero();
  7063. this._localTranslation = BABYLON.Matrix.Zero();
  7064. this._localBillboard = BABYLON.Matrix.Zero();
  7065. this._localPivotScaling = BABYLON.Matrix.Zero();
  7066. this._localPivotScalingRotation = BABYLON.Matrix.Zero();
  7067. this._localWorld = BABYLON.Matrix.Zero();
  7068. this._worldMatrix = BABYLON.Matrix.Zero();
  7069. this._rotateYByPI = BABYLON.Matrix.RotationY(Math.PI);
  7070. this._absolutePosition = BABYLON.Vector3.Zero();
  7071. this._collisionsTransformMatrix = BABYLON.Matrix.Zero();
  7072. this._collisionsScalingMatrix = BABYLON.Matrix.Zero();
  7073. this._isDirty = false;
  7074. this._pivotMatrix = BABYLON.Matrix.Identity();
  7075. this._isDisposed = false;
  7076. this._renderId = 0;
  7077. this._intersectionsInProgress = new Array();
  7078. scene.meshes.push(this);
  7079. }
  7080. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  7081. get: function () {
  7082. return AbstractMesh._BILLBOARDMODE_NONE;
  7083. },
  7084. enumerable: true,
  7085. configurable: true
  7086. });
  7087. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  7088. get: function () {
  7089. return AbstractMesh._BILLBOARDMODE_X;
  7090. },
  7091. enumerable: true,
  7092. configurable: true
  7093. });
  7094. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  7095. get: function () {
  7096. return AbstractMesh._BILLBOARDMODE_Y;
  7097. },
  7098. enumerable: true,
  7099. configurable: true
  7100. });
  7101. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  7102. get: function () {
  7103. return AbstractMesh._BILLBOARDMODE_Z;
  7104. },
  7105. enumerable: true,
  7106. configurable: true
  7107. });
  7108. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  7109. get: function () {
  7110. return AbstractMesh._BILLBOARDMODE_ALL;
  7111. },
  7112. enumerable: true,
  7113. configurable: true
  7114. });
  7115. AbstractMesh.prototype.getTotalVertices = function () {
  7116. return 0;
  7117. };
  7118. AbstractMesh.prototype.getIndices = function () {
  7119. return null;
  7120. };
  7121. AbstractMesh.prototype.getVerticesData = function (kind) {
  7122. return null;
  7123. };
  7124. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  7125. return false;
  7126. };
  7127. AbstractMesh.prototype.getBoundingInfo = function () {
  7128. if (!this._boundingInfo) {
  7129. this._updateBoundingInfo();
  7130. }
  7131. return this._boundingInfo;
  7132. };
  7133. AbstractMesh.prototype._preActivate = function () {
  7134. };
  7135. AbstractMesh.prototype._activate = function (renderId) {
  7136. this._renderId = renderId;
  7137. };
  7138. AbstractMesh.prototype.getWorldMatrix = function () {
  7139. if (this._currentRenderId !== this.getScene().getRenderId()) {
  7140. this.computeWorldMatrix();
  7141. }
  7142. return this._worldMatrix;
  7143. };
  7144. Object.defineProperty(AbstractMesh.prototype, "worldMatrixFromCache", {
  7145. get: function () {
  7146. return this._worldMatrix;
  7147. },
  7148. enumerable: true,
  7149. configurable: true
  7150. });
  7151. Object.defineProperty(AbstractMesh.prototype, "absolutePosition", {
  7152. get: function () {
  7153. return this._absolutePosition;
  7154. },
  7155. enumerable: true,
  7156. configurable: true
  7157. });
  7158. AbstractMesh.prototype.rotate = function (axis, amount, space) {
  7159. if (!this.rotationQuaternion) {
  7160. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  7161. this.rotation = BABYLON.Vector3.Zero();
  7162. }
  7163. if (!space || space == 0 /* LOCAL */) {
  7164. var rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
  7165. this.rotationQuaternion = this.rotationQuaternion.multiply(rotationQuaternion);
  7166. } else {
  7167. if (this.parent) {
  7168. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  7169. invertParentWorldMatrix.invert();
  7170. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  7171. }
  7172. rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
  7173. this.rotationQuaternion = rotationQuaternion.multiply(this.rotationQuaternion);
  7174. }
  7175. };
  7176. AbstractMesh.prototype.translate = function (axis, distance, space) {
  7177. var displacementVector = axis.scale(distance);
  7178. if (!space || space == 0 /* LOCAL */) {
  7179. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  7180. this.setPositionWithLocalVector(tempV3);
  7181. } else {
  7182. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  7183. }
  7184. };
  7185. AbstractMesh.prototype.getAbsolutePosition = function () {
  7186. this.computeWorldMatrix();
  7187. return this._absolutePosition;
  7188. };
  7189. AbstractMesh.prototype.setAbsolutePosition = function (absolutePosition) {
  7190. if (!absolutePosition) {
  7191. return;
  7192. }
  7193. var absolutePositionX;
  7194. var absolutePositionY;
  7195. var absolutePositionZ;
  7196. if (absolutePosition.x === undefined) {
  7197. if (arguments.length < 3) {
  7198. return;
  7199. }
  7200. absolutePositionX = arguments[0];
  7201. absolutePositionY = arguments[1];
  7202. absolutePositionZ = arguments[2];
  7203. } else {
  7204. absolutePositionX = absolutePosition.x;
  7205. absolutePositionY = absolutePosition.y;
  7206. absolutePositionZ = absolutePosition.z;
  7207. }
  7208. if (this.parent) {
  7209. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  7210. invertParentWorldMatrix.invert();
  7211. var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ);
  7212. this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix);
  7213. } else {
  7214. this.position.x = absolutePositionX;
  7215. this.position.y = absolutePositionY;
  7216. this.position.z = absolutePositionZ;
  7217. }
  7218. };
  7219. AbstractMesh.prototype.setPivotMatrix = function (matrix) {
  7220. this._pivotMatrix = matrix;
  7221. this._cache.pivotMatrixUpdated = true;
  7222. };
  7223. AbstractMesh.prototype.getPivotMatrix = function () {
  7224. return this._pivotMatrix;
  7225. };
  7226. AbstractMesh.prototype._isSynchronized = function () {
  7227. if (this._isDirty) {
  7228. return false;
  7229. }
  7230. if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE)
  7231. return false;
  7232. if (this._cache.pivotMatrixUpdated) {
  7233. return false;
  7234. }
  7235. if (this.infiniteDistance) {
  7236. return false;
  7237. }
  7238. if (!this._cache.position.equals(this.position))
  7239. return false;
  7240. if (this.rotationQuaternion) {
  7241. if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion))
  7242. return false;
  7243. } else {
  7244. if (!this._cache.rotation.equals(this.rotation))
  7245. return false;
  7246. }
  7247. if (!this._cache.scaling.equals(this.scaling))
  7248. return false;
  7249. return true;
  7250. };
  7251. AbstractMesh.prototype._initCache = function () {
  7252. _super.prototype._initCache.call(this);
  7253. this._cache.localMatrixUpdated = false;
  7254. this._cache.position = BABYLON.Vector3.Zero();
  7255. this._cache.scaling = BABYLON.Vector3.Zero();
  7256. this._cache.rotation = BABYLON.Vector3.Zero();
  7257. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  7258. };
  7259. AbstractMesh.prototype.markAsDirty = function (property) {
  7260. if (property === "rotation") {
  7261. this.rotationQuaternion = null;
  7262. }
  7263. this._currentRenderId = Number.MAX_VALUE;
  7264. this._isDirty = true;
  7265. };
  7266. AbstractMesh.prototype._updateBoundingInfo = function () {
  7267. this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition);
  7268. this._boundingInfo._update(this.worldMatrixFromCache);
  7269. if (!this.subMeshes) {
  7270. return;
  7271. }
  7272. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  7273. var subMesh = this.subMeshes[subIndex];
  7274. subMesh.updateBoundingInfo(this.worldMatrixFromCache);
  7275. }
  7276. };
  7277. AbstractMesh.prototype.computeWorldMatrix = function (force) {
  7278. if (!force && (this._currentRenderId == this.getScene().getRenderId() || this.isSynchronized(true))) {
  7279. return this._worldMatrix;
  7280. }
  7281. this._cache.position.copyFrom(this.position);
  7282. this._cache.scaling.copyFrom(this.scaling);
  7283. this._cache.pivotMatrixUpdated = false;
  7284. this._currentRenderId = this.getScene().getRenderId();
  7285. this._isDirty = false;
  7286. BABYLON.Matrix.ScalingToRef(this.scaling.x, this.scaling.y, this.scaling.z, this._localScaling);
  7287. if (this.rotationQuaternion) {
  7288. this.rotationQuaternion.toRotationMatrix(this._localRotation);
  7289. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  7290. } else {
  7291. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._localRotation);
  7292. this._cache.rotation.copyFrom(this.rotation);
  7293. }
  7294. if (this.infiniteDistance && !this.parent) {
  7295. var camera = this.getScene().activeCamera;
  7296. var cameraWorldMatrix = camera.getWorldMatrix();
  7297. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  7298. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, this._localTranslation);
  7299. } else {
  7300. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._localTranslation);
  7301. }
  7302. this._pivotMatrix.multiplyToRef(this._localScaling, this._localPivotScaling);
  7303. this._localPivotScaling.multiplyToRef(this._localRotation, this._localPivotScalingRotation);
  7304. if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE) {
  7305. var localPosition = this.position.clone();
  7306. var zero = this.getScene().activeCamera.position.clone();
  7307. if (this.parent && this.parent.position) {
  7308. localPosition.addInPlace(this.parent.position);
  7309. BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, this._localTranslation);
  7310. }
  7311. if ((this.billboardMode & AbstractMesh.BILLBOARDMODE_ALL) === AbstractMesh.BILLBOARDMODE_ALL) {
  7312. zero = this.getScene().activeCamera.position;
  7313. } else {
  7314. if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_X)
  7315. zero.x = localPosition.x + BABYLON.Engine.Epsilon;
  7316. if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_Y)
  7317. zero.y = localPosition.y + 0.001;
  7318. if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_Z)
  7319. zero.z = localPosition.z + 0.001;
  7320. }
  7321. BABYLON.Matrix.LookAtLHToRef(localPosition, zero, BABYLON.Vector3.Up(), this._localBillboard);
  7322. this._localBillboard.m[12] = this._localBillboard.m[13] = this._localBillboard.m[14] = 0;
  7323. this._localBillboard.invert();
  7324. this._localPivotScalingRotation.multiplyToRef(this._localBillboard, this._localWorld);
  7325. this._rotateYByPI.multiplyToRef(this._localWorld, this._localPivotScalingRotation);
  7326. }
  7327. this._localPivotScalingRotation.multiplyToRef(this._localTranslation, this._localWorld);
  7328. if (this.parent && this.parent.getWorldMatrix && this.billboardMode === BABYLON.AbstractMesh.BILLBOARDMODE_NONE) {
  7329. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  7330. } else {
  7331. this._worldMatrix.copyFrom(this._localWorld);
  7332. }
  7333. this._updateBoundingInfo();
  7334. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  7335. return this._worldMatrix;
  7336. };
  7337. AbstractMesh.prototype.setPositionWithLocalVector = function (vector3) {
  7338. this.computeWorldMatrix();
  7339. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  7340. };
  7341. AbstractMesh.prototype.getPositionExpressedInLocalSpace = function () {
  7342. this.computeWorldMatrix();
  7343. var invLocalWorldMatrix = this._localWorld.clone();
  7344. invLocalWorldMatrix.invert();
  7345. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  7346. };
  7347. AbstractMesh.prototype.locallyTranslate = function (vector3) {
  7348. this.computeWorldMatrix();
  7349. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  7350. };
  7351. AbstractMesh.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor) {
  7352. yawCor = yawCor || 0;
  7353. pitchCor = pitchCor || 0;
  7354. rollCor = rollCor || 0;
  7355. var dv = targetPoint.subtract(this.position);
  7356. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  7357. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  7358. var pitch = Math.atan2(dv.y, len);
  7359. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(yaw + yawCor, pitch + pitchCor, rollCor);
  7360. };
  7361. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  7362. if (!this._boundingInfo.isInFrustum(frustumPlanes)) {
  7363. return false;
  7364. }
  7365. return true;
  7366. };
  7367. AbstractMesh.prototype.intersectsMesh = function (mesh, precise) {
  7368. if (!this._boundingInfo || !mesh._boundingInfo) {
  7369. return false;
  7370. }
  7371. return this._boundingInfo.intersects(mesh._boundingInfo, precise);
  7372. };
  7373. AbstractMesh.prototype.intersectsPoint = function (point) {
  7374. if (!this._boundingInfo) {
  7375. return false;
  7376. }
  7377. return this._boundingInfo.intersectsPoint(point);
  7378. };
  7379. AbstractMesh.prototype.setPhysicsState = function (impostor, options) {
  7380. var physicsEngine = this.getScene().getPhysicsEngine();
  7381. if (!physicsEngine) {
  7382. return;
  7383. }
  7384. if (impostor.impostor) {
  7385. options = impostor;
  7386. impostor = impostor.impostor;
  7387. }
  7388. impostor = impostor || BABYLON.PhysicsEngine.NoImpostor;
  7389. if (impostor === BABYLON.PhysicsEngine.NoImpostor) {
  7390. physicsEngine._unregisterMesh(this);
  7391. return;
  7392. }
  7393. options.mass = options.mass || 0;
  7394. options.friction = options.friction || 0.2;
  7395. options.restitution = options.restitution || 0.9;
  7396. this._physicImpostor = impostor;
  7397. this._physicsMass = options.mass;
  7398. this._physicsFriction = options.friction;
  7399. this._physicRestitution = options.restitution;
  7400. physicsEngine._registerMesh(this, impostor, options);
  7401. };
  7402. AbstractMesh.prototype.getPhysicsImpostor = function () {
  7403. if (!this._physicImpostor) {
  7404. return BABYLON.PhysicsEngine.NoImpostor;
  7405. }
  7406. return this._physicImpostor;
  7407. };
  7408. AbstractMesh.prototype.getPhysicsMass = function () {
  7409. if (!this._physicsMass) {
  7410. return 0;
  7411. }
  7412. return this._physicsMass;
  7413. };
  7414. AbstractMesh.prototype.getPhysicsFriction = function () {
  7415. if (!this._physicsFriction) {
  7416. return 0;
  7417. }
  7418. return this._physicsFriction;
  7419. };
  7420. AbstractMesh.prototype.getPhysicsRestitution = function () {
  7421. if (!this._physicRestitution) {
  7422. return 0;
  7423. }
  7424. return this._physicRestitution;
  7425. };
  7426. AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  7427. if (!this._physicImpostor) {
  7428. return;
  7429. }
  7430. this.getScene().getPhysicsEngine()._applyImpulse(this, force, contactPoint);
  7431. };
  7432. AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  7433. if (!this._physicImpostor) {
  7434. return;
  7435. }
  7436. this.getScene().getPhysicsEngine()._createLink(this, otherMesh, pivot1, pivot2, options);
  7437. };
  7438. AbstractMesh.prototype.updatePhysicsBodyPosition = function () {
  7439. if (!this._physicImpostor) {
  7440. return;
  7441. }
  7442. this.getScene().getPhysicsEngine()._updateBodyPosition(this);
  7443. };
  7444. AbstractMesh.prototype.moveWithCollisions = function (velocity) {
  7445. var globalPosition = this.getAbsolutePosition();
  7446. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPositionForCollisions);
  7447. this._oldPositionForCollisions.addInPlace(this.ellipsoidOffset);
  7448. this._collider.radius = this.ellipsoid;
  7449. this.getScene()._getNewPosition(this._oldPositionForCollisions, velocity, this._collider, 3, this._newPositionForCollisions, this);
  7450. this._newPositionForCollisions.subtractToRef(this._oldPositionForCollisions, this._diffPositionForCollisions);
  7451. if (this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  7452. this.position.addInPlace(this._diffPositionForCollisions);
  7453. }
  7454. };
  7455. /**
  7456. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  7457. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  7458. */
  7459. AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  7460. if (typeof maxCapacity === "undefined") { maxCapacity = 64; }
  7461. if (typeof maxDepth === "undefined") { maxDepth = 2; }
  7462. if (!this._submeshesOctree) {
  7463. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  7464. }
  7465. this.computeWorldMatrix(true);
  7466. var bbox = this.getBoundingInfo().boundingBox;
  7467. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  7468. return this._submeshesOctree;
  7469. };
  7470. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  7471. this._generatePointsArray();
  7472. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  7473. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  7474. subMesh._lastColliderWorldVertices = [];
  7475. subMesh._trianglePlanes = [];
  7476. var start = subMesh.verticesStart;
  7477. var end = (subMesh.verticesStart + subMesh.verticesCount);
  7478. for (var i = start; i < end; i++) {
  7479. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  7480. }
  7481. }
  7482. collider._collide(subMesh, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart);
  7483. };
  7484. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  7485. var subMeshes;
  7486. var len;
  7487. if (this._submeshesOctree && this.useOctreeForCollisions) {
  7488. var radius = collider.velocityWorldLength + Math.max(collider.radius.x, collider.radius.y, collider.radius.z);
  7489. var intersections = this._submeshesOctree.intersects(collider.basePointWorld, radius);
  7490. len = intersections.length;
  7491. subMeshes = intersections.data;
  7492. } else {
  7493. subMeshes = this.subMeshes;
  7494. len = subMeshes.length;
  7495. }
  7496. for (var index = 0; index < len; index++) {
  7497. var subMesh = subMeshes[index];
  7498. if (len > 1 && !subMesh._checkCollision(collider))
  7499. continue;
  7500. this._collideForSubMesh(subMesh, transformMatrix, collider);
  7501. }
  7502. };
  7503. AbstractMesh.prototype._checkCollision = function (collider) {
  7504. if (!this._boundingInfo._checkCollision(collider))
  7505. return;
  7506. BABYLON.Matrix.ScalingToRef(1.0 / collider.radius.x, 1.0 / collider.radius.y, 1.0 / collider.radius.z, this._collisionsScalingMatrix);
  7507. this.worldMatrixFromCache.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix);
  7508. this._processCollisionsForSubMeshes(collider, this._collisionsTransformMatrix);
  7509. };
  7510. AbstractMesh.prototype._generatePointsArray = function () {
  7511. return false;
  7512. };
  7513. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  7514. var pickingInfo = new BABYLON.PickingInfo();
  7515. if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
  7516. return pickingInfo;
  7517. }
  7518. if (!this._generatePointsArray()) {
  7519. return pickingInfo;
  7520. }
  7521. var intersectInfo = null;
  7522. var subMeshes;
  7523. var len;
  7524. if (this._submeshesOctree && this.useOctreeForPicking) {
  7525. var worldRay = BABYLON.Ray.Transform(ray, this.getWorldMatrix());
  7526. var intersections = this._submeshesOctree.intersectsRay(worldRay);
  7527. len = intersections.length;
  7528. subMeshes = intersections.data;
  7529. } else {
  7530. subMeshes = this.subMeshes;
  7531. len = subMeshes.length;
  7532. }
  7533. for (var index = 0; index < len; index++) {
  7534. var subMesh = subMeshes[index];
  7535. if (len > 1 && !subMesh.canIntersects(ray))
  7536. continue;
  7537. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  7538. if (currentIntersectInfo) {
  7539. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  7540. intersectInfo = currentIntersectInfo;
  7541. if (fastCheck) {
  7542. break;
  7543. }
  7544. }
  7545. }
  7546. }
  7547. if (intersectInfo) {
  7548. var world = this.getWorldMatrix();
  7549. var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
  7550. var direction = ray.direction.clone();
  7551. direction.normalize();
  7552. direction = direction.scale(intersectInfo.distance);
  7553. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  7554. var pickedPoint = worldOrigin.add(worldDirection);
  7555. pickingInfo.hit = true;
  7556. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  7557. pickingInfo.pickedPoint = pickedPoint;
  7558. pickingInfo.pickedMesh = this;
  7559. pickingInfo.bu = intersectInfo.bu;
  7560. pickingInfo.bv = intersectInfo.bv;
  7561. pickingInfo.faceId = intersectInfo.faceId;
  7562. return pickingInfo;
  7563. }
  7564. return pickingInfo;
  7565. };
  7566. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  7567. return null;
  7568. };
  7569. AbstractMesh.prototype.releaseSubMeshes = function () {
  7570. if (this.subMeshes) {
  7571. while (this.subMeshes.length) {
  7572. this.subMeshes[0].dispose();
  7573. }
  7574. } else {
  7575. this.subMeshes = new Array();
  7576. }
  7577. };
  7578. AbstractMesh.prototype.dispose = function (doNotRecurse) {
  7579. if (this.getPhysicsImpostor() != BABYLON.PhysicsEngine.NoImpostor) {
  7580. this.setPhysicsState(BABYLON.PhysicsEngine.NoImpostor);
  7581. }
  7582. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  7583. var other = this._intersectionsInProgress[index];
  7584. var pos = other._intersectionsInProgress.indexOf(this);
  7585. other._intersectionsInProgress.splice(pos, 1);
  7586. }
  7587. this._intersectionsInProgress = [];
  7588. this.releaseSubMeshes();
  7589. var index = this.getScene().meshes.indexOf(this);
  7590. if (index != -1) {
  7591. this.getScene().meshes.splice(index, 1);
  7592. }
  7593. if (!doNotRecurse) {
  7594. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  7595. if (this.getScene().particleSystems[index].emitter == this) {
  7596. this.getScene().particleSystems[index].dispose();
  7597. index--;
  7598. }
  7599. }
  7600. var objects = this.getScene().meshes.slice(0);
  7601. for (index = 0; index < objects.length; index++) {
  7602. if (objects[index].parent == this) {
  7603. objects[index].dispose();
  7604. }
  7605. }
  7606. } else {
  7607. for (index = 0; index < this.getScene().meshes.length; index++) {
  7608. var obj = this.getScene().meshes[index];
  7609. if (obj.parent === this) {
  7610. obj.parent = null;
  7611. obj.computeWorldMatrix(true);
  7612. }
  7613. }
  7614. }
  7615. this._isDisposed = true;
  7616. if (this.onDispose) {
  7617. this.onDispose();
  7618. }
  7619. };
  7620. AbstractMesh._BILLBOARDMODE_NONE = 0;
  7621. AbstractMesh._BILLBOARDMODE_X = 1;
  7622. AbstractMesh._BILLBOARDMODE_Y = 2;
  7623. AbstractMesh._BILLBOARDMODE_Z = 4;
  7624. AbstractMesh._BILLBOARDMODE_ALL = 7;
  7625. return AbstractMesh;
  7626. })(BABYLON.Node);
  7627. BABYLON.AbstractMesh = AbstractMesh;
  7628. })(BABYLON || (BABYLON = {}));
  7629. var __extends = this.__extends || function (d, b) {
  7630. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  7631. function __() { this.constructor = d; }
  7632. __.prototype = b.prototype;
  7633. d.prototype = new __();
  7634. };
  7635. var BABYLON;
  7636. (function (BABYLON) {
  7637. var _InstancesBatch = (function () {
  7638. function _InstancesBatch() {
  7639. this.mustReturn = false;
  7640. this.visibleInstances = new Array();
  7641. this.renderSelf = new Array();
  7642. }
  7643. return _InstancesBatch;
  7644. })();
  7645. BABYLON._InstancesBatch = _InstancesBatch;
  7646. var Mesh = (function (_super) {
  7647. __extends(Mesh, _super);
  7648. function Mesh(name, scene) {
  7649. _super.call(this, name, scene);
  7650. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  7651. this.instances = new Array();
  7652. this._onBeforeRenderCallbacks = new Array();
  7653. this._onAfterRenderCallbacks = new Array();
  7654. this._visibleInstances = {};
  7655. this._renderIdForInstances = new Array();
  7656. this._batchCache = new _InstancesBatch();
  7657. this._instancesBufferSize = 32 * 16 * 4;
  7658. }
  7659. Mesh.prototype.getTotalVertices = function () {
  7660. if (!this._geometry) {
  7661. return 0;
  7662. }
  7663. return this._geometry.getTotalVertices();
  7664. };
  7665. Mesh.prototype.getVerticesData = function (kind) {
  7666. if (!this._geometry) {
  7667. return null;
  7668. }
  7669. return this._geometry.getVerticesData(kind);
  7670. };
  7671. Mesh.prototype.getVertexBuffer = function (kind) {
  7672. if (!this._geometry) {
  7673. return undefined;
  7674. }
  7675. return this._geometry.getVertexBuffer(kind);
  7676. };
  7677. Mesh.prototype.isVerticesDataPresent = function (kind) {
  7678. if (!this._geometry) {
  7679. if (this._delayInfo) {
  7680. return this._delayInfo.indexOf(kind) !== -1;
  7681. }
  7682. return false;
  7683. }
  7684. return this._geometry.isVerticesDataPresent(kind);
  7685. };
  7686. Mesh.prototype.getVerticesDataKinds = function () {
  7687. if (!this._geometry) {
  7688. var result = [];
  7689. if (this._delayInfo) {
  7690. for (var kind in this._delayInfo) {
  7691. result.push(kind);
  7692. }
  7693. }
  7694. return result;
  7695. }
  7696. return this._geometry.getVerticesDataKinds();
  7697. };
  7698. Mesh.prototype.getTotalIndices = function () {
  7699. if (!this._geometry) {
  7700. return 0;
  7701. }
  7702. return this._geometry.getTotalIndices();
  7703. };
  7704. Mesh.prototype.getIndices = function () {
  7705. if (!this._geometry) {
  7706. return [];
  7707. }
  7708. return this._geometry.getIndices();
  7709. };
  7710. Mesh.prototype.isReady = function () {
  7711. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  7712. return false;
  7713. }
  7714. return _super.prototype.isReady.call(this);
  7715. };
  7716. Mesh.prototype.isDisposed = function () {
  7717. return this._isDisposed;
  7718. };
  7719. Mesh.prototype._preActivate = function () {
  7720. var sceneRenderId = this.getScene().getRenderId();
  7721. if (this._preActivateId == sceneRenderId) {
  7722. return;
  7723. }
  7724. this._preActivateId = sceneRenderId;
  7725. this._visibleInstances = null;
  7726. };
  7727. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  7728. if (!this._visibleInstances) {
  7729. this._visibleInstances = {};
  7730. this._visibleInstances.defaultRenderId = renderId;
  7731. this._visibleInstances.selfDefaultRenderId = this._renderId;
  7732. }
  7733. if (!this._visibleInstances[renderId]) {
  7734. this._visibleInstances[renderId] = new Array();
  7735. }
  7736. this._visibleInstances[renderId].push(instance);
  7737. };
  7738. Mesh.prototype.refreshBoundingInfo = function () {
  7739. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  7740. if (data) {
  7741. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices());
  7742. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  7743. }
  7744. if (this.subMeshes) {
  7745. for (var index = 0; index < this.subMeshes.length; index++) {
  7746. this.subMeshes[index].refreshBoundingInfo();
  7747. }
  7748. }
  7749. this._updateBoundingInfo();
  7750. };
  7751. Mesh.prototype._createGlobalSubMesh = function () {
  7752. var totalVertices = this.getTotalVertices();
  7753. if (!totalVertices || !this.getIndices()) {
  7754. return null;
  7755. }
  7756. this.releaseSubMeshes();
  7757. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  7758. };
  7759. Mesh.prototype.subdivide = function (count) {
  7760. if (count < 1) {
  7761. return;
  7762. }
  7763. var totalIndices = this.getTotalIndices();
  7764. var subdivisionSize = (totalIndices / count) | 0;
  7765. var offset = 0;
  7766. while (subdivisionSize % 3 != 0) {
  7767. subdivisionSize++;
  7768. }
  7769. this.releaseSubMeshes();
  7770. for (var index = 0; index < count; index++) {
  7771. if (offset >= totalIndices) {
  7772. break;
  7773. }
  7774. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  7775. offset += subdivisionSize;
  7776. }
  7777. this.synchronizeInstances();
  7778. };
  7779. Mesh.prototype.setVerticesData = function (kind, data, updatable) {
  7780. if (kind instanceof Array) {
  7781. var temp = data;
  7782. data = kind;
  7783. kind = temp;
  7784. BABYLON.Tools.Warn("Deprecated usage of setVerticesData detected (since v1.12). Current signature is setVerticesData(kind, data, updatable).");
  7785. }
  7786. if (!this._geometry) {
  7787. var vertexData = new BABYLON.VertexData();
  7788. vertexData.set(data, kind);
  7789. var scene = this.getScene();
  7790. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  7791. } else {
  7792. this._geometry.setVerticesData(kind, data, updatable);
  7793. }
  7794. };
  7795. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  7796. if (!this._geometry) {
  7797. return;
  7798. }
  7799. if (!makeItUnique) {
  7800. this._geometry.updateVerticesData(kind, data, updateExtends);
  7801. } else {
  7802. this.makeGeometryUnique();
  7803. this.updateVerticesData(kind, data, updateExtends, false);
  7804. }
  7805. };
  7806. Mesh.prototype.makeGeometryUnique = function () {
  7807. if (!this._geometry) {
  7808. return;
  7809. }
  7810. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  7811. geometry.applyToMesh(this);
  7812. };
  7813. Mesh.prototype.setIndices = function (indices) {
  7814. if (!this._geometry) {
  7815. var vertexData = new BABYLON.VertexData();
  7816. vertexData.indices = indices;
  7817. var scene = this.getScene();
  7818. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, false, this);
  7819. } else {
  7820. this._geometry.setIndices(indices);
  7821. }
  7822. };
  7823. Mesh.prototype._bind = function (subMesh, effect, wireframe) {
  7824. var engine = this.getScene().getEngine();
  7825. var indexToBind = this._geometry.getIndexBuffer();
  7826. if (wireframe) {
  7827. indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine);
  7828. }
  7829. engine.bindMultiBuffers(this._geometry.getVertexBuffers(), indexToBind, effect);
  7830. };
  7831. Mesh.prototype._draw = function (subMesh, useTriangles, instancesCount) {
  7832. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  7833. return;
  7834. }
  7835. var engine = this.getScene().getEngine();
  7836. engine.draw(useTriangles, useTriangles ? subMesh.indexStart : 0, useTriangles ? subMesh.indexCount : subMesh.linesIndexCount, instancesCount);
  7837. };
  7838. Mesh.prototype._fullDraw = function (subMesh, useTriangles, instancesCount) {
  7839. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  7840. return;
  7841. }
  7842. var engine = this.getScene().getEngine();
  7843. engine.draw(useTriangles, useTriangles ? subMesh.indexStart : 0, useTriangles ? subMesh.indexCount : subMesh.linesIndexCount, instancesCount);
  7844. };
  7845. Mesh.prototype.registerBeforeRender = function (func) {
  7846. this._onBeforeRenderCallbacks.push(func);
  7847. };
  7848. Mesh.prototype.unregisterBeforeRender = function (func) {
  7849. var index = this._onBeforeRenderCallbacks.indexOf(func);
  7850. if (index > -1) {
  7851. this._onBeforeRenderCallbacks.splice(index, 1);
  7852. }
  7853. };
  7854. Mesh.prototype.registerAfterRender = function (func) {
  7855. this._onAfterRenderCallbacks.push(func);
  7856. };
  7857. Mesh.prototype.unregisterAfterRender = function (func) {
  7858. var index = this._onAfterRenderCallbacks.indexOf(func);
  7859. if (index > -1) {
  7860. this._onAfterRenderCallbacks.splice(index, 1);
  7861. }
  7862. };
  7863. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  7864. var scene = this.getScene();
  7865. this._batchCache.mustReturn = false;
  7866. this._batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  7867. this._batchCache.visibleInstances[subMeshId] = null;
  7868. if (this._visibleInstances) {
  7869. var currentRenderId = scene.getRenderId();
  7870. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[currentRenderId];
  7871. var selfRenderId = this._renderId;
  7872. if (!this._batchCache.visibleInstances[subMeshId] && this._visibleInstances.defaultRenderId) {
  7873. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[this._visibleInstances.defaultRenderId];
  7874. currentRenderId = this._visibleInstances.defaultRenderId;
  7875. selfRenderId = this._visibleInstances.selfDefaultRenderId;
  7876. }
  7877. if (this._batchCache.visibleInstances[subMeshId] && this._batchCache.visibleInstances[subMeshId].length) {
  7878. if (this._renderIdForInstances[subMeshId] === currentRenderId) {
  7879. this._batchCache.mustReturn = true;
  7880. return this._batchCache;
  7881. }
  7882. if (currentRenderId !== selfRenderId) {
  7883. this._batchCache.renderSelf[subMeshId] = false;
  7884. }
  7885. }
  7886. this._renderIdForInstances[subMeshId] = currentRenderId;
  7887. }
  7888. return this._batchCache;
  7889. };
  7890. Mesh.prototype._renderWithInstances = function (subMesh, wireFrame, batch, effect, engine) {
  7891. var matricesCount = this.instances.length + 1;
  7892. var bufferSize = matricesCount * 16 * 4;
  7893. while (this._instancesBufferSize < bufferSize) {
  7894. this._instancesBufferSize *= 2;
  7895. }
  7896. if (!this._worldMatricesInstancesBuffer || this._worldMatricesInstancesBuffer.capacity < this._instancesBufferSize) {
  7897. if (this._worldMatricesInstancesBuffer) {
  7898. engine.deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  7899. }
  7900. this._worldMatricesInstancesBuffer = engine.createInstancesBuffer(this._instancesBufferSize);
  7901. this._worldMatricesInstancesArray = new Float32Array(this._instancesBufferSize / 4);
  7902. }
  7903. var offset = 0;
  7904. var instancesCount = 0;
  7905. var world = this.getWorldMatrix();
  7906. if (batch.renderSelf[subMesh._id]) {
  7907. world.copyToArray(this._worldMatricesInstancesArray, offset);
  7908. offset += 16;
  7909. instancesCount++;
  7910. }
  7911. var visibleInstances = batch.visibleInstances[subMesh._id];
  7912. if (visibleInstances) {
  7913. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  7914. var instance = visibleInstances[instanceIndex];
  7915. instance.getWorldMatrix().copyToArray(this._worldMatricesInstancesArray, offset);
  7916. offset += 16;
  7917. instancesCount++;
  7918. }
  7919. }
  7920. var offsetLocation0 = effect.getAttributeLocationByName("world0");
  7921. var offsetLocation1 = effect.getAttributeLocationByName("world1");
  7922. var offsetLocation2 = effect.getAttributeLocationByName("world2");
  7923. var offsetLocation3 = effect.getAttributeLocationByName("world3");
  7924. var offsetLocations = [offsetLocation0, offsetLocation1, offsetLocation2, offsetLocation3];
  7925. engine.updateAndBindInstancesBuffer(this._worldMatricesInstancesBuffer, this._worldMatricesInstancesArray, offsetLocations);
  7926. this._draw(subMesh, !wireFrame, instancesCount);
  7927. engine.unBindInstancesBuffer(this._worldMatricesInstancesBuffer, offsetLocations);
  7928. };
  7929. Mesh.prototype.render = function (subMesh) {
  7930. var scene = this.getScene();
  7931. var batch = this._getInstancesRenderList(subMesh._id);
  7932. if (batch.mustReturn) {
  7933. return;
  7934. }
  7935. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  7936. return;
  7937. }
  7938. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  7939. this._onBeforeRenderCallbacks[callbackIndex]();
  7940. }
  7941. var engine = scene.getEngine();
  7942. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
  7943. var effectiveMaterial = subMesh.getMaterial();
  7944. if (!effectiveMaterial || !effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  7945. return;
  7946. }
  7947. var savedDepthWrite = engine.getDepthWrite();
  7948. if (this.renderOutline) {
  7949. engine.setDepthWrite(false);
  7950. scene.getOutlineRenderer().render(subMesh, batch);
  7951. }
  7952. effectiveMaterial._preBind();
  7953. var effect = effectiveMaterial.getEffect();
  7954. var wireFrame = engine.forceWireframe || effectiveMaterial.wireframe;
  7955. this._bind(subMesh, effect, wireFrame);
  7956. var world = this.getWorldMatrix();
  7957. effectiveMaterial.bind(world, this);
  7958. if (hardwareInstancedRendering) {
  7959. this._renderWithInstances(subMesh, wireFrame, batch, effect, engine);
  7960. } else {
  7961. if (batch.renderSelf[subMesh._id]) {
  7962. this._draw(subMesh, !wireFrame);
  7963. }
  7964. if (batch.visibleInstances[subMesh._id]) {
  7965. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  7966. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  7967. world = instance.getWorldMatrix();
  7968. effectiveMaterial.bindOnlyWorldMatrix(world);
  7969. this._draw(subMesh, !wireFrame);
  7970. }
  7971. }
  7972. }
  7973. effectiveMaterial.unbind();
  7974. if (this.renderOutline && savedDepthWrite) {
  7975. engine.setDepthWrite(true);
  7976. engine.setColorWrite(false);
  7977. scene.getOutlineRenderer().render(subMesh, batch);
  7978. engine.setColorWrite(true);
  7979. }
  7980. for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
  7981. this._onAfterRenderCallbacks[callbackIndex]();
  7982. }
  7983. };
  7984. Mesh.prototype.getEmittedParticleSystems = function () {
  7985. var results = new Array();
  7986. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  7987. var particleSystem = this.getScene().particleSystems[index];
  7988. if (particleSystem.emitter === this) {
  7989. results.push(particleSystem);
  7990. }
  7991. }
  7992. return results;
  7993. };
  7994. Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  7995. var results = new Array();
  7996. var descendants = this.getDescendants();
  7997. descendants.push(this);
  7998. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  7999. var particleSystem = this.getScene().particleSystems[index];
  8000. if (descendants.indexOf(particleSystem.emitter) !== -1) {
  8001. results.push(particleSystem);
  8002. }
  8003. }
  8004. return results;
  8005. };
  8006. Mesh.prototype.getChildren = function () {
  8007. var results = [];
  8008. for (var index = 0; index < this.getScene().meshes.length; index++) {
  8009. var mesh = this.getScene().meshes[index];
  8010. if (mesh.parent == this) {
  8011. results.push(mesh);
  8012. }
  8013. }
  8014. return results;
  8015. };
  8016. Mesh.prototype._checkDelayState = function () {
  8017. var _this = this;
  8018. var that = this;
  8019. var scene = this.getScene();
  8020. if (this._geometry) {
  8021. this._geometry.load(scene);
  8022. } else if (that.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  8023. that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  8024. scene._addPendingData(that);
  8025. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  8026. _this._delayLoadingFunction(JSON.parse(data), _this);
  8027. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  8028. scene._removePendingData(_this);
  8029. }, function () {
  8030. }, scene.database);
  8031. }
  8032. };
  8033. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  8034. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  8035. return false;
  8036. }
  8037. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  8038. return false;
  8039. }
  8040. this._checkDelayState();
  8041. return true;
  8042. };
  8043. Mesh.prototype.setMaterialByID = function (id) {
  8044. var materials = this.getScene().materials;
  8045. for (var index = 0; index < materials.length; index++) {
  8046. if (materials[index].id == id) {
  8047. this.material = materials[index];
  8048. return;
  8049. }
  8050. }
  8051. var multiMaterials = this.getScene().multiMaterials;
  8052. for (index = 0; index < multiMaterials.length; index++) {
  8053. if (multiMaterials[index].id == id) {
  8054. this.material = multiMaterials[index];
  8055. return;
  8056. }
  8057. }
  8058. };
  8059. Mesh.prototype.getAnimatables = function () {
  8060. var results = [];
  8061. if (this.material) {
  8062. results.push(this.material);
  8063. }
  8064. return results;
  8065. };
  8066. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  8067. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  8068. return;
  8069. }
  8070. this._resetPointsArrayCache();
  8071. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  8072. var temp = [];
  8073. for (var index = 0; index < data.length; index += 3) {
  8074. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  8075. }
  8076. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  8077. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  8078. return;
  8079. }
  8080. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  8081. for (index = 0; index < data.length; index += 3) {
  8082. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  8083. }
  8084. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  8085. };
  8086. Mesh.prototype._resetPointsArrayCache = function () {
  8087. this._positions = null;
  8088. };
  8089. Mesh.prototype._generatePointsArray = function () {
  8090. if (this._positions)
  8091. return true;
  8092. this._positions = [];
  8093. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  8094. if (!data) {
  8095. return false;
  8096. }
  8097. for (var index = 0; index < data.length; index += 3) {
  8098. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  8099. }
  8100. return true;
  8101. };
  8102. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  8103. var result = new BABYLON.Mesh(name, this.getScene());
  8104. this._geometry.applyToMesh(result);
  8105. BABYLON.Tools.DeepCopy(this, result, ["name", "material", "skeleton"], []);
  8106. result.material = this.material;
  8107. if (newParent) {
  8108. result.parent = newParent;
  8109. }
  8110. if (!doNotCloneChildren) {
  8111. for (var index = 0; index < this.getScene().meshes.length; index++) {
  8112. var mesh = this.getScene().meshes[index];
  8113. if (mesh.parent == this) {
  8114. mesh.clone(mesh.name, result);
  8115. }
  8116. }
  8117. }
  8118. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  8119. var system = this.getScene().particleSystems[index];
  8120. if (system.emitter == this) {
  8121. system.clone(system.name, result);
  8122. }
  8123. }
  8124. result.computeWorldMatrix(true);
  8125. return result;
  8126. };
  8127. Mesh.prototype.dispose = function (doNotRecurse) {
  8128. if (this._geometry) {
  8129. this._geometry.releaseForMesh(this, true);
  8130. }
  8131. if (this._worldMatricesInstancesBuffer) {
  8132. this.getEngine().deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  8133. this._worldMatricesInstancesBuffer = null;
  8134. }
  8135. while (this.instances.length) {
  8136. this.instances[0].dispose();
  8137. }
  8138. _super.prototype.dispose.call(this, doNotRecurse);
  8139. };
  8140. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight) {
  8141. var _this = this;
  8142. var scene = this.getScene();
  8143. var onload = function (img) {
  8144. var canvas = document.createElement("canvas");
  8145. var context = canvas.getContext("2d");
  8146. var heightMapWidth = img.width;
  8147. var heightMapHeight = img.height;
  8148. canvas.width = heightMapWidth;
  8149. canvas.height = heightMapHeight;
  8150. context.drawImage(img, 0, 0);
  8151. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  8152. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight);
  8153. };
  8154. BABYLON.Tools.LoadImage(url, onload, function () {
  8155. }, scene.database);
  8156. };
  8157. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight) {
  8158. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  8159. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  8160. return;
  8161. }
  8162. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  8163. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  8164. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  8165. var position = BABYLON.Vector3.Zero();
  8166. var normal = BABYLON.Vector3.Zero();
  8167. var uv = BABYLON.Vector2.Zero();
  8168. for (var index = 0; index < positions.length; index += 3) {
  8169. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  8170. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  8171. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  8172. var u = ((Math.abs(uv.x) * heightMapWidth) % heightMapWidth) | 0;
  8173. var v = ((Math.abs(uv.y) * heightMapHeight) % heightMapHeight) | 0;
  8174. var pos = (u + v * heightMapWidth) * 4;
  8175. var r = buffer[pos] / 255.0;
  8176. var g = buffer[pos + 1] / 255.0;
  8177. var b = buffer[pos + 2] / 255.0;
  8178. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  8179. normal.normalize();
  8180. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  8181. position = position.add(normal);
  8182. position.toArray(positions, index);
  8183. }
  8184. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  8185. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  8186. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  8187. };
  8188. Mesh.prototype.convertToFlatShadedMesh = function () {
  8189. var kinds = this.getVerticesDataKinds();
  8190. var vbs = [];
  8191. var data = [];
  8192. var newdata = [];
  8193. var updatableNormals = false;
  8194. for (var kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  8195. var kind = kinds[kindIndex];
  8196. var vertexBuffer = this.getVertexBuffer(kind);
  8197. if (kind === BABYLON.VertexBuffer.NormalKind) {
  8198. updatableNormals = vertexBuffer.isUpdatable();
  8199. kinds.splice(kindIndex, 1);
  8200. kindIndex--;
  8201. continue;
  8202. }
  8203. vbs[kind] = vertexBuffer;
  8204. data[kind] = vbs[kind].getData();
  8205. newdata[kind] = [];
  8206. }
  8207. var previousSubmeshes = this.subMeshes.slice(0);
  8208. var indices = this.getIndices();
  8209. var totalIndices = this.getTotalIndices();
  8210. for (index = 0; index < totalIndices; index++) {
  8211. var vertexIndex = indices[index];
  8212. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  8213. kind = kinds[kindIndex];
  8214. var stride = vbs[kind].getStrideSize();
  8215. for (var offset = 0; offset < stride; offset++) {
  8216. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  8217. }
  8218. }
  8219. }
  8220. var normals = [];
  8221. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  8222. for (var index = 0; index < totalIndices; index += 3) {
  8223. indices[index] = index;
  8224. indices[index + 1] = index + 1;
  8225. indices[index + 2] = index + 2;
  8226. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  8227. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  8228. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  8229. var p1p2 = p1.subtract(p2);
  8230. var p3p2 = p3.subtract(p2);
  8231. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  8232. for (var localIndex = 0; localIndex < 3; localIndex++) {
  8233. normals.push(normal.x);
  8234. normals.push(normal.y);
  8235. normals.push(normal.z);
  8236. }
  8237. }
  8238. this.setIndices(indices);
  8239. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  8240. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  8241. kind = kinds[kindIndex];
  8242. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  8243. }
  8244. this.releaseSubMeshes();
  8245. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  8246. var previousOne = previousSubmeshes[submeshIndex];
  8247. var subMesh = new BABYLON.SubMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  8248. }
  8249. this.synchronizeInstances();
  8250. };
  8251. Mesh.prototype.createInstance = function (name) {
  8252. return new BABYLON.InstancedMesh(name, this);
  8253. };
  8254. Mesh.prototype.synchronizeInstances = function () {
  8255. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  8256. var instance = this.instances[instanceIndex];
  8257. instance._syncSubMeshes();
  8258. }
  8259. };
  8260. Mesh.CreateBox = function (name, size, scene, updatable) {
  8261. var box = new BABYLON.Mesh(name, scene);
  8262. var vertexData = BABYLON.VertexData.CreateBox(size);
  8263. vertexData.applyToMesh(box, updatable);
  8264. return box;
  8265. };
  8266. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable) {
  8267. var sphere = new BABYLON.Mesh(name, scene);
  8268. var vertexData = BABYLON.VertexData.CreateSphere(segments, diameter);
  8269. vertexData.applyToMesh(sphere, updatable);
  8270. return sphere;
  8271. };
  8272. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable) {
  8273. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  8274. if (scene !== undefined) {
  8275. updatable = scene;
  8276. }
  8277. scene = subdivisions;
  8278. subdivisions = 1;
  8279. }
  8280. var cylinder = new BABYLON.Mesh(name, scene);
  8281. var vertexData = BABYLON.VertexData.CreateCylinder(height, diameterTop, diameterBottom, tessellation, subdivisions);
  8282. vertexData.applyToMesh(cylinder, updatable);
  8283. return cylinder;
  8284. };
  8285. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable) {
  8286. var torus = new BABYLON.Mesh(name, scene);
  8287. var vertexData = BABYLON.VertexData.CreateTorus(diameter, thickness, tessellation);
  8288. vertexData.applyToMesh(torus, updatable);
  8289. return torus;
  8290. };
  8291. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable) {
  8292. var torusKnot = new BABYLON.Mesh(name, scene);
  8293. var vertexData = BABYLON.VertexData.CreateTorusKnot(radius, tube, radialSegments, tubularSegments, p, q);
  8294. vertexData.applyToMesh(torusKnot, updatable);
  8295. return torusKnot;
  8296. };
  8297. Mesh.CreateLines = function (name, points, scene, updatable) {
  8298. var lines = new BABYLON.LinesMesh(name, scene, updatable);
  8299. var vertexData = BABYLON.VertexData.CreateLines(points);
  8300. vertexData.applyToMesh(lines, updatable);
  8301. return lines;
  8302. };
  8303. Mesh.CreatePlane = function (name, size, scene, updatable) {
  8304. var plane = new BABYLON.Mesh(name, scene);
  8305. var vertexData = BABYLON.VertexData.CreatePlane(size);
  8306. vertexData.applyToMesh(plane, updatable);
  8307. return plane;
  8308. };
  8309. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  8310. var ground = new BABYLON.GroundMesh(name, scene);
  8311. ground._setReady(false);
  8312. ground._subdivisions = subdivisions;
  8313. var vertexData = BABYLON.VertexData.CreateGround(width, height, subdivisions);
  8314. vertexData.applyToMesh(ground, updatable);
  8315. ground._setReady(true);
  8316. return ground;
  8317. };
  8318. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  8319. var tiledGround = new BABYLON.Mesh(name, scene);
  8320. var vertexData = BABYLON.VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision);
  8321. vertexData.applyToMesh(tiledGround, updatable);
  8322. return tiledGround;
  8323. };
  8324. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable) {
  8325. var ground = new BABYLON.GroundMesh(name, scene);
  8326. ground._subdivisions = subdivisions;
  8327. ground._setReady(false);
  8328. var onload = function (img) {
  8329. var canvas = document.createElement("canvas");
  8330. var context = canvas.getContext("2d");
  8331. var heightMapWidth = img.width;
  8332. var heightMapHeight = img.height;
  8333. canvas.width = heightMapWidth;
  8334. canvas.height = heightMapHeight;
  8335. context.drawImage(img, 0, 0);
  8336. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  8337. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap(width, height, subdivisions, minHeight, maxHeight, buffer, heightMapWidth, heightMapHeight);
  8338. vertexData.applyToMesh(ground, updatable);
  8339. ground._setReady(true);
  8340. };
  8341. BABYLON.Tools.LoadImage(url, onload, function () {
  8342. }, scene.database);
  8343. return ground;
  8344. };
  8345. Mesh.MinMax = function (meshes) {
  8346. var minVector = null;
  8347. var maxVector = null;
  8348. for (var i in meshes) {
  8349. var mesh = meshes[i];
  8350. var boundingBox = mesh.getBoundingInfo().boundingBox;
  8351. if (!minVector) {
  8352. minVector = boundingBox.minimumWorld;
  8353. maxVector = boundingBox.maximumWorld;
  8354. continue;
  8355. }
  8356. minVector.MinimizeInPlace(boundingBox.minimumWorld);
  8357. maxVector.MaximizeInPlace(boundingBox.maximumWorld);
  8358. }
  8359. return {
  8360. min: minVector,
  8361. max: maxVector
  8362. };
  8363. };
  8364. Mesh.Center = function (meshesOrMinMaxVector) {
  8365. var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
  8366. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  8367. };
  8368. return Mesh;
  8369. })(BABYLON.AbstractMesh);
  8370. BABYLON.Mesh = Mesh;
  8371. })(BABYLON || (BABYLON = {}));
  8372. var __extends = this.__extends || function (d, b) {
  8373. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  8374. function __() { this.constructor = d; }
  8375. __.prototype = b.prototype;
  8376. d.prototype = new __();
  8377. };
  8378. var BABYLON;
  8379. (function (BABYLON) {
  8380. var GroundMesh = (function (_super) {
  8381. __extends(GroundMesh, _super);
  8382. function GroundMesh(name, scene) {
  8383. _super.call(this, name, scene);
  8384. this.generateOctree = false;
  8385. this._worldInverse = new BABYLON.Matrix();
  8386. }
  8387. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  8388. get: function () {
  8389. return this._subdivisions;
  8390. },
  8391. enumerable: true,
  8392. configurable: true
  8393. });
  8394. GroundMesh.prototype.optimize = function (chunksCount) {
  8395. this.subdivide(this._subdivisions);
  8396. this.createOrUpdateSubmeshesOctree(32);
  8397. };
  8398. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  8399. var ray = new BABYLON.Ray(new BABYLON.Vector3(x, this.getBoundingInfo().boundingBox.maximumWorld.y + 1, z), new BABYLON.Vector3(0, -1, 0));
  8400. this.getWorldMatrix().invertToRef(this._worldInverse);
  8401. ray = BABYLON.Ray.Transform(ray, this._worldInverse);
  8402. var pickInfo = this.intersects(ray);
  8403. if (pickInfo.hit) {
  8404. return pickInfo.pickedPoint.y;
  8405. }
  8406. return 0;
  8407. };
  8408. return GroundMesh;
  8409. })(BABYLON.Mesh);
  8410. BABYLON.GroundMesh = GroundMesh;
  8411. })(BABYLON || (BABYLON = {}));
  8412. var __extends = this.__extends || function (d, b) {
  8413. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  8414. function __() { this.constructor = d; }
  8415. __.prototype = b.prototype;
  8416. d.prototype = new __();
  8417. };
  8418. var BABYLON;
  8419. (function (BABYLON) {
  8420. var InstancedMesh = (function (_super) {
  8421. __extends(InstancedMesh, _super);
  8422. function InstancedMesh(name, source) {
  8423. _super.call(this, name, source.getScene());
  8424. source.instances.push(this);
  8425. this._sourceMesh = source;
  8426. this.position.copyFrom(source.position);
  8427. this.rotation.copyFrom(source.rotation);
  8428. this.scaling.copyFrom(source.scaling);
  8429. if (source.rotationQuaternion) {
  8430. this.rotationQuaternion = source.rotationQuaternion.clone();
  8431. }
  8432. this.infiniteDistance = source.infiniteDistance;
  8433. this.setPivotMatrix(source.getPivotMatrix());
  8434. this.refreshBoundingInfo();
  8435. this._syncSubMeshes();
  8436. }
  8437. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  8438. get: function () {
  8439. return this._sourceMesh.receiveShadows;
  8440. },
  8441. enumerable: true,
  8442. configurable: true
  8443. });
  8444. Object.defineProperty(InstancedMesh.prototype, "material", {
  8445. get: function () {
  8446. return this._sourceMesh.material;
  8447. },
  8448. enumerable: true,
  8449. configurable: true
  8450. });
  8451. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  8452. get: function () {
  8453. return this._sourceMesh.visibility;
  8454. },
  8455. enumerable: true,
  8456. configurable: true
  8457. });
  8458. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  8459. get: function () {
  8460. return this._sourceMesh.skeleton;
  8461. },
  8462. enumerable: true,
  8463. configurable: true
  8464. });
  8465. InstancedMesh.prototype.getTotalVertices = function () {
  8466. return this._sourceMesh.getTotalVertices();
  8467. };
  8468. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  8469. get: function () {
  8470. return this._sourceMesh;
  8471. },
  8472. enumerable: true,
  8473. configurable: true
  8474. });
  8475. InstancedMesh.prototype.getVerticesData = function (kind) {
  8476. return this._sourceMesh.getVerticesData(kind);
  8477. };
  8478. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  8479. return this._sourceMesh.isVerticesDataPresent(kind);
  8480. };
  8481. InstancedMesh.prototype.getIndices = function () {
  8482. return this._sourceMesh.getIndices();
  8483. };
  8484. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  8485. get: function () {
  8486. return this._sourceMesh._positions;
  8487. },
  8488. enumerable: true,
  8489. configurable: true
  8490. });
  8491. InstancedMesh.prototype.refreshBoundingInfo = function () {
  8492. var data = this._sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  8493. if (data) {
  8494. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._sourceMesh.getTotalVertices());
  8495. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  8496. }
  8497. this._updateBoundingInfo();
  8498. };
  8499. InstancedMesh.prototype._preActivate = function () {
  8500. this.sourceMesh._preActivate();
  8501. };
  8502. InstancedMesh.prototype._activate = function (renderId) {
  8503. this.sourceMesh._registerInstanceForRenderId(this, renderId);
  8504. };
  8505. InstancedMesh.prototype._syncSubMeshes = function () {
  8506. this.releaseSubMeshes();
  8507. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  8508. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  8509. }
  8510. };
  8511. InstancedMesh.prototype._generatePointsArray = function () {
  8512. return this._sourceMesh._generatePointsArray();
  8513. };
  8514. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  8515. var result = this._sourceMesh.createInstance(name);
  8516. BABYLON.Tools.DeepCopy(this, result, ["name"], []);
  8517. this.refreshBoundingInfo();
  8518. if (newParent) {
  8519. result.parent = newParent;
  8520. }
  8521. if (!doNotCloneChildren) {
  8522. for (var index = 0; index < this.getScene().meshes.length; index++) {
  8523. var mesh = this.getScene().meshes[index];
  8524. if (mesh.parent == this) {
  8525. mesh.clone(mesh.name, result);
  8526. }
  8527. }
  8528. }
  8529. result.computeWorldMatrix(true);
  8530. return result;
  8531. };
  8532. InstancedMesh.prototype.dispose = function (doNotRecurse) {
  8533. var index = this._sourceMesh.instances.indexOf(this);
  8534. this._sourceMesh.instances.splice(index, 1);
  8535. _super.prototype.dispose.call(this, doNotRecurse);
  8536. };
  8537. return InstancedMesh;
  8538. })(BABYLON.AbstractMesh);
  8539. BABYLON.InstancedMesh = InstancedMesh;
  8540. })(BABYLON || (BABYLON = {}));
  8541. var BABYLON;
  8542. (function (BABYLON) {
  8543. var SubMesh = (function () {
  8544. function SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  8545. if (typeof createBoundingBox === "undefined") { createBoundingBox = true; }
  8546. this.materialIndex = materialIndex;
  8547. this.verticesStart = verticesStart;
  8548. this.verticesCount = verticesCount;
  8549. this.indexStart = indexStart;
  8550. this.indexCount = indexCount;
  8551. this._renderId = 0;
  8552. this._mesh = mesh;
  8553. this._renderingMesh = renderingMesh || mesh;
  8554. mesh.subMeshes.push(this);
  8555. this._id = mesh.subMeshes.length - 1;
  8556. if (createBoundingBox) {
  8557. this.refreshBoundingInfo();
  8558. }
  8559. }
  8560. SubMesh.prototype.getBoundingInfo = function () {
  8561. return this._boundingInfo;
  8562. };
  8563. SubMesh.prototype.getMesh = function () {
  8564. return this._mesh;
  8565. };
  8566. SubMesh.prototype.getRenderingMesh = function () {
  8567. return this._renderingMesh;
  8568. };
  8569. SubMesh.prototype.getMaterial = function () {
  8570. var rootMaterial = this._renderingMesh.material;
  8571. if (rootMaterial && rootMaterial instanceof BABYLON.MultiMaterial) {
  8572. var multiMaterial = rootMaterial;
  8573. return multiMaterial.getSubMaterial(this.materialIndex);
  8574. }
  8575. if (!rootMaterial) {
  8576. return this._mesh.getScene().defaultMaterial;
  8577. }
  8578. return rootMaterial;
  8579. };
  8580. SubMesh.prototype.refreshBoundingInfo = function () {
  8581. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  8582. if (!data) {
  8583. this._boundingInfo = this._mesh._boundingInfo;
  8584. return;
  8585. }
  8586. var indices = this._renderingMesh.getIndices();
  8587. var extend;
  8588. if (this.indexStart === 0 && this.indexCount === indices.length) {
  8589. extend = BABYLON.Tools.ExtractMinAndMax(data, this.verticesStart, this.verticesCount);
  8590. } else {
  8591. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount);
  8592. }
  8593. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  8594. };
  8595. SubMesh.prototype._checkCollision = function (collider) {
  8596. return this._boundingInfo._checkCollision(collider);
  8597. };
  8598. SubMesh.prototype.updateBoundingInfo = function (world) {
  8599. if (!this._boundingInfo) {
  8600. this.refreshBoundingInfo();
  8601. }
  8602. this._boundingInfo._update(world);
  8603. };
  8604. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  8605. return this._boundingInfo.isInFrustum(frustumPlanes);
  8606. };
  8607. SubMesh.prototype.render = function () {
  8608. this._renderingMesh.render(this);
  8609. };
  8610. SubMesh.prototype.getLinesIndexBuffer = function (indices, engine) {
  8611. if (!this._linesIndexBuffer) {
  8612. var linesIndices = [];
  8613. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  8614. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  8615. }
  8616. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  8617. this.linesIndexCount = linesIndices.length;
  8618. }
  8619. return this._linesIndexBuffer;
  8620. };
  8621. SubMesh.prototype.canIntersects = function (ray) {
  8622. return ray.intersectsBox(this._boundingInfo.boundingBox);
  8623. };
  8624. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  8625. var intersectInfo = null;
  8626. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  8627. var p0 = positions[indices[index]];
  8628. var p1 = positions[indices[index + 1]];
  8629. var p2 = positions[indices[index + 2]];
  8630. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  8631. if (currentIntersectInfo) {
  8632. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  8633. intersectInfo = currentIntersectInfo;
  8634. intersectInfo.faceId = index / 3;
  8635. if (fastCheck) {
  8636. break;
  8637. }
  8638. }
  8639. }
  8640. }
  8641. return intersectInfo;
  8642. };
  8643. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  8644. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  8645. result._boundingInfo = new BABYLON.BoundingInfo(this._boundingInfo.minimum, this._boundingInfo.maximum);
  8646. return result;
  8647. };
  8648. SubMesh.prototype.dispose = function () {
  8649. if (this._linesIndexBuffer) {
  8650. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  8651. this._linesIndexBuffer = null;
  8652. }
  8653. var index = this._mesh.subMeshes.indexOf(this);
  8654. this._mesh.subMeshes.splice(index, 1);
  8655. };
  8656. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  8657. var minVertexIndex = Number.MAX_VALUE;
  8658. var maxVertexIndex = -Number.MAX_VALUE;
  8659. renderingMesh = renderingMesh || mesh;
  8660. var indices = renderingMesh.getIndices();
  8661. for (var index = startIndex; index < startIndex + indexCount; index++) {
  8662. var vertexIndex = indices[index];
  8663. if (vertexIndex < minVertexIndex)
  8664. minVertexIndex = vertexIndex;
  8665. if (vertexIndex > maxVertexIndex)
  8666. maxVertexIndex = vertexIndex;
  8667. }
  8668. return new BABYLON.SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  8669. };
  8670. return SubMesh;
  8671. })();
  8672. BABYLON.SubMesh = SubMesh;
  8673. })(BABYLON || (BABYLON = {}));
  8674. var BABYLON;
  8675. (function (BABYLON) {
  8676. var BaseTexture = (function () {
  8677. function BaseTexture(scene) {
  8678. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  8679. this.hasAlpha = false;
  8680. this.getAlphaFromRGB = false;
  8681. this.level = 1;
  8682. this.isCube = false;
  8683. this.isRenderTarget = false;
  8684. this.animations = new Array();
  8685. this.coordinatesIndex = 0;
  8686. this.coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  8687. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  8688. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  8689. this.anisotropicFilteringLevel = 4;
  8690. this._scene = scene;
  8691. this._scene.textures.push(this);
  8692. }
  8693. BaseTexture.prototype.getScene = function () {
  8694. return this._scene;
  8695. };
  8696. BaseTexture.prototype.getTextureMatrix = function () {
  8697. return null;
  8698. };
  8699. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  8700. return null;
  8701. };
  8702. BaseTexture.prototype.getInternalTexture = function () {
  8703. return this._texture;
  8704. };
  8705. BaseTexture.prototype.isReady = function () {
  8706. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  8707. return true;
  8708. }
  8709. if (this._texture) {
  8710. return this._texture.isReady;
  8711. }
  8712. return false;
  8713. };
  8714. BaseTexture.prototype.getSize = function () {
  8715. if (this._texture._width) {
  8716. return { width: this._texture._width, height: this._texture._height };
  8717. }
  8718. if (this._texture._size) {
  8719. return { width: this._texture._size, height: this._texture._size };
  8720. }
  8721. return { width: 0, height: 0 };
  8722. };
  8723. BaseTexture.prototype.getBaseSize = function () {
  8724. if (!this.isReady())
  8725. return { width: 0, height: 0 };
  8726. if (this._texture._size) {
  8727. return { width: this._texture._size, height: this._texture._size };
  8728. }
  8729. return { width: this._texture._baseWidth, height: this._texture._baseHeight };
  8730. };
  8731. BaseTexture.prototype._getFromCache = function (url, noMipmap) {
  8732. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  8733. for (var index = 0; index < texturesCache.length; index++) {
  8734. var texturesCacheEntry = texturesCache[index];
  8735. if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) {
  8736. texturesCacheEntry.references++;
  8737. return texturesCacheEntry;
  8738. }
  8739. }
  8740. return null;
  8741. };
  8742. BaseTexture.prototype.delayLoad = function () {
  8743. };
  8744. BaseTexture.prototype.releaseInternalTexture = function () {
  8745. if (!this._texture) {
  8746. return;
  8747. }
  8748. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  8749. this._texture.references--;
  8750. if (this._texture.references == 0) {
  8751. var index = texturesCache.indexOf(this._texture);
  8752. texturesCache.splice(index, 1);
  8753. this._scene.getEngine()._releaseTexture(this._texture);
  8754. delete this._texture;
  8755. }
  8756. };
  8757. BaseTexture.prototype.clone = function () {
  8758. return null;
  8759. };
  8760. BaseTexture.prototype.dispose = function () {
  8761. var index = this._scene.textures.indexOf(this);
  8762. if (index >= 0) {
  8763. this._scene.textures.splice(index, 1);
  8764. }
  8765. if (this._texture === undefined) {
  8766. return;
  8767. }
  8768. this.releaseInternalTexture();
  8769. if (this.onDispose) {
  8770. this.onDispose();
  8771. }
  8772. };
  8773. return BaseTexture;
  8774. })();
  8775. BABYLON.BaseTexture = BaseTexture;
  8776. })(BABYLON || (BABYLON = {}));
  8777. var BABYLON;
  8778. (function (BABYLON) {
  8779. var RenderingGroup = (function () {
  8780. function RenderingGroup(index, scene) {
  8781. this.index = index;
  8782. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  8783. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  8784. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  8785. this._scene = scene;
  8786. }
  8787. RenderingGroup.prototype.render = function (customRenderFunction, beforeTransparents) {
  8788. if (customRenderFunction) {
  8789. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, beforeTransparents);
  8790. return true;
  8791. }
  8792. if (this._opaqueSubMeshes.length === 0 && this._alphaTestSubMeshes.length === 0 && this._transparentSubMeshes.length === 0) {
  8793. return false;
  8794. }
  8795. var engine = this._scene.getEngine();
  8796. var subIndex;
  8797. var submesh;
  8798. for (subIndex = 0; subIndex < this._opaqueSubMeshes.length; subIndex++) {
  8799. submesh = this._opaqueSubMeshes.data[subIndex];
  8800. this._activeVertices += submesh.verticesCount;
  8801. submesh.render();
  8802. }
  8803. engine.setAlphaTesting(true);
  8804. for (subIndex = 0; subIndex < this._alphaTestSubMeshes.length; subIndex++) {
  8805. submesh = this._alphaTestSubMeshes.data[subIndex];
  8806. this._activeVertices += submesh.verticesCount;
  8807. submesh.render();
  8808. }
  8809. engine.setAlphaTesting(false);
  8810. if (beforeTransparents) {
  8811. beforeTransparents();
  8812. }
  8813. if (this._transparentSubMeshes.length) {
  8814. for (subIndex = 0; subIndex < this._transparentSubMeshes.length; subIndex++) {
  8815. submesh = this._transparentSubMeshes.data[subIndex];
  8816. submesh._distanceToCamera = submesh.getBoundingInfo().boundingSphere.centerWorld.subtract(this._scene.activeCamera.position).length();
  8817. }
  8818. var sortedArray = this._transparentSubMeshes.data.slice(0, this._transparentSubMeshes.length);
  8819. sortedArray.sort(function (a, b) {
  8820. if (a._distanceToCamera < b._distanceToCamera) {
  8821. return 1;
  8822. }
  8823. if (a._distanceToCamera > b._distanceToCamera) {
  8824. return -1;
  8825. }
  8826. return 0;
  8827. });
  8828. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  8829. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  8830. submesh = sortedArray[subIndex];
  8831. this._activeVertices += submesh.verticesCount;
  8832. submesh.render();
  8833. }
  8834. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  8835. }
  8836. return true;
  8837. };
  8838. RenderingGroup.prototype.prepare = function () {
  8839. this._opaqueSubMeshes.reset();
  8840. this._transparentSubMeshes.reset();
  8841. this._alphaTestSubMeshes.reset();
  8842. };
  8843. RenderingGroup.prototype.dispatch = function (subMesh) {
  8844. var material = subMesh.getMaterial();
  8845. var mesh = subMesh.getMesh();
  8846. if (material.needAlphaBlending() || mesh.visibility < 1.0) {
  8847. if (material.alpha > 0 || mesh.visibility < 1.0) {
  8848. this._transparentSubMeshes.push(subMesh);
  8849. }
  8850. } else if (material.needAlphaTesting()) {
  8851. this._alphaTestSubMeshes.push(subMesh);
  8852. } else {
  8853. this._opaqueSubMeshes.push(subMesh);
  8854. }
  8855. };
  8856. return RenderingGroup;
  8857. })();
  8858. BABYLON.RenderingGroup = RenderingGroup;
  8859. })(BABYLON || (BABYLON = {}));
  8860. var BABYLON;
  8861. (function (BABYLON) {
  8862. var RenderingManager = (function () {
  8863. function RenderingManager(scene) {
  8864. this._renderingGroups = new Array();
  8865. this._scene = scene;
  8866. }
  8867. RenderingManager.prototype._renderParticles = function (index, activeMeshes) {
  8868. if (this._scene._activeParticleSystems.length === 0) {
  8869. return;
  8870. }
  8871. var beforeParticlesDate = new Date().getTime();
  8872. for (var particleIndex = 0; particleIndex < this._scene._activeParticleSystems.length; particleIndex++) {
  8873. var particleSystem = this._scene._activeParticleSystems.data[particleIndex];
  8874. if (particleSystem.renderingGroupId !== index) {
  8875. continue;
  8876. }
  8877. this._clearDepthBuffer();
  8878. if (!particleSystem.emitter.position || !activeMeshes || activeMeshes.indexOf(particleSystem.emitter) !== -1) {
  8879. this._scene._activeParticles += particleSystem.render();
  8880. }
  8881. }
  8882. this._scene._particlesDuration += new Date().getTime() - beforeParticlesDate;
  8883. };
  8884. RenderingManager.prototype._renderSprites = function (index) {
  8885. if (this._scene.spriteManagers.length === 0) {
  8886. return;
  8887. }
  8888. var beforeSpritessDate = new Date().getTime();
  8889. for (var id = 0; id < this._scene.spriteManagers.length; id++) {
  8890. var spriteManager = this._scene.spriteManagers[id];
  8891. if (spriteManager.renderingGroupId === index) {
  8892. this._clearDepthBuffer();
  8893. spriteManager.render();
  8894. }
  8895. }
  8896. this._scene._spritesDuration += new Date().getTime() - beforeSpritessDate;
  8897. };
  8898. RenderingManager.prototype._clearDepthBuffer = function () {
  8899. if (this._depthBufferAlreadyCleaned) {
  8900. return;
  8901. }
  8902. this._scene.getEngine().clear(0, false, true);
  8903. this._depthBufferAlreadyCleaned = true;
  8904. };
  8905. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  8906. var _this = this;
  8907. for (var index = 0; index < BABYLON.RenderingManager.MAX_RENDERINGGROUPS; index++) {
  8908. this._depthBufferAlreadyCleaned = false;
  8909. var renderingGroup = this._renderingGroups[index];
  8910. if (renderingGroup) {
  8911. this._clearDepthBuffer();
  8912. if (!renderingGroup.render(customRenderFunction, function () {
  8913. if (renderSprites) {
  8914. _this._renderSprites(index);
  8915. }
  8916. })) {
  8917. this._renderingGroups.splice(index, 1);
  8918. }
  8919. } else if (renderSprites) {
  8920. this._renderSprites(index);
  8921. }
  8922. if (renderParticles) {
  8923. this._renderParticles(index, activeMeshes);
  8924. }
  8925. }
  8926. };
  8927. RenderingManager.prototype.reset = function () {
  8928. for (var index in this._renderingGroups) {
  8929. var renderingGroup = this._renderingGroups[index];
  8930. renderingGroup.prepare();
  8931. }
  8932. };
  8933. RenderingManager.prototype.dispatch = function (subMesh) {
  8934. var mesh = subMesh.getMesh();
  8935. var renderingGroupId = mesh.renderingGroupId || 0;
  8936. if (!this._renderingGroups[renderingGroupId]) {
  8937. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene);
  8938. }
  8939. this._renderingGroups[renderingGroupId].dispatch(subMesh);
  8940. };
  8941. RenderingManager.MAX_RENDERINGGROUPS = 4;
  8942. return RenderingManager;
  8943. })();
  8944. BABYLON.RenderingManager = RenderingManager;
  8945. })(BABYLON || (BABYLON = {}));
  8946. var __extends = this.__extends || function (d, b) {
  8947. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  8948. function __() { this.constructor = d; }
  8949. __.prototype = b.prototype;
  8950. d.prototype = new __();
  8951. };
  8952. var BABYLON;
  8953. (function (BABYLON) {
  8954. var Texture = (function (_super) {
  8955. __extends(Texture, _super);
  8956. function Texture(url, scene, noMipmap, invertY, samplingMode) {
  8957. if (typeof samplingMode === "undefined") { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  8958. _super.call(this, scene);
  8959. this.uOffset = 0;
  8960. this.vOffset = 0;
  8961. this.uScale = 1.0;
  8962. this.vScale = 1.0;
  8963. this.uAng = 0;
  8964. this.vAng = 0;
  8965. this.wAng = 0;
  8966. this.name = url;
  8967. this.url = url;
  8968. this._noMipmap = noMipmap;
  8969. this._invertY = invertY;
  8970. this._samplingMode = samplingMode;
  8971. if (!url) {
  8972. return;
  8973. }
  8974. this._texture = this._getFromCache(url, noMipmap);
  8975. if (!this._texture) {
  8976. if (!scene.useDelayedTextureLoading) {
  8977. this._texture = scene.getEngine().createTexture(url, noMipmap, invertY, scene, this._samplingMode);
  8978. } else {
  8979. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  8980. }
  8981. }
  8982. }
  8983. Texture.prototype.delayLoad = function () {
  8984. if (this.delayLoadState != BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  8985. return;
  8986. }
  8987. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  8988. this._texture = this._getFromCache(this.url, this._noMipmap);
  8989. if (!this._texture) {
  8990. this._texture = this.getScene().getEngine().createTexture(this.url, this._noMipmap, this._invertY, this.getScene(), this._samplingMode);
  8991. }
  8992. };
  8993. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  8994. x -= this.uOffset + 0.5;
  8995. y -= this.vOffset + 0.5;
  8996. z -= 0.5;
  8997. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  8998. t.x *= this.uScale;
  8999. t.y *= this.vScale;
  9000. t.x += 0.5;
  9001. t.y += 0.5;
  9002. t.z += 0.5;
  9003. };
  9004. Texture.prototype.getTextureMatrix = function () {
  9005. 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) {
  9006. return this._cachedTextureMatrix;
  9007. }
  9008. this._cachedUOffset = this.uOffset;
  9009. this._cachedVOffset = this.vOffset;
  9010. this._cachedUScale = this.uScale;
  9011. this._cachedVScale = this.vScale;
  9012. this._cachedUAng = this.uAng;
  9013. this._cachedVAng = this.vAng;
  9014. this._cachedWAng = this.wAng;
  9015. if (!this._cachedTextureMatrix) {
  9016. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  9017. this._rowGenerationMatrix = new BABYLON.Matrix();
  9018. this._t0 = BABYLON.Vector3.Zero();
  9019. this._t1 = BABYLON.Vector3.Zero();
  9020. this._t2 = BABYLON.Vector3.Zero();
  9021. }
  9022. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  9023. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  9024. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  9025. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  9026. this._t1.subtractInPlace(this._t0);
  9027. this._t2.subtractInPlace(this._t0);
  9028. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  9029. this._cachedTextureMatrix.m[0] = this._t1.x;
  9030. this._cachedTextureMatrix.m[1] = this._t1.y;
  9031. this._cachedTextureMatrix.m[2] = this._t1.z;
  9032. this._cachedTextureMatrix.m[4] = this._t2.x;
  9033. this._cachedTextureMatrix.m[5] = this._t2.y;
  9034. this._cachedTextureMatrix.m[6] = this._t2.z;
  9035. this._cachedTextureMatrix.m[8] = this._t0.x;
  9036. this._cachedTextureMatrix.m[9] = this._t0.y;
  9037. this._cachedTextureMatrix.m[10] = this._t0.z;
  9038. return this._cachedTextureMatrix;
  9039. };
  9040. Texture.prototype.getReflectionTextureMatrix = function () {
  9041. if (this.uOffset === this._cachedUOffset && this.vOffset === this._cachedVOffset && this.uScale === this._cachedUScale && this.vScale === this._cachedVScale && this.coordinatesMode === this._cachedCoordinatesMode) {
  9042. return this._cachedTextureMatrix;
  9043. }
  9044. if (!this._cachedTextureMatrix) {
  9045. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  9046. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  9047. }
  9048. switch (this.coordinatesMode) {
  9049. case BABYLON.Texture.SPHERICAL_MODE:
  9050. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  9051. this._cachedTextureMatrix[0] = -0.5 * this.uScale;
  9052. this._cachedTextureMatrix[5] = -0.5 * this.vScale;
  9053. this._cachedTextureMatrix[12] = 0.5 + this.uOffset;
  9054. this._cachedTextureMatrix[13] = 0.5 + this.vOffset;
  9055. break;
  9056. case BABYLON.Texture.PLANAR_MODE:
  9057. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  9058. this._cachedTextureMatrix[0] = this.uScale;
  9059. this._cachedTextureMatrix[5] = this.vScale;
  9060. this._cachedTextureMatrix[12] = this.uOffset;
  9061. this._cachedTextureMatrix[13] = this.vOffset;
  9062. break;
  9063. case BABYLON.Texture.PROJECTION_MODE:
  9064. BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix);
  9065. this._projectionModeMatrix.m[0] = 0.5;
  9066. this._projectionModeMatrix.m[5] = -0.5;
  9067. this._projectionModeMatrix.m[10] = 0.0;
  9068. this._projectionModeMatrix.m[12] = 0.5;
  9069. this._projectionModeMatrix.m[13] = 0.5;
  9070. this._projectionModeMatrix.m[14] = 1.0;
  9071. this._projectionModeMatrix.m[15] = 1.0;
  9072. this.getScene().getProjectionMatrix().multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  9073. break;
  9074. default:
  9075. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  9076. break;
  9077. }
  9078. return this._cachedTextureMatrix;
  9079. };
  9080. Texture.prototype.clone = function () {
  9081. var newTexture = new BABYLON.Texture(this._texture.url, this.getScene(), this._noMipmap, this._invertY);
  9082. newTexture.hasAlpha = this.hasAlpha;
  9083. newTexture.level = this.level;
  9084. newTexture.wrapU = this.wrapU;
  9085. newTexture.wrapV = this.wrapV;
  9086. newTexture.coordinatesIndex = this.coordinatesIndex;
  9087. newTexture.coordinatesMode = this.coordinatesMode;
  9088. newTexture.uOffset = this.uOffset;
  9089. newTexture.vOffset = this.vOffset;
  9090. newTexture.uScale = this.uScale;
  9091. newTexture.vScale = this.vScale;
  9092. newTexture.uAng = this.uAng;
  9093. newTexture.vAng = this.vAng;
  9094. newTexture.wAng = this.wAng;
  9095. return newTexture;
  9096. };
  9097. Texture.NEAREST_SAMPLINGMODE = 1;
  9098. Texture.BILINEAR_SAMPLINGMODE = 2;
  9099. Texture.TRILINEAR_SAMPLINGMODE = 3;
  9100. Texture.EXPLICIT_MODE = 0;
  9101. Texture.SPHERICAL_MODE = 1;
  9102. Texture.PLANAR_MODE = 2;
  9103. Texture.CUBIC_MODE = 3;
  9104. Texture.PROJECTION_MODE = 4;
  9105. Texture.SKYBOX_MODE = 5;
  9106. Texture.CLAMP_ADDRESSMODE = 0;
  9107. Texture.WRAP_ADDRESSMODE = 1;
  9108. Texture.MIRROR_ADDRESSMODE = 2;
  9109. return Texture;
  9110. })(BABYLON.BaseTexture);
  9111. BABYLON.Texture = Texture;
  9112. })(BABYLON || (BABYLON = {}));
  9113. var __extends = this.__extends || function (d, b) {
  9114. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  9115. function __() { this.constructor = d; }
  9116. __.prototype = b.prototype;
  9117. d.prototype = new __();
  9118. };
  9119. var BABYLON;
  9120. (function (BABYLON) {
  9121. var CubeTexture = (function (_super) {
  9122. __extends(CubeTexture, _super);
  9123. function CubeTexture(rootUrl, scene, extensions, noMipmap) {
  9124. _super.call(this, scene);
  9125. this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  9126. this.name = rootUrl;
  9127. this.url = rootUrl;
  9128. this._noMipmap = noMipmap;
  9129. this.hasAlpha = false;
  9130. this._texture = this._getFromCache(rootUrl, noMipmap);
  9131. if (!extensions) {
  9132. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  9133. }
  9134. this._extensions = extensions;
  9135. if (!this._texture) {
  9136. if (!scene.useDelayedTextureLoading) {
  9137. this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, extensions, noMipmap);
  9138. } else {
  9139. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  9140. }
  9141. }
  9142. this.isCube = true;
  9143. this._textureMatrix = BABYLON.Matrix.Identity();
  9144. }
  9145. CubeTexture.prototype.clone = function () {
  9146. var newTexture = new BABYLON.CubeTexture(this.url, this.getScene(), this._extensions, this._noMipmap);
  9147. newTexture.level = this.level;
  9148. newTexture.wrapU = this.wrapU;
  9149. newTexture.wrapV = this.wrapV;
  9150. newTexture.coordinatesIndex = this.coordinatesIndex;
  9151. newTexture.coordinatesMode = this.coordinatesMode;
  9152. return newTexture;
  9153. };
  9154. CubeTexture.prototype.delayLoad = function () {
  9155. if (this.delayLoadState != BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  9156. return;
  9157. }
  9158. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  9159. this._texture = this._getFromCache(this.url, this._noMipmap);
  9160. if (!this._texture) {
  9161. this._texture = this.getScene().getEngine().createCubeTexture(this.url, this.getScene(), this._extensions);
  9162. }
  9163. };
  9164. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  9165. return this._textureMatrix;
  9166. };
  9167. return CubeTexture;
  9168. })(BABYLON.BaseTexture);
  9169. BABYLON.CubeTexture = CubeTexture;
  9170. })(BABYLON || (BABYLON = {}));
  9171. var __extends = this.__extends || function (d, b) {
  9172. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  9173. function __() { this.constructor = d; }
  9174. __.prototype = b.prototype;
  9175. d.prototype = new __();
  9176. };
  9177. var BABYLON;
  9178. (function (BABYLON) {
  9179. var RenderTargetTexture = (function (_super) {
  9180. __extends(RenderTargetTexture, _super);
  9181. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio) {
  9182. if (typeof doNotChangeAspectRatio === "undefined") { doNotChangeAspectRatio = true; }
  9183. _super.call(this, null, scene, !generateMipMaps);
  9184. this.renderList = new Array();
  9185. this.renderParticles = true;
  9186. this.renderSprites = false;
  9187. this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  9188. this._currentRefreshId = -1;
  9189. this._refreshRate = 1;
  9190. this.name = name;
  9191. this.isRenderTarget = true;
  9192. this._size = size;
  9193. this._generateMipMaps = generateMipMaps;
  9194. this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  9195. this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
  9196. this._renderingManager = new BABYLON.RenderingManager(scene);
  9197. }
  9198. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  9199. this._currentRefreshId = -1;
  9200. };
  9201. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  9202. get: function () {
  9203. return this._refreshRate;
  9204. },
  9205. set: function (value) {
  9206. this._refreshRate = value;
  9207. this.resetRefreshCounter();
  9208. },
  9209. enumerable: true,
  9210. configurable: true
  9211. });
  9212. RenderTargetTexture.prototype._shouldRender = function () {
  9213. if (this._currentRefreshId === -1) {
  9214. this._currentRefreshId = 1;
  9215. return true;
  9216. }
  9217. if (this.refreshRate == this._currentRefreshId) {
  9218. this._currentRefreshId = 1;
  9219. return true;
  9220. }
  9221. this._currentRefreshId++;
  9222. return false;
  9223. };
  9224. RenderTargetTexture.prototype.getRenderSize = function () {
  9225. return this._size;
  9226. };
  9227. RenderTargetTexture.prototype.resize = function (size, generateMipMaps) {
  9228. this.releaseInternalTexture();
  9229. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  9230. };
  9231. RenderTargetTexture.prototype.render = function (useCameraPostProcess) {
  9232. var scene = this.getScene();
  9233. var engine = scene.getEngine();
  9234. if (this._waitingRenderList) {
  9235. this.renderList = [];
  9236. for (var index = 0; index < this._waitingRenderList.length; index++) {
  9237. var id = this._waitingRenderList[index];
  9238. this.renderList.push(scene.getMeshByID(id));
  9239. }
  9240. delete this._waitingRenderList;
  9241. }
  9242. if (!this.renderList) {
  9243. return;
  9244. }
  9245. if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  9246. engine.bindFramebuffer(this._texture);
  9247. }
  9248. engine.clear(scene.clearColor, true, true);
  9249. this._renderingManager.reset();
  9250. for (var meshIndex = 0; meshIndex < this.renderList.length; meshIndex++) {
  9251. var mesh = this.renderList[meshIndex];
  9252. if (mesh) {
  9253. if (!mesh.isReady() || (mesh.material && !mesh.material.isReady())) {
  9254. this.resetRefreshCounter();
  9255. continue;
  9256. }
  9257. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) != 0)) {
  9258. mesh._activate(scene.getRenderId());
  9259. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  9260. var subMesh = mesh.subMeshes[subIndex];
  9261. scene._activeVertices += subMesh.verticesCount;
  9262. this._renderingManager.dispatch(subMesh);
  9263. }
  9264. }
  9265. }
  9266. }
  9267. if (!this._doNotChangeAspectRatio) {
  9268. scene.updateTransformMatrix(true);
  9269. }
  9270. if (this.onBeforeRender) {
  9271. this.onBeforeRender();
  9272. }
  9273. this._renderingManager.render(this.customRenderFunction, this.renderList, this.renderParticles, this.renderSprites);
  9274. if (useCameraPostProcess) {
  9275. scene.postProcessManager._finalizeFrame(false, this._texture);
  9276. }
  9277. if (this.onAfterRender) {
  9278. this.onAfterRender();
  9279. }
  9280. engine.unBindFramebuffer(this._texture);
  9281. if (!this._doNotChangeAspectRatio) {
  9282. scene.updateTransformMatrix(true);
  9283. }
  9284. };
  9285. RenderTargetTexture.prototype.clone = function () {
  9286. var textureSize = this.getSize();
  9287. var newTexture = new BABYLON.RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  9288. newTexture.hasAlpha = this.hasAlpha;
  9289. newTexture.level = this.level;
  9290. newTexture.coordinatesMode = this.coordinatesMode;
  9291. newTexture.renderList = this.renderList.slice(0);
  9292. return newTexture;
  9293. };
  9294. return RenderTargetTexture;
  9295. })(BABYLON.Texture);
  9296. BABYLON.RenderTargetTexture = RenderTargetTexture;
  9297. })(BABYLON || (BABYLON = {}));
  9298. var __extends = this.__extends || function (d, b) {
  9299. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  9300. function __() { this.constructor = d; }
  9301. __.prototype = b.prototype;
  9302. d.prototype = new __();
  9303. };
  9304. var BABYLON;
  9305. (function (BABYLON) {
  9306. var MirrorTexture = (function (_super) {
  9307. __extends(MirrorTexture, _super);
  9308. function MirrorTexture(name, size, scene, generateMipMaps) {
  9309. var _this = this;
  9310. _super.call(this, name, size, scene, generateMipMaps, true);
  9311. this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  9312. this._transformMatrix = BABYLON.Matrix.Zero();
  9313. this._mirrorMatrix = BABYLON.Matrix.Zero();
  9314. this.onBeforeRender = function () {
  9315. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  9316. _this._savedViewMatrix = scene.getViewMatrix();
  9317. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  9318. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  9319. scene.clipPlane = _this.mirrorPlane;
  9320. scene.getEngine().cullBackFaces = false;
  9321. };
  9322. this.onAfterRender = function () {
  9323. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  9324. scene.getEngine().cullBackFaces = true;
  9325. delete scene.clipPlane;
  9326. };
  9327. }
  9328. MirrorTexture.prototype.clone = function () {
  9329. var textureSize = this.getSize();
  9330. var newTexture = new BABYLON.MirrorTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  9331. newTexture.hasAlpha = this.hasAlpha;
  9332. newTexture.level = this.level;
  9333. newTexture.mirrorPlane = this.mirrorPlane.clone();
  9334. newTexture.renderList = this.renderList.slice(0);
  9335. return newTexture;
  9336. };
  9337. return MirrorTexture;
  9338. })(BABYLON.RenderTargetTexture);
  9339. BABYLON.MirrorTexture = MirrorTexture;
  9340. })(BABYLON || (BABYLON = {}));
  9341. var __extends = this.__extends || function (d, b) {
  9342. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  9343. function __() { this.constructor = d; }
  9344. __.prototype = b.prototype;
  9345. d.prototype = new __();
  9346. };
  9347. var BABYLON;
  9348. (function (BABYLON) {
  9349. var DynamicTexture = (function (_super) {
  9350. __extends(DynamicTexture, _super);
  9351. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode) {
  9352. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  9353. _super.call(this, null, scene, !generateMipMaps);
  9354. this.name = name;
  9355. this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  9356. this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  9357. this._generateMipMaps = generateMipMaps;
  9358. if (options.getContext) {
  9359. this._canvas = options;
  9360. this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  9361. } else {
  9362. this._canvas = document.createElement("canvas");
  9363. if (options.width) {
  9364. this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  9365. } else {
  9366. this._texture = scene.getEngine().createDynamicTexture(options, options, generateMipMaps, samplingMode);
  9367. }
  9368. }
  9369. var textureSize = this.getSize();
  9370. this._canvas.width = textureSize.width;
  9371. this._canvas.height = textureSize.height;
  9372. this._context = this._canvas.getContext("2d");
  9373. }
  9374. DynamicTexture.prototype.getContext = function () {
  9375. return this._context;
  9376. };
  9377. DynamicTexture.prototype.update = function (invertY) {
  9378. this.getScene().getEngine().updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY);
  9379. };
  9380. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY) {
  9381. var size = this.getSize();
  9382. if (clearColor) {
  9383. this._context.fillStyle = clearColor;
  9384. this._context.fillRect(0, 0, size.width, size.height);
  9385. }
  9386. this._context.font = font;
  9387. if (x === null) {
  9388. var textSize = this._context.measureText(text);
  9389. x = (size.width - textSize.width) / 2;
  9390. }
  9391. this._context.fillStyle = color;
  9392. this._context.fillText(text, x, y);
  9393. this.update(invertY);
  9394. };
  9395. DynamicTexture.prototype.clone = function () {
  9396. var textureSize = this.getSize();
  9397. var newTexture = new BABYLON.DynamicTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  9398. newTexture.hasAlpha = this.hasAlpha;
  9399. newTexture.level = this.level;
  9400. newTexture.wrapU = this.wrapU;
  9401. newTexture.wrapV = this.wrapV;
  9402. return newTexture;
  9403. };
  9404. return DynamicTexture;
  9405. })(BABYLON.Texture);
  9406. BABYLON.DynamicTexture = DynamicTexture;
  9407. })(BABYLON || (BABYLON = {}));
  9408. var __extends = this.__extends || function (d, b) {
  9409. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  9410. function __() { this.constructor = d; }
  9411. __.prototype = b.prototype;
  9412. d.prototype = new __();
  9413. };
  9414. var BABYLON;
  9415. (function (BABYLON) {
  9416. var VideoTexture = (function (_super) {
  9417. __extends(VideoTexture, _super);
  9418. function VideoTexture(name, urls, size, scene, generateMipMaps, invertY, samplingMode) {
  9419. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  9420. var _this = this;
  9421. _super.call(this, null, scene, !generateMipMaps, invertY);
  9422. this._autoLaunch = true;
  9423. this.name = name;
  9424. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  9425. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  9426. var requiredWidth = size.width || size;
  9427. var requiredHeight = size.height || size;
  9428. this._texture = scene.getEngine().createDynamicTexture(requiredWidth, requiredHeight, generateMipMaps, samplingMode);
  9429. var textureSize = this.getSize();
  9430. this.video = document.createElement("video");
  9431. this.video.width = textureSize.width;
  9432. this.video.height = textureSize.height;
  9433. this.video.autoplay = false;
  9434. this.video.loop = true;
  9435. this.video.addEventListener("canplaythrough", function () {
  9436. if (_this._texture) {
  9437. _this._texture.isReady = true;
  9438. }
  9439. });
  9440. urls.forEach(function (url) {
  9441. var source = document.createElement("source");
  9442. source.src = url;
  9443. _this.video.appendChild(source);
  9444. });
  9445. this._lastUpdate = new Date().getTime();
  9446. }
  9447. VideoTexture.prototype.update = function () {
  9448. if (this._autoLaunch) {
  9449. this._autoLaunch = false;
  9450. this.video.play();
  9451. }
  9452. var now = new Date().getTime();
  9453. if (now - this._lastUpdate < 15) {
  9454. return false;
  9455. }
  9456. this._lastUpdate = now;
  9457. this.getScene().getEngine().updateVideoTexture(this._texture, this.video, this._invertY);
  9458. return true;
  9459. };
  9460. return VideoTexture;
  9461. })(BABYLON.Texture);
  9462. BABYLON.VideoTexture = VideoTexture;
  9463. })(BABYLON || (BABYLON = {}));
  9464. var BABYLON;
  9465. (function (BABYLON) {
  9466. var EffectFallbacks = (function () {
  9467. function EffectFallbacks() {
  9468. this._defines = {};
  9469. this._currentRank = 32;
  9470. this._maxRank = -1;
  9471. }
  9472. EffectFallbacks.prototype.addFallback = function (rank, define) {
  9473. if (!this._defines[rank]) {
  9474. if (rank < this._currentRank) {
  9475. this._currentRank = rank;
  9476. }
  9477. if (rank > this._maxRank) {
  9478. this._maxRank = rank;
  9479. }
  9480. this._defines[rank] = new Array();
  9481. }
  9482. this._defines[rank].push(define);
  9483. };
  9484. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  9485. get: function () {
  9486. return this._currentRank <= this._maxRank;
  9487. },
  9488. enumerable: true,
  9489. configurable: true
  9490. });
  9491. EffectFallbacks.prototype.reduce = function (currentDefines) {
  9492. var currentFallbacks = this._defines[this._currentRank];
  9493. for (var index = 0; index < currentFallbacks.length; index++) {
  9494. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  9495. }
  9496. this._currentRank++;
  9497. return currentDefines;
  9498. };
  9499. return EffectFallbacks;
  9500. })();
  9501. BABYLON.EffectFallbacks = EffectFallbacks;
  9502. var Effect = (function () {
  9503. function Effect(baseName, attributesNames, uniformsNames, samplers, engine, defines, fallbacks, onCompiled, onError) {
  9504. var _this = this;
  9505. this._isReady = false;
  9506. this._compilationError = "";
  9507. this._valueCache = [];
  9508. this._engine = engine;
  9509. this.name = baseName;
  9510. this.defines = defines;
  9511. this._uniformsNames = uniformsNames.concat(samplers);
  9512. this._samplers = samplers;
  9513. this._attributesNames = attributesNames;
  9514. this.onError = onError;
  9515. this.onCompiled = onCompiled;
  9516. var vertexSource;
  9517. var fragmentSource;
  9518. if (baseName.vertexElement) {
  9519. vertexSource = document.getElementById(baseName.vertexElement);
  9520. } else {
  9521. vertexSource = baseName.vertex || baseName;
  9522. }
  9523. if (baseName.fragmentElement) {
  9524. fragmentSource = document.getElementById(baseName.fragmentElement);
  9525. } else {
  9526. fragmentSource = baseName.fragment || baseName;
  9527. }
  9528. this._loadVertexShader(vertexSource, function (vertexCode) {
  9529. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  9530. _this._prepareEffect(vertexCode, fragmentCode, attributesNames, defines, fallbacks);
  9531. });
  9532. });
  9533. }
  9534. Effect.prototype.isReady = function () {
  9535. return this._isReady;
  9536. };
  9537. Effect.prototype.getProgram = function () {
  9538. return this._program;
  9539. };
  9540. Effect.prototype.getAttributesNames = function () {
  9541. return this._attributesNames;
  9542. };
  9543. Effect.prototype.getAttributeLocation = function (index) {
  9544. return this._attributes[index];
  9545. };
  9546. Effect.prototype.getAttributeLocationByName = function (name) {
  9547. var index = this._attributesNames.indexOf(name);
  9548. return this._attributes[index];
  9549. };
  9550. Effect.prototype.getAttributesCount = function () {
  9551. return this._attributes.length;
  9552. };
  9553. Effect.prototype.getUniformIndex = function (uniformName) {
  9554. return this._uniformsNames.indexOf(uniformName);
  9555. };
  9556. Effect.prototype.getUniform = function (uniformName) {
  9557. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  9558. };
  9559. Effect.prototype.getSamplers = function () {
  9560. return this._samplers;
  9561. };
  9562. Effect.prototype.getCompilationError = function () {
  9563. return this._compilationError;
  9564. };
  9565. Effect.prototype._loadVertexShader = function (vertex, callback) {
  9566. if (vertex instanceof HTMLElement) {
  9567. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  9568. callback(vertexCode);
  9569. return;
  9570. }
  9571. if (BABYLON.Effect.ShadersStore[vertex + "VertexShader"]) {
  9572. callback(BABYLON.Effect.ShadersStore[vertex + "VertexShader"]);
  9573. return;
  9574. }
  9575. var vertexShaderUrl;
  9576. if (vertex[0] === ".") {
  9577. vertexShaderUrl = vertex;
  9578. } else {
  9579. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  9580. }
  9581. BABYLON.Tools.LoadFile(vertexShaderUrl + ".vertex.fx", callback);
  9582. };
  9583. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  9584. if (fragment instanceof HTMLElement) {
  9585. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  9586. callback(fragmentCode);
  9587. return;
  9588. }
  9589. if (BABYLON.Effect.ShadersStore[fragment + "PixelShader"]) {
  9590. callback(BABYLON.Effect.ShadersStore[fragment + "PixelShader"]);
  9591. return;
  9592. }
  9593. var fragmentShaderUrl;
  9594. if (fragment[0] === ".") {
  9595. fragmentShaderUrl = fragment;
  9596. } else {
  9597. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  9598. }
  9599. BABYLON.Tools.LoadFile(fragmentShaderUrl + ".fragment.fx", callback);
  9600. };
  9601. Effect.prototype._prepareEffect = function (vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks) {
  9602. try {
  9603. var engine = this._engine;
  9604. this._program = engine.createShaderProgram(vertexSourceCode, fragmentSourceCode, defines);
  9605. this._uniforms = engine.getUniforms(this._program, this._uniformsNames);
  9606. this._attributes = engine.getAttributes(this._program, attributesNames);
  9607. for (var index = 0; index < this._samplers.length; index++) {
  9608. var sampler = this.getUniform(this._samplers[index]);
  9609. if (sampler == null) {
  9610. this._samplers.splice(index, 1);
  9611. index--;
  9612. }
  9613. }
  9614. engine.bindSamplers(this);
  9615. this._isReady = true;
  9616. if (this.onCompiled) {
  9617. this.onCompiled(this);
  9618. }
  9619. } catch (e) {
  9620. if (fallbacks && fallbacks.isMoreFallbacks) {
  9621. defines = fallbacks.reduce(defines);
  9622. this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks);
  9623. } else {
  9624. BABYLON.Tools.Error("Unable to compile effect: " + this.name);
  9625. BABYLON.Tools.Error("Defines: " + defines);
  9626. BABYLON.Tools.Error("Error: " + e.message);
  9627. this._compilationError = e.message;
  9628. if (this.onError) {
  9629. this.onError(this, this._compilationError);
  9630. }
  9631. }
  9632. }
  9633. };
  9634. Effect.prototype._bindTexture = function (channel, texture) {
  9635. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  9636. };
  9637. Effect.prototype.setTexture = function (channel, texture) {
  9638. this._engine.setTexture(this._samplers.indexOf(channel), texture);
  9639. };
  9640. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  9641. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  9642. };
  9643. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  9644. if (!this._valueCache[uniformName]) {
  9645. this._valueCache[uniformName] = [x, y];
  9646. return;
  9647. }
  9648. this._valueCache[uniformName][0] = x;
  9649. this._valueCache[uniformName][1] = y;
  9650. };
  9651. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  9652. if (!this._valueCache[uniformName]) {
  9653. this._valueCache[uniformName] = [x, y, z];
  9654. return;
  9655. }
  9656. this._valueCache[uniformName][0] = x;
  9657. this._valueCache[uniformName][1] = y;
  9658. this._valueCache[uniformName][2] = z;
  9659. };
  9660. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  9661. if (!this._valueCache[uniformName]) {
  9662. this._valueCache[uniformName] = [x, y, z, w];
  9663. return;
  9664. }
  9665. this._valueCache[uniformName][0] = x;
  9666. this._valueCache[uniformName][1] = y;
  9667. this._valueCache[uniformName][2] = z;
  9668. this._valueCache[uniformName][3] = w;
  9669. };
  9670. Effect.prototype.setArray = function (uniformName, array) {
  9671. this._engine.setArray(this.getUniform(uniformName), array);
  9672. return this;
  9673. };
  9674. Effect.prototype.setMatrices = function (uniformName, matrices) {
  9675. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  9676. return this;
  9677. };
  9678. Effect.prototype.setMatrix = function (uniformName, matrix) {
  9679. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  9680. return this;
  9681. };
  9682. Effect.prototype.setFloat = function (uniformName, value) {
  9683. if (this._valueCache[uniformName] && this._valueCache[uniformName] === value)
  9684. return this;
  9685. this._valueCache[uniformName] = value;
  9686. this._engine.setFloat(this.getUniform(uniformName), value);
  9687. return this;
  9688. };
  9689. Effect.prototype.setBool = function (uniformName, bool) {
  9690. if (this._valueCache[uniformName] && this._valueCache[uniformName] === bool)
  9691. return this;
  9692. this._valueCache[uniformName] = bool;
  9693. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  9694. return this;
  9695. };
  9696. Effect.prototype.setVector2 = function (uniformName, vector2) {
  9697. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] == vector2.x && this._valueCache[uniformName][1] == vector2.y)
  9698. return this;
  9699. this._cacheFloat2(uniformName, vector2.x, vector2.y);
  9700. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  9701. return this;
  9702. };
  9703. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  9704. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] == x && this._valueCache[uniformName][1] == y)
  9705. return this;
  9706. this._cacheFloat2(uniformName, x, y);
  9707. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  9708. return this;
  9709. };
  9710. Effect.prototype.setVector3 = function (uniformName, vector3) {
  9711. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] == vector3.x && this._valueCache[uniformName][1] == vector3.y && this._valueCache[uniformName][2] == vector3.z)
  9712. return this;
  9713. this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z);
  9714. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  9715. return this;
  9716. };
  9717. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  9718. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] == x && this._valueCache[uniformName][1] == y && this._valueCache[uniformName][2] == z)
  9719. return this;
  9720. this._cacheFloat3(uniformName, x, y, z);
  9721. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  9722. return this;
  9723. };
  9724. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  9725. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] == x && this._valueCache[uniformName][1] == y && this._valueCache[uniformName][2] == z && this._valueCache[uniformName][3] == w)
  9726. return this;
  9727. this._cacheFloat4(uniformName, x, y, z, w);
  9728. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  9729. return this;
  9730. };
  9731. Effect.prototype.setColor3 = function (uniformName, color3) {
  9732. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] == color3.r && this._valueCache[uniformName][1] == color3.g && this._valueCache[uniformName][2] == color3.b)
  9733. return this;
  9734. this._cacheFloat3(uniformName, color3.r, color3.g, color3.b);
  9735. this._engine.setColor3(this.getUniform(uniformName), color3);
  9736. return this;
  9737. };
  9738. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  9739. 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)
  9740. return this;
  9741. this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha);
  9742. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  9743. return this;
  9744. };
  9745. Effect.ShadersStore={anaglyphPixelShader:"#ifdef GL_ES\nprecision mediump 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}",
  9746. blackAndWhitePixelShader:"#ifdef GL_ES\nprecision mediump 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}",
  9747. blurPixelShader:"#ifdef GL_ES\nprecision mediump 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}",
  9748. colorPixelShader:"precision mediump float;\n\nuniform vec4 color;\n\nvoid main(void) {\n gl_FragColor = color;\n}",
  9749. colorVertexShader:"precision mediump 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}",
  9750. convolutionPixelShader:"#ifdef GL_ES\nprecision mediump 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}",
  9751. defaultPixelShader:"#ifdef GL_ES\nprecision mediump 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 vec3 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)\n{\n float fresnelTerm = dot(viewDirection, worldNormal);\n return clamp(1.0 - fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec3 diffuseLeftColor;\nuniform vec3 diffuseRightColor;\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 for (int i = 0; i<4; i++){\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[i] / 1500.0)) < depth.z){\n visibility -= 0.2;\n }\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 * vBumpInfos.y;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW, -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 diffuseColor *= vColor;\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#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\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\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);\n diffuseBase *= diffuseLeftColor * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor;\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}",
  9752. defaultVertexShader:"#ifdef GL_ES\nprecision mediump 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 vec3 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// Output\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec3 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 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#ifdef INSTANCES\n finalWorld = mat4(world0, world1, world2, world3);\n#else\n finalWorld = world;\n#endif\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}",
  9753. displayPassPixelShader:"#ifdef GL_ES\nprecision mediump 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}",
  9754. filterPixelShader:"#ifdef GL_ES\nprecision mediump 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}",
  9755. fxaaPixelShader:"#ifdef GL_ES\nprecision mediump 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}",
  9756. layerPixelShader:"#ifdef GL_ES\nprecision mediump 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}",
  9757. layerVertexShader:"#ifdef GL_ES\nprecision mediump 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}",
  9758. legacydefaultPixelShader:"#ifdef GL_ES\nprecision mediump 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 vec3 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// 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 diffuseColor *= vColor;\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#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 // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\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 // 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}",
  9759. legacydefaultVertexShader:"#ifdef GL_ES\nprecision mediump 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 vec3 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 vec3 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}",
  9760. lensFlarePixelShader:"#ifdef GL_ES\nprecision mediump 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}",
  9761. lensFlareVertexShader:"#ifdef GL_ES\nprecision mediump 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}",
  9762. oculusDistortionCorrectionPixelShader:"#ifdef GL_ES\nprecision mediump 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\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}",
  9763. outlinePixelShader:"precision mediump float;\n\nuniform vec3 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 = vec4(color, 1.);\n}",
  9764. outlineVertexShader:"#ifdef GL_ES\nprecision mediump 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}",
  9765. particlesPixelShader:"#ifdef GL_ES\nprecision mediump 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}",
  9766. particlesVertexShader:"#ifdef GL_ES\nprecision mediump 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}",
  9767. passPixelShader:"#ifdef GL_ES\nprecision mediump float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nvoid main(void) \n{\n gl_FragColor = texture2D(textureSampler, vUV);\n}",
  9768. postprocessVertexShader:"#ifdef GL_ES\nprecision mediump 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}",
  9769. refractionPixelShader:"#ifdef GL_ES\nprecision mediump 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}",
  9770. shadowMapPixelShader:"#ifdef GL_ES\nprecision mediump 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}",
  9771. shadowMapVertexShader:"#ifdef GL_ES\nprecision mediump 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}",
  9772. spritesPixelShader:"#ifdef GL_ES\nprecision mediump 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}",
  9773. spritesVertexShader:"#ifdef GL_ES\nprecision mediump 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}",
  9774. };
  9775. return Effect;
  9776. })();
  9777. BABYLON.Effect = Effect;
  9778. })(BABYLON || (BABYLON = {}));
  9779. var BABYLON;
  9780. (function (BABYLON) {
  9781. var Material = (function () {
  9782. function Material(name, scene, doNotAdd) {
  9783. this.name = name;
  9784. this.checkReadyOnEveryCall = true;
  9785. this.checkReadyOnlyOnce = false;
  9786. this.state = "";
  9787. this.alpha = 1.0;
  9788. this.wireframe = false;
  9789. this.backFaceCulling = true;
  9790. this._wasPreviouslyReady = false;
  9791. this.id = name;
  9792. this._scene = scene;
  9793. if (!doNotAdd) {
  9794. scene.materials.push(this);
  9795. }
  9796. }
  9797. Material.prototype.isReady = function (mesh, useInstances) {
  9798. return true;
  9799. };
  9800. Material.prototype.getEffect = function () {
  9801. return this._effect;
  9802. };
  9803. Material.prototype.getScene = function () {
  9804. return this._scene;
  9805. };
  9806. Material.prototype.needAlphaBlending = function () {
  9807. return (this.alpha < 1.0);
  9808. };
  9809. Material.prototype.needAlphaTesting = function () {
  9810. return false;
  9811. };
  9812. Material.prototype.getAlphaTestTexture = function () {
  9813. return null;
  9814. };
  9815. Material.prototype.trackCreation = function (onCompiled, onError) {
  9816. };
  9817. Material.prototype._preBind = function () {
  9818. var engine = this._scene.getEngine();
  9819. engine.enableEffect(this._effect);
  9820. engine.setState(this.backFaceCulling);
  9821. };
  9822. Material.prototype.bind = function (world, mesh) {
  9823. };
  9824. Material.prototype.bindOnlyWorldMatrix = function (world) {
  9825. };
  9826. Material.prototype.unbind = function () {
  9827. };
  9828. Material.prototype.dispose = function (forceDisposeEffect) {
  9829. var index = this._scene.materials.indexOf(this);
  9830. this._scene.materials.splice(index, 1);
  9831. if (forceDisposeEffect && this._effect) {
  9832. this._scene.getEngine()._releaseEffect(this._effect);
  9833. this._effect = null;
  9834. }
  9835. if (this.onDispose) {
  9836. this.onDispose();
  9837. }
  9838. };
  9839. return Material;
  9840. })();
  9841. BABYLON.Material = Material;
  9842. })(BABYLON || (BABYLON = {}));
  9843. var __extends = this.__extends || function (d, b) {
  9844. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  9845. function __() { this.constructor = d; }
  9846. __.prototype = b.prototype;
  9847. d.prototype = new __();
  9848. };
  9849. var BABYLON;
  9850. (function (BABYLON) {
  9851. var maxSimultaneousLights = 4;
  9852. var FresnelParameters = (function () {
  9853. function FresnelParameters() {
  9854. this.isEnabled = true;
  9855. this.leftColor = BABYLON.Color3.Black();
  9856. this.rightColor = BABYLON.Color3.White();
  9857. }
  9858. return FresnelParameters;
  9859. })();
  9860. BABYLON.FresnelParameters = FresnelParameters;
  9861. var StandardMaterial = (function (_super) {
  9862. __extends(StandardMaterial, _super);
  9863. function StandardMaterial(name, scene) {
  9864. var _this = this;
  9865. _super.call(this, name, scene);
  9866. this.ambientColor = new BABYLON.Color3(0, 0, 0);
  9867. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  9868. this.specularColor = new BABYLON.Color3(1, 1, 1);
  9869. this.specularPower = 64;
  9870. this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  9871. this.useAlphaFromDiffuseTexture = false;
  9872. this._cachedDefines = null;
  9873. this._renderTargets = new BABYLON.SmartArray(16);
  9874. this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  9875. this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  9876. this._baseColor = new BABYLON.Color3();
  9877. this._scaledDiffuse = new BABYLON.Color3();
  9878. this._scaledSpecular = new BABYLON.Color3();
  9879. this.getRenderTargetTextures = function () {
  9880. _this._renderTargets.reset();
  9881. if (_this.reflectionTexture && _this.reflectionTexture.isRenderTarget) {
  9882. _this._renderTargets.push(_this.reflectionTexture);
  9883. }
  9884. return _this._renderTargets;
  9885. };
  9886. }
  9887. StandardMaterial.prototype.needAlphaBlending = function () {
  9888. return (this.alpha < 1.0) || (this.opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture();
  9889. };
  9890. StandardMaterial.prototype.needAlphaTesting = function () {
  9891. return this.diffuseTexture != null && this.diffuseTexture.hasAlpha && !this.diffuseTexture.getAlphaFromRGB;
  9892. };
  9893. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  9894. return this.diffuseTexture != null && this.diffuseTexture.hasAlpha && this.useAlphaFromDiffuseTexture;
  9895. };
  9896. StandardMaterial.prototype.getAlphaTestTexture = function () {
  9897. return this.diffuseTexture;
  9898. };
  9899. StandardMaterial.prototype.isReady = function (mesh, useInstances) {
  9900. if (this.checkReadyOnlyOnce) {
  9901. if (this._wasPreviouslyReady) {
  9902. return true;
  9903. }
  9904. }
  9905. var scene = this.getScene();
  9906. if (!this.checkReadyOnEveryCall) {
  9907. if (this._renderId === scene.getRenderId()) {
  9908. return true;
  9909. }
  9910. }
  9911. var engine = scene.getEngine();
  9912. var defines = [];
  9913. var fallbacks = new BABYLON.EffectFallbacks();
  9914. if (scene.texturesEnabled) {
  9915. if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  9916. if (!this.diffuseTexture.isReady()) {
  9917. return false;
  9918. } else {
  9919. defines.push("#define DIFFUSE");
  9920. }
  9921. }
  9922. if (this.ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  9923. if (!this.ambientTexture.isReady()) {
  9924. return false;
  9925. } else {
  9926. defines.push("#define AMBIENT");
  9927. }
  9928. }
  9929. if (this.opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  9930. if (!this.opacityTexture.isReady()) {
  9931. return false;
  9932. } else {
  9933. defines.push("#define OPACITY");
  9934. if (this.opacityTexture.getAlphaFromRGB) {
  9935. defines.push("#define OPACITYRGB");
  9936. }
  9937. }
  9938. }
  9939. if (this.reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  9940. if (!this.reflectionTexture.isReady()) {
  9941. return false;
  9942. } else {
  9943. defines.push("#define REFLECTION");
  9944. fallbacks.addFallback(0, "REFLECTION");
  9945. }
  9946. }
  9947. if (this.emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  9948. if (!this.emissiveTexture.isReady()) {
  9949. return false;
  9950. } else {
  9951. defines.push("#define EMISSIVE");
  9952. }
  9953. }
  9954. if (this.specularTexture && BABYLON.StandardMaterial.SpecularTextureEnabled) {
  9955. if (!this.specularTexture.isReady()) {
  9956. return false;
  9957. } else {
  9958. defines.push("#define SPECULAR");
  9959. fallbacks.addFallback(0, "SPECULAR");
  9960. }
  9961. }
  9962. }
  9963. if (scene.getEngine().getCaps().standardDerivatives && this.bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled) {
  9964. if (!this.bumpTexture.isReady()) {
  9965. return false;
  9966. } else {
  9967. defines.push("#define BUMP");
  9968. fallbacks.addFallback(0, "BUMP");
  9969. }
  9970. }
  9971. if (scene.clipPlane) {
  9972. defines.push("#define CLIPPLANE");
  9973. }
  9974. if (engine.getAlphaTesting()) {
  9975. defines.push("#define ALPHATEST");
  9976. }
  9977. if (this._shouldUseAlphaFromDiffuseTexture()) {
  9978. defines.push("#define ALPHAFROMDIFFUSE");
  9979. }
  9980. if (scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  9981. defines.push("#define FOG");
  9982. fallbacks.addFallback(1, "FOG");
  9983. }
  9984. var shadowsActivated = false;
  9985. var lightIndex = 0;
  9986. if (scene.lightsEnabled) {
  9987. for (var index = 0; index < scene.lights.length; index++) {
  9988. var light = scene.lights[index];
  9989. if (!light.isEnabled()) {
  9990. continue;
  9991. }
  9992. if (light._excludedMeshesIds.length > 0) {
  9993. for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
  9994. var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
  9995. if (excludedMesh) {
  9996. light.excludedMeshes.push(excludedMesh);
  9997. }
  9998. }
  9999. light._excludedMeshesIds = [];
  10000. }
  10001. if (light._includedOnlyMeshesIds.length > 0) {
  10002. for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  10003. var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
  10004. if (includedOnlyMesh) {
  10005. light.includedOnlyMeshes.push(includedOnlyMesh);
  10006. }
  10007. }
  10008. light._includedOnlyMeshesIds = [];
  10009. }
  10010. if (!light.canAffectMesh(mesh)) {
  10011. continue;
  10012. }
  10013. defines.push("#define LIGHT" + lightIndex);
  10014. if (lightIndex > 0) {
  10015. fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
  10016. }
  10017. var type;
  10018. if (light instanceof BABYLON.SpotLight) {
  10019. type = "#define SPOTLIGHT" + lightIndex;
  10020. } else if (light instanceof BABYLON.HemisphericLight) {
  10021. type = "#define HEMILIGHT" + lightIndex;
  10022. } else {
  10023. type = "#define POINTDIRLIGHT" + lightIndex;
  10024. }
  10025. defines.push(type);
  10026. if (lightIndex > 0) {
  10027. fallbacks.addFallback(lightIndex, type.replace("#define ", ""));
  10028. }
  10029. var shadowGenerator = light.getShadowGenerator();
  10030. if (mesh && mesh.receiveShadows && shadowGenerator) {
  10031. defines.push("#define SHADOW" + lightIndex);
  10032. fallbacks.addFallback(0, "SHADOW" + lightIndex);
  10033. if (!shadowsActivated) {
  10034. defines.push("#define SHADOWS");
  10035. shadowsActivated = true;
  10036. }
  10037. if (shadowGenerator.useVarianceShadowMap) {
  10038. defines.push("#define SHADOWVSM" + lightIndex);
  10039. if (lightIndex > 0) {
  10040. fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
  10041. }
  10042. }
  10043. if (shadowGenerator.usePoissonSampling) {
  10044. defines.push("#define SHADOWPCF" + lightIndex);
  10045. if (lightIndex > 0) {
  10046. fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
  10047. }
  10048. }
  10049. }
  10050. lightIndex++;
  10051. if (lightIndex == maxSimultaneousLights)
  10052. break;
  10053. }
  10054. }
  10055. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  10056. defines.push("#define FRESNEL");
  10057. defines.push("#define DIFFUSEFRESNEL");
  10058. fallbacks.addFallback(1, "FRESNEL");
  10059. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  10060. }
  10061. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  10062. if (mesh) {
  10063. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  10064. attribs.push(BABYLON.VertexBuffer.UVKind);
  10065. defines.push("#define UV1");
  10066. }
  10067. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  10068. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  10069. defines.push("#define UV2");
  10070. }
  10071. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  10072. attribs.push(BABYLON.VertexBuffer.ColorKind);
  10073. defines.push("#define VERTEXCOLOR");
  10074. }
  10075. if (mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  10076. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  10077. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  10078. defines.push("#define BONES");
  10079. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  10080. defines.push("#define BONES4");
  10081. fallbacks.addFallback(0, "BONES4");
  10082. }
  10083. if (useInstances) {
  10084. defines.push("#define INSTANCES");
  10085. attribs.push("world0");
  10086. attribs.push("world1");
  10087. attribs.push("world2");
  10088. attribs.push("world3");
  10089. }
  10090. }
  10091. var join = defines.join("\n");
  10092. if (this._cachedDefines != join) {
  10093. this._cachedDefines = join;
  10094. var shaderName = "default";
  10095. if (!scene.getEngine().getCaps().standardDerivatives) {
  10096. shaderName = "legacydefault";
  10097. }
  10098. this._effect = scene.getEngine().createEffect(shaderName, attribs, [
  10099. "world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  10100. "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0",
  10101. "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1",
  10102. "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2",
  10103. "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3",
  10104. "vFogInfos", "vFogColor",
  10105. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos",
  10106. "mBones",
  10107. "vClipPlane", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix",
  10108. "darkness0", "darkness1", "darkness2", "darkness3",
  10109. "diffuseLeftColor", "diffuseRightColor"
  10110. ], [
  10111. "diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler", "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler",
  10112. "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3"
  10113. ], join, fallbacks, this.onCompiled, this.onError);
  10114. }
  10115. if (!this._effect.isReady()) {
  10116. return false;
  10117. }
  10118. this._renderId = scene.getRenderId();
  10119. this._wasPreviouslyReady = true;
  10120. return true;
  10121. };
  10122. StandardMaterial.prototype.unbind = function () {
  10123. if (this.reflectionTexture && this.reflectionTexture.isRenderTarget) {
  10124. this._effect.setTexture("reflection2DSampler", null);
  10125. }
  10126. };
  10127. StandardMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  10128. this._effect.setMatrix("world", world);
  10129. };
  10130. StandardMaterial.prototype.bind = function (world, mesh) {
  10131. var scene = this.getScene();
  10132. this._baseColor.copyFrom(this.diffuseColor);
  10133. this.bindOnlyWorldMatrix(world);
  10134. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  10135. if (mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  10136. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  10137. }
  10138. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  10139. this._effect.setColor3("diffuseLeftColor", this.diffuseFresnelParameters.leftColor);
  10140. this._effect.setColor3("diffuseRightColor", this.diffuseFresnelParameters.rightColor);
  10141. }
  10142. if (this.diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  10143. this._effect.setTexture("diffuseSampler", this.diffuseTexture);
  10144. this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
  10145. this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
  10146. this._baseColor.copyFromFloats(1, 1, 1);
  10147. }
  10148. if (this.ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  10149. this._effect.setTexture("ambientSampler", this.ambientTexture);
  10150. this._effect.setFloat2("vAmbientInfos", this.ambientTexture.coordinatesIndex, this.ambientTexture.level);
  10151. this._effect.setMatrix("ambientMatrix", this.ambientTexture.getTextureMatrix());
  10152. }
  10153. if (this.opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  10154. this._effect.setTexture("opacitySampler", this.opacityTexture);
  10155. this._effect.setFloat2("vOpacityInfos", this.opacityTexture.coordinatesIndex, this.opacityTexture.level);
  10156. this._effect.setMatrix("opacityMatrix", this.opacityTexture.getTextureMatrix());
  10157. }
  10158. if (this.reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  10159. if (this.reflectionTexture.isCube) {
  10160. this._effect.setTexture("reflectionCubeSampler", this.reflectionTexture);
  10161. } else {
  10162. this._effect.setTexture("reflection2DSampler", this.reflectionTexture);
  10163. }
  10164. this._effect.setMatrix("reflectionMatrix", this.reflectionTexture.getReflectionTextureMatrix());
  10165. this._effect.setFloat3("vReflectionInfos", this.reflectionTexture.coordinatesMode, this.reflectionTexture.level, this.reflectionTexture.isCube ? 1 : 0);
  10166. }
  10167. if (this.emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  10168. this._effect.setTexture("emissiveSampler", this.emissiveTexture);
  10169. this._effect.setFloat2("vEmissiveInfos", this.emissiveTexture.coordinatesIndex, this.emissiveTexture.level);
  10170. this._effect.setMatrix("emissiveMatrix", this.emissiveTexture.getTextureMatrix());
  10171. }
  10172. if (this.specularTexture && BABYLON.StandardMaterial.SpecularTextureEnabled) {
  10173. this._effect.setTexture("specularSampler", this.specularTexture);
  10174. this._effect.setFloat2("vSpecularInfos", this.specularTexture.coordinatesIndex, this.specularTexture.level);
  10175. this._effect.setMatrix("specularMatrix", this.specularTexture.getTextureMatrix());
  10176. }
  10177. if (this.bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled) {
  10178. this._effect.setTexture("bumpSampler", this.bumpTexture);
  10179. this._effect.setFloat2("vBumpInfos", this.bumpTexture.coordinatesIndex, this.bumpTexture.level);
  10180. this._effect.setMatrix("bumpMatrix", this.bumpTexture.getTextureMatrix());
  10181. }
  10182. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  10183. this._effect.setVector3("vEyePosition", scene.activeCamera.position);
  10184. this._effect.setColor3("vAmbientColor", this._globalAmbientColor);
  10185. this._effect.setColor4("vDiffuseColor", this._baseColor, this.alpha * mesh.visibility);
  10186. this._effect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
  10187. this._effect.setColor3("vEmissiveColor", this.emissiveColor);
  10188. if (scene.lightsEnabled) {
  10189. var lightIndex = 0;
  10190. for (var index = 0; index < scene.lights.length; index++) {
  10191. var light = scene.lights[index];
  10192. if (!light.isEnabled()) {
  10193. continue;
  10194. }
  10195. if (!light.canAffectMesh(mesh)) {
  10196. continue;
  10197. }
  10198. if (light instanceof BABYLON.PointLight) {
  10199. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  10200. } else if (light instanceof BABYLON.DirectionalLight) {
  10201. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  10202. } else if (light instanceof BABYLON.SpotLight) {
  10203. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
  10204. } else if (light instanceof BABYLON.HemisphericLight) {
  10205. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
  10206. }
  10207. light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
  10208. light.specular.scaleToRef(light.intensity, this._scaledSpecular);
  10209. this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
  10210. this._effect.setColor3("vLightSpecular" + lightIndex, this._scaledSpecular);
  10211. var shadowGenerator = light.getShadowGenerator();
  10212. if (mesh.receiveShadows && shadowGenerator) {
  10213. this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
  10214. this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMap());
  10215. this._effect.setFloat("darkness" + lightIndex, shadowGenerator.getDarkness());
  10216. }
  10217. lightIndex++;
  10218. if (lightIndex == maxSimultaneousLights)
  10219. break;
  10220. }
  10221. }
  10222. if (scene.clipPlane) {
  10223. var clipPlane = scene.clipPlane;
  10224. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  10225. }
  10226. if (scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this.reflectionTexture) {
  10227. this._effect.setMatrix("view", scene.getViewMatrix());
  10228. }
  10229. if (scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  10230. this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  10231. this._effect.setColor3("vFogColor", scene.fogColor);
  10232. }
  10233. };
  10234. StandardMaterial.prototype.getAnimatables = function () {
  10235. var results = [];
  10236. if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
  10237. results.push(this.diffuseTexture);
  10238. }
  10239. if (this.ambientTexture && this.ambientTexture.animations && this.ambientTexture.animations.length > 0) {
  10240. results.push(this.ambientTexture);
  10241. }
  10242. if (this.opacityTexture && this.opacityTexture.animations && this.opacityTexture.animations.length > 0) {
  10243. results.push(this.opacityTexture);
  10244. }
  10245. if (this.reflectionTexture && this.reflectionTexture.animations && this.reflectionTexture.animations.length > 0) {
  10246. results.push(this.reflectionTexture);
  10247. }
  10248. if (this.emissiveTexture && this.emissiveTexture.animations && this.emissiveTexture.animations.length > 0) {
  10249. results.push(this.emissiveTexture);
  10250. }
  10251. if (this.specularTexture && this.specularTexture.animations && this.specularTexture.animations.length > 0) {
  10252. results.push(this.specularTexture);
  10253. }
  10254. if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
  10255. results.push(this.bumpTexture);
  10256. }
  10257. return results;
  10258. };
  10259. StandardMaterial.prototype.dispose = function (forceDisposeEffect) {
  10260. if (this.diffuseTexture) {
  10261. this.diffuseTexture.dispose();
  10262. }
  10263. if (this.ambientTexture) {
  10264. this.ambientTexture.dispose();
  10265. }
  10266. if (this.opacityTexture) {
  10267. this.opacityTexture.dispose();
  10268. }
  10269. if (this.reflectionTexture) {
  10270. this.reflectionTexture.dispose();
  10271. }
  10272. if (this.emissiveTexture) {
  10273. this.emissiveTexture.dispose();
  10274. }
  10275. if (this.specularTexture) {
  10276. this.specularTexture.dispose();
  10277. }
  10278. if (this.bumpTexture) {
  10279. this.bumpTexture.dispose();
  10280. }
  10281. _super.prototype.dispose.call(this, forceDisposeEffect);
  10282. };
  10283. StandardMaterial.prototype.clone = function (name) {
  10284. var newStandardMaterial = new BABYLON.StandardMaterial(name, this.getScene());
  10285. newStandardMaterial.checkReadyOnEveryCall = this.checkReadyOnEveryCall;
  10286. newStandardMaterial.alpha = this.alpha;
  10287. newStandardMaterial.wireframe = this.wireframe;
  10288. newStandardMaterial.backFaceCulling = this.backFaceCulling;
  10289. if (this.diffuseTexture && this.diffuseTexture.clone) {
  10290. newStandardMaterial.diffuseTexture = this.diffuseTexture.clone();
  10291. }
  10292. if (this.ambientTexture && this.ambientTexture.clone) {
  10293. newStandardMaterial.ambientTexture = this.ambientTexture.clone();
  10294. }
  10295. if (this.opacityTexture && this.opacityTexture.clone) {
  10296. newStandardMaterial.opacityTexture = this.opacityTexture.clone();
  10297. }
  10298. if (this.reflectionTexture && this.reflectionTexture.clone) {
  10299. newStandardMaterial.reflectionTexture = this.reflectionTexture.clone();
  10300. }
  10301. if (this.emissiveTexture && this.emissiveTexture.clone) {
  10302. newStandardMaterial.emissiveTexture = this.emissiveTexture.clone();
  10303. }
  10304. if (this.specularTexture && this.specularTexture.clone) {
  10305. newStandardMaterial.specularTexture = this.specularTexture.clone();
  10306. }
  10307. if (this.bumpTexture && this.bumpTexture.clone) {
  10308. newStandardMaterial.bumpTexture = this.bumpTexture.clone();
  10309. }
  10310. newStandardMaterial.ambientColor = this.ambientColor.clone();
  10311. newStandardMaterial.diffuseColor = this.diffuseColor.clone();
  10312. newStandardMaterial.specularColor = this.specularColor.clone();
  10313. newStandardMaterial.specularPower = this.specularPower;
  10314. newStandardMaterial.emissiveColor = this.emissiveColor.clone();
  10315. return newStandardMaterial;
  10316. };
  10317. StandardMaterial.DiffuseTextureEnabled = true;
  10318. StandardMaterial.AmbientTextureEnabled = true;
  10319. StandardMaterial.OpacityTextureEnabled = true;
  10320. StandardMaterial.ReflectionTextureEnabled = true;
  10321. StandardMaterial.EmissiveTextureEnabled = true;
  10322. StandardMaterial.SpecularTextureEnabled = true;
  10323. StandardMaterial.BumpTextureEnabled = true;
  10324. return StandardMaterial;
  10325. })(BABYLON.Material);
  10326. BABYLON.StandardMaterial = StandardMaterial;
  10327. })(BABYLON || (BABYLON = {}));
  10328. var __extends = this.__extends || function (d, b) {
  10329. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  10330. function __() { this.constructor = d; }
  10331. __.prototype = b.prototype;
  10332. d.prototype = new __();
  10333. };
  10334. var BABYLON;
  10335. (function (BABYLON) {
  10336. var MultiMaterial = (function (_super) {
  10337. __extends(MultiMaterial, _super);
  10338. function MultiMaterial(name, scene) {
  10339. _super.call(this, name, scene, true);
  10340. this.subMaterials = new Array();
  10341. scene.multiMaterials.push(this);
  10342. }
  10343. MultiMaterial.prototype.getSubMaterial = function (index) {
  10344. if (index < 0 || index >= this.subMaterials.length) {
  10345. return this.getScene().defaultMaterial;
  10346. }
  10347. return this.subMaterials[index];
  10348. };
  10349. MultiMaterial.prototype.isReady = function (mesh) {
  10350. for (var index = 0; index < this.subMaterials.length; index++) {
  10351. var subMaterial = this.subMaterials[index];
  10352. if (subMaterial) {
  10353. if (!this.subMaterials[index].isReady(mesh)) {
  10354. return false;
  10355. }
  10356. }
  10357. }
  10358. return true;
  10359. };
  10360. return MultiMaterial;
  10361. })(BABYLON.Material);
  10362. BABYLON.MultiMaterial = MultiMaterial;
  10363. })(BABYLON || (BABYLON = {}));
  10364. var BABYLON;
  10365. (function (BABYLON) {
  10366. var Database = (function () {
  10367. function Database(urlToScene, callbackManifestChecked) {
  10368. this.idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  10369. this.callbackManifestChecked = callbackManifestChecked;
  10370. this.currentSceneUrl = BABYLON.Database.ReturnFullUrlLocation(urlToScene);
  10371. this.db = null;
  10372. this.enableSceneOffline = false;
  10373. this.enableTexturesOffline = false;
  10374. this.manifestVersionFound = 0;
  10375. this.mustUpdateRessources = false;
  10376. this.hasReachedQuota = false;
  10377. this.checkManifestFile();
  10378. }
  10379. Database.prototype.checkManifestFile = function () {
  10380. var _this = this;
  10381. function noManifestFile() {
  10382. BABYLON.Tools.Log("Valid manifest file not found. Scene & textures will be loaded directly from the web server.");
  10383. that.enableSceneOffline = false;
  10384. that.enableTexturesOffline = false;
  10385. that.callbackManifestChecked(false);
  10386. }
  10387. var that = this;
  10388. var manifestURL = this.currentSceneUrl + ".manifest";
  10389. var xhr = new XMLHttpRequest();
  10390. var manifestURLTimeStamped = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + (new Date()).getTime();
  10391. xhr.open("GET", manifestURLTimeStamped, true);
  10392. xhr.addEventListener("load", function () {
  10393. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  10394. try {
  10395. var manifestFile = JSON.parse(xhr.response);
  10396. _this.enableSceneOffline = manifestFile.enableSceneOffline;
  10397. _this.enableTexturesOffline = manifestFile.enableTexturesOffline;
  10398. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  10399. _this.manifestVersionFound = manifestFile.version;
  10400. }
  10401. if (_this.callbackManifestChecked) {
  10402. _this.callbackManifestChecked(true);
  10403. }
  10404. } catch (ex) {
  10405. noManifestFile();
  10406. }
  10407. } else {
  10408. noManifestFile();
  10409. }
  10410. }, false);
  10411. xhr.addEventListener("error", function (event) {
  10412. noManifestFile();
  10413. }, false);
  10414. try {
  10415. xhr.send();
  10416. } catch (ex) {
  10417. BABYLON.Tools.Error("Error on XHR send request.");
  10418. that.callbackManifestChecked(false);
  10419. }
  10420. };
  10421. Database.prototype.openAsync = function (successCallback, errorCallback) {
  10422. var _this = this;
  10423. function handleError() {
  10424. that.isSupported = false;
  10425. if (errorCallback)
  10426. errorCallback();
  10427. }
  10428. var that = this;
  10429. if (!this.idbFactory || !(this.enableSceneOffline || this.enableTexturesOffline)) {
  10430. this.isSupported = false;
  10431. if (errorCallback)
  10432. errorCallback();
  10433. } else {
  10434. if (!this.db) {
  10435. this.hasReachedQuota = false;
  10436. this.isSupported = true;
  10437. var request = this.idbFactory.open("babylonjs", 1);
  10438. request.onerror = function (event) {
  10439. handleError();
  10440. };
  10441. request.onblocked = function (event) {
  10442. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  10443. handleError();
  10444. };
  10445. request.onsuccess = function (event) {
  10446. _this.db = request.result;
  10447. successCallback();
  10448. };
  10449. request.onupgradeneeded = function (event) {
  10450. _this.db = (event.target).result;
  10451. try {
  10452. if (event.oldVersion > 0) {
  10453. _this.db.deleteObjectStore("scenes");
  10454. _this.db.deleteObjectStore("versions");
  10455. _this.db.deleteObjectStore("textures");
  10456. }
  10457. var scenesStore = _this.db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  10458. var versionsStore = _this.db.createObjectStore("versions", { keyPath: "sceneUrl" });
  10459. var texturesStore = _this.db.createObjectStore("textures", { keyPath: "textureUrl" });
  10460. } catch (ex) {
  10461. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  10462. handleError();
  10463. }
  10464. };
  10465. } else {
  10466. if (successCallback)
  10467. successCallback();
  10468. }
  10469. }
  10470. };
  10471. Database.prototype.loadImageFromDB = function (url, image) {
  10472. var _this = this;
  10473. var completeURL = BABYLON.Database.ReturnFullUrlLocation(url);
  10474. var saveAndLoadImage = function () {
  10475. if (!_this.hasReachedQuota && _this.db !== null) {
  10476. _this._saveImageIntoDBAsync(completeURL, image);
  10477. } else {
  10478. image.src = url;
  10479. }
  10480. };
  10481. if (!this.mustUpdateRessources) {
  10482. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  10483. } else {
  10484. saveAndLoadImage();
  10485. }
  10486. };
  10487. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  10488. if (this.isSupported && this.db !== null) {
  10489. var texture;
  10490. var transaction = this.db.transaction(["textures"]);
  10491. transaction.onabort = function (event) {
  10492. image.src = url;
  10493. };
  10494. transaction.oncomplete = function (event) {
  10495. var blobTextureURL;
  10496. if (texture) {
  10497. var URL = window.URL || window.webkitURL;
  10498. blobTextureURL = URL.createObjectURL(texture.data, { oneTimeOnly: true });
  10499. image.onerror = function () {
  10500. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  10501. image.src = url;
  10502. };
  10503. image.src = blobTextureURL;
  10504. } else {
  10505. notInDBCallback();
  10506. }
  10507. };
  10508. var getRequest = transaction.objectStore("textures").get(url);
  10509. getRequest.onsuccess = function (event) {
  10510. texture = (event.target).result;
  10511. };
  10512. getRequest.onerror = function (event) {
  10513. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  10514. image.src = url;
  10515. };
  10516. } else {
  10517. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  10518. image.src = url;
  10519. }
  10520. };
  10521. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  10522. var _this = this;
  10523. if (this.isSupported) {
  10524. var generateBlobUrl = function () {
  10525. var blobTextureURL;
  10526. if (blob) {
  10527. var URL = window.URL || window.webkitURL;
  10528. try {
  10529. blobTextureURL = URL.createObjectURL(blob, { oneTimeOnly: true });
  10530. } catch (ex) {
  10531. blobTextureURL = URL.createObjectURL(blob);
  10532. }
  10533. }
  10534. image.src = blobTextureURL;
  10535. };
  10536. if (BABYLON.Database.isUASupportingBlobStorage) {
  10537. var xhr = new XMLHttpRequest(), blob;
  10538. xhr.open("GET", url, true);
  10539. xhr.responseType = "blob";
  10540. xhr.addEventListener("load", function () {
  10541. if (xhr.status === 200) {
  10542. blob = xhr.response;
  10543. var transaction = _this.db.transaction(["textures"], "readwrite");
  10544. transaction.onabort = function (event) {
  10545. try {
  10546. if (event.srcElement.error.name === "QuotaExceededError") {
  10547. this.hasReachedQuota = true;
  10548. }
  10549. } catch (ex) {
  10550. }
  10551. generateBlobUrl();
  10552. };
  10553. transaction.oncomplete = function (event) {
  10554. generateBlobUrl();
  10555. };
  10556. var newTexture = { textureUrl: url, data: blob };
  10557. try {
  10558. var addRequest = transaction.objectStore("textures").put(newTexture);
  10559. addRequest.onsuccess = function (event) {
  10560. };
  10561. addRequest.onerror = function (event) {
  10562. generateBlobUrl();
  10563. };
  10564. } catch (ex) {
  10565. if (ex.code === 25) {
  10566. BABYLON.Database.isUASupportingBlobStorage = false;
  10567. }
  10568. image.src = url;
  10569. }
  10570. } else {
  10571. image.src = url;
  10572. }
  10573. }, false);
  10574. xhr.addEventListener("error", function (event) {
  10575. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  10576. image.src = url;
  10577. }, false);
  10578. xhr.send();
  10579. } else {
  10580. image.src = url;
  10581. }
  10582. } else {
  10583. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  10584. image.src = url;
  10585. }
  10586. };
  10587. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  10588. var _this = this;
  10589. var updateVersion = function (event) {
  10590. _this._saveVersionIntoDBAsync(url, versionLoaded);
  10591. };
  10592. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  10593. };
  10594. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  10595. var _this = this;
  10596. if (this.isSupported) {
  10597. var version;
  10598. try {
  10599. var transaction = this.db.transaction(["versions"]);
  10600. transaction.oncomplete = function (event) {
  10601. if (version) {
  10602. if (_this.manifestVersionFound > version.data) {
  10603. _this.mustUpdateRessources = true;
  10604. updateInDBCallback();
  10605. } else {
  10606. callback(version.data);
  10607. }
  10608. } else {
  10609. _this.mustUpdateRessources = true;
  10610. updateInDBCallback();
  10611. }
  10612. };
  10613. transaction.onabort = function (event) {
  10614. callback(-1);
  10615. };
  10616. var getRequest = transaction.objectStore("versions").get(url);
  10617. getRequest.onsuccess = function (event) {
  10618. version = (event.target).result;
  10619. };
  10620. getRequest.onerror = function (event) {
  10621. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  10622. callback(-1);
  10623. };
  10624. } catch (ex) {
  10625. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  10626. callback(-1);
  10627. }
  10628. } else {
  10629. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  10630. callback(-1);
  10631. }
  10632. };
  10633. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  10634. var _this = this;
  10635. if (this.isSupported && !this.hasReachedQuota) {
  10636. try {
  10637. var transaction = this.db.transaction(["versions"], "readwrite");
  10638. transaction.onabort = function (event) {
  10639. try {
  10640. if (event.srcElement.error.name === "QuotaExceededError") {
  10641. _this.hasReachedQuota = true;
  10642. }
  10643. } catch (ex) {
  10644. }
  10645. callback(-1);
  10646. };
  10647. transaction.oncomplete = function (event) {
  10648. callback(_this.manifestVersionFound);
  10649. };
  10650. var newVersion = { sceneUrl: url, data: this.manifestVersionFound };
  10651. var addRequest = transaction.objectStore("versions").put(newVersion);
  10652. addRequest.onsuccess = function (event) {
  10653. };
  10654. addRequest.onerror = function (event) {
  10655. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  10656. };
  10657. } catch (ex) {
  10658. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  10659. callback(-1);
  10660. }
  10661. } else {
  10662. callback(-1);
  10663. }
  10664. };
  10665. Database.prototype.loadFileFromDB = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  10666. var _this = this;
  10667. var completeUrl = BABYLON.Database.ReturnFullUrlLocation(url);
  10668. var saveAndLoadFile = function (event) {
  10669. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack);
  10670. };
  10671. this._checkVersionFromDB(completeUrl, function (version) {
  10672. if (version !== -1) {
  10673. if (!_this.mustUpdateRessources) {
  10674. _this._loadFileFromDBAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  10675. } else {
  10676. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer);
  10677. }
  10678. } else {
  10679. errorCallback();
  10680. }
  10681. });
  10682. };
  10683. Database.prototype._loadFileFromDBAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  10684. if (this.isSupported) {
  10685. var targetStore;
  10686. if (url.indexOf(".babylon") !== -1) {
  10687. targetStore = "scenes";
  10688. } else {
  10689. targetStore = "textures";
  10690. }
  10691. var file;
  10692. var transaction = this.db.transaction([targetStore]);
  10693. transaction.oncomplete = function (event) {
  10694. if (file) {
  10695. callback(file.data);
  10696. } else {
  10697. notInDBCallback();
  10698. }
  10699. };
  10700. transaction.onabort = function (event) {
  10701. notInDBCallback();
  10702. };
  10703. var getRequest = transaction.objectStore(targetStore).get(url);
  10704. getRequest.onsuccess = function (event) {
  10705. file = (event.target).result;
  10706. };
  10707. getRequest.onerror = function (event) {
  10708. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  10709. notInDBCallback();
  10710. };
  10711. } else {
  10712. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  10713. callback();
  10714. }
  10715. };
  10716. Database.prototype._saveFileIntoDBAsync = function (url, callback, progressCallback, useArrayBuffer) {
  10717. var _this = this;
  10718. if (this.isSupported) {
  10719. var targetStore;
  10720. if (url.indexOf(".babylon") !== -1) {
  10721. targetStore = "scenes";
  10722. } else {
  10723. targetStore = "textures";
  10724. }
  10725. var xhr = new XMLHttpRequest(), fileData;
  10726. xhr.open("GET", url, true);
  10727. if (useArrayBuffer) {
  10728. xhr.responseType = "arraybuffer";
  10729. }
  10730. xhr.onprogress = progressCallback;
  10731. xhr.addEventListener("load", function () {
  10732. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6)) {
  10733. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  10734. if (!_this.hasReachedQuota) {
  10735. var transaction = _this.db.transaction([targetStore], "readwrite");
  10736. transaction.onabort = function (event) {
  10737. try {
  10738. if (event.srcElement.error.name === "QuotaExceededError") {
  10739. this.hasReachedQuota = true;
  10740. }
  10741. } catch (ex) {
  10742. }
  10743. callback(fileData);
  10744. };
  10745. transaction.oncomplete = function (event) {
  10746. callback(fileData);
  10747. };
  10748. var newFile;
  10749. if (targetStore === "scenes") {
  10750. newFile = { sceneUrl: url, data: fileData, version: _this.manifestVersionFound };
  10751. } else {
  10752. newFile = { textureUrl: url, data: fileData };
  10753. }
  10754. try {
  10755. var addRequest = transaction.objectStore(targetStore).put(newFile);
  10756. addRequest.onsuccess = function (event) {
  10757. };
  10758. addRequest.onerror = function (event) {
  10759. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  10760. };
  10761. } catch (ex) {
  10762. callback(fileData);
  10763. }
  10764. } else {
  10765. callback(fileData);
  10766. }
  10767. } else {
  10768. callback();
  10769. }
  10770. }, false);
  10771. xhr.addEventListener("error", function (event) {
  10772. BABYLON.Tools.Error("error on XHR request.");
  10773. callback();
  10774. }, false);
  10775. xhr.send();
  10776. } else {
  10777. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  10778. callback();
  10779. }
  10780. };
  10781. Database.isUASupportingBlobStorage = true;
  10782. Database.parseURL = function (url) {
  10783. var a = document.createElement('a');
  10784. a.href = url;
  10785. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  10786. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  10787. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  10788. return absLocation;
  10789. };
  10790. Database.ReturnFullUrlLocation = function (url) {
  10791. if (url.indexOf("http:/") === -1) {
  10792. return (BABYLON.Database.parseURL(window.location.href) + url);
  10793. } else {
  10794. return url;
  10795. }
  10796. };
  10797. return Database;
  10798. })();
  10799. BABYLON.Database = Database;
  10800. })(BABYLON || (BABYLON = {}));
  10801. var BABYLON;
  10802. (function (BABYLON) {
  10803. var SpriteManager = (function () {
  10804. function SpriteManager(name, imgUrl, capacity, cellSize, scene, epsilon) {
  10805. this.name = name;
  10806. this.cellSize = cellSize;
  10807. this.sprites = new Array();
  10808. this.renderingGroupId = 0;
  10809. this._vertexDeclaration = [3, 4, 4, 4];
  10810. this._vertexStrideSize = 15 * 4;
  10811. this._capacity = capacity;
  10812. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false);
  10813. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  10814. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  10815. this._epsilon = epsilon === undefined ? 0.01 : epsilon;
  10816. this._scene = scene;
  10817. this._scene.spriteManagers.push(this);
  10818. this._vertexDeclaration = [3, 4, 4, 4];
  10819. this._vertexStrideSize = 15 * 4;
  10820. this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
  10821. var indices = [];
  10822. var index = 0;
  10823. for (var count = 0; count < capacity; count++) {
  10824. indices.push(index);
  10825. indices.push(index + 1);
  10826. indices.push(index + 2);
  10827. indices.push(index);
  10828. indices.push(index + 2);
  10829. indices.push(index + 3);
  10830. index += 4;
  10831. }
  10832. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  10833. this._vertices = new Float32Array(capacity * this._vertexStrideSize);
  10834. this._effectBase = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  10835. this._effectFog = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  10836. }
  10837. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  10838. var arrayOffset = index * 15;
  10839. if (offsetX == 0)
  10840. offsetX = this._epsilon;
  10841. else if (offsetX == 1)
  10842. offsetX = 1 - this._epsilon;
  10843. if (offsetY == 0)
  10844. offsetY = this._epsilon;
  10845. else if (offsetY == 1)
  10846. offsetY = 1 - this._epsilon;
  10847. this._vertices[arrayOffset] = sprite.position.x;
  10848. this._vertices[arrayOffset + 1] = sprite.position.y;
  10849. this._vertices[arrayOffset + 2] = sprite.position.z;
  10850. this._vertices[arrayOffset + 3] = sprite.angle;
  10851. this._vertices[arrayOffset + 4] = sprite.size;
  10852. this._vertices[arrayOffset + 5] = offsetX;
  10853. this._vertices[arrayOffset + 6] = offsetY;
  10854. this._vertices[arrayOffset + 7] = sprite.invertU ? 1 : 0;
  10855. this._vertices[arrayOffset + 8] = sprite.invertV ? 1 : 0;
  10856. var offset = (sprite.cellIndex / rowSize) >> 0;
  10857. this._vertices[arrayOffset + 9] = sprite.cellIndex - offset * rowSize;
  10858. this._vertices[arrayOffset + 10] = offset;
  10859. this._vertices[arrayOffset + 11] = sprite.color.r;
  10860. this._vertices[arrayOffset + 12] = sprite.color.g;
  10861. this._vertices[arrayOffset + 13] = sprite.color.b;
  10862. this._vertices[arrayOffset + 14] = sprite.color.a;
  10863. };
  10864. SpriteManager.prototype.render = function () {
  10865. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady())
  10866. return;
  10867. var engine = this._scene.getEngine();
  10868. var baseSize = this._spriteTexture.getBaseSize();
  10869. var deltaTime = BABYLON.Tools.GetDeltaTime();
  10870. var max = Math.min(this._capacity, this.sprites.length);
  10871. var rowSize = baseSize.width / this.cellSize;
  10872. var offset = 0;
  10873. for (var index = 0; index < max; index++) {
  10874. var sprite = this.sprites[index];
  10875. if (!sprite) {
  10876. continue;
  10877. }
  10878. sprite._animate(deltaTime);
  10879. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  10880. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  10881. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  10882. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  10883. }
  10884. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices, max * this._vertexStrideSize);
  10885. var effect = this._effectBase;
  10886. if (this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  10887. effect = this._effectFog;
  10888. }
  10889. engine.enableEffect(effect);
  10890. var viewMatrix = this._scene.getViewMatrix();
  10891. effect.setTexture("diffuseSampler", this._spriteTexture);
  10892. effect.setMatrix("view", viewMatrix);
  10893. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  10894. effect.setFloat2("textureInfos", this.cellSize / baseSize.width, this.cellSize / baseSize.height);
  10895. if (this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  10896. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  10897. effect.setColor3("vFogColor", this._scene.fogColor);
  10898. }
  10899. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  10900. effect.setBool("alphaTest", true);
  10901. engine.setColorWrite(false);
  10902. engine.draw(true, 0, max * 6);
  10903. engine.setColorWrite(true);
  10904. effect.setBool("alphaTest", false);
  10905. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  10906. engine.draw(true, 0, max * 6);
  10907. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  10908. };
  10909. SpriteManager.prototype.dispose = function () {
  10910. if (this._vertexBuffer) {
  10911. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  10912. this._vertexBuffer = null;
  10913. }
  10914. if (this._indexBuffer) {
  10915. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  10916. this._indexBuffer = null;
  10917. }
  10918. if (this._spriteTexture) {
  10919. this._spriteTexture.dispose();
  10920. this._spriteTexture = null;
  10921. }
  10922. var index = this._scene.spriteManagers.indexOf(this);
  10923. this._scene.spriteManagers.splice(index, 1);
  10924. if (this.onDispose) {
  10925. this.onDispose();
  10926. }
  10927. };
  10928. return SpriteManager;
  10929. })();
  10930. BABYLON.SpriteManager = SpriteManager;
  10931. })(BABYLON || (BABYLON = {}));
  10932. var BABYLON;
  10933. (function (BABYLON) {
  10934. var Sprite = (function () {
  10935. function Sprite(name, manager) {
  10936. this.name = name;
  10937. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  10938. this.size = 1.0;
  10939. this.angle = 0;
  10940. this.cellIndex = 0;
  10941. this.invertU = 0;
  10942. this.invertV = 0;
  10943. this.animations = new Array();
  10944. this._animationStarted = false;
  10945. this._loopAnimation = false;
  10946. this._fromIndex = 0;
  10947. this._toIndex = 0;
  10948. this._delay = 0;
  10949. this._direction = 1;
  10950. this._frameCount = 0;
  10951. this._time = 0;
  10952. this._manager = manager;
  10953. this._manager.sprites.push(this);
  10954. this.position = BABYLON.Vector3.Zero();
  10955. }
  10956. Sprite.prototype.playAnimation = function (from, to, loop, delay) {
  10957. this._fromIndex = from;
  10958. this._toIndex = to;
  10959. this._loopAnimation = loop;
  10960. this._delay = delay;
  10961. this._animationStarted = true;
  10962. this._direction = from < to ? 1 : -1;
  10963. this.cellIndex = from;
  10964. this._time = 0;
  10965. };
  10966. Sprite.prototype.stopAnimation = function () {
  10967. this._animationStarted = false;
  10968. };
  10969. Sprite.prototype._animate = function (deltaTime) {
  10970. if (!this._animationStarted)
  10971. return;
  10972. this._time += deltaTime;
  10973. if (this._time > this._delay) {
  10974. this._time = this._time % this._delay;
  10975. this.cellIndex += this._direction;
  10976. if (this.cellIndex == this._toIndex) {
  10977. if (this._loopAnimation) {
  10978. this.cellIndex = this._fromIndex;
  10979. } else {
  10980. this._animationStarted = false;
  10981. if (this.disposeWhenFinishedAnimating) {
  10982. this.dispose();
  10983. }
  10984. }
  10985. }
  10986. }
  10987. };
  10988. Sprite.prototype.dispose = function () {
  10989. for (var i = 0; i < this._manager.sprites.length; i++) {
  10990. if (this._manager.sprites[i] == this) {
  10991. this._manager.sprites.splice(i, 1);
  10992. }
  10993. }
  10994. };
  10995. return Sprite;
  10996. })();
  10997. BABYLON.Sprite = Sprite;
  10998. })(BABYLON || (BABYLON = {}));
  10999. var BABYLON;
  11000. (function (BABYLON) {
  11001. var Layer = (function () {
  11002. function Layer(name, imgUrl, scene, isBackground, color) {
  11003. this.name = name;
  11004. this._vertexDeclaration = [2];
  11005. this._vertexStrideSize = 2 * 4;
  11006. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  11007. this.isBackground = isBackground === undefined ? true : isBackground;
  11008. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  11009. this._scene = scene;
  11010. this._scene.layers.push(this);
  11011. var vertices = [];
  11012. vertices.push(1, 1);
  11013. vertices.push(-1, 1);
  11014. vertices.push(-1, -1);
  11015. vertices.push(1, -1);
  11016. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  11017. var indices = [];
  11018. indices.push(0);
  11019. indices.push(1);
  11020. indices.push(2);
  11021. indices.push(0);
  11022. indices.push(2);
  11023. indices.push(3);
  11024. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  11025. this._effect = this._scene.getEngine().createEffect("layer", ["position"], ["textureMatrix", "color"], ["textureSampler"], "");
  11026. }
  11027. Layer.prototype.render = function () {
  11028. if (!this._effect.isReady() || !this.texture || !this.texture.isReady())
  11029. return;
  11030. var engine = this._scene.getEngine();
  11031. engine.enableEffect(this._effect);
  11032. engine.setState(false);
  11033. this._effect.setTexture("textureSampler", this.texture);
  11034. this._effect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  11035. this._effect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  11036. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  11037. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  11038. engine.draw(true, 0, 6);
  11039. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  11040. };
  11041. Layer.prototype.dispose = function () {
  11042. if (this._vertexBuffer) {
  11043. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  11044. this._vertexBuffer = null;
  11045. }
  11046. if (this._indexBuffer) {
  11047. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  11048. this._indexBuffer = null;
  11049. }
  11050. if (this.texture) {
  11051. this.texture.dispose();
  11052. this.texture = null;
  11053. }
  11054. var index = this._scene.layers.indexOf(this);
  11055. this._scene.layers.splice(index, 1);
  11056. if (this.onDispose) {
  11057. this.onDispose();
  11058. }
  11059. };
  11060. return Layer;
  11061. })();
  11062. BABYLON.Layer = Layer;
  11063. })(BABYLON || (BABYLON = {}));
  11064. var BABYLON;
  11065. (function (BABYLON) {
  11066. var Particle = (function () {
  11067. function Particle() {
  11068. this.position = BABYLON.Vector3.Zero();
  11069. this.direction = BABYLON.Vector3.Zero();
  11070. this.color = new BABYLON.Color4(0, 0, 0, 0);
  11071. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  11072. this.lifeTime = 1.0;
  11073. this.age = 0;
  11074. this.size = 0;
  11075. this.angle = 0;
  11076. this.angularSpeed = 0;
  11077. }
  11078. return Particle;
  11079. })();
  11080. BABYLON.Particle = Particle;
  11081. })(BABYLON || (BABYLON = {}));
  11082. var BABYLON;
  11083. (function (BABYLON) {
  11084. var randomNumber = function (min, max) {
  11085. if (min == max) {
  11086. return (min);
  11087. }
  11088. var random = Math.random();
  11089. return ((random * (max - min)) + min);
  11090. };
  11091. var ParticleSystem = (function () {
  11092. function ParticleSystem(name, capacity, scene, fragmentElement) {
  11093. var _this = this;
  11094. this.name = name;
  11095. this.fragmentElement = fragmentElement;
  11096. this.renderingGroupId = 0;
  11097. this.emitter = null;
  11098. this.emitRate = 10;
  11099. this.manualEmitCount = -1;
  11100. this.updateSpeed = 0.01;
  11101. this.targetStopDuration = 0;
  11102. this.disposeOnStop = false;
  11103. this.minEmitPower = 1;
  11104. this.maxEmitPower = 1;
  11105. this.minLifeTime = 1;
  11106. this.maxLifeTime = 1;
  11107. this.minSize = 1;
  11108. this.maxSize = 1;
  11109. this.minAngularSpeed = 0;
  11110. this.maxAngularSpeed = 0;
  11111. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  11112. this.forceDepthWrite = false;
  11113. this.gravity = BABYLON.Vector3.Zero();
  11114. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  11115. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  11116. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  11117. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  11118. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  11119. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  11120. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  11121. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  11122. this.particles = new Array();
  11123. this._vertexDeclaration = [3, 4, 4];
  11124. this._vertexStrideSize = 11 * 4;
  11125. this._stockParticles = new Array();
  11126. this._newPartsExcess = 0;
  11127. this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  11128. this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  11129. this._scaledDirection = BABYLON.Vector3.Zero();
  11130. this._scaledGravity = BABYLON.Vector3.Zero();
  11131. this._currentRenderId = -1;
  11132. this._started = false;
  11133. this._stopped = false;
  11134. this._actualFrame = 0;
  11135. this.id = name;
  11136. this._capacity = capacity;
  11137. this._scene = scene;
  11138. scene.particleSystems.push(this);
  11139. this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
  11140. var indices = [];
  11141. var index = 0;
  11142. for (var count = 0; count < capacity; count++) {
  11143. indices.push(index);
  11144. indices.push(index + 1);
  11145. indices.push(index + 2);
  11146. indices.push(index);
  11147. indices.push(index + 2);
  11148. indices.push(index + 3);
  11149. index += 4;
  11150. }
  11151. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  11152. this._vertices = new Float32Array(capacity * this._vertexStrideSize);
  11153. this.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate) {
  11154. var randX = randomNumber(_this.direction1.x, _this.direction2.x);
  11155. var randY = randomNumber(_this.direction1.y, _this.direction2.y);
  11156. var randZ = randomNumber(_this.direction1.z, _this.direction2.z);
  11157. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate);
  11158. };
  11159. this.startPositionFunction = function (worldMatrix, positionToUpdate) {
  11160. var randX = randomNumber(_this.minEmitBox.x, _this.maxEmitBox.x);
  11161. var randY = randomNumber(_this.minEmitBox.y, _this.maxEmitBox.y);
  11162. var randZ = randomNumber(_this.minEmitBox.z, _this.maxEmitBox.z);
  11163. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  11164. };
  11165. }
  11166. ParticleSystem.prototype.getCapacity = function () {
  11167. return this._capacity;
  11168. };
  11169. ParticleSystem.prototype.isAlive = function () {
  11170. return this._alive;
  11171. };
  11172. ParticleSystem.prototype.isStarted = function () {
  11173. return this._started;
  11174. };
  11175. ParticleSystem.prototype.start = function () {
  11176. this._started = true;
  11177. this._stopped = false;
  11178. this._actualFrame = 0;
  11179. };
  11180. ParticleSystem.prototype.stop = function () {
  11181. this._stopped = true;
  11182. };
  11183. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  11184. var offset = index * 11;
  11185. this._vertices[offset] = particle.position.x;
  11186. this._vertices[offset + 1] = particle.position.y;
  11187. this._vertices[offset + 2] = particle.position.z;
  11188. this._vertices[offset + 3] = particle.color.r;
  11189. this._vertices[offset + 4] = particle.color.g;
  11190. this._vertices[offset + 5] = particle.color.b;
  11191. this._vertices[offset + 6] = particle.color.a;
  11192. this._vertices[offset + 7] = particle.angle;
  11193. this._vertices[offset + 8] = particle.size;
  11194. this._vertices[offset + 9] = offsetX;
  11195. this._vertices[offset + 10] = offsetY;
  11196. };
  11197. ParticleSystem.prototype._update = function (newParticles) {
  11198. this._alive = this.particles.length > 0;
  11199. for (var index = 0; index < this.particles.length; index++) {
  11200. var particle = this.particles[index];
  11201. particle.age += this._scaledUpdateSpeed;
  11202. if (particle.age >= particle.lifeTime) {
  11203. this._stockParticles.push(this.particles.splice(index, 1)[0]);
  11204. index--;
  11205. continue;
  11206. } else {
  11207. particle.colorStep.scaleToRef(this._scaledUpdateSpeed, this._scaledColorStep);
  11208. particle.color.addInPlace(this._scaledColorStep);
  11209. if (particle.color.a < 0)
  11210. particle.color.a = 0;
  11211. particle.angle += particle.angularSpeed * this._scaledUpdateSpeed;
  11212. particle.direction.scaleToRef(this._scaledUpdateSpeed, this._scaledDirection);
  11213. particle.position.addInPlace(this._scaledDirection);
  11214. this.gravity.scaleToRef(this._scaledUpdateSpeed, this._scaledGravity);
  11215. particle.direction.addInPlace(this._scaledGravity);
  11216. }
  11217. }
  11218. var worldMatrix;
  11219. if (this.emitter.position) {
  11220. worldMatrix = this.emitter.getWorldMatrix();
  11221. } else {
  11222. worldMatrix = BABYLON.Matrix.Translation(this.emitter.x, this.emitter.y, this.emitter.z);
  11223. }
  11224. for (index = 0; index < newParticles; index++) {
  11225. if (this.particles.length == this._capacity) {
  11226. break;
  11227. }
  11228. if (this._stockParticles.length !== 0) {
  11229. particle = this._stockParticles.pop();
  11230. particle.age = 0;
  11231. } else {
  11232. particle = new BABYLON.Particle();
  11233. }
  11234. this.particles.push(particle);
  11235. var emitPower = randomNumber(this.minEmitPower, this.maxEmitPower);
  11236. this.startDirectionFunction(emitPower, worldMatrix, particle.direction);
  11237. particle.lifeTime = randomNumber(this.minLifeTime, this.maxLifeTime);
  11238. particle.size = randomNumber(this.minSize, this.maxSize);
  11239. particle.angularSpeed = randomNumber(this.minAngularSpeed, this.maxAngularSpeed);
  11240. this.startPositionFunction(worldMatrix, particle.position);
  11241. var step = randomNumber(0, 1.0);
  11242. BABYLON.Color4.LerpToRef(this.color1, this.color2, step, particle.color);
  11243. this.colorDead.subtractToRef(particle.color, this._colorDiff);
  11244. this._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  11245. }
  11246. };
  11247. ParticleSystem.prototype._getEffect = function () {
  11248. var defines = [];
  11249. if (this._scene.clipPlane) {
  11250. defines.push("#define CLIPPLANE");
  11251. }
  11252. var join = defines.join("\n");
  11253. if (this._cachedDefines != join) {
  11254. this._cachedDefines = join;
  11255. var baseName;
  11256. if (this.fragmentElement) {
  11257. baseName = {
  11258. vertex: "particles",
  11259. fragmentElement: this.fragmentElement
  11260. };
  11261. } else {
  11262. baseName = "particles";
  11263. }
  11264. this._effect = this._scene.getEngine().createEffect(baseName, ["position", "color", "options"], ["invView", "view", "projection", "vClipPlane", "textureMask"], ["diffuseSampler"], join);
  11265. }
  11266. return this._effect;
  11267. };
  11268. ParticleSystem.prototype.animate = function () {
  11269. if (!this._started)
  11270. return;
  11271. var effect = this._getEffect();
  11272. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady())
  11273. return;
  11274. if (this._currentRenderId === this._scene.getRenderId()) {
  11275. return;
  11276. }
  11277. this._currentRenderId = this._scene.getRenderId();
  11278. this._scaledUpdateSpeed = this.updateSpeed * this._scene.getAnimationRatio();
  11279. var emitCout;
  11280. if (this.manualEmitCount > -1) {
  11281. emitCout = this.manualEmitCount;
  11282. this.manualEmitCount = 0;
  11283. } else {
  11284. emitCout = this.emitRate;
  11285. }
  11286. var newParticles = ((emitCout * this._scaledUpdateSpeed) >> 0);
  11287. this._newPartsExcess += emitCout * this._scaledUpdateSpeed - newParticles;
  11288. if (this._newPartsExcess > 1.0) {
  11289. newParticles += this._newPartsExcess >> 0;
  11290. this._newPartsExcess -= this._newPartsExcess >> 0;
  11291. }
  11292. this._alive = false;
  11293. if (!this._stopped) {
  11294. this._actualFrame += this._scaledUpdateSpeed;
  11295. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration)
  11296. this.stop();
  11297. } else {
  11298. newParticles = 0;
  11299. }
  11300. this._update(newParticles);
  11301. if (this._stopped) {
  11302. if (!this._alive) {
  11303. this._started = false;
  11304. if (this.disposeOnStop) {
  11305. this._scene._toBeDisposed.push(this);
  11306. }
  11307. }
  11308. }
  11309. var offset = 0;
  11310. for (var index = 0; index < this.particles.length; index++) {
  11311. var particle = this.particles[index];
  11312. this._appendParticleVertex(offset++, particle, 0, 0);
  11313. this._appendParticleVertex(offset++, particle, 1, 0);
  11314. this._appendParticleVertex(offset++, particle, 1, 1);
  11315. this._appendParticleVertex(offset++, particle, 0, 1);
  11316. }
  11317. var engine = this._scene.getEngine();
  11318. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices, this.particles.length * this._vertexStrideSize);
  11319. };
  11320. ParticleSystem.prototype.render = function () {
  11321. var effect = this._getEffect();
  11322. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady() || !this.particles.length)
  11323. return 0;
  11324. var engine = this._scene.getEngine();
  11325. engine.enableEffect(effect);
  11326. var viewMatrix = this._scene.getViewMatrix();
  11327. effect.setTexture("diffuseSampler", this.particleTexture);
  11328. effect.setMatrix("view", viewMatrix);
  11329. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  11330. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  11331. if (this._scene.clipPlane) {
  11332. var clipPlane = this._scene.clipPlane;
  11333. var invView = viewMatrix.clone();
  11334. invView.invert();
  11335. effect.setMatrix("invView", invView);
  11336. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  11337. }
  11338. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  11339. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_ONEONE) {
  11340. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  11341. } else {
  11342. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  11343. }
  11344. if (this.forceDepthWrite) {
  11345. engine.setDepthWrite(true);
  11346. }
  11347. engine.draw(true, 0, this.particles.length * 6);
  11348. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  11349. return this.particles.length;
  11350. };
  11351. ParticleSystem.prototype.dispose = function () {
  11352. if (this._vertexBuffer) {
  11353. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  11354. this._vertexBuffer = null;
  11355. }
  11356. if (this._indexBuffer) {
  11357. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  11358. this._indexBuffer = null;
  11359. }
  11360. if (this.particleTexture) {
  11361. this.particleTexture.dispose();
  11362. this.particleTexture = null;
  11363. }
  11364. var index = this._scene.particleSystems.indexOf(this);
  11365. this._scene.particleSystems.splice(index, 1);
  11366. if (this.onDispose) {
  11367. this.onDispose();
  11368. }
  11369. };
  11370. ParticleSystem.prototype.clone = function (name, newEmitter) {
  11371. var result = new BABYLON.ParticleSystem(name, this._capacity, this._scene);
  11372. BABYLON.Tools.DeepCopy(this, result, ["particles"], ["_vertexDeclaration", "_vertexStrideSize"]);
  11373. if (newEmitter === undefined) {
  11374. newEmitter = this.emitter;
  11375. }
  11376. result.emitter = newEmitter;
  11377. if (this.particleTexture) {
  11378. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  11379. }
  11380. result.start();
  11381. return result;
  11382. };
  11383. ParticleSystem.BLENDMODE_ONEONE = 0;
  11384. ParticleSystem.BLENDMODE_STANDARD = 1;
  11385. return ParticleSystem;
  11386. })();
  11387. BABYLON.ParticleSystem = ParticleSystem;
  11388. })(BABYLON || (BABYLON = {}));
  11389. var BABYLON;
  11390. (function (BABYLON) {
  11391. var Animation = (function () {
  11392. function Animation(name, targetProperty, framePerSecond, dataType, loopMode) {
  11393. this.name = name;
  11394. this.targetProperty = targetProperty;
  11395. this.framePerSecond = framePerSecond;
  11396. this.dataType = dataType;
  11397. this.loopMode = loopMode;
  11398. this._offsetsCache = {};
  11399. this._highLimitsCache = {};
  11400. this._stopped = false;
  11401. this.targetPropertyPath = targetProperty.split(".");
  11402. this.dataType = dataType;
  11403. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  11404. }
  11405. Animation.prototype.isStopped = function () {
  11406. return this._stopped;
  11407. };
  11408. Animation.prototype.getKeys = function () {
  11409. return this._keys;
  11410. };
  11411. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  11412. return startValue + (endValue - startValue) * gradient;
  11413. };
  11414. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  11415. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  11416. };
  11417. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  11418. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  11419. };
  11420. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  11421. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  11422. };
  11423. Animation.prototype.clone = function () {
  11424. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  11425. clone.setKeys(this._keys);
  11426. return clone;
  11427. };
  11428. Animation.prototype.setKeys = function (values) {
  11429. this._keys = values.slice(0);
  11430. this._offsetsCache = {};
  11431. this._highLimitsCache = {};
  11432. };
  11433. Animation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  11434. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  11435. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  11436. }
  11437. this.currentFrame = currentFrame;
  11438. for (var key = 0; key < this._keys.length; key++) {
  11439. if (this._keys[key + 1].frame >= currentFrame) {
  11440. var startValue = this._keys[key].value;
  11441. var endValue = this._keys[key + 1].value;
  11442. var gradient = (currentFrame - this._keys[key].frame) / (this._keys[key + 1].frame - this._keys[key].frame);
  11443. switch (this.dataType) {
  11444. case Animation.ANIMATIONTYPE_FLOAT:
  11445. switch (loopMode) {
  11446. case Animation.ANIMATIONLOOPMODE_CYCLE:
  11447. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  11448. return this.floatInterpolateFunction(startValue, endValue, gradient);
  11449. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  11450. return offsetValue * repeatCount + this.floatInterpolateFunction(startValue, endValue, gradient);
  11451. }
  11452. break;
  11453. case Animation.ANIMATIONTYPE_QUATERNION:
  11454. var quaternion = null;
  11455. switch (loopMode) {
  11456. case Animation.ANIMATIONLOOPMODE_CYCLE:
  11457. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  11458. quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient);
  11459. break;
  11460. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  11461. quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  11462. break;
  11463. }
  11464. return quaternion;
  11465. case Animation.ANIMATIONTYPE_VECTOR3:
  11466. switch (loopMode) {
  11467. case Animation.ANIMATIONLOOPMODE_CYCLE:
  11468. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  11469. return this.vector3InterpolateFunction(startValue, endValue, gradient);
  11470. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  11471. return this.vector3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  11472. }
  11473. case Animation.ANIMATIONTYPE_COLOR3:
  11474. switch (loopMode) {
  11475. case Animation.ANIMATIONLOOPMODE_CYCLE:
  11476. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  11477. return this.color3InterpolateFunction(startValue, endValue, gradient);
  11478. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  11479. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  11480. }
  11481. case Animation.ANIMATIONTYPE_MATRIX:
  11482. switch (loopMode) {
  11483. case Animation.ANIMATIONLOOPMODE_CYCLE:
  11484. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  11485. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  11486. return startValue;
  11487. }
  11488. default:
  11489. break;
  11490. }
  11491. break;
  11492. }
  11493. }
  11494. return this._keys[this._keys.length - 1].value;
  11495. };
  11496. Animation.prototype.animate = function (delay, from, to, loop, speedRatio) {
  11497. if (!this.targetPropertyPath || this.targetPropertyPath.length < 1) {
  11498. this._stopped = true;
  11499. return false;
  11500. }
  11501. var returnValue = true;
  11502. if (this._keys[0].frame != 0) {
  11503. var newKey = {
  11504. frame: 0,
  11505. value: this._keys[0].value
  11506. };
  11507. this._keys.splice(0, 0, newKey);
  11508. }
  11509. if (from < this._keys[0].frame || from > this._keys[this._keys.length - 1].frame) {
  11510. from = this._keys[0].frame;
  11511. }
  11512. if (to < this._keys[0].frame || to > this._keys[this._keys.length - 1].frame) {
  11513. to = this._keys[this._keys.length - 1].frame;
  11514. }
  11515. var range = to - from;
  11516. var offsetValue;
  11517. var ratio = delay * (this.framePerSecond * speedRatio) / 1000.0;
  11518. if (ratio > range && !loop) {
  11519. returnValue = false;
  11520. highLimitValue = this._keys[this._keys.length - 1].value;
  11521. } else {
  11522. var highLimitValue = 0;
  11523. if (this.loopMode != Animation.ANIMATIONLOOPMODE_CYCLE) {
  11524. var keyOffset = to.toString() + from.toString();
  11525. if (!this._offsetsCache[keyOffset]) {
  11526. var fromValue = this._interpolate(from, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
  11527. var toValue = this._interpolate(to, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
  11528. switch (this.dataType) {
  11529. case Animation.ANIMATIONTYPE_FLOAT:
  11530. this._offsetsCache[keyOffset] = toValue - fromValue;
  11531. break;
  11532. case Animation.ANIMATIONTYPE_QUATERNION:
  11533. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  11534. break;
  11535. case Animation.ANIMATIONTYPE_VECTOR3:
  11536. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  11537. case Animation.ANIMATIONTYPE_COLOR3:
  11538. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  11539. default:
  11540. break;
  11541. }
  11542. this._highLimitsCache[keyOffset] = toValue;
  11543. }
  11544. highLimitValue = this._highLimitsCache[keyOffset];
  11545. offsetValue = this._offsetsCache[keyOffset];
  11546. }
  11547. }
  11548. if (offsetValue === undefined) {
  11549. switch (this.dataType) {
  11550. case Animation.ANIMATIONTYPE_FLOAT:
  11551. offsetValue = 0;
  11552. break;
  11553. case Animation.ANIMATIONTYPE_QUATERNION:
  11554. offsetValue = new BABYLON.Quaternion(0, 0, 0, 0);
  11555. break;
  11556. case Animation.ANIMATIONTYPE_VECTOR3:
  11557. offsetValue = BABYLON.Vector3.Zero();
  11558. break;
  11559. case Animation.ANIMATIONTYPE_COLOR3:
  11560. offsetValue = BABYLON.Color3.Black();
  11561. }
  11562. }
  11563. var repeatCount = (ratio / range) >> 0;
  11564. var currentFrame = returnValue ? from + ratio % range : to;
  11565. var currentValue = this._interpolate(currentFrame, repeatCount, this.loopMode, offsetValue, highLimitValue);
  11566. if (this.targetPropertyPath.length > 1) {
  11567. var property = this._target[this.targetPropertyPath[0]];
  11568. for (var index = 1; index < this.targetPropertyPath.length - 1; index++) {
  11569. property = property[this.targetPropertyPath[index]];
  11570. }
  11571. property[this.targetPropertyPath[this.targetPropertyPath.length - 1]] = currentValue;
  11572. } else {
  11573. this._target[this.targetPropertyPath[0]] = currentValue;
  11574. }
  11575. if (this._target.markAsDirty) {
  11576. this._target.markAsDirty(this.targetProperty);
  11577. }
  11578. if (!returnValue) {
  11579. this._stopped = true;
  11580. }
  11581. return returnValue;
  11582. };
  11583. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  11584. get: function () {
  11585. return Animation._ANIMATIONTYPE_FLOAT;
  11586. },
  11587. enumerable: true,
  11588. configurable: true
  11589. });
  11590. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  11591. get: function () {
  11592. return Animation._ANIMATIONTYPE_VECTOR3;
  11593. },
  11594. enumerable: true,
  11595. configurable: true
  11596. });
  11597. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  11598. get: function () {
  11599. return Animation._ANIMATIONTYPE_QUATERNION;
  11600. },
  11601. enumerable: true,
  11602. configurable: true
  11603. });
  11604. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  11605. get: function () {
  11606. return Animation._ANIMATIONTYPE_MATRIX;
  11607. },
  11608. enumerable: true,
  11609. configurable: true
  11610. });
  11611. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  11612. get: function () {
  11613. return Animation._ANIMATIONTYPE_COLOR3;
  11614. },
  11615. enumerable: true,
  11616. configurable: true
  11617. });
  11618. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  11619. get: function () {
  11620. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  11621. },
  11622. enumerable: true,
  11623. configurable: true
  11624. });
  11625. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  11626. get: function () {
  11627. return Animation._ANIMATIONLOOPMODE_CYCLE;
  11628. },
  11629. enumerable: true,
  11630. configurable: true
  11631. });
  11632. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  11633. get: function () {
  11634. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  11635. },
  11636. enumerable: true,
  11637. configurable: true
  11638. });
  11639. Animation._ANIMATIONTYPE_FLOAT = 0;
  11640. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  11641. Animation._ANIMATIONTYPE_QUATERNION = 2;
  11642. Animation._ANIMATIONTYPE_MATRIX = 3;
  11643. Animation._ANIMATIONTYPE_COLOR3 = 4;
  11644. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  11645. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  11646. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  11647. return Animation;
  11648. })();
  11649. BABYLON.Animation = Animation;
  11650. })(BABYLON || (BABYLON = {}));
  11651. var BABYLON;
  11652. (function (BABYLON) {
  11653. var Animatable = (function () {
  11654. function Animatable(scene, target, fromFrame, toFrame, loopAnimation, speedRatio, onAnimationEnd, animations) {
  11655. if (typeof fromFrame === "undefined") { fromFrame = 0; }
  11656. if (typeof toFrame === "undefined") { toFrame = 100; }
  11657. if (typeof loopAnimation === "undefined") { loopAnimation = false; }
  11658. if (typeof speedRatio === "undefined") { speedRatio = 1.0; }
  11659. this.target = target;
  11660. this.fromFrame = fromFrame;
  11661. this.toFrame = toFrame;
  11662. this.loopAnimation = loopAnimation;
  11663. this.speedRatio = speedRatio;
  11664. this.onAnimationEnd = onAnimationEnd;
  11665. this._animations = new Array();
  11666. this._paused = false;
  11667. this.animationStarted = false;
  11668. if (animations) {
  11669. this.appendAnimations(target, animations);
  11670. }
  11671. this._scene = scene;
  11672. scene._activeAnimatables.push(this);
  11673. }
  11674. Animatable.prototype.appendAnimations = function (target, animations) {
  11675. for (var index = 0; index < animations.length; index++) {
  11676. var animation = animations[index];
  11677. animation._target = target;
  11678. this._animations.push(animation);
  11679. }
  11680. };
  11681. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  11682. var animations = this._animations;
  11683. for (var index = 0; index < animations.length; index++) {
  11684. if (animations[index].targetProperty === property) {
  11685. return animations[index];
  11686. }
  11687. }
  11688. return null;
  11689. };
  11690. Animatable.prototype.pause = function () {
  11691. this._paused = true;
  11692. };
  11693. Animatable.prototype.restart = function () {
  11694. this._paused = false;
  11695. };
  11696. Animatable.prototype.stop = function () {
  11697. var index = this._scene._activeAnimatables.indexOf(this);
  11698. if (index > -1) {
  11699. this._scene._activeAnimatables.splice(index, 1);
  11700. }
  11701. if (this.onAnimationEnd) {
  11702. this.onAnimationEnd();
  11703. }
  11704. };
  11705. Animatable.prototype._animate = function (delay) {
  11706. if (this._paused) {
  11707. return true;
  11708. }
  11709. if (!this._localDelayOffset) {
  11710. this._localDelayOffset = delay;
  11711. }
  11712. var running = false;
  11713. var animations = this._animations;
  11714. for (var index = 0; index < animations.length; index++) {
  11715. var animation = animations[index];
  11716. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this.speedRatio);
  11717. running = running || isRunning;
  11718. }
  11719. if (!running && this.onAnimationEnd) {
  11720. this.onAnimationEnd();
  11721. }
  11722. return running;
  11723. };
  11724. return Animatable;
  11725. })();
  11726. BABYLON.Animatable = Animatable;
  11727. })(BABYLON || (BABYLON = {}));
  11728. var BABYLON;
  11729. (function (BABYLON) {
  11730. var Octree = (function () {
  11731. function Octree(creationFunc, maxBlockCapacity, maxDepth) {
  11732. if (typeof maxDepth === "undefined") { maxDepth = 2; }
  11733. this.maxDepth = maxDepth;
  11734. this.dynamicContent = new Array();
  11735. this._maxBlockCapacity = maxBlockCapacity || 64;
  11736. this._selectionContent = new BABYLON.SmartArray(1024);
  11737. this._creationFunc = creationFunc;
  11738. }
  11739. Octree.prototype.update = function (worldMin, worldMax, entries) {
  11740. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  11741. };
  11742. Octree.prototype.addMesh = function (entry) {
  11743. for (var index = 0; index < this.blocks.length; index++) {
  11744. var block = this.blocks[index];
  11745. block.addEntry(entry);
  11746. }
  11747. };
  11748. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  11749. this._selectionContent.reset();
  11750. for (var index = 0; index < this.blocks.length; index++) {
  11751. var block = this.blocks[index];
  11752. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  11753. }
  11754. if (allowDuplicate) {
  11755. this._selectionContent.concat(this.dynamicContent);
  11756. } else {
  11757. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  11758. }
  11759. return this._selectionContent;
  11760. };
  11761. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  11762. this._selectionContent.reset();
  11763. for (var index = 0; index < this.blocks.length; index++) {
  11764. var block = this.blocks[index];
  11765. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  11766. }
  11767. if (allowDuplicate) {
  11768. this._selectionContent.concat(this.dynamicContent);
  11769. } else {
  11770. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  11771. }
  11772. return this._selectionContent;
  11773. };
  11774. Octree.prototype.intersectsRay = function (ray) {
  11775. this._selectionContent.reset();
  11776. for (var index = 0; index < this.blocks.length; index++) {
  11777. var block = this.blocks[index];
  11778. block.intersectsRay(ray, this._selectionContent);
  11779. }
  11780. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  11781. return this._selectionContent;
  11782. };
  11783. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  11784. target.blocks = new Array();
  11785. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  11786. for (var x = 0; x < 2; x++) {
  11787. for (var y = 0; y < 2; y++) {
  11788. for (var z = 0; z < 2; z++) {
  11789. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  11790. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  11791. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  11792. block.addEntries(entries);
  11793. target.blocks.push(block);
  11794. }
  11795. }
  11796. }
  11797. };
  11798. Octree.CreationFuncForMeshes = function (entry, block) {
  11799. if (entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  11800. block.entries.push(entry);
  11801. }
  11802. };
  11803. Octree.CreationFuncForSubMeshes = function (entry, block) {
  11804. if (entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  11805. block.entries.push(entry);
  11806. }
  11807. };
  11808. return Octree;
  11809. })();
  11810. BABYLON.Octree = Octree;
  11811. })(BABYLON || (BABYLON = {}));
  11812. var BABYLON;
  11813. (function (BABYLON) {
  11814. var OctreeBlock = (function () {
  11815. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  11816. this.entries = new Array();
  11817. this._boundingVectors = new Array();
  11818. this._capacity = capacity;
  11819. this._depth = depth;
  11820. this._maxDepth = maxDepth;
  11821. this._creationFunc = creationFunc;
  11822. this._minPoint = minPoint;
  11823. this._maxPoint = maxPoint;
  11824. this._boundingVectors.push(minPoint.clone());
  11825. this._boundingVectors.push(maxPoint.clone());
  11826. this._boundingVectors.push(minPoint.clone());
  11827. this._boundingVectors[2].x = maxPoint.x;
  11828. this._boundingVectors.push(minPoint.clone());
  11829. this._boundingVectors[3].y = maxPoint.y;
  11830. this._boundingVectors.push(minPoint.clone());
  11831. this._boundingVectors[4].z = maxPoint.z;
  11832. this._boundingVectors.push(maxPoint.clone());
  11833. this._boundingVectors[5].z = minPoint.z;
  11834. this._boundingVectors.push(maxPoint.clone());
  11835. this._boundingVectors[6].x = minPoint.x;
  11836. this._boundingVectors.push(maxPoint.clone());
  11837. this._boundingVectors[7].y = minPoint.y;
  11838. }
  11839. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  11840. get: function () {
  11841. return this._capacity;
  11842. },
  11843. enumerable: true,
  11844. configurable: true
  11845. });
  11846. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  11847. get: function () {
  11848. return this._minPoint;
  11849. },
  11850. enumerable: true,
  11851. configurable: true
  11852. });
  11853. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  11854. get: function () {
  11855. return this._maxPoint;
  11856. },
  11857. enumerable: true,
  11858. configurable: true
  11859. });
  11860. OctreeBlock.prototype.addEntry = function (entry) {
  11861. if (this.blocks) {
  11862. for (var index = 0; index < this.blocks.length; index++) {
  11863. var block = this.blocks[index];
  11864. block.addEntry(entry);
  11865. }
  11866. return;
  11867. }
  11868. this._creationFunc(entry, this);
  11869. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  11870. this.createInnerBlocks();
  11871. }
  11872. };
  11873. OctreeBlock.prototype.addEntries = function (entries) {
  11874. for (var index = 0; index < entries.length; index++) {
  11875. var mesh = entries[index];
  11876. this.addEntry(mesh);
  11877. }
  11878. };
  11879. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  11880. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  11881. if (this.blocks) {
  11882. for (var index = 0; index < this.blocks.length; index++) {
  11883. var block = this.blocks[index];
  11884. block.select(frustumPlanes, selection, allowDuplicate);
  11885. }
  11886. return;
  11887. }
  11888. if (allowDuplicate) {
  11889. selection.concat(this.entries);
  11890. } else {
  11891. selection.concatWithNoDuplicate(this.entries);
  11892. }
  11893. }
  11894. };
  11895. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  11896. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  11897. if (this.blocks) {
  11898. for (var index = 0; index < this.blocks.length; index++) {
  11899. var block = this.blocks[index];
  11900. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  11901. }
  11902. return;
  11903. }
  11904. if (allowDuplicate) {
  11905. selection.concat(this.entries);
  11906. } else {
  11907. selection.concatWithNoDuplicate(this.entries);
  11908. }
  11909. }
  11910. };
  11911. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  11912. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  11913. if (this.blocks) {
  11914. for (var index = 0; index < this.blocks.length; index++) {
  11915. var block = this.blocks[index];
  11916. block.intersectsRay(ray, selection);
  11917. }
  11918. return;
  11919. }
  11920. selection.concatWithNoDuplicate(this.entries);
  11921. }
  11922. };
  11923. OctreeBlock.prototype.createInnerBlocks = function () {
  11924. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  11925. };
  11926. return OctreeBlock;
  11927. })();
  11928. BABYLON.OctreeBlock = OctreeBlock;
  11929. })(BABYLON || (BABYLON = {}));
  11930. var BABYLON;
  11931. (function (BABYLON) {
  11932. var Bone = (function () {
  11933. function Bone(name, skeleton, parentBone, matrix) {
  11934. this.name = name;
  11935. this.children = new Array();
  11936. this.animations = new Array();
  11937. this._worldTransform = new BABYLON.Matrix();
  11938. this._absoluteTransform = new BABYLON.Matrix();
  11939. this._invertedAbsoluteTransform = new BABYLON.Matrix();
  11940. this._skeleton = skeleton;
  11941. this._matrix = matrix;
  11942. this._baseMatrix = matrix;
  11943. skeleton.bones.push(this);
  11944. if (parentBone) {
  11945. this._parent = parentBone;
  11946. parentBone.children.push(this);
  11947. } else {
  11948. this._parent = null;
  11949. }
  11950. this._updateDifferenceMatrix();
  11951. }
  11952. Bone.prototype.getParent = function () {
  11953. return this._parent;
  11954. };
  11955. Bone.prototype.getLocalMatrix = function () {
  11956. return this._matrix;
  11957. };
  11958. Bone.prototype.getBaseMatrix = function () {
  11959. return this._baseMatrix;
  11960. };
  11961. Bone.prototype.getWorldMatrix = function () {
  11962. return this._worldTransform;
  11963. };
  11964. Bone.prototype.getInvertedAbsoluteTransform = function () {
  11965. return this._invertedAbsoluteTransform;
  11966. };
  11967. Bone.prototype.getAbsoluteMatrix = function () {
  11968. var matrix = this._matrix.clone();
  11969. var parent = this._parent;
  11970. while (parent) {
  11971. matrix = matrix.multiply(parent.getLocalMatrix());
  11972. parent = parent.getParent();
  11973. }
  11974. return matrix;
  11975. };
  11976. Bone.prototype.updateMatrix = function (matrix) {
  11977. this._matrix = matrix;
  11978. this._skeleton._markAsDirty();
  11979. this._updateDifferenceMatrix();
  11980. };
  11981. Bone.prototype._updateDifferenceMatrix = function () {
  11982. if (this._parent) {
  11983. this._matrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  11984. } else {
  11985. this._absoluteTransform.copyFrom(this._matrix);
  11986. }
  11987. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  11988. for (var index = 0; index < this.children.length; index++) {
  11989. this.children[index]._updateDifferenceMatrix();
  11990. }
  11991. };
  11992. Bone.prototype.markAsDirty = function () {
  11993. this._skeleton._markAsDirty();
  11994. };
  11995. return Bone;
  11996. })();
  11997. BABYLON.Bone = Bone;
  11998. })(BABYLON || (BABYLON = {}));
  11999. var BABYLON;
  12000. (function (BABYLON) {
  12001. var Skeleton = (function () {
  12002. function Skeleton(name, id, scene) {
  12003. this.name = name;
  12004. this.id = id;
  12005. this.bones = new Array();
  12006. this._isDirty = true;
  12007. this._identity = BABYLON.Matrix.Identity();
  12008. this.bones = [];
  12009. this._scene = scene;
  12010. scene.skeletons.push(this);
  12011. }
  12012. Skeleton.prototype.getTransformMatrices = function () {
  12013. return this._transformMatrices;
  12014. };
  12015. Skeleton.prototype._markAsDirty = function () {
  12016. this._isDirty = true;
  12017. };
  12018. Skeleton.prototype.prepare = function () {
  12019. if (!this._isDirty) {
  12020. return;
  12021. }
  12022. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  12023. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  12024. }
  12025. for (var index = 0; index < this.bones.length; index++) {
  12026. var bone = this.bones[index];
  12027. var parentBone = bone.getParent();
  12028. if (parentBone) {
  12029. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  12030. } else {
  12031. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  12032. }
  12033. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), this._transformMatrices, index * 16);
  12034. }
  12035. this._identity.copyToArray(this._transformMatrices, this.bones.length * 16);
  12036. this._isDirty = false;
  12037. };
  12038. Skeleton.prototype.getAnimatables = function () {
  12039. if (!this._animatables || this._animatables.length != this.bones.length) {
  12040. this._animatables = [];
  12041. for (var index = 0; index < this.bones.length; index++) {
  12042. this._animatables.push(this.bones[index]);
  12043. }
  12044. }
  12045. return this._animatables;
  12046. };
  12047. Skeleton.prototype.clone = function (name, id) {
  12048. var result = new BABYLON.Skeleton(name, id || name, this._scene);
  12049. for (var index = 0; index < this.bones.length; index++) {
  12050. var source = this.bones[index];
  12051. var parentBone = null;
  12052. if (source.getParent()) {
  12053. var parentIndex = this.bones.indexOf(source.getParent());
  12054. parentBone = result.bones[parentIndex];
  12055. }
  12056. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix());
  12057. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  12058. }
  12059. return result;
  12060. };
  12061. return Skeleton;
  12062. })();
  12063. BABYLON.Skeleton = Skeleton;
  12064. })(BABYLON || (BABYLON = {}));
  12065. var BABYLON;
  12066. (function (BABYLON) {
  12067. var PostProcess = (function () {
  12068. function PostProcess(name, fragmentUrl, parameters, samplers, ratio, camera, samplingMode, engine, reusable) {
  12069. this.name = name;
  12070. this.width = -1;
  12071. this.height = -1;
  12072. this._reusable = false;
  12073. this._textures = new BABYLON.SmartArray(2);
  12074. this._currentRenderTextureInd = 0;
  12075. if (camera != null) {
  12076. this._camera = camera;
  12077. this._scene = camera.getScene();
  12078. camera.attachPostProcess(this);
  12079. this._engine = this._scene.getEngine();
  12080. } else {
  12081. this._engine = engine;
  12082. }
  12083. this._renderRatio = ratio;
  12084. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  12085. this._reusable = reusable || false;
  12086. samplers = samplers || [];
  12087. samplers.push("textureSampler");
  12088. this._effect = this._engine.createEffect({ vertex: "postprocess", fragment: fragmentUrl }, ["position"], parameters || [], samplers, "");
  12089. }
  12090. PostProcess.prototype.isReusable = function () {
  12091. return this._reusable;
  12092. };
  12093. PostProcess.prototype.activate = function (camera, sourceTexture) {
  12094. camera = camera || this._camera;
  12095. var scene = camera.getScene();
  12096. var desiredWidth = (sourceTexture ? sourceTexture._width : this._engine.getRenderingCanvas().width) * this._renderRatio;
  12097. var desiredHeight = (sourceTexture ? sourceTexture._height : this._engine.getRenderingCanvas().height) * this._renderRatio;
  12098. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  12099. if (this._textures.length > 0) {
  12100. for (var i = 0; i < this._textures.length; i++) {
  12101. this._engine._releaseTexture(this._textures.data[i]);
  12102. }
  12103. this._textures.reset();
  12104. }
  12105. this.width = desiredWidth;
  12106. this.height = desiredHeight;
  12107. 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 }));
  12108. if (this._reusable) {
  12109. 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 }));
  12110. }
  12111. if (this.onSizeChanged) {
  12112. this.onSizeChanged();
  12113. }
  12114. }
  12115. this._engine.bindFramebuffer(this._textures.data[this._currentRenderTextureInd]);
  12116. if (this.onActivate) {
  12117. this.onActivate(camera);
  12118. }
  12119. this._engine.clear(scene.clearColor, scene.autoClear || scene.forceWireframe, true);
  12120. if (this._reusable) {
  12121. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  12122. }
  12123. };
  12124. PostProcess.prototype.apply = function () {
  12125. if (!this._effect.isReady())
  12126. return null;
  12127. this._engine.enableEffect(this._effect);
  12128. this._engine.setState(false);
  12129. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  12130. this._engine.setDepthBuffer(false);
  12131. this._engine.setDepthWrite(false);
  12132. this._effect._bindTexture("textureSampler", this._textures.data[this._currentRenderTextureInd]);
  12133. if (this.onApply) {
  12134. this.onApply(this._effect);
  12135. }
  12136. return this._effect;
  12137. };
  12138. PostProcess.prototype.dispose = function (camera) {
  12139. camera = camera || this._camera;
  12140. if (this._textures.length > 0) {
  12141. for (var i = 0; i < this._textures.length; i++) {
  12142. this._engine._releaseTexture(this._textures.data[i]);
  12143. }
  12144. this._textures.reset();
  12145. }
  12146. camera.detachPostProcess(this);
  12147. var index = camera._postProcesses.indexOf(this);
  12148. if (index === camera._postProcessesTakenIndices[0] && camera._postProcessesTakenIndices.length > 0) {
  12149. this._camera._postProcesses[camera._postProcessesTakenIndices[0]].width = -1;
  12150. }
  12151. };
  12152. return PostProcess;
  12153. })();
  12154. BABYLON.PostProcess = PostProcess;
  12155. })(BABYLON || (BABYLON = {}));
  12156. var BABYLON;
  12157. (function (BABYLON) {
  12158. var PostProcessManager = (function () {
  12159. function PostProcessManager(scene) {
  12160. this._vertexDeclaration = [2];
  12161. this._vertexStrideSize = 2 * 4;
  12162. this._scene = scene;
  12163. var vertices = [];
  12164. vertices.push(1, 1);
  12165. vertices.push(-1, 1);
  12166. vertices.push(-1, -1);
  12167. vertices.push(1, -1);
  12168. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  12169. var indices = [];
  12170. indices.push(0);
  12171. indices.push(1);
  12172. indices.push(2);
  12173. indices.push(0);
  12174. indices.push(2);
  12175. indices.push(3);
  12176. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  12177. }
  12178. PostProcessManager.prototype._prepareFrame = function (sourceTexture) {
  12179. var postProcesses = this._scene.activeCamera._postProcesses;
  12180. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  12181. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  12182. return false;
  12183. }
  12184. postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera, sourceTexture);
  12185. return true;
  12186. };
  12187. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
  12188. var postProcesses = this._scene.activeCamera._postProcesses;
  12189. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  12190. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  12191. return;
  12192. }
  12193. var engine = this._scene.getEngine();
  12194. for (var index = 0; index < postProcessesTakenIndices.length; index++) {
  12195. if (index < postProcessesTakenIndices.length - 1) {
  12196. postProcesses[postProcessesTakenIndices[index + 1]].activate(this._scene.activeCamera);
  12197. } else {
  12198. if (targetTexture) {
  12199. engine.bindFramebuffer(targetTexture);
  12200. } else {
  12201. engine.restoreDefaultFramebuffer();
  12202. }
  12203. }
  12204. if (doNotPresent) {
  12205. break;
  12206. }
  12207. var effect = postProcesses[postProcessesTakenIndices[index]].apply();
  12208. if (effect) {
  12209. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  12210. engine.draw(true, 0, 6);
  12211. }
  12212. }
  12213. engine.setDepthBuffer(true);
  12214. engine.setDepthWrite(true);
  12215. };
  12216. PostProcessManager.prototype.dispose = function () {
  12217. if (this._vertexBuffer) {
  12218. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  12219. this._vertexBuffer = null;
  12220. }
  12221. if (this._indexBuffer) {
  12222. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  12223. this._indexBuffer = null;
  12224. }
  12225. };
  12226. return PostProcessManager;
  12227. })();
  12228. BABYLON.PostProcessManager = PostProcessManager;
  12229. })(BABYLON || (BABYLON = {}));
  12230. var __extends = this.__extends || function (d, b) {
  12231. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  12232. function __() { this.constructor = d; }
  12233. __.prototype = b.prototype;
  12234. d.prototype = new __();
  12235. };
  12236. var BABYLON;
  12237. (function (BABYLON) {
  12238. var PassPostProcess = (function (_super) {
  12239. __extends(PassPostProcess, _super);
  12240. function PassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  12241. _super.call(this, name, "pass", null, null, ratio, camera, samplingMode, engine, reusable);
  12242. }
  12243. return PassPostProcess;
  12244. })(BABYLON.PostProcess);
  12245. BABYLON.PassPostProcess = PassPostProcess;
  12246. })(BABYLON || (BABYLON = {}));
  12247. var __extends = this.__extends || function (d, b) {
  12248. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  12249. function __() { this.constructor = d; }
  12250. __.prototype = b.prototype;
  12251. d.prototype = new __();
  12252. };
  12253. var BABYLON;
  12254. (function (BABYLON) {
  12255. var BlurPostProcess = (function (_super) {
  12256. __extends(BlurPostProcess, _super);
  12257. function BlurPostProcess(name, direction, blurWidth, ratio, camera, samplingMode, engine, reusable) {
  12258. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  12259. var _this = this;
  12260. _super.call(this, name, "blur", ["screenSize", "direction", "blurWidth"], null, ratio, camera, samplingMode, engine, reusable);
  12261. this.direction = direction;
  12262. this.blurWidth = blurWidth;
  12263. this.onApply = function (effect) {
  12264. effect.setFloat2("screenSize", _this.width, _this.height);
  12265. effect.setVector2("direction", _this.direction);
  12266. effect.setFloat("blurWidth", _this.blurWidth);
  12267. };
  12268. }
  12269. return BlurPostProcess;
  12270. })(BABYLON.PostProcess);
  12271. BABYLON.BlurPostProcess = BlurPostProcess;
  12272. })(BABYLON || (BABYLON = {}));
  12273. var __extends = this.__extends || function (d, b) {
  12274. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  12275. function __() { this.constructor = d; }
  12276. __.prototype = b.prototype;
  12277. d.prototype = new __();
  12278. };
  12279. var BABYLON;
  12280. (function (BABYLON) {
  12281. var FilterPostProcess = (function (_super) {
  12282. __extends(FilterPostProcess, _super);
  12283. function FilterPostProcess(name, kernelMatrix, ratio, camera, samplingMode, engine, reusable) {
  12284. var _this = this;
  12285. _super.call(this, name, "filter", ["kernelMatrix"], null, ratio, camera, samplingMode, engine, reusable);
  12286. this.kernelMatrix = kernelMatrix;
  12287. this.onApply = function (effect) {
  12288. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  12289. };
  12290. }
  12291. return FilterPostProcess;
  12292. })(BABYLON.PostProcess);
  12293. BABYLON.FilterPostProcess = FilterPostProcess;
  12294. })(BABYLON || (BABYLON = {}));
  12295. var __extends = this.__extends || function (d, b) {
  12296. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  12297. function __() { this.constructor = d; }
  12298. __.prototype = b.prototype;
  12299. d.prototype = new __();
  12300. };
  12301. var BABYLON;
  12302. (function (BABYLON) {
  12303. var RefractionPostProcess = (function (_super) {
  12304. __extends(RefractionPostProcess, _super);
  12305. function RefractionPostProcess(name, refractionTextureUrl, color, depth, colorLevel, ratio, camera, samplingMode, engine, reusable) {
  12306. var _this = this;
  12307. _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], ratio, camera, samplingMode, engine, reusable);
  12308. this.color = color;
  12309. this.depth = depth;
  12310. this.colorLevel = colorLevel;
  12311. this.onActivate = function (cam) {
  12312. _this._refRexture = _this._refRexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  12313. };
  12314. this.onApply = function (effect) {
  12315. effect.setColor3("baseColor", _this.color);
  12316. effect.setFloat("depth", _this.depth);
  12317. effect.setFloat("colorLevel", _this.colorLevel);
  12318. effect.setTexture("refractionSampler", _this._refRexture);
  12319. };
  12320. }
  12321. RefractionPostProcess.prototype.dispose = function (camera) {
  12322. if (this._refRexture) {
  12323. this._refRexture.dispose();
  12324. }
  12325. _super.prototype.dispose.call(this, camera);
  12326. };
  12327. return RefractionPostProcess;
  12328. })(BABYLON.PostProcess);
  12329. BABYLON.RefractionPostProcess = RefractionPostProcess;
  12330. })(BABYLON || (BABYLON = {}));
  12331. var __extends = this.__extends || function (d, b) {
  12332. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  12333. function __() { this.constructor = d; }
  12334. __.prototype = b.prototype;
  12335. d.prototype = new __();
  12336. };
  12337. var BABYLON;
  12338. (function (BABYLON) {
  12339. var BlackAndWhitePostProcess = (function (_super) {
  12340. __extends(BlackAndWhitePostProcess, _super);
  12341. function BlackAndWhitePostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  12342. _super.call(this, name, "blackAndWhite", null, null, ratio, camera, samplingMode, engine, reusable);
  12343. }
  12344. return BlackAndWhitePostProcess;
  12345. })(BABYLON.PostProcess);
  12346. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  12347. })(BABYLON || (BABYLON = {}));
  12348. var __extends = this.__extends || function (d, b) {
  12349. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  12350. function __() { this.constructor = d; }
  12351. __.prototype = b.prototype;
  12352. d.prototype = new __();
  12353. };
  12354. var BABYLON;
  12355. (function (BABYLON) {
  12356. var ConvolutionPostProcess = (function (_super) {
  12357. __extends(ConvolutionPostProcess, _super);
  12358. function ConvolutionPostProcess(name, kernel, ratio, camera, samplingMode, engine, reusable) {
  12359. var _this = this;
  12360. _super.call(this, name, "convolution", ["kernel", "screenSize"], null, ratio, camera, samplingMode, engine, reusable);
  12361. this.kernel = kernel;
  12362. this.onApply = function (effect) {
  12363. effect.setFloat2("screenSize", _this.width, _this.height);
  12364. effect.setArray("kernel", _this.kernel);
  12365. };
  12366. }
  12367. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  12368. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  12369. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  12370. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  12371. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  12372. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  12373. return ConvolutionPostProcess;
  12374. })(BABYLON.PostProcess);
  12375. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  12376. })(BABYLON || (BABYLON = {}));
  12377. var __extends = this.__extends || function (d, b) {
  12378. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  12379. function __() { this.constructor = d; }
  12380. __.prototype = b.prototype;
  12381. d.prototype = new __();
  12382. };
  12383. var BABYLON;
  12384. (function (BABYLON) {
  12385. var FxaaPostProcess = (function (_super) {
  12386. __extends(FxaaPostProcess, _super);
  12387. function FxaaPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  12388. var _this = this;
  12389. _super.call(this, name, "fxaa", ["texelSize"], null, ratio, camera, samplingMode, engine, reusable);
  12390. this.onSizeChanged = function () {
  12391. _this.texelWidth = 1.0 / _this.width;
  12392. _this.texelHeight = 1.0 / _this.height;
  12393. };
  12394. this.onApply = function (effect) {
  12395. effect.setFloat2("texelSize", _this.texelWidth, _this.texelHeight);
  12396. };
  12397. }
  12398. return FxaaPostProcess;
  12399. })(BABYLON.PostProcess);
  12400. BABYLON.FxaaPostProcess = FxaaPostProcess;
  12401. })(BABYLON || (BABYLON = {}));
  12402. var BABYLON;
  12403. (function (BABYLON) {
  12404. var LensFlare = (function () {
  12405. function LensFlare(size, position, color, imgUrl, system) {
  12406. this.size = size;
  12407. this.position = position;
  12408. this.dispose = function () {
  12409. if (this.texture) {
  12410. this.texture.dispose();
  12411. }
  12412. var index = this._system.lensFlares.indexOf(this);
  12413. this._system.lensFlares.splice(index, 1);
  12414. };
  12415. this.color = color || new BABYLON.Color3(1, 1, 1);
  12416. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  12417. this._system = system;
  12418. system.lensFlares.push(this);
  12419. }
  12420. return LensFlare;
  12421. })();
  12422. BABYLON.LensFlare = LensFlare;
  12423. })(BABYLON || (BABYLON = {}));
  12424. var BABYLON;
  12425. (function (BABYLON) {
  12426. var LensFlareSystem = (function () {
  12427. function LensFlareSystem(name, emitter, scene) {
  12428. this.name = name;
  12429. this.lensFlares = new Array();
  12430. this.borderLimit = 300;
  12431. this._vertexDeclaration = [2];
  12432. this._vertexStrideSize = 2 * 4;
  12433. this._isEnabled = true;
  12434. this._scene = scene;
  12435. this._emitter = emitter;
  12436. scene.lensFlareSystems.push(this);
  12437. this.meshesSelectionPredicate = function (m) {
  12438. return m.material && m.isVisible && m.isEnabled() && m.checkCollisions && ((m.layerMask & scene.activeCamera.layerMask) != 0);
  12439. };
  12440. var vertices = [];
  12441. vertices.push(1, 1);
  12442. vertices.push(-1, 1);
  12443. vertices.push(-1, -1);
  12444. vertices.push(1, -1);
  12445. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  12446. var indices = [];
  12447. indices.push(0);
  12448. indices.push(1);
  12449. indices.push(2);
  12450. indices.push(0);
  12451. indices.push(2);
  12452. indices.push(3);
  12453. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  12454. this._effect = this._scene.getEngine().createEffect("lensFlare", ["position"], ["color", "viewportMatrix"], ["textureSampler"], "");
  12455. }
  12456. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  12457. get: function () {
  12458. return this._isEnabled;
  12459. },
  12460. set: function (value) {
  12461. this._isEnabled = value;
  12462. },
  12463. enumerable: true,
  12464. configurable: true
  12465. });
  12466. LensFlareSystem.prototype.getScene = function () {
  12467. return this._scene;
  12468. };
  12469. LensFlareSystem.prototype.getEmitter = function () {
  12470. return this._emitter;
  12471. };
  12472. LensFlareSystem.prototype.getEmitterPosition = function () {
  12473. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  12474. };
  12475. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  12476. var position = this.getEmitterPosition();
  12477. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  12478. this._positionX = position.x;
  12479. this._positionY = position.y;
  12480. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  12481. if (position.z > 0) {
  12482. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  12483. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height))
  12484. return true;
  12485. }
  12486. }
  12487. return false;
  12488. };
  12489. LensFlareSystem.prototype._isVisible = function () {
  12490. if (!this._isEnabled) {
  12491. return false;
  12492. }
  12493. var emitterPosition = this.getEmitterPosition();
  12494. var direction = emitterPosition.subtract(this._scene.activeCamera.position);
  12495. var distance = direction.length();
  12496. direction.normalize();
  12497. var ray = new BABYLON.Ray(this._scene.activeCamera.position, direction);
  12498. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  12499. return !pickInfo.hit || pickInfo.distance > distance;
  12500. };
  12501. LensFlareSystem.prototype.render = function () {
  12502. if (!this._effect.isReady())
  12503. return false;
  12504. var engine = this._scene.getEngine();
  12505. var viewport = this._scene.activeCamera.viewport;
  12506. var globalViewport = viewport.toGlobal(engine);
  12507. if (!this.computeEffectivePosition(globalViewport)) {
  12508. return false;
  12509. }
  12510. if (!this._isVisible()) {
  12511. return false;
  12512. }
  12513. var awayX;
  12514. var awayY;
  12515. if (this._positionX < this.borderLimit + globalViewport.x) {
  12516. awayX = this.borderLimit + globalViewport.x - this._positionX;
  12517. } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  12518. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  12519. } else {
  12520. awayX = 0;
  12521. }
  12522. if (this._positionY < this.borderLimit + globalViewport.y) {
  12523. awayY = this.borderLimit + globalViewport.y - this._positionY;
  12524. } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  12525. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  12526. } else {
  12527. awayY = 0;
  12528. }
  12529. var away = (awayX > awayY) ? awayX : awayY;
  12530. if (away > this.borderLimit) {
  12531. away = this.borderLimit;
  12532. }
  12533. var intensity = 1.0 - (away / this.borderLimit);
  12534. if (intensity < 0) {
  12535. return false;
  12536. }
  12537. if (intensity > 1.0) {
  12538. intensity = 1.0;
  12539. }
  12540. var centerX = globalViewport.x + globalViewport.width / 2;
  12541. var centerY = globalViewport.y + globalViewport.height / 2;
  12542. var distX = centerX - this._positionX;
  12543. var distY = centerY - this._positionY;
  12544. engine.enableEffect(this._effect);
  12545. engine.setState(false);
  12546. engine.setDepthBuffer(false);
  12547. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  12548. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  12549. for (var index = 0; index < this.lensFlares.length; index++) {
  12550. var flare = this.lensFlares[index];
  12551. var x = centerX - (distX * flare.position);
  12552. var y = centerY - (distY * flare.position);
  12553. var cw = flare.size;
  12554. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera);
  12555. var cx = 2 * (x / globalViewport.width) - 1.0;
  12556. var cy = 1.0 - 2 * (y / globalViewport.height);
  12557. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  12558. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  12559. this._effect.setTexture("textureSampler", flare.texture);
  12560. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  12561. engine.draw(true, 0, 6);
  12562. }
  12563. engine.setDepthBuffer(true);
  12564. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  12565. return true;
  12566. };
  12567. LensFlareSystem.prototype.dispose = function () {
  12568. if (this._vertexBuffer) {
  12569. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  12570. this._vertexBuffer = null;
  12571. }
  12572. if (this._indexBuffer) {
  12573. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  12574. this._indexBuffer = null;
  12575. }
  12576. while (this.lensFlares.length) {
  12577. this.lensFlares[0].dispose();
  12578. }
  12579. var index = this._scene.lensFlareSystems.indexOf(this);
  12580. this._scene.lensFlareSystems.splice(index, 1);
  12581. };
  12582. return LensFlareSystem;
  12583. })();
  12584. BABYLON.LensFlareSystem = LensFlareSystem;
  12585. })(BABYLON || (BABYLON = {}));
  12586. var BABYLON;
  12587. (function (BABYLON) {
  12588. var IntersectionInfo = (function () {
  12589. function IntersectionInfo(bu, bv, distance) {
  12590. this.bu = bu;
  12591. this.bv = bv;
  12592. this.distance = distance;
  12593. this.faceId = 0;
  12594. }
  12595. return IntersectionInfo;
  12596. })();
  12597. BABYLON.IntersectionInfo = IntersectionInfo;
  12598. var PickingInfo = (function () {
  12599. function PickingInfo() {
  12600. this.hit = false;
  12601. this.distance = 0;
  12602. this.pickedPoint = null;
  12603. this.pickedMesh = null;
  12604. this.bu = 0;
  12605. this.bv = 0;
  12606. this.faceId = -1;
  12607. }
  12608. PickingInfo.prototype.getNormal = function () {
  12609. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  12610. return null;
  12611. }
  12612. var indices = this.pickedMesh.getIndices();
  12613. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  12614. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  12615. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  12616. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  12617. normal0 = normal0.scale(this.bu);
  12618. normal1 = normal1.scale(this.bv);
  12619. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  12620. return new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  12621. };
  12622. PickingInfo.prototype.getTextureCoordinates = function () {
  12623. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  12624. return null;
  12625. }
  12626. var indices = this.pickedMesh.getIndices();
  12627. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  12628. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  12629. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  12630. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  12631. uv0 = uv0.scale(this.bu);
  12632. uv1 = uv1.scale(this.bv);
  12633. uv2 = uv2.scale(1.0 - this.bu - this.bv);
  12634. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  12635. };
  12636. return PickingInfo;
  12637. })();
  12638. BABYLON.PickingInfo = PickingInfo;
  12639. })(BABYLON || (BABYLON = {}));
  12640. var BABYLON;
  12641. (function (BABYLON) {
  12642. var FilesInput = (function () {
  12643. function FilesInput(p_engine, p_scene, p_canvas, p_sceneLoadedCallback, p_progressCallback, p_additionnalRenderLoopLogicCallback, p_textureLoadingCallback, p_startingProcessingFilesCallback) {
  12644. this.engine = p_engine;
  12645. this.canvas = p_canvas;
  12646. this.currentScene = p_scene;
  12647. this.sceneLoadedCallback = p_sceneLoadedCallback;
  12648. this.progressCallback = p_progressCallback;
  12649. this.additionnalRenderLoopLogicCallback = p_additionnalRenderLoopLogicCallback;
  12650. this.textureLoadingCallback = p_textureLoadingCallback;
  12651. this.startingProcessingFilesCallback = p_startingProcessingFilesCallback;
  12652. }
  12653. FilesInput.prototype.monitorElementForDragNDrop = function (p_elementToMonitor) {
  12654. var _this = this;
  12655. if (p_elementToMonitor) {
  12656. this.elementToMonitor = p_elementToMonitor;
  12657. this.elementToMonitor.addEventListener("dragenter", function (e) {
  12658. _this.drag(e);
  12659. }, false);
  12660. this.elementToMonitor.addEventListener("dragover", function (e) {
  12661. _this.drag(e);
  12662. }, false);
  12663. this.elementToMonitor.addEventListener("drop", function (e) {
  12664. _this.drop(e);
  12665. }, false);
  12666. }
  12667. };
  12668. FilesInput.prototype.renderFunction = function () {
  12669. if (this.additionnalRenderLoopLogicCallback) {
  12670. this.additionnalRenderLoopLogicCallback();
  12671. }
  12672. if (this.currentScene) {
  12673. if (this.textureLoadingCallback) {
  12674. var remaining = this.currentScene.getWaitingItemsCount();
  12675. if (remaining > 0) {
  12676. this.textureLoadingCallback(remaining);
  12677. }
  12678. }
  12679. this.currentScene.render();
  12680. }
  12681. };
  12682. FilesInput.prototype.drag = function (e) {
  12683. e.stopPropagation();
  12684. e.preventDefault();
  12685. };
  12686. FilesInput.prototype.drop = function (eventDrop) {
  12687. eventDrop.stopPropagation();
  12688. eventDrop.preventDefault();
  12689. this.loadFiles(eventDrop);
  12690. };
  12691. FilesInput.prototype.loadFiles = function (event) {
  12692. var _this = this;
  12693. var that = this;
  12694. if (this.startingProcessingFilesCallback)
  12695. this.startingProcessingFilesCallback();
  12696. var sceneFileToLoad;
  12697. var filesToLoad;
  12698. if (event && event.dataTransfer && event.dataTransfer.files) {
  12699. filesToLoad = event.dataTransfer.files;
  12700. }
  12701. if (event && event.target && event.target.files) {
  12702. filesToLoad = event.target.files;
  12703. }
  12704. if (filesToLoad && filesToLoad.length > 0) {
  12705. for (var i = 0; i < filesToLoad.length; i++) {
  12706. switch (filesToLoad[i].type) {
  12707. case "image/jpeg":
  12708. case "image/png":
  12709. BABYLON.FilesInput.FilesTextures[filesToLoad[i].name] = filesToLoad[i];
  12710. break;
  12711. case "image/targa":
  12712. case "image/vnd.ms-dds":
  12713. BABYLON.FilesInput.FilesToLoad[filesToLoad[i].name] = filesToLoad[i];
  12714. break;
  12715. default:
  12716. 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) {
  12717. sceneFileToLoad = filesToLoad[i];
  12718. }
  12719. break;
  12720. }
  12721. }
  12722. if (sceneFileToLoad) {
  12723. if (this.currentScene) {
  12724. this.engine.stopRenderLoop();
  12725. this.currentScene.dispose();
  12726. }
  12727. BABYLON.SceneLoader.Load("file:", sceneFileToLoad, this.engine, function (newScene) {
  12728. that.currentScene = newScene;
  12729. that.currentScene.executeWhenReady(function () {
  12730. if (that.currentScene.activeCamera) {
  12731. that.currentScene.activeCamera.attachControl(that.canvas);
  12732. }
  12733. if (that.sceneLoadedCallback) {
  12734. that.sceneLoadedCallback(sceneFileToLoad, that.currentScene);
  12735. }
  12736. that.engine.runRenderLoop(function () {
  12737. that.renderFunction();
  12738. });
  12739. });
  12740. }, function (progress) {
  12741. if (_this.progressCallback) {
  12742. _this.progressCallback(progress);
  12743. }
  12744. });
  12745. } else {
  12746. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  12747. }
  12748. }
  12749. };
  12750. FilesInput.FilesTextures = new Array();
  12751. FilesInput.FilesToLoad = new Array();
  12752. return FilesInput;
  12753. })();
  12754. BABYLON.FilesInput = FilesInput;
  12755. })(BABYLON || (BABYLON = {}));
  12756. var BABYLON;
  12757. (function (BABYLON) {
  12758. var OimoJSPlugin = (function () {
  12759. function OimoJSPlugin() {
  12760. this._registeredMeshes = [];
  12761. /**
  12762. * Update the body position according to the mesh position
  12763. * @param mesh
  12764. */
  12765. this.updateBodyPosition = function (mesh) {
  12766. for (var index = 0; index < this._registeredMeshes.length; index++) {
  12767. var registeredMesh = this._registeredMeshes[index];
  12768. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  12769. var body = registeredMesh.body.body;
  12770. var center = mesh.getBoundingInfo().boundingBox.center;
  12771. body.setPosition(center.x, center.y, center.z);
  12772. body.setOrientation(mesh.rotation.x, mesh.rotation.y, mesh.rotation.z);
  12773. return;
  12774. }
  12775. if (registeredMesh.mesh.parent === mesh) {
  12776. mesh.computeWorldMatrix(true);
  12777. registeredMesh.mesh.computeWorldMatrix(true);
  12778. var absolutePosition = registeredMesh.mesh.getAbsolutePosition();
  12779. var absoluteRotation = mesh.rotation;
  12780. body = registeredMesh.body.body;
  12781. body.setPosition(absolutePosition.x, absolutePosition.y, absolutePosition.z);
  12782. body.setOrientation(absoluteRotation.x, absoluteRotation.y, absoluteRotation.z);
  12783. return;
  12784. }
  12785. }
  12786. };
  12787. }
  12788. OimoJSPlugin.prototype._checkWithEpsilon = function (value) {
  12789. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  12790. };
  12791. OimoJSPlugin.prototype.initialize = function (iterations) {
  12792. this._world = new OIMO.World();
  12793. this._world.clear();
  12794. };
  12795. OimoJSPlugin.prototype.setGravity = function (gravity) {
  12796. this._world.gravity = gravity;
  12797. };
  12798. OimoJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
  12799. var body = null;
  12800. this.unregisterMesh(mesh);
  12801. mesh.computeWorldMatrix(true);
  12802. switch (impostor) {
  12803. case BABYLON.PhysicsEngine.SphereImpostor:
  12804. var bbox = mesh.getBoundingInfo().boundingBox;
  12805. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  12806. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  12807. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  12808. var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
  12809. var deltaPosition = mesh.position.subtract(bbox.center);
  12810. body = new OIMO.Body({
  12811. type: 'sphere',
  12812. size: [size],
  12813. pos: [bbox.center.x, bbox.center.y, bbox.center.z],
  12814. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD],
  12815. move: options.mass != 0,
  12816. config: [options.mass, options.friction, options.restitution],
  12817. world: this._world
  12818. });
  12819. this._registeredMeshes.push({
  12820. mesh: mesh,
  12821. body: body,
  12822. delta: deltaPosition
  12823. });
  12824. break;
  12825. case BABYLON.PhysicsEngine.PlaneImpostor:
  12826. case BABYLON.PhysicsEngine.BoxImpostor:
  12827. bbox = mesh.getBoundingInfo().boundingBox;
  12828. var min = bbox.minimumWorld;
  12829. var max = bbox.maximumWorld;
  12830. var box = max.subtract(min);
  12831. var sizeX = this._checkWithEpsilon(box.x);
  12832. var sizeY = this._checkWithEpsilon(box.y);
  12833. var sizeZ = this._checkWithEpsilon(box.z);
  12834. var deltaPosition = mesh.position.subtract(bbox.center);
  12835. body = new OIMO.Body({
  12836. type: 'box',
  12837. size: [sizeX, sizeY, sizeZ],
  12838. pos: [bbox.center.x, bbox.center.y, bbox.center.z],
  12839. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD],
  12840. move: options.mass != 0,
  12841. config: [options.mass, options.friction, options.restitution],
  12842. world: this._world
  12843. });
  12844. this._registeredMeshes.push({
  12845. mesh: mesh,
  12846. body: body,
  12847. delta: deltaPosition
  12848. });
  12849. break;
  12850. }
  12851. return body;
  12852. };
  12853. OimoJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
  12854. var types = [], sizes = [], positions = [], rotations = [];
  12855. var initialMesh = parts[0].mesh;
  12856. for (var index = 0; index < parts.length; index++) {
  12857. var part = parts[index];
  12858. var bodyParameters = this._createBodyAsCompound(part, options, initialMesh);
  12859. types.push(bodyParameters.type);
  12860. sizes.push.apply(sizes, bodyParameters.size);
  12861. positions.push.apply(positions, bodyParameters.pos);
  12862. rotations.push.apply(rotations, bodyParameters.rot);
  12863. }
  12864. var body = new OIMO.Body({
  12865. type: types,
  12866. size: sizes,
  12867. pos: positions,
  12868. rot: rotations,
  12869. move: options.mass != 0,
  12870. config: [options.mass, options.friction, options.restitution],
  12871. world: this._world
  12872. });
  12873. this._registeredMeshes.push({
  12874. mesh: initialMesh,
  12875. body: body
  12876. });
  12877. return body;
  12878. };
  12879. OimoJSPlugin.prototype._createBodyAsCompound = function (part, options, initialMesh) {
  12880. var bodyParameters = null;
  12881. var mesh = part.mesh;
  12882. switch (part.impostor) {
  12883. case BABYLON.PhysicsEngine.SphereImpostor:
  12884. var bbox = mesh.getBoundingInfo().boundingBox;
  12885. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  12886. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  12887. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  12888. var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
  12889. bodyParameters = {
  12890. type: 'sphere',
  12891. /* bug with oimo : sphere needs 3 sizes in this case */
  12892. size: [size, -1, -1],
  12893. pos: [mesh.position.x, mesh.position.y, mesh.position.z],
  12894. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD]
  12895. };
  12896. break;
  12897. case BABYLON.PhysicsEngine.PlaneImpostor:
  12898. case BABYLON.PhysicsEngine.BoxImpostor:
  12899. bbox = mesh.getBoundingInfo().boundingBox;
  12900. var min = bbox.minimumWorld;
  12901. var max = bbox.maximumWorld;
  12902. var box = max.subtract(min);
  12903. var sizeX = this._checkWithEpsilon(box.x);
  12904. var sizeY = this._checkWithEpsilon(box.y);
  12905. var sizeZ = this._checkWithEpsilon(box.z);
  12906. var relativePosition = mesh.position;
  12907. bodyParameters = {
  12908. type: 'box',
  12909. size: [sizeX, sizeY, sizeZ],
  12910. pos: [relativePosition.x, relativePosition.y, relativePosition.z],
  12911. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD]
  12912. };
  12913. break;
  12914. }
  12915. return bodyParameters;
  12916. };
  12917. OimoJSPlugin.prototype.unregisterMesh = function (mesh) {
  12918. for (var index = 0; index < this._registeredMeshes.length; index++) {
  12919. var registeredMesh = this._registeredMeshes[index];
  12920. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  12921. if (registeredMesh.body) {
  12922. this._world.removeRigidBody(registeredMesh.body.body);
  12923. this._unbindBody(registeredMesh.body);
  12924. }
  12925. this._registeredMeshes.splice(index, 1);
  12926. return;
  12927. }
  12928. }
  12929. };
  12930. OimoJSPlugin.prototype._unbindBody = function (body) {
  12931. for (var index = 0; index < this._registeredMeshes.length; index++) {
  12932. var registeredMesh = this._registeredMeshes[index];
  12933. if (registeredMesh.body === body) {
  12934. registeredMesh.body = null;
  12935. }
  12936. }
  12937. };
  12938. OimoJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
  12939. for (var index = 0; index < this._registeredMeshes.length; index++) {
  12940. var registeredMesh = this._registeredMeshes[index];
  12941. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  12942. registeredMesh.body.body.applyImpulse(contactPoint.scale(OIMO.INV_SCALE), force.scale(OIMO.INV_SCALE));
  12943. return;
  12944. }
  12945. }
  12946. };
  12947. OimoJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
  12948. var body1 = null, body2 = null;
  12949. for (var index = 0; index < this._registeredMeshes.length; index++) {
  12950. var registeredMesh = this._registeredMeshes[index];
  12951. if (registeredMesh.mesh === mesh1) {
  12952. body1 = registeredMesh.body.body;
  12953. } else if (registeredMesh.mesh === mesh2) {
  12954. body2 = registeredMesh.body.body;
  12955. }
  12956. }
  12957. if (!body1 || !body2) {
  12958. return false;
  12959. }
  12960. if (!options) {
  12961. options = {};
  12962. }
  12963. new OIMO.Link({
  12964. type: options.type,
  12965. body1: body1,
  12966. body2: body2,
  12967. min: options.min,
  12968. max: options.max,
  12969. axe1: options.axe1,
  12970. axe2: options.axe2,
  12971. pos1: [pivot1.x, pivot1.y, pivot1.z],
  12972. pos2: [pivot2.x, pivot2.y, pivot2.z],
  12973. collision: options.collision,
  12974. spring: options.spring,
  12975. world: this._world
  12976. });
  12977. return true;
  12978. };
  12979. OimoJSPlugin.prototype.dispose = function () {
  12980. this._world.clear();
  12981. while (this._registeredMeshes.length) {
  12982. this.unregisterMesh(this._registeredMeshes[0].mesh);
  12983. }
  12984. };
  12985. OimoJSPlugin.prototype.isSupported = function () {
  12986. return OIMO !== undefined;
  12987. };
  12988. OimoJSPlugin.prototype._getLastShape = function (body) {
  12989. var lastShape = body.shapes;
  12990. while (lastShape.next) {
  12991. lastShape = lastShape.next;
  12992. }
  12993. return lastShape;
  12994. };
  12995. OimoJSPlugin.prototype.runOneStep = function (time) {
  12996. this._world.step();
  12997. var i = this._registeredMeshes.length;
  12998. var m;
  12999. while (i--) {
  13000. var body = this._registeredMeshes[i].body.body;
  13001. var mesh = this._registeredMeshes[i].mesh;
  13002. var delta = this._registeredMeshes[i].delta;
  13003. if (!body.sleeping) {
  13004. if (body.shapes.next) {
  13005. var parentShape = this._getLastShape(body);
  13006. mesh.position.x = parentShape.position.x * OIMO.WORLD_SCALE;
  13007. mesh.position.y = parentShape.position.y * OIMO.WORLD_SCALE;
  13008. mesh.position.z = parentShape.position.z * OIMO.WORLD_SCALE;
  13009. var mtx = BABYLON.Matrix.FromArray(body.getMatrix());
  13010. if (!mesh.rotationQuaternion) {
  13011. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  13012. }
  13013. mesh.rotationQuaternion.fromRotationMatrix(mtx);
  13014. } else {
  13015. m = body.getMatrix();
  13016. mtx = BABYLON.Matrix.FromArray(m);
  13017. var bodyX = mtx.m[12], bodyY = mtx.m[13], bodyZ = mtx.m[14];
  13018. if (!delta) {
  13019. mesh.position.x = bodyX;
  13020. mesh.position.y = bodyY;
  13021. mesh.position.z = bodyZ;
  13022. } else {
  13023. mesh.position.x = bodyX + delta.x;
  13024. mesh.position.y = bodyY + delta.y;
  13025. mesh.position.z = bodyZ + delta.z;
  13026. }
  13027. if (!mesh.rotationQuaternion) {
  13028. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  13029. }
  13030. mesh.rotationQuaternion.fromRotationMatrix(mtx);
  13031. }
  13032. }
  13033. }
  13034. };
  13035. return OimoJSPlugin;
  13036. })();
  13037. BABYLON.OimoJSPlugin = OimoJSPlugin;
  13038. })(BABYLON || (BABYLON = {}));
  13039. var BABYLON;
  13040. (function (BABYLON) {
  13041. var PhysicsEngine = (function () {
  13042. function PhysicsEngine(plugin) {
  13043. this._currentPlugin = plugin || new BABYLON.OimoJSPlugin();
  13044. }
  13045. PhysicsEngine.prototype._initialize = function (gravity) {
  13046. this._currentPlugin.initialize();
  13047. this._setGravity(gravity);
  13048. };
  13049. PhysicsEngine.prototype._runOneStep = function (delta) {
  13050. if (delta > 0.1) {
  13051. delta = 0.1;
  13052. } else if (delta <= 0) {
  13053. delta = 1.0 / 60.0;
  13054. }
  13055. this._currentPlugin.runOneStep(delta);
  13056. };
  13057. PhysicsEngine.prototype._setGravity = function (gravity) {
  13058. this.gravity = gravity || new BABYLON.Vector3(0, -9.82, 0);
  13059. this._currentPlugin.setGravity(this.gravity);
  13060. };
  13061. PhysicsEngine.prototype._registerMesh = function (mesh, impostor, options) {
  13062. return this._currentPlugin.registerMesh(mesh, impostor, options);
  13063. };
  13064. PhysicsEngine.prototype._registerMeshesAsCompound = function (parts, options) {
  13065. return this._currentPlugin.registerMeshesAsCompound(parts, options);
  13066. };
  13067. PhysicsEngine.prototype._unregisterMesh = function (mesh) {
  13068. this._currentPlugin.unregisterMesh(mesh);
  13069. };
  13070. PhysicsEngine.prototype._applyImpulse = function (mesh, force, contactPoint) {
  13071. this._currentPlugin.applyImpulse(mesh, force, contactPoint);
  13072. };
  13073. PhysicsEngine.prototype._createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
  13074. return this._currentPlugin.createLink(mesh1, mesh2, pivot1, pivot2, options);
  13075. };
  13076. PhysicsEngine.prototype._updateBodyPosition = function (mesh) {
  13077. this._currentPlugin.updateBodyPosition(mesh);
  13078. };
  13079. PhysicsEngine.prototype.dispose = function () {
  13080. this._currentPlugin.dispose();
  13081. };
  13082. PhysicsEngine.prototype.isSupported = function () {
  13083. return this._currentPlugin.isSupported();
  13084. };
  13085. PhysicsEngine.NoImpostor = 0;
  13086. PhysicsEngine.SphereImpostor = 1;
  13087. PhysicsEngine.BoxImpostor = 2;
  13088. PhysicsEngine.PlaneImpostor = 3;
  13089. PhysicsEngine.CompoundImpostor = 4;
  13090. PhysicsEngine.MeshImpostor = 4;
  13091. PhysicsEngine.CapsuleImpostor = 5;
  13092. PhysicsEngine.ConeImpostor = 6;
  13093. PhysicsEngine.CylinderImpostor = 7;
  13094. PhysicsEngine.ConvexHullImpostor = 8;
  13095. PhysicsEngine.Epsilon = 0.001;
  13096. return PhysicsEngine;
  13097. })();
  13098. BABYLON.PhysicsEngine = PhysicsEngine;
  13099. })(BABYLON || (BABYLON = {}));
  13100. var BABYLON;
  13101. (function (BABYLON) {
  13102. var serializeLight = function (light) {
  13103. var serializationObject = {};
  13104. serializationObject.name = light.name;
  13105. serializationObject.id = light.id;
  13106. serializationObject.tags = BABYLON.Tags.GetTags(light);
  13107. if (light instanceof BABYLON.PointLight) {
  13108. serializationObject.type = 0;
  13109. serializationObject.position = light.position.asArray();
  13110. } else if (light instanceof BABYLON.DirectionalLight) {
  13111. serializationObject.type = 1;
  13112. var directionalLight = light;
  13113. serializationObject.position = directionalLight.position.asArray();
  13114. serializationObject.direction = directionalLight.direction.asArray();
  13115. } else if (light instanceof BABYLON.SpotLight) {
  13116. serializationObject.type = 2;
  13117. var spotLight = light;
  13118. serializationObject.position = spotLight.position.asArray();
  13119. serializationObject.direction = spotLight.position.asArray();
  13120. serializationObject.angle = spotLight.angle;
  13121. serializationObject.exponent = spotLight.exponent;
  13122. } else if (light instanceof BABYLON.HemisphericLight) {
  13123. serializationObject.type = 3;
  13124. var hemisphericLight = light;
  13125. serializationObject.direction = hemisphericLight.direction.asArray();
  13126. serializationObject.groundColor = hemisphericLight.groundColor.asArray();
  13127. }
  13128. if (light.intensity) {
  13129. serializationObject.intensity = light.intensity;
  13130. }
  13131. serializationObject.range = light.range;
  13132. serializationObject.diffuse = light.diffuse.asArray();
  13133. serializationObject.specular = light.specular.asArray();
  13134. return serializationObject;
  13135. };
  13136. var serializeCamera = function (camera) {
  13137. var serializationObject = {};
  13138. serializationObject.name = camera.name;
  13139. serializationObject.tags = BABYLON.Tags.GetTags(camera);
  13140. serializationObject.id = camera.id;
  13141. serializationObject.position = camera.position.asArray();
  13142. if (camera.parent) {
  13143. serializationObject.parentId = camera.parent.id;
  13144. }
  13145. serializationObject.rotation = camera.rotation.asArray();
  13146. if (camera.lockedTarget && camera.lockedTarget.id) {
  13147. serializationObject.lockedTargetId = camera.lockedTarget.id;
  13148. }
  13149. serializationObject.fov = camera.fov;
  13150. serializationObject.minZ = camera.minZ;
  13151. serializationObject.maxZ = camera.maxZ;
  13152. serializationObject.speed = camera.speed;
  13153. serializationObject.inertia = camera.inertia;
  13154. serializationObject.checkCollisions = camera.checkCollisions;
  13155. serializationObject.applyGravity = camera.applyGravity;
  13156. if (camera.ellipsoid) {
  13157. serializationObject.ellipsoid = camera.ellipsoid.asArray();
  13158. }
  13159. appendAnimations(camera, serializationObject);
  13160. serializationObject.layerMask = camera.layerMask;
  13161. return serializationObject;
  13162. };
  13163. var appendAnimations = function (source, destination) {
  13164. if (source.animations) {
  13165. destination.animations = [];
  13166. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  13167. var animation = source.animations[animationIndex];
  13168. destination.animations.push(serializeAnimation(animation));
  13169. }
  13170. }
  13171. };
  13172. var serializeAnimation = function (animation) {
  13173. var serializationObject = {};
  13174. serializationObject.name = animation.name;
  13175. serializationObject.property = animation.targetProperty;
  13176. serializationObject.framePerSecond = animation.framePerSecond;
  13177. serializationObject.dataType = animation.dataType;
  13178. serializationObject.loopBehavior = animation.loopMode;
  13179. var dataType = animation.dataType;
  13180. serializationObject.keys = [];
  13181. var keys = animation.getKeys();
  13182. for (var index = 0; index < keys.length; index++) {
  13183. var animationKey = keys[index];
  13184. var key = {};
  13185. key.frame = animationKey.frame;
  13186. switch (dataType) {
  13187. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  13188. key.values = [animationKey.value];
  13189. break;
  13190. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  13191. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  13192. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  13193. key.values = animationKey.value.asArray();
  13194. break;
  13195. }
  13196. serializationObject.keys.push(key);
  13197. }
  13198. return serializationObject;
  13199. };
  13200. var serializeMultiMaterial = function (material) {
  13201. var serializationObject = {};
  13202. serializationObject.name = material.name;
  13203. serializationObject.id = material.id;
  13204. serializationObject.tags = BABYLON.Tags.GetTags(material);
  13205. serializationObject.materials = [];
  13206. for (var matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {
  13207. var subMat = material.subMaterials[matIndex];
  13208. if (subMat) {
  13209. serializationObject.materials.push(subMat.id);
  13210. } else {
  13211. serializationObject.materials.push(null);
  13212. }
  13213. }
  13214. return serializationObject;
  13215. };
  13216. var serializeMaterial = function (material) {
  13217. var serializationObject = {};
  13218. serializationObject.name = material.name;
  13219. serializationObject.ambient = material.ambientColor.asArray();
  13220. serializationObject.diffuse = material.diffuseColor.asArray();
  13221. serializationObject.specular = material.specularColor.asArray();
  13222. serializationObject.specularPower = material.specularPower;
  13223. serializationObject.emissive = material.emissiveColor.asArray();
  13224. serializationObject.alpha = material.alpha;
  13225. serializationObject.id = material.id;
  13226. serializationObject.tags = BABYLON.Tags.GetTags(material);
  13227. serializationObject.backFaceCulling = material.backFaceCulling;
  13228. if (material.diffuseTexture) {
  13229. serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture);
  13230. }
  13231. if (material.ambientTexture) {
  13232. serializationObject.ambientTexture = serializeTexture(material.ambientTexture);
  13233. }
  13234. if (material.opacityTexture) {
  13235. serializationObject.opacityTexture = serializeTexture(material.opacityTexture);
  13236. }
  13237. if (material.reflectionTexture) {
  13238. serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture);
  13239. }
  13240. if (material.emissiveTexture) {
  13241. serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture);
  13242. }
  13243. if (material.specularTexture) {
  13244. serializationObject.specularTexture = serializeTexture(material.specularTexture);
  13245. }
  13246. if (material.bumpTexture) {
  13247. serializationObject.bumpTexture = serializeTexture(material.bumpTexture);
  13248. }
  13249. return serializationObject;
  13250. };
  13251. var serializeTexture = function (texture) {
  13252. var serializationObject = {};
  13253. if (!texture.name) {
  13254. return null;
  13255. }
  13256. if (texture instanceof BABYLON.CubeTexture) {
  13257. serializationObject.name = texture.name;
  13258. serializationObject.hasAlpha = texture.hasAlpha;
  13259. serializationObject.level = texture.level;
  13260. serializationObject.coordinatesMode = texture.coordinatesMode;
  13261. return serializationObject;
  13262. }
  13263. if (texture instanceof BABYLON.MirrorTexture) {
  13264. var mirrorTexture = texture;
  13265. serializationObject.renderTargetSize = mirrorTexture.getRenderSize();
  13266. serializationObject.renderList = [];
  13267. for (var index = 0; index < mirrorTexture.renderList.length; index++) {
  13268. serializationObject.renderList.push(mirrorTexture.renderList[index].id);
  13269. }
  13270. serializationObject.mirrorPlane = mirrorTexture.mirrorPlane.asArray();
  13271. } else if (texture instanceof BABYLON.RenderTargetTexture) {
  13272. var renderTargetTexture = texture;
  13273. serializationObject.renderTargetSize = renderTargetTexture.getRenderSize();
  13274. serializationObject.renderList = [];
  13275. for (index = 0; index < renderTargetTexture.renderList.length; index++) {
  13276. serializationObject.renderList.push(renderTargetTexture.renderList[index].id);
  13277. }
  13278. }
  13279. var regularTexture = texture;
  13280. serializationObject.name = texture.name;
  13281. serializationObject.hasAlpha = texture.hasAlpha;
  13282. serializationObject.level = texture.level;
  13283. serializationObject.coordinatesIndex = texture.coordinatesIndex;
  13284. serializationObject.coordinatesMode = texture.coordinatesMode;
  13285. serializationObject.uOffset = regularTexture.uOffset;
  13286. serializationObject.vOffset = regularTexture.vOffset;
  13287. serializationObject.uScale = regularTexture.uScale;
  13288. serializationObject.vScale = regularTexture.vScale;
  13289. serializationObject.uAng = regularTexture.uAng;
  13290. serializationObject.vAng = regularTexture.vAng;
  13291. serializationObject.wAng = regularTexture.wAng;
  13292. serializationObject.wrapU = texture.wrapU;
  13293. serializationObject.wrapV = texture.wrapV;
  13294. appendAnimations(texture, serializationObject);
  13295. return serializationObject;
  13296. };
  13297. var serializeSkeleton = function (skeleton) {
  13298. var serializationObject = {};
  13299. serializationObject.name = skeleton.name;
  13300. serializationObject.id = skeleton.id;
  13301. serializationObject.bones = [];
  13302. for (var index = 0; index < skeleton.bones.length; index++) {
  13303. var bone = skeleton.bones[index];
  13304. var serializedBone = {
  13305. parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1,
  13306. name: bone.name,
  13307. matrix: bone.getLocalMatrix().toArray()
  13308. };
  13309. serializationObject.bones.push(serializedBone);
  13310. if (bone.animations && bone.animations.length > 0) {
  13311. serializedBone.animation = serializeAnimation(bone.animations[0]);
  13312. }
  13313. }
  13314. return serializationObject;
  13315. };
  13316. var serializeParticleSystem = function (particleSystem) {
  13317. var serializationObject = {};
  13318. serializationObject.emitterId = particleSystem.emitter.id;
  13319. serializationObject.capacity = particleSystem.getCapacity();
  13320. if (particleSystem.particleTexture) {
  13321. serializationObject.textureName = particleSystem.particleTexture.name;
  13322. }
  13323. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  13324. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  13325. serializationObject.minSize = particleSystem.minSize;
  13326. serializationObject.maxSize = particleSystem.maxSize;
  13327. serializationObject.minLifeTime = particleSystem.minLifeTime;
  13328. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  13329. serializationObject.emitRate = particleSystem.emitRate;
  13330. serializationObject.minEmitBox = particleSystem.minEmitBox.asArray();
  13331. serializationObject.maxEmitBox = particleSystem.maxEmitBox.asArray();
  13332. serializationObject.gravity = particleSystem.gravity.asArray();
  13333. serializationObject.direction1 = particleSystem.direction1.asArray();
  13334. serializationObject.direction2 = particleSystem.direction2.asArray();
  13335. serializationObject.color1 = particleSystem.color1.asArray();
  13336. serializationObject.color2 = particleSystem.color2.asArray();
  13337. serializationObject.colorDead = particleSystem.colorDead.asArray();
  13338. serializationObject.updateSpeed = particleSystem.updateSpeed;
  13339. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  13340. serializationObject.textureMask = particleSystem.textureMask.asArray();
  13341. serializationObject.blendMode = particleSystem.blendMode;
  13342. return serializationObject;
  13343. };
  13344. var serializeLensFlareSystem = function (lensFlareSystem) {
  13345. var serializationObject = {};
  13346. serializationObject.emitterId = lensFlareSystem.getEmitter().id;
  13347. serializationObject.borderLimit = lensFlareSystem.borderLimit;
  13348. serializationObject.flares = [];
  13349. for (var index = 0; index < lensFlareSystem.lensFlares.length; index++) {
  13350. var flare = lensFlareSystem.lensFlares[index];
  13351. serializationObject.flares.push({
  13352. size: flare.size,
  13353. position: flare.position,
  13354. color: flare.color.asArray(),
  13355. textureName: BABYLON.Tools.GetFilename(flare.texture.name)
  13356. });
  13357. }
  13358. return serializationObject;
  13359. };
  13360. var serializeShadowGenerator = function (light) {
  13361. var serializationObject = {};
  13362. var shadowGenerator = light.getShadowGenerator();
  13363. serializationObject.lightId = light.id;
  13364. serializationObject.mapSize = shadowGenerator.getShadowMap().getRenderSize();
  13365. serializationObject.useVarianceShadowMap = shadowGenerator.useVarianceShadowMap;
  13366. serializationObject.usePoissonSampling = shadowGenerator.usePoissonSampling;
  13367. serializationObject.renderList = [];
  13368. for (var meshIndex = 0; meshIndex < shadowGenerator.getShadowMap().renderList.length; meshIndex++) {
  13369. var mesh = shadowGenerator.getShadowMap().renderList[meshIndex];
  13370. serializationObject.renderList.push(mesh.id);
  13371. }
  13372. return serializationObject;
  13373. };
  13374. var serializedGeometries = [];
  13375. var serializeGeometry = function (geometry, serializationGeometries) {
  13376. if (serializedGeometries[geometry.id]) {
  13377. return;
  13378. }
  13379. if (geometry instanceof BABYLON.Geometry.Primitives.Box) {
  13380. serializationGeometries.boxes.push(serializeBox(geometry));
  13381. } else if (geometry instanceof BABYLON.Geometry.Primitives.Sphere) {
  13382. serializationGeometries.spheres.push(serializeSphere(geometry));
  13383. } else if (geometry instanceof BABYLON.Geometry.Primitives.Cylinder) {
  13384. serializationGeometries.cylinders.push(serializeCylinder(geometry));
  13385. } else if (geometry instanceof BABYLON.Geometry.Primitives.Torus) {
  13386. serializationGeometries.toruses.push(serializeTorus(geometry));
  13387. } else if (geometry instanceof BABYLON.Geometry.Primitives.Ground) {
  13388. serializationGeometries.grounds.push(serializeGround(geometry));
  13389. } else if (geometry instanceof BABYLON.Geometry.Primitives.Plane) {
  13390. serializationGeometries.planes.push(serializePlane(geometry));
  13391. } else if (geometry instanceof BABYLON.Geometry.Primitives.TorusKnot) {
  13392. serializationGeometries.torusKnots.push(serializeTorusKnot(geometry));
  13393. } else if (geometry instanceof BABYLON.Geometry.Primitives._Primitive) {
  13394. throw new Error("Unknow primitive type");
  13395. } else {
  13396. serializationGeometries.vertexData.push(serializeVertexData(geometry));
  13397. }
  13398. serializedGeometries[geometry.id] = true;
  13399. };
  13400. var serializeGeometryBase = function (geometry) {
  13401. var serializationObject = {};
  13402. serializationObject.id = geometry.id;
  13403. if (BABYLON.Tags.HasTags(geometry)) {
  13404. serializationObject.tags = BABYLON.Tags.GetTags(geometry);
  13405. }
  13406. return serializationObject;
  13407. };
  13408. var serializeVertexData = function (vertexData) {
  13409. var serializationObject = serializeGeometryBase(vertexData);
  13410. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  13411. serializationObject.positions = vertexData.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  13412. }
  13413. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  13414. serializationObject.normals = vertexData.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  13415. }
  13416. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  13417. serializationObject.uvs = vertexData.getVerticesData(BABYLON.VertexBuffer.UVKind);
  13418. }
  13419. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  13420. serializationObject.uvs2 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  13421. }
  13422. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  13423. serializationObject.colors = vertexData.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  13424. }
  13425. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  13426. serializationObject.matricesIndices = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  13427. serializationObject.matricesIndices._isExpanded = true;
  13428. }
  13429. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  13430. serializationObject.matricesWeights = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  13431. }
  13432. serializationObject.indices = vertexData.getIndices();
  13433. return serializationObject;
  13434. };
  13435. var serializePrimitive = function (primitive) {
  13436. var serializationObject = serializeGeometryBase(primitive);
  13437. serializationObject.canBeRegenerated = primitive.canBeRegenerated();
  13438. return serializationObject;
  13439. };
  13440. var serializeBox = function (box) {
  13441. var serializationObject = serializePrimitive(box);
  13442. serializationObject.size = box.size;
  13443. return serializationObject;
  13444. };
  13445. var serializeSphere = function (sphere) {
  13446. var serializationObject = serializePrimitive(sphere);
  13447. serializationObject.segments = sphere.segments;
  13448. serializationObject.diameter = sphere.diameter;
  13449. return serializationObject;
  13450. };
  13451. var serializeCylinder = function (cylinder) {
  13452. var serializationObject = serializePrimitive(cylinder);
  13453. serializationObject.height = cylinder.height;
  13454. serializationObject.diameterTop = cylinder.diameterTop;
  13455. serializationObject.diameterBottom = cylinder.diameterBottom;
  13456. serializationObject.tessellation = cylinder.tessellation;
  13457. return serializationObject;
  13458. };
  13459. var serializeTorus = function (torus) {
  13460. var serializationObject = serializePrimitive(torus);
  13461. serializationObject.diameter = torus.diameter;
  13462. serializationObject.thickness = torus.thickness;
  13463. serializationObject.tessellation = torus.tessellation;
  13464. return serializationObject;
  13465. };
  13466. var serializeGround = function (ground) {
  13467. var serializationObject = serializePrimitive(ground);
  13468. serializationObject.width = ground.width;
  13469. serializationObject.height = ground.height;
  13470. serializationObject.subdivisions = ground.subdivisions;
  13471. return serializationObject;
  13472. };
  13473. var serializePlane = function (plane) {
  13474. var serializationObject = serializePrimitive(plane);
  13475. serializationObject.size = plane.size;
  13476. return serializationObject;
  13477. };
  13478. var serializeTorusKnot = function (torusKnot) {
  13479. var serializationObject = serializePrimitive(torusKnot);
  13480. serializationObject.radius = torusKnot.radius;
  13481. serializationObject.tube = torusKnot.tube;
  13482. serializationObject.radialSegments = torusKnot.radialSegments;
  13483. serializationObject.tubularSegments = torusKnot.tubularSegments;
  13484. serializationObject.p = torusKnot.p;
  13485. serializationObject.q = torusKnot.q;
  13486. return serializationObject;
  13487. };
  13488. var serializeMesh = function (mesh, serializationScene) {
  13489. var serializationObject = {};
  13490. serializationObject.name = mesh.name;
  13491. serializationObject.id = mesh.id;
  13492. if (BABYLON.Tags.HasTags(mesh)) {
  13493. serializationObject.tags = BABYLON.Tags.GetTags(mesh);
  13494. }
  13495. serializationObject.position = mesh.position.asArray();
  13496. if (mesh.rotationQuaternion) {
  13497. serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
  13498. } else if (mesh.rotation) {
  13499. serializationObject.rotation = mesh.rotation.asArray();
  13500. }
  13501. serializationObject.scaling = mesh.scaling.asArray();
  13502. serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
  13503. serializationObject.isEnabled = mesh.isEnabled();
  13504. serializationObject.isVisible = mesh.isVisible;
  13505. serializationObject.infiniteDistance = mesh.infiniteDistance;
  13506. serializationObject.pickable = mesh.isPickable;
  13507. serializationObject.receiveShadows = mesh.receiveShadows;
  13508. serializationObject.billboardMode = mesh.billboardMode;
  13509. serializationObject.visibility = mesh.visibility;
  13510. serializationObject.checkCollisions = mesh.checkCollisions;
  13511. if (mesh.parent) {
  13512. serializationObject.parentId = mesh.parent.id;
  13513. }
  13514. var geometry = mesh._geometry;
  13515. if (geometry) {
  13516. var geometryId = geometry.id;
  13517. serializationObject.geometryId = geometryId;
  13518. if (!mesh.getScene().getGeometryByID(geometryId)) {
  13519. serializeGeometry(geometry, serializationScene.geometries);
  13520. }
  13521. serializationObject.subMeshes = [];
  13522. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  13523. var subMesh = mesh.subMeshes[subIndex];
  13524. serializationObject.subMeshes.push({
  13525. materialIndex: subMesh.materialIndex,
  13526. verticesStart: subMesh.verticesStart,
  13527. verticesCount: subMesh.verticesCount,
  13528. indexStart: subMesh.indexStart,
  13529. indexCount: subMesh.indexCount
  13530. });
  13531. }
  13532. }
  13533. if (mesh.material) {
  13534. serializationObject.materialId = mesh.material.id;
  13535. } else {
  13536. mesh.material = null;
  13537. }
  13538. if (mesh.skeleton) {
  13539. serializationObject.skeletonId = mesh.skeleton.id;
  13540. }
  13541. if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  13542. serializationObject.physicsMass = mesh.getPhysicsMass();
  13543. serializationObject.physicsFriction = mesh.getPhysicsFriction();
  13544. serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
  13545. switch (mesh.getPhysicsImpostor()) {
  13546. case BABYLON.PhysicsEngine.BoxImpostor:
  13547. serializationObject.physicsImpostor = 1;
  13548. break;
  13549. case BABYLON.PhysicsEngine.SphereImpostor:
  13550. serializationObject.physicsImpostor = 2;
  13551. break;
  13552. }
  13553. }
  13554. serializationObject.instances = [];
  13555. for (var index = 0; index < mesh.instances.length; index++) {
  13556. var instance = mesh.instances[index];
  13557. var serializationInstance = {
  13558. name: instance.name,
  13559. position: instance.position,
  13560. rotation: instance.rotation,
  13561. rotationQuaternion: instance.rotationQuaternion,
  13562. scaling: instance.scaling
  13563. };
  13564. serializationObject.instances.push(serializationInstance);
  13565. appendAnimations(instance, serializationInstance);
  13566. }
  13567. appendAnimations(mesh, serializationObject);
  13568. serializationObject.layerMask = mesh.layerMask;
  13569. return serializationObject;
  13570. };
  13571. var SceneSerializer = (function () {
  13572. function SceneSerializer() {
  13573. }
  13574. SceneSerializer.Serialize = function (scene) {
  13575. var serializationObject = {};
  13576. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  13577. serializationObject.autoClear = scene.autoClear;
  13578. serializationObject.clearColor = scene.clearColor.asArray();
  13579. serializationObject.ambientColor = scene.ambientColor.asArray();
  13580. serializationObject.gravity = scene.gravity.asArray();
  13581. if (scene.fogMode && scene.fogMode !== 0) {
  13582. serializationObject.fogMode = scene.fogMode;
  13583. serializationObject.fogColor = scene.fogColor.asArray();
  13584. serializationObject.fogStart = scene.fogStart;
  13585. serializationObject.fogEnd = scene.fogEnd;
  13586. serializationObject.fogDensity = scene.fogDensity;
  13587. }
  13588. serializationObject.lights = [];
  13589. for (var index = 0; index < scene.lights.length; index++) {
  13590. var light = scene.lights[index];
  13591. serializationObject.lights.push(serializeLight(light));
  13592. }
  13593. serializationObject.cameras = [];
  13594. for (index = 0; index < scene.cameras.length; index++) {
  13595. var camera = scene.cameras[index];
  13596. if (camera instanceof BABYLON.FreeCamera) {
  13597. serializationObject.cameras.push(serializeCamera(camera));
  13598. }
  13599. }
  13600. if (scene.activeCamera) {
  13601. serializationObject.activeCameraID = scene.activeCamera.id;
  13602. }
  13603. serializationObject.materials = [];
  13604. serializationObject.multiMaterials = [];
  13605. for (index = 0; index < scene.materials.length; index++) {
  13606. var material = scene.materials[index];
  13607. if (material instanceof BABYLON.StandardMaterial) {
  13608. serializationObject.materials.push(serializeMaterial(material));
  13609. } else if (material instanceof BABYLON.MultiMaterial) {
  13610. serializationObject.multiMaterials.push(serializeMultiMaterial(material));
  13611. }
  13612. }
  13613. serializationObject.skeletons = [];
  13614. for (index = 0; index < scene.skeletons.length; index++) {
  13615. serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));
  13616. }
  13617. serializationObject.geometries = {};
  13618. serializationObject.geometries.boxes = [];
  13619. serializationObject.geometries.spheres = [];
  13620. serializationObject.geometries.cylinders = [];
  13621. serializationObject.geometries.toruses = [];
  13622. serializationObject.geometries.grounds = [];
  13623. serializationObject.geometries.planes = [];
  13624. serializationObject.geometries.torusKnots = [];
  13625. serializationObject.geometries.vertexData = [];
  13626. serializedGeometries = [];
  13627. var geometries = scene.getGeometries();
  13628. for (var index = 0; index < geometries.length; index++) {
  13629. var geometry = geometries[index];
  13630. if (geometry.isReady()) {
  13631. serializeGeometry(geometry, serializationObject.geometries);
  13632. }
  13633. }
  13634. serializationObject.meshes = [];
  13635. for (index = 0; index < scene.meshes.length; index++) {
  13636. var abstractMesh = scene.meshes[index];
  13637. if (abstractMesh instanceof BABYLON.Mesh) {
  13638. var mesh = abstractMesh;
  13639. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  13640. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  13641. }
  13642. }
  13643. }
  13644. serializationObject.particleSystems = [];
  13645. for (index = 0; index < scene.particleSystems.length; index++) {
  13646. serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));
  13647. }
  13648. serializationObject.lensFlareSystems = [];
  13649. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  13650. serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));
  13651. }
  13652. serializationObject.shadowGenerators = [];
  13653. for (index = 0; index < scene.lights.length; index++) {
  13654. light = scene.lights[index];
  13655. if (light.getShadowGenerator()) {
  13656. serializationObject.shadowGenerators.push(serializeShadowGenerator(light));
  13657. }
  13658. }
  13659. return serializationObject;
  13660. };
  13661. return SceneSerializer;
  13662. })();
  13663. BABYLON.SceneSerializer = SceneSerializer;
  13664. })(BABYLON || (BABYLON = {}));
  13665. var BABYLON;
  13666. (function (BABYLON) {
  13667. var SceneLoader = (function () {
  13668. function SceneLoader() {
  13669. }
  13670. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  13671. get: function () {
  13672. return SceneLoader._ForceFullSceneLoadingForIncremental;
  13673. },
  13674. set: function (value) {
  13675. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  13676. },
  13677. enumerable: true,
  13678. configurable: true
  13679. });
  13680. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  13681. get: function () {
  13682. return SceneLoader._ShowLoadingScreen;
  13683. },
  13684. set: function (value) {
  13685. SceneLoader._ShowLoadingScreen = value;
  13686. },
  13687. enumerable: true,
  13688. configurable: true
  13689. });
  13690. SceneLoader._getPluginForFilename = function (sceneFilename) {
  13691. var dotPosition = sceneFilename.lastIndexOf(".");
  13692. var extension = sceneFilename.substring(dotPosition).toLowerCase();
  13693. for (var index = 0; index < this._registeredPlugins.length; index++) {
  13694. var plugin = this._registeredPlugins[index];
  13695. if (plugin.extensions.indexOf(extension) !== -1) {
  13696. return plugin;
  13697. }
  13698. }
  13699. return this._registeredPlugins[this._registeredPlugins.length - 1];
  13700. };
  13701. SceneLoader.RegisterPlugin = function (plugin) {
  13702. plugin.extensions = plugin.extensions.toLowerCase();
  13703. SceneLoader._registeredPlugins.push(plugin);
  13704. };
  13705. SceneLoader.ImportMesh = function (meshesNames, rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
  13706. var _this = this;
  13707. var manifestChecked = function (success) {
  13708. scene.database = database;
  13709. var plugin = _this._getPluginForFilename(sceneFilename);
  13710. var importMeshFromData = function (data) {
  13711. var meshes = [];
  13712. var particleSystems = [];
  13713. var skeletons = [];
  13714. try {
  13715. if (!plugin.importMesh(meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons)) {
  13716. if (onerror) {
  13717. onerror(scene);
  13718. }
  13719. return;
  13720. }
  13721. } catch (e) {
  13722. if (onerror) {
  13723. onerror(scene);
  13724. }
  13725. return;
  13726. }
  13727. if (onsuccess) {
  13728. scene.importedMeshesFiles.push(rootUrl + sceneFilename);
  13729. onsuccess(meshes, particleSystems, skeletons);
  13730. }
  13731. };
  13732. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  13733. importMeshFromData(sceneFilename.substr(5));
  13734. return;
  13735. }
  13736. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  13737. importMeshFromData(data);
  13738. }, progressCallBack, database);
  13739. };
  13740. var database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  13741. };
  13742. /**
  13743. * Load a scene
  13744. * @param rootUrl a string that defines the root url for scene and resources
  13745. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  13746. * @param engine is the instance of BABYLON.Engine to use to create the scene
  13747. */
  13748. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onsuccess, progressCallBack, onerror) {
  13749. SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onsuccess, progressCallBack, onerror);
  13750. };
  13751. /**
  13752. * Append a scene
  13753. * @param rootUrl a string that defines the root url for scene and resources
  13754. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  13755. * @param scene is the instance of BABYLON.Scene to append to
  13756. */
  13757. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
  13758. var plugin = this._getPluginForFilename(sceneFilename.name || sceneFilename);
  13759. var database;
  13760. if (SceneLoader.ShowLoadingScreen) {
  13761. scene.getEngine().displayLoadingUI();
  13762. }
  13763. var loadSceneFromData = function (data) {
  13764. scene.database = database;
  13765. if (!plugin.load(scene, data, rootUrl)) {
  13766. if (onerror) {
  13767. onerror(scene);
  13768. }
  13769. scene.getEngine().hideLoadingUI();
  13770. return;
  13771. }
  13772. if (onsuccess) {
  13773. onsuccess(scene);
  13774. }
  13775. if (SceneLoader.ShowLoadingScreen) {
  13776. scene.executeWhenReady(function () {
  13777. scene.getEngine().hideLoadingUI();
  13778. });
  13779. }
  13780. };
  13781. var manifestChecked = function (success) {
  13782. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database);
  13783. };
  13784. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  13785. loadSceneFromData(sceneFilename.substr(5));
  13786. return;
  13787. }
  13788. if (rootUrl.indexOf("file:") === -1) {
  13789. database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  13790. } else {
  13791. BABYLON.Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack);
  13792. }
  13793. };
  13794. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  13795. SceneLoader._ShowLoadingScreen = true;
  13796. SceneLoader._registeredPlugins = new Array();
  13797. return SceneLoader;
  13798. })();
  13799. BABYLON.SceneLoader = SceneLoader;
  13800. ;
  13801. })(BABYLON || (BABYLON = {}));
  13802. var BABYLON;
  13803. (function (BABYLON) {
  13804. (function (Internals) {
  13805. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  13806. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  13807. texture.name = parsedTexture.name;
  13808. texture.hasAlpha = parsedTexture.hasAlpha;
  13809. texture.level = parsedTexture.level;
  13810. texture.coordinatesMode = parsedTexture.coordinatesMode;
  13811. return texture;
  13812. };
  13813. var loadTexture = function (rootUrl, parsedTexture, scene) {
  13814. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  13815. return null;
  13816. }
  13817. if (parsedTexture.isCube) {
  13818. return loadCubeTexture(rootUrl, parsedTexture, scene);
  13819. }
  13820. var texture;
  13821. if (parsedTexture.mirrorPlane) {
  13822. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  13823. texture._waitingRenderList = parsedTexture.renderList;
  13824. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  13825. } else if (parsedTexture.isRenderTarget) {
  13826. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  13827. texture._waitingRenderList = parsedTexture.renderList;
  13828. } else {
  13829. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  13830. }
  13831. texture.name = parsedTexture.name;
  13832. texture.hasAlpha = parsedTexture.hasAlpha;
  13833. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  13834. texture.level = parsedTexture.level;
  13835. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  13836. texture.coordinatesMode = parsedTexture.coordinatesMode;
  13837. texture.uOffset = parsedTexture.uOffset;
  13838. texture.vOffset = parsedTexture.vOffset;
  13839. texture.uScale = parsedTexture.uScale;
  13840. texture.vScale = parsedTexture.vScale;
  13841. texture.uAng = parsedTexture.uAng;
  13842. texture.vAng = parsedTexture.vAng;
  13843. texture.wAng = parsedTexture.wAng;
  13844. texture.wrapU = parsedTexture.wrapU;
  13845. texture.wrapV = parsedTexture.wrapV;
  13846. if (parsedTexture.animations) {
  13847. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  13848. var parsedAnimation = parsedTexture.animations[animationIndex];
  13849. texture.animations.push(parseAnimation(parsedAnimation));
  13850. }
  13851. }
  13852. return texture;
  13853. };
  13854. var parseSkeleton = function (parsedSkeleton, scene) {
  13855. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  13856. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  13857. var parsedBone = parsedSkeleton.bones[index];
  13858. var parentBone = null;
  13859. if (parsedBone.parentBoneIndex > -1) {
  13860. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  13861. }
  13862. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  13863. if (parsedBone.animation) {
  13864. bone.animations.push(parseAnimation(parsedBone.animation));
  13865. }
  13866. }
  13867. return skeleton;
  13868. };
  13869. var parseFresnelParameters = function (parsedFresnelParameters) {
  13870. var fresnelParameters = new BABYLON.FresnelParameters();
  13871. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  13872. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  13873. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  13874. return fresnelParameters;
  13875. };
  13876. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  13877. var material;
  13878. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  13879. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  13880. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  13881. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  13882. material.specularPower = parsedMaterial.specularPower;
  13883. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  13884. material.alpha = parsedMaterial.alpha;
  13885. material.id = parsedMaterial.id;
  13886. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  13887. material.backFaceCulling = parsedMaterial.backFaceCulling;
  13888. material.wireframe = parsedMaterial.wireframe;
  13889. if (parsedMaterial.diffuseTexture) {
  13890. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  13891. }
  13892. if (parsedMaterial.diffuseFresnelParameters) {
  13893. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  13894. }
  13895. if (parsedMaterial.ambientTexture) {
  13896. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  13897. }
  13898. if (parsedMaterial.opacityTexture) {
  13899. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  13900. }
  13901. if (parsedMaterial.opacityFresnelParameters) {
  13902. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  13903. }
  13904. if (parsedMaterial.reflectionTexture) {
  13905. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  13906. }
  13907. if (parsedMaterial.reflectionFresnelParameters) {
  13908. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  13909. }
  13910. if (parsedMaterial.emissiveTexture) {
  13911. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  13912. }
  13913. if (parsedMaterial.specularTexture) {
  13914. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  13915. }
  13916. if (parsedMaterial.bumpTexture) {
  13917. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  13918. }
  13919. return material;
  13920. };
  13921. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  13922. for (var index = 0; index < parsedData.materials.length; index++) {
  13923. var parsedMaterial = parsedData.materials[index];
  13924. if (parsedMaterial.id === id) {
  13925. return parseMaterial(parsedMaterial, scene, rootUrl);
  13926. }
  13927. }
  13928. return null;
  13929. };
  13930. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  13931. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  13932. multiMaterial.id = parsedMultiMaterial.id;
  13933. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  13934. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  13935. var subMatId = parsedMultiMaterial.materials[matIndex];
  13936. if (subMatId) {
  13937. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  13938. } else {
  13939. multiMaterial.subMaterials.push(null);
  13940. }
  13941. }
  13942. return multiMaterial;
  13943. };
  13944. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  13945. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  13946. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  13947. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  13948. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  13949. var parsedFlare = parsedLensFlareSystem.flares[index];
  13950. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  13951. }
  13952. return lensFlareSystem;
  13953. };
  13954. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  13955. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  13956. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  13957. if (parsedParticleSystem.textureName) {
  13958. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  13959. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  13960. }
  13961. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  13962. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  13963. particleSystem.minSize = parsedParticleSystem.minSize;
  13964. particleSystem.maxSize = parsedParticleSystem.maxSize;
  13965. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  13966. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  13967. particleSystem.emitter = emitter;
  13968. particleSystem.emitRate = parsedParticleSystem.emitRate;
  13969. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  13970. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  13971. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  13972. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  13973. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  13974. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  13975. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  13976. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  13977. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  13978. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  13979. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  13980. particleSystem.blendMode = parsedParticleSystem.blendMode;
  13981. particleSystem.start();
  13982. return particleSystem;
  13983. };
  13984. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  13985. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  13986. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  13987. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  13988. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  13989. shadowGenerator.getShadowMap().renderList.push(mesh);
  13990. }
  13991. if (parsedShadowGenerator.usePoissonSampling) {
  13992. shadowGenerator.usePoissonSampling = true;
  13993. } else {
  13994. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  13995. }
  13996. return shadowGenerator;
  13997. };
  13998. var parseAnimation = function (parsedAnimation) {
  13999. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  14000. var dataType = parsedAnimation.dataType;
  14001. var keys = [];
  14002. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  14003. var key = parsedAnimation.keys[index];
  14004. var data;
  14005. switch (dataType) {
  14006. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  14007. data = key.values[0];
  14008. break;
  14009. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  14010. data = BABYLON.Quaternion.FromArray(key.values);
  14011. break;
  14012. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  14013. data = BABYLON.Matrix.FromArray(key.values);
  14014. break;
  14015. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  14016. default:
  14017. data = BABYLON.Vector3.FromArray(key.values);
  14018. break;
  14019. }
  14020. keys.push({
  14021. frame: key.frame,
  14022. value: data
  14023. });
  14024. }
  14025. animation.setKeys(keys);
  14026. return animation;
  14027. };
  14028. var parseLight = function (parsedLight, scene) {
  14029. var light;
  14030. switch (parsedLight.type) {
  14031. case 0:
  14032. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  14033. break;
  14034. case 1:
  14035. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  14036. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  14037. break;
  14038. case 2:
  14039. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  14040. break;
  14041. case 3:
  14042. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  14043. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  14044. break;
  14045. }
  14046. light.id = parsedLight.id;
  14047. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  14048. if (parsedLight.intensity !== undefined) {
  14049. light.intensity = parsedLight.intensity;
  14050. }
  14051. if (parsedLight.range) {
  14052. light.range = parsedLight.range;
  14053. }
  14054. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  14055. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  14056. if (parsedLight.excludedMeshesIds) {
  14057. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  14058. }
  14059. if (parsedLight.includedOnlyMeshesIds) {
  14060. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  14061. }
  14062. if (parsedLight.animations) {
  14063. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  14064. var parsedAnimation = parsedLight.animations[animationIndex];
  14065. light.animations.push(parseAnimation(parsedAnimation));
  14066. }
  14067. }
  14068. if (parsedLight.autoAnimate) {
  14069. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  14070. }
  14071. };
  14072. var parseCamera = function (parsedCamera, scene) {
  14073. var camera = new BABYLON.FreeCamera(parsedCamera.name, BABYLON.Vector3.FromArray(parsedCamera.position), scene);
  14074. camera.id = parsedCamera.id;
  14075. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  14076. if (parsedCamera.parentId) {
  14077. camera._waitingParentId = parsedCamera.parentId;
  14078. }
  14079. if (parsedCamera.target) {
  14080. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  14081. } else {
  14082. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  14083. }
  14084. if (parsedCamera.lockedTargetId) {
  14085. camera._waitingLockedTargetId = parsedCamera.lockedTargetId;
  14086. }
  14087. camera.fov = parsedCamera.fov;
  14088. camera.minZ = parsedCamera.minZ;
  14089. camera.maxZ = parsedCamera.maxZ;
  14090. camera.speed = parsedCamera.speed;
  14091. camera.inertia = parsedCamera.inertia;
  14092. camera.checkCollisions = parsedCamera.checkCollisions;
  14093. camera.applyGravity = parsedCamera.applyGravity;
  14094. if (parsedCamera.ellipsoid) {
  14095. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  14096. }
  14097. if (parsedCamera.animations) {
  14098. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  14099. var parsedAnimation = parsedCamera.animations[animationIndex];
  14100. camera.animations.push(parseAnimation(parsedAnimation));
  14101. }
  14102. }
  14103. if (parsedCamera.autoAnimate) {
  14104. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  14105. }
  14106. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  14107. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  14108. } else {
  14109. camera.layerMask = 0xFFFFFFFF;
  14110. }
  14111. return camera;
  14112. };
  14113. var parseGeometry = function (parsedGeometry, scene) {
  14114. var id = parsedGeometry.id;
  14115. return scene.getGeometryByID(id);
  14116. };
  14117. var parseBox = function (parsedBox, scene) {
  14118. if (parseGeometry(parsedBox, scene)) {
  14119. return null;
  14120. }
  14121. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  14122. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  14123. scene.pushGeometry(box, true);
  14124. return box;
  14125. };
  14126. var parseSphere = function (parsedSphere, scene) {
  14127. if (parseGeometry(parsedSphere, scene)) {
  14128. return null;
  14129. }
  14130. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  14131. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  14132. scene.pushGeometry(sphere, true);
  14133. return sphere;
  14134. };
  14135. var parseCylinder = function (parsedCylinder, scene) {
  14136. if (parseGeometry(parsedCylinder, scene)) {
  14137. return null;
  14138. }
  14139. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  14140. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  14141. scene.pushGeometry(cylinder, true);
  14142. return cylinder;
  14143. };
  14144. var parseTorus = function (parsedTorus, scene) {
  14145. if (parseGeometry(parsedTorus, scene)) {
  14146. return null;
  14147. }
  14148. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  14149. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  14150. scene.pushGeometry(torus, true);
  14151. return torus;
  14152. };
  14153. var parseGround = function (parsedGround, scene) {
  14154. if (parseGeometry(parsedGround, scene)) {
  14155. return null;
  14156. }
  14157. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  14158. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  14159. scene.pushGeometry(ground, true);
  14160. return ground;
  14161. };
  14162. var parsePlane = function (parsedPlane, scene) {
  14163. if (parseGeometry(parsedPlane, scene)) {
  14164. return null;
  14165. }
  14166. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  14167. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  14168. scene.pushGeometry(plane, true);
  14169. return plane;
  14170. };
  14171. var parseTorusKnot = function (parsedTorusKnot, scene) {
  14172. if (parseGeometry(parsedTorusKnot, scene)) {
  14173. return null;
  14174. }
  14175. 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);
  14176. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  14177. scene.pushGeometry(torusKnot, true);
  14178. return torusKnot;
  14179. };
  14180. var parseVertexData = function (parsedVertexData, scene, rootUrl) {
  14181. if (parseGeometry(parsedVertexData, scene)) {
  14182. return null;
  14183. }
  14184. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  14185. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  14186. if (parsedVertexData.delayLoadingFile) {
  14187. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  14188. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  14189. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  14190. geometry._delayInfo = [];
  14191. if (parsedVertexData.hasUVs) {
  14192. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  14193. }
  14194. if (parsedVertexData.hasUVs2) {
  14195. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  14196. }
  14197. if (parsedVertexData.hasColors) {
  14198. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  14199. }
  14200. if (parsedVertexData.hasMatricesIndices) {
  14201. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  14202. }
  14203. if (parsedVertexData.hasMatricesWeights) {
  14204. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  14205. }
  14206. geometry._delayLoadingFunction = importVertexData;
  14207. } else {
  14208. importVertexData(parsedVertexData, geometry);
  14209. }
  14210. scene.pushGeometry(geometry, true);
  14211. return geometry;
  14212. };
  14213. var parseMesh = function (parsedMesh, scene, rootUrl) {
  14214. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  14215. mesh.id = parsedMesh.id;
  14216. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  14217. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  14218. if (parsedMesh.rotationQuaternion) {
  14219. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  14220. } else if (parsedMesh.rotation) {
  14221. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  14222. }
  14223. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  14224. if (parsedMesh.localMatrix) {
  14225. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  14226. } else if (parsedMesh.pivotMatrix) {
  14227. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  14228. }
  14229. mesh.setEnabled(parsedMesh.isEnabled);
  14230. mesh.isVisible = parsedMesh.isVisible;
  14231. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  14232. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  14233. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  14234. if (parsedMesh.pickable !== undefined) {
  14235. mesh.isPickable = parsedMesh.pickable;
  14236. }
  14237. mesh.receiveShadows = parsedMesh.receiveShadows;
  14238. mesh.billboardMode = parsedMesh.billboardMode;
  14239. if (parsedMesh.visibility !== undefined) {
  14240. mesh.visibility = parsedMesh.visibility;
  14241. }
  14242. mesh.checkCollisions = parsedMesh.checkCollisions;
  14243. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  14244. if (parsedMesh.parentId) {
  14245. mesh.parent = scene.getLastEntryByID(parsedMesh.parentId);
  14246. }
  14247. if (parsedMesh.delayLoadingFile) {
  14248. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  14249. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  14250. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  14251. mesh._delayInfo = [];
  14252. if (parsedMesh.hasUVs) {
  14253. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  14254. }
  14255. if (parsedMesh.hasUVs2) {
  14256. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  14257. }
  14258. if (parsedMesh.hasColors) {
  14259. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  14260. }
  14261. if (parsedMesh.hasMatricesIndices) {
  14262. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  14263. }
  14264. if (parsedMesh.hasMatricesWeights) {
  14265. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  14266. }
  14267. mesh._delayLoadingFunction = importGeometry;
  14268. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  14269. mesh._checkDelayState();
  14270. }
  14271. } else {
  14272. importGeometry(parsedMesh, mesh);
  14273. }
  14274. if (parsedMesh.materialId) {
  14275. mesh.setMaterialByID(parsedMesh.materialId);
  14276. } else {
  14277. mesh.material = null;
  14278. }
  14279. if (parsedMesh.skeletonId > -1) {
  14280. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  14281. }
  14282. if (parsedMesh.physicsImpostor) {
  14283. if (!scene.isPhysicsEnabled()) {
  14284. scene.enablePhysics();
  14285. }
  14286. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  14287. }
  14288. if (parsedMesh.animations) {
  14289. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  14290. var parsedAnimation = parsedMesh.animations[animationIndex];
  14291. mesh.animations.push(parseAnimation(parsedAnimation));
  14292. }
  14293. }
  14294. if (parsedMesh.autoAnimate) {
  14295. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  14296. }
  14297. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  14298. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  14299. } else {
  14300. mesh.layerMask = 0xFFFFFFFF;
  14301. }
  14302. if (parsedMesh.instances) {
  14303. for (var index = 0; index < parsedMesh.instances.length; index++) {
  14304. var parsedInstance = parsedMesh.instances[index];
  14305. var instance = mesh.createInstance(parsedInstance.name);
  14306. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  14307. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  14308. if (parsedInstance.rotationQuaternion) {
  14309. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  14310. } else if (parsedInstance.rotation) {
  14311. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  14312. }
  14313. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  14314. instance.checkCollisions = mesh.checkCollisions;
  14315. if (parsedMesh.animations) {
  14316. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  14317. parsedAnimation = parsedMesh.animations[animationIndex];
  14318. instance.animations.push(parseAnimation(parsedAnimation));
  14319. }
  14320. }
  14321. }
  14322. }
  14323. return mesh;
  14324. };
  14325. var isDescendantOf = function (mesh, names, hierarchyIds) {
  14326. names = (names instanceof Array) ? names : [names];
  14327. for (var i in names) {
  14328. if (mesh.name === names[i]) {
  14329. hierarchyIds.push(mesh.id);
  14330. return true;
  14331. }
  14332. }
  14333. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  14334. hierarchyIds.push(mesh.id);
  14335. return true;
  14336. }
  14337. return false;
  14338. };
  14339. var importVertexData = function (parsedVertexData, geometry) {
  14340. var vertexData = new BABYLON.VertexData();
  14341. var positions = parsedVertexData.positions;
  14342. if (positions) {
  14343. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  14344. }
  14345. var normals = parsedVertexData.normals;
  14346. if (normals) {
  14347. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  14348. }
  14349. var uvs = parsedVertexData.uvs;
  14350. if (uvs) {
  14351. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  14352. }
  14353. var uv2s = parsedVertexData.uv2s;
  14354. if (uv2s) {
  14355. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  14356. }
  14357. var colors = parsedVertexData.colors;
  14358. if (colors) {
  14359. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  14360. }
  14361. var matricesIndices = parsedVertexData.matricesIndices;
  14362. if (matricesIndices) {
  14363. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  14364. }
  14365. var matricesWeights = parsedVertexData.matricesWeights;
  14366. if (matricesWeights) {
  14367. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  14368. }
  14369. var indices = parsedVertexData.indices;
  14370. if (indices) {
  14371. vertexData.indices = indices;
  14372. }
  14373. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  14374. };
  14375. var importGeometry = function (parsedGeometry, mesh) {
  14376. var scene = mesh.getScene();
  14377. var geometryId = parsedGeometry.geometryId;
  14378. if (geometryId) {
  14379. var geometry = scene.getGeometryByID(geometryId);
  14380. if (geometry) {
  14381. geometry.applyToMesh(mesh);
  14382. }
  14383. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  14384. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  14385. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  14386. if (parsedGeometry.uvs) {
  14387. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  14388. }
  14389. if (parsedGeometry.uvs2) {
  14390. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  14391. }
  14392. if (parsedGeometry.colors) {
  14393. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, parsedGeometry.colors, false);
  14394. }
  14395. if (parsedGeometry.matricesIndices) {
  14396. if (!parsedGeometry.matricesIndices._isExpanded) {
  14397. var floatIndices = [];
  14398. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  14399. var matricesIndex = parsedGeometry.matricesIndices[i];
  14400. floatIndices.push(matricesIndex & 0x000000FF);
  14401. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  14402. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  14403. floatIndices.push(matricesIndex >> 24);
  14404. }
  14405. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  14406. } else {
  14407. delete parsedGeometry.matricesIndices._isExpanded;
  14408. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  14409. }
  14410. }
  14411. if (parsedGeometry.matricesWeights) {
  14412. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  14413. }
  14414. mesh.setIndices(parsedGeometry.indices);
  14415. }
  14416. if (parsedGeometry.subMeshes) {
  14417. mesh.subMeshes = [];
  14418. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  14419. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  14420. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  14421. }
  14422. }
  14423. if (mesh._shouldGenerateFlatShading) {
  14424. mesh.convertToFlatShadedMesh();
  14425. delete mesh._shouldGenerateFlatShading;
  14426. }
  14427. mesh.computeWorldMatrix(true);
  14428. if (scene._selectionOctree) {
  14429. scene._selectionOctree.addMesh(mesh);
  14430. }
  14431. };
  14432. BABYLON.SceneLoader.RegisterPlugin({
  14433. extensions: ".babylon",
  14434. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  14435. var parsedData = JSON.parse(data);
  14436. var loadedSkeletonsIds = [];
  14437. var loadedMaterialsIds = [];
  14438. var hierarchyIds = [];
  14439. for (var index = 0; index < parsedData.meshes.length; index++) {
  14440. var parsedMesh = parsedData.meshes[index];
  14441. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  14442. if (meshesNames instanceof Array) {
  14443. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  14444. }
  14445. if (parsedMesh.materialId) {
  14446. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  14447. if (!materialFound) {
  14448. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  14449. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  14450. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  14451. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  14452. var subMatId = parsedMultiMaterial.materials[matIndex];
  14453. loadedMaterialsIds.push(subMatId);
  14454. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  14455. }
  14456. loadedMaterialsIds.push(parsedMultiMaterial.id);
  14457. parseMultiMaterial(parsedMultiMaterial, scene);
  14458. materialFound = true;
  14459. break;
  14460. }
  14461. }
  14462. }
  14463. if (!materialFound) {
  14464. loadedMaterialsIds.push(parsedMesh.materialId);
  14465. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  14466. }
  14467. }
  14468. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  14469. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  14470. if (!skeletonAlreadyLoaded) {
  14471. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  14472. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  14473. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  14474. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  14475. loadedSkeletonsIds.push(parsedSkeleton.id);
  14476. }
  14477. }
  14478. }
  14479. }
  14480. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  14481. meshes.push(mesh);
  14482. }
  14483. }
  14484. if (parsedData.particleSystems) {
  14485. for (index = 0; index < parsedData.particleSystems.length; index++) {
  14486. var parsedParticleSystem = parsedData.particleSystems[index];
  14487. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  14488. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  14489. }
  14490. }
  14491. }
  14492. return true;
  14493. },
  14494. load: function (scene, data, rootUrl) {
  14495. var parsedData = JSON.parse(data);
  14496. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  14497. scene.autoClear = parsedData.autoClear;
  14498. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  14499. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  14500. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  14501. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  14502. scene.fogMode = parsedData.fogMode;
  14503. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  14504. scene.fogStart = parsedData.fogStart;
  14505. scene.fogEnd = parsedData.fogEnd;
  14506. scene.fogDensity = parsedData.fogDensity;
  14507. }
  14508. for (var index = 0; index < parsedData.lights.length; index++) {
  14509. var parsedLight = parsedData.lights[index];
  14510. parseLight(parsedLight, scene);
  14511. }
  14512. for (index = 0; index < parsedData.cameras.length; index++) {
  14513. var parsedCamera = parsedData.cameras[index];
  14514. parseCamera(parsedCamera, scene);
  14515. }
  14516. if (parsedData.activeCameraID) {
  14517. scene.setActiveCameraByID(parsedData.activeCameraID);
  14518. }
  14519. if (parsedData.materials) {
  14520. for (index = 0; index < parsedData.materials.length; index++) {
  14521. var parsedMaterial = parsedData.materials[index];
  14522. parseMaterial(parsedMaterial, scene, rootUrl);
  14523. }
  14524. }
  14525. if (parsedData.multiMaterials) {
  14526. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  14527. var parsedMultiMaterial = parsedData.multiMaterials[index];
  14528. parseMultiMaterial(parsedMultiMaterial, scene);
  14529. }
  14530. }
  14531. if (parsedData.skeletons) {
  14532. for (index = 0; index < parsedData.skeletons.length; index++) {
  14533. var parsedSkeleton = parsedData.skeletons[index];
  14534. parseSkeleton(parsedSkeleton, scene);
  14535. }
  14536. }
  14537. var geometries = parsedData.geometries;
  14538. if (geometries) {
  14539. var boxes = geometries.boxes;
  14540. if (boxes) {
  14541. for (index = 0; index < boxes.length; index++) {
  14542. var parsedBox = boxes[index];
  14543. parseBox(parsedBox, scene);
  14544. }
  14545. }
  14546. var spheres = geometries.spheres;
  14547. if (spheres) {
  14548. for (index = 0; index < spheres.length; index++) {
  14549. var parsedSphere = spheres[index];
  14550. parseSphere(parsedSphere, scene);
  14551. }
  14552. }
  14553. var cylinders = geometries.cylinders;
  14554. if (cylinders) {
  14555. for (index = 0; index < cylinders.length; index++) {
  14556. var parsedCylinder = cylinders[index];
  14557. parseCylinder(parsedCylinder, scene);
  14558. }
  14559. }
  14560. var toruses = geometries.toruses;
  14561. if (toruses) {
  14562. for (index = 0; index < toruses.length; index++) {
  14563. var parsedTorus = toruses[index];
  14564. parseTorus(parsedTorus, scene);
  14565. }
  14566. }
  14567. var grounds = geometries.grounds;
  14568. if (grounds) {
  14569. for (index = 0; index < grounds.length; index++) {
  14570. var parsedGround = grounds[index];
  14571. parseGround(parsedGround, scene);
  14572. }
  14573. }
  14574. var planes = geometries.planes;
  14575. if (planes) {
  14576. for (index = 0; index < planes.length; index++) {
  14577. var parsedPlane = planes[index];
  14578. parsePlane(parsedPlane, scene);
  14579. }
  14580. }
  14581. var torusKnots = geometries.torusKnots;
  14582. if (torusKnots) {
  14583. for (index = 0; index < torusKnots.length; index++) {
  14584. var parsedTorusKnot = torusKnots[index];
  14585. parseTorusKnot(parsedTorusKnot, scene);
  14586. }
  14587. }
  14588. var vertexData = geometries.vertexData;
  14589. if (vertexData) {
  14590. for (index = 0; index < vertexData.length; index++) {
  14591. var parsedVertexData = vertexData[index];
  14592. parseVertexData(parsedVertexData, scene, rootUrl);
  14593. }
  14594. }
  14595. }
  14596. for (index = 0; index < parsedData.meshes.length; index++) {
  14597. var parsedMesh = parsedData.meshes[index];
  14598. parseMesh(parsedMesh, scene, rootUrl);
  14599. }
  14600. for (index = 0; index < scene.cameras.length; index++) {
  14601. var camera = scene.cameras[index];
  14602. if (camera._waitingParentId) {
  14603. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  14604. delete camera._waitingParentId;
  14605. }
  14606. if (camera instanceof BABYLON.FreeCamera) {
  14607. var freecamera = camera;
  14608. if (freecamera._waitingLockedTargetId) {
  14609. freecamera.lockedTarget = scene.getLastEntryByID(freecamera._waitingLockedTargetId);
  14610. delete freecamera._waitingLockedTargetId;
  14611. }
  14612. }
  14613. }
  14614. if (parsedData.particleSystems) {
  14615. for (index = 0; index < parsedData.particleSystems.length; index++) {
  14616. var parsedParticleSystem = parsedData.particleSystems[index];
  14617. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  14618. }
  14619. }
  14620. if (parsedData.lensFlareSystems) {
  14621. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  14622. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  14623. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  14624. }
  14625. }
  14626. if (parsedData.shadowGenerators) {
  14627. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  14628. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  14629. parseShadowGenerator(parsedShadowGenerator, scene);
  14630. }
  14631. }
  14632. return true;
  14633. }
  14634. });
  14635. })(BABYLON.Internals || (BABYLON.Internals = {}));
  14636. var Internals = BABYLON.Internals;
  14637. })(BABYLON || (BABYLON = {}));
  14638. var BABYLON;
  14639. (function (BABYLON) {
  14640. var currentCSGMeshId = 0;
  14641. var Vertex = (function () {
  14642. function Vertex(pos, normal, uv) {
  14643. this.pos = pos;
  14644. this.normal = normal;
  14645. this.uv = uv;
  14646. }
  14647. Vertex.prototype.clone = function () {
  14648. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  14649. };
  14650. Vertex.prototype.flip = function () {
  14651. this.normal = this.normal.scale(-1);
  14652. };
  14653. Vertex.prototype.interpolate = function (other, t) {
  14654. 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));
  14655. };
  14656. return Vertex;
  14657. })();
  14658. var Plane = (function () {
  14659. function Plane(normal, w) {
  14660. this.normal = normal;
  14661. this.w = w;
  14662. }
  14663. Plane.FromPoints = function (a, b, c) {
  14664. var v0 = c.subtract(a);
  14665. var v1 = b.subtract(a);
  14666. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  14667. return null;
  14668. }
  14669. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  14670. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  14671. };
  14672. Plane.prototype.clone = function () {
  14673. return new Plane(this.normal.clone(), this.w);
  14674. };
  14675. Plane.prototype.flip = function () {
  14676. this.normal.scaleInPlace(-1);
  14677. this.w = -this.w;
  14678. };
  14679. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  14680. var COPLANAR = 0;
  14681. var FRONT = 1;
  14682. var BACK = 2;
  14683. var SPANNING = 3;
  14684. var polygonType = 0;
  14685. var types = [];
  14686. for (var i = 0; i < polygon.vertices.length; i++) {
  14687. var t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  14688. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  14689. polygonType |= type;
  14690. types.push(type);
  14691. }
  14692. switch (polygonType) {
  14693. case COPLANAR:
  14694. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  14695. break;
  14696. case FRONT:
  14697. front.push(polygon);
  14698. break;
  14699. case BACK:
  14700. back.push(polygon);
  14701. break;
  14702. case SPANNING:
  14703. var f = [], b = [];
  14704. for (i = 0; i < polygon.vertices.length; i++) {
  14705. var j = (i + 1) % polygon.vertices.length;
  14706. var ti = types[i], tj = types[j];
  14707. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  14708. if (ti != BACK)
  14709. f.push(vi);
  14710. if (ti != FRONT)
  14711. b.push(ti != BACK ? vi.clone() : vi);
  14712. if ((ti | tj) == SPANNING) {
  14713. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  14714. var v = vi.interpolate(vj, t);
  14715. f.push(v);
  14716. b.push(v.clone());
  14717. }
  14718. }
  14719. if (f.length >= 3) {
  14720. var poly = new Polygon(f, polygon.shared);
  14721. if (poly.plane)
  14722. front.push(poly);
  14723. }
  14724. if (b.length >= 3) {
  14725. poly = new Polygon(b, polygon.shared);
  14726. if (poly.plane)
  14727. back.push(poly);
  14728. }
  14729. break;
  14730. }
  14731. };
  14732. Plane.EPSILON = 1e-5;
  14733. return Plane;
  14734. })();
  14735. var Polygon = (function () {
  14736. function Polygon(vertices, shared) {
  14737. this.vertices = vertices;
  14738. this.shared = shared;
  14739. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  14740. }
  14741. Polygon.prototype.clone = function () {
  14742. var vertices = this.vertices.map(function (v) {
  14743. return v.clone();
  14744. });
  14745. return new Polygon(vertices, this.shared);
  14746. };
  14747. Polygon.prototype.flip = function () {
  14748. this.vertices.reverse().map(function (v) {
  14749. v.flip();
  14750. });
  14751. this.plane.flip();
  14752. };
  14753. return Polygon;
  14754. })();
  14755. var Node = (function () {
  14756. function Node(polygons) {
  14757. this.plane = null;
  14758. this.front = null;
  14759. this.back = null;
  14760. this.polygons = [];
  14761. if (polygons) {
  14762. this.build(polygons);
  14763. }
  14764. }
  14765. Node.prototype.clone = function () {
  14766. var node = new Node();
  14767. node.plane = this.plane && this.plane.clone();
  14768. node.front = this.front && this.front.clone();
  14769. node.back = this.back && this.back.clone();
  14770. node.polygons = this.polygons.map(function (p) {
  14771. return p.clone();
  14772. });
  14773. return node;
  14774. };
  14775. Node.prototype.invert = function () {
  14776. for (var i = 0; i < this.polygons.length; i++) {
  14777. this.polygons[i].flip();
  14778. }
  14779. if (this.plane) {
  14780. this.plane.flip();
  14781. }
  14782. if (this.front) {
  14783. this.front.invert();
  14784. }
  14785. if (this.back) {
  14786. this.back.invert();
  14787. }
  14788. var temp = this.front;
  14789. this.front = this.back;
  14790. this.back = temp;
  14791. };
  14792. Node.prototype.clipPolygons = function (polygons) {
  14793. if (!this.plane)
  14794. return polygons.slice();
  14795. var front = [], back = [];
  14796. for (var i = 0; i < polygons.length; i++) {
  14797. this.plane.splitPolygon(polygons[i], front, back, front, back);
  14798. }
  14799. if (this.front) {
  14800. front = this.front.clipPolygons(front);
  14801. }
  14802. if (this.back) {
  14803. back = this.back.clipPolygons(back);
  14804. } else {
  14805. back = [];
  14806. }
  14807. return front.concat(back);
  14808. };
  14809. Node.prototype.clipTo = function (bsp) {
  14810. this.polygons = bsp.clipPolygons(this.polygons);
  14811. if (this.front)
  14812. this.front.clipTo(bsp);
  14813. if (this.back)
  14814. this.back.clipTo(bsp);
  14815. };
  14816. Node.prototype.allPolygons = function () {
  14817. var polygons = this.polygons.slice();
  14818. if (this.front)
  14819. polygons = polygons.concat(this.front.allPolygons());
  14820. if (this.back)
  14821. polygons = polygons.concat(this.back.allPolygons());
  14822. return polygons;
  14823. };
  14824. Node.prototype.build = function (polygons) {
  14825. if (!polygons.length)
  14826. return;
  14827. if (!this.plane)
  14828. this.plane = polygons[0].plane.clone();
  14829. var front = [], back = [];
  14830. for (var i = 0; i < polygons.length; i++) {
  14831. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  14832. }
  14833. if (front.length) {
  14834. if (!this.front)
  14835. this.front = new Node();
  14836. this.front.build(front);
  14837. }
  14838. if (back.length) {
  14839. if (!this.back)
  14840. this.back = new Node();
  14841. this.back.build(back);
  14842. }
  14843. };
  14844. return Node;
  14845. })();
  14846. var CSG = (function () {
  14847. function CSG() {
  14848. this.polygons = new Array();
  14849. }
  14850. CSG.FromMesh = function (mesh) {
  14851. var vertex, normal, uv, position, polygon, polygons = [], vertices;
  14852. if (mesh instanceof BABYLON.Mesh) {
  14853. mesh.computeWorldMatrix(true);
  14854. var matrix = mesh.getWorldMatrix();
  14855. var meshPosition = mesh.position.clone();
  14856. var meshRotation = mesh.rotation.clone();
  14857. var meshScaling = mesh.scaling.clone();
  14858. } else {
  14859. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  14860. }
  14861. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  14862. var subMeshes = mesh.subMeshes;
  14863. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  14864. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  14865. vertices = [];
  14866. for (var j = 0; j < 3; j++) {
  14867. normal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  14868. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  14869. position = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  14870. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, position);
  14871. BABYLON.Vector3.TransformNormalToRef(normal, matrix, normal);
  14872. vertex = new Vertex(position, normal, uv);
  14873. vertices.push(vertex);
  14874. }
  14875. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  14876. if (polygon.plane)
  14877. polygons.push(polygon);
  14878. }
  14879. }
  14880. var csg = CSG.FromPolygons(polygons);
  14881. csg.matrix = matrix;
  14882. csg.position = meshPosition;
  14883. csg.rotation = meshRotation;
  14884. csg.scaling = meshScaling;
  14885. currentCSGMeshId++;
  14886. return csg;
  14887. };
  14888. CSG.FromPolygons = function (polygons) {
  14889. var csg = new BABYLON.CSG();
  14890. csg.polygons = polygons;
  14891. return csg;
  14892. };
  14893. CSG.prototype.clone = function () {
  14894. var csg = new BABYLON.CSG();
  14895. csg.polygons = this.polygons.map(function (p) {
  14896. return p.clone();
  14897. });
  14898. csg.copyTransformAttributes(this);
  14899. return csg;
  14900. };
  14901. CSG.prototype.toPolygons = function () {
  14902. return this.polygons;
  14903. };
  14904. CSG.prototype.union = function (csg) {
  14905. var a = new Node(this.clone().polygons);
  14906. var b = new Node(csg.clone().polygons);
  14907. a.clipTo(b);
  14908. b.clipTo(a);
  14909. b.invert();
  14910. b.clipTo(a);
  14911. b.invert();
  14912. a.build(b.allPolygons());
  14913. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  14914. };
  14915. CSG.prototype.unionInPlace = function (csg) {
  14916. var a = new Node(this.polygons);
  14917. var b = new Node(csg.polygons);
  14918. a.clipTo(b);
  14919. b.clipTo(a);
  14920. b.invert();
  14921. b.clipTo(a);
  14922. b.invert();
  14923. a.build(b.allPolygons());
  14924. this.polygons = a.allPolygons();
  14925. };
  14926. CSG.prototype.subtract = function (csg) {
  14927. var a = new Node(this.clone().polygons);
  14928. var b = new Node(csg.clone().polygons);
  14929. a.invert();
  14930. a.clipTo(b);
  14931. b.clipTo(a);
  14932. b.invert();
  14933. b.clipTo(a);
  14934. b.invert();
  14935. a.build(b.allPolygons());
  14936. a.invert();
  14937. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  14938. };
  14939. CSG.prototype.subtractInPlace = function (csg) {
  14940. var a = new Node(this.polygons);
  14941. var b = new Node(csg.polygons);
  14942. a.invert();
  14943. a.clipTo(b);
  14944. b.clipTo(a);
  14945. b.invert();
  14946. b.clipTo(a);
  14947. b.invert();
  14948. a.build(b.allPolygons());
  14949. a.invert();
  14950. this.polygons = a.allPolygons();
  14951. };
  14952. CSG.prototype.intersect = function (csg) {
  14953. var a = new Node(this.clone().polygons);
  14954. var b = new Node(csg.clone().polygons);
  14955. a.invert();
  14956. b.clipTo(a);
  14957. b.invert();
  14958. a.clipTo(b);
  14959. b.clipTo(a);
  14960. a.build(b.allPolygons());
  14961. a.invert();
  14962. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  14963. };
  14964. CSG.prototype.intersectInPlace = function (csg) {
  14965. var a = new Node(this.polygons);
  14966. var b = new Node(csg.polygons);
  14967. a.invert();
  14968. b.clipTo(a);
  14969. b.invert();
  14970. a.clipTo(b);
  14971. b.clipTo(a);
  14972. a.build(b.allPolygons());
  14973. a.invert();
  14974. this.polygons = a.allPolygons();
  14975. };
  14976. CSG.prototype.inverse = function () {
  14977. var csg = this.clone();
  14978. csg.inverseInPlace();
  14979. return csg;
  14980. };
  14981. CSG.prototype.inverseInPlace = function () {
  14982. this.polygons.map(function (p) {
  14983. p.flip();
  14984. });
  14985. };
  14986. CSG.prototype.copyTransformAttributes = function (csg) {
  14987. this.matrix = csg.matrix;
  14988. this.position = csg.position;
  14989. this.rotation = csg.rotation;
  14990. this.scaling = csg.scaling;
  14991. return this;
  14992. };
  14993. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  14994. var matrix = this.matrix.clone();
  14995. matrix.invert();
  14996. 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;
  14997. if (keepSubMeshes) {
  14998. polygons.sort(function (a, b) {
  14999. if (a.shared.meshId === b.shared.meshId) {
  15000. return a.shared.subMeshId - b.shared.subMeshId;
  15001. } else {
  15002. return a.shared.meshId - b.shared.meshId;
  15003. }
  15004. });
  15005. }
  15006. for (var i = 0, il = polygons.length; i < il; i++) {
  15007. polygon = polygons[i];
  15008. if (!subMesh_dict[polygon.shared.meshId]) {
  15009. subMesh_dict[polygon.shared.meshId] = {};
  15010. }
  15011. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  15012. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  15013. indexStart: +Infinity,
  15014. indexEnd: -Infinity,
  15015. materialIndex: polygon.shared.materialIndex
  15016. };
  15017. }
  15018. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  15019. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  15020. polygonIndices[0] = 0;
  15021. polygonIndices[1] = j - 1;
  15022. polygonIndices[2] = j;
  15023. for (var k = 0; k < 3; k++) {
  15024. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  15025. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  15026. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  15027. BABYLON.Vector3.TransformCoordinatesToRef(vertex, matrix, vertex);
  15028. BABYLON.Vector3.TransformNormalToRef(normal, matrix, normal);
  15029. vertex_idx = vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z];
  15030. if (!(typeof vertex_idx !== 'undefined' && normals[vertex_idx * 3] === normal.x && normals[vertex_idx * 3 + 1] === normal.y && normals[vertex_idx * 3 + 2] === normal.z && uvs[vertex_idx * 2] === uv.x && uvs[vertex_idx * 2 + 1] === uv.y)) {
  15031. vertices.push(vertex.x, vertex.y, vertex.z);
  15032. uvs.push(uv.x, uv.y);
  15033. normals.push(normal.x, normal.y, normal.z);
  15034. vertex_idx = vertice_dict[vertex.x + ',' + vertex.y + ',' + vertex.z] = (vertices.length / 3) - 1;
  15035. }
  15036. indices.push(vertex_idx);
  15037. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  15038. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  15039. currentIndex++;
  15040. }
  15041. }
  15042. }
  15043. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  15044. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  15045. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  15046. mesh.setIndices(indices);
  15047. if (keepSubMeshes) {
  15048. var materialIndexOffset = 0, materialMaxIndex;
  15049. mesh.subMeshes.length = 0;
  15050. for (var m in subMesh_dict) {
  15051. materialMaxIndex = -1;
  15052. for (var sm in subMesh_dict[m]) {
  15053. subMesh_obj = subMesh_dict[m][sm];
  15054. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  15055. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  15056. }
  15057. materialIndexOffset += ++materialMaxIndex;
  15058. }
  15059. }
  15060. return mesh;
  15061. };
  15062. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  15063. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  15064. mesh.material = material;
  15065. mesh.position.copyFrom(this.position);
  15066. mesh.rotation.copyFrom(this.rotation);
  15067. mesh.scaling.copyFrom(this.scaling);
  15068. mesh.computeWorldMatrix(true);
  15069. return mesh;
  15070. };
  15071. return CSG;
  15072. })();
  15073. BABYLON.CSG = CSG;
  15074. })(BABYLON || (BABYLON = {}));
  15075. var __extends = this.__extends || function (d, b) {
  15076. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  15077. function __() { this.constructor = d; }
  15078. __.prototype = b.prototype;
  15079. d.prototype = new __();
  15080. };
  15081. var BABYLON;
  15082. (function (BABYLON) {
  15083. var OculusDistortionCorrectionPostProcess = (function (_super) {
  15084. __extends(OculusDistortionCorrectionPostProcess, _super);
  15085. function OculusDistortionCorrectionPostProcess(name, camera, isRightEye, cameraSettings) {
  15086. var _this = this;
  15087. _super.call(this, name, "oculusDistortionCorrection", [
  15088. 'LensCenter',
  15089. 'Scale',
  15090. 'ScaleIn',
  15091. 'HmdWarpParam'
  15092. ], null, cameraSettings.PostProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE, null, null);
  15093. this._isRightEye = isRightEye;
  15094. this._distortionFactors = cameraSettings.DistortionK;
  15095. this._postProcessScaleFactor = cameraSettings.PostProcessScaleFactor;
  15096. this._lensCenterOffset = cameraSettings.LensCenterOffset;
  15097. this.onSizeChanged = function () {
  15098. _this.aspectRatio = _this.width * .5 / _this.height;
  15099. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  15100. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  15101. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  15102. };
  15103. this.onApply = function (effect) {
  15104. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  15105. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  15106. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  15107. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  15108. };
  15109. }
  15110. return OculusDistortionCorrectionPostProcess;
  15111. })(BABYLON.PostProcess);
  15112. BABYLON.OculusDistortionCorrectionPostProcess = OculusDistortionCorrectionPostProcess;
  15113. })(BABYLON || (BABYLON = {}));
  15114. var BABYLON;
  15115. (function (BABYLON) {
  15116. (function (JoystickAxis) {
  15117. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  15118. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  15119. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  15120. })(BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  15121. var JoystickAxis = BABYLON.JoystickAxis;
  15122. var VirtualJoystick = (function () {
  15123. function VirtualJoystick(leftJoystick) {
  15124. var _this = this;
  15125. if (leftJoystick) {
  15126. this._leftJoystick = true;
  15127. } else {
  15128. this._leftJoystick = false;
  15129. }
  15130. this._joystickIndex = VirtualJoystick._globalJoystickIndex;
  15131. VirtualJoystick._globalJoystickIndex++;
  15132. this._axisTargetedByLeftAndRight = 0 /* X */;
  15133. this._axisTargetedByUpAndDown = 1 /* Y */;
  15134. this.reverseLeftRight = false;
  15135. this.reverseUpDown = false;
  15136. this._touches = new BABYLON.VirtualJoystick.Collection();
  15137. this.deltaPosition = BABYLON.Vector3.Zero();
  15138. this._joystickSensibility = 25;
  15139. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  15140. this._rotationSpeed = 25;
  15141. this._inverseRotationSpeed = 1 / (this._rotationSpeed / 1000);
  15142. this._rotateOnAxisRelativeToMesh = false;
  15143. if (!VirtualJoystick.vjCanvas) {
  15144. window.addEventListener("resize", function () {
  15145. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  15146. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  15147. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  15148. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  15149. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  15150. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvasHeight / 2;
  15151. }, false);
  15152. VirtualJoystick.vjCanvas = document.createElement("canvas");
  15153. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  15154. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  15155. VirtualJoystick.vjCanvas.width = window.innerWidth;
  15156. VirtualJoystick.vjCanvas.height = window.innerHeight;
  15157. VirtualJoystick.vjCanvas.style.width = "100%";
  15158. VirtualJoystick.vjCanvas.style.height = "100%";
  15159. VirtualJoystick.vjCanvas.style.position = "absolute";
  15160. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  15161. VirtualJoystick.vjCanvas.style.top = "0px";
  15162. VirtualJoystick.vjCanvas.style.left = "0px";
  15163. VirtualJoystick.vjCanvas.style.zIndex = "5";
  15164. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  15165. VirtualJoystick.vjCanvasContext = VirtualJoystick.vjCanvas.getContext('2d');
  15166. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  15167. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  15168. document.body.appendChild(VirtualJoystick.vjCanvas);
  15169. }
  15170. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  15171. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvas.height / 2;
  15172. this.pressed = false;
  15173. this._joystickColor = "cyan";
  15174. this._joystickPointerID = -1;
  15175. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  15176. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  15177. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  15178. VirtualJoystick.vjCanvas.addEventListener('pointerdown', function (evt) {
  15179. _this._onPointerDown(evt);
  15180. }, false);
  15181. VirtualJoystick.vjCanvas.addEventListener('pointermove', function (evt) {
  15182. _this._onPointerMove(evt);
  15183. }, false);
  15184. VirtualJoystick.vjCanvas.addEventListener('pointerup', function (evt) {
  15185. _this._onPointerUp(evt);
  15186. }, false);
  15187. VirtualJoystick.vjCanvas.addEventListener('pointerout', function (evt) {
  15188. _this._onPointerUp(evt);
  15189. }, false);
  15190. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  15191. evt.preventDefault();
  15192. }, false);
  15193. requestAnimationFrame(function () {
  15194. _this._drawVirtualJoystick();
  15195. });
  15196. }
  15197. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  15198. this._joystickSensibility = newJoystickSensibility;
  15199. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  15200. };
  15201. VirtualJoystick.prototype._onPointerDown = function (e) {
  15202. var positionOnScreenCondition;
  15203. e.preventDefault();
  15204. if (this._leftJoystick === true) {
  15205. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  15206. } else {
  15207. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  15208. }
  15209. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  15210. this._joystickPointerID = e.pointerId;
  15211. this._joystickPointerStartPos.x = e.clientX;
  15212. this._joystickPointerStartPos.y = e.clientY;
  15213. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  15214. this._deltaJoystickVector.x = 0;
  15215. this._deltaJoystickVector.y = 0;
  15216. this.pressed = true;
  15217. this._touches.add(e.pointerId.toString(), e);
  15218. } else {
  15219. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  15220. this._action();
  15221. this._touches.add(e.pointerId.toString(), e);
  15222. }
  15223. }
  15224. };
  15225. VirtualJoystick.prototype._onPointerMove = function (e) {
  15226. if (this._joystickPointerID == e.pointerId) {
  15227. this._joystickPointerPos.x = e.clientX;
  15228. this._joystickPointerPos.y = e.clientY;
  15229. this._deltaJoystickVector = this._joystickPointerPos.clone();
  15230. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  15231. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  15232. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  15233. switch (this._axisTargetedByLeftAndRight) {
  15234. case 0 /* X */:
  15235. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  15236. break;
  15237. case 1 /* Y */:
  15238. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  15239. break;
  15240. case 2 /* Z */:
  15241. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  15242. break;
  15243. }
  15244. var directionUpDown = this.reverseUpDown ? 1 : -1;
  15245. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  15246. switch (this._axisTargetedByUpAndDown) {
  15247. case 0 /* X */:
  15248. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  15249. break;
  15250. case 1 /* Y */:
  15251. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  15252. break;
  15253. case 2 /* Z */:
  15254. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  15255. break;
  15256. }
  15257. } else {
  15258. if (this._touches.item(e.pointerId.toString())) {
  15259. this._touches.item(e.pointerId.toString()).x = e.clientX;
  15260. this._touches.item(e.pointerId.toString()).y = e.clientY;
  15261. }
  15262. }
  15263. };
  15264. VirtualJoystick.prototype._onPointerUp = function (e) {
  15265. this._clearCanvas();
  15266. if (this._joystickPointerID == e.pointerId) {
  15267. this._joystickPointerID = -1;
  15268. this.pressed = false;
  15269. }
  15270. this._deltaJoystickVector.x = 0;
  15271. this._deltaJoystickVector.y = 0;
  15272. this._touches.remove(e.pointerId.toString());
  15273. };
  15274. /**
  15275. * Change the color of the virtual joystick
  15276. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  15277. */
  15278. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  15279. this._joystickColor = newColor;
  15280. };
  15281. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  15282. this._action = action;
  15283. };
  15284. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  15285. switch (axis) {
  15286. case 0 /* X */:
  15287. case 1 /* Y */:
  15288. case 2 /* Z */:
  15289. this._axisTargetedByLeftAndRight = axis;
  15290. break;
  15291. default:
  15292. this._axisTargetedByLeftAndRight = 0 /* X */;
  15293. break;
  15294. }
  15295. };
  15296. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  15297. switch (axis) {
  15298. case 0 /* X */:
  15299. case 1 /* Y */:
  15300. case 2 /* Z */:
  15301. this._axisTargetedByUpAndDown = axis;
  15302. break;
  15303. default:
  15304. this._axisTargetedByUpAndDown = 1 /* Y */;
  15305. break;
  15306. }
  15307. };
  15308. VirtualJoystick.prototype._clearCanvas = function () {
  15309. if (this._leftJoystick) {
  15310. VirtualJoystick.vjCanvasContext.clearRect(0, 0, VirtualJoystick.vjCanvasWidth / 2, VirtualJoystick.vjCanvasHeight);
  15311. } else {
  15312. VirtualJoystick.vjCanvasContext.clearRect(VirtualJoystick.vjCanvasWidth / 2, 0, VirtualJoystick.vjCanvasWidth, VirtualJoystick.vjCanvasHeight);
  15313. }
  15314. };
  15315. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  15316. var _this = this;
  15317. if (this.pressed) {
  15318. this._clearCanvas();
  15319. this._touches.forEach(function (touch) {
  15320. if (touch.pointerId === _this._joystickPointerID) {
  15321. VirtualJoystick.vjCanvasContext.beginPath();
  15322. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  15323. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  15324. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  15325. VirtualJoystick.vjCanvasContext.stroke();
  15326. VirtualJoystick.vjCanvasContext.beginPath();
  15327. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  15328. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  15329. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  15330. VirtualJoystick.vjCanvasContext.stroke();
  15331. VirtualJoystick.vjCanvasContext.beginPath();
  15332. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  15333. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  15334. VirtualJoystick.vjCanvasContext.stroke();
  15335. } else {
  15336. VirtualJoystick.vjCanvasContext.beginPath();
  15337. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  15338. VirtualJoystick.vjCanvasContext.beginPath();
  15339. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  15340. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  15341. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  15342. VirtualJoystick.vjCanvasContext.stroke();
  15343. }
  15344. ;
  15345. });
  15346. }
  15347. requestAnimationFrame(function () {
  15348. _this._drawVirtualJoystick();
  15349. });
  15350. };
  15351. VirtualJoystick.prototype.releaseCanvas = function () {
  15352. if (VirtualJoystick.vjCanvas) {
  15353. document.body.removeChild(VirtualJoystick.vjCanvas);
  15354. VirtualJoystick.vjCanvas = null;
  15355. }
  15356. };
  15357. VirtualJoystick._globalJoystickIndex = 0;
  15358. return VirtualJoystick;
  15359. })();
  15360. BABYLON.VirtualJoystick = VirtualJoystick;
  15361. })(BABYLON || (BABYLON = {}));
  15362. var BABYLON;
  15363. (function (BABYLON) {
  15364. (function (VirtualJoystick) {
  15365. var Collection = (function () {
  15366. function Collection() {
  15367. this._count = 0;
  15368. this._collection = new Array();
  15369. }
  15370. Collection.prototype.Count = function () {
  15371. return this._count;
  15372. };
  15373. Collection.prototype.add = function (key, item) {
  15374. if (this._collection[key] != undefined) {
  15375. return undefined;
  15376. }
  15377. this._collection[key] = item;
  15378. return ++this._count;
  15379. };
  15380. Collection.prototype.remove = function (key) {
  15381. if (this._collection[key] == undefined) {
  15382. return undefined;
  15383. }
  15384. delete this._collection[key];
  15385. return --this._count;
  15386. };
  15387. Collection.prototype.item = function (key) {
  15388. return this._collection[key];
  15389. };
  15390. Collection.prototype.forEach = function (block) {
  15391. var key;
  15392. for (key in this._collection) {
  15393. if (this._collection.hasOwnProperty(key)) {
  15394. block(this._collection[key]);
  15395. }
  15396. }
  15397. };
  15398. return Collection;
  15399. })();
  15400. VirtualJoystick.Collection = Collection;
  15401. })(BABYLON.VirtualJoystick || (BABYLON.VirtualJoystick = {}));
  15402. var VirtualJoystick = BABYLON.VirtualJoystick;
  15403. })(BABYLON || (BABYLON = {}));
  15404. var __extends = this.__extends || function (d, b) {
  15405. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  15406. function __() { this.constructor = d; }
  15407. __.prototype = b.prototype;
  15408. d.prototype = new __();
  15409. };
  15410. var BABYLON;
  15411. (function (BABYLON) {
  15412. var OculusRiftDevKit2013_Metric = {
  15413. HResolution: 1280,
  15414. VResolution: 800,
  15415. HScreenSize: 0.149759993,
  15416. VScreenSize: 0.0935999975,
  15417. VScreenCenter: 0.0467999987,
  15418. EyeToScreenDistance: 0.0410000011,
  15419. LensSeparationDistance: 0.0635000020,
  15420. InterpupillaryDistance: 0.0640000030,
  15421. DistortionK: [1.0, 0.219999999, 0.239999995, 0.0],
  15422. ChromaAbCorrection: [0.995999992, -0.00400000019, 1.01400006, 0.0],
  15423. PostProcessScaleFactor: 1.714605507808412,
  15424. LensCenterOffset: 0.151976421
  15425. };
  15426. var _OculusInnerCamera = (function (_super) {
  15427. __extends(_OculusInnerCamera, _super);
  15428. function _OculusInnerCamera(name, position, scene, isLeftEye) {
  15429. _super.call(this, name, position, scene);
  15430. this._workMatrix = new BABYLON.Matrix();
  15431. this._actualUp = new BABYLON.Vector3(0, 0, 0);
  15432. this._aspectRatioAspectRatio = OculusRiftDevKit2013_Metric.HResolution / (2 * OculusRiftDevKit2013_Metric.VResolution);
  15433. this._aspectRatioFov = (2 * Math.atan((OculusRiftDevKit2013_Metric.PostProcessScaleFactor * OculusRiftDevKit2013_Metric.VScreenSize) / (2 * OculusRiftDevKit2013_Metric.EyeToScreenDistance)));
  15434. var hMeters = (OculusRiftDevKit2013_Metric.HScreenSize / 4) - (OculusRiftDevKit2013_Metric.LensSeparationDistance / 2);
  15435. var h = (4 * hMeters) / OculusRiftDevKit2013_Metric.HScreenSize;
  15436. this._hMatrix = BABYLON.Matrix.Translation(isLeftEye ? h : -h, 0, 0);
  15437. this.viewport = new BABYLON.Viewport(isLeftEye ? 0 : 0.5, 0, 0.5, 1.0);
  15438. this._preViewMatrix = BABYLON.Matrix.Translation(isLeftEye ? .5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance : -.5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance, 0, 0);
  15439. var postProcess = new BABYLON.OculusDistortionCorrectionPostProcess("Oculus Distortion", this, !isLeftEye, OculusRiftDevKit2013_Metric);
  15440. }
  15441. _OculusInnerCamera.prototype.getProjectionMatrix = function () {
  15442. BABYLON.Matrix.PerspectiveFovLHToRef(this._aspectRatioFov, this._aspectRatioAspectRatio, this.minZ, this.maxZ, this._workMatrix);
  15443. this._workMatrix.multiplyToRef(this._hMatrix, this._projectionMatrix);
  15444. return this._projectionMatrix;
  15445. };
  15446. _OculusInnerCamera.prototype._getViewMatrix = function () {
  15447. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  15448. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  15449. BABYLON.Vector3.TransformNormalToRef(this.upVector, this._cameraRotationMatrix, this._actualUp);
  15450. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  15451. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this._actualUp, this._workMatrix);
  15452. this._workMatrix.multiplyToRef(this._preViewMatrix, this._viewMatrix);
  15453. return this._viewMatrix;
  15454. };
  15455. return _OculusInnerCamera;
  15456. })(BABYLON.FreeCamera);
  15457. var OculusCamera = (function (_super) {
  15458. __extends(OculusCamera, _super);
  15459. function OculusCamera(name, position, scene) {
  15460. _super.call(this, name, position, scene);
  15461. this._leftCamera = new _OculusInnerCamera(name + "_left", position.clone(), scene, true);
  15462. this._rightCamera = new _OculusInnerCamera(name + "_right", position.clone(), scene, false);
  15463. this.subCameras.push(this._leftCamera);
  15464. this.subCameras.push(this._rightCamera);
  15465. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  15466. }
  15467. OculusCamera.prototype._update = function () {
  15468. this._leftCamera.position.copyFrom(this.position);
  15469. this._rightCamera.position.copyFrom(this.position);
  15470. this._updateCamera(this._leftCamera);
  15471. this._updateCamera(this._rightCamera);
  15472. _super.prototype._update.call(this);
  15473. };
  15474. OculusCamera.prototype._updateCamera = function (camera) {
  15475. camera.minZ = this.minZ;
  15476. camera.maxZ = this.maxZ;
  15477. camera.rotation.x = this.rotation.x;
  15478. camera.rotation.y = this.rotation.y;
  15479. camera.rotation.z = this.rotation.z;
  15480. };
  15481. OculusCamera.prototype._onOrientationEvent = function (evt) {
  15482. var yaw = evt.alpha / 180 * Math.PI;
  15483. var pitch = evt.beta / 180 * Math.PI;
  15484. var roll = evt.gamma / 180 * Math.PI;
  15485. if (!this._offsetOrientation) {
  15486. this._offsetOrientation = {
  15487. yaw: yaw,
  15488. pitch: pitch,
  15489. roll: roll
  15490. };
  15491. return;
  15492. } else {
  15493. this.rotation.y += yaw - this._offsetOrientation.yaw;
  15494. this.rotation.x += pitch - this._offsetOrientation.pitch;
  15495. this.rotation.z += this._offsetOrientation.roll - roll;
  15496. this._offsetOrientation.yaw = yaw;
  15497. this._offsetOrientation.pitch = pitch;
  15498. this._offsetOrientation.roll = roll;
  15499. }
  15500. };
  15501. OculusCamera.prototype.attachControl = function (element, noPreventDefault) {
  15502. _super.prototype.attachControl.call(this, element, noPreventDefault);
  15503. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  15504. };
  15505. OculusCamera.prototype.detachControl = function (element) {
  15506. _super.prototype.detachControl.call(this, element);
  15507. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  15508. };
  15509. return OculusCamera;
  15510. })(BABYLON.FreeCamera);
  15511. BABYLON.OculusCamera = OculusCamera;
  15512. })(BABYLON || (BABYLON = {}));
  15513. var __extends = this.__extends || function (d, b) {
  15514. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  15515. function __() { this.constructor = d; }
  15516. __.prototype = b.prototype;
  15517. d.prototype = new __();
  15518. };
  15519. var BABYLON;
  15520. (function (BABYLON) {
  15521. var VirtualJoysticksCamera = (function (_super) {
  15522. __extends(VirtualJoysticksCamera, _super);
  15523. function VirtualJoysticksCamera(name, position, scene) {
  15524. _super.call(this, name, position, scene);
  15525. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  15526. this._leftjoystick.setAxisForUpDown(2 /* Z */);
  15527. this._leftjoystick.setAxisForLeftRight(0 /* X */);
  15528. this._leftjoystick.setJoystickSensibility(0.15);
  15529. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  15530. this._rightjoystick.setAxisForUpDown(0 /* X */);
  15531. this._rightjoystick.setAxisForLeftRight(1 /* Y */);
  15532. this._rightjoystick.reverseUpDown = true;
  15533. this._rightjoystick.setJoystickSensibility(0.05);
  15534. this._rightjoystick.setJoystickColor("yellow");
  15535. }
  15536. VirtualJoysticksCamera.prototype._checkInputs = function () {
  15537. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  15538. var deltaTransform = BABYLON.Vector3.TransformCoordinates(this._leftjoystick.deltaPosition, cameraTransform);
  15539. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  15540. this.cameraRotation = this.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  15541. if (!this._leftjoystick.pressed) {
  15542. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  15543. }
  15544. if (!this._rightjoystick.pressed) {
  15545. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  15546. }
  15547. };
  15548. VirtualJoysticksCamera.prototype.dispose = function () {
  15549. this._leftjoystick.releaseCanvas();
  15550. _super.prototype.dispose.call(this);
  15551. };
  15552. return VirtualJoysticksCamera;
  15553. })(BABYLON.FreeCamera);
  15554. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  15555. })(BABYLON || (BABYLON = {}));
  15556. var __extends = this.__extends || function (d, b) {
  15557. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  15558. function __() { this.constructor = d; }
  15559. __.prototype = b.prototype;
  15560. d.prototype = new __();
  15561. };
  15562. var BABYLON;
  15563. (function (BABYLON) {
  15564. var ShaderMaterial = (function (_super) {
  15565. __extends(ShaderMaterial, _super);
  15566. function ShaderMaterial(name, scene, shaderPath, options) {
  15567. _super.call(this, name, scene);
  15568. this._textures = new Array();
  15569. this._floats = new Array();
  15570. this._floatsArrays = {};
  15571. this._colors3 = new Array();
  15572. this._colors4 = new Array();
  15573. this._vectors2 = new Array();
  15574. this._vectors3 = new Array();
  15575. this._matrices = new Array();
  15576. this._cachedWorldViewMatrix = new BABYLON.Matrix();
  15577. this._shaderPath = shaderPath;
  15578. options.needAlphaBlending = options.needAlphaBlending || false;
  15579. options.needAlphaTesting = options.needAlphaTesting || false;
  15580. options.attributes = options.attributes || ["position", "normal", "uv"];
  15581. options.uniforms = options.uniforms || ["worldViewProjection"];
  15582. options.samplers = options.samplers || [];
  15583. this._options = options;
  15584. }
  15585. ShaderMaterial.prototype.needAlphaBlending = function () {
  15586. return this._options.needAlphaBlending;
  15587. };
  15588. ShaderMaterial.prototype.needAlphaTesting = function () {
  15589. return this._options.needAlphaTesting;
  15590. };
  15591. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  15592. if (this._options.uniforms.indexOf(uniformName) === -1) {
  15593. this._options.uniforms.push(uniformName);
  15594. }
  15595. };
  15596. ShaderMaterial.prototype.setTexture = function (name, texture) {
  15597. if (this._options.samplers.indexOf(name) === -1) {
  15598. this._options.samplers.push(name);
  15599. }
  15600. this._textures[name] = texture;
  15601. return this;
  15602. };
  15603. ShaderMaterial.prototype.setFloat = function (name, value) {
  15604. this._checkUniform(name);
  15605. this._floats[name] = value;
  15606. return this;
  15607. };
  15608. ShaderMaterial.prototype.setFloats = function (name, value) {
  15609. this._checkUniform(name);
  15610. this._floatsArrays[name] = value;
  15611. return this;
  15612. };
  15613. ShaderMaterial.prototype.setColor3 = function (name, value) {
  15614. this._checkUniform(name);
  15615. this._colors3[name] = value;
  15616. return this;
  15617. };
  15618. ShaderMaterial.prototype.setColor4 = function (name, value) {
  15619. this._checkUniform(name);
  15620. this._colors4[name] = value;
  15621. return this;
  15622. };
  15623. ShaderMaterial.prototype.setVector2 = function (name, value) {
  15624. this._checkUniform(name);
  15625. this._vectors2[name] = value;
  15626. return this;
  15627. };
  15628. ShaderMaterial.prototype.setVector3 = function (name, value) {
  15629. this._checkUniform(name);
  15630. this._vectors3[name] = value;
  15631. return this;
  15632. };
  15633. ShaderMaterial.prototype.setMatrix = function (name, value) {
  15634. this._checkUniform(name);
  15635. this._matrices[name] = value;
  15636. return this;
  15637. };
  15638. ShaderMaterial.prototype.isReady = function () {
  15639. var engine = this.getScene().getEngine();
  15640. this._effect = engine.createEffect(this._shaderPath, this._options.attributes, this._options.uniforms, this._options.samplers, "", null, this.onCompiled, this.onError);
  15641. if (!this._effect.isReady()) {
  15642. return false;
  15643. }
  15644. return true;
  15645. };
  15646. ShaderMaterial.prototype.bind = function (world) {
  15647. if (this._options.uniforms.indexOf("world") !== -1) {
  15648. this._effect.setMatrix("world", world);
  15649. }
  15650. if (this._options.uniforms.indexOf("view") !== -1) {
  15651. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  15652. }
  15653. if (this._options.uniforms.indexOf("worldView") !== -1) {
  15654. world.multiplyToRef(this.getScene().getViewMatrix(), this._cachedWorldViewMatrix);
  15655. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  15656. }
  15657. if (this._options.uniforms.indexOf("projection") !== -1) {
  15658. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  15659. }
  15660. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  15661. this._effect.setMatrix("worldViewProjection", world.multiply(this.getScene().getTransformMatrix()));
  15662. }
  15663. for (var name in this._textures) {
  15664. this._effect.setTexture(name, this._textures[name]);
  15665. }
  15666. for (name in this._floats) {
  15667. this._effect.setFloat(name, this._floats[name]);
  15668. }
  15669. for (name in this._floatsArrays) {
  15670. this._effect.setArray(name, this._floatsArrays[name]);
  15671. }
  15672. for (name in this._colors3) {
  15673. this._effect.setColor3(name, this._colors3[name]);
  15674. }
  15675. for (name in this._colors4) {
  15676. var color = this._colors4[name];
  15677. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  15678. }
  15679. for (name in this._vectors2) {
  15680. this._effect.setVector2(name, this._vectors2[name]);
  15681. }
  15682. for (name in this._vectors3) {
  15683. this._effect.setVector3(name, this._vectors3[name]);
  15684. }
  15685. for (name in this._matrices) {
  15686. this._effect.setMatrix(name, this._matrices[name]);
  15687. }
  15688. };
  15689. ShaderMaterial.prototype.dispose = function (forceDisposeEffect) {
  15690. for (var name in this._textures) {
  15691. this._textures[name].dispose();
  15692. }
  15693. this._textures = [];
  15694. _super.prototype.dispose.call(this, forceDisposeEffect);
  15695. };
  15696. return ShaderMaterial;
  15697. })(BABYLON.Material);
  15698. BABYLON.ShaderMaterial = ShaderMaterial;
  15699. })(BABYLON || (BABYLON = {}));
  15700. var BABYLON;
  15701. (function (BABYLON) {
  15702. var VertexData = (function () {
  15703. function VertexData() {
  15704. }
  15705. VertexData.prototype.set = function (data, kind) {
  15706. switch (kind) {
  15707. case BABYLON.VertexBuffer.PositionKind:
  15708. this.positions = data;
  15709. break;
  15710. case BABYLON.VertexBuffer.NormalKind:
  15711. this.normals = data;
  15712. break;
  15713. case BABYLON.VertexBuffer.UVKind:
  15714. this.uvs = data;
  15715. break;
  15716. case BABYLON.VertexBuffer.UV2Kind:
  15717. this.uv2s = data;
  15718. break;
  15719. case BABYLON.VertexBuffer.ColorKind:
  15720. this.colors = data;
  15721. break;
  15722. case BABYLON.VertexBuffer.MatricesIndicesKind:
  15723. this.matricesIndices = data;
  15724. break;
  15725. case BABYLON.VertexBuffer.MatricesWeightsKind:
  15726. this.matricesWeights = data;
  15727. break;
  15728. }
  15729. };
  15730. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  15731. this._applyTo(mesh, updatable);
  15732. };
  15733. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  15734. this._applyTo(geometry, updatable);
  15735. };
  15736. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  15737. this._update(mesh);
  15738. };
  15739. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  15740. this._update(geometry);
  15741. };
  15742. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  15743. if (this.positions) {
  15744. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  15745. }
  15746. if (this.normals) {
  15747. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  15748. }
  15749. if (this.uvs) {
  15750. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  15751. }
  15752. if (this.uv2s) {
  15753. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updatable);
  15754. }
  15755. if (this.colors) {
  15756. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  15757. }
  15758. if (this.matricesIndices) {
  15759. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  15760. }
  15761. if (this.matricesWeights) {
  15762. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  15763. }
  15764. if (this.indices) {
  15765. meshOrGeometry.setIndices(this.indices);
  15766. }
  15767. };
  15768. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  15769. if (this.positions) {
  15770. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  15771. }
  15772. if (this.normals) {
  15773. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  15774. }
  15775. if (this.uvs) {
  15776. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  15777. }
  15778. if (this.uv2s) {
  15779. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updateExtends, makeItUnique);
  15780. }
  15781. if (this.colors) {
  15782. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  15783. }
  15784. if (this.matricesIndices) {
  15785. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  15786. }
  15787. if (this.matricesWeights) {
  15788. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  15789. }
  15790. if (this.indices) {
  15791. meshOrGeometry.setIndices(this.indices);
  15792. }
  15793. };
  15794. VertexData.prototype.transform = function (matrix) {
  15795. var transformed = BABYLON.Vector3.Zero();
  15796. if (this.positions) {
  15797. var position = BABYLON.Vector3.Zero();
  15798. for (var index = 0; index < this.positions.length; index += 3) {
  15799. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  15800. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  15801. this.positions[index] = transformed.x;
  15802. this.positions[index + 1] = transformed.y;
  15803. this.positions[index + 2] = transformed.z;
  15804. }
  15805. }
  15806. if (this.normals) {
  15807. var normal = BABYLON.Vector3.Zero();
  15808. for (index = 0; index < this.normals.length; index += 3) {
  15809. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  15810. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  15811. this.normals[index] = transformed.x;
  15812. this.normals[index + 1] = transformed.y;
  15813. this.normals[index + 2] = transformed.z;
  15814. }
  15815. }
  15816. };
  15817. VertexData.prototype.merge = function (other) {
  15818. if (other.indices) {
  15819. if (!this.indices) {
  15820. this.indices = [];
  15821. }
  15822. var offset = this.positions ? this.positions.length / 3 : 0;
  15823. for (var index = 0; index < other.indices.length; index++) {
  15824. this.indices.push(other.indices[index] + offset);
  15825. }
  15826. }
  15827. if (other.positions) {
  15828. if (!this.positions) {
  15829. this.positions = [];
  15830. }
  15831. for (index = 0; index < other.positions.length; index++) {
  15832. this.positions.push(other.positions[index]);
  15833. }
  15834. }
  15835. if (other.normals) {
  15836. if (!this.normals) {
  15837. this.normals = [];
  15838. }
  15839. for (index = 0; index < other.normals.length; index++) {
  15840. this.normals.push(other.normals[index]);
  15841. }
  15842. }
  15843. if (other.uvs) {
  15844. if (!this.uvs) {
  15845. this.uvs = [];
  15846. }
  15847. for (index = 0; index < other.uvs.length; index++) {
  15848. this.uvs.push(other.uvs[index]);
  15849. }
  15850. }
  15851. if (other.uv2s) {
  15852. if (!this.uv2s) {
  15853. this.uv2s = [];
  15854. }
  15855. for (index = 0; index < other.uv2s.length; index++) {
  15856. this.uv2s.push(other.uv2s[index]);
  15857. }
  15858. }
  15859. if (other.matricesIndices) {
  15860. if (!this.matricesIndices) {
  15861. this.matricesIndices = [];
  15862. }
  15863. for (index = 0; index < other.matricesIndices.length; index++) {
  15864. this.matricesIndices.push(other.matricesIndices[index]);
  15865. }
  15866. }
  15867. if (other.matricesWeights) {
  15868. if (!this.matricesWeights) {
  15869. this.matricesWeights = [];
  15870. }
  15871. for (index = 0; index < other.matricesWeights.length; index++) {
  15872. this.matricesWeights.push(other.matricesWeights[index]);
  15873. }
  15874. }
  15875. if (other.colors) {
  15876. if (!this.colors) {
  15877. this.colors = [];
  15878. }
  15879. for (index = 0; index < other.colors.length; index++) {
  15880. this.colors.push(other.colors[index]);
  15881. }
  15882. }
  15883. };
  15884. VertexData.ExtractFromMesh = function (mesh) {
  15885. return VertexData._ExtractFrom(mesh);
  15886. };
  15887. VertexData.ExtractFromGeometry = function (geometry) {
  15888. return VertexData._ExtractFrom(geometry);
  15889. };
  15890. VertexData._ExtractFrom = function (meshOrGeometry) {
  15891. var result = new BABYLON.VertexData();
  15892. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  15893. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  15894. }
  15895. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  15896. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  15897. }
  15898. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  15899. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind);
  15900. }
  15901. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  15902. result.uv2s = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  15903. }
  15904. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  15905. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  15906. }
  15907. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  15908. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  15909. }
  15910. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  15911. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  15912. }
  15913. result.indices = meshOrGeometry.getIndices();
  15914. return result;
  15915. };
  15916. VertexData.CreateBox = function (size) {
  15917. var normalsSource = [
  15918. new BABYLON.Vector3(0, 0, 1),
  15919. new BABYLON.Vector3(0, 0, -1),
  15920. new BABYLON.Vector3(1, 0, 0),
  15921. new BABYLON.Vector3(-1, 0, 0),
  15922. new BABYLON.Vector3(0, 1, 0),
  15923. new BABYLON.Vector3(0, -1, 0)
  15924. ];
  15925. var indices = [];
  15926. var positions = [];
  15927. var normals = [];
  15928. var uvs = [];
  15929. size = size || 1;
  15930. for (var index = 0; index < normalsSource.length; index++) {
  15931. var normal = normalsSource[index];
  15932. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  15933. var side2 = BABYLON.Vector3.Cross(normal, side1);
  15934. var verticesLength = positions.length / 3;
  15935. indices.push(verticesLength);
  15936. indices.push(verticesLength + 1);
  15937. indices.push(verticesLength + 2);
  15938. indices.push(verticesLength);
  15939. indices.push(verticesLength + 2);
  15940. indices.push(verticesLength + 3);
  15941. var vertex = normal.subtract(side1).subtract(side2).scale(size / 2);
  15942. positions.push(vertex.x, vertex.y, vertex.z);
  15943. normals.push(normal.x, normal.y, normal.z);
  15944. uvs.push(1.0, 1.0);
  15945. vertex = normal.subtract(side1).add(side2).scale(size / 2);
  15946. positions.push(vertex.x, vertex.y, vertex.z);
  15947. normals.push(normal.x, normal.y, normal.z);
  15948. uvs.push(0.0, 1.0);
  15949. vertex = normal.add(side1).add(side2).scale(size / 2);
  15950. positions.push(vertex.x, vertex.y, vertex.z);
  15951. normals.push(normal.x, normal.y, normal.z);
  15952. uvs.push(0.0, 0.0);
  15953. vertex = normal.add(side1).subtract(side2).scale(size / 2);
  15954. positions.push(vertex.x, vertex.y, vertex.z);
  15955. normals.push(normal.x, normal.y, normal.z);
  15956. uvs.push(1.0, 0.0);
  15957. }
  15958. var vertexData = new BABYLON.VertexData();
  15959. vertexData.indices = indices;
  15960. vertexData.positions = positions;
  15961. vertexData.normals = normals;
  15962. vertexData.uvs = uvs;
  15963. return vertexData;
  15964. };
  15965. VertexData.CreateSphere = function (segments, diameter) {
  15966. segments = segments || 32;
  15967. diameter = diameter || 1;
  15968. var radius = diameter / 2;
  15969. var totalZRotationSteps = 2 + segments;
  15970. var totalYRotationSteps = 2 * totalZRotationSteps;
  15971. var indices = [];
  15972. var positions = [];
  15973. var normals = [];
  15974. var uvs = [];
  15975. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  15976. var normalizedZ = zRotationStep / totalZRotationSteps;
  15977. var angleZ = (normalizedZ * Math.PI);
  15978. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  15979. var normalizedY = yRotationStep / totalYRotationSteps;
  15980. var angleY = normalizedY * Math.PI * 2;
  15981. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  15982. var rotationY = BABYLON.Matrix.RotationY(angleY);
  15983. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  15984. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  15985. var vertex = complete.scale(radius);
  15986. var normal = BABYLON.Vector3.Normalize(vertex);
  15987. positions.push(vertex.x, vertex.y, vertex.z);
  15988. normals.push(normal.x, normal.y, normal.z);
  15989. uvs.push(normalizedZ, normalizedY);
  15990. }
  15991. if (zRotationStep > 0) {
  15992. var verticesCount = positions.length / 3;
  15993. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  15994. indices.push((firstIndex));
  15995. indices.push((firstIndex + 1));
  15996. indices.push(firstIndex + totalYRotationSteps + 1);
  15997. indices.push((firstIndex + totalYRotationSteps + 1));
  15998. indices.push((firstIndex + 1));
  15999. indices.push((firstIndex + totalYRotationSteps + 2));
  16000. }
  16001. }
  16002. }
  16003. var vertexData = new BABYLON.VertexData();
  16004. vertexData.indices = indices;
  16005. vertexData.positions = positions;
  16006. vertexData.normals = normals;
  16007. vertexData.uvs = uvs;
  16008. return vertexData;
  16009. };
  16010. VertexData.CreateCylinder = function (height, diameterTop, diameterBottom, tessellation, subdivisions) {
  16011. if (typeof subdivisions === "undefined") { subdivisions = 1; }
  16012. var radiusTop = diameterTop / 2;
  16013. var radiusBottom = diameterBottom / 2;
  16014. var indices = [];
  16015. var positions = [];
  16016. var normals = [];
  16017. var uvs = [];
  16018. height = height || 1;
  16019. diameterTop = diameterTop || 0.5;
  16020. diameterBottom = diameterBottom || 1;
  16021. tessellation = tessellation || 16;
  16022. subdivisions = subdivisions || 1;
  16023. subdivisions = (subdivisions < 1) ? 1 : subdivisions;
  16024. var getCircleVector = function (i) {
  16025. var angle = (i * 2.0 * Math.PI / tessellation);
  16026. var dx = Math.cos(angle);
  16027. var dz = Math.sin(angle);
  16028. return new BABYLON.Vector3(dx, 0, dz);
  16029. };
  16030. var createCylinderCap = function (isTop) {
  16031. var radius = isTop ? radiusTop : radiusBottom;
  16032. if (radius == 0) {
  16033. return;
  16034. }
  16035. var vbase = positions.length / 3;
  16036. var offset = new BABYLON.Vector3(0, height / 2, 0);
  16037. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  16038. if (!isTop) {
  16039. offset.scaleInPlace(-1);
  16040. textureScale.x = -textureScale.x;
  16041. }
  16042. for (i = 0; i < tessellation; i++) {
  16043. var circleVector = getCircleVector(i);
  16044. var position = circleVector.scale(radius).add(offset);
  16045. var textureCoordinate = new BABYLON.Vector2(circleVector.x * textureScale.x + 0.5, circleVector.z * textureScale.y + 0.5);
  16046. positions.push(position.x, position.y, position.z);
  16047. uvs.push(textureCoordinate.x, textureCoordinate.y);
  16048. }
  16049. for (var i = 0; i < tessellation - 2; i++) {
  16050. if (!isTop) {
  16051. indices.push(vbase);
  16052. indices.push(vbase + (i + 2) % tessellation);
  16053. indices.push(vbase + (i + 1) % tessellation);
  16054. } else {
  16055. indices.push(vbase);
  16056. indices.push(vbase + (i + 1) % tessellation);
  16057. indices.push(vbase + (i + 2) % tessellation);
  16058. }
  16059. }
  16060. };
  16061. var base = new BABYLON.Vector3(0, -1, 0).scale(height / 2);
  16062. var offset = new BABYLON.Vector3(0, 1, 0).scale(height / subdivisions);
  16063. var stride = tessellation + 1;
  16064. for (var i = 0; i <= tessellation; i++) {
  16065. var circleVector = getCircleVector(i);
  16066. var textureCoordinate = new BABYLON.Vector2(i / tessellation, 0);
  16067. var position, radius = radiusBottom;
  16068. for (var s = 0; s <= subdivisions; s++) {
  16069. position = circleVector.scale(radius);
  16070. position.addInPlace(base.add(offset.scale(s)));
  16071. textureCoordinate.y += 1 / subdivisions;
  16072. radius += (radiusTop - radiusBottom) / subdivisions;
  16073. positions.push(position.x, position.y, position.z);
  16074. uvs.push(textureCoordinate.x, textureCoordinate.y);
  16075. }
  16076. }
  16077. subdivisions += 1;
  16078. for (var s = 0; s < subdivisions - 1; s++) {
  16079. for (var i = 0; i <= tessellation; i++) {
  16080. indices.push(i * subdivisions + s);
  16081. indices.push((i * subdivisions + (s + subdivisions)) % (stride * subdivisions));
  16082. indices.push(i * subdivisions + (s + 1));
  16083. indices.push(i * subdivisions + (s + 1));
  16084. indices.push((i * subdivisions + (s + subdivisions)) % (stride * subdivisions));
  16085. indices.push((i * subdivisions + (s + subdivisions + 1)) % (stride * subdivisions));
  16086. }
  16087. }
  16088. createCylinderCap(true);
  16089. createCylinderCap(false);
  16090. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  16091. var vertexData = new BABYLON.VertexData();
  16092. vertexData.indices = indices;
  16093. vertexData.positions = positions;
  16094. vertexData.normals = normals;
  16095. vertexData.uvs = uvs;
  16096. return vertexData;
  16097. };
  16098. VertexData.CreateTorus = function (diameter, thickness, tessellation) {
  16099. var indices = [];
  16100. var positions = [];
  16101. var normals = [];
  16102. var uvs = [];
  16103. diameter = diameter || 1;
  16104. thickness = thickness || 0.5;
  16105. tessellation = tessellation || 16;
  16106. var stride = tessellation + 1;
  16107. for (var i = 0; i <= tessellation; i++) {
  16108. var u = i / tessellation;
  16109. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  16110. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  16111. for (var j = 0; j <= tessellation; j++) {
  16112. var v = 1 - j / tessellation;
  16113. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  16114. var dx = Math.cos(innerAngle);
  16115. var dy = Math.sin(innerAngle);
  16116. var normal = new BABYLON.Vector3(dx, dy, 0);
  16117. var position = normal.scale(thickness / 2);
  16118. var textureCoordinate = new BABYLON.Vector2(u, v);
  16119. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  16120. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  16121. positions.push(position.x, position.y, position.z);
  16122. normals.push(normal.x, normal.y, normal.z);
  16123. uvs.push(textureCoordinate.x, textureCoordinate.y);
  16124. var nextI = (i + 1) % stride;
  16125. var nextJ = (j + 1) % stride;
  16126. indices.push(i * stride + j);
  16127. indices.push(i * stride + nextJ);
  16128. indices.push(nextI * stride + j);
  16129. indices.push(i * stride + nextJ);
  16130. indices.push(nextI * stride + nextJ);
  16131. indices.push(nextI * stride + j);
  16132. }
  16133. }
  16134. var vertexData = new BABYLON.VertexData();
  16135. vertexData.indices = indices;
  16136. vertexData.positions = positions;
  16137. vertexData.normals = normals;
  16138. vertexData.uvs = uvs;
  16139. return vertexData;
  16140. };
  16141. VertexData.CreateLines = function (points) {
  16142. var indices = [];
  16143. var positions = [];
  16144. for (var index = 0; index < points.length; index++) {
  16145. positions.push(points[index].x, points[index].y, points[index].z);
  16146. if (index > 0) {
  16147. indices.push(index - 1);
  16148. indices.push(index);
  16149. }
  16150. }
  16151. var vertexData = new BABYLON.VertexData();
  16152. vertexData.indices = indices;
  16153. vertexData.positions = positions;
  16154. return vertexData;
  16155. };
  16156. VertexData.CreateGround = function (width, height, subdivisions) {
  16157. var indices = [];
  16158. var positions = [];
  16159. var normals = [];
  16160. var uvs = [];
  16161. var row, col;
  16162. width = width || 1;
  16163. height = height || 1;
  16164. subdivisions = subdivisions || 1;
  16165. for (row = 0; row <= subdivisions; row++) {
  16166. for (col = 0; col <= subdivisions; col++) {
  16167. var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
  16168. var normal = new BABYLON.Vector3(0, 1.0, 0);
  16169. positions.push(position.x, position.y, position.z);
  16170. normals.push(normal.x, normal.y, normal.z);
  16171. uvs.push(col / subdivisions, 1.0 - row / subdivisions);
  16172. }
  16173. }
  16174. for (row = 0; row < subdivisions; row++) {
  16175. for (col = 0; col < subdivisions; col++) {
  16176. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  16177. indices.push(col + 1 + row * (subdivisions + 1));
  16178. indices.push(col + row * (subdivisions + 1));
  16179. indices.push(col + (row + 1) * (subdivisions + 1));
  16180. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  16181. indices.push(col + row * (subdivisions + 1));
  16182. }
  16183. }
  16184. var vertexData = new BABYLON.VertexData();
  16185. vertexData.indices = indices;
  16186. vertexData.positions = positions;
  16187. vertexData.normals = normals;
  16188. vertexData.uvs = uvs;
  16189. return vertexData;
  16190. };
  16191. VertexData.CreateTiledGround = function (xmin, zmin, xmax, zmax, subdivisions, precision) {
  16192. if (typeof subdivisions === "undefined") { subdivisions = { w: 1, h: 1 }; }
  16193. if (typeof precision === "undefined") { precision = { w: 1, h: 1 }; }
  16194. var indices = [];
  16195. var positions = [];
  16196. var normals = [];
  16197. var uvs = [];
  16198. var row, col, tileRow, tileCol;
  16199. subdivisions.h = (subdivisions.w < 1) ? 1 : subdivisions.h;
  16200. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  16201. precision.w = (precision.w < 1) ? 1 : precision.w;
  16202. precision.h = (precision.h < 1) ? 1 : precision.h;
  16203. var tileSize = {
  16204. 'w': (xmax - xmin) / subdivisions.w,
  16205. 'h': (zmax - zmin) / subdivisions.h
  16206. };
  16207. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  16208. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  16209. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  16210. }
  16211. }
  16212. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  16213. var base = positions.length / 3;
  16214. var rowLength = precision.w + 1;
  16215. for (row = 0; row < precision.h; row++) {
  16216. for (col = 0; col < precision.w; col++) {
  16217. var square = [
  16218. base + col + row * rowLength,
  16219. base + (col + 1) + row * rowLength,
  16220. base + (col + 1) + (row + 1) * rowLength,
  16221. base + col + (row + 1) * rowLength
  16222. ];
  16223. indices.push(square[1]);
  16224. indices.push(square[2]);
  16225. indices.push(square[3]);
  16226. indices.push(square[0]);
  16227. indices.push(square[1]);
  16228. indices.push(square[3]);
  16229. }
  16230. }
  16231. var position = BABYLON.Vector3.Zero();
  16232. var normal = new BABYLON.Vector3(0, 1.0, 0);
  16233. for (row = 0; row <= precision.h; row++) {
  16234. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  16235. for (col = 0; col <= precision.w; col++) {
  16236. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  16237. position.y = 0;
  16238. positions.push(position.x, position.y, position.z);
  16239. normals.push(normal.x, normal.y, normal.z);
  16240. uvs.push(col / precision.w, row / precision.h);
  16241. }
  16242. }
  16243. }
  16244. var vertexData = new BABYLON.VertexData();
  16245. vertexData.indices = indices;
  16246. vertexData.positions = positions;
  16247. vertexData.normals = normals;
  16248. vertexData.uvs = uvs;
  16249. return vertexData;
  16250. };
  16251. VertexData.CreateGroundFromHeightMap = function (width, height, subdivisions, minHeight, maxHeight, buffer, bufferWidth, bufferHeight) {
  16252. var indices = [];
  16253. var positions = [];
  16254. var normals = [];
  16255. var uvs = [];
  16256. var row, col;
  16257. for (row = 0; row <= subdivisions; row++) {
  16258. for (col = 0; col <= subdivisions; col++) {
  16259. var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
  16260. var heightMapX = (((position.x + width / 2) / width) * (bufferWidth - 1)) | 0;
  16261. var heightMapY = ((1.0 - (position.z + height / 2) / height) * (bufferHeight - 1)) | 0;
  16262. var pos = (heightMapX + heightMapY * bufferWidth) * 4;
  16263. var r = buffer[pos] / 255.0;
  16264. var g = buffer[pos + 1] / 255.0;
  16265. var b = buffer[pos + 2] / 255.0;
  16266. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  16267. position.y = minHeight + (maxHeight - minHeight) * gradient;
  16268. positions.push(position.x, position.y, position.z);
  16269. normals.push(0, 0, 0);
  16270. uvs.push(col / subdivisions, 1.0 - row / subdivisions);
  16271. }
  16272. }
  16273. for (row = 0; row < subdivisions; row++) {
  16274. for (col = 0; col < subdivisions; col++) {
  16275. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  16276. indices.push(col + 1 + row * (subdivisions + 1));
  16277. indices.push(col + row * (subdivisions + 1));
  16278. indices.push(col + (row + 1) * (subdivisions + 1));
  16279. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  16280. indices.push(col + row * (subdivisions + 1));
  16281. }
  16282. }
  16283. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  16284. var vertexData = new BABYLON.VertexData();
  16285. vertexData.indices = indices;
  16286. vertexData.positions = positions;
  16287. vertexData.normals = normals;
  16288. vertexData.uvs = uvs;
  16289. return vertexData;
  16290. };
  16291. VertexData.CreatePlane = function (size) {
  16292. var indices = [];
  16293. var positions = [];
  16294. var normals = [];
  16295. var uvs = [];
  16296. size = size || 1;
  16297. var halfSize = size / 2.0;
  16298. positions.push(-halfSize, -halfSize, 0);
  16299. normals.push(0, 0, -1.0);
  16300. uvs.push(0.0, 0.0);
  16301. positions.push(halfSize, -halfSize, 0);
  16302. normals.push(0, 0, -1.0);
  16303. uvs.push(1.0, 0.0);
  16304. positions.push(halfSize, halfSize, 0);
  16305. normals.push(0, 0, -1.0);
  16306. uvs.push(1.0, 1.0);
  16307. positions.push(-halfSize, halfSize, 0);
  16308. normals.push(0, 0, -1.0);
  16309. uvs.push(0.0, 1.0);
  16310. indices.push(0);
  16311. indices.push(1);
  16312. indices.push(2);
  16313. indices.push(0);
  16314. indices.push(2);
  16315. indices.push(3);
  16316. var vertexData = new BABYLON.VertexData();
  16317. vertexData.indices = indices;
  16318. vertexData.positions = positions;
  16319. vertexData.normals = normals;
  16320. vertexData.uvs = uvs;
  16321. return vertexData;
  16322. };
  16323. VertexData.CreateTorusKnot = function (radius, tube, radialSegments, tubularSegments, p, q) {
  16324. var indices = [];
  16325. var positions = [];
  16326. var normals = [];
  16327. var uvs = [];
  16328. radius = radius || 2;
  16329. tube = tube || 0.5;
  16330. radialSegments = radialSegments || 32;
  16331. tubularSegments = tubularSegments || 32;
  16332. p = p || 2;
  16333. q = q || 3;
  16334. var getPos = function (angle) {
  16335. var cu = Math.cos(angle);
  16336. var su = Math.sin(angle);
  16337. var quOverP = q / p * angle;
  16338. var cs = Math.cos(quOverP);
  16339. var tx = radius * (2 + cs) * 0.5 * cu;
  16340. var ty = radius * (2 + cs) * su * 0.5;
  16341. var tz = radius * Math.sin(quOverP) * 0.5;
  16342. return new BABYLON.Vector3(tx, ty, tz);
  16343. };
  16344. for (var i = 0; i <= radialSegments; i++) {
  16345. var modI = i % radialSegments;
  16346. var u = modI / radialSegments * 2 * p * Math.PI;
  16347. var p1 = getPos(u);
  16348. var p2 = getPos(u + 0.01);
  16349. var tang = p2.subtract(p1);
  16350. var n = p2.add(p1);
  16351. var bitan = BABYLON.Vector3.Cross(tang, n);
  16352. n = BABYLON.Vector3.Cross(bitan, tang);
  16353. bitan.normalize();
  16354. n.normalize();
  16355. for (var j = 0; j < tubularSegments; j++) {
  16356. var modJ = j % tubularSegments;
  16357. var v = modJ / tubularSegments * 2 * Math.PI;
  16358. var cx = -tube * Math.cos(v);
  16359. var cy = tube * Math.sin(v);
  16360. positions.push(p1.x + cx * n.x + cy * bitan.x);
  16361. positions.push(p1.y + cx * n.y + cy * bitan.y);
  16362. positions.push(p1.z + cx * n.z + cy * bitan.z);
  16363. uvs.push(i / radialSegments);
  16364. uvs.push(j / tubularSegments);
  16365. }
  16366. }
  16367. for (i = 0; i < radialSegments; i++) {
  16368. for (j = 0; j < tubularSegments; j++) {
  16369. var jNext = (j + 1) % tubularSegments;
  16370. var a = i * tubularSegments + j;
  16371. var b = (i + 1) * tubularSegments + j;
  16372. var c = (i + 1) * tubularSegments + jNext;
  16373. var d = i * tubularSegments + jNext;
  16374. indices.push(d);
  16375. indices.push(b);
  16376. indices.push(a);
  16377. indices.push(d);
  16378. indices.push(c);
  16379. indices.push(b);
  16380. }
  16381. }
  16382. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  16383. var vertexData = new BABYLON.VertexData();
  16384. vertexData.indices = indices;
  16385. vertexData.positions = positions;
  16386. vertexData.normals = normals;
  16387. vertexData.uvs = uvs;
  16388. return vertexData;
  16389. };
  16390. VertexData.ComputeNormals = function (positions, indices, normals) {
  16391. var positionVectors = [];
  16392. var facesOfVertices = [];
  16393. var index;
  16394. for (index = 0; index < positions.length; index += 3) {
  16395. var vector3 = new BABYLON.Vector3(positions[index], positions[index + 1], positions[index + 2]);
  16396. positionVectors.push(vector3);
  16397. facesOfVertices.push([]);
  16398. }
  16399. var facesNormals = [];
  16400. for (index = 0; index < indices.length / 3; index++) {
  16401. var i1 = indices[index * 3];
  16402. var i2 = indices[index * 3 + 1];
  16403. var i3 = indices[index * 3 + 2];
  16404. var p1 = positionVectors[i1];
  16405. var p2 = positionVectors[i2];
  16406. var p3 = positionVectors[i3];
  16407. var p1p2 = p1.subtract(p2);
  16408. var p3p2 = p3.subtract(p2);
  16409. facesNormals[index] = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  16410. facesOfVertices[i1].push(index);
  16411. facesOfVertices[i2].push(index);
  16412. facesOfVertices[i3].push(index);
  16413. }
  16414. for (index = 0; index < positionVectors.length; index++) {
  16415. var faces = facesOfVertices[index];
  16416. var normal = BABYLON.Vector3.Zero();
  16417. for (var faceIndex = 0; faceIndex < faces.length; faceIndex++) {
  16418. normal.addInPlace(facesNormals[faces[faceIndex]]);
  16419. }
  16420. normal = BABYLON.Vector3.Normalize(normal.scale(1.0 / faces.length));
  16421. normals[index * 3] = normal.x;
  16422. normals[index * 3 + 1] = normal.y;
  16423. normals[index * 3 + 2] = normal.z;
  16424. }
  16425. };
  16426. return VertexData;
  16427. })();
  16428. BABYLON.VertexData = VertexData;
  16429. })(BABYLON || (BABYLON = {}));
  16430. var __extends = this.__extends || function (d, b) {
  16431. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  16432. function __() { this.constructor = d; }
  16433. __.prototype = b.prototype;
  16434. d.prototype = new __();
  16435. };
  16436. var BABYLON;
  16437. (function (BABYLON) {
  16438. var buildCamera = function (that, name) {
  16439. that._leftCamera.isIntermediate = true;
  16440. that.subCameras.push(that._leftCamera);
  16441. that.subCameras.push(that._rightCamera);
  16442. that._leftTexture = new BABYLON.PassPostProcess(name + "_leftTexture", 1.0, that._leftCamera);
  16443. that._anaglyphPostProcess = new BABYLON.AnaglyphPostProcess(name + "_anaglyph", 1.0, that._rightCamera);
  16444. that._anaglyphPostProcess.onApply = function (effect) {
  16445. effect.setTextureFromPostProcess("leftSampler", that._leftTexture);
  16446. };
  16447. that._update();
  16448. };
  16449. var AnaglyphArcRotateCamera = (function (_super) {
  16450. __extends(AnaglyphArcRotateCamera, _super);
  16451. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, eyeSpace, scene) {
  16452. _super.call(this, name, alpha, beta, radius, target, scene);
  16453. this._eyeSpace = BABYLON.Tools.ToRadians(eyeSpace);
  16454. this._leftCamera = new BABYLON.ArcRotateCamera(name + "_left", alpha - this._eyeSpace, beta, radius, target, scene);
  16455. this._rightCamera = new BABYLON.ArcRotateCamera(name + "_right", alpha + this._eyeSpace, beta, radius, target, scene);
  16456. buildCamera(this, name);
  16457. }
  16458. AnaglyphArcRotateCamera.prototype._update = function () {
  16459. this._updateCamera(this._leftCamera);
  16460. this._updateCamera(this._rightCamera);
  16461. this._leftCamera.alpha = this.alpha - this._eyeSpace;
  16462. this._rightCamera.alpha = this.alpha + this._eyeSpace;
  16463. _super.prototype._update.call(this);
  16464. };
  16465. AnaglyphArcRotateCamera.prototype._updateCamera = function (camera) {
  16466. camera.beta = this.beta;
  16467. camera.radius = this.radius;
  16468. camera.minZ = this.minZ;
  16469. camera.maxZ = this.maxZ;
  16470. camera.fov = this.fov;
  16471. camera.target = this.target;
  16472. };
  16473. return AnaglyphArcRotateCamera;
  16474. })(BABYLON.ArcRotateCamera);
  16475. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  16476. var AnaglyphFreeCamera = (function (_super) {
  16477. __extends(AnaglyphFreeCamera, _super);
  16478. function AnaglyphFreeCamera(name, position, eyeSpace, scene) {
  16479. _super.call(this, name, position, scene);
  16480. this._eyeSpace = BABYLON.Tools.ToRadians(eyeSpace);
  16481. this._transformMatrix = new BABYLON.Matrix();
  16482. this._leftCamera = new BABYLON.FreeCamera(name + "_left", position.clone(), scene);
  16483. this._rightCamera = new BABYLON.FreeCamera(name + "_right", position.clone(), scene);
  16484. buildCamera(this, name);
  16485. }
  16486. AnaglyphFreeCamera.prototype._getSubCameraPosition = function (eyeSpace, result) {
  16487. var target = this.getTarget();
  16488. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(eyeSpace), this._transformMatrix);
  16489. this._transformMatrix = this._transformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  16490. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._transformMatrix, result);
  16491. };
  16492. AnaglyphFreeCamera.prototype._update = function () {
  16493. this._getSubCameraPosition(-this._eyeSpace, this._leftCamera.position);
  16494. this._getSubCameraPosition(this._eyeSpace, this._rightCamera.position);
  16495. this._updateCamera(this._leftCamera);
  16496. this._updateCamera(this._rightCamera);
  16497. _super.prototype._update.call(this);
  16498. };
  16499. AnaglyphFreeCamera.prototype._updateCamera = function (camera) {
  16500. camera.minZ = this.minZ;
  16501. camera.maxZ = this.maxZ;
  16502. camera.fov = this.fov;
  16503. camera.viewport = this.viewport;
  16504. camera.setTarget(this.getTarget());
  16505. };
  16506. return AnaglyphFreeCamera;
  16507. })(BABYLON.FreeCamera);
  16508. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  16509. })(BABYLON || (BABYLON = {}));
  16510. var __extends = this.__extends || function (d, b) {
  16511. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  16512. function __() { this.constructor = d; }
  16513. __.prototype = b.prototype;
  16514. d.prototype = new __();
  16515. };
  16516. var BABYLON;
  16517. (function (BABYLON) {
  16518. var AnaglyphPostProcess = (function (_super) {
  16519. __extends(AnaglyphPostProcess, _super);
  16520. function AnaglyphPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  16521. _super.call(this, name, "anaglyph", null, ["leftSampler"], ratio, camera, samplingMode, engine, reusable);
  16522. }
  16523. return AnaglyphPostProcess;
  16524. })(BABYLON.PostProcess);
  16525. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  16526. })(BABYLON || (BABYLON = {}));
  16527. var BABYLON;
  16528. (function (BABYLON) {
  16529. var Tags = (function () {
  16530. function Tags() {
  16531. }
  16532. Tags.EnableFor = function (obj) {
  16533. obj._tags = obj._tags || {};
  16534. obj.hasTags = function () {
  16535. return Tags.HasTags(obj);
  16536. };
  16537. obj.addTags = function (tagsString) {
  16538. return Tags.AddTagsTo(obj, tagsString);
  16539. };
  16540. obj.removeTags = function (tagsString) {
  16541. return Tags.RemoveTagsFrom(obj, tagsString);
  16542. };
  16543. obj.matchesTagsQuery = function (tagsQuery) {
  16544. return Tags.MatchesQuery(obj, tagsQuery);
  16545. };
  16546. };
  16547. Tags.DisableFor = function (obj) {
  16548. delete obj._tags;
  16549. delete obj.hasTags;
  16550. delete obj.addTags;
  16551. delete obj.removeTags;
  16552. delete obj.matchesTagsQuery;
  16553. };
  16554. Tags.HasTags = function (obj) {
  16555. if (!obj._tags) {
  16556. return false;
  16557. }
  16558. return !BABYLON.Tools.IsEmpty(obj._tags);
  16559. };
  16560. Tags.GetTags = function (obj) {
  16561. if (!obj._tags) {
  16562. return null;
  16563. }
  16564. return obj._tags;
  16565. };
  16566. Tags.AddTagsTo = function (obj, tagsString) {
  16567. if (!tagsString) {
  16568. return;
  16569. }
  16570. var tags = tagsString.split(" ");
  16571. for (var t in tags) {
  16572. Tags._AddTagTo(obj, tags[t]);
  16573. }
  16574. };
  16575. Tags._AddTagTo = function (obj, tag) {
  16576. tag = tag.trim();
  16577. if (tag === "" || tag === "true" || tag === "false") {
  16578. return;
  16579. }
  16580. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  16581. return;
  16582. }
  16583. Tags.EnableFor(obj);
  16584. obj._tags[tag] = true;
  16585. };
  16586. Tags.RemoveTagsFrom = function (obj, tagsString) {
  16587. if (!Tags.HasTags(obj)) {
  16588. return;
  16589. }
  16590. var tags = tagsString.split(" ");
  16591. for (var t in tags) {
  16592. Tags._RemoveTagFrom(obj, tags[t]);
  16593. }
  16594. };
  16595. Tags._RemoveTagFrom = function (obj, tag) {
  16596. delete obj._tags[tag];
  16597. };
  16598. Tags.MatchesQuery = function (obj, tagsQuery) {
  16599. if (tagsQuery === undefined) {
  16600. return true;
  16601. }
  16602. if (tagsQuery === "") {
  16603. return Tags.HasTags(obj);
  16604. }
  16605. return BABYLON.Internals.AndOrNotEvaluator.Eval(tagsQuery, function (r) {
  16606. return Tags.HasTags(obj) && obj._tags[r];
  16607. });
  16608. };
  16609. return Tags;
  16610. })();
  16611. BABYLON.Tags = Tags;
  16612. })(BABYLON || (BABYLON = {}));
  16613. var BABYLON;
  16614. (function (BABYLON) {
  16615. (function (Internals) {
  16616. var AndOrNotEvaluator = (function () {
  16617. function AndOrNotEvaluator() {
  16618. }
  16619. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  16620. if (!query.match(/\([^\(\)]*\)/g)) {
  16621. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  16622. } else {
  16623. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  16624. r = r.slice(1, r.length - 1);
  16625. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  16626. });
  16627. }
  16628. if (query === "true") {
  16629. return true;
  16630. }
  16631. if (query === "false") {
  16632. return false;
  16633. }
  16634. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  16635. };
  16636. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  16637. evaluateCallback = evaluateCallback || (function (r) {
  16638. return r === "true" ? true : false;
  16639. });
  16640. var result;
  16641. var or = parenthesisContent.split("||");
  16642. for (var i in or) {
  16643. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  16644. var and = ori.split("&&");
  16645. if (and.length > 1) {
  16646. for (var j = 0; j < and.length; ++j) {
  16647. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  16648. if (andj !== "true" && andj !== "false") {
  16649. if (andj[0] === "!") {
  16650. result = !evaluateCallback(andj.substring(1));
  16651. } else {
  16652. result = evaluateCallback(andj);
  16653. }
  16654. } else {
  16655. result = andj === "true" ? true : false;
  16656. }
  16657. if (!result) {
  16658. ori = "false";
  16659. break;
  16660. }
  16661. }
  16662. }
  16663. if (result || ori === "true") {
  16664. result = true;
  16665. break;
  16666. }
  16667. if (ori !== "true" && ori !== "false") {
  16668. if (ori[0] === "!") {
  16669. result = !evaluateCallback(ori.substring(1));
  16670. } else {
  16671. result = evaluateCallback(ori);
  16672. }
  16673. } else {
  16674. result = ori === "true" ? true : false;
  16675. }
  16676. }
  16677. return result ? "true" : "false";
  16678. };
  16679. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  16680. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  16681. r = r.replace(/[\s]/g, function () {
  16682. return "";
  16683. });
  16684. return r.length % 2 ? "!" : "";
  16685. });
  16686. booleanString = booleanString.trim();
  16687. if (booleanString === "!true") {
  16688. booleanString = "false";
  16689. } else if (booleanString === "!false") {
  16690. booleanString = "true";
  16691. }
  16692. return booleanString;
  16693. };
  16694. return AndOrNotEvaluator;
  16695. })();
  16696. Internals.AndOrNotEvaluator = AndOrNotEvaluator;
  16697. })(BABYLON.Internals || (BABYLON.Internals = {}));
  16698. var Internals = BABYLON.Internals;
  16699. })(BABYLON || (BABYLON = {}));
  16700. var BABYLON;
  16701. (function (BABYLON) {
  16702. var PostProcessRenderPass = (function () {
  16703. function PostProcessRenderPass(scene, name, size, renderList, beforeRender, afterRender) {
  16704. this._enabled = true;
  16705. this._refCount = 0;
  16706. this._name = name;
  16707. this._renderTexture = new BABYLON.RenderTargetTexture(name, size, scene);
  16708. this.setRenderList(renderList);
  16709. this._renderTexture.onBeforeRender = beforeRender;
  16710. this._renderTexture.onAfterRender = afterRender;
  16711. this._scene = scene;
  16712. }
  16713. PostProcessRenderPass.prototype._incRefCount = function () {
  16714. if (this._refCount === 0) {
  16715. this._scene.customRenderTargets.push(this._renderTexture);
  16716. }
  16717. return ++this._refCount;
  16718. };
  16719. PostProcessRenderPass.prototype._decRefCount = function () {
  16720. this._refCount--;
  16721. if (this._refCount <= 0) {
  16722. this._scene.customRenderTargets.splice(this._scene.customRenderTargets.indexOf(this._renderTexture), 1);
  16723. }
  16724. return this._refCount;
  16725. };
  16726. PostProcessRenderPass.prototype._update = function () {
  16727. this.setRenderList(this._renderList);
  16728. };
  16729. PostProcessRenderPass.prototype.setRenderList = function (renderList) {
  16730. this._renderTexture.renderList = renderList;
  16731. };
  16732. PostProcessRenderPass.prototype.getRenderTexture = function () {
  16733. return this._renderTexture;
  16734. };
  16735. return PostProcessRenderPass;
  16736. })();
  16737. BABYLON.PostProcessRenderPass = PostProcessRenderPass;
  16738. })(BABYLON || (BABYLON = {}));
  16739. var BABYLON;
  16740. (function (BABYLON) {
  16741. var PostProcessRenderEffect = (function () {
  16742. function PostProcessRenderEffect(engine, name, postProcessType, ratio, samplingMode, singleInstance) {
  16743. this._engine = engine;
  16744. this._name = name;
  16745. this._postProcessType = postProcessType;
  16746. this._ratio = ratio || 1.0;
  16747. this._samplingMode = samplingMode || null;
  16748. this._singleInstance = singleInstance || true;
  16749. this._cameras = [];
  16750. this._postProcesses = [];
  16751. this._indicesForCamera = [];
  16752. this._renderPasses = [];
  16753. this._renderEffectAsPasses = [];
  16754. this.parameters = function (effect) {
  16755. };
  16756. }
  16757. PostProcessRenderEffect._GetInstance = function (engine, postProcessType, ratio, samplingMode) {
  16758. var postProcess;
  16759. var instance;
  16760. var args = [];
  16761. var parameters = PostProcessRenderEffect._GetParametersNames(postProcessType);
  16762. for (var i = 0; i < parameters.length; i++) {
  16763. switch (parameters[i]) {
  16764. case "name":
  16765. args[i] = postProcessType.toString();
  16766. break;
  16767. case "ratio":
  16768. args[i] = ratio;
  16769. break;
  16770. case "camera":
  16771. args[i] = null;
  16772. break;
  16773. case "samplingMode":
  16774. args[i] = samplingMode;
  16775. break;
  16776. case "engine":
  16777. args[i] = engine;
  16778. break;
  16779. case "reusable":
  16780. args[i] = true;
  16781. break;
  16782. default:
  16783. args[i] = null;
  16784. break;
  16785. }
  16786. }
  16787. postProcess = function () {
  16788. };
  16789. postProcess.prototype = postProcessType.prototype;
  16790. instance = new postProcess();
  16791. postProcessType.apply(instance, args);
  16792. return instance;
  16793. };
  16794. PostProcessRenderEffect._GetParametersNames = function (func) {
  16795. var commentsRegex = /((\/\/.*$)|(\/\*[\s\S]*?\*\/))/mg;
  16796. var functWithoutComments = func.toString().replace(commentsRegex, '');
  16797. var parameters = functWithoutComments.slice(functWithoutComments.indexOf('(') + 1, functWithoutComments.indexOf(')')).match(/([^\s,]+)/g);
  16798. if (parameters === null)
  16799. parameters = [];
  16800. return parameters;
  16801. };
  16802. PostProcessRenderEffect.prototype._update = function () {
  16803. for (var renderPassName in this._renderPasses) {
  16804. this._renderPasses[renderPassName]._update();
  16805. }
  16806. };
  16807. PostProcessRenderEffect.prototype.addPass = function (renderPass) {
  16808. this._renderPasses[renderPass._name] = renderPass;
  16809. this._linkParameters();
  16810. };
  16811. PostProcessRenderEffect.prototype.removePass = function (renderPass) {
  16812. delete this._renderPasses[renderPass._name];
  16813. this._linkParameters();
  16814. };
  16815. PostProcessRenderEffect.prototype.addRenderEffectAsPass = function (renderEffect) {
  16816. this._renderEffectAsPasses[renderEffect._name] = renderEffect;
  16817. this._linkParameters();
  16818. };
  16819. PostProcessRenderEffect.prototype.getPass = function (passName) {
  16820. for (var renderPassName in this._renderPasses) {
  16821. if (renderPassName === passName) {
  16822. return this._renderPasses[passName];
  16823. }
  16824. }
  16825. };
  16826. PostProcessRenderEffect.prototype.emptyPasses = function () {
  16827. this._renderPasses.length = 0;
  16828. this._linkParameters();
  16829. };
  16830. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  16831. var cameraKey;
  16832. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  16833. for (var i = 0; i < _cam.length; i++) {
  16834. var camera = _cam[i];
  16835. var cameraName = camera.name;
  16836. if (this._singleInstance) {
  16837. cameraKey = 0;
  16838. } else {
  16839. cameraKey = cameraName;
  16840. }
  16841. this._postProcesses[cameraKey] = this._postProcesses[cameraKey] || PostProcessRenderEffect._GetInstance(this._engine, this._postProcessType, this._ratio, this._samplingMode);
  16842. var index = camera.attachPostProcess(this._postProcesses[cameraKey]);
  16843. if (this._indicesForCamera[cameraName] === null) {
  16844. this._indicesForCamera[cameraName] = [];
  16845. }
  16846. this._indicesForCamera[cameraName].push(index);
  16847. if (this._cameras.indexOf(camera) === -1) {
  16848. this._cameras[cameraName] = camera;
  16849. }
  16850. for (var passName in this._renderPasses) {
  16851. this._renderPasses[passName]._incRefCount();
  16852. }
  16853. }
  16854. this._linkParameters();
  16855. };
  16856. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  16857. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  16858. for (var i = 0; i < _cam.length; i++) {
  16859. var camera = _cam[i];
  16860. var cameraName = camera.name;
  16861. camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
  16862. var index = this._cameras.indexOf(cameraName);
  16863. this._indicesForCamera.splice(index, 1);
  16864. this._cameras.splice(index, 1);
  16865. for (var passName in this._renderPasses) {
  16866. this._renderPasses[passName]._decRefCount();
  16867. }
  16868. }
  16869. };
  16870. PostProcessRenderEffect.prototype._enable = function (cameras) {
  16871. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  16872. for (var i = 0; i < _cam.length; i++) {
  16873. var camera = _cam[i];
  16874. var cameraName = camera.name;
  16875. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  16876. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined) {
  16877. cameras[i].attachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName][j]);
  16878. }
  16879. }
  16880. for (var passName in this._renderPasses) {
  16881. this._renderPasses[passName]._incRefCount();
  16882. }
  16883. }
  16884. };
  16885. PostProcessRenderEffect.prototype._disable = function (cameras) {
  16886. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  16887. for (var i = 0; i < _cam.length; i++) {
  16888. var camera = _cam[i];
  16889. var cameraName = camera.Name;
  16890. camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
  16891. for (var passName in this._renderPasses) {
  16892. this._renderPasses[passName]._decRefCount();
  16893. }
  16894. }
  16895. };
  16896. PostProcessRenderEffect.prototype.getPostProcess = function (camera) {
  16897. if (this._singleInstance) {
  16898. return this._postProcesses[0];
  16899. } else {
  16900. return this._postProcesses[camera.name];
  16901. }
  16902. };
  16903. PostProcessRenderEffect.prototype._linkParameters = function () {
  16904. var _this = this;
  16905. for (var index in this._postProcesses) {
  16906. this._postProcesses[index].onApply = function (effect) {
  16907. _this.parameters(effect);
  16908. _this._linkTextures(effect);
  16909. };
  16910. }
  16911. };
  16912. PostProcessRenderEffect.prototype._linkTextures = function (effect) {
  16913. for (var renderPassName in this._renderPasses) {
  16914. effect.setTexture(renderPassName, this._renderPasses[renderPassName].getRenderTexture());
  16915. }
  16916. for (var renderEffectName in this._renderEffectAsPasses) {
  16917. effect.setTextureFromPostProcess(renderEffectName + "Sampler", this._renderEffectAsPasses[renderEffectName].getPostProcess());
  16918. }
  16919. };
  16920. return PostProcessRenderEffect;
  16921. })();
  16922. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  16923. })(BABYLON || (BABYLON = {}));
  16924. var BABYLON;
  16925. (function (BABYLON) {
  16926. var PostProcessRenderPipeline = (function () {
  16927. function PostProcessRenderPipeline(engine, name) {
  16928. this._engine = engine;
  16929. this._name = name;
  16930. this._renderEffects = [];
  16931. this._renderEffectsForIsolatedPass = [];
  16932. this._cameras = [];
  16933. }
  16934. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  16935. this._renderEffects[renderEffect._name] = renderEffect;
  16936. };
  16937. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  16938. var renderEffects = this._renderEffects[renderEffectName];
  16939. if (!renderEffects) {
  16940. return;
  16941. }
  16942. renderEffects.enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  16943. };
  16944. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  16945. var renderEffects = this._renderEffects[renderEffectName];
  16946. if (!renderEffects) {
  16947. return;
  16948. }
  16949. renderEffects.disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  16950. };
  16951. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  16952. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  16953. var indicesToDelete = [];
  16954. for (var i = 0; i < _cam.length; i++) {
  16955. var camera = _cam[i];
  16956. var cameraName = camera.name;
  16957. if (this._cameras.indexOf(camera) === -1) {
  16958. this._cameras[cameraName] = camera;
  16959. } else if (unique) {
  16960. indicesToDelete.push(i);
  16961. }
  16962. }
  16963. for (var i = 0; i < indicesToDelete.length; i++) {
  16964. cameras.splice(indicesToDelete[i], 1);
  16965. }
  16966. for (var renderEffectName in this._renderEffects) {
  16967. this._renderEffects[renderEffectName]._attachCameras(_cam);
  16968. }
  16969. };
  16970. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  16971. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  16972. for (var renderEffectName in this._renderEffects) {
  16973. this._renderEffects[renderEffectName]._detachCameras(_cam);
  16974. }
  16975. for (var i = 0; i < _cam.length; i++) {
  16976. this._cameras.splice(this._cameras.indexOf(_cam[i]), 1);
  16977. }
  16978. };
  16979. PostProcessRenderPipeline.prototype._enableDisplayOnlyPass = function (passName, cameras) {
  16980. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  16981. var pass = null;
  16982. for (var renderEffectName in this._renderEffects) {
  16983. pass = this._renderEffects[renderEffectName].getPass(passName);
  16984. if (pass != null) {
  16985. break;
  16986. }
  16987. }
  16988. if (pass === null) {
  16989. return;
  16990. }
  16991. for (var renderEffectName in this._renderEffects) {
  16992. this._renderEffects[renderEffectName]._disable(_cam);
  16993. }
  16994. pass._name = PostProcessRenderPipeline.PASS_SAMPLER_NAME;
  16995. for (var i = 0; i < _cam.length; i++) {
  16996. var camera = _cam[i];
  16997. var cameraName = camera.name;
  16998. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, "BABYLON.DisplayPassPostProcess", 1.0, null, null);
  16999. this._renderEffectsForIsolatedPass[cameraName].emptyPasses();
  17000. this._renderEffectsForIsolatedPass[cameraName].addPass(pass);
  17001. this._renderEffectsForIsolatedPass[cameraName]._attachCameras(camera);
  17002. }
  17003. };
  17004. PostProcessRenderPipeline.prototype._disableDisplayOnlyPass = function (cameras) {
  17005. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  17006. for (var i = 0; i < _cam.length; i++) {
  17007. var camera = _cam[i];
  17008. var cameraName = camera.name;
  17009. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, "BABYLON.DisplayPassPostProcess", 1.0, null, null);
  17010. this._renderEffectsForIsolatedPass[cameraName]._disable(camera);
  17011. }
  17012. for (var renderEffectName in this._renderEffects) {
  17013. this._renderEffects[renderEffectName]._enable(_cam);
  17014. }
  17015. };
  17016. PostProcessRenderPipeline.prototype._update = function () {
  17017. for (var renderEffectName in this._renderEffects) {
  17018. this._renderEffects[renderEffectName]._update();
  17019. }
  17020. for (var i = 0; i < this._cameras.length; i++) {
  17021. var cameraName = this._cameras[i].name;
  17022. if (this._renderEffectsForIsolatedPass[cameraName]) {
  17023. this._renderEffectsForIsolatedPass[cameraName]._update();
  17024. }
  17025. }
  17026. };
  17027. PostProcessRenderPipeline.PASS_EFFECT_NAME = "passEffect";
  17028. PostProcessRenderPipeline.PASS_SAMPLER_NAME = "passSampler";
  17029. return PostProcessRenderPipeline;
  17030. })();
  17031. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  17032. })(BABYLON || (BABYLON = {}));
  17033. var BABYLON;
  17034. (function (BABYLON) {
  17035. var PostProcessRenderPipelineManager = (function () {
  17036. function PostProcessRenderPipelineManager() {
  17037. this._renderPipelines = [];
  17038. }
  17039. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  17040. this._renderPipelines[renderPipeline._name] = renderPipeline;
  17041. };
  17042. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  17043. var renderPipeline = this._renderPipelines[renderPipelineName];
  17044. if (!renderPipeline) {
  17045. return;
  17046. }
  17047. renderPipeline.attachCameras(cameras, unique);
  17048. };
  17049. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  17050. var renderPipeline = this._renderPipelines[renderPipelineName];
  17051. if (!renderPipeline) {
  17052. return;
  17053. }
  17054. renderPipeline.detachCameras(cameras);
  17055. };
  17056. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  17057. var renderPipeline = this._renderPipelines[renderPipelineName];
  17058. if (!renderPipeline) {
  17059. return;
  17060. }
  17061. renderPipeline.enableEffect(renderEffectName, cameras);
  17062. };
  17063. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  17064. var renderPipeline = this._renderPipelines[renderPipelineName];
  17065. if (!renderPipeline) {
  17066. return;
  17067. }
  17068. renderPipeline.disableEffect(renderEffectName, cameras);
  17069. };
  17070. PostProcessRenderPipelineManager.prototype.enableDisplayOnlyPassInPipeline = function (renderPipelineName, passName, cameras) {
  17071. var renderPipeline = this._renderPipelines[renderPipelineName];
  17072. if (!renderPipeline) {
  17073. return;
  17074. }
  17075. renderPipeline.enableDisplayOnlyPass(passName, cameras);
  17076. };
  17077. PostProcessRenderPipelineManager.prototype.disableDisplayOnlyPassInPipeline = function (renderPipelineName, cameras) {
  17078. var renderPipeline = this._renderPipelines[renderPipelineName];
  17079. if (!renderPipeline) {
  17080. return;
  17081. }
  17082. renderPipeline.disableDisplayOnlyPass(cameras);
  17083. };
  17084. PostProcessRenderPipelineManager.prototype.update = function () {
  17085. for (var renderPipelineName in this._renderPipelines) {
  17086. this._renderPipelines[renderPipelineName]._update();
  17087. }
  17088. };
  17089. return PostProcessRenderPipelineManager;
  17090. })();
  17091. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  17092. })(BABYLON || (BABYLON = {}));
  17093. var __extends = this.__extends || function (d, b) {
  17094. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  17095. function __() { this.constructor = d; }
  17096. __.prototype = b.prototype;
  17097. d.prototype = new __();
  17098. };
  17099. var BABYLON;
  17100. (function (BABYLON) {
  17101. var DisplayPassPostProcess = (function (_super) {
  17102. __extends(DisplayPassPostProcess, _super);
  17103. function DisplayPassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  17104. _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], ratio, camera, samplingMode, engine, reusable);
  17105. }
  17106. return DisplayPassPostProcess;
  17107. })(BABYLON.PostProcess);
  17108. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  17109. })(BABYLON || (BABYLON = {}));
  17110. var BABYLON;
  17111. (function (BABYLON) {
  17112. var BoundingBoxRenderer = (function () {
  17113. function BoundingBoxRenderer(scene) {
  17114. this.frontColor = new BABYLON.Color3(1, 1, 1);
  17115. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  17116. this.showBackLines = true;
  17117. this.renderList = new BABYLON.SmartArray(32);
  17118. this._scene = scene;
  17119. this._colorShader = new BABYLON.ShaderMaterial("colorShader", scene, "color", {
  17120. attributes: ["position"],
  17121. uniforms: ["worldViewProjection", "color"]
  17122. });
  17123. var engine = this._scene.getEngine();
  17124. var boxdata = BABYLON.VertexData.CreateBox(1.0);
  17125. this._vb = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  17126. 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]);
  17127. }
  17128. BoundingBoxRenderer.prototype.reset = function () {
  17129. this.renderList.reset();
  17130. };
  17131. BoundingBoxRenderer.prototype.render = function () {
  17132. if (this.renderList.length == 0 || !this._colorShader.isReady()) {
  17133. return;
  17134. }
  17135. var engine = this._scene.getEngine();
  17136. engine.setDepthWrite(false);
  17137. this._colorShader._preBind();
  17138. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  17139. var boundingBox = this.renderList.data[boundingBoxIndex];
  17140. var min = boundingBox.minimum;
  17141. var max = boundingBox.maximum;
  17142. var diff = max.subtract(min);
  17143. var median = min.add(diff.scale(0.5));
  17144. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z).multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());
  17145. engine.bindBuffers(this._vb.getBuffer(), this._ib, [3], 3 * 4, this._colorShader.getEffect());
  17146. if (this.showBackLines) {
  17147. engine.setDepthFunctionToGreaterOrEqual();
  17148. this._colorShader.setColor4("color", this.backColor.toColor4());
  17149. this._colorShader.bind(worldMatrix);
  17150. engine.draw(false, 0, 24);
  17151. }
  17152. engine.setDepthFunctionToLess();
  17153. this._colorShader.setColor4("color", this.frontColor.toColor4());
  17154. this._colorShader.bind(worldMatrix);
  17155. engine.draw(false, 0, 24);
  17156. }
  17157. this._colorShader.unbind();
  17158. engine.setDepthFunctionToLessOrEqual();
  17159. engine.setDepthWrite(true);
  17160. };
  17161. BoundingBoxRenderer.prototype.dispose = function () {
  17162. this._colorShader.dispose();
  17163. this._vb.dispose();
  17164. this._scene.getEngine()._releaseBuffer(this._ib);
  17165. };
  17166. return BoundingBoxRenderer;
  17167. })();
  17168. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  17169. })(BABYLON || (BABYLON = {}));
  17170. /**
  17171. * Based on jsTGALoader - Javascript loader for TGA file
  17172. * By Vincent Thibault
  17173. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  17174. */
  17175. var BABYLON;
  17176. (function (BABYLON) {
  17177. (function (Internals) {
  17178. var TGATools = (function () {
  17179. function TGATools() {
  17180. }
  17181. TGATools.GetTGAHeader = function (data) {
  17182. var offset = 0;
  17183. var header = {
  17184. id_length: data[offset++],
  17185. colormap_type: data[offset++],
  17186. image_type: data[offset++],
  17187. colormap_index: data[offset++] | data[offset++] << 8,
  17188. colormap_length: data[offset++] | data[offset++] << 8,
  17189. colormap_size: data[offset++],
  17190. origin: [
  17191. data[offset++] | data[offset++] << 8,
  17192. data[offset++] | data[offset++] << 8
  17193. ],
  17194. width: data[offset++] | data[offset++] << 8,
  17195. height: data[offset++] | data[offset++] << 8,
  17196. pixel_size: data[offset++],
  17197. flags: data[offset++]
  17198. };
  17199. return header;
  17200. };
  17201. TGATools.UploadContent = function (gl, data) {
  17202. if (data.length < 19) {
  17203. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  17204. return;
  17205. }
  17206. var offset = 18;
  17207. var header = TGATools.GetTGAHeader(data);
  17208. if (header.id_length + offset > data.length) {
  17209. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  17210. return;
  17211. }
  17212. offset += header.id_length;
  17213. var use_rle = false;
  17214. var use_pal = false;
  17215. var use_rgb = false;
  17216. var use_grey = false;
  17217. switch (header.image_type) {
  17218. case TGATools._TYPE_RLE_INDEXED:
  17219. use_rle = true;
  17220. case TGATools._TYPE_INDEXED:
  17221. use_pal = true;
  17222. break;
  17223. case TGATools._TYPE_RLE_RGB:
  17224. use_rle = true;
  17225. case TGATools._TYPE_RGB:
  17226. use_rgb = true;
  17227. break;
  17228. case TGATools._TYPE_RLE_GREY:
  17229. use_rle = true;
  17230. case TGATools._TYPE_GREY:
  17231. use_grey = true;
  17232. break;
  17233. }
  17234. var pixel_data;
  17235. var numAlphaBits = header.flags & 0xf;
  17236. var pixel_size = header.pixel_size >> 3;
  17237. var pixel_total = header.width * header.height * pixel_size;
  17238. var palettes;
  17239. if (use_pal) {
  17240. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  17241. }
  17242. if (use_rle) {
  17243. pixel_data = new Uint8Array(pixel_total);
  17244. var c, count, i;
  17245. var localOffset = 0;
  17246. var pixels = new Uint8Array(pixel_size);
  17247. while (offset < pixel_total) {
  17248. c = data[offset++];
  17249. count = (c & 0x7f) + 1;
  17250. if (c & 0x80) {
  17251. for (i = 0; i < pixel_size; ++i) {
  17252. pixels[i] = data[offset++];
  17253. }
  17254. for (i = 0; i < count; ++i) {
  17255. pixel_data.set(pixels, localOffset + i * pixel_size);
  17256. }
  17257. localOffset += pixel_size * count;
  17258. } else {
  17259. count *= pixel_size;
  17260. for (i = 0; i < count; ++i) {
  17261. pixel_data[localOffset + i] = data[offset++];
  17262. }
  17263. localOffset += count;
  17264. }
  17265. }
  17266. } else {
  17267. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  17268. }
  17269. var x_start, y_start, x_step, y_step, y_end, x_end;
  17270. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  17271. default:
  17272. case TGATools._ORIGIN_UL:
  17273. x_start = 0;
  17274. x_step = 1;
  17275. x_end = header.width;
  17276. y_start = 0;
  17277. y_step = 1;
  17278. y_end = header.height;
  17279. break;
  17280. case TGATools._ORIGIN_BL:
  17281. x_start = 0;
  17282. x_step = 1;
  17283. x_end = header.width;
  17284. y_start = header.height - 1;
  17285. y_step = -1;
  17286. y_end = -1;
  17287. break;
  17288. case TGATools._ORIGIN_UR:
  17289. x_start = header.width - 1;
  17290. x_step = -1;
  17291. x_end = -1;
  17292. y_start = 0;
  17293. y_step = 1;
  17294. y_end = header.height;
  17295. break;
  17296. case TGATools._ORIGIN_BR:
  17297. x_start = header.width - 1;
  17298. x_step = -1;
  17299. x_end = -1;
  17300. y_start = header.height - 1;
  17301. y_step = -1;
  17302. y_end = -1;
  17303. break;
  17304. }
  17305. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  17306. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  17307. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, header.width, header.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData);
  17308. };
  17309. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  17310. var image = pixel_data, colormap = palettes;
  17311. var width = header.width, height = header.height;
  17312. var color, i = 0, x, y;
  17313. var imageData = new Uint8Array(width * height * 4);
  17314. for (y = y_start; y !== y_end; y += y_step) {
  17315. for (x = x_start; x !== x_end; x += x_step, i++) {
  17316. color = image[i];
  17317. imageData[(x + width * y) * 4 + 3] = 255;
  17318. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  17319. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  17320. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  17321. }
  17322. }
  17323. return imageData;
  17324. };
  17325. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  17326. var image = pixel_data;
  17327. var width = header.width, height = header.height;
  17328. var color, i = 0, x, y;
  17329. var imageData = new Uint8Array(width * height * 4);
  17330. for (y = y_start; y !== y_end; y += y_step) {
  17331. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  17332. color = image[i + 0] + (image[i + 1] << 8);
  17333. imageData[(x + width * y) * 4 + 0] = (color & 0x7C00) >> 7;
  17334. imageData[(x + width * y) * 4 + 1] = (color & 0x03E0) >> 2;
  17335. imageData[(x + width * y) * 4 + 2] = (color & 0x001F) >> 3;
  17336. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  17337. }
  17338. }
  17339. return imageData;
  17340. };
  17341. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  17342. var image = pixel_data;
  17343. var width = header.width, height = header.height;
  17344. var i = 0, x, y;
  17345. var imageData = new Uint8Array(width * height * 4);
  17346. for (y = y_start; y !== y_end; y += y_step) {
  17347. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  17348. imageData[(x + width * y) * 4 + 3] = 255;
  17349. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  17350. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  17351. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  17352. }
  17353. }
  17354. return imageData;
  17355. };
  17356. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  17357. var image = pixel_data;
  17358. var width = header.width, height = header.height;
  17359. var i = 0, x, y;
  17360. var imageData = new Uint8Array(width * height * 4);
  17361. for (y = y_start; y !== y_end; y += y_step) {
  17362. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  17363. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  17364. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  17365. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  17366. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  17367. }
  17368. }
  17369. return imageData;
  17370. };
  17371. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  17372. var image = pixel_data;
  17373. var width = header.width, height = header.height;
  17374. var color, i = 0, x, y;
  17375. var imageData = new Uint8Array(width * height * 4);
  17376. for (y = y_start; y !== y_end; y += y_step) {
  17377. for (x = x_start; x !== x_end; x += x_step, i++) {
  17378. color = image[i];
  17379. imageData[(x + width * y) * 4 + 0] = color;
  17380. imageData[(x + width * y) * 4 + 1] = color;
  17381. imageData[(x + width * y) * 4 + 2] = color;
  17382. imageData[(x + width * y) * 4 + 3] = 255;
  17383. }
  17384. }
  17385. return imageData;
  17386. };
  17387. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  17388. var image = pixel_data;
  17389. var width = header.width, height = header.height;
  17390. var i = 0, x, y;
  17391. var imageData = new Uint8Array(width * height * 4);
  17392. for (y = y_start; y !== y_end; y += y_step) {
  17393. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  17394. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  17395. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  17396. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  17397. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  17398. }
  17399. }
  17400. return imageData;
  17401. };
  17402. TGATools._TYPE_NO_DATA = 0;
  17403. TGATools._TYPE_INDEXED = 1;
  17404. TGATools._TYPE_RGB = 2;
  17405. TGATools._TYPE_GREY = 3;
  17406. TGATools._TYPE_RLE_INDEXED = 9;
  17407. TGATools._TYPE_RLE_RGB = 10;
  17408. TGATools._TYPE_RLE_GREY = 11;
  17409. TGATools._ORIGIN_MASK = 0x30;
  17410. TGATools._ORIGIN_SHIFT = 0x04;
  17411. TGATools._ORIGIN_BL = 0x00;
  17412. TGATools._ORIGIN_BR = 0x01;
  17413. TGATools._ORIGIN_UL = 0x02;
  17414. TGATools._ORIGIN_UR = 0x03;
  17415. return TGATools;
  17416. })();
  17417. Internals.TGATools = TGATools;
  17418. })(BABYLON.Internals || (BABYLON.Internals = {}));
  17419. var Internals = BABYLON.Internals;
  17420. })(BABYLON || (BABYLON = {}));
  17421. var BABYLON;
  17422. (function (BABYLON) {
  17423. (function (Internals) {
  17424. var DDS_MAGIC = 0x20534444;
  17425. 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;
  17426. var DDSCAPS_COMPLEX = 0x8, DDSCAPS_MIPMAP = 0x400000, DDSCAPS_TEXTURE = 0x1000;
  17427. 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;
  17428. var DDPF_ALPHAPIXELS = 0x1, DDPF_ALPHA = 0x2, DDPF_FOURCC = 0x4, DDPF_RGB = 0x40, DDPF_YUV = 0x200, DDPF_LUMINANCE = 0x20000;
  17429. function FourCCToInt32(value) {
  17430. return value.charCodeAt(0) + (value.charCodeAt(1) << 8) + (value.charCodeAt(2) << 16) + (value.charCodeAt(3) << 24);
  17431. }
  17432. function Int32ToFourCC(value) {
  17433. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  17434. }
  17435. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  17436. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  17437. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  17438. var headerLengthInt = 31;
  17439. var off_magic = 0;
  17440. var off_size = 1;
  17441. var off_flags = 2;
  17442. var off_height = 3;
  17443. var off_width = 4;
  17444. var off_mipmapCount = 7;
  17445. var off_pfFlags = 20;
  17446. var off_pfFourCC = 21;
  17447. var off_RGBbpp = 22;
  17448. var off_RMask = 23;
  17449. var off_GMask = 24;
  17450. var off_BMask = 25;
  17451. var off_AMask = 26;
  17452. var off_caps1 = 27;
  17453. var off_caps2 = 28;
  17454. ;
  17455. var DDSTools = (function () {
  17456. function DDSTools() {
  17457. }
  17458. DDSTools.GetDDSInfo = function (arrayBuffer) {
  17459. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  17460. var mipmapCount = 1;
  17461. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  17462. mipmapCount = Math.max(1, header[off_mipmapCount]);
  17463. }
  17464. return {
  17465. width: header[off_width],
  17466. height: header[off_height],
  17467. mipmapCount: mipmapCount,
  17468. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  17469. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  17470. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  17471. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP
  17472. };
  17473. };
  17474. DDSTools.GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  17475. var byteArray = new Uint8Array(dataLength);
  17476. var srcData = new Uint8Array(arrayBuffer);
  17477. var index = 0;
  17478. for (var y = height - 1; y >= 0; y--) {
  17479. for (var x = 0; x < width; x++) {
  17480. var srcPos = dataOffset + (x + y * width) * 4;
  17481. byteArray[index + 2] = srcData[srcPos];
  17482. byteArray[index + 1] = srcData[srcPos + 1];
  17483. byteArray[index] = srcData[srcPos + 2];
  17484. byteArray[index + 3] = srcData[srcPos + 3];
  17485. index += 4;
  17486. }
  17487. }
  17488. return byteArray;
  17489. };
  17490. DDSTools.GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  17491. var byteArray = new Uint8Array(dataLength);
  17492. var srcData = new Uint8Array(arrayBuffer);
  17493. var index = 0;
  17494. for (var y = height - 1; y >= 0; y--) {
  17495. for (var x = 0; x < width; x++) {
  17496. var srcPos = dataOffset + (x + y * width) * 3;
  17497. byteArray[index + 2] = srcData[srcPos];
  17498. byteArray[index + 1] = srcData[srcPos + 1];
  17499. byteArray[index] = srcData[srcPos + 2];
  17500. index += 3;
  17501. }
  17502. }
  17503. return byteArray;
  17504. };
  17505. DDSTools.GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  17506. var byteArray = new Uint8Array(dataLength);
  17507. var srcData = new Uint8Array(arrayBuffer);
  17508. var index = 0;
  17509. for (var y = height - 1; y >= 0; y--) {
  17510. for (var x = 0; x < width; x++) {
  17511. var srcPos = dataOffset + (x + y * width);
  17512. byteArray[index] = srcData[srcPos];
  17513. index++;
  17514. }
  17515. }
  17516. return byteArray;
  17517. };
  17518. DDSTools.UploadDDSLevels = function (gl, ext, arrayBuffer, info, loadMipmaps, faces) {
  17519. var header = new Int32Array(arrayBuffer, 0, headerLengthInt), fourCC, blockBytes, internalFormat, width, height, dataLength, dataOffset, byteArray, mipmapCount, i;
  17520. if (header[off_magic] != DDS_MAGIC) {
  17521. BABYLON.Tools.Error("Invalid magic number in DDS header");
  17522. return;
  17523. }
  17524. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  17525. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  17526. return;
  17527. }
  17528. if (info.isFourCC) {
  17529. fourCC = header[off_pfFourCC];
  17530. switch (fourCC) {
  17531. case FOURCC_DXT1:
  17532. blockBytes = 8;
  17533. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  17534. break;
  17535. case FOURCC_DXT3:
  17536. blockBytes = 16;
  17537. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  17538. break;
  17539. case FOURCC_DXT5:
  17540. blockBytes = 16;
  17541. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  17542. break;
  17543. default:
  17544. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  17545. return;
  17546. }
  17547. }
  17548. mipmapCount = 1;
  17549. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  17550. mipmapCount = Math.max(1, header[off_mipmapCount]);
  17551. }
  17552. var bpp = header[off_RGBbpp];
  17553. for (var face = 0; face < faces; face++) {
  17554. var sampler = faces == 1 ? gl.TEXTURE_2D : (gl.TEXTURE_CUBE_MAP_POSITIVE_X + face);
  17555. width = header[off_width];
  17556. height = header[off_height];
  17557. dataOffset = header[off_size] + 4;
  17558. for (i = 0; i < mipmapCount; ++i) {
  17559. if (info.isRGB) {
  17560. if (bpp == 24) {
  17561. dataLength = width * height * 3;
  17562. byteArray = DDSTools.GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  17563. gl.texImage2D(sampler, i, gl.RGB, width, height, 0, gl.RGB, gl.UNSIGNED_BYTE, byteArray);
  17564. } else {
  17565. dataLength = width * height * 4;
  17566. byteArray = DDSTools.GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  17567. gl.texImage2D(sampler, i, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, byteArray);
  17568. }
  17569. } else if (info.isLuminance) {
  17570. var unpackAlignment = gl.getParameter(gl.UNPACK_ALIGNMENT);
  17571. var unpaddedRowSize = width;
  17572. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  17573. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  17574. byteArray = DDSTools.GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  17575. gl.texImage2D(sampler, i, gl.LUMINANCE, width, height, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, byteArray);
  17576. } else {
  17577. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  17578. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  17579. gl.compressedTexImage2D(sampler, i, internalFormat, width, height, 0, byteArray);
  17580. }
  17581. dataOffset += dataLength;
  17582. width *= 0.5;
  17583. height *= 0.5;
  17584. width = Math.max(1.0, width);
  17585. height = Math.max(1.0, height);
  17586. }
  17587. }
  17588. };
  17589. return DDSTools;
  17590. })();
  17591. Internals.DDSTools = DDSTools;
  17592. })(BABYLON.Internals || (BABYLON.Internals = {}));
  17593. var Internals = BABYLON.Internals;
  17594. })(BABYLON || (BABYLON = {}));
  17595. var BABYLON;
  17596. (function (BABYLON) {
  17597. var SmartArray = (function () {
  17598. function SmartArray(capacity) {
  17599. this.length = 0;
  17600. this._duplicateId = 0;
  17601. this.data = new Array(capacity);
  17602. this._id = SmartArray._GlobalId++;
  17603. }
  17604. SmartArray.prototype.push = function (value) {
  17605. this.data[this.length++] = value;
  17606. if (this.length > this.data.length) {
  17607. this.data.length *= 2;
  17608. }
  17609. if (!value.__smartArrayFlags) {
  17610. value.__smartArrayFlags = {};
  17611. }
  17612. value.__smartArrayFlags[this._id] = this._duplicateId;
  17613. };
  17614. SmartArray.prototype.pushNoDuplicate = function (value) {
  17615. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  17616. return;
  17617. }
  17618. this.push(value);
  17619. };
  17620. SmartArray.prototype.sort = function (compareFn) {
  17621. this.data.sort(compareFn);
  17622. };
  17623. SmartArray.prototype.reset = function () {
  17624. this.length = 0;
  17625. this._duplicateId++;
  17626. };
  17627. SmartArray.prototype.concat = function (array) {
  17628. if (array.length === 0) {
  17629. return;
  17630. }
  17631. if (this.length + array.length > this.data.length) {
  17632. this.data.length = (this.length + array.length) * 2;
  17633. }
  17634. for (var index = 0; index < array.length; index++) {
  17635. this.data[this.length++] = (array.data || array)[index];
  17636. }
  17637. };
  17638. SmartArray.prototype.concatWithNoDuplicate = function (array) {
  17639. if (array.length === 0) {
  17640. return;
  17641. }
  17642. if (this.length + array.length > this.data.length) {
  17643. this.data.length = (this.length + array.length) * 2;
  17644. }
  17645. for (var index = 0; index < array.length; index++) {
  17646. var item = (array.data || array)[index];
  17647. this.pushNoDuplicate(item);
  17648. }
  17649. };
  17650. SmartArray.prototype.indexOf = function (value) {
  17651. var position = this.data.indexOf(value);
  17652. if (position >= this.length) {
  17653. return -1;
  17654. }
  17655. return position;
  17656. };
  17657. SmartArray._GlobalId = 0;
  17658. return SmartArray;
  17659. })();
  17660. BABYLON.SmartArray = SmartArray;
  17661. })(BABYLON || (BABYLON = {}));
  17662. var BABYLON;
  17663. (function (BABYLON) {
  17664. var CannonJSPlugin = (function () {
  17665. function CannonJSPlugin() {
  17666. this._registeredMeshes = [];
  17667. this._physicsMaterials = [];
  17668. this.updateBodyPosition = function (mesh) {
  17669. for (var index = 0; index < this._registeredMeshes.length; index++) {
  17670. var registeredMesh = this._registeredMeshes[index];
  17671. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  17672. var body = registeredMesh.body.body;
  17673. var center = mesh.getBoundingInfo().boundingBox.center;
  17674. body.position.set(center.x, center.z, center.y);
  17675. body.quaternion.x = mesh.rotationQuaternion.x;
  17676. body.quaternion.z = mesh.rotationQuaternion.y;
  17677. body.quaternion.y = mesh.rotationQuaternion.z;
  17678. body.quaternion.w = -mesh.rotationQuaternion.w;
  17679. return;
  17680. }
  17681. }
  17682. };
  17683. }
  17684. CannonJSPlugin.prototype.initialize = function (iterations) {
  17685. if (typeof iterations === "undefined") { iterations = 10; }
  17686. this._world = new CANNON.World();
  17687. this._world.broadphase = new CANNON.NaiveBroadphase();
  17688. this._world.solver.iterations = iterations;
  17689. };
  17690. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  17691. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  17692. };
  17693. CannonJSPlugin.prototype.runOneStep = function (delta) {
  17694. this._world.step(delta);
  17695. for (var index = 0; index < this._registeredMeshes.length; index++) {
  17696. var registeredMesh = this._registeredMeshes[index];
  17697. if (registeredMesh.isChild) {
  17698. continue;
  17699. }
  17700. var bodyX = registeredMesh.body.position.x, bodyY = registeredMesh.body.position.y, bodyZ = registeredMesh.body.position.z;
  17701. var deltaPos = registeredMesh.delta;
  17702. if (deltaPos) {
  17703. registeredMesh.mesh.position.x = bodyX + deltaPos.x;
  17704. registeredMesh.mesh.position.y = bodyZ + deltaPos.y;
  17705. registeredMesh.mesh.position.z = bodyY + deltaPos.z;
  17706. } else {
  17707. registeredMesh.mesh.position.x = bodyX;
  17708. registeredMesh.mesh.position.y = bodyZ;
  17709. registeredMesh.mesh.position.z = bodyY;
  17710. }
  17711. if (!registeredMesh.mesh.rotationQuaternion) {
  17712. registeredMesh.mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  17713. }
  17714. registeredMesh.mesh.rotationQuaternion.x = registeredMesh.body.quaternion.x;
  17715. registeredMesh.mesh.rotationQuaternion.y = registeredMesh.body.quaternion.z;
  17716. registeredMesh.mesh.rotationQuaternion.z = registeredMesh.body.quaternion.y;
  17717. registeredMesh.mesh.rotationQuaternion.w = -registeredMesh.body.quaternion.w;
  17718. }
  17719. };
  17720. CannonJSPlugin.prototype.setGravity = function (gravity) {
  17721. this._world.gravity.set(gravity.x, gravity.z, gravity.y);
  17722. };
  17723. CannonJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
  17724. this.unregisterMesh(mesh);
  17725. mesh.computeWorldMatrix(true);
  17726. switch (impostor) {
  17727. case BABYLON.PhysicsEngine.SphereImpostor:
  17728. var bbox = mesh.getBoundingInfo().boundingBox;
  17729. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  17730. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  17731. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  17732. return this._createSphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2, mesh, options);
  17733. case BABYLON.PhysicsEngine.BoxImpostor:
  17734. bbox = mesh.getBoundingInfo().boundingBox;
  17735. var min = bbox.minimumWorld;
  17736. var max = bbox.maximumWorld;
  17737. var box = max.subtract(min).scale(0.5);
  17738. return this._createBox(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z), mesh, options);
  17739. case BABYLON.PhysicsEngine.PlaneImpostor:
  17740. return this._createPlane(mesh, options);
  17741. case BABYLON.PhysicsEngine.MeshImpostor:
  17742. var rawVerts = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  17743. var rawFaces = mesh.getIndices();
  17744. return this._createConvexPolyhedron(rawVerts, rawFaces, mesh, options);
  17745. }
  17746. return null;
  17747. };
  17748. CannonJSPlugin.prototype._createSphere = function (radius, mesh, options) {
  17749. var shape = new CANNON.Sphere(radius);
  17750. if (!options) {
  17751. return shape;
  17752. }
  17753. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  17754. };
  17755. CannonJSPlugin.prototype._createBox = function (x, y, z, mesh, options) {
  17756. var shape = new CANNON.Box(new CANNON.Vec3(x, z, y));
  17757. if (!options) {
  17758. return shape;
  17759. }
  17760. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  17761. };
  17762. CannonJSPlugin.prototype._createPlane = function (mesh, options) {
  17763. var shape = new CANNON.Plane();
  17764. if (!options) {
  17765. return shape;
  17766. }
  17767. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  17768. };
  17769. CannonJSPlugin.prototype._createConvexPolyhedron = function (rawVerts, rawFaces, mesh, options) {
  17770. var verts = [], faces = [];
  17771. mesh.computeWorldMatrix(true);
  17772. for (var i = 0; i < rawVerts.length; i += 3) {
  17773. var transformed = BABYLON.Vector3.Zero();
  17774. BABYLON.Vector3.TransformNormalFromFloatsToRef(rawVerts[i], rawVerts[i + 1], rawVerts[i + 2], mesh.getWorldMatrix(), transformed);
  17775. verts.push(new CANNON.Vec3(transformed.x, transformed.z, transformed.y));
  17776. }
  17777. for (var j = 0; j < rawFaces.length; j += 3) {
  17778. faces.push([rawFaces[j], rawFaces[j + 2], rawFaces[j + 1]]);
  17779. }
  17780. var shape = new CANNON.ConvexPolyhedron(verts, faces);
  17781. if (!options) {
  17782. return shape;
  17783. }
  17784. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  17785. };
  17786. CannonJSPlugin.prototype._addMaterial = function (friction, restitution) {
  17787. var index;
  17788. var mat;
  17789. for (index = 0; index < this._physicsMaterials.length; index++) {
  17790. mat = this._physicsMaterials[index];
  17791. if (mat.friction === friction && mat.restitution === restitution) {
  17792. return mat;
  17793. }
  17794. }
  17795. var currentMat = new CANNON.Material();
  17796. currentMat.friction = friction;
  17797. currentMat.restitution = restitution;
  17798. this._physicsMaterials.push(currentMat);
  17799. for (index = 0; index < this._physicsMaterials.length; index++) {
  17800. mat = this._physicsMaterials[index];
  17801. var contactMaterial = new CANNON.ContactMaterial(mat, currentMat, mat.friction * currentMat.friction, mat.restitution * currentMat.restitution);
  17802. contactMaterial.contactEquationStiffness = 1e10;
  17803. contactMaterial.contactEquationRegularizationTime = 10;
  17804. this._world.addContactMaterial(contactMaterial);
  17805. }
  17806. return currentMat;
  17807. };
  17808. CannonJSPlugin.prototype._createRigidBodyFromShape = function (shape, mesh, mass, friction, restitution) {
  17809. var initialRotation = null;
  17810. if (mesh.rotationQuaternion) {
  17811. initialRotation = mesh.rotationQuaternion.clone();
  17812. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  17813. }
  17814. var bbox = mesh.getBoundingInfo().boundingBox;
  17815. var deltaPosition = mesh.position.subtract(bbox.center);
  17816. var material = this._addMaterial(friction, restitution);
  17817. var body = new CANNON.RigidBody(mass, shape, material);
  17818. if (initialRotation) {
  17819. body.quaternion.x = initialRotation.x;
  17820. body.quaternion.z = initialRotation.y;
  17821. body.quaternion.y = initialRotation.z;
  17822. body.quaternion.w = -initialRotation.w;
  17823. }
  17824. body.position.set(bbox.center.x, bbox.center.z, bbox.center.y);
  17825. this._world.add(body);
  17826. this._registeredMeshes.push({ mesh: mesh, body: body, material: material, delta: deltaPosition });
  17827. return body;
  17828. };
  17829. CannonJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
  17830. var compoundShape = new CANNON.Compound();
  17831. for (var index = 0; index < parts.length; index++) {
  17832. var mesh = parts[index].mesh;
  17833. var shape = this.registerMesh(mesh, parts[index].impostor);
  17834. if (index == 0) {
  17835. compoundShape.addChild(shape, new CANNON.Vec3(0, 0, 0));
  17836. } else {
  17837. compoundShape.addChild(shape, new CANNON.Vec3(mesh.position.x, mesh.position.z, mesh.position.y));
  17838. }
  17839. }
  17840. var initialMesh = parts[0].mesh;
  17841. var body = this._createRigidBodyFromShape(compoundShape, initialMesh, options.mass, options.friction, options.restitution);
  17842. body.parts = parts;
  17843. return body;
  17844. };
  17845. CannonJSPlugin.prototype._unbindBody = function (body) {
  17846. for (var index = 0; index < this._registeredMeshes.length; index++) {
  17847. var registeredMesh = this._registeredMeshes[index];
  17848. if (registeredMesh.body === body) {
  17849. registeredMesh.body = null;
  17850. registeredMesh.delta = 0;
  17851. }
  17852. }
  17853. };
  17854. CannonJSPlugin.prototype.unregisterMesh = function (mesh) {
  17855. for (var index = 0; index < this._registeredMeshes.length; index++) {
  17856. var registeredMesh = this._registeredMeshes[index];
  17857. if (registeredMesh.mesh === mesh) {
  17858. if (registeredMesh.body) {
  17859. this._world.remove(registeredMesh.body);
  17860. this._unbindBody(registeredMesh.body);
  17861. }
  17862. this._registeredMeshes.splice(index, 1);
  17863. return;
  17864. }
  17865. }
  17866. };
  17867. CannonJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
  17868. var worldPoint = new CANNON.Vec3(contactPoint.x, contactPoint.z, contactPoint.y);
  17869. var impulse = new CANNON.Vec3(force.x, force.z, force.y);
  17870. for (var index = 0; index < this._registeredMeshes.length; index++) {
  17871. var registeredMesh = this._registeredMeshes[index];
  17872. if (registeredMesh.mesh === mesh) {
  17873. registeredMesh.body.applyImpulse(impulse, worldPoint);
  17874. return;
  17875. }
  17876. }
  17877. };
  17878. CannonJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2) {
  17879. var body1 = null, body2 = null;
  17880. for (var index = 0; index < this._registeredMeshes.length; index++) {
  17881. var registeredMesh = this._registeredMeshes[index];
  17882. if (registeredMesh.mesh === mesh1) {
  17883. body1 = registeredMesh.body;
  17884. } else if (registeredMesh.mesh === mesh2) {
  17885. body2 = registeredMesh.body;
  17886. }
  17887. }
  17888. if (!body1 || !body2) {
  17889. return false;
  17890. }
  17891. 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));
  17892. this._world.addConstraint(constraint);
  17893. return true;
  17894. };
  17895. CannonJSPlugin.prototype.dispose = function () {
  17896. while (this._registeredMeshes.length) {
  17897. this.unregisterMesh(this._registeredMeshes[0].mesh);
  17898. }
  17899. };
  17900. CannonJSPlugin.prototype.isSupported = function () {
  17901. return window.CANNON !== undefined;
  17902. };
  17903. return CannonJSPlugin;
  17904. })();
  17905. BABYLON.CannonJSPlugin = CannonJSPlugin;
  17906. })(BABYLON || (BABYLON = {}));
  17907. var __extends = this.__extends || function (d, b) {
  17908. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  17909. function __() { this.constructor = d; }
  17910. __.prototype = b.prototype;
  17911. d.prototype = new __();
  17912. };
  17913. var BABYLON;
  17914. (function (BABYLON) {
  17915. var Condition = (function () {
  17916. function Condition(actionManager) {
  17917. this._actionManager = actionManager;
  17918. }
  17919. Condition.prototype.isValid = function () {
  17920. return true;
  17921. };
  17922. Condition.prototype._getProperty = function (propertyPath) {
  17923. return this._actionManager._getProperty(propertyPath);
  17924. };
  17925. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  17926. return this._actionManager._getEffectiveTarget(target, propertyPath);
  17927. };
  17928. return Condition;
  17929. })();
  17930. BABYLON.Condition = Condition;
  17931. var ValueCondition = (function (_super) {
  17932. __extends(ValueCondition, _super);
  17933. function ValueCondition(actionManager, target, propertyPath, value, operator) {
  17934. if (typeof operator === "undefined") { operator = ValueCondition.IsEqual; }
  17935. _super.call(this, actionManager);
  17936. this.propertyPath = propertyPath;
  17937. this.value = value;
  17938. this.operator = operator;
  17939. this._target = this._getEffectiveTarget(target, this.propertyPath);
  17940. this._property = this._getProperty(this.propertyPath);
  17941. }
  17942. Object.defineProperty(ValueCondition, "IsEqual", {
  17943. get: function () {
  17944. return ValueCondition._IsEqual;
  17945. },
  17946. enumerable: true,
  17947. configurable: true
  17948. });
  17949. Object.defineProperty(ValueCondition, "IsDifferent", {
  17950. get: function () {
  17951. return ValueCondition._IsDifferent;
  17952. },
  17953. enumerable: true,
  17954. configurable: true
  17955. });
  17956. Object.defineProperty(ValueCondition, "IsGreater", {
  17957. get: function () {
  17958. return ValueCondition._IsGreater;
  17959. },
  17960. enumerable: true,
  17961. configurable: true
  17962. });
  17963. Object.defineProperty(ValueCondition, "IsLesser", {
  17964. get: function () {
  17965. return ValueCondition._IsLesser;
  17966. },
  17967. enumerable: true,
  17968. configurable: true
  17969. });
  17970. ValueCondition.prototype.isValid = function () {
  17971. switch (this.operator) {
  17972. case ValueCondition.IsGreater:
  17973. return this._target[this._property] > this.value;
  17974. case ValueCondition.IsLesser:
  17975. return this._target[this._property] < this.value;
  17976. case ValueCondition.IsEqual:
  17977. case ValueCondition.IsDifferent:
  17978. var check;
  17979. if (this.value.equals) {
  17980. check = this.value.equals(this._target[this._property]);
  17981. } else {
  17982. check = this.value === this._target[this._property];
  17983. }
  17984. return this.operator === ValueCondition.IsEqual ? check : !check;
  17985. }
  17986. return false;
  17987. };
  17988. ValueCondition._IsEqual = 0;
  17989. ValueCondition._IsDifferent = 1;
  17990. ValueCondition._IsGreater = 2;
  17991. ValueCondition._IsLesser = 3;
  17992. return ValueCondition;
  17993. })(Condition);
  17994. BABYLON.ValueCondition = ValueCondition;
  17995. var PredicateCondition = (function (_super) {
  17996. __extends(PredicateCondition, _super);
  17997. function PredicateCondition(actionManager, predicate) {
  17998. _super.call(this, actionManager);
  17999. this.predicate = predicate;
  18000. }
  18001. PredicateCondition.prototype.isValid = function () {
  18002. return this.predicate();
  18003. };
  18004. return PredicateCondition;
  18005. })(Condition);
  18006. BABYLON.PredicateCondition = PredicateCondition;
  18007. var StateCondition = (function (_super) {
  18008. __extends(StateCondition, _super);
  18009. function StateCondition(actionManager, target, value) {
  18010. _super.call(this, actionManager);
  18011. this.value = value;
  18012. this._target = target;
  18013. }
  18014. StateCondition.prototype.isValid = function () {
  18015. return this._target.state === this.value;
  18016. };
  18017. return StateCondition;
  18018. })(Condition);
  18019. BABYLON.StateCondition = StateCondition;
  18020. })(BABYLON || (BABYLON = {}));
  18021. var BABYLON;
  18022. (function (BABYLON) {
  18023. var Action = (function () {
  18024. function Action(triggerOptions, condition) {
  18025. this.triggerOptions = triggerOptions;
  18026. if (triggerOptions.parameter) {
  18027. this.trigger = triggerOptions.trigger;
  18028. this._triggerParameter = triggerOptions.parameter;
  18029. } else {
  18030. this.trigger = triggerOptions;
  18031. }
  18032. this._nextActiveAction = this;
  18033. this._condition = condition;
  18034. }
  18035. Action.prototype._prepare = function () {
  18036. };
  18037. Action.prototype.getTriggerParameter = function () {
  18038. return this._triggerParameter;
  18039. };
  18040. Action.prototype._executeCurrent = function (evt) {
  18041. if (this._condition) {
  18042. var currentRenderId = this._actionManager.getScene().getRenderId();
  18043. if (this._condition._evaluationId === currentRenderId) {
  18044. if (!this._condition._currentResult) {
  18045. return;
  18046. }
  18047. } else {
  18048. this._condition._evaluationId = currentRenderId;
  18049. if (!this._condition.isValid()) {
  18050. this._condition._currentResult = false;
  18051. return;
  18052. }
  18053. this._condition._currentResult = true;
  18054. }
  18055. }
  18056. this._nextActiveAction.execute(evt);
  18057. if (this._nextActiveAction._child) {
  18058. this._nextActiveAction = this._nextActiveAction._child;
  18059. } else {
  18060. this._nextActiveAction = this;
  18061. }
  18062. };
  18063. Action.prototype.execute = function (evt) {
  18064. };
  18065. Action.prototype.then = function (action) {
  18066. this._child = action;
  18067. action._actionManager = this._actionManager;
  18068. action._prepare();
  18069. return action;
  18070. };
  18071. Action.prototype._getProperty = function (propertyPath) {
  18072. return this._actionManager._getProperty(propertyPath);
  18073. };
  18074. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  18075. return this._actionManager._getEffectiveTarget(target, propertyPath);
  18076. };
  18077. return Action;
  18078. })();
  18079. BABYLON.Action = Action;
  18080. })(BABYLON || (BABYLON = {}));
  18081. var BABYLON;
  18082. (function (BABYLON) {
  18083. var ActionEvent = (function () {
  18084. function ActionEvent(source, pointerX, pointerY, meshUnderPointer, sourceEvent) {
  18085. this.source = source;
  18086. this.pointerX = pointerX;
  18087. this.pointerY = pointerY;
  18088. this.meshUnderPointer = meshUnderPointer;
  18089. this.sourceEvent = sourceEvent;
  18090. }
  18091. ActionEvent.CreateNew = function (source) {
  18092. var scene = source.getScene();
  18093. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer);
  18094. };
  18095. ActionEvent.CreateNewFromScene = function (scene, evt) {
  18096. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  18097. };
  18098. return ActionEvent;
  18099. })();
  18100. BABYLON.ActionEvent = ActionEvent;
  18101. var ActionManager = (function () {
  18102. function ActionManager(scene) {
  18103. this.actions = new Array();
  18104. this._scene = scene;
  18105. scene._actionManagers.push(this);
  18106. }
  18107. Object.defineProperty(ActionManager, "NothingTrigger", {
  18108. get: function () {
  18109. return ActionManager._NothingTrigger;
  18110. },
  18111. enumerable: true,
  18112. configurable: true
  18113. });
  18114. Object.defineProperty(ActionManager, "OnPickTrigger", {
  18115. get: function () {
  18116. return ActionManager._OnPickTrigger;
  18117. },
  18118. enumerable: true,
  18119. configurable: true
  18120. });
  18121. Object.defineProperty(ActionManager, "OnLeftPickTrigger", {
  18122. get: function () {
  18123. return ActionManager._OnLeftPickTrigger;
  18124. },
  18125. enumerable: true,
  18126. configurable: true
  18127. });
  18128. Object.defineProperty(ActionManager, "OnRightPickTrigger", {
  18129. get: function () {
  18130. return ActionManager._OnRightPickTrigger;
  18131. },
  18132. enumerable: true,
  18133. configurable: true
  18134. });
  18135. Object.defineProperty(ActionManager, "OnCenterPickTrigger", {
  18136. get: function () {
  18137. return ActionManager._OnCenterPickTrigger;
  18138. },
  18139. enumerable: true,
  18140. configurable: true
  18141. });
  18142. Object.defineProperty(ActionManager, "OnPointerOverTrigger", {
  18143. get: function () {
  18144. return ActionManager._OnPointerOverTrigger;
  18145. },
  18146. enumerable: true,
  18147. configurable: true
  18148. });
  18149. Object.defineProperty(ActionManager, "OnPointerOutTrigger", {
  18150. get: function () {
  18151. return ActionManager._OnPointerOutTrigger;
  18152. },
  18153. enumerable: true,
  18154. configurable: true
  18155. });
  18156. Object.defineProperty(ActionManager, "OnEveryFrameTrigger", {
  18157. get: function () {
  18158. return ActionManager._OnEveryFrameTrigger;
  18159. },
  18160. enumerable: true,
  18161. configurable: true
  18162. });
  18163. Object.defineProperty(ActionManager, "OnIntersectionEnterTrigger", {
  18164. get: function () {
  18165. return ActionManager._OnIntersectionEnterTrigger;
  18166. },
  18167. enumerable: true,
  18168. configurable: true
  18169. });
  18170. Object.defineProperty(ActionManager, "OnIntersectionExitTrigger", {
  18171. get: function () {
  18172. return ActionManager._OnIntersectionExitTrigger;
  18173. },
  18174. enumerable: true,
  18175. configurable: true
  18176. });
  18177. Object.defineProperty(ActionManager, "OnKeyDownTrigger", {
  18178. get: function () {
  18179. return ActionManager._OnKeyDownTrigger;
  18180. },
  18181. enumerable: true,
  18182. configurable: true
  18183. });
  18184. Object.defineProperty(ActionManager, "OnKeyUpTrigger", {
  18185. get: function () {
  18186. return ActionManager._OnKeyUpTrigger;
  18187. },
  18188. enumerable: true,
  18189. configurable: true
  18190. });
  18191. ActionManager.prototype.dispose = function () {
  18192. var index = this._scene._actionManagers.indexOf(this);
  18193. if (index > -1) {
  18194. this._scene._actionManagers.splice(index, 1);
  18195. }
  18196. };
  18197. ActionManager.prototype.getScene = function () {
  18198. return this._scene;
  18199. };
  18200. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  18201. for (var index = 0; index < this.actions.length; index++) {
  18202. var action = this.actions[index];
  18203. if (triggers.indexOf(action.trigger) > -1) {
  18204. return true;
  18205. }
  18206. }
  18207. return false;
  18208. };
  18209. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  18210. get: function () {
  18211. for (var index = 0; index < this.actions.length; index++) {
  18212. var action = this.actions[index];
  18213. if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnPointerOutTrigger) {
  18214. return true;
  18215. }
  18216. }
  18217. return false;
  18218. },
  18219. enumerable: true,
  18220. configurable: true
  18221. });
  18222. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  18223. get: function () {
  18224. for (var index = 0; index < this.actions.length; index++) {
  18225. var action = this.actions[index];
  18226. if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnCenterPickTrigger) {
  18227. return true;
  18228. }
  18229. }
  18230. return false;
  18231. },
  18232. enumerable: true,
  18233. configurable: true
  18234. });
  18235. ActionManager.prototype.registerAction = function (action) {
  18236. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  18237. if (this.getScene().actionManager !== this) {
  18238. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  18239. return null;
  18240. }
  18241. }
  18242. this.actions.push(action);
  18243. action._actionManager = this;
  18244. action._prepare();
  18245. return action;
  18246. };
  18247. ActionManager.prototype.processTrigger = function (trigger, evt) {
  18248. for (var index = 0; index < this.actions.length; index++) {
  18249. var action = this.actions[index];
  18250. if (action.trigger === trigger) {
  18251. if (trigger == ActionManager.OnKeyUpTrigger || trigger == ActionManager.OnKeyDownTrigger) {
  18252. var parameter = action.getTriggerParameter();
  18253. if (parameter) {
  18254. if (evt.sourceEvent.key !== parameter) {
  18255. continue;
  18256. }
  18257. }
  18258. }
  18259. action._executeCurrent(evt);
  18260. }
  18261. }
  18262. };
  18263. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  18264. var properties = propertyPath.split(".");
  18265. for (var index = 0; index < properties.length - 1; index++) {
  18266. target = target[properties[index]];
  18267. }
  18268. return target;
  18269. };
  18270. ActionManager.prototype._getProperty = function (propertyPath) {
  18271. var properties = propertyPath.split(".");
  18272. return properties[properties.length - 1];
  18273. };
  18274. ActionManager._NothingTrigger = 0;
  18275. ActionManager._OnPickTrigger = 1;
  18276. ActionManager._OnLeftPickTrigger = 2;
  18277. ActionManager._OnRightPickTrigger = 3;
  18278. ActionManager._OnCenterPickTrigger = 4;
  18279. ActionManager._OnPointerOverTrigger = 5;
  18280. ActionManager._OnPointerOutTrigger = 6;
  18281. ActionManager._OnEveryFrameTrigger = 7;
  18282. ActionManager._OnIntersectionEnterTrigger = 8;
  18283. ActionManager._OnIntersectionExitTrigger = 9;
  18284. ActionManager._OnKeyDownTrigger = 10;
  18285. ActionManager._OnKeyUpTrigger = 11;
  18286. return ActionManager;
  18287. })();
  18288. BABYLON.ActionManager = ActionManager;
  18289. })(BABYLON || (BABYLON = {}));
  18290. var __extends = this.__extends || function (d, b) {
  18291. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  18292. function __() { this.constructor = d; }
  18293. __.prototype = b.prototype;
  18294. d.prototype = new __();
  18295. };
  18296. var BABYLON;
  18297. (function (BABYLON) {
  18298. var InterpolateValueAction = (function (_super) {
  18299. __extends(InterpolateValueAction, _super);
  18300. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations) {
  18301. if (typeof duration === "undefined") { duration = 1000; }
  18302. _super.call(this, triggerOptions, condition);
  18303. this.propertyPath = propertyPath;
  18304. this.value = value;
  18305. this.duration = duration;
  18306. this.stopOtherAnimations = stopOtherAnimations;
  18307. this._target = target;
  18308. }
  18309. InterpolateValueAction.prototype._prepare = function () {
  18310. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  18311. this._property = this._getProperty(this.propertyPath);
  18312. };
  18313. InterpolateValueAction.prototype.execute = function () {
  18314. var scene = this._actionManager.getScene();
  18315. var keys = [
  18316. {
  18317. frame: 0,
  18318. value: this._target[this._property]
  18319. }, {
  18320. frame: 100,
  18321. value: this.value
  18322. }
  18323. ];
  18324. var dataType;
  18325. if (typeof this.value === "number") {
  18326. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  18327. } else if (this.value instanceof BABYLON.Color3) {
  18328. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  18329. } else if (this.value instanceof BABYLON.Vector3) {
  18330. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  18331. } else if (this.value instanceof BABYLON.Matrix) {
  18332. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  18333. } else if (this.value instanceof BABYLON.Quaternion) {
  18334. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  18335. } else {
  18336. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  18337. return;
  18338. }
  18339. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  18340. animation.setKeys(keys);
  18341. if (this.stopOtherAnimations) {
  18342. scene.stopAnimation(this._target);
  18343. }
  18344. scene.beginDirectAnimation(this._target, [animation], 0, 100);
  18345. };
  18346. return InterpolateValueAction;
  18347. })(BABYLON.Action);
  18348. BABYLON.InterpolateValueAction = InterpolateValueAction;
  18349. })(BABYLON || (BABYLON = {}));
  18350. var __extends = this.__extends || function (d, b) {
  18351. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  18352. function __() { this.constructor = d; }
  18353. __.prototype = b.prototype;
  18354. d.prototype = new __();
  18355. };
  18356. var BABYLON;
  18357. (function (BABYLON) {
  18358. var SwitchBooleanAction = (function (_super) {
  18359. __extends(SwitchBooleanAction, _super);
  18360. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  18361. _super.call(this, triggerOptions, condition);
  18362. this.propertyPath = propertyPath;
  18363. this._target = target;
  18364. }
  18365. SwitchBooleanAction.prototype._prepare = function () {
  18366. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  18367. this._property = this._getProperty(this.propertyPath);
  18368. };
  18369. SwitchBooleanAction.prototype.execute = function () {
  18370. this._target[this._property] = !this._target[this._property];
  18371. };
  18372. return SwitchBooleanAction;
  18373. })(BABYLON.Action);
  18374. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  18375. var SetStateAction = (function (_super) {
  18376. __extends(SetStateAction, _super);
  18377. function SetStateAction(triggerOptions, target, value, condition) {
  18378. _super.call(this, triggerOptions, condition);
  18379. this.value = value;
  18380. this._target = target;
  18381. }
  18382. SetStateAction.prototype.execute = function () {
  18383. this._target.state = this.value;
  18384. };
  18385. return SetStateAction;
  18386. })(BABYLON.Action);
  18387. BABYLON.SetStateAction = SetStateAction;
  18388. var SetValueAction = (function (_super) {
  18389. __extends(SetValueAction, _super);
  18390. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  18391. _super.call(this, triggerOptions, condition);
  18392. this.propertyPath = propertyPath;
  18393. this.value = value;
  18394. this._target = target;
  18395. }
  18396. SetValueAction.prototype._prepare = function () {
  18397. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  18398. this._property = this._getProperty(this.propertyPath);
  18399. };
  18400. SetValueAction.prototype.execute = function () {
  18401. this._target[this._property] = this.value;
  18402. };
  18403. return SetValueAction;
  18404. })(BABYLON.Action);
  18405. BABYLON.SetValueAction = SetValueAction;
  18406. var IncrementValueAction = (function (_super) {
  18407. __extends(IncrementValueAction, _super);
  18408. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  18409. _super.call(this, triggerOptions, condition);
  18410. this.propertyPath = propertyPath;
  18411. this.value = value;
  18412. this._target = target;
  18413. }
  18414. IncrementValueAction.prototype._prepare = function () {
  18415. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  18416. this._property = this._getProperty(this.propertyPath);
  18417. if (typeof this._target[this._property] !== "number") {
  18418. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  18419. }
  18420. };
  18421. IncrementValueAction.prototype.execute = function () {
  18422. this._target[this._property] += this.value;
  18423. };
  18424. return IncrementValueAction;
  18425. })(BABYLON.Action);
  18426. BABYLON.IncrementValueAction = IncrementValueAction;
  18427. var PlayAnimationAction = (function (_super) {
  18428. __extends(PlayAnimationAction, _super);
  18429. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  18430. _super.call(this, triggerOptions, condition);
  18431. this.from = from;
  18432. this.to = to;
  18433. this.loop = loop;
  18434. this._target = target;
  18435. }
  18436. PlayAnimationAction.prototype._prepare = function () {
  18437. };
  18438. PlayAnimationAction.prototype.execute = function () {
  18439. var scene = this._actionManager.getScene();
  18440. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  18441. };
  18442. return PlayAnimationAction;
  18443. })(BABYLON.Action);
  18444. BABYLON.PlayAnimationAction = PlayAnimationAction;
  18445. var StopAnimationAction = (function (_super) {
  18446. __extends(StopAnimationAction, _super);
  18447. function StopAnimationAction(triggerOptions, target, condition) {
  18448. _super.call(this, triggerOptions, condition);
  18449. this._target = target;
  18450. }
  18451. StopAnimationAction.prototype._prepare = function () {
  18452. };
  18453. StopAnimationAction.prototype.execute = function () {
  18454. var scene = this._actionManager.getScene();
  18455. scene.stopAnimation(this._target);
  18456. };
  18457. return StopAnimationAction;
  18458. })(BABYLON.Action);
  18459. BABYLON.StopAnimationAction = StopAnimationAction;
  18460. var DoNothingAction = (function (_super) {
  18461. __extends(DoNothingAction, _super);
  18462. function DoNothingAction(triggerOptions, condition) {
  18463. if (typeof triggerOptions === "undefined") { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  18464. _super.call(this, triggerOptions, condition);
  18465. }
  18466. DoNothingAction.prototype.execute = function () {
  18467. };
  18468. return DoNothingAction;
  18469. })(BABYLON.Action);
  18470. BABYLON.DoNothingAction = DoNothingAction;
  18471. var CombineAction = (function (_super) {
  18472. __extends(CombineAction, _super);
  18473. function CombineAction(triggerOptions, children, condition) {
  18474. _super.call(this, triggerOptions, condition);
  18475. this.children = children;
  18476. }
  18477. CombineAction.prototype._prepare = function () {
  18478. for (var index = 0; index < this.children.length; index++) {
  18479. this.children[index]._actionManager = this._actionManager;
  18480. this.children[index]._prepare();
  18481. }
  18482. };
  18483. CombineAction.prototype.execute = function (evt) {
  18484. for (var index = 0; index < this.children.length; index++) {
  18485. this.children[index].execute(evt);
  18486. }
  18487. };
  18488. return CombineAction;
  18489. })(BABYLON.Action);
  18490. BABYLON.CombineAction = CombineAction;
  18491. var ExecuteCodeAction = (function (_super) {
  18492. __extends(ExecuteCodeAction, _super);
  18493. function ExecuteCodeAction(triggerOptions, func, condition) {
  18494. _super.call(this, triggerOptions, condition);
  18495. this.func = func;
  18496. }
  18497. ExecuteCodeAction.prototype.execute = function (evt) {
  18498. this.func(evt);
  18499. };
  18500. return ExecuteCodeAction;
  18501. })(BABYLON.Action);
  18502. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  18503. var SetParentAction = (function (_super) {
  18504. __extends(SetParentAction, _super);
  18505. function SetParentAction(triggerOptions, target, parent, condition) {
  18506. _super.call(this, triggerOptions, condition);
  18507. this._target = target;
  18508. this._parent = parent;
  18509. }
  18510. SetParentAction.prototype._prepare = function () {
  18511. };
  18512. SetParentAction.prototype.execute = function () {
  18513. if (this._target.parent === this._parent) {
  18514. return;
  18515. }
  18516. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  18517. invertParentWorldMatrix.invert();
  18518. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  18519. this._target.parent = this._parent;
  18520. };
  18521. return SetParentAction;
  18522. })(BABYLON.Action);
  18523. BABYLON.SetParentAction = SetParentAction;
  18524. })(BABYLON || (BABYLON = {}));
  18525. var __extends = this.__extends || function (d, b) {
  18526. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  18527. function __() { this.constructor = d; }
  18528. __.prototype = b.prototype;
  18529. d.prototype = new __();
  18530. };
  18531. var BABYLON;
  18532. (function (BABYLON) {
  18533. var Geometry = (function () {
  18534. function Geometry(id, scene, vertexData, updatable, mesh) {
  18535. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  18536. this._totalVertices = 0;
  18537. this._indices = [];
  18538. this.id = id;
  18539. this._engine = scene.getEngine();
  18540. this._meshes = [];
  18541. this._scene = scene;
  18542. if (vertexData) {
  18543. this.setAllVerticesData(vertexData, updatable);
  18544. } else {
  18545. this._totalVertices = 0;
  18546. this._indices = [];
  18547. }
  18548. if (mesh) {
  18549. this.applyToMesh(mesh);
  18550. }
  18551. }
  18552. Geometry.prototype.getScene = function () {
  18553. return this._scene;
  18554. };
  18555. Geometry.prototype.getEngine = function () {
  18556. return this._engine;
  18557. };
  18558. Geometry.prototype.isReady = function () {
  18559. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  18560. };
  18561. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  18562. vertexData.applyToGeometry(this, updatable);
  18563. };
  18564. Geometry.prototype.setVerticesData = function (kind, data, updatable) {
  18565. this._vertexBuffers = this._vertexBuffers || {};
  18566. if (this._vertexBuffers[kind]) {
  18567. this._vertexBuffers[kind].dispose();
  18568. }
  18569. this._vertexBuffers[kind] = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0);
  18570. if (kind === BABYLON.VertexBuffer.PositionKind) {
  18571. var stride = this._vertexBuffers[kind].getStrideSize();
  18572. this._totalVertices = data.length / stride;
  18573. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
  18574. var meshes = this._meshes;
  18575. var numOfMeshes = meshes.length;
  18576. for (var index = 0; index < numOfMeshes; index++) {
  18577. var mesh = meshes[index];
  18578. mesh._resetPointsArrayCache();
  18579. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  18580. mesh._createGlobalSubMesh();
  18581. mesh.computeWorldMatrix(true);
  18582. }
  18583. }
  18584. };
  18585. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  18586. var vertexBuffer = this.getVertexBuffer(kind);
  18587. if (!vertexBuffer) {
  18588. return;
  18589. }
  18590. vertexBuffer.update(data);
  18591. if (kind === BABYLON.VertexBuffer.PositionKind) {
  18592. var extend;
  18593. if (updateExtends) {
  18594. var stride = vertexBuffer.getStrideSize();
  18595. this._totalVertices = data.length / stride;
  18596. extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
  18597. }
  18598. var meshes = this._meshes;
  18599. var numOfMeshes = meshes.length;
  18600. for (var index = 0; index < numOfMeshes; index++) {
  18601. var mesh = meshes[index];
  18602. mesh._resetPointsArrayCache();
  18603. if (updateExtends) {
  18604. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  18605. }
  18606. }
  18607. }
  18608. };
  18609. Geometry.prototype.getTotalVertices = function () {
  18610. if (!this.isReady()) {
  18611. return 0;
  18612. }
  18613. return this._totalVertices;
  18614. };
  18615. Geometry.prototype.getVerticesData = function (kind) {
  18616. var vertexBuffer = this.getVertexBuffer(kind);
  18617. if (!vertexBuffer) {
  18618. return null;
  18619. }
  18620. return vertexBuffer.getData();
  18621. };
  18622. Geometry.prototype.getVertexBuffer = function (kind) {
  18623. if (!this.isReady()) {
  18624. return null;
  18625. }
  18626. return this._vertexBuffers[kind];
  18627. };
  18628. Geometry.prototype.getVertexBuffers = function () {
  18629. if (!this.isReady()) {
  18630. return null;
  18631. }
  18632. return this._vertexBuffers;
  18633. };
  18634. Geometry.prototype.isVerticesDataPresent = function (kind) {
  18635. if (!this._vertexBuffers) {
  18636. if (this._delayInfo) {
  18637. return this._delayInfo.indexOf(kind) !== -1;
  18638. }
  18639. return false;
  18640. }
  18641. return this._vertexBuffers[kind] !== undefined;
  18642. };
  18643. Geometry.prototype.getVerticesDataKinds = function () {
  18644. var result = [];
  18645. if (!this._vertexBuffers && this._delayInfo) {
  18646. for (var kind in this._delayInfo) {
  18647. result.push(kind);
  18648. }
  18649. } else {
  18650. for (kind in this._vertexBuffers) {
  18651. result.push(kind);
  18652. }
  18653. }
  18654. return result;
  18655. };
  18656. Geometry.prototype.setIndices = function (indices) {
  18657. if (this._indexBuffer) {
  18658. this._engine._releaseBuffer(this._indexBuffer);
  18659. }
  18660. this._indices = indices;
  18661. if (this._meshes.length !== 0 && this._indices) {
  18662. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  18663. }
  18664. var meshes = this._meshes;
  18665. var numOfMeshes = meshes.length;
  18666. for (var index = 0; index < numOfMeshes; index++) {
  18667. meshes[index]._createGlobalSubMesh();
  18668. }
  18669. };
  18670. Geometry.prototype.getTotalIndices = function () {
  18671. if (!this.isReady()) {
  18672. return 0;
  18673. }
  18674. return this._indices.length;
  18675. };
  18676. Geometry.prototype.getIndices = function () {
  18677. if (!this.isReady()) {
  18678. return null;
  18679. }
  18680. return this._indices;
  18681. };
  18682. Geometry.prototype.getIndexBuffer = function () {
  18683. if (!this.isReady()) {
  18684. return null;
  18685. }
  18686. return this._indexBuffer;
  18687. };
  18688. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  18689. var meshes = this._meshes;
  18690. var index = meshes.indexOf(mesh);
  18691. if (index === -1) {
  18692. return;
  18693. }
  18694. for (var kind in this._vertexBuffers) {
  18695. this._vertexBuffers[kind].dispose();
  18696. }
  18697. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  18698. this._indexBuffer = null;
  18699. }
  18700. meshes.splice(index, 1);
  18701. mesh._geometry = null;
  18702. if (meshes.length == 0 && shouldDispose) {
  18703. this.dispose();
  18704. }
  18705. };
  18706. Geometry.prototype.applyToMesh = function (mesh) {
  18707. if (mesh._geometry === this) {
  18708. return;
  18709. }
  18710. var previousGeometry = mesh._geometry;
  18711. if (previousGeometry) {
  18712. previousGeometry.releaseForMesh(mesh);
  18713. }
  18714. var meshes = this._meshes;
  18715. mesh._geometry = this;
  18716. this._scene.pushGeometry(this);
  18717. meshes.push(mesh);
  18718. if (this.isReady()) {
  18719. this._applyToMesh(mesh);
  18720. } else {
  18721. mesh._boundingInfo = this._boundingInfo;
  18722. }
  18723. };
  18724. Geometry.prototype._applyToMesh = function (mesh) {
  18725. var numOfMeshes = this._meshes.length;
  18726. for (var kind in this._vertexBuffers) {
  18727. if (numOfMeshes === 1) {
  18728. this._vertexBuffers[kind].create();
  18729. }
  18730. this._vertexBuffers[kind]._buffer.references = numOfMeshes;
  18731. if (kind === BABYLON.VertexBuffer.PositionKind) {
  18732. mesh._resetPointsArrayCache();
  18733. var extend = BABYLON.Tools.ExtractMinAndMax(this._vertexBuffers[kind].getData(), 0, this._totalVertices);
  18734. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  18735. mesh._createGlobalSubMesh();
  18736. }
  18737. }
  18738. if (numOfMeshes === 1 && this._indices) {
  18739. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  18740. }
  18741. if (this._indexBuffer) {
  18742. this._indexBuffer.references = numOfMeshes;
  18743. }
  18744. };
  18745. Geometry.prototype.load = function (scene, onLoaded) {
  18746. var _this = this;
  18747. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  18748. return;
  18749. }
  18750. if (this.isReady()) {
  18751. if (onLoaded) {
  18752. onLoaded();
  18753. }
  18754. return;
  18755. }
  18756. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  18757. scene._addPendingData(this);
  18758. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  18759. _this._delayLoadingFunction(JSON.parse(data), _this);
  18760. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  18761. _this._delayInfo = [];
  18762. scene._removePendingData(_this);
  18763. var meshes = _this._meshes;
  18764. var numOfMeshes = meshes.length;
  18765. for (var index = 0; index < numOfMeshes; index++) {
  18766. _this._applyToMesh(meshes[index]);
  18767. }
  18768. if (onLoaded) {
  18769. onLoaded();
  18770. }
  18771. }, function () {
  18772. }, scene.database);
  18773. };
  18774. Geometry.prototype.dispose = function () {
  18775. var meshes = this._meshes;
  18776. var numOfMeshes = meshes.length;
  18777. for (var index = 0; index < numOfMeshes; index++) {
  18778. this.releaseForMesh(meshes[index]);
  18779. }
  18780. this._meshes = [];
  18781. for (var kind in this._vertexBuffers) {
  18782. this._vertexBuffers[kind].dispose();
  18783. }
  18784. this._vertexBuffers = [];
  18785. this._totalVertices = 0;
  18786. if (this._indexBuffer) {
  18787. this._engine._releaseBuffer(this._indexBuffer);
  18788. }
  18789. this._indexBuffer = null;
  18790. this._indices = [];
  18791. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  18792. this.delayLoadingFile = null;
  18793. this._delayLoadingFunction = null;
  18794. this._delayInfo = [];
  18795. this._boundingInfo = null;
  18796. var geometries = this._scene.getGeometries();
  18797. index = geometries.indexOf(this);
  18798. if (index > -1) {
  18799. geometries.splice(index, 1);
  18800. }
  18801. };
  18802. Geometry.prototype.copy = function (id) {
  18803. var vertexData = new BABYLON.VertexData();
  18804. vertexData.indices = [];
  18805. var indices = this.getIndices();
  18806. for (var index = 0; index < indices.length; index++) {
  18807. vertexData.indices.push(indices[index]);
  18808. }
  18809. var updatable = false;
  18810. var stopChecking = false;
  18811. for (var kind in this._vertexBuffers) {
  18812. vertexData.set(this.getVerticesData(kind), kind);
  18813. if (!stopChecking) {
  18814. updatable = this.getVertexBuffer(kind).isUpdatable();
  18815. stopChecking = !updatable;
  18816. }
  18817. }
  18818. var geometry = new BABYLON.Geometry(id, this._scene, vertexData, updatable, null);
  18819. geometry.delayLoadState = this.delayLoadState;
  18820. geometry.delayLoadingFile = this.delayLoadingFile;
  18821. geometry._delayLoadingFunction = this._delayLoadingFunction;
  18822. for (kind in this._delayInfo) {
  18823. geometry._delayInfo = geometry._delayInfo || [];
  18824. geometry._delayInfo.push(kind);
  18825. }
  18826. var extend = BABYLON.Tools.ExtractMinAndMax(this.getVerticesData(BABYLON.VertexBuffer.PositionKind), 0, this.getTotalVertices());
  18827. geometry._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  18828. return geometry;
  18829. };
  18830. Geometry.ExtractFromMesh = function (mesh, id) {
  18831. var geometry = mesh._geometry;
  18832. if (!geometry) {
  18833. return null;
  18834. }
  18835. return geometry.copy(id);
  18836. };
  18837. Geometry.RandomId = function () {
  18838. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  18839. var r = Math.random() * 16 | 0, v = c == 'x' ? r : (r & 0x3 | 0x8);
  18840. return v.toString(16);
  18841. });
  18842. };
  18843. return Geometry;
  18844. })();
  18845. BABYLON.Geometry = Geometry;
  18846. (function (Geometry) {
  18847. (function (Primitives) {
  18848. var _Primitive = (function (_super) {
  18849. __extends(_Primitive, _super);
  18850. function _Primitive(id, scene, vertexData, canBeRegenerated, mesh) {
  18851. this._beingRegenerated = true;
  18852. this._canBeRegenerated = canBeRegenerated;
  18853. _super.call(this, id, scene, vertexData, false, mesh);
  18854. this._beingRegenerated = false;
  18855. }
  18856. _Primitive.prototype.canBeRegenerated = function () {
  18857. return this._canBeRegenerated;
  18858. };
  18859. _Primitive.prototype.regenerate = function () {
  18860. if (!this._canBeRegenerated) {
  18861. return;
  18862. }
  18863. this._beingRegenerated = true;
  18864. this.setAllVerticesData(this._regenerateVertexData(), false);
  18865. this._beingRegenerated = false;
  18866. };
  18867. _Primitive.prototype.asNewGeometry = function (id) {
  18868. return _super.prototype.copy.call(this, id);
  18869. };
  18870. _Primitive.prototype.setAllVerticesData = function (vertexData, updatable) {
  18871. if (!this._beingRegenerated) {
  18872. return;
  18873. }
  18874. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  18875. };
  18876. _Primitive.prototype.setVerticesData = function (kind, data, updatable) {
  18877. if (!this._beingRegenerated) {
  18878. return;
  18879. }
  18880. _super.prototype.setVerticesData.call(this, kind, data, false);
  18881. };
  18882. _Primitive.prototype._regenerateVertexData = function () {
  18883. throw new Error("Abstract method");
  18884. };
  18885. _Primitive.prototype.copy = function (id) {
  18886. throw new Error("Must be overriden in sub-classes.");
  18887. };
  18888. return _Primitive;
  18889. })(Geometry);
  18890. Primitives._Primitive = _Primitive;
  18891. var Box = (function (_super) {
  18892. __extends(Box, _super);
  18893. function Box(id, scene, size, canBeRegenerated, mesh) {
  18894. this.size = size;
  18895. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  18896. }
  18897. Box.prototype._regenerateVertexData = function () {
  18898. return BABYLON.VertexData.CreateBox(this.size);
  18899. };
  18900. Box.prototype.copy = function (id) {
  18901. return new Box(id, this.getScene(), this.size, this.canBeRegenerated(), null);
  18902. };
  18903. return Box;
  18904. })(_Primitive);
  18905. Primitives.Box = Box;
  18906. var Sphere = (function (_super) {
  18907. __extends(Sphere, _super);
  18908. function Sphere(id, scene, segments, diameter, canBeRegenerated, mesh) {
  18909. this.segments = segments;
  18910. this.diameter = diameter;
  18911. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  18912. }
  18913. Sphere.prototype._regenerateVertexData = function () {
  18914. return BABYLON.VertexData.CreateSphere(this.segments, this.diameter);
  18915. };
  18916. Sphere.prototype.copy = function (id) {
  18917. return new Sphere(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null);
  18918. };
  18919. return Sphere;
  18920. })(_Primitive);
  18921. Primitives.Sphere = Sphere;
  18922. var Cylinder = (function (_super) {
  18923. __extends(Cylinder, _super);
  18924. function Cylinder(id, scene, height, diameterTop, diameterBottom, tessellation, subdivisions, canBeRegenerated, mesh) {
  18925. if (typeof subdivisions === "undefined") { subdivisions = 1; }
  18926. this.height = height;
  18927. this.diameterTop = diameterTop;
  18928. this.diameterBottom = diameterBottom;
  18929. this.tessellation = tessellation;
  18930. this.subdivisions = subdivisions;
  18931. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  18932. }
  18933. Cylinder.prototype._regenerateVertexData = function () {
  18934. return BABYLON.VertexData.CreateCylinder(this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions);
  18935. };
  18936. Cylinder.prototype.copy = function (id) {
  18937. return new Cylinder(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null);
  18938. };
  18939. return Cylinder;
  18940. })(_Primitive);
  18941. Primitives.Cylinder = Cylinder;
  18942. var Torus = (function (_super) {
  18943. __extends(Torus, _super);
  18944. function Torus(id, scene, diameter, thickness, tessellation, canBeRegenerated, mesh) {
  18945. this.diameter = diameter;
  18946. this.thickness = thickness;
  18947. this.tessellation = tessellation;
  18948. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  18949. }
  18950. Torus.prototype._regenerateVertexData = function () {
  18951. return BABYLON.VertexData.CreateTorus(this.diameter, this.thickness, this.tessellation);
  18952. };
  18953. Torus.prototype.copy = function (id) {
  18954. return new Torus(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null);
  18955. };
  18956. return Torus;
  18957. })(_Primitive);
  18958. Primitives.Torus = Torus;
  18959. var Ground = (function (_super) {
  18960. __extends(Ground, _super);
  18961. function Ground(id, scene, width, height, subdivisions, canBeRegenerated, mesh) {
  18962. this.width = width;
  18963. this.height = height;
  18964. this.subdivisions = subdivisions;
  18965. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  18966. }
  18967. Ground.prototype._regenerateVertexData = function () {
  18968. return BABYLON.VertexData.CreateGround(this.width, this.height, this.subdivisions);
  18969. };
  18970. Ground.prototype.copy = function (id) {
  18971. return new Ground(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  18972. };
  18973. return Ground;
  18974. })(_Primitive);
  18975. Primitives.Ground = Ground;
  18976. var TiledGround = (function (_super) {
  18977. __extends(TiledGround, _super);
  18978. function TiledGround(id, scene, xmin, zmin, xmax, zmax, subdivisions, precision, canBeRegenerated, mesh) {
  18979. this.xmin = xmin;
  18980. this.zmin = zmin;
  18981. this.xmax = xmax;
  18982. this.zmax = zmax;
  18983. this.subdivisions = subdivisions;
  18984. this.precision = precision;
  18985. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  18986. }
  18987. TiledGround.prototype._regenerateVertexData = function () {
  18988. return BABYLON.VertexData.CreateTiledGround(this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision);
  18989. };
  18990. TiledGround.prototype.copy = function (id) {
  18991. return new TiledGround(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  18992. };
  18993. return TiledGround;
  18994. })(_Primitive);
  18995. Primitives.TiledGround = TiledGround;
  18996. var Plane = (function (_super) {
  18997. __extends(Plane, _super);
  18998. function Plane(id, scene, size, canBeRegenerated, mesh) {
  18999. this.size = size;
  19000. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  19001. }
  19002. Plane.prototype._regenerateVertexData = function () {
  19003. return BABYLON.VertexData.CreatePlane(this.size);
  19004. };
  19005. Plane.prototype.copy = function (id) {
  19006. return new Plane(id, this.getScene(), this.size, this.canBeRegenerated(), null);
  19007. };
  19008. return Plane;
  19009. })(_Primitive);
  19010. Primitives.Plane = Plane;
  19011. var TorusKnot = (function (_super) {
  19012. __extends(TorusKnot, _super);
  19013. function TorusKnot(id, scene, radius, tube, radialSegments, tubularSegments, p, q, canBeRegenerated, mesh) {
  19014. this.radius = radius;
  19015. this.tube = tube;
  19016. this.radialSegments = radialSegments;
  19017. this.tubularSegments = tubularSegments;
  19018. this.p = p;
  19019. this.q = q;
  19020. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  19021. }
  19022. TorusKnot.prototype._regenerateVertexData = function () {
  19023. return BABYLON.VertexData.CreateTorusKnot(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);
  19024. };
  19025. TorusKnot.prototype.copy = function (id) {
  19026. return new TorusKnot(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null);
  19027. };
  19028. return TorusKnot;
  19029. })(_Primitive);
  19030. Primitives.TorusKnot = TorusKnot;
  19031. })(Geometry.Primitives || (Geometry.Primitives = {}));
  19032. var Primitives = Geometry.Primitives;
  19033. })(BABYLON.Geometry || (BABYLON.Geometry = {}));
  19034. var Geometry = BABYLON.Geometry;
  19035. })(BABYLON || (BABYLON = {}));
  19036. var __extends = this.__extends || function (d, b) {
  19037. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  19038. function __() { this.constructor = d; }
  19039. __.prototype = b.prototype;
  19040. d.prototype = new __();
  19041. };
  19042. var BABYLON;
  19043. (function (BABYLON) {
  19044. var Gamepads = (function () {
  19045. function Gamepads(ongamedpadconnected) {
  19046. var _this = this;
  19047. this.babylonGamepads = [];
  19048. this.oneGamepadConnected = false;
  19049. this.isMonitoring = false;
  19050. this.gamepadEventSupported = 'GamepadEvent' in window;
  19051. this.gamepadSupportAvailable = (navigator.getGamepads || !!navigator.webkitGetGamepads || !!navigator.msGetGamepads || !!navigator.webkitGamepads);
  19052. this.buttonADataURL = "data:image/png;base64,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";
  19053. this._callbackGamepadConnected = ongamedpadconnected;
  19054. if (this.gamepadSupportAvailable) {
  19055. if (this.gamepadEventSupported) {
  19056. window.addEventListener('gamepadconnected', function (evt) {
  19057. _this._onGamepadConnected(evt);
  19058. }, false);
  19059. window.addEventListener('gamepaddisconnected', function (evt) {
  19060. _this._onGamepadDisconnected(evt);
  19061. }, false);
  19062. } else {
  19063. this._startMonitoringGamepads();
  19064. }
  19065. if (!this.oneGamepadConnected) {
  19066. this._insertGamepadDOMInstructions();
  19067. }
  19068. } else {
  19069. this._insertGamepadDOMNotSupported();
  19070. }
  19071. }
  19072. Gamepads.prototype._insertGamepadDOMInstructions = function () {
  19073. Gamepads.gamepadDOMInfo = document.createElement("div");
  19074. var buttonAImage = document.createElement("img");
  19075. buttonAImage.src = this.buttonADataURL;
  19076. var spanMessage = document.createElement("span");
  19077. spanMessage.innerHTML = "<strong>to activate gamepad</strong>";
  19078. Gamepads.gamepadDOMInfo.appendChild(buttonAImage);
  19079. Gamepads.gamepadDOMInfo.appendChild(spanMessage);
  19080. Gamepads.gamepadDOMInfo.style.position = "absolute";
  19081. Gamepads.gamepadDOMInfo.style.width = "100%";
  19082. Gamepads.gamepadDOMInfo.style.height = "48px";
  19083. Gamepads.gamepadDOMInfo.style.bottom = "0px";
  19084. Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
  19085. Gamepads.gamepadDOMInfo.style.textAlign = "center";
  19086. Gamepads.gamepadDOMInfo.style.zIndex = "10";
  19087. buttonAImage.style.position = "relative";
  19088. buttonAImage.style.bottom = "8px";
  19089. spanMessage.style.position = "relative";
  19090. spanMessage.style.fontSize = "32px";
  19091. spanMessage.style.bottom = "32px";
  19092. spanMessage.style.color = "green";
  19093. document.body.appendChild(Gamepads.gamepadDOMInfo);
  19094. };
  19095. Gamepads.prototype._insertGamepadDOMNotSupported = function () {
  19096. Gamepads.gamepadDOMInfo = document.createElement("div");
  19097. var spanMessage = document.createElement("span");
  19098. spanMessage.innerHTML = "<strong>gamepad not supported</strong>";
  19099. Gamepads.gamepadDOMInfo.appendChild(spanMessage);
  19100. Gamepads.gamepadDOMInfo.style.position = "absolute";
  19101. Gamepads.gamepadDOMInfo.style.width = "100%";
  19102. Gamepads.gamepadDOMInfo.style.height = "40px";
  19103. Gamepads.gamepadDOMInfo.style.bottom = "0px";
  19104. Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
  19105. Gamepads.gamepadDOMInfo.style.textAlign = "center";
  19106. Gamepads.gamepadDOMInfo.style.zIndex = "10";
  19107. spanMessage.style.position = "relative";
  19108. spanMessage.style.fontSize = "32px";
  19109. spanMessage.style.color = "red";
  19110. document.body.appendChild(Gamepads.gamepadDOMInfo);
  19111. };
  19112. Gamepads.prototype.dispose = function () {
  19113. document.body.removeChild(Gamepads.gamepadDOMInfo);
  19114. };
  19115. Gamepads.prototype._onGamepadConnected = function (evt) {
  19116. var newGamepad = this._addNewGamepad(evt.gamepad);
  19117. if (this._callbackGamepadConnected)
  19118. this._callbackGamepadConnected(newGamepad);
  19119. this._startMonitoringGamepads();
  19120. };
  19121. Gamepads.prototype._addNewGamepad = function (gamepad) {
  19122. if (!this.oneGamepadConnected) {
  19123. this.oneGamepadConnected = true;
  19124. if (Gamepads.gamepadDOMInfo) {
  19125. document.body.removeChild(Gamepads.gamepadDOMInfo);
  19126. Gamepads.gamepadDOMInfo = null;
  19127. }
  19128. }
  19129. var newGamepad;
  19130. if (gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  19131. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad);
  19132. } else {
  19133. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  19134. }
  19135. this.babylonGamepads.push(newGamepad);
  19136. return newGamepad;
  19137. };
  19138. Gamepads.prototype._onGamepadDisconnected = function (evt) {
  19139. for (var i in this.babylonGamepads) {
  19140. if (this.babylonGamepads[i].index == evt.gamepad.index) {
  19141. this.babylonGamepads.splice(i, 1);
  19142. break;
  19143. }
  19144. }
  19145. if (this.babylonGamepads.length == 0) {
  19146. this._stopMonitoringGamepads();
  19147. }
  19148. };
  19149. Gamepads.prototype._startMonitoringGamepads = function () {
  19150. if (!this.isMonitoring) {
  19151. this.isMonitoring = true;
  19152. this._checkGamepadsStatus();
  19153. }
  19154. };
  19155. Gamepads.prototype._stopMonitoringGamepads = function () {
  19156. this.isMonitoring = false;
  19157. };
  19158. Gamepads.prototype._checkGamepadsStatus = function () {
  19159. var _this = this;
  19160. this._updateGamepadObjects();
  19161. for (var i in this.babylonGamepads) {
  19162. this.babylonGamepads[i].update();
  19163. }
  19164. if (this.isMonitoring) {
  19165. if (window.requestAnimationFrame) {
  19166. window.requestAnimationFrame(function () {
  19167. _this._checkGamepadsStatus();
  19168. });
  19169. } else if (window.mozRequestAnimationFrame) {
  19170. window.mozRequestAnimationFrame(function () {
  19171. _this._checkGamepadsStatus();
  19172. });
  19173. } else if (window.webkitRequestAnimationFrame) {
  19174. window.webkitRequestAnimationFrame(function () {
  19175. _this._checkGamepadsStatus();
  19176. });
  19177. }
  19178. }
  19179. };
  19180. Gamepads.prototype._updateGamepadObjects = function () {
  19181. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  19182. for (var i = 0; i < gamepads.length; i++) {
  19183. if (gamepads[i]) {
  19184. if (!(gamepads[i].index in this.babylonGamepads)) {
  19185. var newGamepad = this._addNewGamepad(gamepads[i]);
  19186. if (this._callbackGamepadConnected) {
  19187. this._callbackGamepadConnected(newGamepad);
  19188. }
  19189. } else {
  19190. this.babylonGamepads[i].browserGamepad = gamepads[i];
  19191. }
  19192. }
  19193. }
  19194. };
  19195. return Gamepads;
  19196. })();
  19197. BABYLON.Gamepads = Gamepads;
  19198. var StickValues = (function () {
  19199. function StickValues(x, y) {
  19200. this.x = x;
  19201. this.y = y;
  19202. }
  19203. return StickValues;
  19204. })();
  19205. BABYLON.StickValues = StickValues;
  19206. var Gamepad = (function () {
  19207. function Gamepad(id, index, browserGamepad) {
  19208. this.id = id;
  19209. this.index = index;
  19210. this.browserGamepad = browserGamepad;
  19211. if (this.browserGamepad.axes.length >= 2) {
  19212. this._leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
  19213. }
  19214. if (this.browserGamepad.axes.length >= 4) {
  19215. this._rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
  19216. }
  19217. }
  19218. Gamepad.prototype.onleftstickchanged = function (callback) {
  19219. this._onleftstickchanged = callback;
  19220. };
  19221. Gamepad.prototype.onrightstickchanged = function (callback) {
  19222. this._onrightstickchanged = callback;
  19223. };
  19224. Object.defineProperty(Gamepad.prototype, "leftStick", {
  19225. get: function () {
  19226. return this._leftStick;
  19227. },
  19228. set: function (newValues) {
  19229. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  19230. this._onleftstickchanged(newValues);
  19231. }
  19232. this._leftStick = newValues;
  19233. },
  19234. enumerable: true,
  19235. configurable: true
  19236. });
  19237. Object.defineProperty(Gamepad.prototype, "rightStick", {
  19238. get: function () {
  19239. return this._rightStick;
  19240. },
  19241. set: function (newValues) {
  19242. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  19243. this._onrightstickchanged(newValues);
  19244. }
  19245. this._rightStick = newValues;
  19246. },
  19247. enumerable: true,
  19248. configurable: true
  19249. });
  19250. Gamepad.prototype.update = function () {
  19251. if (this._leftStick) {
  19252. this.leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
  19253. }
  19254. if (this._rightStick) {
  19255. this.rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
  19256. }
  19257. };
  19258. return Gamepad;
  19259. })();
  19260. BABYLON.Gamepad = Gamepad;
  19261. var GenericPad = (function (_super) {
  19262. __extends(GenericPad, _super);
  19263. function GenericPad(id, index, gamepad) {
  19264. _super.call(this, id, index, gamepad);
  19265. this.id = id;
  19266. this.index = index;
  19267. this.gamepad = gamepad;
  19268. this._buttons = new Array(gamepad.buttons.length);
  19269. }
  19270. GenericPad.prototype.onbuttondown = function (callback) {
  19271. this._onbuttondown = callback;
  19272. };
  19273. GenericPad.prototype.onbuttonup = function (callback) {
  19274. this._onbuttonup = callback;
  19275. };
  19276. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  19277. if (newValue !== currentValue) {
  19278. if (this._onbuttondown && newValue === 1) {
  19279. this._onbuttondown(buttonIndex);
  19280. }
  19281. if (this._onbuttonup && newValue === 0) {
  19282. this._onbuttonup(buttonIndex);
  19283. }
  19284. }
  19285. return newValue;
  19286. };
  19287. GenericPad.prototype.update = function () {
  19288. _super.prototype.update.call(this);
  19289. for (var index = 0; index < this._buttons.length; index++) {
  19290. this._buttons[index] = this._setButtonValue(this.gamepad.buttons[index].value, this._buttons[index], index);
  19291. }
  19292. };
  19293. return GenericPad;
  19294. })(Gamepad);
  19295. BABYLON.GenericPad = GenericPad;
  19296. (function (Xbox360Button) {
  19297. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  19298. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  19299. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  19300. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  19301. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  19302. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  19303. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  19304. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  19305. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  19306. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  19307. })(BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  19308. var Xbox360Button = BABYLON.Xbox360Button;
  19309. (function (Xbox360Dpad) {
  19310. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  19311. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  19312. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  19313. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  19314. })(BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  19315. var Xbox360Dpad = BABYLON.Xbox360Dpad;
  19316. var Xbox360Pad = (function (_super) {
  19317. __extends(Xbox360Pad, _super);
  19318. function Xbox360Pad() {
  19319. _super.apply(this, arguments);
  19320. this._leftTrigger = 0;
  19321. this._rightTrigger = 0;
  19322. this._buttonA = 0;
  19323. this._buttonB = 0;
  19324. this._buttonX = 0;
  19325. this._buttonY = 0;
  19326. this._buttonBack = 0;
  19327. this._buttonStart = 0;
  19328. this._buttonLB = 0;
  19329. this._buttonRB = 0;
  19330. this._buttonLeftStick = 0;
  19331. this._buttonRightStick = 0;
  19332. this._dPadUp = 0;
  19333. this._dPadDown = 0;
  19334. this._dPadLeft = 0;
  19335. this._dPadRight = 0;
  19336. }
  19337. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  19338. this._onlefttriggerchanged = callback;
  19339. };
  19340. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  19341. this._onrighttriggerchanged = callback;
  19342. };
  19343. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  19344. get: function () {
  19345. return this._leftTrigger;
  19346. },
  19347. set: function (newValue) {
  19348. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  19349. this._onlefttriggerchanged(newValue);
  19350. }
  19351. this._leftTrigger = newValue;
  19352. },
  19353. enumerable: true,
  19354. configurable: true
  19355. });
  19356. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  19357. get: function () {
  19358. return this._rightTrigger;
  19359. },
  19360. set: function (newValue) {
  19361. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  19362. this._onrighttriggerchanged(newValue);
  19363. }
  19364. this._rightTrigger = newValue;
  19365. },
  19366. enumerable: true,
  19367. configurable: true
  19368. });
  19369. Xbox360Pad.prototype.onbuttondown = function (callback) {
  19370. this._onbuttondown = callback;
  19371. };
  19372. Xbox360Pad.prototype.onbuttonup = function (callback) {
  19373. this._onbuttonup = callback;
  19374. };
  19375. Xbox360Pad.prototype.ondpaddown = function (callback) {
  19376. this._ondpaddown = callback;
  19377. };
  19378. Xbox360Pad.prototype.ondpadup = function (callback) {
  19379. this._ondpadup = callback;
  19380. };
  19381. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  19382. if (newValue !== currentValue) {
  19383. if (this._onbuttondown && newValue === 1) {
  19384. this._onbuttondown(buttonType);
  19385. }
  19386. if (this._onbuttonup && newValue === 0) {
  19387. this._onbuttonup(buttonType);
  19388. }
  19389. }
  19390. return newValue;
  19391. };
  19392. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  19393. if (newValue !== currentValue) {
  19394. if (this._ondpaddown && newValue === 1) {
  19395. this._ondpaddown(buttonType);
  19396. }
  19397. if (this._ondpadup && newValue === 0) {
  19398. this._ondpadup(buttonType);
  19399. }
  19400. }
  19401. return newValue;
  19402. };
  19403. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  19404. get: function () {
  19405. return this._buttonA;
  19406. },
  19407. set: function (value) {
  19408. this._buttonA = this._setButtonValue(value, this._buttonA, 0 /* A */);
  19409. },
  19410. enumerable: true,
  19411. configurable: true
  19412. });
  19413. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  19414. get: function () {
  19415. return this._buttonB;
  19416. },
  19417. set: function (value) {
  19418. this._buttonB = this._setButtonValue(value, this._buttonB, 1 /* B */);
  19419. },
  19420. enumerable: true,
  19421. configurable: true
  19422. });
  19423. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  19424. get: function () {
  19425. return this._buttonX;
  19426. },
  19427. set: function (value) {
  19428. this._buttonX = this._setButtonValue(value, this._buttonX, 2 /* X */);
  19429. },
  19430. enumerable: true,
  19431. configurable: true
  19432. });
  19433. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  19434. get: function () {
  19435. return this._buttonY;
  19436. },
  19437. set: function (value) {
  19438. this._buttonY = this._setButtonValue(value, this._buttonY, 3 /* Y */);
  19439. },
  19440. enumerable: true,
  19441. configurable: true
  19442. });
  19443. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  19444. get: function () {
  19445. return this._buttonStart;
  19446. },
  19447. set: function (value) {
  19448. this._buttonStart = this._setButtonValue(value, this._buttonStart, 4 /* Start */);
  19449. },
  19450. enumerable: true,
  19451. configurable: true
  19452. });
  19453. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  19454. get: function () {
  19455. return this._buttonBack;
  19456. },
  19457. set: function (value) {
  19458. this._buttonBack = this._setButtonValue(value, this._buttonBack, 5 /* Back */);
  19459. },
  19460. enumerable: true,
  19461. configurable: true
  19462. });
  19463. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  19464. get: function () {
  19465. return this._buttonLB;
  19466. },
  19467. set: function (value) {
  19468. this._buttonLB = this._setButtonValue(value, this._buttonLB, 6 /* LB */);
  19469. },
  19470. enumerable: true,
  19471. configurable: true
  19472. });
  19473. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  19474. get: function () {
  19475. return this._buttonRB;
  19476. },
  19477. set: function (value) {
  19478. this._buttonRB = this._setButtonValue(value, this._buttonRB, 7 /* RB */);
  19479. },
  19480. enumerable: true,
  19481. configurable: true
  19482. });
  19483. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  19484. get: function () {
  19485. return this._buttonLeftStick;
  19486. },
  19487. set: function (value) {
  19488. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, 8 /* LeftStick */);
  19489. },
  19490. enumerable: true,
  19491. configurable: true
  19492. });
  19493. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  19494. get: function () {
  19495. return this._buttonRightStick;
  19496. },
  19497. set: function (value) {
  19498. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, 9 /* RightStick */);
  19499. },
  19500. enumerable: true,
  19501. configurable: true
  19502. });
  19503. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  19504. get: function () {
  19505. return this._dPadUp;
  19506. },
  19507. set: function (value) {
  19508. this._dPadUp = this._setDPadValue(value, this._dPadUp, 0 /* Up */);
  19509. },
  19510. enumerable: true,
  19511. configurable: true
  19512. });
  19513. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  19514. get: function () {
  19515. return this._dPadDown;
  19516. },
  19517. set: function (value) {
  19518. this._dPadDown = this._setDPadValue(value, this._dPadDown, 1 /* Down */);
  19519. },
  19520. enumerable: true,
  19521. configurable: true
  19522. });
  19523. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  19524. get: function () {
  19525. return this._dPadLeft;
  19526. },
  19527. set: function (value) {
  19528. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, 2 /* Left */);
  19529. },
  19530. enumerable: true,
  19531. configurable: true
  19532. });
  19533. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  19534. get: function () {
  19535. return this._dPadRight;
  19536. },
  19537. set: function (value) {
  19538. this._dPadRight = this._setDPadValue(value, this._dPadRight, 3 /* Right */);
  19539. },
  19540. enumerable: true,
  19541. configurable: true
  19542. });
  19543. Xbox360Pad.prototype.update = function () {
  19544. _super.prototype.update.call(this);
  19545. this.buttonA = this.browserGamepad.buttons[0].value;
  19546. this.buttonB = this.browserGamepad.buttons[1].value;
  19547. this.buttonX = this.browserGamepad.buttons[2].value;
  19548. this.buttonY = this.browserGamepad.buttons[3].value;
  19549. this.buttonLB = this.browserGamepad.buttons[4].value;
  19550. this.buttonRB = this.browserGamepad.buttons[5].value;
  19551. this.leftTrigger = this.browserGamepad.buttons[6].value;
  19552. this.rightTrigger = this.browserGamepad.buttons[7].value;
  19553. this.buttonBack = this.browserGamepad.buttons[8].value;
  19554. this.buttonStart = this.browserGamepad.buttons[9].value;
  19555. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  19556. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  19557. this.dPadUp = this.browserGamepad.buttons[12].value;
  19558. this.dPadDown = this.browserGamepad.buttons[13].value;
  19559. this.dPadLeft = this.browserGamepad.buttons[14].value;
  19560. this.dPadRight = this.browserGamepad.buttons[15].value;
  19561. };
  19562. return Xbox360Pad;
  19563. })(Gamepad);
  19564. BABYLON.Xbox360Pad = Xbox360Pad;
  19565. })(BABYLON || (BABYLON = {}));
  19566. var __extends = this.__extends || function (d, b) {
  19567. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  19568. function __() { this.constructor = d; }
  19569. __.prototype = b.prototype;
  19570. d.prototype = new __();
  19571. };
  19572. var BABYLON;
  19573. (function (BABYLON) {
  19574. var GamepadCamera = (function (_super) {
  19575. __extends(GamepadCamera, _super);
  19576. function GamepadCamera(name, position, scene) {
  19577. var _this = this;
  19578. _super.call(this, name, position, scene);
  19579. this.angularSensibility = 200;
  19580. this.moveSensibility = 75;
  19581. this._gamepads = new BABYLON.Gamepads(function (gamepad) {
  19582. _this._onNewGameConnected(gamepad);
  19583. });
  19584. }
  19585. GamepadCamera.prototype._onNewGameConnected = function (gamepad) {
  19586. if (gamepad.index === 0) {
  19587. this._gamepad = gamepad;
  19588. }
  19589. };
  19590. GamepadCamera.prototype._checkInputs = function () {
  19591. if (!this._gamepad) {
  19592. return;
  19593. }
  19594. var LSValues = this._gamepad.leftStick;
  19595. var normalizedLX = LSValues.x / this.moveSensibility;
  19596. var normalizedLY = LSValues.y / this.moveSensibility;
  19597. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  19598. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  19599. var RSValues = this._gamepad.rightStick;
  19600. var normalizedRX = RSValues.x / this.angularSensibility;
  19601. var normalizedRY = RSValues.y / this.angularSensibility;
  19602. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  19603. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  19604. ;
  19605. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  19606. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x, 0, -LSValues.y), cameraTransform);
  19607. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  19608. this.cameraRotation = this.cameraRotation.add(new BABYLON.Vector2(RSValues.y, RSValues.x));
  19609. };
  19610. GamepadCamera.prototype.dispose = function () {
  19611. this._gamepads.dispose();
  19612. _super.prototype.dispose.call(this);
  19613. };
  19614. return GamepadCamera;
  19615. })(BABYLON.FreeCamera);
  19616. BABYLON.GamepadCamera = GamepadCamera;
  19617. })(BABYLON || (BABYLON = {}));
  19618. var __extends = this.__extends || function (d, b) {
  19619. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  19620. function __() { this.constructor = d; }
  19621. __.prototype = b.prototype;
  19622. d.prototype = new __();
  19623. };
  19624. var BABYLON;
  19625. (function (BABYLON) {
  19626. var LinesMesh = (function (_super) {
  19627. __extends(LinesMesh, _super);
  19628. function LinesMesh(name, scene, updatable) {
  19629. if (typeof updatable === "undefined") { updatable = false; }
  19630. _super.call(this, name, scene);
  19631. this.color = new BABYLON.Color3(1, 1, 1);
  19632. this.alpha = 1;
  19633. this._indices = new Array();
  19634. this._colorShader = new BABYLON.ShaderMaterial("colorShader", scene, "color", {
  19635. attributes: ["position"],
  19636. uniforms: ["worldViewProjection", "color"],
  19637. needAlphaBlending: true
  19638. });
  19639. }
  19640. Object.defineProperty(LinesMesh.prototype, "material", {
  19641. get: function () {
  19642. return this._colorShader;
  19643. },
  19644. enumerable: true,
  19645. configurable: true
  19646. });
  19647. Object.defineProperty(LinesMesh.prototype, "isPickable", {
  19648. get: function () {
  19649. return false;
  19650. },
  19651. enumerable: true,
  19652. configurable: true
  19653. });
  19654. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  19655. get: function () {
  19656. return false;
  19657. },
  19658. enumerable: true,
  19659. configurable: true
  19660. });
  19661. LinesMesh.prototype._bind = function (subMesh, effect, wireframe) {
  19662. var engine = this.getScene().getEngine();
  19663. var indexToBind = this._geometry.getIndexBuffer();
  19664. engine.bindBuffers(this._geometry.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).getBuffer(), indexToBind, [3], 3 * 4, this._colorShader.getEffect());
  19665. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  19666. };
  19667. LinesMesh.prototype._draw = function (subMesh, useTriangles, instancesCount) {
  19668. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  19669. return;
  19670. }
  19671. var engine = this.getScene().getEngine();
  19672. engine.draw(false, subMesh.indexStart, subMesh.indexCount);
  19673. };
  19674. LinesMesh.prototype.intersects = function (ray, fastCheck) {
  19675. return null;
  19676. };
  19677. LinesMesh.prototype.dispose = function (doNotRecurse) {
  19678. this._colorShader.dispose();
  19679. _super.prototype.dispose.call(this, doNotRecurse);
  19680. };
  19681. return LinesMesh;
  19682. })(BABYLON.Mesh);
  19683. BABYLON.LinesMesh = LinesMesh;
  19684. })(BABYLON || (BABYLON = {}));
  19685. var BABYLON;
  19686. (function (BABYLON) {
  19687. var OutlineRenderer = (function () {
  19688. function OutlineRenderer(scene) {
  19689. this._scene = scene;
  19690. }
  19691. OutlineRenderer.prototype.render = function (subMesh, batch) {
  19692. var scene = this._scene;
  19693. var engine = this._scene.getEngine();
  19694. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances !== null);
  19695. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  19696. return;
  19697. }
  19698. var mesh = subMesh.getRenderingMesh();
  19699. var material = subMesh.getMaterial();
  19700. engine.enableEffect(this._effect);
  19701. this._effect.setFloat("offset", mesh.outlineWidth);
  19702. this._effect.setColor3("color", mesh.outlineColor);
  19703. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  19704. var useBones = mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind);
  19705. if (useBones) {
  19706. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  19707. }
  19708. mesh._bind(subMesh, this._effect, false);
  19709. if (material && material.needAlphaTesting()) {
  19710. var alphaTexture = material.getAlphaTestTexture();
  19711. this._effect.setTexture("diffuseSampler", alphaTexture);
  19712. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  19713. }
  19714. if (hardwareInstancedRendering) {
  19715. mesh._renderWithInstances(subMesh, false, batch, this._effect, engine);
  19716. } else {
  19717. if (batch.renderSelf[subMesh._id]) {
  19718. this._effect.setMatrix("world", mesh.getWorldMatrix());
  19719. mesh._draw(subMesh, true);
  19720. }
  19721. if (batch.visibleInstances[subMesh._id]) {
  19722. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  19723. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  19724. this._effect.setMatrix("world", instance.getWorldMatrix());
  19725. mesh._draw(subMesh, true);
  19726. }
  19727. }
  19728. }
  19729. };
  19730. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  19731. var defines = [];
  19732. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  19733. var mesh = subMesh.getMesh();
  19734. var material = subMesh.getMaterial();
  19735. if (material && material.needAlphaTesting()) {
  19736. defines.push("#define ALPHATEST");
  19737. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  19738. attribs.push(BABYLON.VertexBuffer.UVKind);
  19739. defines.push("#define UV1");
  19740. }
  19741. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  19742. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  19743. defines.push("#define UV2");
  19744. }
  19745. }
  19746. if (mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  19747. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  19748. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  19749. defines.push("#define BONES");
  19750. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  19751. }
  19752. if (useInstances) {
  19753. defines.push("#define INSTANCES");
  19754. attribs.push("world0");
  19755. attribs.push("world1");
  19756. attribs.push("world2");
  19757. attribs.push("world3");
  19758. }
  19759. var join = defines.join("\n");
  19760. if (this._cachedDefines != join) {
  19761. this._cachedDefines = join;
  19762. this._effect = this._scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color"], ["diffuseSampler"], join);
  19763. }
  19764. return this._effect.isReady();
  19765. };
  19766. return OutlineRenderer;
  19767. })();
  19768. BABYLON.OutlineRenderer = OutlineRenderer;
  19769. })(BABYLON || (BABYLON = {}));
  19770. var BABYLON;
  19771. (function (BABYLON) {
  19772. var MeshAssetTask = (function () {
  19773. function MeshAssetTask(name, meshesNames, rootUrl, sceneFilename) {
  19774. this.name = name;
  19775. this.meshesNames = meshesNames;
  19776. this.rootUrl = rootUrl;
  19777. this.sceneFilename = sceneFilename;
  19778. this.isCompleted = false;
  19779. }
  19780. MeshAssetTask.prototype.run = function (scene, onSuccess, onError) {
  19781. var _this = this;
  19782. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  19783. _this.loadedMeshes = meshes;
  19784. _this.loadedParticleSystems = particleSystems;
  19785. _this.loadedSkeletons = skeletons;
  19786. _this.isCompleted = true;
  19787. if (_this.onSuccess) {
  19788. _this.onSuccess(_this);
  19789. }
  19790. onSuccess();
  19791. }, null, function () {
  19792. if (_this.onError) {
  19793. _this.onError(_this);
  19794. }
  19795. onError();
  19796. });
  19797. };
  19798. return MeshAssetTask;
  19799. })();
  19800. BABYLON.MeshAssetTask = MeshAssetTask;
  19801. var TextFileAssetTask = (function () {
  19802. function TextFileAssetTask(name, url) {
  19803. this.name = name;
  19804. this.url = url;
  19805. this.isCompleted = false;
  19806. }
  19807. TextFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
  19808. var _this = this;
  19809. BABYLON.Tools.LoadFile(this.url, function (data) {
  19810. _this.text = data;
  19811. _this.isCompleted = true;
  19812. if (_this.onSuccess) {
  19813. _this.onSuccess(_this);
  19814. }
  19815. onSuccess();
  19816. }, null, scene.database, false, function () {
  19817. if (_this.onError) {
  19818. _this.onError(_this);
  19819. }
  19820. onError();
  19821. });
  19822. };
  19823. return TextFileAssetTask;
  19824. })();
  19825. BABYLON.TextFileAssetTask = TextFileAssetTask;
  19826. var BinaryFileAssetTask = (function () {
  19827. function BinaryFileAssetTask(name, url) {
  19828. this.name = name;
  19829. this.url = url;
  19830. this.isCompleted = false;
  19831. }
  19832. BinaryFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
  19833. var _this = this;
  19834. BABYLON.Tools.LoadFile(this.url, function (data) {
  19835. _this.data = data;
  19836. _this.isCompleted = true;
  19837. if (_this.onSuccess) {
  19838. _this.onSuccess(_this);
  19839. }
  19840. onSuccess();
  19841. }, null, scene.database, true, function () {
  19842. if (_this.onError) {
  19843. _this.onError(_this);
  19844. }
  19845. onError();
  19846. });
  19847. };
  19848. return BinaryFileAssetTask;
  19849. })();
  19850. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  19851. var AssetsManager = (function () {
  19852. function AssetsManager(scene) {
  19853. this._tasks = new Array();
  19854. this._waitingTasksCount = 0;
  19855. this.useDefaultLoadingScreen = true;
  19856. this._scene = scene;
  19857. }
  19858. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  19859. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  19860. this._tasks.push(task);
  19861. return task;
  19862. };
  19863. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  19864. var task = new TextFileAssetTask(taskName, url);
  19865. this._tasks.push(task);
  19866. return task;
  19867. };
  19868. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  19869. var task = new BinaryFileAssetTask(taskName, url);
  19870. this._tasks.push(task);
  19871. return task;
  19872. };
  19873. AssetsManager.prototype._decreaseWaitingTasksCount = function () {
  19874. this._waitingTasksCount--;
  19875. if (this._waitingTasksCount === 0) {
  19876. if (this.onFinish) {
  19877. this.onFinish(this._tasks);
  19878. }
  19879. this._scene.getEngine().hideLoadingUI();
  19880. }
  19881. };
  19882. AssetsManager.prototype._runTask = function (task) {
  19883. var _this = this;
  19884. task.run(this._scene, function () {
  19885. if (_this.onTaskSuccess) {
  19886. _this.onTaskSuccess(task);
  19887. }
  19888. _this._decreaseWaitingTasksCount();
  19889. }, function () {
  19890. if (_this.onTaskError) {
  19891. _this.onTaskError(task);
  19892. }
  19893. _this._decreaseWaitingTasksCount();
  19894. });
  19895. };
  19896. AssetsManager.prototype.reset = function () {
  19897. this._tasks = new Array();
  19898. return this;
  19899. };
  19900. AssetsManager.prototype.load = function () {
  19901. this._waitingTasksCount = this._tasks.length;
  19902. if (this._waitingTasksCount === 0) {
  19903. if (this.onFinish) {
  19904. this.onFinish(this._tasks);
  19905. }
  19906. return this;
  19907. }
  19908. if (this.useDefaultLoadingScreen) {
  19909. this._scene.getEngine().displayLoadingUI();
  19910. }
  19911. for (var index = 0; index < this._tasks.length; index++) {
  19912. var task = this._tasks[index];
  19913. this._runTask(task);
  19914. }
  19915. return this;
  19916. };
  19917. return AssetsManager;
  19918. })();
  19919. BABYLON.AssetsManager = AssetsManager;
  19920. })(BABYLON || (BABYLON = {}));