babylon.math.js 71 KB

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