babylon.max.js 1.8 MB

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  1. var __extends = (this && this.__extends) || function (d, b) {
  2. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  3. function __() { this.constructor = d; }
  4. __.prototype = b.prototype;
  5. d.prototype = new __();
  6. };
  7. var BABYLON;
  8. (function (BABYLON) {
  9. var Color3 = (function () {
  10. function Color3(r, g, b) {
  11. if (r === void 0) { r = 0; }
  12. if (g === void 0) { g = 0; }
  13. if (b === void 0) { b = 0; }
  14. this.r = r;
  15. this.g = g;
  16. this.b = b;
  17. }
  18. Color3.prototype.toString = function () {
  19. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  20. };
  21. // Operators
  22. Color3.prototype.toArray = function (array, index) {
  23. if (index === undefined) {
  24. index = 0;
  25. }
  26. array[index] = this.r;
  27. array[index + 1] = this.g;
  28. array[index + 2] = this.b;
  29. return this;
  30. };
  31. Color3.prototype.toColor4 = function (alpha) {
  32. if (alpha === void 0) { alpha = 1; }
  33. return new Color4(this.r, this.g, this.b, alpha);
  34. };
  35. Color3.prototype.asArray = function () {
  36. var result = [];
  37. this.toArray(result, 0);
  38. return result;
  39. };
  40. Color3.prototype.toLuminance = function () {
  41. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  42. };
  43. Color3.prototype.multiply = function (otherColor) {
  44. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  45. };
  46. Color3.prototype.multiplyToRef = function (otherColor, result) {
  47. result.r = this.r * otherColor.r;
  48. result.g = this.g * otherColor.g;
  49. result.b = this.b * otherColor.b;
  50. return this;
  51. };
  52. Color3.prototype.equals = function (otherColor) {
  53. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  54. };
  55. Color3.prototype.equalsFloats = function (r, g, b) {
  56. return this.r === r && this.g === g && this.b === b;
  57. };
  58. Color3.prototype.scale = function (scale) {
  59. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  60. };
  61. Color3.prototype.scaleToRef = function (scale, result) {
  62. result.r = this.r * scale;
  63. result.g = this.g * scale;
  64. result.b = this.b * scale;
  65. return this;
  66. };
  67. Color3.prototype.add = function (otherColor) {
  68. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  69. };
  70. Color3.prototype.addToRef = function (otherColor, result) {
  71. result.r = this.r + otherColor.r;
  72. result.g = this.g + otherColor.g;
  73. result.b = this.b + otherColor.b;
  74. return this;
  75. };
  76. Color3.prototype.subtract = function (otherColor) {
  77. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  78. };
  79. Color3.prototype.subtractToRef = function (otherColor, result) {
  80. result.r = this.r - otherColor.r;
  81. result.g = this.g - otherColor.g;
  82. result.b = this.b - otherColor.b;
  83. return this;
  84. };
  85. Color3.prototype.clone = function () {
  86. return new Color3(this.r, this.g, this.b);
  87. };
  88. Color3.prototype.copyFrom = function (source) {
  89. this.r = source.r;
  90. this.g = source.g;
  91. this.b = source.b;
  92. return this;
  93. };
  94. Color3.prototype.copyFromFloats = function (r, g, b) {
  95. this.r = r;
  96. this.g = g;
  97. this.b = b;
  98. return this;
  99. };
  100. Color3.prototype.toHexString = function () {
  101. var intR = (this.r * 255) | 0;
  102. var intG = (this.g * 255) | 0;
  103. var intB = (this.b * 255) | 0;
  104. return "#" + BABYLON.Tools.ToHex(intR) + BABYLON.Tools.ToHex(intG) + BABYLON.Tools.ToHex(intB);
  105. };
  106. // Statics
  107. Color3.FromHexString = function (hex) {
  108. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  109. BABYLON.Tools.Warn("Color3.FromHexString must be called with a string like #FFFFFF");
  110. return new Color3(0, 0, 0);
  111. }
  112. var r = parseInt(hex.substring(1, 3), 16);
  113. var g = parseInt(hex.substring(3, 5), 16);
  114. var b = parseInt(hex.substring(5, 7), 16);
  115. return Color3.FromInts(r, g, b);
  116. };
  117. Color3.FromArray = function (array, offset) {
  118. if (offset === void 0) { offset = 0; }
  119. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  120. };
  121. Color3.FromInts = function (r, g, b) {
  122. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  123. };
  124. Color3.Lerp = function (start, end, amount) {
  125. var r = start.r + ((end.r - start.r) * amount);
  126. var g = start.g + ((end.g - start.g) * amount);
  127. var b = start.b + ((end.b - start.b) * amount);
  128. return new Color3(r, g, b);
  129. };
  130. Color3.Red = function () { return new Color3(1, 0, 0); };
  131. Color3.Green = function () { return new Color3(0, 1, 0); };
  132. Color3.Blue = function () { return new Color3(0, 0, 1); };
  133. Color3.Black = function () { return new Color3(0, 0, 0); };
  134. Color3.White = function () { return new Color3(1, 1, 1); };
  135. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  136. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  137. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  138. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  139. return Color3;
  140. })();
  141. BABYLON.Color3 = Color3;
  142. var Color4 = (function () {
  143. function Color4(r, g, b, a) {
  144. this.r = r;
  145. this.g = g;
  146. this.b = b;
  147. this.a = a;
  148. }
  149. // Operators
  150. Color4.prototype.addInPlace = function (right) {
  151. this.r += right.r;
  152. this.g += right.g;
  153. this.b += right.b;
  154. this.a += right.a;
  155. return this;
  156. };
  157. Color4.prototype.asArray = function () {
  158. var result = [];
  159. this.toArray(result, 0);
  160. return result;
  161. };
  162. Color4.prototype.toArray = function (array, index) {
  163. if (index === undefined) {
  164. index = 0;
  165. }
  166. array[index] = this.r;
  167. array[index + 1] = this.g;
  168. array[index + 2] = this.b;
  169. array[index + 3] = this.a;
  170. return this;
  171. };
  172. Color4.prototype.add = function (right) {
  173. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  174. };
  175. Color4.prototype.subtract = function (right) {
  176. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  177. };
  178. Color4.prototype.subtractToRef = function (right, result) {
  179. result.r = this.r - right.r;
  180. result.g = this.g - right.g;
  181. result.b = this.b - right.b;
  182. result.a = this.a - right.a;
  183. return this;
  184. };
  185. Color4.prototype.scale = function (scale) {
  186. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  187. };
  188. Color4.prototype.scaleToRef = function (scale, result) {
  189. result.r = this.r * scale;
  190. result.g = this.g * scale;
  191. result.b = this.b * scale;
  192. result.a = this.a * scale;
  193. return this;
  194. };
  195. Color4.prototype.toString = function () {
  196. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  197. };
  198. Color4.prototype.clone = function () {
  199. return new Color4(this.r, this.g, this.b, this.a);
  200. };
  201. Color4.prototype.copyFrom = function (source) {
  202. this.r = source.r;
  203. this.g = source.g;
  204. this.b = source.b;
  205. this.a = source.a;
  206. return this;
  207. };
  208. Color4.prototype.toHexString = function () {
  209. var intR = (this.r * 255) | 0;
  210. var intG = (this.g * 255) | 0;
  211. var intB = (this.b * 255) | 0;
  212. var intA = (this.a * 255) | 0;
  213. return "#" + BABYLON.Tools.ToHex(intR) + BABYLON.Tools.ToHex(intG) + BABYLON.Tools.ToHex(intB) + BABYLON.Tools.ToHex(intA);
  214. };
  215. // Statics
  216. Color4.FromHexString = function (hex) {
  217. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  218. BABYLON.Tools.Warn("Color4.FromHexString must be called with a string like #FFFFFFFF");
  219. return new Color4(0, 0, 0, 0);
  220. }
  221. var r = parseInt(hex.substring(1, 3), 16);
  222. var g = parseInt(hex.substring(3, 5), 16);
  223. var b = parseInt(hex.substring(5, 7), 16);
  224. var a = parseInt(hex.substring(7, 9), 16);
  225. return Color4.FromInts(r, g, b, a);
  226. };
  227. Color4.Lerp = function (left, right, amount) {
  228. var result = new Color4(0, 0, 0, 0);
  229. Color4.LerpToRef(left, right, amount, result);
  230. return result;
  231. };
  232. Color4.LerpToRef = function (left, right, amount, result) {
  233. result.r = left.r + (right.r - left.r) * amount;
  234. result.g = left.g + (right.g - left.g) * amount;
  235. result.b = left.b + (right.b - left.b) * amount;
  236. result.a = left.a + (right.a - left.a) * amount;
  237. };
  238. Color4.FromArray = function (array, offset) {
  239. if (offset === void 0) { offset = 0; }
  240. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  241. };
  242. Color4.FromInts = function (r, g, b, a) {
  243. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  244. };
  245. return Color4;
  246. })();
  247. BABYLON.Color4 = Color4;
  248. var Vector2 = (function () {
  249. function Vector2(x, y) {
  250. this.x = x;
  251. this.y = y;
  252. }
  253. Vector2.prototype.toString = function () {
  254. return "{X: " + this.x + " Y:" + this.y + "}";
  255. };
  256. // Operators
  257. Vector2.prototype.toArray = function (array, index) {
  258. if (index === void 0) { index = 0; }
  259. array[index] = this.x;
  260. array[index + 1] = this.y;
  261. return this;
  262. };
  263. Vector2.prototype.asArray = function () {
  264. var result = [];
  265. this.toArray(result, 0);
  266. return result;
  267. };
  268. Vector2.prototype.copyFrom = function (source) {
  269. this.x = source.x;
  270. this.y = source.y;
  271. return this;
  272. };
  273. Vector2.prototype.copyFromFloats = function (x, y) {
  274. this.x = x;
  275. this.y = y;
  276. return this;
  277. };
  278. Vector2.prototype.add = function (otherVector) {
  279. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  280. };
  281. Vector2.prototype.addVector3 = function (otherVector) {
  282. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  283. };
  284. Vector2.prototype.subtract = function (otherVector) {
  285. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  286. };
  287. Vector2.prototype.subtractInPlace = function (otherVector) {
  288. this.x -= otherVector.x;
  289. this.y -= otherVector.y;
  290. return this;
  291. };
  292. Vector2.prototype.multiplyInPlace = function (otherVector) {
  293. this.x *= otherVector.x;
  294. this.y *= otherVector.y;
  295. return this;
  296. };
  297. Vector2.prototype.multiply = function (otherVector) {
  298. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  299. };
  300. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  301. result.x = this.x * otherVector.x;
  302. result.y = this.y * otherVector.y;
  303. return this;
  304. };
  305. Vector2.prototype.multiplyByFloats = function (x, y) {
  306. return new Vector2(this.x * x, this.y * y);
  307. };
  308. Vector2.prototype.divide = function (otherVector) {
  309. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  310. };
  311. Vector2.prototype.divideToRef = function (otherVector, result) {
  312. result.x = this.x / otherVector.x;
  313. result.y = this.y / otherVector.y;
  314. return this;
  315. };
  316. Vector2.prototype.negate = function () {
  317. return new Vector2(-this.x, -this.y);
  318. };
  319. Vector2.prototype.scaleInPlace = function (scale) {
  320. this.x *= scale;
  321. this.y *= scale;
  322. return this;
  323. };
  324. Vector2.prototype.scale = function (scale) {
  325. return new Vector2(this.x * scale, this.y * scale);
  326. };
  327. Vector2.prototype.equals = function (otherVector) {
  328. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  329. };
  330. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  331. if (epsilon === void 0) { epsilon = BABYLON.Engine.Epsilon; }
  332. return otherVector && BABYLON.Tools.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Tools.WithinEpsilon(this.y, otherVector.y, epsilon);
  333. };
  334. // Properties
  335. Vector2.prototype.length = function () {
  336. return Math.sqrt(this.x * this.x + this.y * this.y);
  337. };
  338. Vector2.prototype.lengthSquared = function () {
  339. return (this.x * this.x + this.y * this.y);
  340. };
  341. // Methods
  342. Vector2.prototype.normalize = function () {
  343. var len = this.length();
  344. if (len === 0)
  345. return this;
  346. var num = 1.0 / len;
  347. this.x *= num;
  348. this.y *= num;
  349. return this;
  350. };
  351. Vector2.prototype.clone = function () {
  352. return new Vector2(this.x, this.y);
  353. };
  354. // Statics
  355. Vector2.Zero = function () {
  356. return new Vector2(0, 0);
  357. };
  358. Vector2.FromArray = function (array, offset) {
  359. if (offset === void 0) { offset = 0; }
  360. return new Vector2(array[offset], array[offset + 1]);
  361. };
  362. Vector2.FromArrayToRef = function (array, offset, result) {
  363. result.x = array[offset];
  364. result.y = array[offset + 1];
  365. };
  366. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  367. var squared = amount * amount;
  368. var cubed = amount * squared;
  369. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  370. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  371. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  372. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  373. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  374. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  375. return new Vector2(x, y);
  376. };
  377. Vector2.Clamp = function (value, min, max) {
  378. var x = value.x;
  379. x = (x > max.x) ? max.x : x;
  380. x = (x < min.x) ? min.x : x;
  381. var y = value.y;
  382. y = (y > max.y) ? max.y : y;
  383. y = (y < min.y) ? min.y : y;
  384. return new Vector2(x, y);
  385. };
  386. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  387. var squared = amount * amount;
  388. var cubed = amount * squared;
  389. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  390. var part2 = (-2.0 * cubed) + (3.0 * squared);
  391. var part3 = (cubed - (2.0 * squared)) + amount;
  392. var part4 = cubed - squared;
  393. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  394. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  395. return new Vector2(x, y);
  396. };
  397. Vector2.Lerp = function (start, end, amount) {
  398. var x = start.x + ((end.x - start.x) * amount);
  399. var y = start.y + ((end.y - start.y) * amount);
  400. return new Vector2(x, y);
  401. };
  402. Vector2.Dot = function (left, right) {
  403. return left.x * right.x + left.y * right.y;
  404. };
  405. Vector2.Normalize = function (vector) {
  406. var newVector = vector.clone();
  407. newVector.normalize();
  408. return newVector;
  409. };
  410. Vector2.Minimize = function (left, right) {
  411. var x = (left.x < right.x) ? left.x : right.x;
  412. var y = (left.y < right.y) ? left.y : right.y;
  413. return new Vector2(x, y);
  414. };
  415. Vector2.Maximize = function (left, right) {
  416. var x = (left.x > right.x) ? left.x : right.x;
  417. var y = (left.y > right.y) ? left.y : right.y;
  418. return new Vector2(x, y);
  419. };
  420. Vector2.Transform = function (vector, transformation) {
  421. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]);
  422. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]);
  423. return new Vector2(x, y);
  424. };
  425. Vector2.Distance = function (value1, value2) {
  426. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  427. };
  428. Vector2.DistanceSquared = function (value1, value2) {
  429. var x = value1.x - value2.x;
  430. var y = value1.y - value2.y;
  431. return (x * x) + (y * y);
  432. };
  433. return Vector2;
  434. })();
  435. BABYLON.Vector2 = Vector2;
  436. var Vector3 = (function () {
  437. function Vector3(x, y, z) {
  438. this.x = x;
  439. this.y = y;
  440. this.z = z;
  441. }
  442. Vector3.prototype.toString = function () {
  443. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  444. };
  445. // Operators
  446. Vector3.prototype.asArray = function () {
  447. var result = [];
  448. this.toArray(result, 0);
  449. return result;
  450. };
  451. Vector3.prototype.toArray = function (array, index) {
  452. if (index === void 0) { index = 0; }
  453. array[index] = this.x;
  454. array[index + 1] = this.y;
  455. array[index + 2] = this.z;
  456. return this;
  457. };
  458. Vector3.prototype.toQuaternion = function () {
  459. var result = new Quaternion(0, 0, 0, 1);
  460. var cosxPlusz = Math.cos((this.x + this.z) * 0.5);
  461. var sinxPlusz = Math.sin((this.x + this.z) * 0.5);
  462. var coszMinusx = Math.cos((this.z - this.x) * 0.5);
  463. var sinzMinusx = Math.sin((this.z - this.x) * 0.5);
  464. var cosy = Math.cos(this.y * 0.5);
  465. var siny = Math.sin(this.y * 0.5);
  466. result.x = coszMinusx * siny;
  467. result.y = -sinzMinusx * siny;
  468. result.z = sinxPlusz * cosy;
  469. result.w = cosxPlusz * cosy;
  470. return result;
  471. };
  472. Vector3.prototype.addInPlace = function (otherVector) {
  473. this.x += otherVector.x;
  474. this.y += otherVector.y;
  475. this.z += otherVector.z;
  476. return this;
  477. };
  478. Vector3.prototype.add = function (otherVector) {
  479. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  480. };
  481. Vector3.prototype.addToRef = function (otherVector, result) {
  482. result.x = this.x + otherVector.x;
  483. result.y = this.y + otherVector.y;
  484. result.z = this.z + otherVector.z;
  485. return this;
  486. };
  487. Vector3.prototype.subtractInPlace = function (otherVector) {
  488. this.x -= otherVector.x;
  489. this.y -= otherVector.y;
  490. this.z -= otherVector.z;
  491. return this;
  492. };
  493. Vector3.prototype.subtract = function (otherVector) {
  494. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  495. };
  496. Vector3.prototype.subtractToRef = function (otherVector, result) {
  497. result.x = this.x - otherVector.x;
  498. result.y = this.y - otherVector.y;
  499. result.z = this.z - otherVector.z;
  500. return this;
  501. };
  502. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  503. return new Vector3(this.x - x, this.y - y, this.z - z);
  504. };
  505. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  506. result.x = this.x - x;
  507. result.y = this.y - y;
  508. result.z = this.z - z;
  509. return this;
  510. };
  511. Vector3.prototype.negate = function () {
  512. return new Vector3(-this.x, -this.y, -this.z);
  513. };
  514. Vector3.prototype.scaleInPlace = function (scale) {
  515. this.x *= scale;
  516. this.y *= scale;
  517. this.z *= scale;
  518. return this;
  519. };
  520. Vector3.prototype.scale = function (scale) {
  521. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  522. };
  523. Vector3.prototype.scaleToRef = function (scale, result) {
  524. result.x = this.x * scale;
  525. result.y = this.y * scale;
  526. result.z = this.z * scale;
  527. };
  528. Vector3.prototype.equals = function (otherVector) {
  529. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  530. };
  531. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  532. if (epsilon === void 0) { epsilon = BABYLON.Engine.Epsilon; }
  533. return otherVector && BABYLON.Tools.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Tools.WithinEpsilon(this.y, otherVector.y, epsilon) && BABYLON.Tools.WithinEpsilon(this.z, otherVector.z, epsilon);
  534. };
  535. Vector3.prototype.equalsToFloats = function (x, y, z) {
  536. return this.x === x && this.y === y && this.z === z;
  537. };
  538. Vector3.prototype.multiplyInPlace = function (otherVector) {
  539. this.x *= otherVector.x;
  540. this.y *= otherVector.y;
  541. this.z *= otherVector.z;
  542. return this;
  543. };
  544. Vector3.prototype.multiply = function (otherVector) {
  545. return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  546. };
  547. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  548. result.x = this.x * otherVector.x;
  549. result.y = this.y * otherVector.y;
  550. result.z = this.z * otherVector.z;
  551. return this;
  552. };
  553. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  554. return new Vector3(this.x * x, this.y * y, this.z * z);
  555. };
  556. Vector3.prototype.divide = function (otherVector) {
  557. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  558. };
  559. Vector3.prototype.divideToRef = function (otherVector, result) {
  560. result.x = this.x / otherVector.x;
  561. result.y = this.y / otherVector.y;
  562. result.z = this.z / otherVector.z;
  563. return this;
  564. };
  565. Vector3.prototype.MinimizeInPlace = function (other) {
  566. if (other.x < this.x)
  567. this.x = other.x;
  568. if (other.y < this.y)
  569. this.y = other.y;
  570. if (other.z < this.z)
  571. this.z = other.z;
  572. return this;
  573. };
  574. Vector3.prototype.MaximizeInPlace = function (other) {
  575. if (other.x > this.x)
  576. this.x = other.x;
  577. if (other.y > this.y)
  578. this.y = other.y;
  579. if (other.z > this.z)
  580. this.z = other.z;
  581. return this;
  582. };
  583. // Properties
  584. Vector3.prototype.length = function () {
  585. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  586. };
  587. Vector3.prototype.lengthSquared = function () {
  588. return (this.x * this.x + this.y * this.y + this.z * this.z);
  589. };
  590. // Methods
  591. Vector3.prototype.normalize = function () {
  592. var len = this.length();
  593. if (len === 0 || len === 1.0)
  594. return this;
  595. var num = 1.0 / len;
  596. this.x *= num;
  597. this.y *= num;
  598. this.z *= num;
  599. return this;
  600. };
  601. Vector3.prototype.clone = function () {
  602. return new Vector3(this.x, this.y, this.z);
  603. };
  604. Vector3.prototype.copyFrom = function (source) {
  605. this.x = source.x;
  606. this.y = source.y;
  607. this.z = source.z;
  608. return this;
  609. };
  610. Vector3.prototype.copyFromFloats = function (x, y, z) {
  611. this.x = x;
  612. this.y = y;
  613. this.z = z;
  614. return this;
  615. };
  616. // Statics
  617. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  618. var d0 = Vector3.Dot(vector0, axis) - size;
  619. var d1 = Vector3.Dot(vector1, axis) - size;
  620. var s = d0 / (d0 - d1);
  621. return s;
  622. };
  623. Vector3.FromArray = function (array, offset) {
  624. if (!offset) {
  625. offset = 0;
  626. }
  627. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  628. };
  629. Vector3.FromFloatArray = function (array, offset) {
  630. if (!offset) {
  631. offset = 0;
  632. }
  633. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  634. };
  635. Vector3.FromArrayToRef = function (array, offset, result) {
  636. result.x = array[offset];
  637. result.y = array[offset + 1];
  638. result.z = array[offset + 2];
  639. };
  640. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  641. result.x = array[offset];
  642. result.y = array[offset + 1];
  643. result.z = array[offset + 2];
  644. };
  645. Vector3.FromFloatsToRef = function (x, y, z, result) {
  646. result.x = x;
  647. result.y = y;
  648. result.z = z;
  649. };
  650. Vector3.Zero = function () {
  651. return new Vector3(0, 0, 0);
  652. };
  653. Vector3.Up = function () {
  654. return new Vector3(0, 1.0, 0);
  655. };
  656. Vector3.TransformCoordinates = function (vector, transformation) {
  657. var result = Vector3.Zero();
  658. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  659. return result;
  660. };
  661. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  662. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12];
  663. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13];
  664. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14];
  665. var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15];
  666. result.x = x / w;
  667. result.y = y / w;
  668. result.z = z / w;
  669. };
  670. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  671. var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12];
  672. var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13];
  673. var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14];
  674. var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15];
  675. result.x = rx / rw;
  676. result.y = ry / rw;
  677. result.z = rz / rw;
  678. };
  679. Vector3.TransformNormal = function (vector, transformation) {
  680. var result = Vector3.Zero();
  681. Vector3.TransformNormalToRef(vector, transformation, result);
  682. return result;
  683. };
  684. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  685. result.x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
  686. result.y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
  687. result.z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
  688. };
  689. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  690. result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]);
  691. result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]);
  692. result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]);
  693. };
  694. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  695. var squared = amount * amount;
  696. var cubed = amount * squared;
  697. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  698. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  699. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  700. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  701. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  702. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  703. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  704. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  705. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  706. return new Vector3(x, y, z);
  707. };
  708. Vector3.Clamp = function (value, min, max) {
  709. var x = value.x;
  710. x = (x > max.x) ? max.x : x;
  711. x = (x < min.x) ? min.x : x;
  712. var y = value.y;
  713. y = (y > max.y) ? max.y : y;
  714. y = (y < min.y) ? min.y : y;
  715. var z = value.z;
  716. z = (z > max.z) ? max.z : z;
  717. z = (z < min.z) ? min.z : z;
  718. return new Vector3(x, y, z);
  719. };
  720. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  721. var squared = amount * amount;
  722. var cubed = amount * squared;
  723. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  724. var part2 = (-2.0 * cubed) + (3.0 * squared);
  725. var part3 = (cubed - (2.0 * squared)) + amount;
  726. var part4 = cubed - squared;
  727. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  728. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  729. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  730. return new Vector3(x, y, z);
  731. };
  732. Vector3.Lerp = function (start, end, amount) {
  733. var x = start.x + ((end.x - start.x) * amount);
  734. var y = start.y + ((end.y - start.y) * amount);
  735. var z = start.z + ((end.z - start.z) * amount);
  736. return new Vector3(x, y, z);
  737. };
  738. Vector3.Dot = function (left, right) {
  739. return (left.x * right.x + left.y * right.y + left.z * right.z);
  740. };
  741. Vector3.Cross = function (left, right) {
  742. var result = Vector3.Zero();
  743. Vector3.CrossToRef(left, right, result);
  744. return result;
  745. };
  746. Vector3.CrossToRef = function (left, right, result) {
  747. result.x = left.y * right.z - left.z * right.y;
  748. result.y = left.z * right.x - left.x * right.z;
  749. result.z = left.x * right.y - left.y * right.x;
  750. };
  751. Vector3.Normalize = function (vector) {
  752. var result = Vector3.Zero();
  753. Vector3.NormalizeToRef(vector, result);
  754. return result;
  755. };
  756. Vector3.NormalizeToRef = function (vector, result) {
  757. result.copyFrom(vector);
  758. result.normalize();
  759. };
  760. Vector3.Project = function (vector, world, transform, viewport) {
  761. var cw = viewport.width;
  762. var ch = viewport.height;
  763. var cx = viewport.x;
  764. var cy = viewport.y;
  765. var viewportMatrix = Matrix.FromValues(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, 1, 0, cx + cw / 2.0, ch / 2.0 + cy, 0, 1);
  766. var finalMatrix = world.multiply(transform).multiply(viewportMatrix);
  767. return Vector3.TransformCoordinates(vector, finalMatrix);
  768. };
  769. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  770. var matrix = world.multiply(transform);
  771. matrix.invert();
  772. source.x = source.x / viewportWidth * 2 - 1;
  773. source.y = -(source.y / viewportHeight * 2 - 1);
  774. var vector = Vector3.TransformCoordinates(source, matrix);
  775. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  776. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  777. vector = vector.scale(1.0 / num);
  778. }
  779. return vector;
  780. };
  781. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  782. var matrix = world.multiply(view).multiply(projection);
  783. matrix.invert();
  784. var screenSource = new Vector3(source.x / viewportWidth * 2 - 1, -(source.y / viewportHeight * 2 - 1), source.z);
  785. var vector = Vector3.TransformCoordinates(screenSource, matrix);
  786. var num = screenSource.x * matrix.m[3] + screenSource.y * matrix.m[7] + screenSource.z * matrix.m[11] + matrix.m[15];
  787. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  788. vector = vector.scale(1.0 / num);
  789. }
  790. return vector;
  791. };
  792. Vector3.Minimize = function (left, right) {
  793. var min = left.clone();
  794. min.MinimizeInPlace(right);
  795. return min;
  796. };
  797. Vector3.Maximize = function (left, right) {
  798. var max = left.clone();
  799. max.MaximizeInPlace(right);
  800. return max;
  801. };
  802. Vector3.Distance = function (value1, value2) {
  803. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  804. };
  805. Vector3.DistanceSquared = function (value1, value2) {
  806. var x = value1.x - value2.x;
  807. var y = value1.y - value2.y;
  808. var z = value1.z - value2.z;
  809. return (x * x) + (y * y) + (z * z);
  810. };
  811. Vector3.Center = function (value1, value2) {
  812. var center = value1.add(value2);
  813. center.scaleInPlace(0.5);
  814. return center;
  815. };
  816. /**
  817. * Given three orthogonal left-handed oriented Vector3 axis in space (target system),
  818. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  819. * to something in order to rotate it from its local system to the given target system.
  820. */
  821. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  822. var rotation = Vector3.Zero();
  823. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  824. return rotation;
  825. };
  826. /**
  827. * The same than RotationFromAxis but updates the passed ref Vector3 parameter.
  828. */
  829. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  830. var u = Vector3.Normalize(axis1);
  831. var w = Vector3.Normalize(axis3);
  832. // world axis
  833. var X = Axis.X;
  834. var Y = Axis.Y;
  835. // equation unknowns and vars
  836. var yaw = 0.0;
  837. var pitch = 0.0;
  838. var roll = 0.0;
  839. var x = 0.0;
  840. var y = 0.0;
  841. var z = 0.0;
  842. var t = 0.0;
  843. var sign = -1.0;
  844. var nbRevert = 0;
  845. var cross;
  846. var dot = 0.0;
  847. // step 1 : rotation around w
  848. // Rv3(u) = u1, and u1 belongs to plane xOz
  849. // Rv3(w) = w1 = w invariant
  850. var u1;
  851. var v1;
  852. if (BABYLON.Tools.WithinEpsilon(w.z, 0, BABYLON.Engine.Epsilon)) {
  853. z = 1.0;
  854. }
  855. else if (BABYLON.Tools.WithinEpsilon(w.x, 0, BABYLON.Engine.Epsilon)) {
  856. x = 1.0;
  857. }
  858. else {
  859. t = w.z / w.x;
  860. x = -t * Math.sqrt(1 / (1 + t * t));
  861. z = Math.sqrt(1 / (1 + t * t));
  862. }
  863. u1 = new Vector3(x, y, z);
  864. u1.normalize();
  865. v1 = Vector3.Cross(w, u1); // v1 image of v through rotation around w
  866. v1.normalize();
  867. cross = Vector3.Cross(u, u1); // returns same direction as w (=local z) if positive angle : cross(source, image)
  868. cross.normalize();
  869. if (Vector3.Dot(w, cross) < 0) {
  870. sign = 1.0;
  871. }
  872. dot = Vector3.Dot(u, u1);
  873. dot = (Math.min(1.0, Math.max(-1.0, dot))); // to force dot to be in the range [-1, 1]
  874. roll = Math.acos(dot) * sign;
  875. if (Vector3.Dot(u1, X) < 0) {
  876. roll = Math.PI + roll;
  877. u1 = u1.scaleInPlace(-1);
  878. v1 = v1.scaleInPlace(-1);
  879. nbRevert++;
  880. }
  881. // step 2 : rotate around u1
  882. // Ru1(w1) = Ru1(w) = w2, and w2 belongs to plane xOz
  883. // u1 is yet in xOz and invariant by Ru1, so after this step u1 and w2 will be in xOz
  884. var w2;
  885. var v2;
  886. x = 0.0;
  887. y = 0.0;
  888. z = 0.0;
  889. sign = -1;
  890. if (BABYLON.Tools.WithinEpsilon(w.z, 0, BABYLON.Engine.Epsilon)) {
  891. x = 1.0;
  892. }
  893. else {
  894. t = u1.z / u1.x;
  895. x = -t * Math.sqrt(1 / (1 + t * t));
  896. z = Math.sqrt(1 / (1 + t * t));
  897. }
  898. w2 = new Vector3(x, y, z);
  899. w2.normalize();
  900. v2 = Vector3.Cross(w2, u1); // v2 image of v1 through rotation around u1
  901. v2.normalize();
  902. cross = Vector3.Cross(w, w2); // returns same direction as u1 (=local x) if positive angle : cross(source, image)
  903. cross.normalize();
  904. if (Vector3.Dot(u1, cross) < 0) {
  905. sign = 1.0;
  906. }
  907. dot = Vector3.Dot(w, w2);
  908. dot = (Math.min(1.0, Math.max(-1.0, dot))); // to force dot to be in the range [-1, 1]
  909. pitch = Math.acos(dot) * sign;
  910. if (Vector3.Dot(v2, Y) < 0) {
  911. pitch = Math.PI + pitch;
  912. v2 = v2.scaleInPlace(-1);
  913. w2 = w2.scaleInPlace(-1);
  914. nbRevert++;
  915. }
  916. // step 3 : rotate around v2
  917. // Rv2(u1) = X, same as Rv2(w2) = Z, with X=(1,0,0) and Z=(0,0,1)
  918. sign = -1;
  919. cross = Vector3.Cross(X, u1); // returns same direction as Y if positive angle : cross(source, image)
  920. cross.normalize();
  921. if (Vector3.Dot(cross, Y) < 0) {
  922. sign = 1.0;
  923. }
  924. dot = Vector3.Dot(u1, X);
  925. dot = (Math.min(1.0, Math.max(-1.0, dot))); // to force dot to be in the range [-1, 1]
  926. yaw = -Math.acos(dot) * sign; // negative : plane zOx oriented clockwise
  927. if (dot < 0 && nbRevert < 2) {
  928. yaw = Math.PI + yaw;
  929. }
  930. ref.x = pitch;
  931. ref.y = yaw;
  932. ref.z = roll;
  933. };
  934. return Vector3;
  935. })();
  936. BABYLON.Vector3 = Vector3;
  937. //Vector4 class created for EulerAngle class conversion to Quaternion
  938. var Vector4 = (function () {
  939. function Vector4(x, y, z, w) {
  940. this.x = x;
  941. this.y = y;
  942. this.z = z;
  943. this.w = w;
  944. }
  945. Vector4.prototype.toString = function () {
  946. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "W:" + this.w + "}";
  947. };
  948. // Operators
  949. Vector4.prototype.asArray = function () {
  950. var result = [];
  951. this.toArray(result, 0);
  952. return result;
  953. };
  954. Vector4.prototype.toArray = function (array, index) {
  955. if (index === undefined) {
  956. index = 0;
  957. }
  958. array[index] = this.x;
  959. array[index + 1] = this.y;
  960. array[index + 2] = this.z;
  961. array[index + 3] = this.w;
  962. return this;
  963. };
  964. Vector4.prototype.addInPlace = function (otherVector) {
  965. this.x += otherVector.x;
  966. this.y += otherVector.y;
  967. this.z += otherVector.z;
  968. this.w += otherVector.w;
  969. return this;
  970. };
  971. Vector4.prototype.add = function (otherVector) {
  972. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  973. };
  974. Vector4.prototype.addToRef = function (otherVector, result) {
  975. result.x = this.x + otherVector.x;
  976. result.y = this.y + otherVector.y;
  977. result.z = this.z + otherVector.z;
  978. result.w = this.w + otherVector.w;
  979. return this;
  980. };
  981. Vector4.prototype.subtractInPlace = function (otherVector) {
  982. this.x -= otherVector.x;
  983. this.y -= otherVector.y;
  984. this.z -= otherVector.z;
  985. this.w -= otherVector.w;
  986. return this;
  987. };
  988. Vector4.prototype.subtract = function (otherVector) {
  989. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  990. };
  991. Vector4.prototype.subtractToRef = function (otherVector, result) {
  992. result.x = this.x - otherVector.x;
  993. result.y = this.y - otherVector.y;
  994. result.z = this.z - otherVector.z;
  995. result.w = this.w - otherVector.w;
  996. return this;
  997. };
  998. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  999. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  1000. };
  1001. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  1002. result.x = this.x - x;
  1003. result.y = this.y - y;
  1004. result.z = this.z - z;
  1005. result.w = this.w - w;
  1006. return this;
  1007. };
  1008. Vector4.prototype.negate = function () {
  1009. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  1010. };
  1011. Vector4.prototype.scaleInPlace = function (scale) {
  1012. this.x *= scale;
  1013. this.y *= scale;
  1014. this.z *= scale;
  1015. this.w *= scale;
  1016. return this;
  1017. };
  1018. Vector4.prototype.scale = function (scale) {
  1019. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  1020. };
  1021. Vector4.prototype.scaleToRef = function (scale, result) {
  1022. result.x = this.x * scale;
  1023. result.y = this.y * scale;
  1024. result.z = this.z * scale;
  1025. result.w = this.w * scale;
  1026. };
  1027. Vector4.prototype.equals = function (otherVector) {
  1028. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  1029. };
  1030. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  1031. if (epsilon === void 0) { epsilon = BABYLON.Engine.Epsilon; }
  1032. return otherVector
  1033. && BABYLON.Tools.WithinEpsilon(this.x, otherVector.x, epsilon)
  1034. && BABYLON.Tools.WithinEpsilon(this.y, otherVector.y, epsilon)
  1035. && BABYLON.Tools.WithinEpsilon(this.z, otherVector.z, epsilon)
  1036. && BABYLON.Tools.WithinEpsilon(this.w, otherVector.w, epsilon);
  1037. };
  1038. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  1039. return this.x === x && this.y === y && this.z === z && this.w === w;
  1040. };
  1041. Vector4.prototype.multiplyInPlace = function (otherVector) {
  1042. this.x *= otherVector.x;
  1043. this.y *= otherVector.y;
  1044. this.z *= otherVector.z;
  1045. this.w *= otherVector.w;
  1046. return this;
  1047. };
  1048. Vector4.prototype.multiply = function (otherVector) {
  1049. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  1050. };
  1051. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  1052. result.x = this.x * otherVector.x;
  1053. result.y = this.y * otherVector.y;
  1054. result.z = this.z * otherVector.z;
  1055. result.w = this.w * otherVector.w;
  1056. return this;
  1057. };
  1058. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  1059. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  1060. };
  1061. Vector4.prototype.divide = function (otherVector) {
  1062. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  1063. };
  1064. Vector4.prototype.divideToRef = function (otherVector, result) {
  1065. result.x = this.x / otherVector.x;
  1066. result.y = this.y / otherVector.y;
  1067. result.z = this.z / otherVector.z;
  1068. result.w = this.w / otherVector.w;
  1069. return this;
  1070. };
  1071. Vector4.prototype.MinimizeInPlace = function (other) {
  1072. if (other.x < this.x)
  1073. this.x = other.x;
  1074. if (other.y < this.y)
  1075. this.y = other.y;
  1076. if (other.z < this.z)
  1077. this.z = other.z;
  1078. if (other.w < this.w)
  1079. this.w = other.w;
  1080. return this;
  1081. };
  1082. Vector4.prototype.MaximizeInPlace = function (other) {
  1083. if (other.x > this.x)
  1084. this.x = other.x;
  1085. if (other.y > this.y)
  1086. this.y = other.y;
  1087. if (other.z > this.z)
  1088. this.z = other.z;
  1089. if (other.w > this.w)
  1090. this.w = other.w;
  1091. return this;
  1092. };
  1093. // Properties
  1094. Vector4.prototype.length = function () {
  1095. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  1096. };
  1097. Vector4.prototype.lengthSquared = function () {
  1098. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  1099. };
  1100. // Methods
  1101. Vector4.prototype.normalize = function () {
  1102. var len = this.length();
  1103. if (len === 0)
  1104. return this;
  1105. var num = 1.0 / len;
  1106. this.x *= num;
  1107. this.y *= num;
  1108. this.z *= num;
  1109. this.w *= num;
  1110. return this;
  1111. };
  1112. Vector4.prototype.clone = function () {
  1113. return new Vector4(this.x, this.y, this.z, this.w);
  1114. };
  1115. Vector4.prototype.copyFrom = function (source) {
  1116. this.x = source.x;
  1117. this.y = source.y;
  1118. this.z = source.z;
  1119. this.w = source.w;
  1120. return this;
  1121. };
  1122. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  1123. this.x = x;
  1124. this.y = y;
  1125. this.z = z;
  1126. this.w = w;
  1127. return this;
  1128. };
  1129. // Statics
  1130. Vector4.FromArray = function (array, offset) {
  1131. if (!offset) {
  1132. offset = 0;
  1133. }
  1134. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  1135. };
  1136. Vector4.FromArrayToRef = function (array, offset, result) {
  1137. result.x = array[offset];
  1138. result.y = array[offset + 1];
  1139. result.z = array[offset + 2];
  1140. result.w = array[offset + 3];
  1141. };
  1142. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  1143. result.x = array[offset];
  1144. result.y = array[offset + 1];
  1145. result.z = array[offset + 2];
  1146. result.w = array[offset + 3];
  1147. };
  1148. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  1149. result.x = x;
  1150. result.y = y;
  1151. result.z = z;
  1152. result.w = w;
  1153. };
  1154. Vector4.Zero = function () {
  1155. return new Vector4(0, 0, 0, 0);
  1156. };
  1157. Vector4.Normalize = function (vector) {
  1158. var result = Vector4.Zero();
  1159. Vector4.NormalizeToRef(vector, result);
  1160. return result;
  1161. };
  1162. Vector4.NormalizeToRef = function (vector, result) {
  1163. result.copyFrom(vector);
  1164. result.normalize();
  1165. };
  1166. Vector4.Minimize = function (left, right) {
  1167. var min = left.clone();
  1168. min.MinimizeInPlace(right);
  1169. return min;
  1170. };
  1171. Vector4.Maximize = function (left, right) {
  1172. var max = left.clone();
  1173. max.MaximizeInPlace(right);
  1174. return max;
  1175. };
  1176. Vector4.Distance = function (value1, value2) {
  1177. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  1178. };
  1179. Vector4.DistanceSquared = function (value1, value2) {
  1180. var x = value1.x - value2.x;
  1181. var y = value1.y - value2.y;
  1182. var z = value1.z - value2.z;
  1183. var w = value1.w - value2.w;
  1184. return (x * x) + (y * y) + (z * z) + (w * w);
  1185. };
  1186. Vector4.Center = function (value1, value2) {
  1187. var center = value1.add(value2);
  1188. center.scaleInPlace(0.5);
  1189. return center;
  1190. };
  1191. return Vector4;
  1192. })();
  1193. BABYLON.Vector4 = Vector4;
  1194. var Quaternion = (function () {
  1195. function Quaternion(x, y, z, w) {
  1196. if (x === void 0) { x = 0; }
  1197. if (y === void 0) { y = 0; }
  1198. if (z === void 0) { z = 0; }
  1199. if (w === void 0) { w = 1; }
  1200. this.x = x;
  1201. this.y = y;
  1202. this.z = z;
  1203. this.w = w;
  1204. }
  1205. Quaternion.prototype.toString = function () {
  1206. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  1207. };
  1208. Quaternion.prototype.asArray = function () {
  1209. return [this.x, this.y, this.z, this.w];
  1210. };
  1211. Quaternion.prototype.equals = function (otherQuaternion) {
  1212. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  1213. };
  1214. Quaternion.prototype.clone = function () {
  1215. return new Quaternion(this.x, this.y, this.z, this.w);
  1216. };
  1217. Quaternion.prototype.copyFrom = function (other) {
  1218. this.x = other.x;
  1219. this.y = other.y;
  1220. this.z = other.z;
  1221. this.w = other.w;
  1222. return this;
  1223. };
  1224. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  1225. this.x = x;
  1226. this.y = y;
  1227. this.z = z;
  1228. this.w = w;
  1229. return this;
  1230. };
  1231. Quaternion.prototype.add = function (other) {
  1232. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  1233. };
  1234. Quaternion.prototype.subtract = function (other) {
  1235. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  1236. };
  1237. Quaternion.prototype.scale = function (value) {
  1238. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  1239. };
  1240. Quaternion.prototype.multiply = function (q1) {
  1241. var result = new Quaternion(0, 0, 0, 1.0);
  1242. this.multiplyToRef(q1, result);
  1243. return result;
  1244. };
  1245. Quaternion.prototype.multiplyToRef = function (q1, result) {
  1246. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  1247. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  1248. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  1249. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  1250. result.copyFromFloats(x, y, z, w);
  1251. return this;
  1252. };
  1253. Quaternion.prototype.multiplyInPlace = function (q1) {
  1254. this.multiplyToRef(q1, this);
  1255. return this;
  1256. };
  1257. Quaternion.prototype.length = function () {
  1258. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  1259. };
  1260. Quaternion.prototype.normalize = function () {
  1261. var length = 1.0 / this.length();
  1262. this.x *= length;
  1263. this.y *= length;
  1264. this.z *= length;
  1265. this.w *= length;
  1266. return this;
  1267. };
  1268. Quaternion.prototype.toEulerAngles = function () {
  1269. var result = Vector3.Zero();
  1270. this.toEulerAnglesToRef(result);
  1271. return result;
  1272. };
  1273. Quaternion.prototype.toEulerAnglesToRef = function (result) {
  1274. //result is an EulerAngles in the in the z-x-z convention
  1275. var qx = this.x;
  1276. var qy = this.y;
  1277. var qz = this.z;
  1278. var qw = this.w;
  1279. var qxy = qx * qy;
  1280. var qxz = qx * qz;
  1281. var qwy = qw * qy;
  1282. var qwz = qw * qz;
  1283. var qwx = qw * qx;
  1284. var qyz = qy * qz;
  1285. var sqx = qx * qx;
  1286. var sqy = qy * qy;
  1287. var determinant = sqx + sqy;
  1288. if (determinant !== 0.000 && determinant !== 1.000) {
  1289. result.x = Math.atan2(qxz + qwy, qwx - qyz);
  1290. result.y = Math.acos(1 - 2 * determinant);
  1291. result.z = Math.atan2(qxz - qwy, qwx + qyz);
  1292. }
  1293. else {
  1294. if (determinant === 0.0) {
  1295. result.x = 0.0;
  1296. result.y = 0.0;
  1297. result.z = Math.atan2(qxy - qwz, 0.5 - sqy - qz * qz); //actually, degeneracy gives us choice with x+z=Math.atan2(qxy-qwz,0.5-sqy-qz*qz)
  1298. }
  1299. else {
  1300. result.x = Math.atan2(qxy - qwz, 0.5 - sqy - qz * qz); //actually, degeneracy gives us choice with x-z=Math.atan2(qxy-qwz,0.5-sqy-qz*qz)
  1301. result.y = Math.PI;
  1302. result.z = 0.0;
  1303. }
  1304. }
  1305. return this;
  1306. };
  1307. Quaternion.prototype.toRotationMatrix = function (result) {
  1308. var xx = this.x * this.x;
  1309. var yy = this.y * this.y;
  1310. var zz = this.z * this.z;
  1311. var xy = this.x * this.y;
  1312. var zw = this.z * this.w;
  1313. var zx = this.z * this.x;
  1314. var yw = this.y * this.w;
  1315. var yz = this.y * this.z;
  1316. var xw = this.x * this.w;
  1317. result.m[0] = 1.0 - (2.0 * (yy + zz));
  1318. result.m[1] = 2.0 * (xy + zw);
  1319. result.m[2] = 2.0 * (zx - yw);
  1320. result.m[3] = 0;
  1321. result.m[4] = 2.0 * (xy - zw);
  1322. result.m[5] = 1.0 - (2.0 * (zz + xx));
  1323. result.m[6] = 2.0 * (yz + xw);
  1324. result.m[7] = 0;
  1325. result.m[8] = 2.0 * (zx + yw);
  1326. result.m[9] = 2.0 * (yz - xw);
  1327. result.m[10] = 1.0 - (2.0 * (yy + xx));
  1328. result.m[11] = 0;
  1329. result.m[12] = 0;
  1330. result.m[13] = 0;
  1331. result.m[14] = 0;
  1332. result.m[15] = 1.0;
  1333. return this;
  1334. };
  1335. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  1336. Quaternion.FromRotationMatrixToRef(matrix, this);
  1337. return this;
  1338. };
  1339. // Statics
  1340. Quaternion.FromRotationMatrix = function (matrix) {
  1341. var result = new Quaternion();
  1342. Quaternion.FromRotationMatrixToRef(matrix, result);
  1343. return result;
  1344. };
  1345. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  1346. var data = matrix.m;
  1347. var m11 = data[0], m12 = data[4], m13 = data[8];
  1348. var m21 = data[1], m22 = data[5], m23 = data[9];
  1349. var m31 = data[2], m32 = data[6], m33 = data[10];
  1350. var trace = m11 + m22 + m33;
  1351. var s;
  1352. if (trace > 0) {
  1353. s = 0.5 / Math.sqrt(trace + 1.0);
  1354. result.w = 0.25 / s;
  1355. result.x = (m32 - m23) * s;
  1356. result.y = (m13 - m31) * s;
  1357. result.z = (m21 - m12) * s;
  1358. }
  1359. else if (m11 > m22 && m11 > m33) {
  1360. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  1361. result.w = (m32 - m23) / s;
  1362. result.x = 0.25 * s;
  1363. result.y = (m12 + m21) / s;
  1364. result.z = (m13 + m31) / s;
  1365. }
  1366. else if (m22 > m33) {
  1367. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  1368. result.w = (m13 - m31) / s;
  1369. result.x = (m12 + m21) / s;
  1370. result.y = 0.25 * s;
  1371. result.z = (m23 + m32) / s;
  1372. }
  1373. else {
  1374. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  1375. result.w = (m21 - m12) / s;
  1376. result.x = (m13 + m31) / s;
  1377. result.y = (m23 + m32) / s;
  1378. result.z = 0.25 * s;
  1379. }
  1380. };
  1381. Quaternion.Inverse = function (q) {
  1382. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  1383. };
  1384. Quaternion.Identity = function () {
  1385. return new Quaternion(0, 0, 0, 1);
  1386. };
  1387. Quaternion.RotationAxis = function (axis, angle) {
  1388. var result = new Quaternion();
  1389. var sin = Math.sin(angle / 2);
  1390. axis.normalize();
  1391. result.w = Math.cos(angle / 2);
  1392. result.x = axis.x * sin;
  1393. result.y = axis.y * sin;
  1394. result.z = axis.z * sin;
  1395. return result;
  1396. };
  1397. Quaternion.FromArray = function (array, offset) {
  1398. if (!offset) {
  1399. offset = 0;
  1400. }
  1401. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  1402. };
  1403. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  1404. var result = new Quaternion();
  1405. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1406. return result;
  1407. };
  1408. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  1409. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  1410. var halfRoll = roll * 0.5;
  1411. var halfPitch = pitch * 0.5;
  1412. var halfYaw = yaw * 0.5;
  1413. var sinRoll = Math.sin(halfRoll);
  1414. var cosRoll = Math.cos(halfRoll);
  1415. var sinPitch = Math.sin(halfPitch);
  1416. var cosPitch = Math.cos(halfPitch);
  1417. var sinYaw = Math.sin(halfYaw);
  1418. var cosYaw = Math.cos(halfYaw);
  1419. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  1420. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  1421. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  1422. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  1423. };
  1424. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  1425. var result = new Quaternion();
  1426. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  1427. return result;
  1428. };
  1429. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  1430. // Produces a quaternion from Euler angles in the z-x-z orientation
  1431. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  1432. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  1433. var halfBeta = beta * 0.5;
  1434. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  1435. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  1436. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  1437. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  1438. };
  1439. Quaternion.Slerp = function (left, right, amount) {
  1440. var num2;
  1441. var num3;
  1442. var num = amount;
  1443. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  1444. var flag = false;
  1445. if (num4 < 0) {
  1446. flag = true;
  1447. num4 = -num4;
  1448. }
  1449. if (num4 > 0.999999) {
  1450. num3 = 1 - num;
  1451. num2 = flag ? -num : num;
  1452. }
  1453. else {
  1454. var num5 = Math.acos(num4);
  1455. var num6 = (1.0 / Math.sin(num5));
  1456. num3 = (Math.sin((1.0 - num) * num5)) * num6;
  1457. num2 = flag ? ((-Math.sin(num * num5)) * num6) : ((Math.sin(num * num5)) * num6);
  1458. }
  1459. 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));
  1460. };
  1461. return Quaternion;
  1462. })();
  1463. BABYLON.Quaternion = Quaternion;
  1464. var Matrix = (function () {
  1465. function Matrix() {
  1466. this.m = new Float32Array(16);
  1467. }
  1468. // Properties
  1469. Matrix.prototype.isIdentity = function () {
  1470. if (this.m[0] !== 1.0 || this.m[5] !== 1.0 || this.m[10] !== 1.0 || this.m[15] !== 1.0)
  1471. return false;
  1472. if (this.m[1] !== 0.0 || this.m[2] !== 0.0 || this.m[3] !== 0.0 ||
  1473. this.m[4] !== 0.0 || this.m[6] !== 0.0 || this.m[7] !== 0.0 ||
  1474. this.m[8] !== 0.0 || this.m[9] !== 0.0 || this.m[11] !== 0.0 ||
  1475. this.m[12] !== 0.0 || this.m[13] !== 0.0 || this.m[14] !== 0.0)
  1476. return false;
  1477. return true;
  1478. };
  1479. Matrix.prototype.determinant = function () {
  1480. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  1481. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  1482. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  1483. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  1484. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  1485. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  1486. return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) -
  1487. (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) -
  1488. (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6))));
  1489. };
  1490. // Methods
  1491. Matrix.prototype.toArray = function () {
  1492. return this.m;
  1493. };
  1494. Matrix.prototype.asArray = function () {
  1495. return this.toArray();
  1496. };
  1497. Matrix.prototype.invert = function () {
  1498. this.invertToRef(this);
  1499. return this;
  1500. };
  1501. Matrix.prototype.reset = function () {
  1502. for (var index = 0; index < 16; index++) {
  1503. this.m[index] = 0;
  1504. }
  1505. return this;
  1506. };
  1507. Matrix.prototype.add = function (other) {
  1508. var result = new Matrix();
  1509. this.addToRef(other, result);
  1510. return result;
  1511. };
  1512. Matrix.prototype.addToRef = function (other, result) {
  1513. for (var index = 0; index < 16; index++) {
  1514. result.m[index] = this.m[index] + other.m[index];
  1515. }
  1516. return this;
  1517. };
  1518. Matrix.prototype.addToSelf = function (other) {
  1519. for (var index = 0; index < 16; index++) {
  1520. this.m[index] += other.m[index];
  1521. }
  1522. return this;
  1523. };
  1524. Matrix.prototype.invertToRef = function (other) {
  1525. var l1 = this.m[0];
  1526. var l2 = this.m[1];
  1527. var l3 = this.m[2];
  1528. var l4 = this.m[3];
  1529. var l5 = this.m[4];
  1530. var l6 = this.m[5];
  1531. var l7 = this.m[6];
  1532. var l8 = this.m[7];
  1533. var l9 = this.m[8];
  1534. var l10 = this.m[9];
  1535. var l11 = this.m[10];
  1536. var l12 = this.m[11];
  1537. var l13 = this.m[12];
  1538. var l14 = this.m[13];
  1539. var l15 = this.m[14];
  1540. var l16 = this.m[15];
  1541. var l17 = (l11 * l16) - (l12 * l15);
  1542. var l18 = (l10 * l16) - (l12 * l14);
  1543. var l19 = (l10 * l15) - (l11 * l14);
  1544. var l20 = (l9 * l16) - (l12 * l13);
  1545. var l21 = (l9 * l15) - (l11 * l13);
  1546. var l22 = (l9 * l14) - (l10 * l13);
  1547. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  1548. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  1549. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  1550. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  1551. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  1552. var l28 = (l7 * l16) - (l8 * l15);
  1553. var l29 = (l6 * l16) - (l8 * l14);
  1554. var l30 = (l6 * l15) - (l7 * l14);
  1555. var l31 = (l5 * l16) - (l8 * l13);
  1556. var l32 = (l5 * l15) - (l7 * l13);
  1557. var l33 = (l5 * l14) - (l6 * l13);
  1558. var l34 = (l7 * l12) - (l8 * l11);
  1559. var l35 = (l6 * l12) - (l8 * l10);
  1560. var l36 = (l6 * l11) - (l7 * l10);
  1561. var l37 = (l5 * l12) - (l8 * l9);
  1562. var l38 = (l5 * l11) - (l7 * l9);
  1563. var l39 = (l5 * l10) - (l6 * l9);
  1564. other.m[0] = l23 * l27;
  1565. other.m[4] = l24 * l27;
  1566. other.m[8] = l25 * l27;
  1567. other.m[12] = l26 * l27;
  1568. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  1569. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  1570. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  1571. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  1572. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  1573. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  1574. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  1575. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  1576. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  1577. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  1578. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  1579. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  1580. return this;
  1581. };
  1582. Matrix.prototype.setTranslation = function (vector3) {
  1583. this.m[12] = vector3.x;
  1584. this.m[13] = vector3.y;
  1585. this.m[14] = vector3.z;
  1586. return this;
  1587. };
  1588. Matrix.prototype.multiply = function (other) {
  1589. var result = new Matrix();
  1590. this.multiplyToRef(other, result);
  1591. return result;
  1592. };
  1593. Matrix.prototype.copyFrom = function (other) {
  1594. for (var index = 0; index < 16; index++) {
  1595. this.m[index] = other.m[index];
  1596. }
  1597. return this;
  1598. };
  1599. Matrix.prototype.copyToArray = function (array, offset) {
  1600. if (offset === void 0) { offset = 0; }
  1601. for (var index = 0; index < 16; index++) {
  1602. array[offset + index] = this.m[index];
  1603. }
  1604. return this;
  1605. };
  1606. Matrix.prototype.multiplyToRef = function (other, result) {
  1607. this.multiplyToArray(other, result.m, 0);
  1608. return this;
  1609. };
  1610. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  1611. var tm0 = this.m[0];
  1612. var tm1 = this.m[1];
  1613. var tm2 = this.m[2];
  1614. var tm3 = this.m[3];
  1615. var tm4 = this.m[4];
  1616. var tm5 = this.m[5];
  1617. var tm6 = this.m[6];
  1618. var tm7 = this.m[7];
  1619. var tm8 = this.m[8];
  1620. var tm9 = this.m[9];
  1621. var tm10 = this.m[10];
  1622. var tm11 = this.m[11];
  1623. var tm12 = this.m[12];
  1624. var tm13 = this.m[13];
  1625. var tm14 = this.m[14];
  1626. var tm15 = this.m[15];
  1627. var om0 = other.m[0];
  1628. var om1 = other.m[1];
  1629. var om2 = other.m[2];
  1630. var om3 = other.m[3];
  1631. var om4 = other.m[4];
  1632. var om5 = other.m[5];
  1633. var om6 = other.m[6];
  1634. var om7 = other.m[7];
  1635. var om8 = other.m[8];
  1636. var om9 = other.m[9];
  1637. var om10 = other.m[10];
  1638. var om11 = other.m[11];
  1639. var om12 = other.m[12];
  1640. var om13 = other.m[13];
  1641. var om14 = other.m[14];
  1642. var om15 = other.m[15];
  1643. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  1644. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  1645. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  1646. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  1647. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  1648. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  1649. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  1650. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  1651. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  1652. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  1653. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  1654. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  1655. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  1656. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  1657. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  1658. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  1659. return this;
  1660. };
  1661. Matrix.prototype.equals = function (value) {
  1662. return value &&
  1663. (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] &&
  1664. this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] &&
  1665. this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] &&
  1666. this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]);
  1667. };
  1668. Matrix.prototype.clone = function () {
  1669. 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]);
  1670. };
  1671. Matrix.prototype.decompose = function (scale, rotation, translation) {
  1672. translation.x = this.m[12];
  1673. translation.y = this.m[13];
  1674. translation.z = this.m[14];
  1675. var xs = BABYLON.Tools.Sign(this.m[0] * this.m[1] * this.m[2] * this.m[3]) < 0 ? -1 : 1;
  1676. var ys = BABYLON.Tools.Sign(this.m[4] * this.m[5] * this.m[6] * this.m[7]) < 0 ? -1 : 1;
  1677. var zs = BABYLON.Tools.Sign(this.m[8] * this.m[9] * this.m[10] * this.m[11]) < 0 ? -1 : 1;
  1678. scale.x = xs * Math.sqrt(this.m[0] * this.m[0] + this.m[1] * this.m[1] + this.m[2] * this.m[2]);
  1679. scale.y = ys * Math.sqrt(this.m[4] * this.m[4] + this.m[5] * this.m[5] + this.m[6] * this.m[6]);
  1680. scale.z = zs * Math.sqrt(this.m[8] * this.m[8] + this.m[9] * this.m[9] + this.m[10] * this.m[10]);
  1681. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  1682. rotation.x = 0;
  1683. rotation.y = 0;
  1684. rotation.z = 0;
  1685. rotation.w = 1;
  1686. return false;
  1687. }
  1688. var rotationMatrix = Matrix.FromValues(this.m[0] / scale.x, this.m[1] / scale.x, this.m[2] / scale.x, 0, this.m[4] / scale.y, this.m[5] / scale.y, this.m[6] / scale.y, 0, this.m[8] / scale.z, this.m[9] / scale.z, this.m[10] / scale.z, 0, 0, 0, 0, 1);
  1689. Quaternion.FromRotationMatrixToRef(rotationMatrix, rotation);
  1690. return true;
  1691. };
  1692. // Statics
  1693. Matrix.FromArray = function (array, offset) {
  1694. var result = new Matrix();
  1695. if (!offset) {
  1696. offset = 0;
  1697. }
  1698. Matrix.FromArrayToRef(array, offset, result);
  1699. return result;
  1700. };
  1701. Matrix.FromArrayToRef = function (array, offset, result) {
  1702. for (var index = 0; index < 16; index++) {
  1703. result.m[index] = array[index + offset];
  1704. }
  1705. };
  1706. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  1707. for (var index = 0; index < 16; index++) {
  1708. result.m[index] = array[index + offset] * scale;
  1709. }
  1710. };
  1711. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  1712. result.m[0] = initialM11;
  1713. result.m[1] = initialM12;
  1714. result.m[2] = initialM13;
  1715. result.m[3] = initialM14;
  1716. result.m[4] = initialM21;
  1717. result.m[5] = initialM22;
  1718. result.m[6] = initialM23;
  1719. result.m[7] = initialM24;
  1720. result.m[8] = initialM31;
  1721. result.m[9] = initialM32;
  1722. result.m[10] = initialM33;
  1723. result.m[11] = initialM34;
  1724. result.m[12] = initialM41;
  1725. result.m[13] = initialM42;
  1726. result.m[14] = initialM43;
  1727. result.m[15] = initialM44;
  1728. };
  1729. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  1730. var result = new Matrix();
  1731. result.m[0] = initialM11;
  1732. result.m[1] = initialM12;
  1733. result.m[2] = initialM13;
  1734. result.m[3] = initialM14;
  1735. result.m[4] = initialM21;
  1736. result.m[5] = initialM22;
  1737. result.m[6] = initialM23;
  1738. result.m[7] = initialM24;
  1739. result.m[8] = initialM31;
  1740. result.m[9] = initialM32;
  1741. result.m[10] = initialM33;
  1742. result.m[11] = initialM34;
  1743. result.m[12] = initialM41;
  1744. result.m[13] = initialM42;
  1745. result.m[14] = initialM43;
  1746. result.m[15] = initialM44;
  1747. return result;
  1748. };
  1749. Matrix.Compose = function (scale, rotation, translation) {
  1750. var result = Matrix.FromValues(scale.x, 0, 0, 0, 0, scale.y, 0, 0, 0, 0, scale.z, 0, 0, 0, 0, 1);
  1751. var rotationMatrix = Matrix.Identity();
  1752. rotation.toRotationMatrix(rotationMatrix);
  1753. result = result.multiply(rotationMatrix);
  1754. result.setTranslation(translation);
  1755. return result;
  1756. };
  1757. Matrix.Identity = function () {
  1758. return Matrix.FromValues(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0);
  1759. };
  1760. Matrix.IdentityToRef = function (result) {
  1761. Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, result);
  1762. };
  1763. Matrix.Zero = function () {
  1764. return Matrix.FromValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
  1765. };
  1766. Matrix.RotationX = function (angle) {
  1767. var result = new Matrix();
  1768. Matrix.RotationXToRef(angle, result);
  1769. return result;
  1770. };
  1771. Matrix.Invert = function (source) {
  1772. var result = new Matrix();
  1773. source.invertToRef(result);
  1774. return result;
  1775. };
  1776. Matrix.RotationXToRef = function (angle, result) {
  1777. var s = Math.sin(angle);
  1778. var c = Math.cos(angle);
  1779. result.m[0] = 1.0;
  1780. result.m[15] = 1.0;
  1781. result.m[5] = c;
  1782. result.m[10] = c;
  1783. result.m[9] = -s;
  1784. result.m[6] = s;
  1785. result.m[1] = 0;
  1786. result.m[2] = 0;
  1787. result.m[3] = 0;
  1788. result.m[4] = 0;
  1789. result.m[7] = 0;
  1790. result.m[8] = 0;
  1791. result.m[11] = 0;
  1792. result.m[12] = 0;
  1793. result.m[13] = 0;
  1794. result.m[14] = 0;
  1795. };
  1796. Matrix.RotationY = function (angle) {
  1797. var result = new Matrix();
  1798. Matrix.RotationYToRef(angle, result);
  1799. return result;
  1800. };
  1801. Matrix.RotationYToRef = function (angle, result) {
  1802. var s = Math.sin(angle);
  1803. var c = Math.cos(angle);
  1804. result.m[5] = 1.0;
  1805. result.m[15] = 1.0;
  1806. result.m[0] = c;
  1807. result.m[2] = -s;
  1808. result.m[8] = s;
  1809. result.m[10] = c;
  1810. result.m[1] = 0;
  1811. result.m[3] = 0;
  1812. result.m[4] = 0;
  1813. result.m[6] = 0;
  1814. result.m[7] = 0;
  1815. result.m[9] = 0;
  1816. result.m[11] = 0;
  1817. result.m[12] = 0;
  1818. result.m[13] = 0;
  1819. result.m[14] = 0;
  1820. };
  1821. Matrix.RotationZ = function (angle) {
  1822. var result = new Matrix();
  1823. Matrix.RotationZToRef(angle, result);
  1824. return result;
  1825. };
  1826. Matrix.RotationZToRef = function (angle, result) {
  1827. var s = Math.sin(angle);
  1828. var c = Math.cos(angle);
  1829. result.m[10] = 1.0;
  1830. result.m[15] = 1.0;
  1831. result.m[0] = c;
  1832. result.m[1] = s;
  1833. result.m[4] = -s;
  1834. result.m[5] = c;
  1835. result.m[2] = 0;
  1836. result.m[3] = 0;
  1837. result.m[6] = 0;
  1838. result.m[7] = 0;
  1839. result.m[8] = 0;
  1840. result.m[9] = 0;
  1841. result.m[11] = 0;
  1842. result.m[12] = 0;
  1843. result.m[13] = 0;
  1844. result.m[14] = 0;
  1845. };
  1846. Matrix.RotationAxis = function (axis, angle) {
  1847. var result = Matrix.Zero();
  1848. Matrix.RotationAxisToRef(axis, angle, result);
  1849. return result;
  1850. };
  1851. Matrix.RotationAxisToRef = function (axis, angle, result) {
  1852. var s = Math.sin(-angle);
  1853. var c = Math.cos(-angle);
  1854. var c1 = 1 - c;
  1855. axis.normalize();
  1856. result.m[0] = (axis.x * axis.x) * c1 + c;
  1857. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  1858. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  1859. result.m[3] = 0.0;
  1860. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  1861. result.m[5] = (axis.y * axis.y) * c1 + c;
  1862. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  1863. result.m[7] = 0.0;
  1864. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  1865. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  1866. result.m[10] = (axis.z * axis.z) * c1 + c;
  1867. result.m[11] = 0.0;
  1868. result.m[15] = 1.0;
  1869. };
  1870. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  1871. var result = new Matrix();
  1872. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1873. return result;
  1874. };
  1875. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  1876. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  1877. this._tempQuaternion.toRotationMatrix(result);
  1878. };
  1879. Matrix.Scaling = function (x, y, z) {
  1880. var result = Matrix.Zero();
  1881. Matrix.ScalingToRef(x, y, z, result);
  1882. return result;
  1883. };
  1884. Matrix.ScalingToRef = function (x, y, z, result) {
  1885. result.m[0] = x;
  1886. result.m[1] = 0;
  1887. result.m[2] = 0;
  1888. result.m[3] = 0;
  1889. result.m[4] = 0;
  1890. result.m[5] = y;
  1891. result.m[6] = 0;
  1892. result.m[7] = 0;
  1893. result.m[8] = 0;
  1894. result.m[9] = 0;
  1895. result.m[10] = z;
  1896. result.m[11] = 0;
  1897. result.m[12] = 0;
  1898. result.m[13] = 0;
  1899. result.m[14] = 0;
  1900. result.m[15] = 1.0;
  1901. };
  1902. Matrix.Translation = function (x, y, z) {
  1903. var result = Matrix.Identity();
  1904. Matrix.TranslationToRef(x, y, z, result);
  1905. return result;
  1906. };
  1907. Matrix.TranslationToRef = function (x, y, z, result) {
  1908. Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, x, y, z, 1.0, result);
  1909. };
  1910. Matrix.LookAtLH = function (eye, target, up) {
  1911. var result = Matrix.Zero();
  1912. Matrix.LookAtLHToRef(eye, target, up, result);
  1913. return result;
  1914. };
  1915. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  1916. // Z axis
  1917. target.subtractToRef(eye, this._zAxis);
  1918. this._zAxis.normalize();
  1919. // X axis
  1920. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  1921. if (this._xAxis.lengthSquared() === 0) {
  1922. this._xAxis.x = 1.0;
  1923. }
  1924. else {
  1925. this._xAxis.normalize();
  1926. }
  1927. // Y axis
  1928. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  1929. this._yAxis.normalize();
  1930. // Eye angles
  1931. var ex = -Vector3.Dot(this._xAxis, eye);
  1932. var ey = -Vector3.Dot(this._yAxis, eye);
  1933. var ez = -Vector3.Dot(this._zAxis, eye);
  1934. 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);
  1935. };
  1936. Matrix.OrthoLH = function (width, height, znear, zfar) {
  1937. var matrix = Matrix.Zero();
  1938. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  1939. return matrix;
  1940. };
  1941. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  1942. var hw = 2.0 / width;
  1943. var hh = 2.0 / height;
  1944. var id = 1.0 / (zfar - znear);
  1945. var nid = znear / (znear - zfar);
  1946. Matrix.FromValuesToRef(hw, 0, 0, 0, 0, hh, 0, 0, 0, 0, id, 0, 0, 0, nid, 1, result);
  1947. };
  1948. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  1949. var matrix = Matrix.Zero();
  1950. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  1951. return matrix;
  1952. };
  1953. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  1954. result.m[0] = 2.0 / (right - left);
  1955. result.m[1] = result.m[2] = result.m[3] = 0;
  1956. result.m[5] = 2.0 / (top - bottom);
  1957. result.m[4] = result.m[6] = result.m[7] = 0;
  1958. result.m[10] = -1.0 / (znear - zfar);
  1959. result.m[8] = result.m[9] = result.m[11] = 0;
  1960. result.m[12] = (left + right) / (left - right);
  1961. result.m[13] = (top + bottom) / (bottom - top);
  1962. result.m[14] = znear / (znear - zfar);
  1963. result.m[15] = 1.0;
  1964. };
  1965. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  1966. var matrix = Matrix.Zero();
  1967. matrix.m[0] = (2.0 * znear) / width;
  1968. matrix.m[1] = matrix.m[2] = matrix.m[3] = 0.0;
  1969. matrix.m[5] = (2.0 * znear) / height;
  1970. matrix.m[4] = matrix.m[6] = matrix.m[7] = 0.0;
  1971. matrix.m[10] = -zfar / (znear - zfar);
  1972. matrix.m[8] = matrix.m[9] = 0.0;
  1973. matrix.m[11] = 1.0;
  1974. matrix.m[12] = matrix.m[13] = matrix.m[15] = 0.0;
  1975. matrix.m[14] = (znear * zfar) / (znear - zfar);
  1976. return matrix;
  1977. };
  1978. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  1979. var matrix = Matrix.Zero();
  1980. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  1981. return matrix;
  1982. };
  1983. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, fovMode) {
  1984. if (fovMode === void 0) { fovMode = BABYLON.Camera.FOVMODE_VERTICAL_FIXED; }
  1985. var tan = 1.0 / (Math.tan(fov * 0.5));
  1986. var v_fixed = (fovMode === BABYLON.Camera.FOVMODE_VERTICAL_FIXED);
  1987. if (v_fixed) {
  1988. result.m[0] = tan / aspect;
  1989. }
  1990. else {
  1991. result.m[0] = tan;
  1992. }
  1993. result.m[1] = result.m[2] = result.m[3] = 0.0;
  1994. if (v_fixed) {
  1995. result.m[5] = tan;
  1996. }
  1997. else {
  1998. result.m[5] = tan * aspect;
  1999. }
  2000. result.m[4] = result.m[6] = result.m[7] = 0.0;
  2001. result.m[8] = result.m[9] = 0.0;
  2002. result.m[10] = -zfar / (znear - zfar);
  2003. result.m[11] = 1.0;
  2004. result.m[12] = result.m[13] = result.m[15] = 0.0;
  2005. result.m[14] = (znear * zfar) / (znear - zfar);
  2006. };
  2007. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  2008. var cw = viewport.width;
  2009. var ch = viewport.height;
  2010. var cx = viewport.x;
  2011. var cy = viewport.y;
  2012. 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);
  2013. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  2014. };
  2015. Matrix.GetAsMatrix2x2 = function (matrix) {
  2016. return new Float32Array([
  2017. matrix.m[0], matrix.m[1],
  2018. matrix.m[4], matrix.m[5]
  2019. ]);
  2020. };
  2021. Matrix.GetAsMatrix3x3 = function (matrix) {
  2022. return new Float32Array([
  2023. matrix.m[0], matrix.m[1], matrix.m[2],
  2024. matrix.m[4], matrix.m[5], matrix.m[6],
  2025. matrix.m[8], matrix.m[9], matrix.m[10]
  2026. ]);
  2027. };
  2028. Matrix.Transpose = function (matrix) {
  2029. var result = new Matrix();
  2030. result.m[0] = matrix.m[0];
  2031. result.m[1] = matrix.m[4];
  2032. result.m[2] = matrix.m[8];
  2033. result.m[3] = matrix.m[12];
  2034. result.m[4] = matrix.m[1];
  2035. result.m[5] = matrix.m[5];
  2036. result.m[6] = matrix.m[9];
  2037. result.m[7] = matrix.m[13];
  2038. result.m[8] = matrix.m[2];
  2039. result.m[9] = matrix.m[6];
  2040. result.m[10] = matrix.m[10];
  2041. result.m[11] = matrix.m[14];
  2042. result.m[12] = matrix.m[3];
  2043. result.m[13] = matrix.m[7];
  2044. result.m[14] = matrix.m[11];
  2045. result.m[15] = matrix.m[15];
  2046. return result;
  2047. };
  2048. Matrix.Reflection = function (plane) {
  2049. var matrix = new Matrix();
  2050. Matrix.ReflectionToRef(plane, matrix);
  2051. return matrix;
  2052. };
  2053. Matrix.ReflectionToRef = function (plane, result) {
  2054. plane.normalize();
  2055. var x = plane.normal.x;
  2056. var y = plane.normal.y;
  2057. var z = plane.normal.z;
  2058. var temp = -2 * x;
  2059. var temp2 = -2 * y;
  2060. var temp3 = -2 * z;
  2061. result.m[0] = (temp * x) + 1;
  2062. result.m[1] = temp2 * x;
  2063. result.m[2] = temp3 * x;
  2064. result.m[3] = 0.0;
  2065. result.m[4] = temp * y;
  2066. result.m[5] = (temp2 * y) + 1;
  2067. result.m[6] = temp3 * y;
  2068. result.m[7] = 0.0;
  2069. result.m[8] = temp * z;
  2070. result.m[9] = temp2 * z;
  2071. result.m[10] = (temp3 * z) + 1;
  2072. result.m[11] = 0.0;
  2073. result.m[12] = temp * plane.d;
  2074. result.m[13] = temp2 * plane.d;
  2075. result.m[14] = temp3 * plane.d;
  2076. result.m[15] = 1.0;
  2077. };
  2078. Matrix._tempQuaternion = new Quaternion();
  2079. Matrix._xAxis = Vector3.Zero();
  2080. Matrix._yAxis = Vector3.Zero();
  2081. Matrix._zAxis = Vector3.Zero();
  2082. return Matrix;
  2083. })();
  2084. BABYLON.Matrix = Matrix;
  2085. var Plane = (function () {
  2086. function Plane(a, b, c, d) {
  2087. this.normal = new Vector3(a, b, c);
  2088. this.d = d;
  2089. }
  2090. Plane.prototype.asArray = function () {
  2091. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  2092. };
  2093. // Methods
  2094. Plane.prototype.clone = function () {
  2095. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  2096. };
  2097. Plane.prototype.normalize = function () {
  2098. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  2099. var magnitude = 0;
  2100. if (norm !== 0) {
  2101. magnitude = 1.0 / norm;
  2102. }
  2103. this.normal.x *= magnitude;
  2104. this.normal.y *= magnitude;
  2105. this.normal.z *= magnitude;
  2106. this.d *= magnitude;
  2107. return this;
  2108. };
  2109. Plane.prototype.transform = function (transformation) {
  2110. var transposedMatrix = Matrix.Transpose(transformation);
  2111. var x = this.normal.x;
  2112. var y = this.normal.y;
  2113. var z = this.normal.z;
  2114. var d = this.d;
  2115. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  2116. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  2117. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  2118. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  2119. return new Plane(normalX, normalY, normalZ, finalD);
  2120. };
  2121. Plane.prototype.dotCoordinate = function (point) {
  2122. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  2123. };
  2124. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  2125. var x1 = point2.x - point1.x;
  2126. var y1 = point2.y - point1.y;
  2127. var z1 = point2.z - point1.z;
  2128. var x2 = point3.x - point1.x;
  2129. var y2 = point3.y - point1.y;
  2130. var z2 = point3.z - point1.z;
  2131. var yz = (y1 * z2) - (z1 * y2);
  2132. var xz = (z1 * x2) - (x1 * z2);
  2133. var xy = (x1 * y2) - (y1 * x2);
  2134. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  2135. var invPyth;
  2136. if (pyth !== 0) {
  2137. invPyth = 1.0 / pyth;
  2138. }
  2139. else {
  2140. invPyth = 0;
  2141. }
  2142. this.normal.x = yz * invPyth;
  2143. this.normal.y = xz * invPyth;
  2144. this.normal.z = xy * invPyth;
  2145. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  2146. return this;
  2147. };
  2148. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  2149. var dot = Vector3.Dot(this.normal, direction);
  2150. return (dot <= epsilon);
  2151. };
  2152. Plane.prototype.signedDistanceTo = function (point) {
  2153. return Vector3.Dot(point, this.normal) + this.d;
  2154. };
  2155. // Statics
  2156. Plane.FromArray = function (array) {
  2157. return new Plane(array[0], array[1], array[2], array[3]);
  2158. };
  2159. Plane.FromPoints = function (point1, point2, point3) {
  2160. var result = new Plane(0, 0, 0, 0);
  2161. result.copyFromPoints(point1, point2, point3);
  2162. return result;
  2163. };
  2164. Plane.FromPositionAndNormal = function (origin, normal) {
  2165. var result = new Plane(0, 0, 0, 0);
  2166. normal.normalize();
  2167. result.normal = normal;
  2168. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  2169. return result;
  2170. };
  2171. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  2172. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  2173. return Vector3.Dot(point, normal) + d;
  2174. };
  2175. return Plane;
  2176. })();
  2177. BABYLON.Plane = Plane;
  2178. var Viewport = (function () {
  2179. function Viewport(x, y, width, height) {
  2180. this.x = x;
  2181. this.y = y;
  2182. this.width = width;
  2183. this.height = height;
  2184. }
  2185. Viewport.prototype.toGlobal = function (engine) {
  2186. var width = engine.getRenderWidth();
  2187. var height = engine.getRenderHeight();
  2188. return new Viewport(this.x * width, this.y * height, this.width * width, this.height * height);
  2189. };
  2190. return Viewport;
  2191. })();
  2192. BABYLON.Viewport = Viewport;
  2193. var Frustum = (function () {
  2194. function Frustum() {
  2195. }
  2196. Frustum.GetPlanes = function (transform) {
  2197. var frustumPlanes = [];
  2198. for (var index = 0; index < 6; index++) {
  2199. frustumPlanes.push(new Plane(0, 0, 0, 0));
  2200. }
  2201. Frustum.GetPlanesToRef(transform, frustumPlanes);
  2202. return frustumPlanes;
  2203. };
  2204. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  2205. // Near
  2206. frustumPlanes[0].normal.x = transform.m[3] + transform.m[2];
  2207. frustumPlanes[0].normal.y = transform.m[7] + transform.m[6];
  2208. frustumPlanes[0].normal.z = transform.m[11] + transform.m[10];
  2209. frustumPlanes[0].d = transform.m[15] + transform.m[14];
  2210. frustumPlanes[0].normalize();
  2211. // Far
  2212. frustumPlanes[1].normal.x = transform.m[3] - transform.m[2];
  2213. frustumPlanes[1].normal.y = transform.m[7] - transform.m[6];
  2214. frustumPlanes[1].normal.z = transform.m[11] - transform.m[10];
  2215. frustumPlanes[1].d = transform.m[15] - transform.m[14];
  2216. frustumPlanes[1].normalize();
  2217. // Left
  2218. frustumPlanes[2].normal.x = transform.m[3] + transform.m[0];
  2219. frustumPlanes[2].normal.y = transform.m[7] + transform.m[4];
  2220. frustumPlanes[2].normal.z = transform.m[11] + transform.m[8];
  2221. frustumPlanes[2].d = transform.m[15] + transform.m[12];
  2222. frustumPlanes[2].normalize();
  2223. // Right
  2224. frustumPlanes[3].normal.x = transform.m[3] - transform.m[0];
  2225. frustumPlanes[3].normal.y = transform.m[7] - transform.m[4];
  2226. frustumPlanes[3].normal.z = transform.m[11] - transform.m[8];
  2227. frustumPlanes[3].d = transform.m[15] - transform.m[12];
  2228. frustumPlanes[3].normalize();
  2229. // Top
  2230. frustumPlanes[4].normal.x = transform.m[3] - transform.m[1];
  2231. frustumPlanes[4].normal.y = transform.m[7] - transform.m[5];
  2232. frustumPlanes[4].normal.z = transform.m[11] - transform.m[9];
  2233. frustumPlanes[4].d = transform.m[15] - transform.m[13];
  2234. frustumPlanes[4].normalize();
  2235. // Bottom
  2236. frustumPlanes[5].normal.x = transform.m[3] + transform.m[1];
  2237. frustumPlanes[5].normal.y = transform.m[7] + transform.m[5];
  2238. frustumPlanes[5].normal.z = transform.m[11] + transform.m[9];
  2239. frustumPlanes[5].d = transform.m[15] + transform.m[13];
  2240. frustumPlanes[5].normalize();
  2241. };
  2242. return Frustum;
  2243. })();
  2244. BABYLON.Frustum = Frustum;
  2245. var Ray = (function () {
  2246. function Ray(origin, direction, length) {
  2247. if (length === void 0) { length = Number.MAX_VALUE; }
  2248. this.origin = origin;
  2249. this.direction = direction;
  2250. this.length = length;
  2251. }
  2252. // Methods
  2253. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) {
  2254. var d = 0.0;
  2255. var maxValue = Number.MAX_VALUE;
  2256. var inv;
  2257. var min;
  2258. var max;
  2259. var temp;
  2260. if (Math.abs(this.direction.x) < 0.0000001) {
  2261. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  2262. return false;
  2263. }
  2264. }
  2265. else {
  2266. inv = 1.0 / this.direction.x;
  2267. min = (minimum.x - this.origin.x) * inv;
  2268. max = (maximum.x - this.origin.x) * inv;
  2269. if (max === -Infinity) {
  2270. max = Infinity;
  2271. }
  2272. if (min > max) {
  2273. temp = min;
  2274. min = max;
  2275. max = temp;
  2276. }
  2277. d = Math.max(min, d);
  2278. maxValue = Math.min(max, maxValue);
  2279. if (d > maxValue) {
  2280. return false;
  2281. }
  2282. }
  2283. if (Math.abs(this.direction.y) < 0.0000001) {
  2284. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  2285. return false;
  2286. }
  2287. }
  2288. else {
  2289. inv = 1.0 / this.direction.y;
  2290. min = (minimum.y - this.origin.y) * inv;
  2291. max = (maximum.y - this.origin.y) * inv;
  2292. if (max === -Infinity) {
  2293. max = Infinity;
  2294. }
  2295. if (min > max) {
  2296. temp = min;
  2297. min = max;
  2298. max = temp;
  2299. }
  2300. d = Math.max(min, d);
  2301. maxValue = Math.min(max, maxValue);
  2302. if (d > maxValue) {
  2303. return false;
  2304. }
  2305. }
  2306. if (Math.abs(this.direction.z) < 0.0000001) {
  2307. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  2308. return false;
  2309. }
  2310. }
  2311. else {
  2312. inv = 1.0 / this.direction.z;
  2313. min = (minimum.z - this.origin.z) * inv;
  2314. max = (maximum.z - this.origin.z) * inv;
  2315. if (max === -Infinity) {
  2316. max = Infinity;
  2317. }
  2318. if (min > max) {
  2319. temp = min;
  2320. min = max;
  2321. max = temp;
  2322. }
  2323. d = Math.max(min, d);
  2324. maxValue = Math.min(max, maxValue);
  2325. if (d > maxValue) {
  2326. return false;
  2327. }
  2328. }
  2329. return true;
  2330. };
  2331. Ray.prototype.intersectsBox = function (box) {
  2332. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  2333. };
  2334. Ray.prototype.intersectsSphere = function (sphere) {
  2335. var x = sphere.center.x - this.origin.x;
  2336. var y = sphere.center.y - this.origin.y;
  2337. var z = sphere.center.z - this.origin.z;
  2338. var pyth = (x * x) + (y * y) + (z * z);
  2339. var rr = sphere.radius * sphere.radius;
  2340. if (pyth <= rr) {
  2341. return true;
  2342. }
  2343. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  2344. if (dot < 0.0) {
  2345. return false;
  2346. }
  2347. var temp = pyth - (dot * dot);
  2348. return temp <= rr;
  2349. };
  2350. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  2351. if (!this._edge1) {
  2352. this._edge1 = Vector3.Zero();
  2353. this._edge2 = Vector3.Zero();
  2354. this._pvec = Vector3.Zero();
  2355. this._tvec = Vector3.Zero();
  2356. this._qvec = Vector3.Zero();
  2357. }
  2358. vertex1.subtractToRef(vertex0, this._edge1);
  2359. vertex2.subtractToRef(vertex0, this._edge2);
  2360. Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  2361. var det = Vector3.Dot(this._edge1, this._pvec);
  2362. if (det === 0) {
  2363. return null;
  2364. }
  2365. var invdet = 1 / det;
  2366. this.origin.subtractToRef(vertex0, this._tvec);
  2367. var bu = Vector3.Dot(this._tvec, this._pvec) * invdet;
  2368. if (bu < 0 || bu > 1.0) {
  2369. return null;
  2370. }
  2371. Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  2372. var bv = Vector3.Dot(this.direction, this._qvec) * invdet;
  2373. if (bv < 0 || bu + bv > 1.0) {
  2374. return null;
  2375. }
  2376. //check if the distance is longer than the predefined length.
  2377. var distance = Vector3.Dot(this._edge2, this._qvec) * invdet;
  2378. if (distance > this.length) {
  2379. return null;
  2380. }
  2381. return new BABYLON.IntersectionInfo(bu, bv, distance);
  2382. };
  2383. // Statics
  2384. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  2385. var start = Vector3.Unproject(new Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection);
  2386. var end = Vector3.Unproject(new Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection);
  2387. var direction = end.subtract(start);
  2388. direction.normalize();
  2389. return new Ray(start, direction);
  2390. };
  2391. /**
  2392. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  2393. * transformed to the given world matrix.
  2394. * @param origin The origin point
  2395. * @param end The end point
  2396. * @param world a matrix to transform the ray to. Default is the identity matrix.
  2397. */
  2398. Ray.CreateNewFromTo = function (origin, end, world) {
  2399. if (world === void 0) { world = Matrix.Identity(); }
  2400. var direction = end.subtract(origin);
  2401. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  2402. direction.normalize();
  2403. return Ray.Transform(new Ray(origin, direction, length), world);
  2404. };
  2405. Ray.Transform = function (ray, matrix) {
  2406. var newOrigin = Vector3.TransformCoordinates(ray.origin, matrix);
  2407. var newDirection = Vector3.TransformNormal(ray.direction, matrix);
  2408. return new Ray(newOrigin, newDirection, ray.length);
  2409. };
  2410. return Ray;
  2411. })();
  2412. BABYLON.Ray = Ray;
  2413. (function (Space) {
  2414. Space[Space["LOCAL"] = 0] = "LOCAL";
  2415. Space[Space["WORLD"] = 1] = "WORLD";
  2416. })(BABYLON.Space || (BABYLON.Space = {}));
  2417. var Space = BABYLON.Space;
  2418. var Axis = (function () {
  2419. function Axis() {
  2420. }
  2421. Axis.X = new Vector3(1, 0, 0);
  2422. Axis.Y = new Vector3(0, 1, 0);
  2423. Axis.Z = new Vector3(0, 0, 1);
  2424. return Axis;
  2425. })();
  2426. BABYLON.Axis = Axis;
  2427. ;
  2428. var BezierCurve = (function () {
  2429. function BezierCurve() {
  2430. }
  2431. BezierCurve.interpolate = function (t, x1, y1, x2, y2) {
  2432. // Extract X (which is equal to time here)
  2433. var f0 = 1 - 3 * x2 + 3 * x1;
  2434. var f1 = 3 * x2 - 6 * x1;
  2435. var f2 = 3 * x1;
  2436. var refinedT = t;
  2437. for (var i = 0; i < 5; i++) {
  2438. var refinedT2 = refinedT * refinedT;
  2439. var refinedT3 = refinedT2 * refinedT;
  2440. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  2441. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  2442. refinedT -= (x - t) * slope;
  2443. refinedT = Math.min(1, Math.max(0, refinedT));
  2444. }
  2445. // Resolve cubic bezier for the given x
  2446. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  2447. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  2448. Math.pow(refinedT, 3);
  2449. };
  2450. return BezierCurve;
  2451. })();
  2452. BABYLON.BezierCurve = BezierCurve;
  2453. (function (Orientation) {
  2454. Orientation[Orientation["CW"] = 0] = "CW";
  2455. Orientation[Orientation["CCW"] = 1] = "CCW";
  2456. })(BABYLON.Orientation || (BABYLON.Orientation = {}));
  2457. var Orientation = BABYLON.Orientation;
  2458. var Angle = (function () {
  2459. function Angle(radians) {
  2460. var _this = this;
  2461. this.degrees = function () { return _this._radians * 180 / Math.PI; };
  2462. this.radians = function () { return _this._radians; };
  2463. this._radians = radians;
  2464. if (this._radians < 0)
  2465. this._radians += (2 * Math.PI);
  2466. }
  2467. Angle.BetweenTwoPoints = function (a, b) {
  2468. var delta = b.subtract(a);
  2469. var theta = Math.atan2(delta.y, delta.x);
  2470. return new Angle(theta);
  2471. };
  2472. Angle.FromRadians = function (radians) {
  2473. return new Angle(radians);
  2474. };
  2475. Angle.FromDegrees = function (degrees) {
  2476. return new Angle(degrees * Math.PI / 180);
  2477. };
  2478. return Angle;
  2479. })();
  2480. BABYLON.Angle = Angle;
  2481. var Arc2 = (function () {
  2482. function Arc2(startPoint, midPoint, endPoint) {
  2483. this.startPoint = startPoint;
  2484. this.midPoint = midPoint;
  2485. this.endPoint = endPoint;
  2486. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  2487. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  2488. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  2489. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  2490. this.centerPoint = new Vector2((startToMid * (midPoint.y - endPoint.y) - midToEnd * (startPoint.y - midPoint.y)) / det, ((startPoint.x - midPoint.x) * midToEnd - (midPoint.x - endPoint.x) * startToMid) / det);
  2491. this.radius = this.centerPoint.subtract(this.startPoint).length();
  2492. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  2493. var a1 = this.startAngle.degrees();
  2494. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  2495. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  2496. // angles correction
  2497. if (a2 - a1 > +180.0)
  2498. a2 -= 360.0;
  2499. if (a2 - a1 < -180.0)
  2500. a2 += 360.0;
  2501. if (a3 - a2 > +180.0)
  2502. a3 -= 360.0;
  2503. if (a3 - a2 < -180.0)
  2504. a3 += 360.0;
  2505. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  2506. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  2507. }
  2508. return Arc2;
  2509. })();
  2510. BABYLON.Arc2 = Arc2;
  2511. var PathCursor = (function () {
  2512. function PathCursor(path) {
  2513. this.path = path;
  2514. this._onchange = new Array();
  2515. this.value = 0;
  2516. this.animations = new Array();
  2517. }
  2518. PathCursor.prototype.getPoint = function () {
  2519. var point = this.path.getPointAtLengthPosition(this.value);
  2520. return new Vector3(point.x, 0, point.y);
  2521. };
  2522. PathCursor.prototype.moveAhead = function (step) {
  2523. if (step === void 0) { step = 0.002; }
  2524. this.move(step);
  2525. return this;
  2526. };
  2527. PathCursor.prototype.moveBack = function (step) {
  2528. if (step === void 0) { step = 0.002; }
  2529. this.move(-step);
  2530. return this;
  2531. };
  2532. PathCursor.prototype.move = function (step) {
  2533. if (Math.abs(step) > 1) {
  2534. throw "step size should be less than 1.";
  2535. }
  2536. this.value += step;
  2537. this.ensureLimits();
  2538. this.raiseOnChange();
  2539. return this;
  2540. };
  2541. PathCursor.prototype.ensureLimits = function () {
  2542. while (this.value > 1) {
  2543. this.value -= 1;
  2544. }
  2545. while (this.value < 0) {
  2546. this.value += 1;
  2547. }
  2548. return this;
  2549. };
  2550. // used by animation engine
  2551. PathCursor.prototype.markAsDirty = function (propertyName) {
  2552. this.ensureLimits();
  2553. this.raiseOnChange();
  2554. return this;
  2555. };
  2556. PathCursor.prototype.raiseOnChange = function () {
  2557. var _this = this;
  2558. this._onchange.forEach(function (f) { return f(_this); });
  2559. return this;
  2560. };
  2561. PathCursor.prototype.onchange = function (f) {
  2562. this._onchange.push(f);
  2563. return this;
  2564. };
  2565. return PathCursor;
  2566. })();
  2567. BABYLON.PathCursor = PathCursor;
  2568. var Path2 = (function () {
  2569. function Path2(x, y) {
  2570. this._points = new Array();
  2571. this._length = 0;
  2572. this.closed = false;
  2573. this._points.push(new Vector2(x, y));
  2574. }
  2575. Path2.prototype.addLineTo = function (x, y) {
  2576. if (closed) {
  2577. BABYLON.Tools.Error("cannot add lines to closed paths");
  2578. return this;
  2579. }
  2580. var newPoint = new Vector2(x, y);
  2581. var previousPoint = this._points[this._points.length - 1];
  2582. this._points.push(newPoint);
  2583. this._length += newPoint.subtract(previousPoint).length();
  2584. return this;
  2585. };
  2586. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  2587. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  2588. if (closed) {
  2589. BABYLON.Tools.Error("cannot add arcs to closed paths");
  2590. return this;
  2591. }
  2592. var startPoint = this._points[this._points.length - 1];
  2593. var midPoint = new Vector2(midX, midY);
  2594. var endPoint = new Vector2(endX, endY);
  2595. var arc = new Arc2(startPoint, midPoint, endPoint);
  2596. var increment = arc.angle.radians() / numberOfSegments;
  2597. if (arc.orientation === Orientation.CW)
  2598. increment *= -1;
  2599. var currentAngle = arc.startAngle.radians() + increment;
  2600. for (var i = 0; i < numberOfSegments; i++) {
  2601. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  2602. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  2603. this.addLineTo(x, y);
  2604. currentAngle += increment;
  2605. }
  2606. return this;
  2607. };
  2608. Path2.prototype.close = function () {
  2609. this.closed = true;
  2610. return this;
  2611. };
  2612. Path2.prototype.length = function () {
  2613. var result = this._length;
  2614. if (!this.closed) {
  2615. var lastPoint = this._points[this._points.length - 1];
  2616. var firstPoint = this._points[0];
  2617. result += (firstPoint.subtract(lastPoint).length());
  2618. }
  2619. return result;
  2620. };
  2621. Path2.prototype.getPoints = function () {
  2622. return this._points;
  2623. };
  2624. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  2625. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  2626. BABYLON.Tools.Error("normalized length position should be between 0 and 1.");
  2627. return Vector2.Zero();
  2628. }
  2629. var lengthPosition = normalizedLengthPosition * this.length();
  2630. var previousOffset = 0;
  2631. for (var i = 0; i < this._points.length; i++) {
  2632. var j = (i + 1) % this._points.length;
  2633. var a = this._points[i];
  2634. var b = this._points[j];
  2635. var bToA = b.subtract(a);
  2636. var nextOffset = (bToA.length() + previousOffset);
  2637. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  2638. var dir = bToA.normalize();
  2639. var localOffset = lengthPosition - previousOffset;
  2640. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  2641. }
  2642. previousOffset = nextOffset;
  2643. }
  2644. BABYLON.Tools.Error("internal error");
  2645. return Vector2.Zero();
  2646. };
  2647. Path2.StartingAt = function (x, y) {
  2648. return new Path2(x, y);
  2649. };
  2650. return Path2;
  2651. })();
  2652. BABYLON.Path2 = Path2;
  2653. var Path3D = (function () {
  2654. /**
  2655. * new Path3D(path, normal, raw)
  2656. * path : an array of Vector3, the curve axis of the Path3D
  2657. * normal (optional) : Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  2658. * raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  2659. */
  2660. function Path3D(path, firstNormal, raw) {
  2661. this.path = path;
  2662. this._curve = new Array();
  2663. this._distances = new Array();
  2664. this._tangents = new Array();
  2665. this._normals = new Array();
  2666. this._binormals = new Array();
  2667. for (var p = 0; p < path.length; p++) {
  2668. this._curve[p] = path[p].clone(); // hard copy
  2669. }
  2670. this._raw = raw || false;
  2671. this._compute(firstNormal);
  2672. }
  2673. Path3D.prototype.getCurve = function () {
  2674. return this._curve;
  2675. };
  2676. Path3D.prototype.getTangents = function () {
  2677. return this._tangents;
  2678. };
  2679. Path3D.prototype.getNormals = function () {
  2680. return this._normals;
  2681. };
  2682. Path3D.prototype.getBinormals = function () {
  2683. return this._binormals;
  2684. };
  2685. Path3D.prototype.getDistances = function () {
  2686. return this._distances;
  2687. };
  2688. Path3D.prototype.update = function (path, firstNormal) {
  2689. for (var p = 0; p < path.length; p++) {
  2690. this._curve[p].x = path[p].x;
  2691. this._curve[p].y = path[p].y;
  2692. this._curve[p].z = path[p].z;
  2693. }
  2694. this._compute(firstNormal);
  2695. return this;
  2696. };
  2697. // private function compute() : computes tangents, normals and binormals
  2698. Path3D.prototype._compute = function (firstNormal) {
  2699. var l = this._curve.length;
  2700. // first and last tangents
  2701. this._tangents[0] = this._getFirstNonNullVector(0);
  2702. if (!this._raw) {
  2703. this._tangents[0].normalize();
  2704. }
  2705. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  2706. if (!this._raw) {
  2707. this._tangents[l - 1].normalize();
  2708. }
  2709. // normals and binormals at first point : arbitrary vector with _normalVector()
  2710. var tg0 = this._tangents[0];
  2711. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  2712. this._normals[0] = pp0;
  2713. if (!this._raw) {
  2714. this._normals[0].normalize();
  2715. }
  2716. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  2717. if (!this._raw) {
  2718. this._binormals[0].normalize();
  2719. }
  2720. this._distances[0] = 0;
  2721. // normals and binormals : next points
  2722. var prev; // previous vector (segment)
  2723. var cur; // current vector (segment)
  2724. var curTang; // current tangent
  2725. // previous normal
  2726. var prevBinor; // previous binormal
  2727. for (var i = 1; i < l; i++) {
  2728. // tangents
  2729. prev = this._getLastNonNullVector(i);
  2730. if (i < l - 1) {
  2731. cur = this._getFirstNonNullVector(i);
  2732. this._tangents[i] = prev.add(cur);
  2733. this._tangents[i].normalize();
  2734. }
  2735. this._distances[i] = this._distances[i - 1] + prev.length();
  2736. // normals and binormals
  2737. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  2738. curTang = this._tangents[i];
  2739. prevBinor = this._binormals[i - 1];
  2740. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  2741. if (!this._raw) {
  2742. this._normals[i].normalize();
  2743. }
  2744. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  2745. if (!this._raw) {
  2746. this._binormals[i].normalize();
  2747. }
  2748. }
  2749. };
  2750. // private function getFirstNonNullVector(index)
  2751. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  2752. Path3D.prototype._getFirstNonNullVector = function (index) {
  2753. var i = 1;
  2754. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  2755. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  2756. i++;
  2757. nNVector = this._curve[index + i].subtract(this._curve[index]);
  2758. }
  2759. return nNVector;
  2760. };
  2761. // private function getLastNonNullVector(index)
  2762. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  2763. Path3D.prototype._getLastNonNullVector = function (index) {
  2764. var i = 1;
  2765. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  2766. while (nLVector.length() === 0 && index > i + 1) {
  2767. i++;
  2768. nLVector = this._curve[index].subtract(this._curve[index - i]);
  2769. }
  2770. return nLVector;
  2771. };
  2772. // private function normalVector(v0, vt, va) :
  2773. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  2774. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  2775. Path3D.prototype._normalVector = function (v0, vt, va) {
  2776. var normal0;
  2777. if (va === undefined || va === null) {
  2778. var point;
  2779. if (!BABYLON.Tools.WithinEpsilon(vt.y, 1, BABYLON.Engine.Epsilon)) {
  2780. point = new Vector3(0, -1, 0);
  2781. }
  2782. else if (!BABYLON.Tools.WithinEpsilon(vt.x, 1, BABYLON.Engine.Epsilon)) {
  2783. point = new Vector3(1, 0, 0);
  2784. }
  2785. else if (!BABYLON.Tools.WithinEpsilon(vt.z, 1, BABYLON.Engine.Epsilon)) {
  2786. point = new Vector3(0, 0, 1);
  2787. }
  2788. normal0 = Vector3.Cross(vt, point);
  2789. }
  2790. else {
  2791. normal0 = Vector3.Cross(vt, va);
  2792. Vector3.CrossToRef(normal0, vt, normal0);
  2793. }
  2794. normal0.normalize();
  2795. return normal0;
  2796. };
  2797. return Path3D;
  2798. })();
  2799. BABYLON.Path3D = Path3D;
  2800. var Curve3 = (function () {
  2801. function Curve3(points) {
  2802. this._length = 0;
  2803. this._points = points;
  2804. this._length = this._computeLength(points);
  2805. }
  2806. // QuadraticBezier(origin_V3, control_V3, destination_V3, nbPoints)
  2807. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  2808. nbPoints = nbPoints > 2 ? nbPoints : 3;
  2809. var bez = new Array();
  2810. var equation = function (t, val0, val1, val2) {
  2811. var res = (1 - t) * (1 - t) * val0 + 2 * t * (1 - t) * val1 + t * t * val2;
  2812. return res;
  2813. };
  2814. for (var i = 0; i <= nbPoints; i++) {
  2815. bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x), equation(i / nbPoints, v0.y, v1.y, v2.y), equation(i / nbPoints, v0.z, v1.z, v2.z)));
  2816. }
  2817. return new Curve3(bez);
  2818. };
  2819. // CubicBezier(origin_V3, control1_V3, control2_V3, destination_V3, nbPoints)
  2820. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  2821. nbPoints = nbPoints > 3 ? nbPoints : 4;
  2822. var bez = new Array();
  2823. var equation = function (t, val0, val1, val2, val3) {
  2824. var res = (1 - t) * (1 - t) * (1 - t) * val0 + 3 * t * (1 - t) * (1 - t) * val1 + 3 * t * t * (1 - t) * val2 + t * t * t * val3;
  2825. return res;
  2826. };
  2827. for (var i = 0; i <= nbPoints; i++) {
  2828. bez.push(new Vector3(equation(i / nbPoints, v0.x, v1.x, v2.x, v3.x), equation(i / nbPoints, v0.y, v1.y, v2.y, v3.y), equation(i / nbPoints, v0.z, v1.z, v2.z, v3.z)));
  2829. }
  2830. return new Curve3(bez);
  2831. };
  2832. // HermiteSpline(origin_V3, originTangent_V3, destination_V3, destinationTangent_V3, nbPoints)
  2833. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  2834. var hermite = new Array();
  2835. var step = 1 / nbPoints;
  2836. for (var i = 0; i <= nbPoints; i++) {
  2837. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  2838. }
  2839. return new Curve3(hermite);
  2840. };
  2841. Curve3.prototype.getPoints = function () {
  2842. return this._points;
  2843. };
  2844. Curve3.prototype.length = function () {
  2845. return this._length;
  2846. };
  2847. Curve3.prototype.continue = function (curve) {
  2848. var lastPoint = this._points[this._points.length - 1];
  2849. var continuedPoints = this._points.slice();
  2850. var curvePoints = curve.getPoints();
  2851. for (var i = 1; i < curvePoints.length; i++) {
  2852. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  2853. }
  2854. var continuedCurve = new Curve3(continuedPoints);
  2855. return continuedCurve;
  2856. };
  2857. Curve3.prototype._computeLength = function (path) {
  2858. var l = 0;
  2859. for (var i = 1; i < path.length; i++) {
  2860. l += (path[i].subtract(path[i - 1])).length();
  2861. }
  2862. return l;
  2863. };
  2864. return Curve3;
  2865. })();
  2866. BABYLON.Curve3 = Curve3;
  2867. // Vertex formats
  2868. var PositionNormalVertex = (function () {
  2869. function PositionNormalVertex(position, normal) {
  2870. if (position === void 0) { position = Vector3.Zero(); }
  2871. if (normal === void 0) { normal = Vector3.Up(); }
  2872. this.position = position;
  2873. this.normal = normal;
  2874. }
  2875. PositionNormalVertex.prototype.clone = function () {
  2876. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  2877. };
  2878. return PositionNormalVertex;
  2879. })();
  2880. BABYLON.PositionNormalVertex = PositionNormalVertex;
  2881. var PositionNormalTextureVertex = (function () {
  2882. function PositionNormalTextureVertex(position, normal, uv) {
  2883. if (position === void 0) { position = Vector3.Zero(); }
  2884. if (normal === void 0) { normal = Vector3.Up(); }
  2885. if (uv === void 0) { uv = Vector2.Zero(); }
  2886. this.position = position;
  2887. this.normal = normal;
  2888. this.uv = uv;
  2889. }
  2890. PositionNormalTextureVertex.prototype.clone = function () {
  2891. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  2892. };
  2893. return PositionNormalTextureVertex;
  2894. })();
  2895. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  2896. })(BABYLON || (BABYLON = {}));
  2897. var BABYLON;
  2898. (function (BABYLON) {
  2899. var Database = (function () {
  2900. function Database(urlToScene, callbackManifestChecked) {
  2901. // Handling various flavors of prefixed version of IndexedDB
  2902. this.idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  2903. this.callbackManifestChecked = callbackManifestChecked;
  2904. this.currentSceneUrl = Database.ReturnFullUrlLocation(urlToScene);
  2905. this.db = null;
  2906. this.enableSceneOffline = false;
  2907. this.enableTexturesOffline = false;
  2908. this.manifestVersionFound = 0;
  2909. this.mustUpdateRessources = false;
  2910. this.hasReachedQuota = false;
  2911. if (!Database.IDBStorageEnabled) {
  2912. this.callbackManifestChecked(true);
  2913. }
  2914. else {
  2915. this.checkManifestFile();
  2916. }
  2917. }
  2918. Database.prototype.checkManifestFile = function () {
  2919. var _this = this;
  2920. function noManifestFile() {
  2921. that.enableSceneOffline = false;
  2922. that.enableTexturesOffline = false;
  2923. that.callbackManifestChecked(false);
  2924. }
  2925. var that = this;
  2926. var manifestURL = this.currentSceneUrl + ".manifest";
  2927. var xhr = new XMLHttpRequest();
  2928. var manifestURLTimeStamped = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + (new Date()).getTime();
  2929. xhr.open("GET", manifestURLTimeStamped, true);
  2930. xhr.addEventListener("load", function () {
  2931. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  2932. try {
  2933. var manifestFile = JSON.parse(xhr.response);
  2934. _this.enableSceneOffline = manifestFile.enableSceneOffline;
  2935. _this.enableTexturesOffline = manifestFile.enableTexturesOffline;
  2936. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  2937. _this.manifestVersionFound = manifestFile.version;
  2938. }
  2939. if (_this.callbackManifestChecked) {
  2940. _this.callbackManifestChecked(true);
  2941. }
  2942. }
  2943. catch (ex) {
  2944. noManifestFile();
  2945. }
  2946. }
  2947. else {
  2948. noManifestFile();
  2949. }
  2950. }, false);
  2951. xhr.addEventListener("error", function (event) {
  2952. noManifestFile();
  2953. }, false);
  2954. try {
  2955. xhr.send();
  2956. }
  2957. catch (ex) {
  2958. BABYLON.Tools.Error("Error on XHR send request.");
  2959. that.callbackManifestChecked(false);
  2960. }
  2961. };
  2962. Database.prototype.openAsync = function (successCallback, errorCallback) {
  2963. var _this = this;
  2964. function handleError() {
  2965. that.isSupported = false;
  2966. if (errorCallback)
  2967. errorCallback();
  2968. }
  2969. var that = this;
  2970. if (!this.idbFactory || !(this.enableSceneOffline || this.enableTexturesOffline)) {
  2971. // Your browser doesn't support IndexedDB
  2972. this.isSupported = false;
  2973. if (errorCallback)
  2974. errorCallback();
  2975. }
  2976. else {
  2977. // If the DB hasn't been opened or created yet
  2978. if (!this.db) {
  2979. this.hasReachedQuota = false;
  2980. this.isSupported = true;
  2981. var request = this.idbFactory.open("babylonjs", 1);
  2982. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  2983. request.onerror = function (event) {
  2984. handleError();
  2985. };
  2986. // executes when a version change transaction cannot complete due to other active transactions
  2987. request.onblocked = function (event) {
  2988. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  2989. handleError();
  2990. };
  2991. // DB has been opened successfully
  2992. request.onsuccess = function (event) {
  2993. _this.db = request.result;
  2994. successCallback();
  2995. };
  2996. // Initialization of the DB. Creating Scenes & Textures stores
  2997. request.onupgradeneeded = function (event) {
  2998. _this.db = (event.target).result;
  2999. try {
  3000. var scenesStore = _this.db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  3001. var versionsStore = _this.db.createObjectStore("versions", { keyPath: "sceneUrl" });
  3002. var texturesStore = _this.db.createObjectStore("textures", { keyPath: "textureUrl" });
  3003. }
  3004. catch (ex) {
  3005. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  3006. handleError();
  3007. }
  3008. };
  3009. }
  3010. else {
  3011. if (successCallback)
  3012. successCallback();
  3013. }
  3014. }
  3015. };
  3016. Database.prototype.loadImageFromDB = function (url, image) {
  3017. var _this = this;
  3018. var completeURL = Database.ReturnFullUrlLocation(url);
  3019. var saveAndLoadImage = function () {
  3020. if (!_this.hasReachedQuota && _this.db !== null) {
  3021. // the texture is not yet in the DB, let's try to save it
  3022. _this._saveImageIntoDBAsync(completeURL, image);
  3023. }
  3024. else {
  3025. image.src = url;
  3026. }
  3027. };
  3028. if (!this.mustUpdateRessources) {
  3029. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  3030. }
  3031. else {
  3032. saveAndLoadImage();
  3033. }
  3034. };
  3035. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  3036. if (this.isSupported && this.db !== null) {
  3037. var texture;
  3038. var transaction = this.db.transaction(["textures"]);
  3039. transaction.onabort = function (event) {
  3040. image.src = url;
  3041. };
  3042. transaction.oncomplete = function (event) {
  3043. var blobTextureURL;
  3044. if (texture) {
  3045. var URL = window.URL || window.webkitURL;
  3046. blobTextureURL = URL.createObjectURL(texture.data, { oneTimeOnly: true });
  3047. image.onerror = function () {
  3048. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  3049. image.src = url;
  3050. };
  3051. image.src = blobTextureURL;
  3052. }
  3053. else {
  3054. notInDBCallback();
  3055. }
  3056. };
  3057. var getRequest = transaction.objectStore("textures").get(url);
  3058. getRequest.onsuccess = function (event) {
  3059. texture = (event.target).result;
  3060. };
  3061. getRequest.onerror = function (event) {
  3062. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  3063. image.src = url;
  3064. };
  3065. }
  3066. else {
  3067. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  3068. image.src = url;
  3069. }
  3070. };
  3071. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  3072. var _this = this;
  3073. if (this.isSupported) {
  3074. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  3075. var generateBlobUrl = function () {
  3076. var blobTextureURL;
  3077. if (blob) {
  3078. var URL = window.URL || window.webkitURL;
  3079. try {
  3080. blobTextureURL = URL.createObjectURL(blob, { oneTimeOnly: true });
  3081. }
  3082. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  3083. catch (ex) {
  3084. blobTextureURL = URL.createObjectURL(blob);
  3085. }
  3086. }
  3087. image.src = blobTextureURL;
  3088. };
  3089. if (Database.IsUASupportingBlobStorage) {
  3090. var xhr = new XMLHttpRequest(), blob;
  3091. xhr.open("GET", url, true);
  3092. xhr.responseType = "blob";
  3093. xhr.addEventListener("load", function () {
  3094. if (xhr.status === 200) {
  3095. // Blob as response (XHR2)
  3096. blob = xhr.response;
  3097. var transaction = _this.db.transaction(["textures"], "readwrite");
  3098. // the transaction could abort because of a QuotaExceededError error
  3099. transaction.onabort = function (event) {
  3100. try {
  3101. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  3102. if (event.srcElement['error'] && event.srcElement['error'].name === "QuotaExceededError") {
  3103. this.hasReachedQuota = true;
  3104. }
  3105. }
  3106. catch (ex) { }
  3107. generateBlobUrl();
  3108. };
  3109. transaction.oncomplete = function (event) {
  3110. generateBlobUrl();
  3111. };
  3112. var newTexture = { textureUrl: url, data: blob };
  3113. try {
  3114. // Put the blob into the dabase
  3115. var addRequest = transaction.objectStore("textures").put(newTexture);
  3116. addRequest.onsuccess = function (event) {
  3117. };
  3118. addRequest.onerror = function (event) {
  3119. generateBlobUrl();
  3120. };
  3121. }
  3122. catch (ex) {
  3123. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  3124. if (ex.code === 25) {
  3125. Database.IsUASupportingBlobStorage = false;
  3126. }
  3127. image.src = url;
  3128. }
  3129. }
  3130. else {
  3131. image.src = url;
  3132. }
  3133. }, false);
  3134. xhr.addEventListener("error", function (event) {
  3135. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  3136. image.src = url;
  3137. }, false);
  3138. xhr.send();
  3139. }
  3140. else {
  3141. image.src = url;
  3142. }
  3143. }
  3144. else {
  3145. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  3146. image.src = url;
  3147. }
  3148. };
  3149. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  3150. var _this = this;
  3151. var updateVersion = function (event) {
  3152. // the version is not yet in the DB or we need to update it
  3153. _this._saveVersionIntoDBAsync(url, versionLoaded);
  3154. };
  3155. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  3156. };
  3157. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  3158. var _this = this;
  3159. if (this.isSupported) {
  3160. var version;
  3161. try {
  3162. var transaction = this.db.transaction(["versions"]);
  3163. transaction.oncomplete = function (event) {
  3164. if (version) {
  3165. // If the version in the JSON file is > than the version in DB
  3166. if (_this.manifestVersionFound > version.data) {
  3167. _this.mustUpdateRessources = true;
  3168. updateInDBCallback();
  3169. }
  3170. else {
  3171. callback(version.data);
  3172. }
  3173. }
  3174. else {
  3175. _this.mustUpdateRessources = true;
  3176. updateInDBCallback();
  3177. }
  3178. };
  3179. transaction.onabort = function (event) {
  3180. callback(-1);
  3181. };
  3182. var getRequest = transaction.objectStore("versions").get(url);
  3183. getRequest.onsuccess = function (event) {
  3184. version = (event.target).result;
  3185. };
  3186. getRequest.onerror = function (event) {
  3187. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  3188. callback(-1);
  3189. };
  3190. }
  3191. catch (ex) {
  3192. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  3193. callback(-1);
  3194. }
  3195. }
  3196. else {
  3197. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  3198. callback(-1);
  3199. }
  3200. };
  3201. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  3202. var _this = this;
  3203. if (this.isSupported && !this.hasReachedQuota) {
  3204. try {
  3205. // Open a transaction to the database
  3206. var transaction = this.db.transaction(["versions"], "readwrite");
  3207. // the transaction could abort because of a QuotaExceededError error
  3208. transaction.onabort = function (event) {
  3209. try {
  3210. if (event.srcElement['error'] && event.srcElement['error'].name === "QuotaExceededError") {
  3211. _this.hasReachedQuota = true;
  3212. }
  3213. }
  3214. catch (ex) { }
  3215. callback(-1);
  3216. };
  3217. transaction.oncomplete = function (event) {
  3218. callback(_this.manifestVersionFound);
  3219. };
  3220. var newVersion = { sceneUrl: url, data: this.manifestVersionFound };
  3221. // Put the scene into the database
  3222. var addRequest = transaction.objectStore("versions").put(newVersion);
  3223. addRequest.onsuccess = function (event) {
  3224. };
  3225. addRequest.onerror = function (event) {
  3226. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  3227. };
  3228. }
  3229. catch (ex) {
  3230. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  3231. callback(-1);
  3232. }
  3233. }
  3234. else {
  3235. callback(-1);
  3236. }
  3237. };
  3238. Database.prototype.loadFileFromDB = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  3239. var _this = this;
  3240. var completeUrl = Database.ReturnFullUrlLocation(url);
  3241. var saveAndLoadFile = function (event) {
  3242. // the scene is not yet in the DB, let's try to save it
  3243. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack);
  3244. };
  3245. this._checkVersionFromDB(completeUrl, function (version) {
  3246. if (version !== -1) {
  3247. if (!_this.mustUpdateRessources) {
  3248. _this._loadFileFromDBAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  3249. }
  3250. else {
  3251. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer);
  3252. }
  3253. }
  3254. else {
  3255. errorCallback();
  3256. }
  3257. });
  3258. };
  3259. Database.prototype._loadFileFromDBAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  3260. if (this.isSupported) {
  3261. var targetStore;
  3262. if (url.indexOf(".babylon") !== -1) {
  3263. targetStore = "scenes";
  3264. }
  3265. else {
  3266. targetStore = "textures";
  3267. }
  3268. var file;
  3269. var transaction = this.db.transaction([targetStore]);
  3270. transaction.oncomplete = function (event) {
  3271. if (file) {
  3272. callback(file.data);
  3273. }
  3274. else {
  3275. notInDBCallback();
  3276. }
  3277. };
  3278. transaction.onabort = function (event) {
  3279. notInDBCallback();
  3280. };
  3281. var getRequest = transaction.objectStore(targetStore).get(url);
  3282. getRequest.onsuccess = function (event) {
  3283. file = (event.target).result;
  3284. };
  3285. getRequest.onerror = function (event) {
  3286. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  3287. notInDBCallback();
  3288. };
  3289. }
  3290. else {
  3291. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  3292. callback();
  3293. }
  3294. };
  3295. Database.prototype._saveFileIntoDBAsync = function (url, callback, progressCallback, useArrayBuffer) {
  3296. var _this = this;
  3297. if (this.isSupported) {
  3298. var targetStore;
  3299. if (url.indexOf(".babylon") !== -1) {
  3300. targetStore = "scenes";
  3301. }
  3302. else {
  3303. targetStore = "textures";
  3304. }
  3305. // Create XHR
  3306. var xhr = new XMLHttpRequest(), fileData;
  3307. xhr.open("GET", url, true);
  3308. if (useArrayBuffer) {
  3309. xhr.responseType = "arraybuffer";
  3310. }
  3311. xhr.onprogress = progressCallback;
  3312. xhr.addEventListener("load", function () {
  3313. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6)) {
  3314. // Blob as response (XHR2)
  3315. //fileData = xhr.responseText;
  3316. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  3317. if (!_this.hasReachedQuota) {
  3318. // Open a transaction to the database
  3319. var transaction = _this.db.transaction([targetStore], "readwrite");
  3320. // the transaction could abort because of a QuotaExceededError error
  3321. transaction.onabort = function (event) {
  3322. try {
  3323. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  3324. if (event.srcElement['error'] && event.srcElement['error'].name === "QuotaExceededError") {
  3325. this.hasReachedQuota = true;
  3326. }
  3327. }
  3328. catch (ex) { }
  3329. callback(fileData);
  3330. };
  3331. transaction.oncomplete = function (event) {
  3332. callback(fileData);
  3333. };
  3334. var newFile;
  3335. if (targetStore === "scenes") {
  3336. newFile = { sceneUrl: url, data: fileData, version: _this.manifestVersionFound };
  3337. }
  3338. else {
  3339. newFile = { textureUrl: url, data: fileData };
  3340. }
  3341. try {
  3342. // Put the scene into the database
  3343. var addRequest = transaction.objectStore(targetStore).put(newFile);
  3344. addRequest.onsuccess = function (event) {
  3345. };
  3346. addRequest.onerror = function (event) {
  3347. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  3348. };
  3349. }
  3350. catch (ex) {
  3351. callback(fileData);
  3352. }
  3353. }
  3354. else {
  3355. callback(fileData);
  3356. }
  3357. }
  3358. else {
  3359. callback();
  3360. }
  3361. }, false);
  3362. xhr.addEventListener("error", function (event) {
  3363. BABYLON.Tools.Error("error on XHR request.");
  3364. callback();
  3365. }, false);
  3366. xhr.send();
  3367. }
  3368. else {
  3369. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  3370. callback();
  3371. }
  3372. };
  3373. Database.IsUASupportingBlobStorage = true;
  3374. Database.IDBStorageEnabled = true;
  3375. Database.parseURL = function (url) {
  3376. var a = document.createElement('a');
  3377. a.href = url;
  3378. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  3379. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  3380. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  3381. return absLocation;
  3382. };
  3383. Database.ReturnFullUrlLocation = function (url) {
  3384. if (url.indexOf("http:/") === -1) {
  3385. return (Database.parseURL(window.location.href) + url);
  3386. }
  3387. else {
  3388. return url;
  3389. }
  3390. };
  3391. return Database;
  3392. })();
  3393. BABYLON.Database = Database;
  3394. })(BABYLON || (BABYLON = {}));
  3395. var BABYLON;
  3396. (function (BABYLON) {
  3397. var Internals;
  3398. (function (Internals) {
  3399. /*
  3400. * Based on jsTGALoader - Javascript loader for TGA file
  3401. * By Vincent Thibault
  3402. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  3403. */
  3404. var TGATools = (function () {
  3405. function TGATools() {
  3406. }
  3407. TGATools.GetTGAHeader = function (data) {
  3408. var offset = 0;
  3409. var header = {
  3410. id_length: data[offset++],
  3411. colormap_type: data[offset++],
  3412. image_type: data[offset++],
  3413. colormap_index: data[offset++] | data[offset++] << 8,
  3414. colormap_length: data[offset++] | data[offset++] << 8,
  3415. colormap_size: data[offset++],
  3416. origin: [
  3417. data[offset++] | data[offset++] << 8,
  3418. data[offset++] | data[offset++] << 8
  3419. ],
  3420. width: data[offset++] | data[offset++] << 8,
  3421. height: data[offset++] | data[offset++] << 8,
  3422. pixel_size: data[offset++],
  3423. flags: data[offset++]
  3424. };
  3425. return header;
  3426. };
  3427. TGATools.UploadContent = function (gl, data) {
  3428. // Not enough data to contain header ?
  3429. if (data.length < 19) {
  3430. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  3431. return;
  3432. }
  3433. // Read Header
  3434. var offset = 18;
  3435. var header = TGATools.GetTGAHeader(data);
  3436. // Assume it's a valid Targa file.
  3437. if (header.id_length + offset > data.length) {
  3438. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  3439. return;
  3440. }
  3441. // Skip not needed data
  3442. offset += header.id_length;
  3443. var use_rle = false;
  3444. var use_pal = false;
  3445. var use_rgb = false;
  3446. var use_grey = false;
  3447. // Get some informations.
  3448. switch (header.image_type) {
  3449. case TGATools._TYPE_RLE_INDEXED:
  3450. use_rle = true;
  3451. case TGATools._TYPE_INDEXED:
  3452. use_pal = true;
  3453. break;
  3454. case TGATools._TYPE_RLE_RGB:
  3455. use_rle = true;
  3456. case TGATools._TYPE_RGB:
  3457. use_rgb = true;
  3458. break;
  3459. case TGATools._TYPE_RLE_GREY:
  3460. use_rle = true;
  3461. case TGATools._TYPE_GREY:
  3462. use_grey = true;
  3463. break;
  3464. }
  3465. var pixel_data;
  3466. var numAlphaBits = header.flags & 0xf;
  3467. var pixel_size = header.pixel_size >> 3;
  3468. var pixel_total = header.width * header.height * pixel_size;
  3469. // Read palettes
  3470. var palettes;
  3471. if (use_pal) {
  3472. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  3473. }
  3474. // Read LRE
  3475. if (use_rle) {
  3476. pixel_data = new Uint8Array(pixel_total);
  3477. var c, count, i;
  3478. var localOffset = 0;
  3479. var pixels = new Uint8Array(pixel_size);
  3480. while (offset < pixel_total && localOffset < pixel_total) {
  3481. c = data[offset++];
  3482. count = (c & 0x7f) + 1;
  3483. // RLE pixels
  3484. if (c & 0x80) {
  3485. // Bind pixel tmp array
  3486. for (i = 0; i < pixel_size; ++i) {
  3487. pixels[i] = data[offset++];
  3488. }
  3489. // Copy pixel array
  3490. for (i = 0; i < count; ++i) {
  3491. pixel_data.set(pixels, localOffset + i * pixel_size);
  3492. }
  3493. localOffset += pixel_size * count;
  3494. }
  3495. else {
  3496. count *= pixel_size;
  3497. for (i = 0; i < count; ++i) {
  3498. pixel_data[localOffset + i] = data[offset++];
  3499. }
  3500. localOffset += count;
  3501. }
  3502. }
  3503. }
  3504. else {
  3505. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  3506. }
  3507. // Load to texture
  3508. var x_start, y_start, x_step, y_step, y_end, x_end;
  3509. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  3510. default:
  3511. case TGATools._ORIGIN_UL:
  3512. x_start = 0;
  3513. x_step = 1;
  3514. x_end = header.width;
  3515. y_start = 0;
  3516. y_step = 1;
  3517. y_end = header.height;
  3518. break;
  3519. case TGATools._ORIGIN_BL:
  3520. x_start = 0;
  3521. x_step = 1;
  3522. x_end = header.width;
  3523. y_start = header.height - 1;
  3524. y_step = -1;
  3525. y_end = -1;
  3526. break;
  3527. case TGATools._ORIGIN_UR:
  3528. x_start = header.width - 1;
  3529. x_step = -1;
  3530. x_end = -1;
  3531. y_start = 0;
  3532. y_step = 1;
  3533. y_end = header.height;
  3534. break;
  3535. case TGATools._ORIGIN_BR:
  3536. x_start = header.width - 1;
  3537. x_step = -1;
  3538. x_end = -1;
  3539. y_start = header.height - 1;
  3540. y_step = -1;
  3541. y_end = -1;
  3542. break;
  3543. }
  3544. // Load the specify method
  3545. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  3546. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  3547. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, header.width, header.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData);
  3548. };
  3549. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  3550. var image = pixel_data, colormap = palettes;
  3551. var width = header.width, height = header.height;
  3552. var color, i = 0, x, y;
  3553. var imageData = new Uint8Array(width * height * 4);
  3554. for (y = y_start; y !== y_end; y += y_step) {
  3555. for (x = x_start; x !== x_end; x += x_step, i++) {
  3556. color = image[i];
  3557. imageData[(x + width * y) * 4 + 3] = 255;
  3558. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  3559. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  3560. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  3561. }
  3562. }
  3563. return imageData;
  3564. };
  3565. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  3566. var image = pixel_data;
  3567. var width = header.width, height = header.height;
  3568. var color, i = 0, x, y;
  3569. var imageData = new Uint8Array(width * height * 4);
  3570. for (y = y_start; y !== y_end; y += y_step) {
  3571. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  3572. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  3573. imageData[(x + width * y) * 4 + 0] = (color & 0x7C00) >> 7;
  3574. imageData[(x + width * y) * 4 + 1] = (color & 0x03E0) >> 2;
  3575. imageData[(x + width * y) * 4 + 2] = (color & 0x001F) >> 3;
  3576. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  3577. }
  3578. }
  3579. return imageData;
  3580. };
  3581. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  3582. var image = pixel_data;
  3583. var width = header.width, height = header.height;
  3584. var i = 0, x, y;
  3585. var imageData = new Uint8Array(width * height * 4);
  3586. for (y = y_start; y !== y_end; y += y_step) {
  3587. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  3588. imageData[(x + width * y) * 4 + 3] = 255;
  3589. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  3590. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  3591. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  3592. }
  3593. }
  3594. return imageData;
  3595. };
  3596. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  3597. var image = pixel_data;
  3598. var width = header.width, height = header.height;
  3599. var i = 0, x, y;
  3600. var imageData = new Uint8Array(width * height * 4);
  3601. for (y = y_start; y !== y_end; y += y_step) {
  3602. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  3603. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  3604. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  3605. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  3606. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  3607. }
  3608. }
  3609. return imageData;
  3610. };
  3611. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  3612. var image = pixel_data;
  3613. var width = header.width, height = header.height;
  3614. var color, i = 0, x, y;
  3615. var imageData = new Uint8Array(width * height * 4);
  3616. for (y = y_start; y !== y_end; y += y_step) {
  3617. for (x = x_start; x !== x_end; x += x_step, i++) {
  3618. color = image[i];
  3619. imageData[(x + width * y) * 4 + 0] = color;
  3620. imageData[(x + width * y) * 4 + 1] = color;
  3621. imageData[(x + width * y) * 4 + 2] = color;
  3622. imageData[(x + width * y) * 4 + 3] = 255;
  3623. }
  3624. }
  3625. return imageData;
  3626. };
  3627. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  3628. var image = pixel_data;
  3629. var width = header.width, height = header.height;
  3630. var i = 0, x, y;
  3631. var imageData = new Uint8Array(width * height * 4);
  3632. for (y = y_start; y !== y_end; y += y_step) {
  3633. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  3634. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  3635. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  3636. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  3637. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  3638. }
  3639. }
  3640. return imageData;
  3641. };
  3642. TGATools._TYPE_NO_DATA = 0;
  3643. TGATools._TYPE_INDEXED = 1;
  3644. TGATools._TYPE_RGB = 2;
  3645. TGATools._TYPE_GREY = 3;
  3646. TGATools._TYPE_RLE_INDEXED = 9;
  3647. TGATools._TYPE_RLE_RGB = 10;
  3648. TGATools._TYPE_RLE_GREY = 11;
  3649. TGATools._ORIGIN_MASK = 0x30;
  3650. TGATools._ORIGIN_SHIFT = 0x04;
  3651. TGATools._ORIGIN_BL = 0x00;
  3652. TGATools._ORIGIN_BR = 0x01;
  3653. TGATools._ORIGIN_UL = 0x02;
  3654. TGATools._ORIGIN_UR = 0x03;
  3655. return TGATools;
  3656. })();
  3657. Internals.TGATools = TGATools;
  3658. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  3659. })(BABYLON || (BABYLON = {}));
  3660. var BABYLON;
  3661. (function (BABYLON) {
  3662. var SmartArray = (function () {
  3663. function SmartArray(capacity) {
  3664. this.length = 0;
  3665. this._duplicateId = 0;
  3666. this.data = new Array(capacity);
  3667. this._id = SmartArray._GlobalId++;
  3668. }
  3669. SmartArray.prototype.push = function (value) {
  3670. this.data[this.length++] = value;
  3671. if (this.length > this.data.length) {
  3672. this.data.length *= 2;
  3673. }
  3674. if (!value.__smartArrayFlags) {
  3675. value.__smartArrayFlags = {};
  3676. }
  3677. value.__smartArrayFlags[this._id] = this._duplicateId;
  3678. };
  3679. SmartArray.prototype.pushNoDuplicate = function (value) {
  3680. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  3681. return;
  3682. }
  3683. this.push(value);
  3684. };
  3685. SmartArray.prototype.sort = function (compareFn) {
  3686. this.data.sort(compareFn);
  3687. };
  3688. SmartArray.prototype.reset = function () {
  3689. this.length = 0;
  3690. this._duplicateId++;
  3691. };
  3692. SmartArray.prototype.concat = function (array) {
  3693. if (array.length === 0) {
  3694. return;
  3695. }
  3696. if (this.length + array.length > this.data.length) {
  3697. this.data.length = (this.length + array.length) * 2;
  3698. }
  3699. for (var index = 0; index < array.length; index++) {
  3700. this.data[this.length++] = (array.data || array)[index];
  3701. }
  3702. };
  3703. SmartArray.prototype.concatWithNoDuplicate = function (array) {
  3704. if (array.length === 0) {
  3705. return;
  3706. }
  3707. if (this.length + array.length > this.data.length) {
  3708. this.data.length = (this.length + array.length) * 2;
  3709. }
  3710. for (var index = 0; index < array.length; index++) {
  3711. var item = (array.data || array)[index];
  3712. this.pushNoDuplicate(item);
  3713. }
  3714. };
  3715. SmartArray.prototype.indexOf = function (value) {
  3716. var position = this.data.indexOf(value);
  3717. if (position >= this.length) {
  3718. return -1;
  3719. }
  3720. return position;
  3721. };
  3722. // Statics
  3723. SmartArray._GlobalId = 0;
  3724. return SmartArray;
  3725. })();
  3726. BABYLON.SmartArray = SmartArray;
  3727. })(BABYLON || (BABYLON = {}));
  3728. var BABYLON;
  3729. (function (BABYLON) {
  3730. var SmartCollection = (function () {
  3731. function SmartCollection(capacity) {
  3732. if (capacity === void 0) { capacity = 10; }
  3733. this.count = 0;
  3734. this._initialCapacity = capacity;
  3735. this.items = {};
  3736. this._keys = new Array(this._initialCapacity);
  3737. }
  3738. SmartCollection.prototype.add = function (key, item) {
  3739. if (this.items[key] != undefined) {
  3740. return -1;
  3741. }
  3742. this.items[key] = item;
  3743. //literal keys are always strings, but we keep source type of key in _keys array
  3744. this._keys[this.count++] = key;
  3745. if (this.count > this._keys.length) {
  3746. this._keys.length *= 2;
  3747. }
  3748. return this.count;
  3749. };
  3750. SmartCollection.prototype.remove = function (key) {
  3751. if (this.items[key] == undefined) {
  3752. return -1;
  3753. }
  3754. return this.removeItemOfIndex(this.indexOf(key));
  3755. };
  3756. SmartCollection.prototype.removeItemOfIndex = function (index) {
  3757. if (index < this.count && index > -1) {
  3758. delete this.items[this._keys[index]];
  3759. //here, shifting by hand is better optimised than .splice
  3760. while (index < this.count) {
  3761. this._keys[index] = this._keys[index + 1];
  3762. index++;
  3763. }
  3764. }
  3765. else {
  3766. return -1;
  3767. }
  3768. return --this.count;
  3769. };
  3770. SmartCollection.prototype.indexOf = function (key) {
  3771. for (var i = 0; i !== this.count; i++) {
  3772. if (this._keys[i] === key) {
  3773. return i;
  3774. }
  3775. }
  3776. return -1;
  3777. };
  3778. SmartCollection.prototype.item = function (key) {
  3779. return this.items[key];
  3780. };
  3781. SmartCollection.prototype.getAllKeys = function () {
  3782. if (this.count > 0) {
  3783. var keys = new Array(this.count);
  3784. for (var i = 0; i < this.count; i++) {
  3785. keys[i] = this._keys[i];
  3786. }
  3787. return keys;
  3788. }
  3789. else {
  3790. return undefined;
  3791. }
  3792. };
  3793. SmartCollection.prototype.getKeyByIndex = function (index) {
  3794. if (index < this.count && index > -1) {
  3795. return this._keys[index];
  3796. }
  3797. else {
  3798. return undefined;
  3799. }
  3800. };
  3801. SmartCollection.prototype.getItemByIndex = function (index) {
  3802. if (index < this.count && index > -1) {
  3803. return this.items[this._keys[index]];
  3804. }
  3805. else {
  3806. return undefined;
  3807. }
  3808. };
  3809. SmartCollection.prototype.empty = function () {
  3810. if (this.count > 0) {
  3811. this.count = 0;
  3812. this.items = {};
  3813. this._keys = new Array(this._initialCapacity);
  3814. }
  3815. };
  3816. SmartCollection.prototype.forEach = function (block) {
  3817. var key;
  3818. for (key in this.items) {
  3819. if (this.items.hasOwnProperty(key)) {
  3820. block(this.items[key]);
  3821. }
  3822. }
  3823. };
  3824. return SmartCollection;
  3825. })();
  3826. BABYLON.SmartCollection = SmartCollection;
  3827. })(BABYLON || (BABYLON = {}));
  3828. var BABYLON;
  3829. (function (BABYLON) {
  3830. // Screenshots
  3831. var screenshotCanvas;
  3832. var cloneValue = function (source, destinationObject) {
  3833. if (!source)
  3834. return null;
  3835. if (source instanceof BABYLON.Mesh) {
  3836. return null;
  3837. }
  3838. if (source instanceof BABYLON.SubMesh) {
  3839. return source.clone(destinationObject);
  3840. }
  3841. else if (source.clone) {
  3842. return source.clone();
  3843. }
  3844. return null;
  3845. };
  3846. var Tools = (function () {
  3847. function Tools() {
  3848. }
  3849. Tools.ToHex = function (i) {
  3850. var str = i.toString(16);
  3851. if (i <= 15) {
  3852. return ("0" + str).toUpperCase();
  3853. }
  3854. return str.toUpperCase();
  3855. };
  3856. Tools.SetImmediate = function (action) {
  3857. if (window.setImmediate) {
  3858. window.setImmediate(action);
  3859. }
  3860. else {
  3861. setTimeout(action, 1);
  3862. }
  3863. };
  3864. Tools.IsExponentOfTwo = function (value) {
  3865. var count = 1;
  3866. do {
  3867. count *= 2;
  3868. } while (count < value);
  3869. return count === value;
  3870. };
  3871. Tools.GetExponentOfTwo = function (value, max) {
  3872. var count = 1;
  3873. do {
  3874. count *= 2;
  3875. } while (count < value);
  3876. if (count > max)
  3877. count = max;
  3878. return count;
  3879. };
  3880. Tools.GetFilename = function (path) {
  3881. var index = path.lastIndexOf("/");
  3882. if (index < 0)
  3883. return path;
  3884. return path.substring(index + 1);
  3885. };
  3886. Tools.GetDOMTextContent = function (element) {
  3887. var result = "";
  3888. var child = element.firstChild;
  3889. while (child) {
  3890. if (child.nodeType === 3) {
  3891. result += child.textContent;
  3892. }
  3893. child = child.nextSibling;
  3894. }
  3895. return result;
  3896. };
  3897. Tools.ToDegrees = function (angle) {
  3898. return angle * 180 / Math.PI;
  3899. };
  3900. Tools.ToRadians = function (angle) {
  3901. return angle * Math.PI / 180;
  3902. };
  3903. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount) {
  3904. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  3905. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  3906. for (var index = indexStart; index < indexStart + indexCount; index++) {
  3907. var current = new BABYLON.Vector3(positions[indices[index] * 3], positions[indices[index] * 3 + 1], positions[indices[index] * 3 + 2]);
  3908. minimum = BABYLON.Vector3.Minimize(current, minimum);
  3909. maximum = BABYLON.Vector3.Maximize(current, maximum);
  3910. }
  3911. return {
  3912. minimum: minimum,
  3913. maximum: maximum
  3914. };
  3915. };
  3916. Tools.ExtractMinAndMax = function (positions, start, count) {
  3917. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  3918. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  3919. for (var index = start; index < start + count; index++) {
  3920. var current = new BABYLON.Vector3(positions[index * 3], positions[index * 3 + 1], positions[index * 3 + 2]);
  3921. minimum = BABYLON.Vector3.Minimize(current, minimum);
  3922. maximum = BABYLON.Vector3.Maximize(current, maximum);
  3923. }
  3924. return {
  3925. minimum: minimum,
  3926. maximum: maximum
  3927. };
  3928. };
  3929. Tools.MakeArray = function (obj, allowsNullUndefined) {
  3930. if (allowsNullUndefined !== true && (obj === undefined || obj == null))
  3931. return undefined;
  3932. return Array.isArray(obj) ? obj : [obj];
  3933. };
  3934. // Misc.
  3935. Tools.GetPointerPrefix = function () {
  3936. var eventPrefix = "pointer";
  3937. // Check if hand.js is referenced or if the browser natively supports pointer events
  3938. if (!navigator.pointerEnabled) {
  3939. eventPrefix = "mouse";
  3940. }
  3941. return eventPrefix;
  3942. };
  3943. Tools.QueueNewFrame = function (func) {
  3944. if (window.requestAnimationFrame)
  3945. window.requestAnimationFrame(func);
  3946. else if (window.msRequestAnimationFrame)
  3947. window.msRequestAnimationFrame(func);
  3948. else if (window.webkitRequestAnimationFrame)
  3949. window.webkitRequestAnimationFrame(func);
  3950. else if (window.mozRequestAnimationFrame)
  3951. window.mozRequestAnimationFrame(func);
  3952. else if (window.oRequestAnimationFrame)
  3953. window.oRequestAnimationFrame(func);
  3954. else {
  3955. window.setTimeout(func, 16);
  3956. }
  3957. };
  3958. Tools.RequestFullscreen = function (element) {
  3959. if (element.requestFullscreen)
  3960. element.requestFullscreen();
  3961. else if (element.msRequestFullscreen)
  3962. element.msRequestFullscreen();
  3963. else if (element.webkitRequestFullscreen)
  3964. element.webkitRequestFullscreen();
  3965. else if (element.mozRequestFullScreen)
  3966. element.mozRequestFullScreen();
  3967. };
  3968. Tools.ExitFullscreen = function () {
  3969. if (document.exitFullscreen) {
  3970. document.exitFullscreen();
  3971. }
  3972. else if (document.mozCancelFullScreen) {
  3973. document.mozCancelFullScreen();
  3974. }
  3975. else if (document.webkitCancelFullScreen) {
  3976. document.webkitCancelFullScreen();
  3977. }
  3978. else if (document.msCancelFullScreen) {
  3979. document.msCancelFullScreen();
  3980. }
  3981. };
  3982. // External files
  3983. Tools.CleanUrl = function (url) {
  3984. url = url.replace(/#/mg, "%23");
  3985. return url;
  3986. };
  3987. Tools.LoadImage = function (url, onload, onerror, database) {
  3988. url = Tools.CleanUrl(url);
  3989. var img = new Image();
  3990. if (url.substr(0, 5) !== "data:")
  3991. img.crossOrigin = 'anonymous';
  3992. img.onload = function () {
  3993. onload(img);
  3994. };
  3995. img.onerror = function (err) {
  3996. Tools.Error("Error while trying to load texture: " + url);
  3997. img.src = "data:image/jpg;base64,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";
  3998. onload(img);
  3999. };
  4000. var noIndexedDB = function () {
  4001. img.src = url;
  4002. };
  4003. var loadFromIndexedDB = function () {
  4004. database.loadImageFromDB(url, img);
  4005. };
  4006. //ANY database to do!
  4007. if (database && database.enableTexturesOffline && BABYLON.Database.IsUASupportingBlobStorage) {
  4008. database.openAsync(loadFromIndexedDB, noIndexedDB);
  4009. }
  4010. else {
  4011. if (url.indexOf("file:") === -1) {
  4012. noIndexedDB();
  4013. }
  4014. else {
  4015. try {
  4016. var textureName = url.substring(5);
  4017. var blobURL;
  4018. try {
  4019. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName], { oneTimeOnly: true });
  4020. }
  4021. catch (ex) {
  4022. // Chrome doesn't support oneTimeOnly parameter
  4023. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName]);
  4024. }
  4025. img.src = blobURL;
  4026. }
  4027. catch (e) {
  4028. img.src = null;
  4029. }
  4030. }
  4031. }
  4032. return img;
  4033. };
  4034. //ANY
  4035. Tools.LoadFile = function (url, callback, progressCallBack, database, useArrayBuffer, onError) {
  4036. url = Tools.CleanUrl(url);
  4037. var noIndexedDB = function () {
  4038. var request = new XMLHttpRequest();
  4039. var loadUrl = Tools.BaseUrl + url;
  4040. request.open('GET', loadUrl, true);
  4041. if (useArrayBuffer) {
  4042. request.responseType = "arraybuffer";
  4043. }
  4044. request.onprogress = progressCallBack;
  4045. request.onreadystatechange = function () {
  4046. if (request.readyState === 4) {
  4047. if (request.status === 200 || Tools.ValidateXHRData(request, !useArrayBuffer ? 1 : 6)) {
  4048. callback(!useArrayBuffer ? request.responseText : request.response);
  4049. }
  4050. else {
  4051. if (onError) {
  4052. onError();
  4053. }
  4054. else {
  4055. throw new Error("Error status: " + request.status + " - Unable to load " + loadUrl);
  4056. }
  4057. }
  4058. }
  4059. };
  4060. request.send(null);
  4061. };
  4062. var loadFromIndexedDB = function () {
  4063. database.loadFileFromDB(url, callback, progressCallBack, noIndexedDB, useArrayBuffer);
  4064. };
  4065. if (url.indexOf("file:") !== -1) {
  4066. var fileName = url.substring(5);
  4067. Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], callback, progressCallBack, true);
  4068. }
  4069. else {
  4070. // Caching all files
  4071. if (database && database.enableSceneOffline) {
  4072. database.openAsync(loadFromIndexedDB, noIndexedDB);
  4073. }
  4074. else {
  4075. noIndexedDB();
  4076. }
  4077. }
  4078. };
  4079. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  4080. var reader = new FileReader();
  4081. reader.onload = function (e) {
  4082. //target doesn't have result from ts 1.3
  4083. callback(e.target['result']);
  4084. };
  4085. reader.onprogress = progressCallback;
  4086. reader.readAsDataURL(fileToLoad);
  4087. };
  4088. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  4089. var reader = new FileReader();
  4090. reader.onerror = function (e) {
  4091. Tools.Log("Error while reading file: " + fileToLoad.name);
  4092. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  4093. };
  4094. reader.onload = function (e) {
  4095. //target doesn't have result from ts 1.3
  4096. callback(e.target['result']);
  4097. };
  4098. reader.onprogress = progressCallBack;
  4099. if (!useArrayBuffer) {
  4100. // Asynchronous read
  4101. reader.readAsText(fileToLoad);
  4102. }
  4103. else {
  4104. reader.readAsArrayBuffer(fileToLoad);
  4105. }
  4106. };
  4107. //returns a downloadable url to a file content.
  4108. Tools.FileAsURL = function (content) {
  4109. var fileBlob = new Blob([content]);
  4110. var url = window.URL || window.webkitURL;
  4111. var link = url.createObjectURL(fileBlob);
  4112. return link;
  4113. };
  4114. // Misc.
  4115. Tools.Clamp = function (value, min, max) {
  4116. if (min === void 0) { min = 0; }
  4117. if (max === void 0) { max = 1; }
  4118. return Math.min(max, Math.max(min, value));
  4119. };
  4120. // Returns -1 when value is a negative number and
  4121. // +1 when value is a positive number.
  4122. Tools.Sign = function (value) {
  4123. value = +value; // convert to a number
  4124. if (value === 0 || isNaN(value))
  4125. return value;
  4126. return value > 0 ? 1 : -1;
  4127. };
  4128. Tools.Format = function (value, decimals) {
  4129. if (decimals === void 0) { decimals = 2; }
  4130. return value.toFixed(decimals);
  4131. };
  4132. Tools.CheckExtends = function (v, min, max) {
  4133. if (v.x < min.x)
  4134. min.x = v.x;
  4135. if (v.y < min.y)
  4136. min.y = v.y;
  4137. if (v.z < min.z)
  4138. min.z = v.z;
  4139. if (v.x > max.x)
  4140. max.x = v.x;
  4141. if (v.y > max.y)
  4142. max.y = v.y;
  4143. if (v.z > max.z)
  4144. max.z = v.z;
  4145. };
  4146. Tools.WithinEpsilon = function (a, b, epsilon) {
  4147. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  4148. var num = a - b;
  4149. return -epsilon <= num && num <= epsilon;
  4150. };
  4151. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  4152. for (var prop in source) {
  4153. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  4154. continue;
  4155. }
  4156. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  4157. continue;
  4158. }
  4159. var sourceValue = source[prop];
  4160. var typeOfSourceValue = typeof sourceValue;
  4161. if (typeOfSourceValue === "function") {
  4162. continue;
  4163. }
  4164. if (typeOfSourceValue === "object") {
  4165. if (sourceValue instanceof Array) {
  4166. destination[prop] = [];
  4167. if (sourceValue.length > 0) {
  4168. if (typeof sourceValue[0] == "object") {
  4169. for (var index = 0; index < sourceValue.length; index++) {
  4170. var clonedValue = cloneValue(sourceValue[index], destination);
  4171. if (destination[prop].indexOf(clonedValue) === -1) {
  4172. destination[prop].push(clonedValue);
  4173. }
  4174. }
  4175. }
  4176. else {
  4177. destination[prop] = sourceValue.slice(0);
  4178. }
  4179. }
  4180. }
  4181. else {
  4182. destination[prop] = cloneValue(sourceValue, destination);
  4183. }
  4184. }
  4185. else {
  4186. destination[prop] = sourceValue;
  4187. }
  4188. }
  4189. };
  4190. Tools.IsEmpty = function (obj) {
  4191. for (var i in obj) {
  4192. return false;
  4193. }
  4194. return true;
  4195. };
  4196. Tools.RegisterTopRootEvents = function (events) {
  4197. for (var index = 0; index < events.length; index++) {
  4198. var event = events[index];
  4199. window.addEventListener(event.name, event.handler, false);
  4200. try {
  4201. if (window.parent) {
  4202. window.parent.addEventListener(event.name, event.handler, false);
  4203. }
  4204. }
  4205. catch (e) {
  4206. }
  4207. }
  4208. };
  4209. Tools.UnregisterTopRootEvents = function (events) {
  4210. for (var index = 0; index < events.length; index++) {
  4211. var event = events[index];
  4212. window.removeEventListener(event.name, event.handler);
  4213. try {
  4214. if (window.parent) {
  4215. window.parent.removeEventListener(event.name, event.handler);
  4216. }
  4217. }
  4218. catch (e) {
  4219. }
  4220. }
  4221. };
  4222. Tools.DumpFramebuffer = function (width, height, engine, successCallback) {
  4223. // Read the contents of the framebuffer
  4224. var numberOfChannelsByLine = width * 4;
  4225. var halfHeight = height / 2;
  4226. //Reading datas from WebGL
  4227. var data = engine.readPixels(0, 0, width, height);
  4228. //To flip image on Y axis.
  4229. for (var i = 0; i < halfHeight; i++) {
  4230. for (var j = 0; j < numberOfChannelsByLine; j++) {
  4231. var currentCell = j + i * numberOfChannelsByLine;
  4232. var targetLine = height - i - 1;
  4233. var targetCell = j + targetLine * numberOfChannelsByLine;
  4234. var temp = data[currentCell];
  4235. data[currentCell] = data[targetCell];
  4236. data[targetCell] = temp;
  4237. }
  4238. }
  4239. // Create a 2D canvas to store the result
  4240. if (!screenshotCanvas) {
  4241. screenshotCanvas = document.createElement('canvas');
  4242. }
  4243. screenshotCanvas.width = width;
  4244. screenshotCanvas.height = height;
  4245. var context = screenshotCanvas.getContext('2d');
  4246. // Copy the pixels to a 2D canvas
  4247. var imageData = context.createImageData(width, height);
  4248. //cast is due to ts error in lib.d.ts, see here - https://github.com/Microsoft/TypeScript/issues/949
  4249. var castData = imageData.data;
  4250. castData.set(data);
  4251. context.putImageData(imageData, 0, 0);
  4252. var base64Image = screenshotCanvas.toDataURL();
  4253. if (successCallback) {
  4254. successCallback(base64Image);
  4255. }
  4256. else {
  4257. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  4258. if (("download" in document.createElement("a"))) {
  4259. var a = window.document.createElement("a");
  4260. a.href = base64Image;
  4261. var date = new Date();
  4262. var stringDate = date.getFullYear() + "-" + date.getMonth() + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  4263. a.setAttribute("download", "screenshot_" + stringDate + ".png");
  4264. window.document.body.appendChild(a);
  4265. a.addEventListener("click", function () {
  4266. a.parentElement.removeChild(a);
  4267. });
  4268. a.click();
  4269. }
  4270. else {
  4271. var newWindow = window.open("");
  4272. var img = newWindow.document.createElement("img");
  4273. img.src = base64Image;
  4274. newWindow.document.body.appendChild(img);
  4275. }
  4276. }
  4277. };
  4278. Tools.CreateScreenshot = function (engine, camera, size, successCallback) {
  4279. var width;
  4280. var height;
  4281. //If a precision value is specified
  4282. if (size.precision) {
  4283. width = Math.round(engine.getRenderWidth() * size.precision);
  4284. height = Math.round(width / engine.getAspectRatio(camera));
  4285. size = { width: width, height: height };
  4286. }
  4287. else if (size.width && size.height) {
  4288. width = size.width;
  4289. height = size.height;
  4290. }
  4291. else if (size.width && !size.height) {
  4292. width = size.width;
  4293. height = Math.round(width / engine.getAspectRatio(camera));
  4294. size = { width: width, height: height };
  4295. }
  4296. else if (size.height && !size.width) {
  4297. height = size.height;
  4298. width = Math.round(height * engine.getAspectRatio(camera));
  4299. size = { width: width, height: height };
  4300. }
  4301. else if (!isNaN(size)) {
  4302. height = size;
  4303. width = size;
  4304. }
  4305. else {
  4306. Tools.Error("Invalid 'size' parameter !");
  4307. return;
  4308. }
  4309. var scene = camera.getScene();
  4310. var previousCamera = null;
  4311. if (scene.activeCamera !== camera) {
  4312. previousCamera = scene.activeCamera;
  4313. scene.activeCamera = camera;
  4314. }
  4315. //At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  4316. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false);
  4317. texture.renderList = scene.meshes;
  4318. texture.onAfterRender = function () {
  4319. Tools.DumpFramebuffer(width, height, engine, successCallback);
  4320. };
  4321. scene.incrementRenderId();
  4322. texture.render(true);
  4323. texture.dispose();
  4324. if (previousCamera) {
  4325. scene.activeCamera = previousCamera;
  4326. }
  4327. };
  4328. // XHR response validator for local file scenario
  4329. Tools.ValidateXHRData = function (xhr, dataType) {
  4330. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  4331. if (dataType === void 0) { dataType = 7; }
  4332. try {
  4333. if (dataType & 1) {
  4334. if (xhr.responseText && xhr.responseText.length > 0) {
  4335. return true;
  4336. }
  4337. else if (dataType === 1) {
  4338. return false;
  4339. }
  4340. }
  4341. if (dataType & 2) {
  4342. // Check header width and height since there is no "TGA" magic number
  4343. var tgaHeader = BABYLON.Internals.TGATools.GetTGAHeader(xhr.response);
  4344. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  4345. return true;
  4346. }
  4347. else if (dataType === 2) {
  4348. return false;
  4349. }
  4350. }
  4351. if (dataType & 4) {
  4352. // Check for the "DDS" magic number
  4353. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  4354. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  4355. return true;
  4356. }
  4357. else {
  4358. return false;
  4359. }
  4360. }
  4361. }
  4362. catch (e) {
  4363. }
  4364. return false;
  4365. };
  4366. Object.defineProperty(Tools, "NoneLogLevel", {
  4367. get: function () {
  4368. return Tools._NoneLogLevel;
  4369. },
  4370. enumerable: true,
  4371. configurable: true
  4372. });
  4373. Object.defineProperty(Tools, "MessageLogLevel", {
  4374. get: function () {
  4375. return Tools._MessageLogLevel;
  4376. },
  4377. enumerable: true,
  4378. configurable: true
  4379. });
  4380. Object.defineProperty(Tools, "WarningLogLevel", {
  4381. get: function () {
  4382. return Tools._WarningLogLevel;
  4383. },
  4384. enumerable: true,
  4385. configurable: true
  4386. });
  4387. Object.defineProperty(Tools, "ErrorLogLevel", {
  4388. get: function () {
  4389. return Tools._ErrorLogLevel;
  4390. },
  4391. enumerable: true,
  4392. configurable: true
  4393. });
  4394. Object.defineProperty(Tools, "AllLogLevel", {
  4395. get: function () {
  4396. return Tools._MessageLogLevel | Tools._WarningLogLevel | Tools._ErrorLogLevel;
  4397. },
  4398. enumerable: true,
  4399. configurable: true
  4400. });
  4401. Tools._AddLogEntry = function (entry) {
  4402. Tools._LogCache = entry + Tools._LogCache;
  4403. if (Tools.OnNewCacheEntry) {
  4404. Tools.OnNewCacheEntry(entry);
  4405. }
  4406. };
  4407. Tools._FormatMessage = function (message) {
  4408. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  4409. var date = new Date();
  4410. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  4411. };
  4412. Tools._LogDisabled = function (message) {
  4413. // nothing to do
  4414. };
  4415. Tools._LogEnabled = function (message) {
  4416. var formattedMessage = Tools._FormatMessage(message);
  4417. console.log("BJS - " + formattedMessage);
  4418. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  4419. Tools._AddLogEntry(entry);
  4420. };
  4421. Tools._WarnDisabled = function (message) {
  4422. // nothing to do
  4423. };
  4424. Tools._WarnEnabled = function (message) {
  4425. var formattedMessage = Tools._FormatMessage(message);
  4426. console.warn("BJS - " + formattedMessage);
  4427. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  4428. Tools._AddLogEntry(entry);
  4429. };
  4430. Tools._ErrorDisabled = function (message) {
  4431. // nothing to do
  4432. };
  4433. Tools._ErrorEnabled = function (message) {
  4434. Tools.errorsCount++;
  4435. var formattedMessage = Tools._FormatMessage(message);
  4436. console.error("BJS - " + formattedMessage);
  4437. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  4438. Tools._AddLogEntry(entry);
  4439. };
  4440. Object.defineProperty(Tools, "LogCache", {
  4441. get: function () {
  4442. return Tools._LogCache;
  4443. },
  4444. enumerable: true,
  4445. configurable: true
  4446. });
  4447. Tools.ClearLogCache = function () {
  4448. Tools._LogCache = "";
  4449. Tools.errorsCount = 0;
  4450. };
  4451. Object.defineProperty(Tools, "LogLevels", {
  4452. set: function (level) {
  4453. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  4454. Tools.Log = Tools._LogEnabled;
  4455. }
  4456. else {
  4457. Tools.Log = Tools._LogDisabled;
  4458. }
  4459. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  4460. Tools.Warn = Tools._WarnEnabled;
  4461. }
  4462. else {
  4463. Tools.Warn = Tools._WarnDisabled;
  4464. }
  4465. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  4466. Tools.Error = Tools._ErrorEnabled;
  4467. }
  4468. else {
  4469. Tools.Error = Tools._ErrorDisabled;
  4470. }
  4471. },
  4472. enumerable: true,
  4473. configurable: true
  4474. });
  4475. Object.defineProperty(Tools, "PerformanceNoneLogLevel", {
  4476. get: function () {
  4477. return Tools._PerformanceNoneLogLevel;
  4478. },
  4479. enumerable: true,
  4480. configurable: true
  4481. });
  4482. Object.defineProperty(Tools, "PerformanceUserMarkLogLevel", {
  4483. get: function () {
  4484. return Tools._PerformanceUserMarkLogLevel;
  4485. },
  4486. enumerable: true,
  4487. configurable: true
  4488. });
  4489. Object.defineProperty(Tools, "PerformanceConsoleLogLevel", {
  4490. get: function () {
  4491. return Tools._PerformanceConsoleLogLevel;
  4492. },
  4493. enumerable: true,
  4494. configurable: true
  4495. });
  4496. Object.defineProperty(Tools, "PerformanceLogLevel", {
  4497. set: function (level) {
  4498. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  4499. Tools.StartPerformanceCounter = Tools._StartUserMark;
  4500. Tools.EndPerformanceCounter = Tools._EndUserMark;
  4501. return;
  4502. }
  4503. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  4504. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  4505. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  4506. return;
  4507. }
  4508. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  4509. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  4510. },
  4511. enumerable: true,
  4512. configurable: true
  4513. });
  4514. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  4515. };
  4516. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  4517. };
  4518. Tools._StartUserMark = function (counterName, condition) {
  4519. if (condition === void 0) { condition = true; }
  4520. if (!condition || !Tools._performance.mark) {
  4521. return;
  4522. }
  4523. Tools._performance.mark(counterName + "-Begin");
  4524. };
  4525. Tools._EndUserMark = function (counterName, condition) {
  4526. if (condition === void 0) { condition = true; }
  4527. if (!condition || !Tools._performance.mark) {
  4528. return;
  4529. }
  4530. Tools._performance.mark(counterName + "-End");
  4531. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  4532. };
  4533. Tools._StartPerformanceConsole = function (counterName, condition) {
  4534. if (condition === void 0) { condition = true; }
  4535. if (!condition) {
  4536. return;
  4537. }
  4538. Tools._StartUserMark(counterName, condition);
  4539. if (console.time) {
  4540. console.time(counterName);
  4541. }
  4542. };
  4543. Tools._EndPerformanceConsole = function (counterName, condition) {
  4544. if (condition === void 0) { condition = true; }
  4545. if (!condition) {
  4546. return;
  4547. }
  4548. Tools._EndUserMark(counterName, condition);
  4549. if (console.time) {
  4550. console.timeEnd(counterName);
  4551. }
  4552. };
  4553. Object.defineProperty(Tools, "Now", {
  4554. get: function () {
  4555. if (window.performance && window.performance.now) {
  4556. return window.performance.now();
  4557. }
  4558. return new Date().getTime();
  4559. },
  4560. enumerable: true,
  4561. configurable: true
  4562. });
  4563. Tools.BaseUrl = "";
  4564. // Logs
  4565. Tools._NoneLogLevel = 0;
  4566. Tools._MessageLogLevel = 1;
  4567. Tools._WarningLogLevel = 2;
  4568. Tools._ErrorLogLevel = 4;
  4569. Tools._LogCache = "";
  4570. Tools.errorsCount = 0;
  4571. Tools.Log = Tools._LogEnabled;
  4572. Tools.Warn = Tools._WarnEnabled;
  4573. Tools.Error = Tools._ErrorEnabled;
  4574. // Performances
  4575. Tools._PerformanceNoneLogLevel = 0;
  4576. Tools._PerformanceUserMarkLogLevel = 1;
  4577. Tools._PerformanceConsoleLogLevel = 2;
  4578. Tools._performance = window.performance;
  4579. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  4580. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  4581. return Tools;
  4582. })();
  4583. BABYLON.Tools = Tools;
  4584. /**
  4585. * An implementation of a loop for asynchronous functions.
  4586. */
  4587. var AsyncLoop = (function () {
  4588. /**
  4589. * Constroctor.
  4590. * @param iterations the number of iterations.
  4591. * @param _fn the function to run each iteration
  4592. * @param _successCallback the callback that will be called upon succesful execution
  4593. * @param offset starting offset.
  4594. */
  4595. function AsyncLoop(iterations, _fn, _successCallback, offset) {
  4596. if (offset === void 0) { offset = 0; }
  4597. this.iterations = iterations;
  4598. this._fn = _fn;
  4599. this._successCallback = _successCallback;
  4600. this.index = offset - 1;
  4601. this._done = false;
  4602. }
  4603. /**
  4604. * Execute the next iteration. Must be called after the last iteration was finished.
  4605. */
  4606. AsyncLoop.prototype.executeNext = function () {
  4607. if (!this._done) {
  4608. if (this.index + 1 < this.iterations) {
  4609. ++this.index;
  4610. this._fn(this);
  4611. }
  4612. else {
  4613. this.breakLoop();
  4614. }
  4615. }
  4616. };
  4617. /**
  4618. * Break the loop and run the success callback.
  4619. */
  4620. AsyncLoop.prototype.breakLoop = function () {
  4621. this._done = true;
  4622. this._successCallback();
  4623. };
  4624. /**
  4625. * Helper function
  4626. */
  4627. AsyncLoop.Run = function (iterations, _fn, _successCallback, offset) {
  4628. if (offset === void 0) { offset = 0; }
  4629. var loop = new AsyncLoop(iterations, _fn, _successCallback, offset);
  4630. loop.executeNext();
  4631. return loop;
  4632. };
  4633. /**
  4634. * A for-loop that will run a given number of iterations synchronous and the rest async.
  4635. * @param iterations total number of iterations
  4636. * @param syncedIterations number of synchronous iterations in each async iteration.
  4637. * @param fn the function to call each iteration.
  4638. * @param callback a success call back that will be called when iterating stops.
  4639. * @param breakFunction a break condition (optional)
  4640. * @param timeout timeout settings for the setTimeout function. default - 0.
  4641. * @constructor
  4642. */
  4643. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  4644. if (timeout === void 0) { timeout = 0; }
  4645. AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  4646. if (breakFunction && breakFunction())
  4647. loop.breakLoop();
  4648. else {
  4649. setTimeout(function () {
  4650. for (var i = 0; i < syncedIterations; ++i) {
  4651. var iteration = (loop.index * syncedIterations) + i;
  4652. if (iteration >= iterations)
  4653. break;
  4654. fn(iteration);
  4655. if (breakFunction && breakFunction()) {
  4656. loop.breakLoop();
  4657. break;
  4658. }
  4659. }
  4660. loop.executeNext();
  4661. }, timeout);
  4662. }
  4663. }, callback);
  4664. };
  4665. return AsyncLoop;
  4666. })();
  4667. BABYLON.AsyncLoop = AsyncLoop;
  4668. })(BABYLON || (BABYLON = {}));
  4669. var BABYLON;
  4670. (function (BABYLON) {
  4671. var _DepthCullingState = (function () {
  4672. function _DepthCullingState() {
  4673. this._isDepthTestDirty = false;
  4674. this._isDepthMaskDirty = false;
  4675. this._isDepthFuncDirty = false;
  4676. this._isCullFaceDirty = false;
  4677. this._isCullDirty = false;
  4678. this._isZOffsetDirty = false;
  4679. }
  4680. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  4681. get: function () {
  4682. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty;
  4683. },
  4684. enumerable: true,
  4685. configurable: true
  4686. });
  4687. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  4688. get: function () {
  4689. return this._zOffset;
  4690. },
  4691. set: function (value) {
  4692. if (this._zOffset === value) {
  4693. return;
  4694. }
  4695. this._zOffset = value;
  4696. this._isZOffsetDirty = true;
  4697. },
  4698. enumerable: true,
  4699. configurable: true
  4700. });
  4701. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  4702. get: function () {
  4703. return this._cullFace;
  4704. },
  4705. set: function (value) {
  4706. if (this._cullFace === value) {
  4707. return;
  4708. }
  4709. this._cullFace = value;
  4710. this._isCullFaceDirty = true;
  4711. },
  4712. enumerable: true,
  4713. configurable: true
  4714. });
  4715. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  4716. get: function () {
  4717. return this._cull;
  4718. },
  4719. set: function (value) {
  4720. if (this._cull === value) {
  4721. return;
  4722. }
  4723. this._cull = value;
  4724. this._isCullDirty = true;
  4725. },
  4726. enumerable: true,
  4727. configurable: true
  4728. });
  4729. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  4730. get: function () {
  4731. return this._depthFunc;
  4732. },
  4733. set: function (value) {
  4734. if (this._depthFunc === value) {
  4735. return;
  4736. }
  4737. this._depthFunc = value;
  4738. this._isDepthFuncDirty = true;
  4739. },
  4740. enumerable: true,
  4741. configurable: true
  4742. });
  4743. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  4744. get: function () {
  4745. return this._depthMask;
  4746. },
  4747. set: function (value) {
  4748. if (this._depthMask === value) {
  4749. return;
  4750. }
  4751. this._depthMask = value;
  4752. this._isDepthMaskDirty = true;
  4753. },
  4754. enumerable: true,
  4755. configurable: true
  4756. });
  4757. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  4758. get: function () {
  4759. return this._depthTest;
  4760. },
  4761. set: function (value) {
  4762. if (this._depthTest === value) {
  4763. return;
  4764. }
  4765. this._depthTest = value;
  4766. this._isDepthTestDirty = true;
  4767. },
  4768. enumerable: true,
  4769. configurable: true
  4770. });
  4771. _DepthCullingState.prototype.reset = function () {
  4772. this._depthMask = true;
  4773. this._depthTest = true;
  4774. this._depthFunc = null;
  4775. this._cull = null;
  4776. this._cullFace = null;
  4777. this._zOffset = 0;
  4778. this._isDepthTestDirty = true;
  4779. this._isDepthMaskDirty = true;
  4780. this._isDepthFuncDirty = false;
  4781. this._isCullFaceDirty = false;
  4782. this._isCullDirty = false;
  4783. this._isZOffsetDirty = false;
  4784. };
  4785. _DepthCullingState.prototype.apply = function (gl) {
  4786. if (!this.isDirty) {
  4787. return;
  4788. }
  4789. // Cull
  4790. if (this._isCullDirty) {
  4791. if (this.cull) {
  4792. gl.enable(gl.CULL_FACE);
  4793. }
  4794. else {
  4795. gl.disable(gl.CULL_FACE);
  4796. }
  4797. this._isCullDirty = false;
  4798. }
  4799. // Cull face
  4800. if (this._isCullFaceDirty) {
  4801. gl.cullFace(this.cullFace);
  4802. this._isCullFaceDirty = false;
  4803. }
  4804. // Depth mask
  4805. if (this._isDepthMaskDirty) {
  4806. gl.depthMask(this.depthMask);
  4807. this._isDepthMaskDirty = false;
  4808. }
  4809. // Depth test
  4810. if (this._isDepthTestDirty) {
  4811. if (this.depthTest) {
  4812. gl.enable(gl.DEPTH_TEST);
  4813. }
  4814. else {
  4815. gl.disable(gl.DEPTH_TEST);
  4816. }
  4817. this._isDepthTestDirty = false;
  4818. }
  4819. // Depth func
  4820. if (this._isDepthFuncDirty) {
  4821. gl.depthFunc(this.depthFunc);
  4822. this._isDepthFuncDirty = false;
  4823. }
  4824. // zOffset
  4825. if (this._isZOffsetDirty) {
  4826. if (this.zOffset) {
  4827. gl.enable(gl.POLYGON_OFFSET_FILL);
  4828. gl.polygonOffset(this.zOffset, 0);
  4829. }
  4830. else {
  4831. gl.disable(gl.POLYGON_OFFSET_FILL);
  4832. }
  4833. this._isZOffsetDirty = false;
  4834. }
  4835. };
  4836. return _DepthCullingState;
  4837. })();
  4838. BABYLON._DepthCullingState = _DepthCullingState;
  4839. var _AlphaState = (function () {
  4840. function _AlphaState() {
  4841. this._isAlphaBlendDirty = false;
  4842. this._isBlendFunctionParametersDirty = false;
  4843. this._alphaBlend = false;
  4844. this._blendFunctionParameters = new Array(4);
  4845. }
  4846. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  4847. get: function () {
  4848. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  4849. },
  4850. enumerable: true,
  4851. configurable: true
  4852. });
  4853. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  4854. get: function () {
  4855. return this._alphaBlend;
  4856. },
  4857. set: function (value) {
  4858. if (this._alphaBlend === value) {
  4859. return;
  4860. }
  4861. this._alphaBlend = value;
  4862. this._isAlphaBlendDirty = true;
  4863. },
  4864. enumerable: true,
  4865. configurable: true
  4866. });
  4867. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  4868. if (this._blendFunctionParameters[0] === value0 &&
  4869. this._blendFunctionParameters[1] === value1 &&
  4870. this._blendFunctionParameters[2] === value2 &&
  4871. this._blendFunctionParameters[3] === value3) {
  4872. return;
  4873. }
  4874. this._blendFunctionParameters[0] = value0;
  4875. this._blendFunctionParameters[1] = value1;
  4876. this._blendFunctionParameters[2] = value2;
  4877. this._blendFunctionParameters[3] = value3;
  4878. this._isBlendFunctionParametersDirty = true;
  4879. };
  4880. _AlphaState.prototype.reset = function () {
  4881. this._alphaBlend = false;
  4882. this._blendFunctionParameters[0] = null;
  4883. this._blendFunctionParameters[1] = null;
  4884. this._blendFunctionParameters[2] = null;
  4885. this._blendFunctionParameters[3] = null;
  4886. this._isAlphaBlendDirty = true;
  4887. this._isBlendFunctionParametersDirty = false;
  4888. };
  4889. _AlphaState.prototype.apply = function (gl) {
  4890. if (!this.isDirty) {
  4891. return;
  4892. }
  4893. // Alpha blend
  4894. if (this._isAlphaBlendDirty) {
  4895. if (this._alphaBlend) {
  4896. gl.enable(gl.BLEND);
  4897. }
  4898. else {
  4899. gl.disable(gl.BLEND);
  4900. }
  4901. this._isAlphaBlendDirty = false;
  4902. }
  4903. // Alpha function
  4904. if (this._isBlendFunctionParametersDirty) {
  4905. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  4906. this._isBlendFunctionParametersDirty = false;
  4907. }
  4908. };
  4909. return _AlphaState;
  4910. })();
  4911. BABYLON._AlphaState = _AlphaState;
  4912. var compileShader = function (gl, source, type, defines) {
  4913. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  4914. gl.shaderSource(shader, (defines ? defines + "\n" : "") + source);
  4915. gl.compileShader(shader);
  4916. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  4917. throw new Error(gl.getShaderInfoLog(shader));
  4918. }
  4919. return shader;
  4920. };
  4921. var getWebGLTextureType = function (gl, type) {
  4922. var textureType = gl.UNSIGNED_BYTE;
  4923. if (type === Engine.TEXTURETYPE_FLOAT)
  4924. textureType = gl.FLOAT;
  4925. return textureType;
  4926. };
  4927. var getSamplingParameters = function (samplingMode, generateMipMaps, gl) {
  4928. var magFilter = gl.NEAREST;
  4929. var minFilter = gl.NEAREST;
  4930. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  4931. magFilter = gl.LINEAR;
  4932. if (generateMipMaps) {
  4933. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  4934. }
  4935. else {
  4936. minFilter = gl.LINEAR;
  4937. }
  4938. }
  4939. else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  4940. magFilter = gl.LINEAR;
  4941. if (generateMipMaps) {
  4942. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  4943. }
  4944. else {
  4945. minFilter = gl.LINEAR;
  4946. }
  4947. }
  4948. else if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  4949. magFilter = gl.NEAREST;
  4950. if (generateMipMaps) {
  4951. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  4952. }
  4953. else {
  4954. minFilter = gl.NEAREST;
  4955. }
  4956. }
  4957. return {
  4958. min: minFilter,
  4959. mag: magFilter
  4960. };
  4961. };
  4962. var prepareWebGLTexture = function (texture, gl, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  4963. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  4964. var engine = scene.getEngine();
  4965. var potWidth = BABYLON.Tools.GetExponentOfTwo(width, engine.getCaps().maxTextureSize);
  4966. var potHeight = BABYLON.Tools.GetExponentOfTwo(height, engine.getCaps().maxTextureSize);
  4967. gl.bindTexture(gl.TEXTURE_2D, texture);
  4968. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  4969. texture._baseWidth = width;
  4970. texture._baseHeight = height;
  4971. texture._width = potWidth;
  4972. texture._height = potHeight;
  4973. texture.isReady = true;
  4974. processFunction(potWidth, potHeight);
  4975. var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
  4976. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  4977. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  4978. if (!noMipmap && !isCompressed) {
  4979. gl.generateMipmap(gl.TEXTURE_2D);
  4980. }
  4981. gl.bindTexture(gl.TEXTURE_2D, null);
  4982. engine.resetTextureCache();
  4983. scene._removePendingData(texture);
  4984. };
  4985. var partialLoad = function (url, index, loadedImages, scene, onfinish) {
  4986. var onload = function () {
  4987. loadedImages[index] = img;
  4988. loadedImages._internalCount++;
  4989. scene._removePendingData(img);
  4990. if (loadedImages._internalCount === 6) {
  4991. onfinish(loadedImages);
  4992. }
  4993. };
  4994. var onerror = function () {
  4995. scene._removePendingData(img);
  4996. };
  4997. var img = BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  4998. scene._addPendingData(img);
  4999. };
  5000. var cascadeLoad = function (rootUrl, scene, onfinish, extensions) {
  5001. var loadedImages = [];
  5002. loadedImages._internalCount = 0;
  5003. for (var index = 0; index < 6; index++) {
  5004. partialLoad(rootUrl + extensions[index], index, loadedImages, scene, onfinish);
  5005. }
  5006. };
  5007. var EngineCapabilities = (function () {
  5008. function EngineCapabilities() {
  5009. }
  5010. return EngineCapabilities;
  5011. })();
  5012. BABYLON.EngineCapabilities = EngineCapabilities;
  5013. /**
  5014. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio.
  5015. */
  5016. var Engine = (function () {
  5017. /**
  5018. * @constructor
  5019. * @param {HTMLCanvasElement} canvas - the canvas to be used for rendering
  5020. * @param {boolean} [antialias] - enable antialias
  5021. * @param options - further options to be sent to the getContext function
  5022. */
  5023. function Engine(canvas, antialias, options, adaptToDeviceRatio) {
  5024. var _this = this;
  5025. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = true; }
  5026. // Public members
  5027. this.isFullscreen = false;
  5028. this.isPointerLock = false;
  5029. this.cullBackFaces = true;
  5030. this.renderEvenInBackground = true;
  5031. // To enable/disable IDB support and avoid XHR on .manifest
  5032. this.enableOfflineSupport = true;
  5033. this.scenes = new Array();
  5034. this._windowIsBackground = false;
  5035. this._drawCalls = 0;
  5036. this._renderingQueueLaunched = false;
  5037. this._activeRenderLoops = [];
  5038. // FPS
  5039. this.fpsRange = 60;
  5040. this.previousFramesDuration = [];
  5041. this.fps = 60;
  5042. this.deltaTime = 0;
  5043. // States
  5044. this._depthCullingState = new _DepthCullingState();
  5045. this._alphaState = new _AlphaState();
  5046. this._alphaMode = Engine.ALPHA_DISABLE;
  5047. // Cache
  5048. this._loadedTexturesCache = new Array();
  5049. this._maxTextureChannels = 16;
  5050. this._activeTexturesCache = new Array(this._maxTextureChannels);
  5051. this._compiledEffects = {};
  5052. this._uintIndicesCurrentlySet = false;
  5053. this._renderingCanvas = canvas;
  5054. options = options || {};
  5055. options.antialias = antialias;
  5056. if (options.preserveDrawingBuffer === undefined) {
  5057. options.preserveDrawingBuffer = false;
  5058. }
  5059. // GL
  5060. try {
  5061. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  5062. }
  5063. catch (e) {
  5064. throw new Error("WebGL not supported");
  5065. }
  5066. if (!this._gl) {
  5067. throw new Error("WebGL not supported");
  5068. }
  5069. this._onBlur = function () {
  5070. _this._windowIsBackground = true;
  5071. };
  5072. this._onFocus = function () {
  5073. _this._windowIsBackground = false;
  5074. };
  5075. window.addEventListener("blur", this._onBlur);
  5076. window.addEventListener("focus", this._onFocus);
  5077. // Viewport
  5078. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / (window.devicePixelRatio || 1.0) : 1.0;
  5079. this.resize();
  5080. // Caps
  5081. this._caps = new EngineCapabilities();
  5082. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  5083. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  5084. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  5085. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  5086. // Infos
  5087. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  5088. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  5089. if (rendererInfo != null) {
  5090. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  5091. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  5092. }
  5093. if (!this._glVendor) {
  5094. this._glVendor = "Unknown vendor";
  5095. }
  5096. if (!this._glRenderer) {
  5097. this._glRenderer = "Unknown renderer";
  5098. }
  5099. // Extensions
  5100. this._caps.standardDerivatives = (this._gl.getExtension('OES_standard_derivatives') !== null);
  5101. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc');
  5102. this._caps.textureFloat = (this._gl.getExtension('OES_texture_float') !== null);
  5103. 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');
  5104. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  5105. this._caps.instancedArrays = this._gl.getExtension('ANGLE_instanced_arrays');
  5106. this._caps.uintIndices = this._gl.getExtension('OES_element_index_uint') !== null;
  5107. this._caps.highPrecisionShaderSupported = true;
  5108. if (this._gl.getShaderPrecisionFormat) {
  5109. var highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  5110. this._caps.highPrecisionShaderSupported = highp.precision !== 0;
  5111. }
  5112. // Depth buffer
  5113. this.setDepthBuffer(true);
  5114. this.setDepthFunctionToLessOrEqual();
  5115. this.setDepthWrite(true);
  5116. // Fullscreen
  5117. this._onFullscreenChange = function () {
  5118. if (document.fullscreen !== undefined) {
  5119. _this.isFullscreen = document.fullscreen;
  5120. }
  5121. else if (document.mozFullScreen !== undefined) {
  5122. _this.isFullscreen = document.mozFullScreen;
  5123. }
  5124. else if (document.webkitIsFullScreen !== undefined) {
  5125. _this.isFullscreen = document.webkitIsFullScreen;
  5126. }
  5127. else if (document.msIsFullScreen !== undefined) {
  5128. _this.isFullscreen = document.msIsFullScreen;
  5129. }
  5130. // Pointer lock
  5131. if (_this.isFullscreen && _this._pointerLockRequested) {
  5132. canvas.requestPointerLock = canvas.requestPointerLock ||
  5133. canvas.msRequestPointerLock ||
  5134. canvas.mozRequestPointerLock ||
  5135. canvas.webkitRequestPointerLock;
  5136. if (canvas.requestPointerLock) {
  5137. canvas.requestPointerLock();
  5138. }
  5139. }
  5140. };
  5141. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  5142. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  5143. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  5144. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  5145. // Pointer lock
  5146. this._onPointerLockChange = function () {
  5147. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  5148. document.webkitPointerLockElement === canvas ||
  5149. document.msPointerLockElement === canvas ||
  5150. document.pointerLockElement === canvas);
  5151. };
  5152. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  5153. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  5154. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  5155. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  5156. if (BABYLON.AudioEngine && !Engine.audioEngine) {
  5157. Engine.audioEngine = new BABYLON.AudioEngine();
  5158. }
  5159. //default loading screen
  5160. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  5161. BABYLON.Tools.Log("Babylon.js engine (v" + Engine.Version + ") launched");
  5162. }
  5163. Object.defineProperty(Engine, "ALPHA_DISABLE", {
  5164. get: function () {
  5165. return Engine._ALPHA_DISABLE;
  5166. },
  5167. enumerable: true,
  5168. configurable: true
  5169. });
  5170. Object.defineProperty(Engine, "ALPHA_ONEONE", {
  5171. get: function () {
  5172. return Engine._ALPHA_ONEONE;
  5173. },
  5174. enumerable: true,
  5175. configurable: true
  5176. });
  5177. Object.defineProperty(Engine, "ALPHA_ADD", {
  5178. get: function () {
  5179. return Engine._ALPHA_ADD;
  5180. },
  5181. enumerable: true,
  5182. configurable: true
  5183. });
  5184. Object.defineProperty(Engine, "ALPHA_COMBINE", {
  5185. get: function () {
  5186. return Engine._ALPHA_COMBINE;
  5187. },
  5188. enumerable: true,
  5189. configurable: true
  5190. });
  5191. Object.defineProperty(Engine, "ALPHA_SUBTRACT", {
  5192. get: function () {
  5193. return Engine._ALPHA_SUBTRACT;
  5194. },
  5195. enumerable: true,
  5196. configurable: true
  5197. });
  5198. Object.defineProperty(Engine, "ALPHA_MULTIPLY", {
  5199. get: function () {
  5200. return Engine._ALPHA_MULTIPLY;
  5201. },
  5202. enumerable: true,
  5203. configurable: true
  5204. });
  5205. Object.defineProperty(Engine, "ALPHA_MAXIMIZED", {
  5206. get: function () {
  5207. return Engine._ALPHA_MAXIMIZED;
  5208. },
  5209. enumerable: true,
  5210. configurable: true
  5211. });
  5212. Object.defineProperty(Engine, "DELAYLOADSTATE_NONE", {
  5213. get: function () {
  5214. return Engine._DELAYLOADSTATE_NONE;
  5215. },
  5216. enumerable: true,
  5217. configurable: true
  5218. });
  5219. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADED", {
  5220. get: function () {
  5221. return Engine._DELAYLOADSTATE_LOADED;
  5222. },
  5223. enumerable: true,
  5224. configurable: true
  5225. });
  5226. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADING", {
  5227. get: function () {
  5228. return Engine._DELAYLOADSTATE_LOADING;
  5229. },
  5230. enumerable: true,
  5231. configurable: true
  5232. });
  5233. Object.defineProperty(Engine, "DELAYLOADSTATE_NOTLOADED", {
  5234. get: function () {
  5235. return Engine._DELAYLOADSTATE_NOTLOADED;
  5236. },
  5237. enumerable: true,
  5238. configurable: true
  5239. });
  5240. Object.defineProperty(Engine, "TEXTUREFORMAT_ALPHA", {
  5241. get: function () {
  5242. return Engine._TEXTUREFORMAT_ALPHA;
  5243. },
  5244. enumerable: true,
  5245. configurable: true
  5246. });
  5247. Object.defineProperty(Engine, "TEXTUREFORMAT_LUMINANCE", {
  5248. get: function () {
  5249. return Engine._TEXTUREFORMAT_LUMINANCE;
  5250. },
  5251. enumerable: true,
  5252. configurable: true
  5253. });
  5254. Object.defineProperty(Engine, "TEXTUREFORMAT_LUMINANCE_ALPHA", {
  5255. get: function () {
  5256. return Engine._TEXTUREFORMAT_LUMINANCE_ALPHA;
  5257. },
  5258. enumerable: true,
  5259. configurable: true
  5260. });
  5261. Object.defineProperty(Engine, "TEXTUREFORMAT_RGB", {
  5262. get: function () {
  5263. return Engine._TEXTUREFORMAT_RGB;
  5264. },
  5265. enumerable: true,
  5266. configurable: true
  5267. });
  5268. Object.defineProperty(Engine, "TEXTUREFORMAT_RGBA", {
  5269. get: function () {
  5270. return Engine._TEXTUREFORMAT_RGBA;
  5271. },
  5272. enumerable: true,
  5273. configurable: true
  5274. });
  5275. Object.defineProperty(Engine, "TEXTURETYPE_UNSIGNED_INT", {
  5276. get: function () {
  5277. return Engine._TEXTURETYPE_UNSIGNED_INT;
  5278. },
  5279. enumerable: true,
  5280. configurable: true
  5281. });
  5282. Object.defineProperty(Engine, "TEXTURETYPE_FLOAT", {
  5283. get: function () {
  5284. return Engine._TEXTURETYPE_FLOAT;
  5285. },
  5286. enumerable: true,
  5287. configurable: true
  5288. });
  5289. Object.defineProperty(Engine, "Version", {
  5290. get: function () {
  5291. return "2.3.0-alpha";
  5292. },
  5293. enumerable: true,
  5294. configurable: true
  5295. });
  5296. Engine.prototype._prepareWorkingCanvas = function () {
  5297. if (this._workingCanvas) {
  5298. return;
  5299. }
  5300. this._workingCanvas = document.createElement("canvas");
  5301. this._workingContext = this._workingCanvas.getContext("2d");
  5302. };
  5303. Engine.prototype.resetTextureCache = function () {
  5304. for (var index = 0; index < this._maxTextureChannels; index++) {
  5305. this._activeTexturesCache[index] = null;
  5306. }
  5307. };
  5308. Engine.prototype.getGlInfo = function () {
  5309. return {
  5310. vendor: this._glVendor,
  5311. renderer: this._glRenderer,
  5312. version: this._glVersion
  5313. };
  5314. };
  5315. Engine.prototype.getAspectRatio = function (camera) {
  5316. var viewport = camera.viewport;
  5317. return (this.getRenderWidth() * viewport.width) / (this.getRenderHeight() * viewport.height);
  5318. };
  5319. Engine.prototype.getRenderWidth = function () {
  5320. if (this._currentRenderTarget) {
  5321. return this._currentRenderTarget._width;
  5322. }
  5323. return this._renderingCanvas.width;
  5324. };
  5325. Engine.prototype.getRenderHeight = function () {
  5326. if (this._currentRenderTarget) {
  5327. return this._currentRenderTarget._height;
  5328. }
  5329. return this._renderingCanvas.height;
  5330. };
  5331. Engine.prototype.getRenderingCanvas = function () {
  5332. return this._renderingCanvas;
  5333. };
  5334. Engine.prototype.getRenderingCanvasClientRect = function () {
  5335. return this._renderingCanvas.getBoundingClientRect();
  5336. };
  5337. Engine.prototype.setHardwareScalingLevel = function (level) {
  5338. this._hardwareScalingLevel = level;
  5339. this.resize();
  5340. };
  5341. Engine.prototype.getHardwareScalingLevel = function () {
  5342. return this._hardwareScalingLevel;
  5343. };
  5344. Engine.prototype.getLoadedTexturesCache = function () {
  5345. return this._loadedTexturesCache;
  5346. };
  5347. Engine.prototype.getCaps = function () {
  5348. return this._caps;
  5349. };
  5350. Object.defineProperty(Engine.prototype, "drawCalls", {
  5351. get: function () {
  5352. return this._drawCalls;
  5353. },
  5354. enumerable: true,
  5355. configurable: true
  5356. });
  5357. // Methods
  5358. Engine.prototype.resetDrawCalls = function () {
  5359. this._drawCalls = 0;
  5360. };
  5361. Engine.prototype.setDepthFunctionToGreater = function () {
  5362. this._depthCullingState.depthFunc = this._gl.GREATER;
  5363. };
  5364. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  5365. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  5366. };
  5367. Engine.prototype.setDepthFunctionToLess = function () {
  5368. this._depthCullingState.depthFunc = this._gl.LESS;
  5369. };
  5370. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  5371. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  5372. };
  5373. /**
  5374. * stop executing a render loop function and remove it from the execution array
  5375. * @param {Function} [renderFunction] the function to be removed. If not provided all functions will be removed.
  5376. */
  5377. Engine.prototype.stopRenderLoop = function (renderFunction) {
  5378. if (!renderFunction) {
  5379. this._activeRenderLoops = [];
  5380. return;
  5381. }
  5382. var index = this._activeRenderLoops.indexOf(renderFunction);
  5383. if (index >= 0) {
  5384. this._activeRenderLoops.splice(index, 1);
  5385. }
  5386. };
  5387. Engine.prototype._renderLoop = function () {
  5388. var shouldRender = true;
  5389. if (!this.renderEvenInBackground && this._windowIsBackground) {
  5390. shouldRender = false;
  5391. }
  5392. if (shouldRender) {
  5393. // Start new frame
  5394. this.beginFrame();
  5395. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  5396. var renderFunction = this._activeRenderLoops[index];
  5397. renderFunction();
  5398. }
  5399. // Present
  5400. this.endFrame();
  5401. }
  5402. if (this._activeRenderLoops.length > 0) {
  5403. // Register new frame
  5404. BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  5405. }
  5406. else {
  5407. this._renderingQueueLaunched = false;
  5408. }
  5409. };
  5410. /**
  5411. * Register and execute a render loop. The engine can have more than one render function.
  5412. * @param {Function} renderFunction - the function to continuesly execute starting the next render loop.
  5413. * @example
  5414. * engine.runRenderLoop(function () {
  5415. * scene.render()
  5416. * })
  5417. */
  5418. Engine.prototype.runRenderLoop = function (renderFunction) {
  5419. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  5420. return;
  5421. }
  5422. this._activeRenderLoops.push(renderFunction);
  5423. if (!this._renderingQueueLaunched) {
  5424. this._renderingQueueLaunched = true;
  5425. this._bindedRenderFunction = this._renderLoop.bind(this);
  5426. BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  5427. }
  5428. };
  5429. /**
  5430. * Toggle full screen mode.
  5431. * @param {boolean} requestPointerLock - should a pointer lock be requested from the user
  5432. */
  5433. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  5434. if (this.isFullscreen) {
  5435. BABYLON.Tools.ExitFullscreen();
  5436. }
  5437. else {
  5438. this._pointerLockRequested = requestPointerLock;
  5439. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  5440. }
  5441. };
  5442. Engine.prototype.clear = function (color, backBuffer, depthStencil) {
  5443. this.applyStates();
  5444. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  5445. if (this._depthCullingState.depthMask) {
  5446. this._gl.clearDepth(1.0);
  5447. }
  5448. var mode = 0;
  5449. if (backBuffer)
  5450. mode |= this._gl.COLOR_BUFFER_BIT;
  5451. if (depthStencil && this._depthCullingState.depthMask)
  5452. mode |= this._gl.DEPTH_BUFFER_BIT;
  5453. this._gl.clear(mode);
  5454. };
  5455. /**
  5456. * Set the WebGL's viewport
  5457. * @param {BABYLON.Viewport} viewport - the viewport element to be used.
  5458. * @param {number} [requiredWidth] - the width required for rendering. If not provided the rendering canvas' width is used.
  5459. * @param {number} [requiredHeight] - the height required for rendering. If not provided the rendering canvas' height is used.
  5460. */
  5461. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  5462. var width = requiredWidth || (navigator.isCocoonJS ? window.innerWidth : this._renderingCanvas.width);
  5463. var height = requiredHeight || (navigator.isCocoonJS ? window.innerHeight : this._renderingCanvas.height);
  5464. var x = viewport.x || 0;
  5465. var y = viewport.y || 0;
  5466. this._cachedViewport = viewport;
  5467. this._gl.viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  5468. };
  5469. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  5470. this._cachedViewport = null;
  5471. this._gl.viewport(x, y, width, height);
  5472. };
  5473. Engine.prototype.beginFrame = function () {
  5474. this._measureFps();
  5475. };
  5476. Engine.prototype.endFrame = function () {
  5477. //this.flushFramebuffer();
  5478. };
  5479. /**
  5480. * resize the view according to the canvas' size.
  5481. * @example
  5482. * window.addEventListener("resize", function () {
  5483. * engine.resize();
  5484. * });
  5485. */
  5486. Engine.prototype.resize = function () {
  5487. var width = navigator.isCocoonJS ? window.innerWidth : this._renderingCanvas.clientWidth;
  5488. var height = navigator.isCocoonJS ? window.innerHeight : this._renderingCanvas.clientHeight;
  5489. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  5490. };
  5491. /**
  5492. * force a specific size of the canvas
  5493. * @param {number} width - the new canvas' width
  5494. * @param {number} height - the new canvas' height
  5495. */
  5496. Engine.prototype.setSize = function (width, height) {
  5497. this._renderingCanvas.width = width;
  5498. this._renderingCanvas.height = height;
  5499. for (var index = 0; index < this.scenes.length; index++) {
  5500. var scene = this.scenes[index];
  5501. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  5502. var cam = scene.cameras[camIndex];
  5503. cam._currentRenderId = 0;
  5504. }
  5505. }
  5506. };
  5507. Engine.prototype.bindFramebuffer = function (texture, faceIndex) {
  5508. this._currentRenderTarget = texture;
  5509. var gl = this._gl;
  5510. gl.bindFramebuffer(gl.FRAMEBUFFER, texture._framebuffer);
  5511. if (texture.isCube) {
  5512. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture, 0);
  5513. }
  5514. else {
  5515. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  5516. }
  5517. this._gl.viewport(0, 0, texture._width, texture._height);
  5518. this.wipeCaches();
  5519. };
  5520. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps) {
  5521. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  5522. this._currentRenderTarget = null;
  5523. if (texture.generateMipMaps && !disableGenerateMipMaps) {
  5524. var gl = this._gl;
  5525. gl.bindTexture(gl.TEXTURE_2D, texture);
  5526. gl.generateMipmap(gl.TEXTURE_2D);
  5527. gl.bindTexture(gl.TEXTURE_2D, null);
  5528. }
  5529. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  5530. };
  5531. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  5532. if (texture.generateMipMaps) {
  5533. var gl = this._gl;
  5534. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  5535. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  5536. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  5537. }
  5538. };
  5539. Engine.prototype.flushFramebuffer = function () {
  5540. this._gl.flush();
  5541. };
  5542. Engine.prototype.restoreDefaultFramebuffer = function () {
  5543. this._currentRenderTarget = null;
  5544. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  5545. this.setViewport(this._cachedViewport);
  5546. this.wipeCaches();
  5547. };
  5548. // VBOs
  5549. Engine.prototype._resetVertexBufferBinding = function () {
  5550. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, null);
  5551. this._cachedVertexBuffers = null;
  5552. };
  5553. Engine.prototype.createVertexBuffer = function (vertices) {
  5554. var vbo = this._gl.createBuffer();
  5555. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  5556. if (vertices instanceof Float32Array) {
  5557. this._gl.bufferData(this._gl.ARRAY_BUFFER, vertices, this._gl.STATIC_DRAW);
  5558. }
  5559. else {
  5560. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(vertices), this._gl.STATIC_DRAW);
  5561. }
  5562. this._resetVertexBufferBinding();
  5563. vbo.references = 1;
  5564. return vbo;
  5565. };
  5566. Engine.prototype.createDynamicVertexBuffer = function (capacity) {
  5567. var vbo = this._gl.createBuffer();
  5568. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  5569. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  5570. this._resetVertexBufferBinding();
  5571. vbo.references = 1;
  5572. return vbo;
  5573. };
  5574. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, offset) {
  5575. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  5576. if (offset === undefined) {
  5577. offset = 0;
  5578. }
  5579. if (vertices instanceof Float32Array) {
  5580. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, vertices);
  5581. }
  5582. else {
  5583. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, new Float32Array(vertices));
  5584. }
  5585. this._resetVertexBufferBinding();
  5586. };
  5587. Engine.prototype._resetIndexBufferBinding = function () {
  5588. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, null);
  5589. this._cachedIndexBuffer = null;
  5590. };
  5591. Engine.prototype.createIndexBuffer = function (indices) {
  5592. var vbo = this._gl.createBuffer();
  5593. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, vbo);
  5594. // Check for 32 bits indices
  5595. var arrayBuffer;
  5596. var need32Bits = false;
  5597. if (this._caps.uintIndices) {
  5598. for (var index = 0; index < indices.length; index++) {
  5599. if (indices[index] > 65535) {
  5600. need32Bits = true;
  5601. break;
  5602. }
  5603. }
  5604. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  5605. }
  5606. else {
  5607. arrayBuffer = new Uint16Array(indices);
  5608. }
  5609. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.STATIC_DRAW);
  5610. this._resetIndexBufferBinding();
  5611. vbo.references = 1;
  5612. vbo.is32Bits = need32Bits;
  5613. return vbo;
  5614. };
  5615. Engine.prototype.bindBuffers = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  5616. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  5617. this._cachedVertexBuffers = vertexBuffer;
  5618. this._cachedEffectForVertexBuffers = effect;
  5619. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  5620. var offset = 0;
  5621. for (var index = 0; index < vertexDeclaration.length; index++) {
  5622. var order = effect.getAttributeLocation(index);
  5623. if (order >= 0) {
  5624. this._gl.vertexAttribPointer(order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  5625. }
  5626. offset += vertexDeclaration[index] * 4;
  5627. }
  5628. }
  5629. if (this._cachedIndexBuffer !== indexBuffer) {
  5630. this._cachedIndexBuffer = indexBuffer;
  5631. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  5632. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  5633. }
  5634. };
  5635. Engine.prototype.bindMultiBuffers = function (vertexBuffers, indexBuffer, effect) {
  5636. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  5637. this._cachedVertexBuffers = vertexBuffers;
  5638. this._cachedEffectForVertexBuffers = effect;
  5639. var attributes = effect.getAttributesNames();
  5640. for (var index = 0; index < attributes.length; index++) {
  5641. var order = effect.getAttributeLocation(index);
  5642. if (order >= 0) {
  5643. var vertexBuffer = vertexBuffers[attributes[index]];
  5644. if (!vertexBuffer) {
  5645. continue;
  5646. }
  5647. var stride = vertexBuffer.getStrideSize();
  5648. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer.getBuffer());
  5649. this._gl.vertexAttribPointer(order, stride, this._gl.FLOAT, false, stride * 4, 0);
  5650. }
  5651. }
  5652. }
  5653. if (indexBuffer != null && this._cachedIndexBuffer !== indexBuffer) {
  5654. this._cachedIndexBuffer = indexBuffer;
  5655. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  5656. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  5657. }
  5658. };
  5659. Engine.prototype._releaseBuffer = function (buffer) {
  5660. buffer.references--;
  5661. if (buffer.references === 0) {
  5662. this._gl.deleteBuffer(buffer);
  5663. return true;
  5664. }
  5665. return false;
  5666. };
  5667. Engine.prototype.createInstancesBuffer = function (capacity) {
  5668. var buffer = this._gl.createBuffer();
  5669. buffer.capacity = capacity;
  5670. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, buffer);
  5671. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  5672. return buffer;
  5673. };
  5674. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  5675. this._gl.deleteBuffer(buffer);
  5676. };
  5677. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  5678. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  5679. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  5680. for (var index = 0; index < 4; index++) {
  5681. var offsetLocation = offsetLocations[index];
  5682. this._gl.enableVertexAttribArray(offsetLocation);
  5683. this._gl.vertexAttribPointer(offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  5684. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 1);
  5685. }
  5686. };
  5687. Engine.prototype.unBindInstancesBuffer = function (instancesBuffer, offsetLocations) {
  5688. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  5689. for (var index = 0; index < 4; index++) {
  5690. var offsetLocation = offsetLocations[index];
  5691. this._gl.disableVertexAttribArray(offsetLocation);
  5692. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 0);
  5693. }
  5694. };
  5695. Engine.prototype.applyStates = function () {
  5696. this._depthCullingState.apply(this._gl);
  5697. this._alphaState.apply(this._gl);
  5698. };
  5699. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  5700. // Apply states
  5701. this.applyStates();
  5702. this._drawCalls++;
  5703. // Render
  5704. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  5705. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  5706. if (instancesCount) {
  5707. this._caps.instancedArrays.drawElementsInstancedANGLE(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * mult, instancesCount);
  5708. return;
  5709. }
  5710. this._gl.drawElements(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * mult);
  5711. };
  5712. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  5713. // Apply states
  5714. this.applyStates();
  5715. this._drawCalls++;
  5716. if (instancesCount) {
  5717. this._caps.instancedArrays.drawArraysInstancedANGLE(this._gl.POINTS, verticesStart, verticesCount, instancesCount);
  5718. return;
  5719. }
  5720. this._gl.drawArrays(this._gl.POINTS, verticesStart, verticesCount);
  5721. };
  5722. // Shaders
  5723. Engine.prototype._releaseEffect = function (effect) {
  5724. if (this._compiledEffects[effect._key]) {
  5725. delete this._compiledEffects[effect._key];
  5726. if (effect.getProgram()) {
  5727. this._gl.deleteProgram(effect.getProgram());
  5728. }
  5729. }
  5730. };
  5731. Engine.prototype.createEffect = function (baseName, attributesNames, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  5732. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  5733. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  5734. var name = vertex + "+" + fragment + "@" + defines;
  5735. if (this._compiledEffects[name]) {
  5736. return this._compiledEffects[name];
  5737. }
  5738. var effect = new BABYLON.Effect(baseName, attributesNames, uniformsNames, samplers, this, defines, fallbacks, onCompiled, onError);
  5739. effect._key = name;
  5740. this._compiledEffects[name] = effect;
  5741. return effect;
  5742. };
  5743. Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  5744. if (uniformsNames === void 0) { uniformsNames = []; }
  5745. if (samplers === void 0) { samplers = []; }
  5746. if (defines === void 0) { defines = ""; }
  5747. return this.createEffect({
  5748. vertex: "particles",
  5749. fragmentElement: fragmentName
  5750. }, ["position", "color", "options"], ["view", "projection"].concat(uniformsNames), ["diffuseSampler"].concat(samplers), defines, fallbacks, onCompiled, onError);
  5751. };
  5752. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines) {
  5753. var vertexShader = compileShader(this._gl, vertexCode, "vertex", defines);
  5754. var fragmentShader = compileShader(this._gl, fragmentCode, "fragment", defines);
  5755. var shaderProgram = this._gl.createProgram();
  5756. this._gl.attachShader(shaderProgram, vertexShader);
  5757. this._gl.attachShader(shaderProgram, fragmentShader);
  5758. this._gl.linkProgram(shaderProgram);
  5759. var linked = this._gl.getProgramParameter(shaderProgram, this._gl.LINK_STATUS);
  5760. if (!linked) {
  5761. var error = this._gl.getProgramInfoLog(shaderProgram);
  5762. if (error) {
  5763. throw new Error(error);
  5764. }
  5765. }
  5766. this._gl.deleteShader(vertexShader);
  5767. this._gl.deleteShader(fragmentShader);
  5768. return shaderProgram;
  5769. };
  5770. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  5771. var results = [];
  5772. for (var index = 0; index < uniformsNames.length; index++) {
  5773. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  5774. }
  5775. return results;
  5776. };
  5777. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  5778. var results = [];
  5779. for (var index = 0; index < attributesNames.length; index++) {
  5780. try {
  5781. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  5782. }
  5783. catch (e) {
  5784. results.push(-1);
  5785. }
  5786. }
  5787. return results;
  5788. };
  5789. Engine.prototype.enableEffect = function (effect) {
  5790. if (!effect || !effect.getAttributesCount() || this._currentEffect === effect) {
  5791. if (effect && effect.onBind) {
  5792. effect.onBind(effect);
  5793. }
  5794. return;
  5795. }
  5796. this._vertexAttribArrays = this._vertexAttribArrays || [];
  5797. // Use program
  5798. this._gl.useProgram(effect.getProgram());
  5799. for (var i in this._vertexAttribArrays) {
  5800. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  5801. continue;
  5802. }
  5803. this._vertexAttribArrays[i] = false;
  5804. this._gl.disableVertexAttribArray(i);
  5805. }
  5806. var attributesCount = effect.getAttributesCount();
  5807. for (var index = 0; index < attributesCount; index++) {
  5808. // Attributes
  5809. var order = effect.getAttributeLocation(index);
  5810. if (order >= 0) {
  5811. this._vertexAttribArrays[order] = true;
  5812. this._gl.enableVertexAttribArray(order);
  5813. }
  5814. }
  5815. this._currentEffect = effect;
  5816. if (effect.onBind) {
  5817. effect.onBind(effect);
  5818. }
  5819. };
  5820. Engine.prototype.setArray = function (uniform, array) {
  5821. if (!uniform)
  5822. return;
  5823. this._gl.uniform1fv(uniform, array);
  5824. };
  5825. Engine.prototype.setArray2 = function (uniform, array) {
  5826. if (!uniform || array.length % 2 !== 0)
  5827. return;
  5828. this._gl.uniform2fv(uniform, array);
  5829. };
  5830. Engine.prototype.setArray3 = function (uniform, array) {
  5831. if (!uniform || array.length % 3 !== 0)
  5832. return;
  5833. this._gl.uniform3fv(uniform, array);
  5834. };
  5835. Engine.prototype.setArray4 = function (uniform, array) {
  5836. if (!uniform || array.length % 4 !== 0)
  5837. return;
  5838. this._gl.uniform4fv(uniform, array);
  5839. };
  5840. Engine.prototype.setMatrices = function (uniform, matrices) {
  5841. if (!uniform)
  5842. return;
  5843. this._gl.uniformMatrix4fv(uniform, false, matrices);
  5844. };
  5845. Engine.prototype.setMatrix = function (uniform, matrix) {
  5846. if (!uniform)
  5847. return;
  5848. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  5849. };
  5850. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  5851. if (!uniform)
  5852. return;
  5853. this._gl.uniformMatrix3fv(uniform, false, matrix);
  5854. };
  5855. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  5856. if (!uniform)
  5857. return;
  5858. this._gl.uniformMatrix2fv(uniform, false, matrix);
  5859. };
  5860. Engine.prototype.setFloat = function (uniform, value) {
  5861. if (!uniform)
  5862. return;
  5863. this._gl.uniform1f(uniform, value);
  5864. };
  5865. Engine.prototype.setFloat2 = function (uniform, x, y) {
  5866. if (!uniform)
  5867. return;
  5868. this._gl.uniform2f(uniform, x, y);
  5869. };
  5870. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  5871. if (!uniform)
  5872. return;
  5873. this._gl.uniform3f(uniform, x, y, z);
  5874. };
  5875. Engine.prototype.setBool = function (uniform, bool) {
  5876. if (!uniform)
  5877. return;
  5878. this._gl.uniform1i(uniform, bool);
  5879. };
  5880. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  5881. if (!uniform)
  5882. return;
  5883. this._gl.uniform4f(uniform, x, y, z, w);
  5884. };
  5885. Engine.prototype.setColor3 = function (uniform, color3) {
  5886. if (!uniform)
  5887. return;
  5888. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  5889. };
  5890. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  5891. if (!uniform)
  5892. return;
  5893. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  5894. };
  5895. // States
  5896. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  5897. if (zOffset === void 0) { zOffset = 0; }
  5898. if (reverseSide === void 0) { reverseSide = false; }
  5899. // Culling
  5900. var showSide = reverseSide ? this._gl.FRONT : this._gl.BACK;
  5901. var hideSide = reverseSide ? this._gl.BACK : this._gl.FRONT;
  5902. var cullFace = this.cullBackFaces ? showSide : hideSide;
  5903. if (this._depthCullingState.cull !== culling || force || this._depthCullingState.cullFace !== cullFace) {
  5904. if (culling) {
  5905. this._depthCullingState.cullFace = cullFace;
  5906. this._depthCullingState.cull = true;
  5907. }
  5908. else {
  5909. this._depthCullingState.cull = false;
  5910. }
  5911. }
  5912. // Z offset
  5913. this._depthCullingState.zOffset = zOffset;
  5914. };
  5915. Engine.prototype.setDepthBuffer = function (enable) {
  5916. this._depthCullingState.depthTest = enable;
  5917. };
  5918. Engine.prototype.getDepthWrite = function () {
  5919. return this._depthCullingState.depthMask;
  5920. };
  5921. Engine.prototype.setDepthWrite = function (enable) {
  5922. this._depthCullingState.depthMask = enable;
  5923. };
  5924. Engine.prototype.setColorWrite = function (enable) {
  5925. this._gl.colorMask(enable, enable, enable, enable);
  5926. };
  5927. Engine.prototype.setAlphaMode = function (mode) {
  5928. if (this._alphaMode === mode) {
  5929. return;
  5930. }
  5931. switch (mode) {
  5932. case Engine.ALPHA_DISABLE:
  5933. this.setDepthWrite(true);
  5934. this._alphaState.alphaBlend = false;
  5935. break;
  5936. case Engine.ALPHA_COMBINE:
  5937. this.setDepthWrite(false);
  5938. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  5939. this._alphaState.alphaBlend = true;
  5940. break;
  5941. case Engine.ALPHA_ONEONE:
  5942. this.setDepthWrite(false);
  5943. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  5944. this._alphaState.alphaBlend = true;
  5945. break;
  5946. case Engine.ALPHA_ADD:
  5947. this.setDepthWrite(false);
  5948. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  5949. this._alphaState.alphaBlend = true;
  5950. break;
  5951. case Engine.ALPHA_SUBTRACT:
  5952. this.setDepthWrite(false);
  5953. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  5954. this._alphaState.alphaBlend = true;
  5955. break;
  5956. case Engine.ALPHA_MULTIPLY:
  5957. this.setDepthWrite(false);
  5958. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  5959. this._alphaState.alphaBlend = true;
  5960. break;
  5961. case Engine.ALPHA_MAXIMIZED:
  5962. this.setDepthWrite(false);
  5963. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  5964. this._alphaState.alphaBlend = true;
  5965. break;
  5966. }
  5967. this._alphaMode = mode;
  5968. };
  5969. Engine.prototype.getAlphaMode = function () {
  5970. return this._alphaMode;
  5971. };
  5972. Engine.prototype.setAlphaTesting = function (enable) {
  5973. this._alphaTest = enable;
  5974. };
  5975. Engine.prototype.getAlphaTesting = function () {
  5976. return this._alphaTest;
  5977. };
  5978. // Textures
  5979. Engine.prototype.wipeCaches = function () {
  5980. this.resetTextureCache();
  5981. this._currentEffect = null;
  5982. this._depthCullingState.reset();
  5983. this._alphaState.reset();
  5984. this._cachedVertexBuffers = null;
  5985. this._cachedIndexBuffer = null;
  5986. this._cachedEffectForVertexBuffers = null;
  5987. };
  5988. Engine.prototype.setSamplingMode = function (texture, samplingMode) {
  5989. var gl = this._gl;
  5990. gl.bindTexture(gl.TEXTURE_2D, texture);
  5991. var magFilter = gl.NEAREST;
  5992. var minFilter = gl.NEAREST;
  5993. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  5994. magFilter = gl.LINEAR;
  5995. minFilter = gl.LINEAR;
  5996. }
  5997. else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  5998. magFilter = gl.LINEAR;
  5999. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  6000. }
  6001. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
  6002. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
  6003. gl.bindTexture(gl.TEXTURE_2D, null);
  6004. texture.samplingMode = samplingMode;
  6005. };
  6006. Engine.prototype.createTexture = function (url, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer) {
  6007. var _this = this;
  6008. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  6009. if (onLoad === void 0) { onLoad = null; }
  6010. if (onError === void 0) { onError = null; }
  6011. if (buffer === void 0) { buffer = null; }
  6012. var texture = this._gl.createTexture();
  6013. var extension;
  6014. var fromData = false;
  6015. if (url.substr(0, 5) === "data:") {
  6016. fromData = true;
  6017. }
  6018. if (!fromData)
  6019. extension = url.substr(url.length - 4, 4).toLowerCase();
  6020. else {
  6021. var oldUrl = url;
  6022. fromData = oldUrl.split(':');
  6023. url = oldUrl;
  6024. extension = fromData[1].substr(fromData[1].length - 4, 4).toLowerCase();
  6025. }
  6026. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  6027. var isTGA = (extension === ".tga");
  6028. scene._addPendingData(texture);
  6029. texture.url = url;
  6030. texture.noMipmap = noMipmap;
  6031. texture.references = 1;
  6032. texture.samplingMode = samplingMode;
  6033. this._loadedTexturesCache.push(texture);
  6034. var onerror = function () {
  6035. scene._removePendingData(texture);
  6036. if (onError) {
  6037. onError();
  6038. }
  6039. };
  6040. var callback;
  6041. if (isTGA) {
  6042. callback = function (arrayBuffer) {
  6043. var data = new Uint8Array(arrayBuffer);
  6044. var header = BABYLON.Internals.TGATools.GetTGAHeader(data);
  6045. prepareWebGLTexture(texture, _this._gl, scene, header.width, header.height, invertY, noMipmap, false, function () {
  6046. BABYLON.Internals.TGATools.UploadContent(_this._gl, data);
  6047. if (onLoad) {
  6048. onLoad();
  6049. }
  6050. }, samplingMode);
  6051. };
  6052. if (!(fromData instanceof Array))
  6053. BABYLON.Tools.LoadFile(url, function (arrayBuffer) {
  6054. callback(arrayBuffer);
  6055. }, onerror, scene.database, true);
  6056. else
  6057. callback(buffer);
  6058. }
  6059. else if (isDDS) {
  6060. callback = function (data) {
  6061. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  6062. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap && ((info.width >> (info.mipmapCount - 1)) === 1);
  6063. prepareWebGLTexture(texture, _this._gl, scene, info.width, info.height, invertY, !loadMipmap, info.isFourCC, function () {
  6064. BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 1);
  6065. if (onLoad) {
  6066. onLoad();
  6067. }
  6068. }, samplingMode);
  6069. };
  6070. if (!(fromData instanceof Array))
  6071. BABYLON.Tools.LoadFile(url, function (data) {
  6072. callback(data);
  6073. }, onerror, scene.database, true);
  6074. else
  6075. callback(buffer);
  6076. }
  6077. else {
  6078. var onload = function (img) {
  6079. prepareWebGLTexture(texture, _this._gl, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight) {
  6080. var isPot = (img.width === potWidth && img.height === potHeight);
  6081. if (!isPot) {
  6082. _this._prepareWorkingCanvas();
  6083. _this._workingCanvas.width = potWidth;
  6084. _this._workingCanvas.height = potHeight;
  6085. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  6086. _this._workingContext.imageSmoothingEnabled = false;
  6087. _this._workingContext.mozImageSmoothingEnabled = false;
  6088. _this._workingContext.oImageSmoothingEnabled = false;
  6089. _this._workingContext.webkitImageSmoothingEnabled = false;
  6090. _this._workingContext.msImageSmoothingEnabled = false;
  6091. }
  6092. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  6093. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  6094. _this._workingContext.imageSmoothingEnabled = true;
  6095. _this._workingContext.mozImageSmoothingEnabled = true;
  6096. _this._workingContext.oImageSmoothingEnabled = true;
  6097. _this._workingContext.webkitImageSmoothingEnabled = true;
  6098. _this._workingContext.msImageSmoothingEnabled = true;
  6099. }
  6100. }
  6101. _this._gl.texImage2D(_this._gl.TEXTURE_2D, 0, _this._gl.RGBA, _this._gl.RGBA, _this._gl.UNSIGNED_BYTE, isPot ? img : _this._workingCanvas);
  6102. if (onLoad) {
  6103. onLoad();
  6104. }
  6105. }, samplingMode);
  6106. };
  6107. if (!(fromData instanceof Array))
  6108. BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  6109. else
  6110. BABYLON.Tools.LoadImage(buffer, onload, onerror, scene.database);
  6111. }
  6112. return texture;
  6113. };
  6114. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression) {
  6115. if (compression === void 0) { compression = null; }
  6116. var internalFormat = this._gl.RGBA;
  6117. switch (format) {
  6118. case Engine.TEXTUREFORMAT_ALPHA:
  6119. internalFormat = this._gl.ALPHA;
  6120. break;
  6121. case Engine.TEXTUREFORMAT_LUMINANCE:
  6122. internalFormat = this._gl.LUMINANCE;
  6123. break;
  6124. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  6125. internalFormat = this._gl.LUMINANCE_ALPHA;
  6126. break;
  6127. case Engine.TEXTUREFORMAT_RGB:
  6128. internalFormat = this._gl.RGB;
  6129. break;
  6130. case Engine.TEXTUREFORMAT_RGBA:
  6131. internalFormat = this._gl.RGBA;
  6132. break;
  6133. }
  6134. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  6135. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  6136. if (compression) {
  6137. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture._width, texture._height, 0, data);
  6138. }
  6139. else {
  6140. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, texture._width, texture._height, 0, internalFormat, this._gl.UNSIGNED_BYTE, data);
  6141. }
  6142. if (texture.generateMipMaps) {
  6143. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  6144. }
  6145. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  6146. this.resetTextureCache();
  6147. texture.isReady = true;
  6148. };
  6149. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression) {
  6150. if (compression === void 0) { compression = null; }
  6151. var texture = this._gl.createTexture();
  6152. texture._baseWidth = width;
  6153. texture._baseHeight = height;
  6154. texture._width = width;
  6155. texture._height = height;
  6156. texture.references = 1;
  6157. this.updateRawTexture(texture, data, format, invertY, compression);
  6158. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  6159. // Filters
  6160. var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl);
  6161. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  6162. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  6163. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  6164. texture.samplingMode = samplingMode;
  6165. this._loadedTexturesCache.push(texture);
  6166. return texture;
  6167. };
  6168. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode, forceExponantOfTwo) {
  6169. if (forceExponantOfTwo === void 0) { forceExponantOfTwo = true; }
  6170. var texture = this._gl.createTexture();
  6171. texture._baseWidth = width;
  6172. texture._baseHeight = height;
  6173. if (forceExponantOfTwo) {
  6174. width = BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize);
  6175. height = BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize);
  6176. }
  6177. this.resetTextureCache();
  6178. texture._width = width;
  6179. texture._height = height;
  6180. texture.isReady = false;
  6181. texture.generateMipMaps = generateMipMaps;
  6182. texture.references = 1;
  6183. texture.samplingMode = samplingMode;
  6184. this.updateTextureSamplingMode(samplingMode, texture);
  6185. this._loadedTexturesCache.push(texture);
  6186. return texture;
  6187. };
  6188. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  6189. var filters = getSamplingParameters(samplingMode, texture.generateMipMaps, this._gl);
  6190. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  6191. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  6192. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  6193. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  6194. };
  6195. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY) {
  6196. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  6197. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 1 : 0);
  6198. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, canvas);
  6199. if (texture.generateMipMaps) {
  6200. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  6201. }
  6202. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  6203. this.resetTextureCache();
  6204. texture.isReady = true;
  6205. };
  6206. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  6207. if (texture._isDisabled) {
  6208. return;
  6209. }
  6210. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  6211. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 0 : 1); // Video are upside down by default
  6212. try {
  6213. // Testing video texture support
  6214. if (this._videoTextureSupported === undefined) {
  6215. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  6216. if (this._gl.getError() !== 0) {
  6217. this._videoTextureSupported = false;
  6218. }
  6219. else {
  6220. this._videoTextureSupported = true;
  6221. }
  6222. }
  6223. // Copy video through the current working canvas if video texture is not supported
  6224. if (!this._videoTextureSupported) {
  6225. if (!texture._workingCanvas) {
  6226. texture._workingCanvas = document.createElement("canvas");
  6227. texture._workingContext = texture._workingCanvas.getContext("2d");
  6228. texture._workingCanvas.width = texture._width;
  6229. texture._workingCanvas.height = texture._height;
  6230. }
  6231. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture._width, texture._height);
  6232. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  6233. }
  6234. else {
  6235. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  6236. }
  6237. if (texture.generateMipMaps) {
  6238. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  6239. }
  6240. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  6241. this.resetTextureCache();
  6242. texture.isReady = true;
  6243. }
  6244. catch (ex) {
  6245. // Something unexpected
  6246. // Let's disable the texture
  6247. texture._isDisabled = true;
  6248. }
  6249. };
  6250. Engine.prototype.createRenderTargetTexture = function (size, options) {
  6251. // old version had a "generateMipMaps" arg instead of options.
  6252. // if options.generateMipMaps is undefined, consider that options itself if the generateMipmaps value
  6253. // in the same way, generateDepthBuffer is defaulted to true
  6254. var generateMipMaps = false;
  6255. var generateDepthBuffer = true;
  6256. var type = Engine.TEXTURETYPE_UNSIGNED_INT;
  6257. var samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  6258. if (options !== undefined) {
  6259. generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipMaps;
  6260. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  6261. type = options.type === undefined ? type : options.type;
  6262. if (options.samplingMode !== undefined) {
  6263. samplingMode = options.samplingMode;
  6264. }
  6265. if (type === Engine.TEXTURETYPE_FLOAT) {
  6266. // if floating point (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  6267. samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE;
  6268. }
  6269. }
  6270. var gl = this._gl;
  6271. var texture = gl.createTexture();
  6272. gl.bindTexture(gl.TEXTURE_2D, texture);
  6273. var width = size.width || size;
  6274. var height = size.height || size;
  6275. var filters = getSamplingParameters(samplingMode, generateMipMaps, gl);
  6276. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  6277. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  6278. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  6279. }
  6280. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  6281. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  6282. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  6283. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  6284. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, getWebGLTextureType(gl, type), null);
  6285. var depthBuffer;
  6286. // Create the depth buffer
  6287. if (generateDepthBuffer) {
  6288. depthBuffer = gl.createRenderbuffer();
  6289. gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
  6290. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  6291. }
  6292. // Create the framebuffer
  6293. var framebuffer = gl.createFramebuffer();
  6294. gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
  6295. if (generateDepthBuffer) {
  6296. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
  6297. }
  6298. if (generateMipMaps) {
  6299. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  6300. }
  6301. // Unbind
  6302. gl.bindTexture(gl.TEXTURE_2D, null);
  6303. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  6304. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  6305. texture._framebuffer = framebuffer;
  6306. if (generateDepthBuffer) {
  6307. texture._depthBuffer = depthBuffer;
  6308. }
  6309. texture._width = width;
  6310. texture._height = height;
  6311. texture.isReady = true;
  6312. texture.generateMipMaps = generateMipMaps;
  6313. texture.references = 1;
  6314. texture.samplingMode = samplingMode;
  6315. this.resetTextureCache();
  6316. this._loadedTexturesCache.push(texture);
  6317. return texture;
  6318. };
  6319. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  6320. var gl = this._gl;
  6321. var texture = gl.createTexture();
  6322. var generateMipMaps = true;
  6323. var samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  6324. if (options !== undefined) {
  6325. generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipMaps;
  6326. if (options.samplingMode !== undefined) {
  6327. samplingMode = options.samplingMode;
  6328. }
  6329. }
  6330. texture.isCube = true;
  6331. texture.references = 1;
  6332. texture.generateMipMaps = generateMipMaps;
  6333. texture.references = 1;
  6334. texture.samplingMode = samplingMode;
  6335. var filters = getSamplingParameters(samplingMode, generateMipMaps, gl);
  6336. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  6337. for (var face = 0; face < 6; face++) {
  6338. gl.texImage2D((gl.TEXTURE_CUBE_MAP_POSITIVE_X + face), 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  6339. }
  6340. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  6341. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  6342. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  6343. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  6344. // Create the depth buffer
  6345. var depthBuffer = gl.createRenderbuffer();
  6346. gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
  6347. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, size, size);
  6348. // Create the framebuffer
  6349. var framebuffer = gl.createFramebuffer();
  6350. gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
  6351. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
  6352. // Unbind
  6353. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  6354. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  6355. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  6356. texture._framebuffer = framebuffer;
  6357. texture._depthBuffer = depthBuffer;
  6358. this.resetTextureCache();
  6359. texture._width = size;
  6360. texture._height = size;
  6361. texture.isReady = true;
  6362. return texture;
  6363. };
  6364. Engine.prototype.createCubeTexture = function (rootUrl, scene, extensions, noMipmap) {
  6365. var _this = this;
  6366. var gl = this._gl;
  6367. var texture = gl.createTexture();
  6368. texture.isCube = true;
  6369. texture.url = rootUrl;
  6370. texture.references = 1;
  6371. var extension = rootUrl.substr(rootUrl.length - 4, 4).toLowerCase();
  6372. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  6373. if (isDDS) {
  6374. BABYLON.Tools.LoadFile(rootUrl, function (data) {
  6375. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  6376. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap;
  6377. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  6378. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
  6379. BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 6);
  6380. if (!noMipmap && !info.isFourCC && info.mipmapCount === 1) {
  6381. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  6382. }
  6383. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  6384. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  6385. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  6386. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  6387. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  6388. _this.resetTextureCache();
  6389. texture._width = info.width;
  6390. texture._height = info.height;
  6391. texture.isReady = true;
  6392. }, null, null, true);
  6393. }
  6394. else {
  6395. cascadeLoad(rootUrl, scene, function (imgs) {
  6396. var width = BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize);
  6397. var height = width;
  6398. _this._prepareWorkingCanvas();
  6399. _this._workingCanvas.width = width;
  6400. _this._workingCanvas.height = height;
  6401. var faces = [
  6402. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  6403. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  6404. ];
  6405. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  6406. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
  6407. for (var index = 0; index < faces.length; index++) {
  6408. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  6409. gl.texImage2D(faces[index], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, _this._workingCanvas);
  6410. }
  6411. if (!noMipmap) {
  6412. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  6413. }
  6414. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  6415. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, noMipmap ? gl.LINEAR : gl.LINEAR_MIPMAP_LINEAR);
  6416. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  6417. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  6418. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  6419. _this.resetTextureCache();
  6420. texture._width = width;
  6421. texture._height = height;
  6422. texture.isReady = true;
  6423. }, extensions);
  6424. }
  6425. return texture;
  6426. };
  6427. Engine.prototype._releaseTexture = function (texture) {
  6428. var gl = this._gl;
  6429. if (texture._framebuffer) {
  6430. gl.deleteFramebuffer(texture._framebuffer);
  6431. }
  6432. if (texture._depthBuffer) {
  6433. gl.deleteRenderbuffer(texture._depthBuffer);
  6434. }
  6435. gl.deleteTexture(texture);
  6436. // Unbind channels
  6437. for (var channel = 0; channel < this._caps.maxTexturesImageUnits; channel++) {
  6438. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  6439. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  6440. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  6441. this._activeTexturesCache[channel] = null;
  6442. }
  6443. var index = this._loadedTexturesCache.indexOf(texture);
  6444. if (index !== -1) {
  6445. this._loadedTexturesCache.splice(index, 1);
  6446. }
  6447. };
  6448. Engine.prototype.bindSamplers = function (effect) {
  6449. this._gl.useProgram(effect.getProgram());
  6450. var samplers = effect.getSamplers();
  6451. for (var index = 0; index < samplers.length; index++) {
  6452. var uniform = effect.getUniform(samplers[index]);
  6453. this._gl.uniform1i(uniform, index);
  6454. }
  6455. this._currentEffect = null;
  6456. };
  6457. Engine.prototype._bindTexture = function (channel, texture) {
  6458. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  6459. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  6460. this._activeTexturesCache[channel] = null;
  6461. };
  6462. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  6463. this._bindTexture(channel, postProcess._textures.data[postProcess._currentRenderTextureInd]);
  6464. };
  6465. Engine.prototype.setTexture = function (channel, texture) {
  6466. if (channel < 0) {
  6467. return;
  6468. }
  6469. // Not ready?
  6470. if (!texture || !texture.isReady()) {
  6471. if (this._activeTexturesCache[channel] != null) {
  6472. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  6473. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  6474. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  6475. this._activeTexturesCache[channel] = null;
  6476. }
  6477. return;
  6478. }
  6479. // Video
  6480. if (texture instanceof BABYLON.VideoTexture) {
  6481. if (texture.update()) {
  6482. this._activeTexturesCache[channel] = null;
  6483. }
  6484. }
  6485. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) {
  6486. texture.delayLoad();
  6487. return;
  6488. }
  6489. if (this._activeTexturesCache[channel] === texture) {
  6490. return;
  6491. }
  6492. this._activeTexturesCache[channel] = texture;
  6493. var internalTexture = texture.getInternalTexture();
  6494. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  6495. if (internalTexture.isCube) {
  6496. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, internalTexture);
  6497. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  6498. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  6499. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  6500. var textureWrapMode = (texture.coordinatesMode !== BABYLON.Texture.CUBIC_MODE && texture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  6501. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode);
  6502. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  6503. }
  6504. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  6505. }
  6506. else {
  6507. this._gl.bindTexture(this._gl.TEXTURE_2D, internalTexture);
  6508. if (internalTexture._cachedWrapU !== texture.wrapU) {
  6509. internalTexture._cachedWrapU = texture.wrapU;
  6510. switch (texture.wrapU) {
  6511. case BABYLON.Texture.WRAP_ADDRESSMODE:
  6512. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.REPEAT);
  6513. break;
  6514. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  6515. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);
  6516. break;
  6517. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  6518. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.MIRRORED_REPEAT);
  6519. break;
  6520. }
  6521. }
  6522. if (internalTexture._cachedWrapV !== texture.wrapV) {
  6523. internalTexture._cachedWrapV = texture.wrapV;
  6524. switch (texture.wrapV) {
  6525. case BABYLON.Texture.WRAP_ADDRESSMODE:
  6526. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.REPEAT);
  6527. break;
  6528. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  6529. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);
  6530. break;
  6531. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  6532. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.MIRRORED_REPEAT);
  6533. break;
  6534. }
  6535. }
  6536. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  6537. }
  6538. };
  6539. Engine.prototype._setAnisotropicLevel = function (key, texture) {
  6540. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  6541. var value = texture.anisotropicFilteringLevel;
  6542. if (texture.getInternalTexture().samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  6543. value = 1;
  6544. }
  6545. if (anisotropicFilterExtension && texture._cachedAnisotropicFilteringLevel !== value) {
  6546. this._gl.texParameterf(key, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy));
  6547. texture._cachedAnisotropicFilteringLevel = value;
  6548. }
  6549. };
  6550. Engine.prototype.readPixels = function (x, y, width, height) {
  6551. var data = new Uint8Array(height * width * 4);
  6552. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  6553. return data;
  6554. };
  6555. Engine.prototype.releaseInternalTexture = function (texture) {
  6556. if (!texture) {
  6557. return;
  6558. }
  6559. texture.references--;
  6560. // Final reference ?
  6561. if (texture.references === 0) {
  6562. var texturesCache = this.getLoadedTexturesCache();
  6563. var index = texturesCache.indexOf(texture);
  6564. if (index > -1) {
  6565. texturesCache.splice(index, 1);
  6566. }
  6567. this._releaseTexture(texture);
  6568. }
  6569. };
  6570. // Dispose
  6571. Engine.prototype.dispose = function () {
  6572. this.hideLoadingUI();
  6573. this.stopRenderLoop();
  6574. // Release scenes
  6575. while (this.scenes.length) {
  6576. this.scenes[0].dispose();
  6577. }
  6578. // Release audio engine
  6579. Engine.audioEngine.dispose();
  6580. // Release effects
  6581. for (var name in this._compiledEffects) {
  6582. this._gl.deleteProgram(this._compiledEffects[name]._program);
  6583. }
  6584. // Unbind
  6585. for (var i in this._vertexAttribArrays) {
  6586. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  6587. continue;
  6588. }
  6589. this._gl.disableVertexAttribArray(i);
  6590. }
  6591. this._gl = null;
  6592. // Events
  6593. window.removeEventListener("blur", this._onBlur);
  6594. window.removeEventListener("focus", this._onFocus);
  6595. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  6596. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  6597. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  6598. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  6599. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  6600. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  6601. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  6602. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  6603. };
  6604. // Loading screen
  6605. Engine.prototype.displayLoadingUI = function () {
  6606. this._loadingScreen.displayLoadingUI();
  6607. };
  6608. Engine.prototype.hideLoadingUI = function () {
  6609. this._loadingScreen.hideLoadingUI();
  6610. };
  6611. Object.defineProperty(Engine.prototype, "loadingScreen", {
  6612. get: function () {
  6613. return this._loadingScreen;
  6614. },
  6615. set: function (loadingScreen) {
  6616. this._loadingScreen = loadingScreen;
  6617. },
  6618. enumerable: true,
  6619. configurable: true
  6620. });
  6621. Object.defineProperty(Engine.prototype, "loadingUIText", {
  6622. set: function (text) {
  6623. this._loadingScreen.loadingUIText = text;
  6624. },
  6625. enumerable: true,
  6626. configurable: true
  6627. });
  6628. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  6629. set: function (color) {
  6630. this._loadingScreen.loadingUIBackgroundColor = color;
  6631. },
  6632. enumerable: true,
  6633. configurable: true
  6634. });
  6635. // FPS
  6636. Engine.prototype.getFps = function () {
  6637. return this.fps;
  6638. };
  6639. Engine.prototype.getDeltaTime = function () {
  6640. return this.deltaTime;
  6641. };
  6642. Engine.prototype._measureFps = function () {
  6643. this.previousFramesDuration.push(BABYLON.Tools.Now);
  6644. var length = this.previousFramesDuration.length;
  6645. if (length >= 2) {
  6646. this.deltaTime = this.previousFramesDuration[length - 1] - this.previousFramesDuration[length - 2];
  6647. }
  6648. if (length >= this.fpsRange) {
  6649. if (length > this.fpsRange) {
  6650. this.previousFramesDuration.splice(0, 1);
  6651. length = this.previousFramesDuration.length;
  6652. }
  6653. var sum = 0;
  6654. for (var id = 0; id < length - 1; id++) {
  6655. sum += this.previousFramesDuration[id + 1] - this.previousFramesDuration[id];
  6656. }
  6657. this.fps = 1000.0 / (sum / (length - 1));
  6658. }
  6659. };
  6660. // Statics
  6661. Engine.isSupported = function () {
  6662. try {
  6663. // Avoid creating an unsized context for CocoonJS, since size determined on first creation. Is not resizable
  6664. if (navigator.isCocoonJS) {
  6665. return true;
  6666. }
  6667. var tempcanvas = document.createElement("canvas");
  6668. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  6669. return gl != null && !!window.WebGLRenderingContext;
  6670. }
  6671. catch (e) {
  6672. return false;
  6673. }
  6674. };
  6675. // Const statics
  6676. Engine._ALPHA_DISABLE = 0;
  6677. Engine._ALPHA_ADD = 1;
  6678. Engine._ALPHA_COMBINE = 2;
  6679. Engine._ALPHA_SUBTRACT = 3;
  6680. Engine._ALPHA_MULTIPLY = 4;
  6681. Engine._ALPHA_MAXIMIZED = 5;
  6682. Engine._ALPHA_ONEONE = 6;
  6683. Engine._DELAYLOADSTATE_NONE = 0;
  6684. Engine._DELAYLOADSTATE_LOADED = 1;
  6685. Engine._DELAYLOADSTATE_LOADING = 2;
  6686. Engine._DELAYLOADSTATE_NOTLOADED = 4;
  6687. Engine._TEXTUREFORMAT_ALPHA = 0;
  6688. Engine._TEXTUREFORMAT_LUMINANCE = 1;
  6689. Engine._TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  6690. Engine._TEXTUREFORMAT_RGB = 4;
  6691. Engine._TEXTUREFORMAT_RGBA = 5;
  6692. Engine._TEXTURETYPE_UNSIGNED_INT = 0;
  6693. Engine._TEXTURETYPE_FLOAT = 1;
  6694. // Updatable statics so stick with vars here
  6695. Engine.Epsilon = 0.001;
  6696. Engine.CollisionsEpsilon = 0.001;
  6697. Engine.CodeRepository = "src/";
  6698. Engine.ShadersRepository = "src/Shaders/";
  6699. return Engine;
  6700. })();
  6701. BABYLON.Engine = Engine;
  6702. })(BABYLON || (BABYLON = {}));
  6703. var BABYLON;
  6704. (function (BABYLON) {
  6705. /**
  6706. * Node is the basic class for all scene objects (Mesh, Light Camera).
  6707. */
  6708. var Node = (function () {
  6709. /**
  6710. * @constructor
  6711. * @param {string} name - the name and id to be given to this node
  6712. * @param {BABYLON.Scene} the scene this node will be added to
  6713. */
  6714. function Node(name, scene) {
  6715. this.state = "";
  6716. this.animations = new Array();
  6717. this._childrenFlag = -1;
  6718. this._isEnabled = true;
  6719. this._isReady = true;
  6720. this._currentRenderId = -1;
  6721. this._parentRenderId = -1;
  6722. this.name = name;
  6723. this.id = name;
  6724. this._scene = scene;
  6725. this._initCache();
  6726. }
  6727. Node.prototype.getScene = function () {
  6728. return this._scene;
  6729. };
  6730. Node.prototype.getEngine = function () {
  6731. return this._scene.getEngine();
  6732. };
  6733. // override it in derived class
  6734. Node.prototype.getWorldMatrix = function () {
  6735. return BABYLON.Matrix.Identity();
  6736. };
  6737. // override it in derived class if you add new variables to the cache
  6738. // and call the parent class method
  6739. Node.prototype._initCache = function () {
  6740. this._cache = {};
  6741. this._cache.parent = undefined;
  6742. };
  6743. Node.prototype.updateCache = function (force) {
  6744. if (!force && this.isSynchronized())
  6745. return;
  6746. this._cache.parent = this.parent;
  6747. this._updateCache();
  6748. };
  6749. // override it in derived class if you add new variables to the cache
  6750. // and call the parent class method if !ignoreParentClass
  6751. Node.prototype._updateCache = function (ignoreParentClass) {
  6752. };
  6753. // override it in derived class if you add new variables to the cache
  6754. Node.prototype._isSynchronized = function () {
  6755. return true;
  6756. };
  6757. Node.prototype._markSyncedWithParent = function () {
  6758. this._parentRenderId = this.parent._currentRenderId;
  6759. };
  6760. Node.prototype.isSynchronizedWithParent = function () {
  6761. if (!this.parent) {
  6762. return true;
  6763. }
  6764. if (this._parentRenderId !== this.parent._currentRenderId) {
  6765. return false;
  6766. }
  6767. return this.parent.isSynchronized();
  6768. };
  6769. Node.prototype.isSynchronized = function (updateCache) {
  6770. var check = this.hasNewParent();
  6771. check = check || !this.isSynchronizedWithParent();
  6772. check = check || !this._isSynchronized();
  6773. if (updateCache)
  6774. this.updateCache(true);
  6775. return !check;
  6776. };
  6777. Node.prototype.hasNewParent = function (update) {
  6778. if (this._cache.parent === this.parent)
  6779. return false;
  6780. if (update)
  6781. this._cache.parent = this.parent;
  6782. return true;
  6783. };
  6784. /**
  6785. * Is this node ready to be used/rendered
  6786. * @return {boolean} is it ready
  6787. */
  6788. Node.prototype.isReady = function () {
  6789. return this._isReady;
  6790. };
  6791. /**
  6792. * Is this node enabled.
  6793. * If the node has a parent and is enabled, the parent will be inspected as well.
  6794. * @return {boolean} whether this node (and its parent) is enabled.
  6795. * @see setEnabled
  6796. */
  6797. Node.prototype.isEnabled = function () {
  6798. if (!this._isEnabled) {
  6799. return false;
  6800. }
  6801. if (this.parent) {
  6802. return this.parent.isEnabled();
  6803. }
  6804. return true;
  6805. };
  6806. /**
  6807. * Set the enabled state of this node.
  6808. * @param {boolean} value - the new enabled state
  6809. * @see isEnabled
  6810. */
  6811. Node.prototype.setEnabled = function (value) {
  6812. this._isEnabled = value;
  6813. };
  6814. /**
  6815. * Is this node a descendant of the given node.
  6816. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined.
  6817. * @param {BABYLON.Node} ancestor - The parent node to inspect
  6818. * @see parent
  6819. */
  6820. Node.prototype.isDescendantOf = function (ancestor) {
  6821. if (this.parent) {
  6822. if (this.parent === ancestor) {
  6823. return true;
  6824. }
  6825. return this.parent.isDescendantOf(ancestor);
  6826. }
  6827. return false;
  6828. };
  6829. Node.prototype._getDescendants = function (list, results) {
  6830. for (var index = 0; index < list.length; index++) {
  6831. var item = list[index];
  6832. if (item.isDescendantOf(this)) {
  6833. results.push(item);
  6834. }
  6835. }
  6836. };
  6837. /**
  6838. * Will return all nodes that have this node as parent.
  6839. * @return {BABYLON.Node[]} all children nodes of all types.
  6840. */
  6841. Node.prototype.getDescendants = function () {
  6842. var results = [];
  6843. this._getDescendants(this._scene.meshes, results);
  6844. this._getDescendants(this._scene.lights, results);
  6845. this._getDescendants(this._scene.cameras, results);
  6846. return results;
  6847. };
  6848. Node.prototype._setReady = function (state) {
  6849. if (state == this._isReady) {
  6850. return;
  6851. }
  6852. if (!state) {
  6853. this._isReady = false;
  6854. return;
  6855. }
  6856. this._isReady = true;
  6857. if (this.onReady) {
  6858. this.onReady(this);
  6859. }
  6860. };
  6861. return Node;
  6862. })();
  6863. BABYLON.Node = Node;
  6864. })(BABYLON || (BABYLON = {}));
  6865. var BABYLON;
  6866. (function (BABYLON) {
  6867. var FilesInput = (function () {
  6868. /// Register to core BabylonJS object: engine, scene, rendering canvas, callback function when the scene will be loaded,
  6869. /// loading progress callback and optionnal addionnal logic to call in the rendering loop
  6870. function FilesInput(p_engine, p_scene, p_canvas, p_sceneLoadedCallback, p_progressCallback, p_additionnalRenderLoopLogicCallback, p_textureLoadingCallback, p_startingProcessingFilesCallback) {
  6871. this._engine = p_engine;
  6872. this._canvas = p_canvas;
  6873. this._currentScene = p_scene;
  6874. this._sceneLoadedCallback = p_sceneLoadedCallback;
  6875. this._progressCallback = p_progressCallback;
  6876. this._additionnalRenderLoopLogicCallback = p_additionnalRenderLoopLogicCallback;
  6877. this._textureLoadingCallback = p_textureLoadingCallback;
  6878. this._startingProcessingFilesCallback = p_startingProcessingFilesCallback;
  6879. }
  6880. FilesInput.prototype.monitorElementForDragNDrop = function (p_elementToMonitor) {
  6881. var _this = this;
  6882. if (p_elementToMonitor) {
  6883. this._elementToMonitor = p_elementToMonitor;
  6884. this._elementToMonitor.addEventListener("dragenter", function (e) { _this.drag(e); }, false);
  6885. this._elementToMonitor.addEventListener("dragover", function (e) { _this.drag(e); }, false);
  6886. this._elementToMonitor.addEventListener("drop", function (e) { _this.drop(e); }, false);
  6887. }
  6888. };
  6889. FilesInput.prototype.renderFunction = function () {
  6890. if (this._additionnalRenderLoopLogicCallback) {
  6891. this._additionnalRenderLoopLogicCallback();
  6892. }
  6893. if (this._currentScene) {
  6894. if (this._textureLoadingCallback) {
  6895. var remaining = this._currentScene.getWaitingItemsCount();
  6896. if (remaining > 0) {
  6897. this._textureLoadingCallback(remaining);
  6898. }
  6899. }
  6900. this._currentScene.render();
  6901. }
  6902. };
  6903. FilesInput.prototype.drag = function (e) {
  6904. e.stopPropagation();
  6905. e.preventDefault();
  6906. };
  6907. FilesInput.prototype.drop = function (eventDrop) {
  6908. eventDrop.stopPropagation();
  6909. eventDrop.preventDefault();
  6910. this.loadFiles(eventDrop);
  6911. };
  6912. FilesInput.prototype.loadFiles = function (event) {
  6913. if (this._startingProcessingFilesCallback)
  6914. this._startingProcessingFilesCallback();
  6915. // Handling data transfer via drag'n'drop
  6916. if (event && event.dataTransfer && event.dataTransfer.files) {
  6917. this._filesToLoad = event.dataTransfer.files;
  6918. }
  6919. // Handling files from input files
  6920. if (event && event.target && event.target.files) {
  6921. this._filesToLoad = event.target.files;
  6922. }
  6923. if (this._filesToLoad && this._filesToLoad.length > 0) {
  6924. for (var i = 0; i < this._filesToLoad.length; i++) {
  6925. switch (this._filesToLoad[i].type) {
  6926. case "image/jpeg":
  6927. case "image/png":
  6928. case "image/bmp":
  6929. FilesInput.FilesTextures[this._filesToLoad[i].name] = this._filesToLoad[i];
  6930. break;
  6931. case "image/targa":
  6932. case "image/vnd.ms-dds":
  6933. case "audio/wav":
  6934. case "audio/x-wav":
  6935. case "audio/mp3":
  6936. case "audio/mpeg":
  6937. case "audio/mpeg3":
  6938. case "audio/x-mpeg-3":
  6939. case "audio/ogg":
  6940. FilesInput.FilesToLoad[this._filesToLoad[i].name] = this._filesToLoad[i];
  6941. break;
  6942. default:
  6943. if ((this._filesToLoad[i].name.indexOf(".babylon") !== -1 || this._filesToLoad[i].name.indexOf(".stl") !== -1 ||
  6944. this._filesToLoad[i].name.indexOf(".obj") !== -1 || this._filesToLoad[i].name.indexOf(".mtl") !== -1)
  6945. && this._filesToLoad[i].name.indexOf(".manifest") === -1
  6946. && this._filesToLoad[i].name.indexOf(".incremental") === -1 && this._filesToLoad[i].name.indexOf(".babylonmeshdata") === -1
  6947. && this._filesToLoad[i].name.indexOf(".babylongeometrydata") === -1 && this._filesToLoad[i].name.indexOf(".babylonbinarymeshdata") === -1 &&
  6948. this._filesToLoad[i].name.indexOf(".binary.babylon") === -1) {
  6949. this._sceneFileToLoad = this._filesToLoad[i];
  6950. }
  6951. break;
  6952. }
  6953. }
  6954. this.reload();
  6955. }
  6956. };
  6957. FilesInput.prototype.reload = function () {
  6958. var _this = this;
  6959. var that = this;
  6960. // If a ".babylon" file has been provided
  6961. if (this._sceneFileToLoad) {
  6962. if (this._currentScene) {
  6963. if (BABYLON.Tools.errorsCount > 0) {
  6964. BABYLON.Tools.ClearLogCache();
  6965. BABYLON.Tools.Log("Babylon.js engine (v" + BABYLON.Engine.Version + ") launched");
  6966. }
  6967. this._engine.stopRenderLoop();
  6968. this._currentScene.dispose();
  6969. }
  6970. BABYLON.SceneLoader.Load("file:", this._sceneFileToLoad, this._engine, function (newScene) {
  6971. that._currentScene = newScene;
  6972. // Wait for textures and shaders to be ready
  6973. that._currentScene.executeWhenReady(function () {
  6974. // Attach camera to canvas inputs
  6975. if (!that._currentScene.activeCamera || that._currentScene.lights.length === 0) {
  6976. that._currentScene.createDefaultCameraOrLight();
  6977. }
  6978. that._currentScene.activeCamera.attachControl(that._canvas);
  6979. if (that._sceneLoadedCallback) {
  6980. that._sceneLoadedCallback(_this._sceneFileToLoad, that._currentScene);
  6981. }
  6982. that._engine.runRenderLoop(function () { that.renderFunction(); });
  6983. });
  6984. }, function (progress) {
  6985. if (_this._progressCallback) {
  6986. _this._progressCallback(progress);
  6987. }
  6988. });
  6989. }
  6990. else {
  6991. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  6992. }
  6993. };
  6994. FilesInput.FilesTextures = new Array();
  6995. FilesInput.FilesToLoad = new Array();
  6996. return FilesInput;
  6997. })();
  6998. BABYLON.FilesInput = FilesInput;
  6999. })(BABYLON || (BABYLON = {}));
  7000. var BABYLON;
  7001. (function (BABYLON) {
  7002. var IntersectionInfo = (function () {
  7003. function IntersectionInfo(bu, bv, distance) {
  7004. this.bu = bu;
  7005. this.bv = bv;
  7006. this.distance = distance;
  7007. this.faceId = 0;
  7008. this.subMeshId = 0;
  7009. }
  7010. return IntersectionInfo;
  7011. })();
  7012. BABYLON.IntersectionInfo = IntersectionInfo;
  7013. var PickingInfo = (function () {
  7014. function PickingInfo() {
  7015. this.hit = false;
  7016. this.distance = 0;
  7017. this.pickedPoint = null;
  7018. this.pickedMesh = null;
  7019. this.bu = 0;
  7020. this.bv = 0;
  7021. this.faceId = -1;
  7022. this.subMeshId = 0;
  7023. this.pickedSprite = null;
  7024. }
  7025. // Methods
  7026. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  7027. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  7028. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  7029. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  7030. return null;
  7031. }
  7032. var indices = this.pickedMesh.getIndices();
  7033. var result;
  7034. if (useVerticesNormals) {
  7035. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  7036. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  7037. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  7038. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  7039. normal0 = normal0.scale(this.bu);
  7040. normal1 = normal1.scale(this.bv);
  7041. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  7042. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  7043. }
  7044. else {
  7045. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  7046. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  7047. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  7048. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  7049. var p1p2 = vertex1.subtract(vertex2);
  7050. var p3p2 = vertex3.subtract(vertex2);
  7051. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  7052. }
  7053. if (useWorldCoordinates) {
  7054. result = BABYLON.Vector3.TransformNormal(result, this.pickedMesh.getWorldMatrix());
  7055. }
  7056. return BABYLON.Vector3.Normalize(result);
  7057. };
  7058. PickingInfo.prototype.getTextureCoordinates = function () {
  7059. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  7060. return null;
  7061. }
  7062. var indices = this.pickedMesh.getIndices();
  7063. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  7064. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  7065. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  7066. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  7067. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  7068. uv1 = uv1.scale(this.bu);
  7069. uv2 = uv2.scale(this.bv);
  7070. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  7071. };
  7072. return PickingInfo;
  7073. })();
  7074. BABYLON.PickingInfo = PickingInfo;
  7075. })(BABYLON || (BABYLON = {}));
  7076. var BABYLON;
  7077. (function (BABYLON) {
  7078. var BoundingSphere = (function () {
  7079. function BoundingSphere(minimum, maximum) {
  7080. this.minimum = minimum;
  7081. this.maximum = maximum;
  7082. this._tempRadiusVector = BABYLON.Vector3.Zero();
  7083. var distance = BABYLON.Vector3.Distance(minimum, maximum);
  7084. this.center = BABYLON.Vector3.Lerp(minimum, maximum, 0.5);
  7085. this.radius = distance * 0.5;
  7086. this.centerWorld = BABYLON.Vector3.Zero();
  7087. this._update(BABYLON.Matrix.Identity());
  7088. }
  7089. // Methods
  7090. BoundingSphere.prototype._update = function (world) {
  7091. BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
  7092. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
  7093. this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
  7094. };
  7095. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  7096. for (var i = 0; i < 6; i++) {
  7097. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
  7098. return false;
  7099. }
  7100. return true;
  7101. };
  7102. BoundingSphere.prototype.intersectsPoint = function (point) {
  7103. var x = this.centerWorld.x - point.x;
  7104. var y = this.centerWorld.y - point.y;
  7105. var z = this.centerWorld.z - point.z;
  7106. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  7107. if (Math.abs(this.radiusWorld - distance) < BABYLON.Engine.Epsilon)
  7108. return false;
  7109. return true;
  7110. };
  7111. // Statics
  7112. BoundingSphere.Intersects = function (sphere0, sphere1) {
  7113. var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
  7114. var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
  7115. var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
  7116. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  7117. if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
  7118. return false;
  7119. return true;
  7120. };
  7121. return BoundingSphere;
  7122. })();
  7123. BABYLON.BoundingSphere = BoundingSphere;
  7124. })(BABYLON || (BABYLON = {}));
  7125. var BABYLON;
  7126. (function (BABYLON) {
  7127. var BoundingBox = (function () {
  7128. function BoundingBox(minimum, maximum) {
  7129. this.minimum = minimum;
  7130. this.maximum = maximum;
  7131. this.vectors = new Array();
  7132. this.vectorsWorld = new Array();
  7133. // Bounding vectors
  7134. this.vectors.push(this.minimum.clone());
  7135. this.vectors.push(this.maximum.clone());
  7136. this.vectors.push(this.minimum.clone());
  7137. this.vectors[2].x = this.maximum.x;
  7138. this.vectors.push(this.minimum.clone());
  7139. this.vectors[3].y = this.maximum.y;
  7140. this.vectors.push(this.minimum.clone());
  7141. this.vectors[4].z = this.maximum.z;
  7142. this.vectors.push(this.maximum.clone());
  7143. this.vectors[5].z = this.minimum.z;
  7144. this.vectors.push(this.maximum.clone());
  7145. this.vectors[6].x = this.minimum.x;
  7146. this.vectors.push(this.maximum.clone());
  7147. this.vectors[7].y = this.minimum.y;
  7148. // OBB
  7149. this.center = this.maximum.add(this.minimum).scale(0.5);
  7150. this.extendSize = this.maximum.subtract(this.minimum).scale(0.5);
  7151. this.directions = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  7152. // World
  7153. for (var index = 0; index < this.vectors.length; index++) {
  7154. this.vectorsWorld[index] = BABYLON.Vector3.Zero();
  7155. }
  7156. this.minimumWorld = BABYLON.Vector3.Zero();
  7157. this.maximumWorld = BABYLON.Vector3.Zero();
  7158. this._update(BABYLON.Matrix.Identity());
  7159. }
  7160. // Methods
  7161. BoundingBox.prototype.getWorldMatrix = function () {
  7162. return this._worldMatrix;
  7163. };
  7164. BoundingBox.prototype._update = function (world) {
  7165. BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this.minimumWorld);
  7166. BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this.maximumWorld);
  7167. for (var index = 0; index < this.vectors.length; index++) {
  7168. var v = this.vectorsWorld[index];
  7169. BABYLON.Vector3.TransformCoordinatesToRef(this.vectors[index], world, v);
  7170. if (v.x < this.minimumWorld.x)
  7171. this.minimumWorld.x = v.x;
  7172. if (v.y < this.minimumWorld.y)
  7173. this.minimumWorld.y = v.y;
  7174. if (v.z < this.minimumWorld.z)
  7175. this.minimumWorld.z = v.z;
  7176. if (v.x > this.maximumWorld.x)
  7177. this.maximumWorld.x = v.x;
  7178. if (v.y > this.maximumWorld.y)
  7179. this.maximumWorld.y = v.y;
  7180. if (v.z > this.maximumWorld.z)
  7181. this.maximumWorld.z = v.z;
  7182. }
  7183. // OBB
  7184. this.maximumWorld.addToRef(this.minimumWorld, this.center);
  7185. this.center.scaleInPlace(0.5);
  7186. BABYLON.Vector3.FromFloatArrayToRef(world.m, 0, this.directions[0]);
  7187. BABYLON.Vector3.FromFloatArrayToRef(world.m, 4, this.directions[1]);
  7188. BABYLON.Vector3.FromFloatArrayToRef(world.m, 8, this.directions[2]);
  7189. this._worldMatrix = world;
  7190. };
  7191. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  7192. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  7193. };
  7194. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  7195. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  7196. };
  7197. BoundingBox.prototype.intersectsPoint = function (point) {
  7198. var delta = -BABYLON.Engine.Epsilon;
  7199. if (this.maximumWorld.x - point.x < delta || delta > point.x - this.minimumWorld.x)
  7200. return false;
  7201. if (this.maximumWorld.y - point.y < delta || delta > point.y - this.minimumWorld.y)
  7202. return false;
  7203. if (this.maximumWorld.z - point.z < delta || delta > point.z - this.minimumWorld.z)
  7204. return false;
  7205. return true;
  7206. };
  7207. BoundingBox.prototype.intersectsSphere = function (sphere) {
  7208. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  7209. };
  7210. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  7211. if (this.maximumWorld.x < min.x || this.minimumWorld.x > max.x)
  7212. return false;
  7213. if (this.maximumWorld.y < min.y || this.minimumWorld.y > max.y)
  7214. return false;
  7215. if (this.maximumWorld.z < min.z || this.minimumWorld.z > max.z)
  7216. return false;
  7217. return true;
  7218. };
  7219. // Statics
  7220. BoundingBox.Intersects = function (box0, box1) {
  7221. if (box0.maximumWorld.x < box1.minimumWorld.x || box0.minimumWorld.x > box1.maximumWorld.x)
  7222. return false;
  7223. if (box0.maximumWorld.y < box1.minimumWorld.y || box0.minimumWorld.y > box1.maximumWorld.y)
  7224. return false;
  7225. if (box0.maximumWorld.z < box1.minimumWorld.z || box0.minimumWorld.z > box1.maximumWorld.z)
  7226. return false;
  7227. return true;
  7228. };
  7229. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  7230. var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint);
  7231. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  7232. return (num <= (sphereRadius * sphereRadius));
  7233. };
  7234. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  7235. for (var p = 0; p < 6; p++) {
  7236. for (var i = 0; i < 8; i++) {
  7237. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  7238. return false;
  7239. }
  7240. }
  7241. }
  7242. return true;
  7243. };
  7244. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  7245. for (var p = 0; p < 6; p++) {
  7246. var inCount = 8;
  7247. for (var i = 0; i < 8; i++) {
  7248. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  7249. --inCount;
  7250. }
  7251. else {
  7252. break;
  7253. }
  7254. }
  7255. if (inCount === 0)
  7256. return false;
  7257. }
  7258. return true;
  7259. };
  7260. return BoundingBox;
  7261. })();
  7262. BABYLON.BoundingBox = BoundingBox;
  7263. })(BABYLON || (BABYLON = {}));
  7264. var BABYLON;
  7265. (function (BABYLON) {
  7266. var computeBoxExtents = function (axis, box) {
  7267. var p = BABYLON.Vector3.Dot(box.center, axis);
  7268. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  7269. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  7270. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  7271. var r = r0 + r1 + r2;
  7272. return {
  7273. min: p - r,
  7274. max: p + r
  7275. };
  7276. };
  7277. var extentsOverlap = function (min0, max0, min1, max1) { return !(min0 > max1 || min1 > max0); };
  7278. var axisOverlap = function (axis, box0, box1) {
  7279. var result0 = computeBoxExtents(axis, box0);
  7280. var result1 = computeBoxExtents(axis, box1);
  7281. return extentsOverlap(result0.min, result0.max, result1.min, result1.max);
  7282. };
  7283. var BoundingInfo = (function () {
  7284. function BoundingInfo(minimum, maximum) {
  7285. this.minimum = minimum;
  7286. this.maximum = maximum;
  7287. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum);
  7288. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum);
  7289. }
  7290. // Methods
  7291. BoundingInfo.prototype._update = function (world) {
  7292. this.boundingBox._update(world);
  7293. this.boundingSphere._update(world);
  7294. };
  7295. BoundingInfo.prototype.isInFrustum = function (frustumPlanes) {
  7296. if (!this.boundingSphere.isInFrustum(frustumPlanes))
  7297. return false;
  7298. return this.boundingBox.isInFrustum(frustumPlanes);
  7299. };
  7300. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  7301. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  7302. };
  7303. BoundingInfo.prototype._checkCollision = function (collider) {
  7304. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  7305. };
  7306. BoundingInfo.prototype.intersectsPoint = function (point) {
  7307. if (!this.boundingSphere.centerWorld) {
  7308. return false;
  7309. }
  7310. if (!this.boundingSphere.intersectsPoint(point)) {
  7311. return false;
  7312. }
  7313. if (!this.boundingBox.intersectsPoint(point)) {
  7314. return false;
  7315. }
  7316. return true;
  7317. };
  7318. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  7319. if (!this.boundingSphere.centerWorld || !boundingInfo.boundingSphere.centerWorld) {
  7320. return false;
  7321. }
  7322. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  7323. return false;
  7324. }
  7325. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  7326. return false;
  7327. }
  7328. if (!precise) {
  7329. return true;
  7330. }
  7331. var box0 = this.boundingBox;
  7332. var box1 = boundingInfo.boundingBox;
  7333. if (!axisOverlap(box0.directions[0], box0, box1))
  7334. return false;
  7335. if (!axisOverlap(box0.directions[1], box0, box1))
  7336. return false;
  7337. if (!axisOverlap(box0.directions[2], box0, box1))
  7338. return false;
  7339. if (!axisOverlap(box1.directions[0], box0, box1))
  7340. return false;
  7341. if (!axisOverlap(box1.directions[1], box0, box1))
  7342. return false;
  7343. if (!axisOverlap(box1.directions[2], box0, box1))
  7344. return false;
  7345. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1))
  7346. return false;
  7347. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1))
  7348. return false;
  7349. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1))
  7350. return false;
  7351. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1))
  7352. return false;
  7353. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1))
  7354. return false;
  7355. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1))
  7356. return false;
  7357. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1))
  7358. return false;
  7359. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1))
  7360. return false;
  7361. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1))
  7362. return false;
  7363. return true;
  7364. };
  7365. return BoundingInfo;
  7366. })();
  7367. BABYLON.BoundingInfo = BoundingInfo;
  7368. })(BABYLON || (BABYLON = {}));
  7369. var BABYLON;
  7370. (function (BABYLON) {
  7371. var AbstractMesh = (function (_super) {
  7372. __extends(AbstractMesh, _super);
  7373. function AbstractMesh(name, scene) {
  7374. var _this = this;
  7375. _super.call(this, name, scene);
  7376. // Properties
  7377. this.definedFacingForward = true; // orientation for POV movement & rotation
  7378. this.position = new BABYLON.Vector3(0, 0, 0);
  7379. this.rotation = new BABYLON.Vector3(0, 0, 0);
  7380. this.scaling = new BABYLON.Vector3(1, 1, 1);
  7381. this.billboardMode = AbstractMesh.BILLBOARDMODE_NONE;
  7382. this.visibility = 1.0;
  7383. this.alphaIndex = Number.MAX_VALUE;
  7384. this.infiniteDistance = false;
  7385. this.isVisible = true;
  7386. this.isPickable = true;
  7387. this.showBoundingBox = false;
  7388. this.showSubMeshesBoundingBox = false;
  7389. this.onDispose = null;
  7390. this.isBlocker = false;
  7391. this.renderingGroupId = 0;
  7392. this.receiveShadows = false;
  7393. this.renderOutline = false;
  7394. this.outlineColor = BABYLON.Color3.Red();
  7395. this.outlineWidth = 0.02;
  7396. this.renderOverlay = false;
  7397. this.overlayColor = BABYLON.Color3.Red();
  7398. this.overlayAlpha = 0.5;
  7399. this.hasVertexAlpha = false;
  7400. this.useVertexColors = true;
  7401. this.applyFog = true;
  7402. this.computeBonesUsingShaders = true;
  7403. this.scalingDeterminant = 1;
  7404. this.useOctreeForRenderingSelection = true;
  7405. this.useOctreeForPicking = true;
  7406. this.useOctreeForCollisions = true;
  7407. this.layerMask = 0x0FFFFFFF;
  7408. this.alwaysSelectAsActiveMesh = false;
  7409. // Physics
  7410. this._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
  7411. // Collisions
  7412. this._checkCollisions = false;
  7413. this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  7414. this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  7415. this._collider = new BABYLON.Collider();
  7416. this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  7417. this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  7418. this._newPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  7419. // Edges
  7420. this.edgesWidth = 1;
  7421. this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  7422. // Cache
  7423. this._localScaling = BABYLON.Matrix.Zero();
  7424. this._localRotation = BABYLON.Matrix.Zero();
  7425. this._localTranslation = BABYLON.Matrix.Zero();
  7426. this._localBillboard = BABYLON.Matrix.Zero();
  7427. this._localPivotScaling = BABYLON.Matrix.Zero();
  7428. this._localPivotScalingRotation = BABYLON.Matrix.Zero();
  7429. this._localWorld = BABYLON.Matrix.Zero();
  7430. this._worldMatrix = BABYLON.Matrix.Zero();
  7431. this._rotateYByPI = BABYLON.Matrix.RotationY(Math.PI);
  7432. this._absolutePosition = BABYLON.Vector3.Zero();
  7433. this._collisionsTransformMatrix = BABYLON.Matrix.Zero();
  7434. this._collisionsScalingMatrix = BABYLON.Matrix.Zero();
  7435. this._isDirty = false;
  7436. this._pivotMatrix = BABYLON.Matrix.Identity();
  7437. this._isDisposed = false;
  7438. this._renderId = 0;
  7439. this._intersectionsInProgress = new Array();
  7440. this._onAfterWorldMatrixUpdate = new Array();
  7441. this._isWorldMatrixFrozen = false;
  7442. this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  7443. if (collidedMesh === void 0) { collidedMesh = null; }
  7444. //TODO move this to the collision coordinator!
  7445. if (_this.getScene().workerCollisions)
  7446. newPosition.multiplyInPlace(_this._collider.radius);
  7447. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  7448. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  7449. _this.position.addInPlace(_this._diffPositionForCollisions);
  7450. }
  7451. if (_this.onCollide && collidedMesh) {
  7452. _this.onCollide(collidedMesh);
  7453. }
  7454. };
  7455. scene.addMesh(this);
  7456. }
  7457. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  7458. get: function () {
  7459. return AbstractMesh._BILLBOARDMODE_NONE;
  7460. },
  7461. enumerable: true,
  7462. configurable: true
  7463. });
  7464. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  7465. get: function () {
  7466. return AbstractMesh._BILLBOARDMODE_X;
  7467. },
  7468. enumerable: true,
  7469. configurable: true
  7470. });
  7471. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  7472. get: function () {
  7473. return AbstractMesh._BILLBOARDMODE_Y;
  7474. },
  7475. enumerable: true,
  7476. configurable: true
  7477. });
  7478. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  7479. get: function () {
  7480. return AbstractMesh._BILLBOARDMODE_Z;
  7481. },
  7482. enumerable: true,
  7483. configurable: true
  7484. });
  7485. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  7486. get: function () {
  7487. return AbstractMesh._BILLBOARDMODE_ALL;
  7488. },
  7489. enumerable: true,
  7490. configurable: true
  7491. });
  7492. // Methods
  7493. AbstractMesh.prototype.disableEdgesRendering = function () {
  7494. if (this._edgesRenderer !== undefined) {
  7495. this._edgesRenderer.dispose();
  7496. this._edgesRenderer = undefined;
  7497. }
  7498. };
  7499. AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  7500. if (epsilon === void 0) { epsilon = 0.95; }
  7501. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  7502. this.disableEdgesRendering();
  7503. this._edgesRenderer = new BABYLON.EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  7504. };
  7505. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  7506. get: function () {
  7507. return false;
  7508. },
  7509. enumerable: true,
  7510. configurable: true
  7511. });
  7512. AbstractMesh.prototype.getLOD = function (camera) {
  7513. return this;
  7514. };
  7515. AbstractMesh.prototype.getTotalVertices = function () {
  7516. return 0;
  7517. };
  7518. AbstractMesh.prototype.getIndices = function () {
  7519. return null;
  7520. };
  7521. AbstractMesh.prototype.getVerticesData = function (kind) {
  7522. return null;
  7523. };
  7524. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  7525. return false;
  7526. };
  7527. AbstractMesh.prototype.getBoundingInfo = function () {
  7528. if (this._masterMesh) {
  7529. return this._masterMesh.getBoundingInfo();
  7530. }
  7531. if (!this._boundingInfo) {
  7532. this._updateBoundingInfo();
  7533. }
  7534. return this._boundingInfo;
  7535. };
  7536. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  7537. get: function () {
  7538. return this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind);
  7539. },
  7540. enumerable: true,
  7541. configurable: true
  7542. });
  7543. AbstractMesh.prototype._preActivate = function () {
  7544. };
  7545. AbstractMesh.prototype._activate = function (renderId) {
  7546. this._renderId = renderId;
  7547. };
  7548. AbstractMesh.prototype.getWorldMatrix = function () {
  7549. if (this._masterMesh) {
  7550. return this._masterMesh.getWorldMatrix();
  7551. }
  7552. if (this._currentRenderId !== this.getScene().getRenderId()) {
  7553. this.computeWorldMatrix();
  7554. }
  7555. return this._worldMatrix;
  7556. };
  7557. Object.defineProperty(AbstractMesh.prototype, "worldMatrixFromCache", {
  7558. get: function () {
  7559. return this._worldMatrix;
  7560. },
  7561. enumerable: true,
  7562. configurable: true
  7563. });
  7564. Object.defineProperty(AbstractMesh.prototype, "absolutePosition", {
  7565. get: function () {
  7566. return this._absolutePosition;
  7567. },
  7568. enumerable: true,
  7569. configurable: true
  7570. });
  7571. AbstractMesh.prototype.freezeWorldMatrix = function () {
  7572. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  7573. this.computeWorldMatrix(true);
  7574. this._isWorldMatrixFrozen = true;
  7575. };
  7576. AbstractMesh.prototype.unfreezeWorldMatrix = function () {
  7577. this._isWorldMatrixFrozen = false;
  7578. this.computeWorldMatrix(true);
  7579. };
  7580. Object.defineProperty(AbstractMesh.prototype, "isWorldMatrixFrozen", {
  7581. get: function () {
  7582. return this._isWorldMatrixFrozen;
  7583. },
  7584. enumerable: true,
  7585. configurable: true
  7586. });
  7587. AbstractMesh.prototype.rotate = function (axis, amount, space) {
  7588. axis.normalize();
  7589. if (!this.rotationQuaternion) {
  7590. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  7591. this.rotation = BABYLON.Vector3.Zero();
  7592. }
  7593. var rotationQuaternion;
  7594. if (!space || space === BABYLON.Space.LOCAL) {
  7595. rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
  7596. this.rotationQuaternion = this.rotationQuaternion.multiply(rotationQuaternion);
  7597. }
  7598. else {
  7599. if (this.parent) {
  7600. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  7601. invertParentWorldMatrix.invert();
  7602. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  7603. }
  7604. rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
  7605. this.rotationQuaternion = rotationQuaternion.multiply(this.rotationQuaternion);
  7606. }
  7607. };
  7608. AbstractMesh.prototype.translate = function (axis, distance, space) {
  7609. var displacementVector = axis.scale(distance);
  7610. if (!space || space === BABYLON.Space.LOCAL) {
  7611. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  7612. this.setPositionWithLocalVector(tempV3);
  7613. }
  7614. else {
  7615. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  7616. }
  7617. };
  7618. AbstractMesh.prototype.getAbsolutePosition = function () {
  7619. this.computeWorldMatrix();
  7620. return this._absolutePosition;
  7621. };
  7622. AbstractMesh.prototype.setAbsolutePosition = function (absolutePosition) {
  7623. if (!absolutePosition) {
  7624. return;
  7625. }
  7626. var absolutePositionX;
  7627. var absolutePositionY;
  7628. var absolutePositionZ;
  7629. if (absolutePosition.x === undefined) {
  7630. if (arguments.length < 3) {
  7631. return;
  7632. }
  7633. absolutePositionX = arguments[0];
  7634. absolutePositionY = arguments[1];
  7635. absolutePositionZ = arguments[2];
  7636. }
  7637. else {
  7638. absolutePositionX = absolutePosition.x;
  7639. absolutePositionY = absolutePosition.y;
  7640. absolutePositionZ = absolutePosition.z;
  7641. }
  7642. if (this.parent) {
  7643. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  7644. invertParentWorldMatrix.invert();
  7645. var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ);
  7646. this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix);
  7647. }
  7648. else {
  7649. this.position.x = absolutePositionX;
  7650. this.position.y = absolutePositionY;
  7651. this.position.z = absolutePositionZ;
  7652. }
  7653. };
  7654. // ================================== Point of View Movement =================================
  7655. /**
  7656. * Perform relative position change from the point of view of behind the front of the mesh.
  7657. * This is performed taking into account the meshes current rotation, so you do not have to care.
  7658. * Supports definition of mesh facing forward or backward.
  7659. * @param {number} amountRight
  7660. * @param {number} amountUp
  7661. * @param {number} amountForward
  7662. */
  7663. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  7664. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  7665. };
  7666. /**
  7667. * Calculate relative position change from the point of view of behind the front of the mesh.
  7668. * This is performed taking into account the meshes current rotation, so you do not have to care.
  7669. * Supports definition of mesh facing forward or backward.
  7670. * @param {number} amountRight
  7671. * @param {number} amountUp
  7672. * @param {number} amountForward
  7673. */
  7674. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  7675. var rotMatrix = new BABYLON.Matrix();
  7676. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  7677. rotQuaternion.toRotationMatrix(rotMatrix);
  7678. var translationDelta = BABYLON.Vector3.Zero();
  7679. var defForwardMult = this.definedFacingForward ? -1 : 1;
  7680. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  7681. return translationDelta;
  7682. };
  7683. // ================================== Point of View Rotation =================================
  7684. /**
  7685. * Perform relative rotation change from the point of view of behind the front of the mesh.
  7686. * Supports definition of mesh facing forward or backward.
  7687. * @param {number} flipBack
  7688. * @param {number} twirlClockwise
  7689. * @param {number} tiltRight
  7690. */
  7691. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  7692. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  7693. };
  7694. /**
  7695. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  7696. * Supports definition of mesh facing forward or backward.
  7697. * @param {number} flipBack
  7698. * @param {number} twirlClockwise
  7699. * @param {number} tiltRight
  7700. */
  7701. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  7702. var defForwardMult = this.definedFacingForward ? 1 : -1;
  7703. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  7704. };
  7705. AbstractMesh.prototype.setPivotMatrix = function (matrix) {
  7706. this._pivotMatrix = matrix;
  7707. this._cache.pivotMatrixUpdated = true;
  7708. };
  7709. AbstractMesh.prototype.getPivotMatrix = function () {
  7710. return this._pivotMatrix;
  7711. };
  7712. AbstractMesh.prototype._isSynchronized = function () {
  7713. if (this._isDirty) {
  7714. return false;
  7715. }
  7716. if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE)
  7717. return false;
  7718. if (this._cache.pivotMatrixUpdated) {
  7719. return false;
  7720. }
  7721. if (this.infiniteDistance) {
  7722. return false;
  7723. }
  7724. if (!this._cache.position.equals(this.position))
  7725. return false;
  7726. if (this.rotationQuaternion) {
  7727. if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion))
  7728. return false;
  7729. }
  7730. else {
  7731. if (!this._cache.rotation.equals(this.rotation))
  7732. return false;
  7733. }
  7734. if (!this._cache.scaling.equals(this.scaling))
  7735. return false;
  7736. return true;
  7737. };
  7738. AbstractMesh.prototype._initCache = function () {
  7739. _super.prototype._initCache.call(this);
  7740. this._cache.localMatrixUpdated = false;
  7741. this._cache.position = BABYLON.Vector3.Zero();
  7742. this._cache.scaling = BABYLON.Vector3.Zero();
  7743. this._cache.rotation = BABYLON.Vector3.Zero();
  7744. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  7745. };
  7746. AbstractMesh.prototype.markAsDirty = function (property) {
  7747. if (property === "rotation") {
  7748. this.rotationQuaternion = null;
  7749. }
  7750. this._currentRenderId = Number.MAX_VALUE;
  7751. this._isDirty = true;
  7752. };
  7753. AbstractMesh.prototype._updateBoundingInfo = function () {
  7754. this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition);
  7755. this._boundingInfo._update(this.worldMatrixFromCache);
  7756. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  7757. };
  7758. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  7759. if (!this.subMeshes) {
  7760. return;
  7761. }
  7762. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  7763. var subMesh = this.subMeshes[subIndex];
  7764. subMesh.updateBoundingInfo(matrix);
  7765. }
  7766. };
  7767. AbstractMesh.prototype.computeWorldMatrix = function (force) {
  7768. if (this._isWorldMatrixFrozen) {
  7769. return this._worldMatrix;
  7770. }
  7771. if (!force && (this._currentRenderId === this.getScene().getRenderId() || this.isSynchronized(true))) {
  7772. return this._worldMatrix;
  7773. }
  7774. this._cache.position.copyFrom(this.position);
  7775. this._cache.scaling.copyFrom(this.scaling);
  7776. this._cache.pivotMatrixUpdated = false;
  7777. this._currentRenderId = this.getScene().getRenderId();
  7778. this._isDirty = false;
  7779. // Scaling
  7780. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, this._localScaling);
  7781. // Rotation
  7782. if (this.rotationQuaternion) {
  7783. this.rotationQuaternion.toRotationMatrix(this._localRotation);
  7784. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  7785. }
  7786. else {
  7787. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._localRotation);
  7788. this._cache.rotation.copyFrom(this.rotation);
  7789. }
  7790. // Translation
  7791. if (this.infiniteDistance && !this.parent) {
  7792. var camera = this.getScene().activeCamera;
  7793. if (camera) {
  7794. var cameraWorldMatrix = camera.getWorldMatrix();
  7795. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  7796. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, this._localTranslation);
  7797. }
  7798. }
  7799. else {
  7800. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._localTranslation);
  7801. }
  7802. // Composing transformations
  7803. this._pivotMatrix.multiplyToRef(this._localScaling, this._localPivotScaling);
  7804. this._localPivotScaling.multiplyToRef(this._localRotation, this._localPivotScalingRotation);
  7805. // Billboarding
  7806. if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE && this.getScene().activeCamera) {
  7807. var localPosition = this.position.clone();
  7808. var zero = this.getScene().activeCamera.globalPosition.clone();
  7809. if (this.parent && this.parent.position) {
  7810. localPosition.addInPlace(this.parent.position);
  7811. BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, this._localTranslation);
  7812. }
  7813. if ((this.billboardMode & AbstractMesh.BILLBOARDMODE_ALL) !== AbstractMesh.BILLBOARDMODE_ALL) {
  7814. if (this.billboardMode & AbstractMesh.BILLBOARDMODE_X)
  7815. zero.x = localPosition.x + BABYLON.Engine.Epsilon;
  7816. if (this.billboardMode & AbstractMesh.BILLBOARDMODE_Y)
  7817. zero.y = localPosition.y + 0.001;
  7818. if (this.billboardMode & AbstractMesh.BILLBOARDMODE_Z)
  7819. zero.z = localPosition.z + 0.001;
  7820. }
  7821. BABYLON.Matrix.LookAtLHToRef(localPosition, zero, BABYLON.Vector3.Up(), this._localBillboard);
  7822. this._localBillboard.m[12] = this._localBillboard.m[13] = this._localBillboard.m[14] = 0;
  7823. this._localBillboard.invert();
  7824. this._localPivotScalingRotation.multiplyToRef(this._localBillboard, this._localWorld);
  7825. this._rotateYByPI.multiplyToRef(this._localWorld, this._localPivotScalingRotation);
  7826. }
  7827. // Local world
  7828. this._localPivotScalingRotation.multiplyToRef(this._localTranslation, this._localWorld);
  7829. // Parent
  7830. if (this.parent && this.parent.getWorldMatrix && this.billboardMode === AbstractMesh.BILLBOARDMODE_NONE) {
  7831. this._markSyncedWithParent();
  7832. if (this._meshToBoneReferal) {
  7833. if (!this._localMeshReferalTransform) {
  7834. this._localMeshReferalTransform = BABYLON.Matrix.Zero();
  7835. }
  7836. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._localMeshReferalTransform);
  7837. this._localMeshReferalTransform.multiplyToRef(this._meshToBoneReferal.getWorldMatrix(), this._worldMatrix);
  7838. }
  7839. else {
  7840. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  7841. }
  7842. }
  7843. else {
  7844. this._worldMatrix.copyFrom(this._localWorld);
  7845. }
  7846. // Bounding info
  7847. this._updateBoundingInfo();
  7848. // Absolute position
  7849. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  7850. // Callbacks
  7851. for (var callbackIndex = 0; callbackIndex < this._onAfterWorldMatrixUpdate.length; callbackIndex++) {
  7852. this._onAfterWorldMatrixUpdate[callbackIndex](this);
  7853. }
  7854. return this._worldMatrix;
  7855. };
  7856. /**
  7857. * If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
  7858. * @param func: callback function to add
  7859. */
  7860. AbstractMesh.prototype.registerAfterWorldMatrixUpdate = function (func) {
  7861. this._onAfterWorldMatrixUpdate.push(func);
  7862. };
  7863. AbstractMesh.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  7864. var index = this._onAfterWorldMatrixUpdate.indexOf(func);
  7865. if (index > -1) {
  7866. this._onAfterWorldMatrixUpdate.splice(index, 1);
  7867. }
  7868. };
  7869. AbstractMesh.prototype.setPositionWithLocalVector = function (vector3) {
  7870. this.computeWorldMatrix();
  7871. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  7872. };
  7873. AbstractMesh.prototype.getPositionExpressedInLocalSpace = function () {
  7874. this.computeWorldMatrix();
  7875. var invLocalWorldMatrix = this._localWorld.clone();
  7876. invLocalWorldMatrix.invert();
  7877. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  7878. };
  7879. AbstractMesh.prototype.locallyTranslate = function (vector3) {
  7880. this.computeWorldMatrix(true);
  7881. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  7882. };
  7883. AbstractMesh.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor) {
  7884. /// <summary>Orients a mesh towards a target point. Mesh must be drawn facing user.</summary>
  7885. /// <param name="targetPoint" type="Vector3">The position (must be in same space as current mesh) to look at</param>
  7886. /// <param name="yawCor" type="Number">optional yaw (y-axis) correction in radians</param>
  7887. /// <param name="pitchCor" type="Number">optional pitch (x-axis) correction in radians</param>
  7888. /// <param name="rollCor" type="Number">optional roll (z-axis) correction in radians</param>
  7889. /// <returns>Mesh oriented towards targetMesh</returns>
  7890. yawCor = yawCor || 0; // default to zero if undefined
  7891. pitchCor = pitchCor || 0;
  7892. rollCor = rollCor || 0;
  7893. var dv = targetPoint.subtract(this.position);
  7894. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  7895. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  7896. var pitch = Math.atan2(dv.y, len);
  7897. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(yaw + yawCor, pitch + pitchCor, rollCor);
  7898. };
  7899. AbstractMesh.prototype.attachToBone = function (bone, affectedMesh) {
  7900. this._meshToBoneReferal = affectedMesh;
  7901. this.parent = bone;
  7902. if (bone.getWorldMatrix().determinant() < 0) {
  7903. this.scalingDeterminant *= -1;
  7904. }
  7905. };
  7906. AbstractMesh.prototype.detachFromBone = function () {
  7907. if (this.parent.getWorldMatrix().determinant() < 0) {
  7908. this.scalingDeterminant *= -1;
  7909. }
  7910. this._meshToBoneReferal = null;
  7911. this.parent = null;
  7912. };
  7913. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  7914. return this._boundingInfo.isInFrustum(frustumPlanes);
  7915. };
  7916. AbstractMesh.prototype.isCompletelyInFrustum = function (camera) {
  7917. if (!camera) {
  7918. camera = this.getScene().activeCamera;
  7919. }
  7920. var transformMatrix = camera.getViewMatrix().multiply(camera.getProjectionMatrix());
  7921. if (!this._boundingInfo.isCompletelyInFrustum(BABYLON.Frustum.GetPlanes(transformMatrix))) {
  7922. return false;
  7923. }
  7924. return true;
  7925. };
  7926. AbstractMesh.prototype.intersectsMesh = function (mesh, precise) {
  7927. if (!this._boundingInfo || !mesh._boundingInfo) {
  7928. return false;
  7929. }
  7930. return this._boundingInfo.intersects(mesh._boundingInfo, precise);
  7931. };
  7932. AbstractMesh.prototype.intersectsPoint = function (point) {
  7933. if (!this._boundingInfo) {
  7934. return false;
  7935. }
  7936. return this._boundingInfo.intersectsPoint(point);
  7937. };
  7938. // Physics
  7939. AbstractMesh.prototype.setPhysicsState = function (impostor, options) {
  7940. var physicsEngine = this.getScene().getPhysicsEngine();
  7941. if (!physicsEngine) {
  7942. return null;
  7943. }
  7944. impostor = impostor || BABYLON.PhysicsEngine.NoImpostor;
  7945. if (impostor.impostor) {
  7946. // Old API
  7947. options = impostor;
  7948. impostor = impostor.impostor;
  7949. }
  7950. if (impostor === BABYLON.PhysicsEngine.NoImpostor) {
  7951. physicsEngine._unregisterMesh(this);
  7952. return null;
  7953. }
  7954. if (!options) {
  7955. options = { mass: 0, friction: 0.2, restitution: 0.2 };
  7956. }
  7957. else {
  7958. if (!options.mass && options.mass !== 0)
  7959. options.mass = 0;
  7960. if (!options.friction && options.friction !== 0)
  7961. options.friction = 0.2;
  7962. if (!options.restitution && options.restitution !== 0)
  7963. options.restitution = 0.2;
  7964. }
  7965. this._physicImpostor = impostor;
  7966. this._physicsMass = options.mass;
  7967. this._physicsFriction = options.friction;
  7968. this._physicRestitution = options.restitution;
  7969. return physicsEngine._registerMesh(this, impostor, options);
  7970. };
  7971. AbstractMesh.prototype.getPhysicsImpostor = function () {
  7972. if (!this._physicImpostor) {
  7973. return BABYLON.PhysicsEngine.NoImpostor;
  7974. }
  7975. return this._physicImpostor;
  7976. };
  7977. AbstractMesh.prototype.getPhysicsMass = function () {
  7978. if (!this._physicsMass) {
  7979. return 0;
  7980. }
  7981. return this._physicsMass;
  7982. };
  7983. AbstractMesh.prototype.getPhysicsFriction = function () {
  7984. if (!this._physicsFriction) {
  7985. return 0;
  7986. }
  7987. return this._physicsFriction;
  7988. };
  7989. AbstractMesh.prototype.getPhysicsRestitution = function () {
  7990. if (!this._physicRestitution) {
  7991. return 0;
  7992. }
  7993. return this._physicRestitution;
  7994. };
  7995. AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
  7996. if (!camera) {
  7997. camera = this.getScene().activeCamera;
  7998. }
  7999. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  8000. };
  8001. AbstractMesh.prototype.getDistanceToCamera = function (camera) {
  8002. if (!camera) {
  8003. camera = this.getScene().activeCamera;
  8004. }
  8005. return this.absolutePosition.subtract(camera.position).length();
  8006. };
  8007. AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  8008. if (!this._physicImpostor) {
  8009. return;
  8010. }
  8011. this.getScene().getPhysicsEngine()._applyImpulse(this, force, contactPoint);
  8012. };
  8013. AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  8014. if (!this._physicImpostor) {
  8015. return;
  8016. }
  8017. this.getScene().getPhysicsEngine()._createLink(this, otherMesh, pivot1, pivot2, options);
  8018. };
  8019. AbstractMesh.prototype.updatePhysicsBodyPosition = function () {
  8020. if (!this._physicImpostor) {
  8021. return;
  8022. }
  8023. this.getScene().getPhysicsEngine()._updateBodyPosition(this);
  8024. };
  8025. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  8026. // Collisions
  8027. get: function () {
  8028. return this._checkCollisions;
  8029. },
  8030. set: function (collisionEnabled) {
  8031. this._checkCollisions = collisionEnabled;
  8032. if (this.getScene().workerCollisions) {
  8033. this.getScene().collisionCoordinator.onMeshUpdated(this);
  8034. }
  8035. },
  8036. enumerable: true,
  8037. configurable: true
  8038. });
  8039. AbstractMesh.prototype.moveWithCollisions = function (velocity) {
  8040. var globalPosition = this.getAbsolutePosition();
  8041. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPositionForCollisions);
  8042. this._oldPositionForCollisions.addInPlace(this.ellipsoidOffset);
  8043. this._collider.radius = this.ellipsoid;
  8044. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, velocity, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  8045. };
  8046. // Submeshes octree
  8047. /**
  8048. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  8049. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  8050. */
  8051. AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  8052. if (maxCapacity === void 0) { maxCapacity = 64; }
  8053. if (maxDepth === void 0) { maxDepth = 2; }
  8054. if (!this._submeshesOctree) {
  8055. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  8056. }
  8057. this.computeWorldMatrix(true);
  8058. // Update octree
  8059. var bbox = this.getBoundingInfo().boundingBox;
  8060. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  8061. return this._submeshesOctree;
  8062. };
  8063. // Collisions
  8064. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  8065. this._generatePointsArray();
  8066. // Transformation
  8067. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  8068. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  8069. subMesh._lastColliderWorldVertices = [];
  8070. subMesh._trianglePlanes = [];
  8071. var start = subMesh.verticesStart;
  8072. var end = (subMesh.verticesStart + subMesh.verticesCount);
  8073. for (var i = start; i < end; i++) {
  8074. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  8075. }
  8076. }
  8077. // Collide
  8078. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  8079. if (collider.collisionFound) {
  8080. collider.collidedMesh = this;
  8081. }
  8082. };
  8083. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  8084. var subMeshes;
  8085. var len;
  8086. // Octrees
  8087. if (this._submeshesOctree && this.useOctreeForCollisions) {
  8088. var radius = collider.velocityWorldLength + Math.max(collider.radius.x, collider.radius.y, collider.radius.z);
  8089. var intersections = this._submeshesOctree.intersects(collider.basePointWorld, radius);
  8090. len = intersections.length;
  8091. subMeshes = intersections.data;
  8092. }
  8093. else {
  8094. subMeshes = this.subMeshes;
  8095. len = subMeshes.length;
  8096. }
  8097. for (var index = 0; index < len; index++) {
  8098. var subMesh = subMeshes[index];
  8099. // Bounding test
  8100. if (len > 1 && !subMesh._checkCollision(collider))
  8101. continue;
  8102. this._collideForSubMesh(subMesh, transformMatrix, collider);
  8103. }
  8104. };
  8105. AbstractMesh.prototype._checkCollision = function (collider) {
  8106. // Bounding box test
  8107. if (!this._boundingInfo._checkCollision(collider))
  8108. return;
  8109. // Transformation matrix
  8110. BABYLON.Matrix.ScalingToRef(1.0 / collider.radius.x, 1.0 / collider.radius.y, 1.0 / collider.radius.z, this._collisionsScalingMatrix);
  8111. this.worldMatrixFromCache.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix);
  8112. this._processCollisionsForSubMeshes(collider, this._collisionsTransformMatrix);
  8113. };
  8114. // Picking
  8115. AbstractMesh.prototype._generatePointsArray = function () {
  8116. return false;
  8117. };
  8118. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  8119. var pickingInfo = new BABYLON.PickingInfo();
  8120. if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
  8121. return pickingInfo;
  8122. }
  8123. if (!this._generatePointsArray()) {
  8124. return pickingInfo;
  8125. }
  8126. var intersectInfo = null;
  8127. // Octrees
  8128. var subMeshes;
  8129. var len;
  8130. if (this._submeshesOctree && this.useOctreeForPicking) {
  8131. var worldRay = BABYLON.Ray.Transform(ray, this.getWorldMatrix());
  8132. var intersections = this._submeshesOctree.intersectsRay(worldRay);
  8133. len = intersections.length;
  8134. subMeshes = intersections.data;
  8135. }
  8136. else {
  8137. subMeshes = this.subMeshes;
  8138. len = subMeshes.length;
  8139. }
  8140. for (var index = 0; index < len; index++) {
  8141. var subMesh = subMeshes[index];
  8142. // Bounding test
  8143. if (len > 1 && !subMesh.canIntersects(ray))
  8144. continue;
  8145. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  8146. if (currentIntersectInfo) {
  8147. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  8148. intersectInfo = currentIntersectInfo;
  8149. intersectInfo.subMeshId = index;
  8150. if (fastCheck) {
  8151. break;
  8152. }
  8153. }
  8154. }
  8155. }
  8156. if (intersectInfo) {
  8157. // Get picked point
  8158. var world = this.getWorldMatrix();
  8159. var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
  8160. var direction = ray.direction.clone();
  8161. direction = direction.scale(intersectInfo.distance);
  8162. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  8163. var pickedPoint = worldOrigin.add(worldDirection);
  8164. // Return result
  8165. pickingInfo.hit = true;
  8166. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  8167. pickingInfo.pickedPoint = pickedPoint;
  8168. pickingInfo.pickedMesh = this;
  8169. pickingInfo.bu = intersectInfo.bu;
  8170. pickingInfo.bv = intersectInfo.bv;
  8171. pickingInfo.faceId = intersectInfo.faceId;
  8172. pickingInfo.subMeshId = intersectInfo.subMeshId;
  8173. return pickingInfo;
  8174. }
  8175. return pickingInfo;
  8176. };
  8177. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  8178. return null;
  8179. };
  8180. AbstractMesh.prototype.releaseSubMeshes = function () {
  8181. if (this.subMeshes) {
  8182. while (this.subMeshes.length) {
  8183. this.subMeshes[0].dispose();
  8184. }
  8185. }
  8186. else {
  8187. this.subMeshes = new Array();
  8188. }
  8189. };
  8190. AbstractMesh.prototype.dispose = function (doNotRecurse) {
  8191. var index;
  8192. // Animations
  8193. this.getScene().stopAnimation(this);
  8194. // Physics
  8195. if (this.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  8196. this.setPhysicsState(BABYLON.PhysicsEngine.NoImpostor);
  8197. }
  8198. // Intersections in progress
  8199. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  8200. var other = this._intersectionsInProgress[index];
  8201. var pos = other._intersectionsInProgress.indexOf(this);
  8202. other._intersectionsInProgress.splice(pos, 1);
  8203. }
  8204. this._intersectionsInProgress = [];
  8205. // Edges
  8206. if (this._edgesRenderer) {
  8207. this._edgesRenderer.dispose();
  8208. this._edgesRenderer = null;
  8209. }
  8210. // SubMeshes
  8211. this.releaseSubMeshes();
  8212. // Remove from scene
  8213. this.getScene().removeMesh(this);
  8214. if (!doNotRecurse) {
  8215. // Particles
  8216. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  8217. if (this.getScene().particleSystems[index].emitter === this) {
  8218. this.getScene().particleSystems[index].dispose();
  8219. index--;
  8220. }
  8221. }
  8222. // Children
  8223. var objects = this.getScene().meshes.slice(0);
  8224. for (index = 0; index < objects.length; index++) {
  8225. if (objects[index].parent === this) {
  8226. objects[index].dispose();
  8227. }
  8228. }
  8229. }
  8230. else {
  8231. for (index = 0; index < this.getScene().meshes.length; index++) {
  8232. var obj = this.getScene().meshes[index];
  8233. if (obj.parent === this) {
  8234. obj.parent = null;
  8235. obj.computeWorldMatrix(true);
  8236. }
  8237. }
  8238. }
  8239. this._onAfterWorldMatrixUpdate = [];
  8240. this._isDisposed = true;
  8241. // Callback
  8242. if (this.onDispose) {
  8243. this.onDispose();
  8244. }
  8245. };
  8246. // Statics
  8247. AbstractMesh._BILLBOARDMODE_NONE = 0;
  8248. AbstractMesh._BILLBOARDMODE_X = 1;
  8249. AbstractMesh._BILLBOARDMODE_Y = 2;
  8250. AbstractMesh._BILLBOARDMODE_Z = 4;
  8251. AbstractMesh._BILLBOARDMODE_ALL = 7;
  8252. return AbstractMesh;
  8253. })(BABYLON.Node);
  8254. BABYLON.AbstractMesh = AbstractMesh;
  8255. })(BABYLON || (BABYLON = {}));
  8256. var BABYLON;
  8257. (function (BABYLON) {
  8258. var Light = (function (_super) {
  8259. __extends(Light, _super);
  8260. function Light(name, scene) {
  8261. _super.call(this, name, scene);
  8262. this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  8263. this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  8264. this.intensity = 1.0;
  8265. this.range = Number.MAX_VALUE;
  8266. this.includeOnlyWithLayerMask = 0;
  8267. this.includedOnlyMeshes = new Array();
  8268. this.excludedMeshes = new Array();
  8269. this.excludeWithLayerMask = 0;
  8270. this._excludedMeshesIds = new Array();
  8271. this._includedOnlyMeshesIds = new Array();
  8272. scene.addLight(this);
  8273. }
  8274. Light.prototype.getShadowGenerator = function () {
  8275. return this._shadowGenerator;
  8276. };
  8277. Light.prototype.getAbsolutePosition = function () {
  8278. return BABYLON.Vector3.Zero();
  8279. };
  8280. Light.prototype.transferToEffect = function (effect, uniformName0, uniformName1) {
  8281. };
  8282. Light.prototype._getWorldMatrix = function () {
  8283. return BABYLON.Matrix.Identity();
  8284. };
  8285. Light.prototype.canAffectMesh = function (mesh) {
  8286. if (!mesh) {
  8287. return true;
  8288. }
  8289. if (this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  8290. return false;
  8291. }
  8292. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  8293. return false;
  8294. }
  8295. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  8296. return false;
  8297. }
  8298. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  8299. return false;
  8300. }
  8301. return true;
  8302. };
  8303. Light.prototype.getWorldMatrix = function () {
  8304. this._currentRenderId = this.getScene().getRenderId();
  8305. var worldMatrix = this._getWorldMatrix();
  8306. if (this.parent && this.parent.getWorldMatrix) {
  8307. if (!this._parentedWorldMatrix) {
  8308. this._parentedWorldMatrix = BABYLON.Matrix.Identity();
  8309. }
  8310. worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._parentedWorldMatrix);
  8311. this._markSyncedWithParent();
  8312. return this._parentedWorldMatrix;
  8313. }
  8314. return worldMatrix;
  8315. };
  8316. Light.prototype.dispose = function () {
  8317. if (this._shadowGenerator) {
  8318. this._shadowGenerator.dispose();
  8319. this._shadowGenerator = null;
  8320. }
  8321. // Animations
  8322. this.getScene().stopAnimation(this);
  8323. // Remove from scene
  8324. this.getScene().removeLight(this);
  8325. };
  8326. return Light;
  8327. })(BABYLON.Node);
  8328. BABYLON.Light = Light;
  8329. })(BABYLON || (BABYLON = {}));
  8330. var BABYLON;
  8331. (function (BABYLON) {
  8332. var PointLight = (function (_super) {
  8333. __extends(PointLight, _super);
  8334. function PointLight(name, position, scene) {
  8335. _super.call(this, name, scene);
  8336. this.position = position;
  8337. }
  8338. PointLight.prototype.getAbsolutePosition = function () {
  8339. return this._transformedPosition ? this._transformedPosition : this.position;
  8340. };
  8341. PointLight.prototype.transferToEffect = function (effect, positionUniformName) {
  8342. if (this.parent && this.parent.getWorldMatrix) {
  8343. if (!this._transformedPosition) {
  8344. this._transformedPosition = BABYLON.Vector3.Zero();
  8345. }
  8346. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this._transformedPosition);
  8347. effect.setFloat4(positionUniformName, this._transformedPosition.x, this._transformedPosition.y, this._transformedPosition.z, 0);
  8348. return;
  8349. }
  8350. effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, 0);
  8351. };
  8352. PointLight.prototype.getShadowGenerator = function () {
  8353. return null;
  8354. };
  8355. PointLight.prototype._getWorldMatrix = function () {
  8356. if (!this._worldMatrix) {
  8357. this._worldMatrix = BABYLON.Matrix.Identity();
  8358. }
  8359. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  8360. return this._worldMatrix;
  8361. };
  8362. return PointLight;
  8363. })(BABYLON.Light);
  8364. BABYLON.PointLight = PointLight;
  8365. })(BABYLON || (BABYLON = {}));
  8366. var BABYLON;
  8367. (function (BABYLON) {
  8368. var SpotLight = (function (_super) {
  8369. __extends(SpotLight, _super);
  8370. function SpotLight(name, position, direction, angle, exponent, scene) {
  8371. _super.call(this, name, scene);
  8372. this.position = position;
  8373. this.direction = direction;
  8374. this.angle = angle;
  8375. this.exponent = exponent;
  8376. }
  8377. SpotLight.prototype.getAbsolutePosition = function () {
  8378. return this.transformedPosition ? this.transformedPosition : this.position;
  8379. };
  8380. SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  8381. var activeCamera = this.getScene().activeCamera;
  8382. BABYLON.Matrix.PerspectiveFovLHToRef(this.angle, 1.0, activeCamera.minZ, activeCamera.maxZ, matrix);
  8383. };
  8384. SpotLight.prototype.supportsVSM = function () {
  8385. return true;
  8386. };
  8387. SpotLight.prototype.needRefreshPerFrame = function () {
  8388. return false;
  8389. };
  8390. SpotLight.prototype.setDirectionToTarget = function (target) {
  8391. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  8392. return this.direction;
  8393. };
  8394. SpotLight.prototype.computeTransformedPosition = function () {
  8395. if (this.parent && this.parent.getWorldMatrix) {
  8396. if (!this.transformedPosition) {
  8397. this.transformedPosition = BABYLON.Vector3.Zero();
  8398. }
  8399. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  8400. return true;
  8401. }
  8402. return false;
  8403. };
  8404. SpotLight.prototype.transferToEffect = function (effect, positionUniformName, directionUniformName) {
  8405. var normalizeDirection;
  8406. if (this.parent && this.parent.getWorldMatrix) {
  8407. if (!this._transformedDirection) {
  8408. this._transformedDirection = BABYLON.Vector3.Zero();
  8409. }
  8410. this.computeTransformedPosition();
  8411. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection);
  8412. effect.setFloat4(positionUniformName, this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent);
  8413. normalizeDirection = BABYLON.Vector3.Normalize(this._transformedDirection);
  8414. }
  8415. else {
  8416. effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, this.exponent);
  8417. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  8418. }
  8419. effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, Math.cos(this.angle * 0.5));
  8420. };
  8421. SpotLight.prototype._getWorldMatrix = function () {
  8422. if (!this._worldMatrix) {
  8423. this._worldMatrix = BABYLON.Matrix.Identity();
  8424. }
  8425. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  8426. return this._worldMatrix;
  8427. };
  8428. return SpotLight;
  8429. })(BABYLON.Light);
  8430. BABYLON.SpotLight = SpotLight;
  8431. })(BABYLON || (BABYLON = {}));
  8432. var BABYLON;
  8433. (function (BABYLON) {
  8434. var HemisphericLight = (function (_super) {
  8435. __extends(HemisphericLight, _super);
  8436. function HemisphericLight(name, direction, scene) {
  8437. _super.call(this, name, scene);
  8438. this.direction = direction;
  8439. this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  8440. }
  8441. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  8442. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  8443. return this.direction;
  8444. };
  8445. HemisphericLight.prototype.getShadowGenerator = function () {
  8446. return null;
  8447. };
  8448. HemisphericLight.prototype.transferToEffect = function (effect, directionUniformName, groundColorUniformName) {
  8449. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  8450. effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0);
  8451. effect.setColor3(groundColorUniformName, this.groundColor.scale(this.intensity));
  8452. };
  8453. HemisphericLight.prototype._getWorldMatrix = function () {
  8454. if (!this._worldMatrix) {
  8455. this._worldMatrix = BABYLON.Matrix.Identity();
  8456. }
  8457. return this._worldMatrix;
  8458. };
  8459. return HemisphericLight;
  8460. })(BABYLON.Light);
  8461. BABYLON.HemisphericLight = HemisphericLight;
  8462. })(BABYLON || (BABYLON = {}));
  8463. var BABYLON;
  8464. (function (BABYLON) {
  8465. var DirectionalLight = (function (_super) {
  8466. __extends(DirectionalLight, _super);
  8467. function DirectionalLight(name, direction, scene) {
  8468. _super.call(this, name, scene);
  8469. this.direction = direction;
  8470. this.shadowOrthoScale = 0.5;
  8471. this.autoUpdateExtends = true;
  8472. // Cache
  8473. this._orthoLeft = Number.MAX_VALUE;
  8474. this._orthoRight = Number.MIN_VALUE;
  8475. this._orthoTop = Number.MIN_VALUE;
  8476. this._orthoBottom = Number.MAX_VALUE;
  8477. this.position = direction.scale(-1);
  8478. }
  8479. DirectionalLight.prototype.getAbsolutePosition = function () {
  8480. return this.transformedPosition ? this.transformedPosition : this.position;
  8481. };
  8482. DirectionalLight.prototype.setDirectionToTarget = function (target) {
  8483. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  8484. return this.direction;
  8485. };
  8486. DirectionalLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  8487. var activeCamera = this.getScene().activeCamera;
  8488. // Check extends
  8489. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  8490. var tempVector3 = BABYLON.Vector3.Zero();
  8491. this._orthoLeft = Number.MAX_VALUE;
  8492. this._orthoRight = Number.MIN_VALUE;
  8493. this._orthoTop = Number.MIN_VALUE;
  8494. this._orthoBottom = Number.MAX_VALUE;
  8495. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  8496. var mesh = renderList[meshIndex];
  8497. if (!mesh) {
  8498. continue;
  8499. }
  8500. var boundingInfo = mesh.getBoundingInfo();
  8501. if (!boundingInfo) {
  8502. continue;
  8503. }
  8504. var boundingBox = boundingInfo.boundingBox;
  8505. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  8506. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  8507. if (tempVector3.x < this._orthoLeft)
  8508. this._orthoLeft = tempVector3.x;
  8509. if (tempVector3.y < this._orthoBottom)
  8510. this._orthoBottom = tempVector3.y;
  8511. if (tempVector3.x > this._orthoRight)
  8512. this._orthoRight = tempVector3.x;
  8513. if (tempVector3.y > this._orthoTop)
  8514. this._orthoTop = tempVector3.y;
  8515. }
  8516. }
  8517. }
  8518. var xOffset = this._orthoRight - this._orthoLeft;
  8519. var yOffset = this._orthoTop - this._orthoBottom;
  8520. BABYLON.Matrix.OrthoOffCenterLHToRef(this._orthoLeft - xOffset * this.shadowOrthoScale, this._orthoRight + xOffset * this.shadowOrthoScale, this._orthoBottom - yOffset * this.shadowOrthoScale, this._orthoTop + yOffset * this.shadowOrthoScale, -activeCamera.maxZ, activeCamera.maxZ, matrix);
  8521. };
  8522. DirectionalLight.prototype.supportsVSM = function () {
  8523. return true;
  8524. };
  8525. DirectionalLight.prototype.needRefreshPerFrame = function () {
  8526. return true;
  8527. };
  8528. DirectionalLight.prototype.computeTransformedPosition = function () {
  8529. if (this.parent && this.parent.getWorldMatrix) {
  8530. if (!this.transformedPosition) {
  8531. this.transformedPosition = BABYLON.Vector3.Zero();
  8532. }
  8533. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  8534. return true;
  8535. }
  8536. return false;
  8537. };
  8538. DirectionalLight.prototype.transferToEffect = function (effect, directionUniformName) {
  8539. if (this.parent && this.parent.getWorldMatrix) {
  8540. if (!this._transformedDirection) {
  8541. this._transformedDirection = BABYLON.Vector3.Zero();
  8542. }
  8543. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection);
  8544. effect.setFloat4(directionUniformName, this._transformedDirection.x, this._transformedDirection.y, this._transformedDirection.z, 1);
  8545. return;
  8546. }
  8547. effect.setFloat4(directionUniformName, this.direction.x, this.direction.y, this.direction.z, 1);
  8548. };
  8549. DirectionalLight.prototype._getWorldMatrix = function () {
  8550. if (!this._worldMatrix) {
  8551. this._worldMatrix = BABYLON.Matrix.Identity();
  8552. }
  8553. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  8554. return this._worldMatrix;
  8555. };
  8556. return DirectionalLight;
  8557. })(BABYLON.Light);
  8558. BABYLON.DirectionalLight = DirectionalLight;
  8559. })(BABYLON || (BABYLON = {}));
  8560. var BABYLON;
  8561. (function (BABYLON) {
  8562. var ShadowGenerator = (function () {
  8563. function ShadowGenerator(mapSize, light) {
  8564. var _this = this;
  8565. // Members
  8566. this._filter = ShadowGenerator.FILTER_NONE;
  8567. this.blurScale = 2;
  8568. this._blurBoxOffset = 0;
  8569. this._bias = 0.00005;
  8570. this._lightDirection = BABYLON.Vector3.Zero();
  8571. this._darkness = 0;
  8572. this._transparencyShadow = false;
  8573. this._viewMatrix = BABYLON.Matrix.Zero();
  8574. this._projectionMatrix = BABYLON.Matrix.Zero();
  8575. this._transformMatrix = BABYLON.Matrix.Zero();
  8576. this._worldViewProjection = BABYLON.Matrix.Zero();
  8577. this._light = light;
  8578. this._scene = light.getScene();
  8579. this._mapSize = mapSize;
  8580. light._shadowGenerator = this;
  8581. // Render target
  8582. this._shadowMap = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, this._scene, false);
  8583. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  8584. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  8585. this._shadowMap.anisotropicFilteringLevel = 1;
  8586. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  8587. this._shadowMap.renderParticles = false;
  8588. this._shadowMap.onAfterUnbind = function () {
  8589. if (!_this.useBlurVarianceShadowMap) {
  8590. return;
  8591. }
  8592. if (!_this._shadowMap2) {
  8593. _this._shadowMap2 = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, _this._scene, false);
  8594. _this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  8595. _this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  8596. _this._shadowMap2.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  8597. _this._downSamplePostprocess = new BABYLON.PassPostProcess("downScale", 1.0 / _this.blurScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, _this._scene.getEngine());
  8598. _this._downSamplePostprocess.onApply = function (effect) {
  8599. effect.setTexture("textureSampler", _this._shadowMap);
  8600. };
  8601. _this.blurBoxOffset = 1;
  8602. }
  8603. _this._scene.postProcessManager.directRender([_this._downSamplePostprocess, _this._boxBlurPostprocess], _this._shadowMap2.getInternalTexture());
  8604. };
  8605. // Custom render function
  8606. var renderSubMesh = function (subMesh) {
  8607. var mesh = subMesh.getRenderingMesh();
  8608. var scene = _this._scene;
  8609. var engine = scene.getEngine();
  8610. // Culling
  8611. engine.setState(subMesh.getMaterial().backFaceCulling);
  8612. // Managing instances
  8613. var batch = mesh._getInstancesRenderList(subMesh._id);
  8614. if (batch.mustReturn) {
  8615. return;
  8616. }
  8617. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
  8618. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  8619. engine.enableEffect(_this._effect);
  8620. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  8621. var material = subMesh.getMaterial();
  8622. _this._effect.setMatrix("viewProjection", _this.getTransformMatrix());
  8623. // Alpha test
  8624. if (material && material.needAlphaTesting()) {
  8625. var alphaTexture = material.getAlphaTestTexture();
  8626. _this._effect.setTexture("diffuseSampler", alphaTexture);
  8627. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  8628. }
  8629. // Bones
  8630. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  8631. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  8632. }
  8633. // Draw
  8634. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  8635. }
  8636. else {
  8637. // Need to reset refresh rate of the shadowMap
  8638. _this._shadowMap.resetRefreshCounter();
  8639. }
  8640. };
  8641. this._shadowMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) {
  8642. var index;
  8643. for (index = 0; index < opaqueSubMeshes.length; index++) {
  8644. renderSubMesh(opaqueSubMeshes.data[index]);
  8645. }
  8646. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  8647. renderSubMesh(alphaTestSubMeshes.data[index]);
  8648. }
  8649. if (_this._transparencyShadow) {
  8650. for (index = 0; index < transparentSubMeshes.length; index++) {
  8651. renderSubMesh(transparentSubMeshes.data[index]);
  8652. }
  8653. }
  8654. };
  8655. this._shadowMap.onClear = function (engine) {
  8656. if (_this.useBlurVarianceShadowMap || _this.useVarianceShadowMap) {
  8657. engine.clear(new BABYLON.Color4(0, 0, 0, 0), true, true);
  8658. }
  8659. else {
  8660. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true);
  8661. }
  8662. };
  8663. }
  8664. Object.defineProperty(ShadowGenerator, "FILTER_NONE", {
  8665. // Static
  8666. get: function () {
  8667. return ShadowGenerator._FILTER_NONE;
  8668. },
  8669. enumerable: true,
  8670. configurable: true
  8671. });
  8672. Object.defineProperty(ShadowGenerator, "FILTER_VARIANCESHADOWMAP", {
  8673. get: function () {
  8674. return ShadowGenerator._FILTER_VARIANCESHADOWMAP;
  8675. },
  8676. enumerable: true,
  8677. configurable: true
  8678. });
  8679. Object.defineProperty(ShadowGenerator, "FILTER_POISSONSAMPLING", {
  8680. get: function () {
  8681. return ShadowGenerator._FILTER_POISSONSAMPLING;
  8682. },
  8683. enumerable: true,
  8684. configurable: true
  8685. });
  8686. Object.defineProperty(ShadowGenerator, "FILTER_BLURVARIANCESHADOWMAP", {
  8687. get: function () {
  8688. return ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP;
  8689. },
  8690. enumerable: true,
  8691. configurable: true
  8692. });
  8693. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  8694. get: function () {
  8695. return this._bias;
  8696. },
  8697. set: function (bias) {
  8698. this._bias = bias;
  8699. },
  8700. enumerable: true,
  8701. configurable: true
  8702. });
  8703. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  8704. get: function () {
  8705. return this._blurBoxOffset;
  8706. },
  8707. set: function (value) {
  8708. var _this = this;
  8709. if (this._blurBoxOffset === value) {
  8710. return;
  8711. }
  8712. this._blurBoxOffset = value;
  8713. if (this._boxBlurPostprocess) {
  8714. this._boxBlurPostprocess.dispose();
  8715. }
  8716. this._boxBlurPostprocess = new BABYLON.PostProcess("DepthBoxBlur", "depthBoxBlur", ["screenSize", "boxOffset"], [], 1.0 / this.blurScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define OFFSET " + value);
  8717. this._boxBlurPostprocess.onApply = function (effect) {
  8718. effect.setFloat2("screenSize", _this._mapSize / _this.blurScale, _this._mapSize / _this.blurScale);
  8719. };
  8720. },
  8721. enumerable: true,
  8722. configurable: true
  8723. });
  8724. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  8725. get: function () {
  8726. return this._filter;
  8727. },
  8728. set: function (value) {
  8729. if (this._filter === value) {
  8730. return;
  8731. }
  8732. this._filter = value;
  8733. if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) {
  8734. this._shadowMap.anisotropicFilteringLevel = 16;
  8735. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  8736. }
  8737. else {
  8738. this._shadowMap.anisotropicFilteringLevel = 1;
  8739. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  8740. }
  8741. },
  8742. enumerable: true,
  8743. configurable: true
  8744. });
  8745. Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
  8746. get: function () {
  8747. return this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP && this._light.supportsVSM();
  8748. },
  8749. set: function (value) {
  8750. this.filter = (value ? ShadowGenerator.FILTER_VARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
  8751. },
  8752. enumerable: true,
  8753. configurable: true
  8754. });
  8755. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  8756. get: function () {
  8757. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING ||
  8758. (!this._light.supportsVSM() && (this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP ||
  8759. this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP));
  8760. },
  8761. set: function (value) {
  8762. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  8763. },
  8764. enumerable: true,
  8765. configurable: true
  8766. });
  8767. Object.defineProperty(ShadowGenerator.prototype, "useBlurVarianceShadowMap", {
  8768. get: function () {
  8769. return this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP && this._light.supportsVSM();
  8770. },
  8771. set: function (value) {
  8772. this.filter = (value ? ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
  8773. },
  8774. enumerable: true,
  8775. configurable: true
  8776. });
  8777. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  8778. var defines = [];
  8779. if (this.useVarianceShadowMap || this.useBlurVarianceShadowMap) {
  8780. defines.push("#define VSM");
  8781. }
  8782. var attribs = [BABYLON.VertexBuffer.PositionKind];
  8783. var mesh = subMesh.getMesh();
  8784. var material = subMesh.getMaterial();
  8785. // Alpha test
  8786. if (material && material.needAlphaTesting()) {
  8787. defines.push("#define ALPHATEST");
  8788. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  8789. attribs.push(BABYLON.VertexBuffer.UVKind);
  8790. defines.push("#define UV1");
  8791. }
  8792. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  8793. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  8794. defines.push("#define UV2");
  8795. }
  8796. }
  8797. // Bones
  8798. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  8799. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  8800. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  8801. defines.push("#define BONES");
  8802. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  8803. }
  8804. // Instances
  8805. if (useInstances) {
  8806. defines.push("#define INSTANCES");
  8807. attribs.push("world0");
  8808. attribs.push("world1");
  8809. attribs.push("world2");
  8810. attribs.push("world3");
  8811. }
  8812. // Get correct effect
  8813. var join = defines.join("\n");
  8814. if (this._cachedDefines !== join) {
  8815. this._cachedDefines = join;
  8816. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  8817. }
  8818. return this._effect.isReady();
  8819. };
  8820. ShadowGenerator.prototype.getShadowMap = function () {
  8821. return this._shadowMap;
  8822. };
  8823. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  8824. if (this._shadowMap2) {
  8825. return this._shadowMap2;
  8826. }
  8827. return this._shadowMap;
  8828. };
  8829. ShadowGenerator.prototype.getLight = function () {
  8830. return this._light;
  8831. };
  8832. // Methods
  8833. ShadowGenerator.prototype.getTransformMatrix = function () {
  8834. var scene = this._scene;
  8835. if (this._currentRenderID === scene.getRenderId()) {
  8836. return this._transformMatrix;
  8837. }
  8838. this._currentRenderID = scene.getRenderId();
  8839. var lightPosition = this._light.position;
  8840. BABYLON.Vector3.NormalizeToRef(this._light.direction, this._lightDirection);
  8841. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) == 1.0) {
  8842. this._lightDirection.z = 0.0000000000001; // Need to avoid perfectly perpendicular light
  8843. }
  8844. if (this._light.computeTransformedPosition()) {
  8845. lightPosition = this._light.transformedPosition;
  8846. }
  8847. if (this._light.needRefreshPerFrame() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  8848. this._cachedPosition = lightPosition.clone();
  8849. this._cachedDirection = this._lightDirection.clone();
  8850. BABYLON.Matrix.LookAtLHToRef(lightPosition, this._light.position.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  8851. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, this.getShadowMap().renderList);
  8852. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  8853. }
  8854. return this._transformMatrix;
  8855. };
  8856. ShadowGenerator.prototype.getDarkness = function () {
  8857. return this._darkness;
  8858. };
  8859. ShadowGenerator.prototype.setDarkness = function (darkness) {
  8860. if (darkness >= 1.0)
  8861. this._darkness = 1.0;
  8862. else if (darkness <= 0.0)
  8863. this._darkness = 0.0;
  8864. else
  8865. this._darkness = darkness;
  8866. };
  8867. ShadowGenerator.prototype.setTransparencyShadow = function (hasShadow) {
  8868. this._transparencyShadow = hasShadow;
  8869. };
  8870. ShadowGenerator.prototype._packHalf = function (depth) {
  8871. var scale = depth * 255.0;
  8872. var fract = scale - Math.floor(scale);
  8873. return new BABYLON.Vector2(depth - fract / 255.0, fract);
  8874. };
  8875. ShadowGenerator.prototype.dispose = function () {
  8876. this._shadowMap.dispose();
  8877. if (this._shadowMap2) {
  8878. this._shadowMap2.dispose();
  8879. }
  8880. if (this._downSamplePostprocess) {
  8881. this._downSamplePostprocess.dispose();
  8882. }
  8883. if (this._boxBlurPostprocess) {
  8884. this._boxBlurPostprocess.dispose();
  8885. }
  8886. };
  8887. ShadowGenerator._FILTER_NONE = 0;
  8888. ShadowGenerator._FILTER_VARIANCESHADOWMAP = 1;
  8889. ShadowGenerator._FILTER_POISSONSAMPLING = 2;
  8890. ShadowGenerator._FILTER_BLURVARIANCESHADOWMAP = 3;
  8891. return ShadowGenerator;
  8892. })();
  8893. BABYLON.ShadowGenerator = ShadowGenerator;
  8894. })(BABYLON || (BABYLON = {}));
  8895. var BABYLON;
  8896. (function (BABYLON) {
  8897. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  8898. if (boxMin.x > sphereCenter.x + sphereRadius)
  8899. return false;
  8900. if (sphereCenter.x - sphereRadius > boxMax.x)
  8901. return false;
  8902. if (boxMin.y > sphereCenter.y + sphereRadius)
  8903. return false;
  8904. if (sphereCenter.y - sphereRadius > boxMax.y)
  8905. return false;
  8906. if (boxMin.z > sphereCenter.z + sphereRadius)
  8907. return false;
  8908. if (sphereCenter.z - sphereRadius > boxMax.z)
  8909. return false;
  8910. return true;
  8911. };
  8912. var getLowestRoot = function (a, b, c, maxR) {
  8913. var determinant = b * b - 4.0 * a * c;
  8914. var result = { root: 0, found: false };
  8915. if (determinant < 0)
  8916. return result;
  8917. var sqrtD = Math.sqrt(determinant);
  8918. var r1 = (-b - sqrtD) / (2.0 * a);
  8919. var r2 = (-b + sqrtD) / (2.0 * a);
  8920. if (r1 > r2) {
  8921. var temp = r2;
  8922. r2 = r1;
  8923. r1 = temp;
  8924. }
  8925. if (r1 > 0 && r1 < maxR) {
  8926. result.root = r1;
  8927. result.found = true;
  8928. return result;
  8929. }
  8930. if (r2 > 0 && r2 < maxR) {
  8931. result.root = r2;
  8932. result.found = true;
  8933. return result;
  8934. }
  8935. return result;
  8936. };
  8937. var Collider = (function () {
  8938. function Collider() {
  8939. this.radius = new BABYLON.Vector3(1, 1, 1);
  8940. this.retry = 0;
  8941. this.basePointWorld = BABYLON.Vector3.Zero();
  8942. this.velocityWorld = BABYLON.Vector3.Zero();
  8943. this.normalizedVelocity = BABYLON.Vector3.Zero();
  8944. this._collisionPoint = BABYLON.Vector3.Zero();
  8945. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  8946. this._tempVector = BABYLON.Vector3.Zero();
  8947. this._tempVector2 = BABYLON.Vector3.Zero();
  8948. this._tempVector3 = BABYLON.Vector3.Zero();
  8949. this._tempVector4 = BABYLON.Vector3.Zero();
  8950. this._edge = BABYLON.Vector3.Zero();
  8951. this._baseToVertex = BABYLON.Vector3.Zero();
  8952. this._destinationPoint = BABYLON.Vector3.Zero();
  8953. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  8954. this._displacementVector = BABYLON.Vector3.Zero();
  8955. }
  8956. // Methods
  8957. Collider.prototype._initialize = function (source, dir, e) {
  8958. this.velocity = dir;
  8959. BABYLON.Vector3.NormalizeToRef(dir, this.normalizedVelocity);
  8960. this.basePoint = source;
  8961. source.multiplyToRef(this.radius, this.basePointWorld);
  8962. dir.multiplyToRef(this.radius, this.velocityWorld);
  8963. this.velocityWorldLength = this.velocityWorld.length();
  8964. this.epsilon = e;
  8965. this.collisionFound = false;
  8966. };
  8967. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  8968. pa.subtractToRef(point, this._tempVector);
  8969. pb.subtractToRef(point, this._tempVector2);
  8970. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  8971. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  8972. if (d < 0)
  8973. return false;
  8974. pc.subtractToRef(point, this._tempVector3);
  8975. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  8976. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  8977. if (d < 0)
  8978. return false;
  8979. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  8980. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  8981. return d >= 0;
  8982. };
  8983. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  8984. var distance = BABYLON.Vector3.Distance(this.basePointWorld, sphereCenter);
  8985. var max = Math.max(this.radius.x, this.radius.y, this.radius.z);
  8986. if (distance > this.velocityWorldLength + max + sphereRadius) {
  8987. return false;
  8988. }
  8989. if (!intersectBoxAASphere(vecMin, vecMax, this.basePointWorld, this.velocityWorldLength + max))
  8990. return false;
  8991. return true;
  8992. };
  8993. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  8994. var t0;
  8995. var embeddedInPlane = false;
  8996. //defensive programming, actually not needed.
  8997. if (!trianglePlaneArray) {
  8998. trianglePlaneArray = [];
  8999. }
  9000. if (!trianglePlaneArray[faceIndex]) {
  9001. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  9002. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  9003. }
  9004. var trianglePlane = trianglePlaneArray[faceIndex];
  9005. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this.normalizedVelocity, 0))
  9006. return;
  9007. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this.basePoint);
  9008. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this.velocity);
  9009. if (normalDotVelocity == 0) {
  9010. if (Math.abs(signedDistToTrianglePlane) >= 1.0)
  9011. return;
  9012. embeddedInPlane = true;
  9013. t0 = 0;
  9014. }
  9015. else {
  9016. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  9017. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  9018. if (t0 > t1) {
  9019. var temp = t1;
  9020. t1 = t0;
  9021. t0 = temp;
  9022. }
  9023. if (t0 > 1.0 || t1 < 0.0)
  9024. return;
  9025. if (t0 < 0)
  9026. t0 = 0;
  9027. if (t0 > 1.0)
  9028. t0 = 1.0;
  9029. }
  9030. this._collisionPoint.copyFromFloats(0, 0, 0);
  9031. var found = false;
  9032. var t = 1.0;
  9033. if (!embeddedInPlane) {
  9034. this.basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  9035. this.velocity.scaleToRef(t0, this._tempVector);
  9036. this._planeIntersectionPoint.addInPlace(this._tempVector);
  9037. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  9038. found = true;
  9039. t = t0;
  9040. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  9041. }
  9042. }
  9043. if (!found) {
  9044. var velocitySquaredLength = this.velocity.lengthSquared();
  9045. var a = velocitySquaredLength;
  9046. this.basePoint.subtractToRef(p1, this._tempVector);
  9047. var b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  9048. var c = this._tempVector.lengthSquared() - 1.0;
  9049. var lowestRoot = getLowestRoot(a, b, c, t);
  9050. if (lowestRoot.found) {
  9051. t = lowestRoot.root;
  9052. found = true;
  9053. this._collisionPoint.copyFrom(p1);
  9054. }
  9055. this.basePoint.subtractToRef(p2, this._tempVector);
  9056. b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  9057. c = this._tempVector.lengthSquared() - 1.0;
  9058. lowestRoot = getLowestRoot(a, b, c, t);
  9059. if (lowestRoot.found) {
  9060. t = lowestRoot.root;
  9061. found = true;
  9062. this._collisionPoint.copyFrom(p2);
  9063. }
  9064. this.basePoint.subtractToRef(p3, this._tempVector);
  9065. b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  9066. c = this._tempVector.lengthSquared() - 1.0;
  9067. lowestRoot = getLowestRoot(a, b, c, t);
  9068. if (lowestRoot.found) {
  9069. t = lowestRoot.root;
  9070. found = true;
  9071. this._collisionPoint.copyFrom(p3);
  9072. }
  9073. p2.subtractToRef(p1, this._edge);
  9074. p1.subtractToRef(this.basePoint, this._baseToVertex);
  9075. var edgeSquaredLength = this._edge.lengthSquared();
  9076. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  9077. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  9078. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  9079. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  9080. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  9081. lowestRoot = getLowestRoot(a, b, c, t);
  9082. if (lowestRoot.found) {
  9083. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  9084. if (f >= 0.0 && f <= 1.0) {
  9085. t = lowestRoot.root;
  9086. found = true;
  9087. this._edge.scaleInPlace(f);
  9088. p1.addToRef(this._edge, this._collisionPoint);
  9089. }
  9090. }
  9091. p3.subtractToRef(p2, this._edge);
  9092. p2.subtractToRef(this.basePoint, this._baseToVertex);
  9093. edgeSquaredLength = this._edge.lengthSquared();
  9094. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  9095. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  9096. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  9097. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  9098. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  9099. lowestRoot = getLowestRoot(a, b, c, t);
  9100. if (lowestRoot.found) {
  9101. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  9102. if (f >= 0.0 && f <= 1.0) {
  9103. t = lowestRoot.root;
  9104. found = true;
  9105. this._edge.scaleInPlace(f);
  9106. p2.addToRef(this._edge, this._collisionPoint);
  9107. }
  9108. }
  9109. p1.subtractToRef(p3, this._edge);
  9110. p3.subtractToRef(this.basePoint, this._baseToVertex);
  9111. edgeSquaredLength = this._edge.lengthSquared();
  9112. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  9113. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  9114. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  9115. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  9116. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  9117. lowestRoot = getLowestRoot(a, b, c, t);
  9118. if (lowestRoot.found) {
  9119. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  9120. if (f >= 0.0 && f <= 1.0) {
  9121. t = lowestRoot.root;
  9122. found = true;
  9123. this._edge.scaleInPlace(f);
  9124. p3.addToRef(this._edge, this._collisionPoint);
  9125. }
  9126. }
  9127. }
  9128. if (found) {
  9129. var distToCollision = t * this.velocity.length();
  9130. if (!this.collisionFound || distToCollision < this.nearestDistance) {
  9131. if (!this.intersectionPoint) {
  9132. this.intersectionPoint = this._collisionPoint.clone();
  9133. }
  9134. else {
  9135. this.intersectionPoint.copyFrom(this._collisionPoint);
  9136. }
  9137. this.nearestDistance = distToCollision;
  9138. this.collisionFound = true;
  9139. }
  9140. }
  9141. };
  9142. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  9143. for (var i = indexStart; i < indexEnd; i += 3) {
  9144. var p1 = pts[indices[i] - decal];
  9145. var p2 = pts[indices[i + 1] - decal];
  9146. var p3 = pts[indices[i + 2] - decal];
  9147. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  9148. }
  9149. };
  9150. Collider.prototype._getResponse = function (pos, vel) {
  9151. pos.addToRef(vel, this._destinationPoint);
  9152. vel.scaleInPlace((this.nearestDistance / vel.length()));
  9153. this.basePoint.addToRef(vel, pos);
  9154. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  9155. this._slidePlaneNormal.normalize();
  9156. this._slidePlaneNormal.scaleToRef(this.epsilon, this._displacementVector);
  9157. pos.addInPlace(this._displacementVector);
  9158. this.intersectionPoint.addInPlace(this._displacementVector);
  9159. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  9160. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  9161. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  9162. };
  9163. return Collider;
  9164. })();
  9165. BABYLON.Collider = Collider;
  9166. })(BABYLON || (BABYLON = {}));
  9167. var BABYLON;
  9168. (function (BABYLON) {
  9169. //WebWorker code will be inserted to this variable.
  9170. BABYLON.CollisionWorker = "";
  9171. (function (WorkerTaskType) {
  9172. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  9173. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  9174. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  9175. })(BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  9176. var WorkerTaskType = BABYLON.WorkerTaskType;
  9177. (function (WorkerReplyType) {
  9178. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  9179. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  9180. })(BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  9181. var WorkerReplyType = BABYLON.WorkerReplyType;
  9182. var CollisionCoordinatorWorker = (function () {
  9183. function CollisionCoordinatorWorker() {
  9184. var _this = this;
  9185. this._scaledPosition = BABYLON.Vector3.Zero();
  9186. this._scaledVelocity = BABYLON.Vector3.Zero();
  9187. this.onMeshUpdated = function (mesh) {
  9188. _this._addUpdateMeshesList[mesh.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(mesh);
  9189. };
  9190. this.onGeometryUpdated = function (geometry) {
  9191. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  9192. };
  9193. this._afterRender = function () {
  9194. if (!_this._init)
  9195. return;
  9196. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  9197. return;
  9198. }
  9199. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  9200. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  9201. if (_this._runningUpdated > 4) {
  9202. return;
  9203. }
  9204. ++_this._runningUpdated;
  9205. var payload = {
  9206. updatedMeshes: _this._addUpdateMeshesList,
  9207. updatedGeometries: _this._addUpdateGeometriesList,
  9208. removedGeometries: _this._toRemoveGeometryArray,
  9209. removedMeshes: _this._toRemoveMeshesArray
  9210. };
  9211. var message = {
  9212. payload: payload,
  9213. taskType: WorkerTaskType.UPDATE
  9214. };
  9215. var serializable = [];
  9216. for (var id in payload.updatedGeometries) {
  9217. if (payload.updatedGeometries.hasOwnProperty(id)) {
  9218. //prepare transferables
  9219. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  9220. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  9221. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  9222. }
  9223. }
  9224. _this._worker.postMessage(message, serializable);
  9225. _this._addUpdateMeshesList = {};
  9226. _this._addUpdateGeometriesList = {};
  9227. _this._toRemoveGeometryArray = [];
  9228. _this._toRemoveMeshesArray = [];
  9229. };
  9230. this._onMessageFromWorker = function (e) {
  9231. var returnData = e.data;
  9232. if (returnData.error != WorkerReplyType.SUCCESS) {
  9233. //TODO what errors can be returned from the worker?
  9234. BABYLON.Tools.Warn("error returned from worker!");
  9235. return;
  9236. }
  9237. switch (returnData.taskType) {
  9238. case WorkerTaskType.INIT:
  9239. _this._init = true;
  9240. //Update the worked with ALL of the scene's current state
  9241. _this._scene.meshes.forEach(function (mesh) {
  9242. _this.onMeshAdded(mesh);
  9243. });
  9244. _this._scene.getGeometries().forEach(function (geometry) {
  9245. _this.onGeometryAdded(geometry);
  9246. });
  9247. break;
  9248. case WorkerTaskType.UPDATE:
  9249. _this._runningUpdated--;
  9250. break;
  9251. case WorkerTaskType.COLLIDE:
  9252. _this._runningCollisionTask = false;
  9253. var returnPayload = returnData.payload;
  9254. if (!_this._collisionsCallbackArray[returnPayload.collisionId])
  9255. return;
  9256. _this._collisionsCallbackArray[returnPayload.collisionId](returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId));
  9257. //cleanup
  9258. _this._collisionsCallbackArray[returnPayload.collisionId] = undefined;
  9259. break;
  9260. }
  9261. };
  9262. this._collisionsCallbackArray = [];
  9263. this._init = false;
  9264. this._runningUpdated = 0;
  9265. this._runningCollisionTask = false;
  9266. this._addUpdateMeshesList = {};
  9267. this._addUpdateGeometriesList = {};
  9268. this._toRemoveGeometryArray = [];
  9269. this._toRemoveMeshesArray = [];
  9270. }
  9271. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, velocity, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  9272. if (!this._init)
  9273. return;
  9274. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000])
  9275. return;
  9276. position.divideToRef(collider.radius, this._scaledPosition);
  9277. velocity.divideToRef(collider.radius, this._scaledVelocity);
  9278. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  9279. var payload = {
  9280. collider: {
  9281. position: this._scaledPosition.asArray(),
  9282. velocity: this._scaledVelocity.asArray(),
  9283. radius: collider.radius.asArray()
  9284. },
  9285. collisionId: collisionIndex,
  9286. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  9287. maximumRetry: maximumRetry
  9288. };
  9289. var message = {
  9290. payload: payload,
  9291. taskType: WorkerTaskType.COLLIDE
  9292. };
  9293. this._worker.postMessage(message);
  9294. };
  9295. CollisionCoordinatorWorker.prototype.init = function (scene) {
  9296. this._scene = scene;
  9297. this._scene.registerAfterRender(this._afterRender);
  9298. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  9299. this._worker = new Worker(workerUrl);
  9300. this._worker.onmessage = this._onMessageFromWorker;
  9301. var message = {
  9302. payload: {},
  9303. taskType: WorkerTaskType.INIT
  9304. };
  9305. this._worker.postMessage(message);
  9306. };
  9307. CollisionCoordinatorWorker.prototype.destroy = function () {
  9308. this._scene.unregisterAfterRender(this._afterRender);
  9309. this._worker.terminate();
  9310. };
  9311. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  9312. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  9313. this.onMeshUpdated(mesh);
  9314. };
  9315. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  9316. this._toRemoveMeshesArray.push(mesh.uniqueId);
  9317. };
  9318. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  9319. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  9320. geometry.onGeometryUpdated = this.onGeometryUpdated;
  9321. this.onGeometryUpdated(geometry);
  9322. };
  9323. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  9324. this._toRemoveGeometryArray.push(geometry.id);
  9325. };
  9326. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  9327. var submeshes = [];
  9328. if (mesh.subMeshes) {
  9329. submeshes = mesh.subMeshes.map(function (sm, idx) {
  9330. return {
  9331. position: idx,
  9332. verticesStart: sm.verticesStart,
  9333. verticesCount: sm.verticesCount,
  9334. indexStart: sm.indexStart,
  9335. indexCount: sm.indexCount,
  9336. hasMaterial: !!sm.getMaterial(),
  9337. sphereCenter: sm.getBoundingInfo().boundingSphere.centerWorld.asArray(),
  9338. sphereRadius: sm.getBoundingInfo().boundingSphere.radiusWorld,
  9339. boxMinimum: sm.getBoundingInfo().boundingBox.minimumWorld.asArray(),
  9340. boxMaximum: sm.getBoundingInfo().boundingBox.maximumWorld.asArray()
  9341. };
  9342. });
  9343. }
  9344. var geometryId = null;
  9345. if (mesh instanceof BABYLON.Mesh) {
  9346. geometryId = mesh.geometry ? mesh.geometry.id : null;
  9347. }
  9348. else if (mesh instanceof BABYLON.InstancedMesh) {
  9349. geometryId = (mesh.sourceMesh && mesh.sourceMesh.geometry) ? mesh.sourceMesh.geometry.id : null;
  9350. }
  9351. return {
  9352. uniqueId: mesh.uniqueId,
  9353. id: mesh.id,
  9354. name: mesh.name,
  9355. geometryId: geometryId,
  9356. sphereCenter: mesh.getBoundingInfo().boundingSphere.centerWorld.asArray(),
  9357. sphereRadius: mesh.getBoundingInfo().boundingSphere.radiusWorld,
  9358. boxMinimum: mesh.getBoundingInfo().boundingBox.minimumWorld.asArray(),
  9359. boxMaximum: mesh.getBoundingInfo().boundingBox.maximumWorld.asArray(),
  9360. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  9361. subMeshes: submeshes,
  9362. checkCollisions: mesh.checkCollisions
  9363. };
  9364. };
  9365. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  9366. return {
  9367. id: geometry.id,
  9368. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  9369. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  9370. indices: new Int32Array(geometry.getIndices() || []),
  9371. };
  9372. };
  9373. return CollisionCoordinatorWorker;
  9374. })();
  9375. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  9376. var CollisionCoordinatorLegacy = (function () {
  9377. function CollisionCoordinatorLegacy() {
  9378. this._scaledPosition = BABYLON.Vector3.Zero();
  9379. this._scaledVelocity = BABYLON.Vector3.Zero();
  9380. this._finalPosition = BABYLON.Vector3.Zero();
  9381. }
  9382. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, velocity, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  9383. position.divideToRef(collider.radius, this._scaledPosition);
  9384. velocity.divideToRef(collider.radius, this._scaledVelocity);
  9385. collider.collidedMesh = null;
  9386. collider.retry = 0;
  9387. collider.initialVelocity = this._scaledVelocity;
  9388. collider.initialPosition = this._scaledPosition;
  9389. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  9390. this._finalPosition.multiplyInPlace(collider.radius);
  9391. //run the callback
  9392. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  9393. };
  9394. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  9395. this._scene = scene;
  9396. };
  9397. CollisionCoordinatorLegacy.prototype.destroy = function () {
  9398. //Legacy need no destruction method.
  9399. };
  9400. //No update in legacy mode
  9401. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  9402. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  9403. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  9404. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  9405. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  9406. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  9407. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  9408. if (excludedMesh === void 0) { excludedMesh = null; }
  9409. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  9410. if (collider.retry >= maximumRetry) {
  9411. finalPosition.copyFrom(position);
  9412. return;
  9413. }
  9414. collider._initialize(position, velocity, closeDistance);
  9415. // Check all meshes
  9416. for (var index = 0; index < this._scene.meshes.length; index++) {
  9417. var mesh = this._scene.meshes[index];
  9418. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh) {
  9419. mesh._checkCollision(collider);
  9420. }
  9421. }
  9422. if (!collider.collisionFound) {
  9423. position.addToRef(velocity, finalPosition);
  9424. return;
  9425. }
  9426. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  9427. collider._getResponse(position, velocity);
  9428. }
  9429. if (velocity.length() <= closeDistance) {
  9430. finalPosition.copyFrom(position);
  9431. return;
  9432. }
  9433. collider.retry++;
  9434. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  9435. };
  9436. return CollisionCoordinatorLegacy;
  9437. })();
  9438. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  9439. })(BABYLON || (BABYLON = {}));
  9440. var BABYLON;
  9441. (function (BABYLON) {
  9442. var VRCameraMetrics = (function () {
  9443. function VRCameraMetrics() {
  9444. this.compensateDistortion = true;
  9445. }
  9446. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  9447. get: function () {
  9448. return this.hResolution / (2 * this.vResolution);
  9449. },
  9450. enumerable: true,
  9451. configurable: true
  9452. });
  9453. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  9454. get: function () {
  9455. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  9456. },
  9457. enumerable: true,
  9458. configurable: true
  9459. });
  9460. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  9461. get: function () {
  9462. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  9463. var h = (4 * meters) / this.hScreenSize;
  9464. return BABYLON.Matrix.Translation(h, 0, 0);
  9465. },
  9466. enumerable: true,
  9467. configurable: true
  9468. });
  9469. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  9470. get: function () {
  9471. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  9472. var h = (4 * meters) / this.hScreenSize;
  9473. return BABYLON.Matrix.Translation(-h, 0, 0);
  9474. },
  9475. enumerable: true,
  9476. configurable: true
  9477. });
  9478. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  9479. get: function () {
  9480. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  9481. },
  9482. enumerable: true,
  9483. configurable: true
  9484. });
  9485. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  9486. get: function () {
  9487. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  9488. },
  9489. enumerable: true,
  9490. configurable: true
  9491. });
  9492. VRCameraMetrics.GetDefault = function () {
  9493. var result = new VRCameraMetrics();
  9494. result.hResolution = 1280;
  9495. result.vResolution = 800;
  9496. result.hScreenSize = 0.149759993;
  9497. result.vScreenSize = 0.0935999975;
  9498. result.vScreenCenter = 0.0467999987,
  9499. result.eyeToScreenDistance = 0.0410000011;
  9500. result.lensSeparationDistance = 0.0635000020;
  9501. result.interpupillaryDistance = 0.0640000030;
  9502. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  9503. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  9504. result.postProcessScaleFactor = 1.714605507808412;
  9505. result.lensCenterOffset = 0.151976421;
  9506. return result;
  9507. };
  9508. return VRCameraMetrics;
  9509. })();
  9510. BABYLON.VRCameraMetrics = VRCameraMetrics;
  9511. var Camera = (function (_super) {
  9512. __extends(Camera, _super);
  9513. function Camera(name, position, scene) {
  9514. _super.call(this, name, scene);
  9515. this.position = position;
  9516. // Members
  9517. this.upVector = BABYLON.Vector3.Up();
  9518. this.orthoLeft = null;
  9519. this.orthoRight = null;
  9520. this.orthoBottom = null;
  9521. this.orthoTop = null;
  9522. this.fov = 0.8;
  9523. this.minZ = 1.0;
  9524. this.maxZ = 10000.0;
  9525. this.inertia = 0.9;
  9526. this.mode = Camera.PERSPECTIVE_CAMERA;
  9527. this.isIntermediate = false;
  9528. this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  9529. this.layerMask = 0x0FFFFFFF;
  9530. this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  9531. // Camera rig members
  9532. this.cameraRigMode = Camera.RIG_MODE_NONE;
  9533. this._rigCameras = new Array();
  9534. // Cache
  9535. this._computedViewMatrix = BABYLON.Matrix.Identity();
  9536. this._projectionMatrix = new BABYLON.Matrix();
  9537. this._postProcesses = new Array();
  9538. this._postProcessesTakenIndices = [];
  9539. this._activeMeshes = new BABYLON.SmartArray(256);
  9540. this._globalPosition = BABYLON.Vector3.Zero();
  9541. scene.addCamera(this);
  9542. if (!scene.activeCamera) {
  9543. scene.activeCamera = this;
  9544. }
  9545. }
  9546. Object.defineProperty(Camera, "PERSPECTIVE_CAMERA", {
  9547. get: function () {
  9548. return Camera._PERSPECTIVE_CAMERA;
  9549. },
  9550. enumerable: true,
  9551. configurable: true
  9552. });
  9553. Object.defineProperty(Camera, "ORTHOGRAPHIC_CAMERA", {
  9554. get: function () {
  9555. return Camera._ORTHOGRAPHIC_CAMERA;
  9556. },
  9557. enumerable: true,
  9558. configurable: true
  9559. });
  9560. Object.defineProperty(Camera, "FOVMODE_VERTICAL_FIXED", {
  9561. get: function () {
  9562. return Camera._FOVMODE_VERTICAL_FIXED;
  9563. },
  9564. enumerable: true,
  9565. configurable: true
  9566. });
  9567. Object.defineProperty(Camera, "FOVMODE_HORIZONTAL_FIXED", {
  9568. get: function () {
  9569. return Camera._FOVMODE_HORIZONTAL_FIXED;
  9570. },
  9571. enumerable: true,
  9572. configurable: true
  9573. });
  9574. Object.defineProperty(Camera, "RIG_MODE_NONE", {
  9575. get: function () {
  9576. return Camera._RIG_MODE_NONE;
  9577. },
  9578. enumerable: true,
  9579. configurable: true
  9580. });
  9581. Object.defineProperty(Camera, "RIG_MODE_STEREOSCOPIC_ANAGLYPH", {
  9582. get: function () {
  9583. return Camera._RIG_MODE_STEREOSCOPIC_ANAGLYPH;
  9584. },
  9585. enumerable: true,
  9586. configurable: true
  9587. });
  9588. Object.defineProperty(Camera, "RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL", {
  9589. get: function () {
  9590. return Camera._RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL;
  9591. },
  9592. enumerable: true,
  9593. configurable: true
  9594. });
  9595. Object.defineProperty(Camera, "RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED", {
  9596. get: function () {
  9597. return Camera._RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  9598. },
  9599. enumerable: true,
  9600. configurable: true
  9601. });
  9602. Object.defineProperty(Camera, "RIG_MODE_STEREOSCOPIC_OVERUNDER", {
  9603. get: function () {
  9604. return Camera._RIG_MODE_STEREOSCOPIC_OVERUNDER;
  9605. },
  9606. enumerable: true,
  9607. configurable: true
  9608. });
  9609. Object.defineProperty(Camera, "RIG_MODE_VR", {
  9610. get: function () {
  9611. return Camera._RIG_MODE_VR;
  9612. },
  9613. enumerable: true,
  9614. configurable: true
  9615. });
  9616. Object.defineProperty(Camera.prototype, "globalPosition", {
  9617. get: function () {
  9618. return this._globalPosition;
  9619. },
  9620. enumerable: true,
  9621. configurable: true
  9622. });
  9623. Camera.prototype.getActiveMeshes = function () {
  9624. return this._activeMeshes;
  9625. };
  9626. Camera.prototype.isActiveMesh = function (mesh) {
  9627. return (this._activeMeshes.indexOf(mesh) !== -1);
  9628. };
  9629. //Cache
  9630. Camera.prototype._initCache = function () {
  9631. _super.prototype._initCache.call(this);
  9632. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  9633. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  9634. this._cache.mode = undefined;
  9635. this._cache.minZ = undefined;
  9636. this._cache.maxZ = undefined;
  9637. this._cache.fov = undefined;
  9638. this._cache.aspectRatio = undefined;
  9639. this._cache.orthoLeft = undefined;
  9640. this._cache.orthoRight = undefined;
  9641. this._cache.orthoBottom = undefined;
  9642. this._cache.orthoTop = undefined;
  9643. this._cache.renderWidth = undefined;
  9644. this._cache.renderHeight = undefined;
  9645. };
  9646. Camera.prototype._updateCache = function (ignoreParentClass) {
  9647. if (!ignoreParentClass) {
  9648. _super.prototype._updateCache.call(this);
  9649. }
  9650. var engine = this.getEngine();
  9651. this._cache.position.copyFrom(this.position);
  9652. this._cache.upVector.copyFrom(this.upVector);
  9653. this._cache.mode = this.mode;
  9654. this._cache.minZ = this.minZ;
  9655. this._cache.maxZ = this.maxZ;
  9656. this._cache.fov = this.fov;
  9657. this._cache.aspectRatio = engine.getAspectRatio(this);
  9658. this._cache.orthoLeft = this.orthoLeft;
  9659. this._cache.orthoRight = this.orthoRight;
  9660. this._cache.orthoBottom = this.orthoBottom;
  9661. this._cache.orthoTop = this.orthoTop;
  9662. this._cache.renderWidth = engine.getRenderWidth();
  9663. this._cache.renderHeight = engine.getRenderHeight();
  9664. };
  9665. Camera.prototype._updateFromScene = function () {
  9666. this.updateCache();
  9667. this._update();
  9668. };
  9669. // Synchronized
  9670. Camera.prototype._isSynchronized = function () {
  9671. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  9672. };
  9673. Camera.prototype._isSynchronizedViewMatrix = function () {
  9674. if (!_super.prototype._isSynchronized.call(this))
  9675. return false;
  9676. return this._cache.position.equals(this.position)
  9677. && this._cache.upVector.equals(this.upVector)
  9678. && this.isSynchronizedWithParent();
  9679. };
  9680. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  9681. var check = this._cache.mode === this.mode
  9682. && this._cache.minZ === this.minZ
  9683. && this._cache.maxZ === this.maxZ;
  9684. if (!check) {
  9685. return false;
  9686. }
  9687. var engine = this.getEngine();
  9688. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  9689. check = this._cache.fov === this.fov
  9690. && this._cache.aspectRatio === engine.getAspectRatio(this);
  9691. }
  9692. else {
  9693. check = this._cache.orthoLeft === this.orthoLeft
  9694. && this._cache.orthoRight === this.orthoRight
  9695. && this._cache.orthoBottom === this.orthoBottom
  9696. && this._cache.orthoTop === this.orthoTop
  9697. && this._cache.renderWidth === engine.getRenderWidth()
  9698. && this._cache.renderHeight === engine.getRenderHeight();
  9699. }
  9700. return check;
  9701. };
  9702. // Controls
  9703. Camera.prototype.attachControl = function (element) {
  9704. };
  9705. Camera.prototype.detachControl = function (element) {
  9706. };
  9707. Camera.prototype._update = function () {
  9708. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  9709. this._updateRigCameras();
  9710. }
  9711. this._checkInputs();
  9712. };
  9713. Camera.prototype._checkInputs = function () {
  9714. };
  9715. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  9716. if (insertAt === void 0) { insertAt = null; }
  9717. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  9718. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  9719. return 0;
  9720. }
  9721. if (insertAt == null || insertAt < 0) {
  9722. this._postProcesses.push(postProcess);
  9723. this._postProcessesTakenIndices.push(this._postProcesses.length - 1);
  9724. return this._postProcesses.length - 1;
  9725. }
  9726. var add = 0;
  9727. var i;
  9728. var start;
  9729. if (this._postProcesses[insertAt]) {
  9730. start = this._postProcesses.length - 1;
  9731. for (i = start; i >= insertAt + 1; --i) {
  9732. this._postProcesses[i + 1] = this._postProcesses[i];
  9733. }
  9734. add = 1;
  9735. }
  9736. for (i = 0; i < this._postProcessesTakenIndices.length; ++i) {
  9737. if (this._postProcessesTakenIndices[i] < insertAt) {
  9738. continue;
  9739. }
  9740. start = this._postProcessesTakenIndices.length - 1;
  9741. for (var j = start; j >= i; --j) {
  9742. this._postProcessesTakenIndices[j + 1] = this._postProcessesTakenIndices[j] + add;
  9743. }
  9744. this._postProcessesTakenIndices[i] = insertAt;
  9745. break;
  9746. }
  9747. if (!add && this._postProcessesTakenIndices.indexOf(insertAt) === -1) {
  9748. this._postProcessesTakenIndices.push(insertAt);
  9749. }
  9750. var result = insertAt + add;
  9751. this._postProcesses[result] = postProcess;
  9752. return result;
  9753. };
  9754. Camera.prototype.detachPostProcess = function (postProcess, atIndices) {
  9755. if (atIndices === void 0) { atIndices = null; }
  9756. var result = [];
  9757. var i;
  9758. var index;
  9759. if (!atIndices) {
  9760. var length = this._postProcesses.length;
  9761. for (i = 0; i < length; i++) {
  9762. if (this._postProcesses[i] !== postProcess) {
  9763. continue;
  9764. }
  9765. delete this._postProcesses[i];
  9766. index = this._postProcessesTakenIndices.indexOf(i);
  9767. this._postProcessesTakenIndices.splice(index, 1);
  9768. }
  9769. }
  9770. else {
  9771. atIndices = (atIndices instanceof Array) ? atIndices : [atIndices];
  9772. for (i = 0; i < atIndices.length; i++) {
  9773. var foundPostProcess = this._postProcesses[atIndices[i]];
  9774. if (foundPostProcess !== postProcess) {
  9775. result.push(i);
  9776. continue;
  9777. }
  9778. delete this._postProcesses[atIndices[i]];
  9779. index = this._postProcessesTakenIndices.indexOf(atIndices[i]);
  9780. this._postProcessesTakenIndices.splice(index, 1);
  9781. }
  9782. }
  9783. return result;
  9784. };
  9785. Camera.prototype.getWorldMatrix = function () {
  9786. if (!this._worldMatrix) {
  9787. this._worldMatrix = BABYLON.Matrix.Identity();
  9788. }
  9789. var viewMatrix = this.getViewMatrix();
  9790. viewMatrix.invertToRef(this._worldMatrix);
  9791. return this._worldMatrix;
  9792. };
  9793. Camera.prototype._getViewMatrix = function () {
  9794. return BABYLON.Matrix.Identity();
  9795. };
  9796. Camera.prototype.getViewMatrix = function (force) {
  9797. this._computedViewMatrix = this._computeViewMatrix(force);
  9798. if (!force && this._isSynchronizedViewMatrix()) {
  9799. return this._computedViewMatrix;
  9800. }
  9801. if (!this.parent || !this.parent.getWorldMatrix) {
  9802. this._globalPosition.copyFrom(this.position);
  9803. }
  9804. else {
  9805. if (!this._worldMatrix) {
  9806. this._worldMatrix = BABYLON.Matrix.Identity();
  9807. }
  9808. this._computedViewMatrix.invertToRef(this._worldMatrix);
  9809. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._computedViewMatrix);
  9810. this._globalPosition.copyFromFloats(this._computedViewMatrix.m[12], this._computedViewMatrix.m[13], this._computedViewMatrix.m[14]);
  9811. this._computedViewMatrix.invert();
  9812. this._markSyncedWithParent();
  9813. }
  9814. this._currentRenderId = this.getScene().getRenderId();
  9815. return this._computedViewMatrix;
  9816. };
  9817. Camera.prototype._computeViewMatrix = function (force) {
  9818. if (!force && this._isSynchronizedViewMatrix()) {
  9819. return this._computedViewMatrix;
  9820. }
  9821. this._computedViewMatrix = this._getViewMatrix();
  9822. this._currentRenderId = this.getScene().getRenderId();
  9823. return this._computedViewMatrix;
  9824. };
  9825. Camera.prototype.getProjectionMatrix = function (force) {
  9826. if (!force && this._isSynchronizedProjectionMatrix()) {
  9827. return this._projectionMatrix;
  9828. }
  9829. var engine = this.getEngine();
  9830. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  9831. if (this.minZ <= 0) {
  9832. this.minZ = 0.1;
  9833. }
  9834. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode);
  9835. return this._projectionMatrix;
  9836. }
  9837. var halfWidth = engine.getRenderWidth() / 2.0;
  9838. var halfHeight = engine.getRenderHeight() / 2.0;
  9839. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  9840. return this._projectionMatrix;
  9841. };
  9842. Camera.prototype.dispose = function () {
  9843. // Animations
  9844. this.getScene().stopAnimation(this);
  9845. // Remove from scene
  9846. this.getScene().removeCamera(this);
  9847. while (this._rigCameras.length > 0) {
  9848. this._rigCameras.pop().dispose();
  9849. }
  9850. // Postprocesses
  9851. for (var i = 0; i < this._postProcessesTakenIndices.length; ++i) {
  9852. this._postProcesses[this._postProcessesTakenIndices[i]].dispose(this);
  9853. }
  9854. };
  9855. // ---- Camera rigs section ----
  9856. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  9857. while (this._rigCameras.length > 0) {
  9858. this._rigCameras.pop().dispose();
  9859. }
  9860. this.cameraRigMode = mode;
  9861. this._cameraRigParams = {};
  9862. switch (this.cameraRigMode) {
  9863. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  9864. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  9865. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  9866. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  9867. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  9868. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  9869. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  9870. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  9871. this._rigCameras.push(this.createRigCamera(this.name + "_L", 0));
  9872. this._rigCameras.push(this.createRigCamera(this.name + "_R", 1));
  9873. break;
  9874. }
  9875. var postProcesses = new Array();
  9876. switch (this.cameraRigMode) {
  9877. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  9878. postProcesses.push(new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]));
  9879. this._rigCameras[0].isIntermediate = true;
  9880. postProcesses.push(new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras[1]));
  9881. postProcesses[1].onApply = function (effect) {
  9882. effect.setTextureFromPostProcess("leftSampler", postProcesses[0]);
  9883. };
  9884. break;
  9885. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  9886. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  9887. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  9888. var isStereoscopicHoriz = (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED);
  9889. var firstCamIndex = (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : 0;
  9890. var secondCamIndex = 1 - firstCamIndex;
  9891. postProcesses.push(new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[firstCamIndex]));
  9892. this._rigCameras[firstCamIndex].isIntermediate = true;
  9893. postProcesses.push(new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras[secondCamIndex], postProcesses[0], isStereoscopicHoriz));
  9894. break;
  9895. case Camera.RIG_MODE_VR:
  9896. this._rigCameras.push(this.createRigCamera(this.name + "_L", 0));
  9897. this._rigCameras.push(this.createRigCamera(this.name + "_R", 1));
  9898. var metrics = rigParams.vrCameraMetrics || VRCameraMetrics.GetDefault();
  9899. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  9900. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  9901. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  9902. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  9903. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  9904. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  9905. if (metrics.compensateDistortion) {
  9906. postProcesses.push(new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics));
  9907. }
  9908. this._rigCameras[1]._cameraRigParams.vrMetrics = this._rigCameras[0]._cameraRigParams.vrMetrics;
  9909. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  9910. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  9911. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  9912. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  9913. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  9914. if (metrics.compensateDistortion) {
  9915. postProcesses.push(new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics));
  9916. }
  9917. break;
  9918. }
  9919. this._update();
  9920. };
  9921. Camera.prototype._getVRProjectionMatrix = function () {
  9922. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  9923. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  9924. return this._projectionMatrix;
  9925. };
  9926. Camera.prototype.setCameraRigParameter = function (name, value) {
  9927. this._cameraRigParams[name] = value;
  9928. //provisionnally:
  9929. if (name === "interaxialDistance") {
  9930. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  9931. }
  9932. };
  9933. /**
  9934. * May needs to be overridden by children so sub has required properties to be copied
  9935. */
  9936. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  9937. return null;
  9938. };
  9939. /**
  9940. * May needs to be overridden by children
  9941. */
  9942. Camera.prototype._updateRigCameras = function () {
  9943. for (var i = 0; i < this._rigCameras.length; i++) {
  9944. this._rigCameras[i].minZ = this.minZ;
  9945. this._rigCameras[i].maxZ = this.maxZ;
  9946. this._rigCameras[i].fov = this.fov;
  9947. }
  9948. // only update viewport when ANAGLYPH
  9949. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  9950. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  9951. }
  9952. };
  9953. // Statics
  9954. Camera._PERSPECTIVE_CAMERA = 0;
  9955. Camera._ORTHOGRAPHIC_CAMERA = 1;
  9956. Camera._FOVMODE_VERTICAL_FIXED = 0;
  9957. Camera._FOVMODE_HORIZONTAL_FIXED = 1;
  9958. Camera._RIG_MODE_NONE = 0;
  9959. Camera._RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  9960. Camera._RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  9961. Camera._RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  9962. Camera._RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  9963. Camera._RIG_MODE_VR = 20;
  9964. return Camera;
  9965. })(BABYLON.Node);
  9966. BABYLON.Camera = Camera;
  9967. })(BABYLON || (BABYLON = {}));
  9968. var BABYLON;
  9969. (function (BABYLON) {
  9970. var TargetCamera = (function (_super) {
  9971. __extends(TargetCamera, _super);
  9972. function TargetCamera(name, position, scene) {
  9973. _super.call(this, name, position, scene);
  9974. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  9975. this.cameraRotation = new BABYLON.Vector2(0, 0);
  9976. this.rotation = new BABYLON.Vector3(0, 0, 0);
  9977. this.speed = 2.0;
  9978. this.noRotationConstraint = false;
  9979. this.lockedTarget = null;
  9980. this._currentTarget = BABYLON.Vector3.Zero();
  9981. this._viewMatrix = BABYLON.Matrix.Zero();
  9982. this._camMatrix = BABYLON.Matrix.Zero();
  9983. this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  9984. this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  9985. this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  9986. this._transformedReferencePoint = BABYLON.Vector3.Zero();
  9987. this._lookAtTemp = BABYLON.Matrix.Zero();
  9988. this._tempMatrix = BABYLON.Matrix.Zero();
  9989. }
  9990. TargetCamera.prototype.getFrontPosition = function (distance) {
  9991. var direction = this.getTarget().subtract(this.position);
  9992. direction.normalize();
  9993. direction.scaleInPlace(distance);
  9994. return this.globalPosition.add(direction);
  9995. };
  9996. TargetCamera.prototype._getLockedTargetPosition = function () {
  9997. if (!this.lockedTarget) {
  9998. return null;
  9999. }
  10000. return this.lockedTarget.position || this.lockedTarget;
  10001. };
  10002. // Cache
  10003. TargetCamera.prototype._initCache = function () {
  10004. _super.prototype._initCache.call(this);
  10005. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  10006. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  10007. };
  10008. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  10009. if (!ignoreParentClass) {
  10010. _super.prototype._updateCache.call(this);
  10011. }
  10012. var lockedTargetPosition = this._getLockedTargetPosition();
  10013. if (!lockedTargetPosition) {
  10014. this._cache.lockedTarget = null;
  10015. }
  10016. else {
  10017. if (!this._cache.lockedTarget) {
  10018. this._cache.lockedTarget = lockedTargetPosition.clone();
  10019. }
  10020. else {
  10021. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  10022. }
  10023. }
  10024. this._cache.rotation.copyFrom(this.rotation);
  10025. };
  10026. // Synchronized
  10027. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  10028. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  10029. return false;
  10030. }
  10031. var lockedTargetPosition = this._getLockedTargetPosition();
  10032. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  10033. && this._cache.rotation.equals(this.rotation);
  10034. };
  10035. // Methods
  10036. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  10037. var engine = this.getEngine();
  10038. return this.speed * ((engine.getDeltaTime() / (engine.getFps() * 10.0)));
  10039. };
  10040. // Target
  10041. TargetCamera.prototype.setTarget = function (target) {
  10042. this.upVector.normalize();
  10043. BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._camMatrix);
  10044. this._camMatrix.invert();
  10045. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  10046. var vDir = target.subtract(this.position);
  10047. if (vDir.x >= 0.0) {
  10048. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  10049. }
  10050. else {
  10051. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  10052. }
  10053. this.rotation.z = -Math.acos(BABYLON.Vector3.Dot(new BABYLON.Vector3(0, 1.0, 0), this.upVector));
  10054. if (isNaN(this.rotation.x)) {
  10055. this.rotation.x = 0;
  10056. }
  10057. if (isNaN(this.rotation.y)) {
  10058. this.rotation.y = 0;
  10059. }
  10060. if (isNaN(this.rotation.z)) {
  10061. this.rotation.z = 0;
  10062. }
  10063. };
  10064. TargetCamera.prototype.getTarget = function () {
  10065. return this._currentTarget;
  10066. };
  10067. TargetCamera.prototype._decideIfNeedsToMove = function () {
  10068. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  10069. };
  10070. TargetCamera.prototype._updatePosition = function () {
  10071. this.position.addInPlace(this.cameraDirection);
  10072. };
  10073. TargetCamera.prototype._checkInputs = function () {
  10074. var needToMove = this._decideIfNeedsToMove();
  10075. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  10076. // Move
  10077. if (needToMove) {
  10078. this._updatePosition();
  10079. }
  10080. // Rotate
  10081. if (needToRotate) {
  10082. this.rotation.x += this.cameraRotation.x;
  10083. this.rotation.y += this.cameraRotation.y;
  10084. if (!this.noRotationConstraint) {
  10085. var limit = (Math.PI / 2) * 0.95;
  10086. if (this.rotation.x > limit)
  10087. this.rotation.x = limit;
  10088. if (this.rotation.x < -limit)
  10089. this.rotation.x = -limit;
  10090. }
  10091. }
  10092. // Inertia
  10093. if (needToMove) {
  10094. if (Math.abs(this.cameraDirection.x) < BABYLON.Engine.Epsilon) {
  10095. this.cameraDirection.x = 0;
  10096. }
  10097. if (Math.abs(this.cameraDirection.y) < BABYLON.Engine.Epsilon) {
  10098. this.cameraDirection.y = 0;
  10099. }
  10100. if (Math.abs(this.cameraDirection.z) < BABYLON.Engine.Epsilon) {
  10101. this.cameraDirection.z = 0;
  10102. }
  10103. this.cameraDirection.scaleInPlace(this.inertia);
  10104. }
  10105. if (needToRotate) {
  10106. if (Math.abs(this.cameraRotation.x) < BABYLON.Engine.Epsilon) {
  10107. this.cameraRotation.x = 0;
  10108. }
  10109. if (Math.abs(this.cameraRotation.y) < BABYLON.Engine.Epsilon) {
  10110. this.cameraRotation.y = 0;
  10111. }
  10112. this.cameraRotation.scaleInPlace(this.inertia);
  10113. }
  10114. _super.prototype._checkInputs.call(this);
  10115. };
  10116. TargetCamera.prototype._getViewMatrix = function () {
  10117. if (!this.lockedTarget) {
  10118. // Compute
  10119. if (this.upVector.x !== 0 || this.upVector.y !== 1.0 || this.upVector.z !== 0) {
  10120. BABYLON.Matrix.LookAtLHToRef(BABYLON.Vector3.Zero(), this._referencePoint, this.upVector, this._lookAtTemp);
  10121. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  10122. this._lookAtTemp.multiplyToRef(this._cameraRotationMatrix, this._tempMatrix);
  10123. this._lookAtTemp.invert();
  10124. this._tempMatrix.multiplyToRef(this._lookAtTemp, this._cameraRotationMatrix);
  10125. }
  10126. else {
  10127. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  10128. }
  10129. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  10130. // Computing target and final matrix
  10131. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  10132. }
  10133. else {
  10134. this._currentTarget.copyFrom(this._getLockedTargetPosition());
  10135. }
  10136. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this.upVector, this._viewMatrix);
  10137. return this._viewMatrix;
  10138. };
  10139. TargetCamera.prototype._getVRViewMatrix = function () {
  10140. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  10141. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  10142. BABYLON.Vector3.TransformNormalToRef(this.upVector, this._cameraRotationMatrix, this._cameraRigParams.vrActualUp);
  10143. // Computing target and final matrix
  10144. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  10145. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this._cameraRigParams.vrActualUp, this._cameraRigParams.vrWorkMatrix);
  10146. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._viewMatrix);
  10147. return this._viewMatrix;
  10148. };
  10149. /**
  10150. * @override
  10151. * Override Camera.createRigCamera
  10152. */
  10153. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  10154. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  10155. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  10156. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR) {
  10157. rigCamera._cameraRigParams = {};
  10158. rigCamera._cameraRigParams.vrActualUp = new BABYLON.Vector3(0, 0, 0);
  10159. rigCamera._getViewMatrix = rigCamera._getVRViewMatrix;
  10160. }
  10161. return rigCamera;
  10162. }
  10163. return null;
  10164. };
  10165. /**
  10166. * @override
  10167. * Override Camera._updateRigCameras
  10168. */
  10169. TargetCamera.prototype._updateRigCameras = function () {
  10170. switch (this.cameraRigMode) {
  10171. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  10172. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  10173. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  10174. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  10175. case BABYLON.Camera.RIG_MODE_VR:
  10176. var camLeft = this._rigCameras[0];
  10177. var camRight = this._rigCameras[1];
  10178. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR) {
  10179. camLeft.rotation.x = camRight.rotation.x = this.rotation.x;
  10180. camLeft.rotation.y = camRight.rotation.y = this.rotation.y;
  10181. camLeft.rotation.z = camRight.rotation.z = this.rotation.z;
  10182. camLeft.position.copyFrom(this.position);
  10183. camRight.position.copyFrom(this.position);
  10184. }
  10185. else {
  10186. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  10187. this._getRigCamPosition(-this._cameraRigParams.stereoHalfAngle, camLeft.position);
  10188. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle, camRight.position);
  10189. camLeft.setTarget(this.getTarget());
  10190. camRight.setTarget(this.getTarget());
  10191. }
  10192. break;
  10193. }
  10194. _super.prototype._updateRigCameras.call(this);
  10195. };
  10196. TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) {
  10197. if (!this._rigCamTransformMatrix) {
  10198. this._rigCamTransformMatrix = new BABYLON.Matrix();
  10199. }
  10200. var target = this.getTarget();
  10201. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), this._rigCamTransformMatrix);
  10202. this._rigCamTransformMatrix = this._rigCamTransformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  10203. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._rigCamTransformMatrix, result);
  10204. };
  10205. return TargetCamera;
  10206. })(BABYLON.Camera);
  10207. BABYLON.TargetCamera = TargetCamera;
  10208. })(BABYLON || (BABYLON = {}));
  10209. var BABYLON;
  10210. (function (BABYLON) {
  10211. var FreeCamera = (function (_super) {
  10212. __extends(FreeCamera, _super);
  10213. function FreeCamera(name, position, scene) {
  10214. var _this = this;
  10215. _super.call(this, name, position, scene);
  10216. this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  10217. this.keysUp = [38];
  10218. this.keysDown = [40];
  10219. this.keysLeft = [37];
  10220. this.keysRight = [39];
  10221. this.checkCollisions = false;
  10222. this.applyGravity = false;
  10223. this.angularSensibility = 2000.0;
  10224. this._keys = [];
  10225. this._collider = new BABYLON.Collider();
  10226. this._needMoveForGravity = false;
  10227. this._oldPosition = BABYLON.Vector3.Zero();
  10228. this._diffPosition = BABYLON.Vector3.Zero();
  10229. this._newPosition = BABYLON.Vector3.Zero();
  10230. this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  10231. if (collidedMesh === void 0) { collidedMesh = null; }
  10232. //TODO move this to the collision coordinator!
  10233. if (_this.getScene().workerCollisions)
  10234. newPosition.multiplyInPlace(_this._collider.radius);
  10235. var updatePosition = function (newPos) {
  10236. _this._newPosition.copyFrom(newPos);
  10237. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  10238. var oldPosition = _this.position.clone();
  10239. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  10240. _this.position.addInPlace(_this._diffPosition);
  10241. if (_this.onCollide && collidedMesh) {
  10242. _this.onCollide(collidedMesh);
  10243. }
  10244. }
  10245. };
  10246. updatePosition(newPosition);
  10247. };
  10248. }
  10249. // Controls
  10250. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  10251. var _this = this;
  10252. var previousPosition;
  10253. var engine = this.getEngine();
  10254. if (this._attachedElement) {
  10255. return;
  10256. }
  10257. this._attachedElement = element;
  10258. if (this._onMouseDown === undefined) {
  10259. this._onMouseDown = function (evt) {
  10260. previousPosition = {
  10261. x: evt.clientX,
  10262. y: evt.clientY
  10263. };
  10264. if (!noPreventDefault) {
  10265. evt.preventDefault();
  10266. }
  10267. };
  10268. this._onMouseUp = function (evt) {
  10269. previousPosition = null;
  10270. if (!noPreventDefault) {
  10271. evt.preventDefault();
  10272. }
  10273. };
  10274. this._onMouseOut = function (evt) {
  10275. previousPosition = null;
  10276. _this._keys = [];
  10277. if (!noPreventDefault) {
  10278. evt.preventDefault();
  10279. }
  10280. };
  10281. this._onMouseMove = function (evt) {
  10282. if (!previousPosition && !engine.isPointerLock) {
  10283. return;
  10284. }
  10285. var offsetX;
  10286. var offsetY;
  10287. if (!engine.isPointerLock) {
  10288. offsetX = evt.clientX - previousPosition.x;
  10289. offsetY = evt.clientY - previousPosition.y;
  10290. }
  10291. else {
  10292. offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  10293. offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  10294. }
  10295. _this.cameraRotation.y += offsetX / _this.angularSensibility;
  10296. _this.cameraRotation.x += offsetY / _this.angularSensibility;
  10297. previousPosition = {
  10298. x: evt.clientX,
  10299. y: evt.clientY
  10300. };
  10301. if (!noPreventDefault) {
  10302. evt.preventDefault();
  10303. }
  10304. };
  10305. this._onKeyDown = function (evt) {
  10306. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  10307. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  10308. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  10309. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  10310. var index = _this._keys.indexOf(evt.keyCode);
  10311. if (index === -1) {
  10312. _this._keys.push(evt.keyCode);
  10313. }
  10314. if (!noPreventDefault) {
  10315. evt.preventDefault();
  10316. }
  10317. }
  10318. };
  10319. this._onKeyUp = function (evt) {
  10320. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  10321. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  10322. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  10323. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  10324. var index = _this._keys.indexOf(evt.keyCode);
  10325. if (index >= 0) {
  10326. _this._keys.splice(index, 1);
  10327. }
  10328. if (!noPreventDefault) {
  10329. evt.preventDefault();
  10330. }
  10331. }
  10332. };
  10333. this._onLostFocus = function () {
  10334. _this._keys = [];
  10335. };
  10336. this._reset = function () {
  10337. _this._keys = [];
  10338. previousPosition = null;
  10339. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  10340. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  10341. };
  10342. }
  10343. element.addEventListener("mousedown", this._onMouseDown, false);
  10344. element.addEventListener("mouseup", this._onMouseUp, false);
  10345. element.addEventListener("mouseout", this._onMouseOut, false);
  10346. element.addEventListener("mousemove", this._onMouseMove, false);
  10347. BABYLON.Tools.RegisterTopRootEvents([
  10348. { name: "keydown", handler: this._onKeyDown },
  10349. { name: "keyup", handler: this._onKeyUp },
  10350. { name: "blur", handler: this._onLostFocus }
  10351. ]);
  10352. };
  10353. FreeCamera.prototype.detachControl = function (element) {
  10354. if (this._attachedElement != element) {
  10355. return;
  10356. }
  10357. element.removeEventListener("mousedown", this._onMouseDown);
  10358. element.removeEventListener("mouseup", this._onMouseUp);
  10359. element.removeEventListener("mouseout", this._onMouseOut);
  10360. element.removeEventListener("mousemove", this._onMouseMove);
  10361. BABYLON.Tools.UnregisterTopRootEvents([
  10362. { name: "keydown", handler: this._onKeyDown },
  10363. { name: "keyup", handler: this._onKeyUp },
  10364. { name: "blur", handler: this._onLostFocus }
  10365. ]);
  10366. this._attachedElement = null;
  10367. if (this._reset) {
  10368. this._reset();
  10369. }
  10370. };
  10371. FreeCamera.prototype._collideWithWorld = function (velocity) {
  10372. var globalPosition;
  10373. if (this.parent) {
  10374. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  10375. }
  10376. else {
  10377. globalPosition = this.position;
  10378. }
  10379. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  10380. this._collider.radius = this.ellipsoid;
  10381. //no need for clone, as long as gravity is not on.
  10382. var actualVelocity = velocity;
  10383. //add gravity to the velocity to prevent the dual-collision checking
  10384. if (this.applyGravity) {
  10385. //this prevents mending with cameraDirection, a global variable of the free camera class.
  10386. actualVelocity = velocity.add(this.getScene().gravity);
  10387. }
  10388. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  10389. };
  10390. FreeCamera.prototype._checkInputs = function () {
  10391. if (!this._localDirection) {
  10392. this._localDirection = BABYLON.Vector3.Zero();
  10393. this._transformedDirection = BABYLON.Vector3.Zero();
  10394. }
  10395. // Keyboard
  10396. for (var index = 0; index < this._keys.length; index++) {
  10397. var keyCode = this._keys[index];
  10398. var speed = this._computeLocalCameraSpeed();
  10399. if (this.keysLeft.indexOf(keyCode) !== -1) {
  10400. this._localDirection.copyFromFloats(-speed, 0, 0);
  10401. }
  10402. else if (this.keysUp.indexOf(keyCode) !== -1) {
  10403. this._localDirection.copyFromFloats(0, 0, speed);
  10404. }
  10405. else if (this.keysRight.indexOf(keyCode) !== -1) {
  10406. this._localDirection.copyFromFloats(speed, 0, 0);
  10407. }
  10408. else if (this.keysDown.indexOf(keyCode) !== -1) {
  10409. this._localDirection.copyFromFloats(0, 0, -speed);
  10410. }
  10411. this.getViewMatrix().invertToRef(this._cameraTransformMatrix);
  10412. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  10413. this.cameraDirection.addInPlace(this._transformedDirection);
  10414. }
  10415. _super.prototype._checkInputs.call(this);
  10416. };
  10417. FreeCamera.prototype._decideIfNeedsToMove = function () {
  10418. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  10419. };
  10420. FreeCamera.prototype._updatePosition = function () {
  10421. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  10422. this._collideWithWorld(this.cameraDirection);
  10423. }
  10424. else {
  10425. this.position.addInPlace(this.cameraDirection);
  10426. }
  10427. };
  10428. return FreeCamera;
  10429. })(BABYLON.TargetCamera);
  10430. BABYLON.FreeCamera = FreeCamera;
  10431. })(BABYLON || (BABYLON = {}));
  10432. var BABYLON;
  10433. (function (BABYLON) {
  10434. var FollowCamera = (function (_super) {
  10435. __extends(FollowCamera, _super);
  10436. function FollowCamera(name, position, scene) {
  10437. _super.call(this, name, position, scene);
  10438. this.radius = 12;
  10439. this.rotationOffset = 0;
  10440. this.heightOffset = 4;
  10441. this.cameraAcceleration = 0.05;
  10442. this.maxCameraSpeed = 20;
  10443. }
  10444. FollowCamera.prototype.getRadians = function (degrees) {
  10445. return degrees * Math.PI / 180;
  10446. };
  10447. FollowCamera.prototype.follow = function (cameraTarget) {
  10448. if (!cameraTarget)
  10449. return;
  10450. var yRotation;
  10451. if (cameraTarget.rotationQuaternion) {
  10452. var rotMatrix = new BABYLON.Matrix();
  10453. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  10454. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  10455. }
  10456. else {
  10457. yRotation = cameraTarget.rotation.y;
  10458. }
  10459. var radians = this.getRadians(this.rotationOffset) + yRotation;
  10460. var targetX = cameraTarget.position.x + Math.sin(radians) * this.radius;
  10461. var targetZ = cameraTarget.position.z + Math.cos(radians) * this.radius;
  10462. var dx = targetX - this.position.x;
  10463. var dy = (cameraTarget.position.y + this.heightOffset) - this.position.y;
  10464. var dz = (targetZ) - this.position.z;
  10465. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  10466. var vy = dy * this.cameraAcceleration;
  10467. var vz = dz * this.cameraAcceleration * 2;
  10468. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  10469. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  10470. }
  10471. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  10472. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  10473. }
  10474. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  10475. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  10476. }
  10477. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  10478. this.setTarget(cameraTarget.position);
  10479. };
  10480. FollowCamera.prototype._checkInputs = function () {
  10481. _super.prototype._checkInputs.call(this);
  10482. this.follow(this.target);
  10483. };
  10484. return FollowCamera;
  10485. })(BABYLON.TargetCamera);
  10486. BABYLON.FollowCamera = FollowCamera;
  10487. var ArcFollowCamera = (function (_super) {
  10488. __extends(ArcFollowCamera, _super);
  10489. function ArcFollowCamera(name, alpha, beta, radius, target, scene) {
  10490. _super.call(this, name, BABYLON.Vector3.Zero(), scene);
  10491. this.alpha = alpha;
  10492. this.beta = beta;
  10493. this.radius = radius;
  10494. this.target = target;
  10495. this._cartesianCoordinates = BABYLON.Vector3.Zero();
  10496. this.follow();
  10497. }
  10498. ArcFollowCamera.prototype.follow = function () {
  10499. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  10500. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  10501. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  10502. this.position = this.target.position.add(this._cartesianCoordinates);
  10503. this.setTarget(this.target.position);
  10504. };
  10505. ArcFollowCamera.prototype._checkInputs = function () {
  10506. _super.prototype._checkInputs.call(this);
  10507. this.follow();
  10508. };
  10509. return ArcFollowCamera;
  10510. })(BABYLON.TargetCamera);
  10511. BABYLON.ArcFollowCamera = ArcFollowCamera;
  10512. })(BABYLON || (BABYLON = {}));
  10513. var BABYLON;
  10514. (function (BABYLON) {
  10515. // We're mainly based on the logic defined into the FreeCamera code
  10516. var TouchCamera = (function (_super) {
  10517. __extends(TouchCamera, _super);
  10518. function TouchCamera(name, position, scene) {
  10519. _super.call(this, name, position, scene);
  10520. this._offsetX = null;
  10521. this._offsetY = null;
  10522. this._pointerCount = 0;
  10523. this._pointerPressed = [];
  10524. this.angularSensibility = 200000.0;
  10525. this.moveSensibility = 500.0;
  10526. }
  10527. TouchCamera.prototype.attachControl = function (canvas, noPreventDefault) {
  10528. var _this = this;
  10529. var previousPosition;
  10530. if (this._attachedCanvas) {
  10531. return;
  10532. }
  10533. this._attachedCanvas = canvas;
  10534. if (this._onPointerDown === undefined) {
  10535. this._onPointerDown = function (evt) {
  10536. if (!noPreventDefault) {
  10537. evt.preventDefault();
  10538. }
  10539. _this._pointerPressed.push(evt.pointerId);
  10540. if (_this._pointerPressed.length !== 1) {
  10541. return;
  10542. }
  10543. previousPosition = {
  10544. x: evt.clientX,
  10545. y: evt.clientY
  10546. };
  10547. };
  10548. this._onPointerUp = function (evt) {
  10549. if (!noPreventDefault) {
  10550. evt.preventDefault();
  10551. }
  10552. var index = _this._pointerPressed.indexOf(evt.pointerId);
  10553. if (index === -1) {
  10554. return;
  10555. }
  10556. _this._pointerPressed.splice(index, 1);
  10557. if (index != 0) {
  10558. return;
  10559. }
  10560. previousPosition = null;
  10561. _this._offsetX = null;
  10562. _this._offsetY = null;
  10563. };
  10564. this._onPointerMove = function (evt) {
  10565. if (!noPreventDefault) {
  10566. evt.preventDefault();
  10567. }
  10568. if (!previousPosition) {
  10569. return;
  10570. }
  10571. var index = _this._pointerPressed.indexOf(evt.pointerId);
  10572. if (index != 0) {
  10573. return;
  10574. }
  10575. _this._offsetX = evt.clientX - previousPosition.x;
  10576. _this._offsetY = -(evt.clientY - previousPosition.y);
  10577. };
  10578. this._onLostFocus = function () {
  10579. _this._offsetX = null;
  10580. _this._offsetY = null;
  10581. };
  10582. }
  10583. canvas.addEventListener("pointerdown", this._onPointerDown);
  10584. canvas.addEventListener("pointerup", this._onPointerUp);
  10585. canvas.addEventListener("pointerout", this._onPointerUp);
  10586. canvas.addEventListener("pointermove", this._onPointerMove);
  10587. BABYLON.Tools.RegisterTopRootEvents([
  10588. { name: "blur", handler: this._onLostFocus }
  10589. ]);
  10590. };
  10591. TouchCamera.prototype.detachControl = function (canvas) {
  10592. if (this._attachedCanvas != canvas) {
  10593. return;
  10594. }
  10595. canvas.removeEventListener("pointerdown", this._onPointerDown);
  10596. canvas.removeEventListener("pointerup", this._onPointerUp);
  10597. canvas.removeEventListener("pointerout", this._onPointerUp);
  10598. canvas.removeEventListener("pointermove", this._onPointerMove);
  10599. BABYLON.Tools.UnregisterTopRootEvents([
  10600. { name: "blur", handler: this._onLostFocus }
  10601. ]);
  10602. this._attachedCanvas = null;
  10603. };
  10604. TouchCamera.prototype._checkInputs = function () {
  10605. if (this._offsetX) {
  10606. this.cameraRotation.y += this._offsetX / this.angularSensibility;
  10607. if (this._pointerPressed.length > 1) {
  10608. this.cameraRotation.x += -this._offsetY / this.angularSensibility;
  10609. }
  10610. else {
  10611. var speed = this._computeLocalCameraSpeed();
  10612. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
  10613. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
  10614. this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
  10615. }
  10616. }
  10617. _super.prototype._checkInputs.call(this);
  10618. };
  10619. return TouchCamera;
  10620. })(BABYLON.FreeCamera);
  10621. BABYLON.TouchCamera = TouchCamera;
  10622. })(BABYLON || (BABYLON = {}));
  10623. var BABYLON;
  10624. (function (BABYLON) {
  10625. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  10626. var ArcRotateCamera = (function (_super) {
  10627. __extends(ArcRotateCamera, _super);
  10628. function ArcRotateCamera(name, alpha, beta, radius, target, scene) {
  10629. var _this = this;
  10630. _super.call(this, name, BABYLON.Vector3.Zero(), scene);
  10631. this.alpha = alpha;
  10632. this.beta = beta;
  10633. this.radius = radius;
  10634. this.target = target;
  10635. this.inertialAlphaOffset = 0;
  10636. this.inertialBetaOffset = 0;
  10637. this.inertialRadiusOffset = 0;
  10638. this.lowerAlphaLimit = null;
  10639. this.upperAlphaLimit = null;
  10640. this.lowerBetaLimit = 0.01;
  10641. this.upperBetaLimit = Math.PI;
  10642. this.lowerRadiusLimit = null;
  10643. this.upperRadiusLimit = null;
  10644. this.angularSensibilityX = 1000.0;
  10645. this.angularSensibilityY = 1000.0;
  10646. this.wheelPrecision = 3.0;
  10647. this.pinchPrecision = 2.0;
  10648. this.panningSensibility = 50.0;
  10649. this.inertialPanningX = 0;
  10650. this.inertialPanningY = 0;
  10651. this.keysUp = [38];
  10652. this.keysDown = [40];
  10653. this.keysLeft = [37];
  10654. this.keysRight = [39];
  10655. this.zoomOnFactor = 1;
  10656. this.targetScreenOffset = BABYLON.Vector2.Zero();
  10657. this.pinchInwards = true;
  10658. this.allowUpsideDown = true;
  10659. this._keys = [];
  10660. this._viewMatrix = new BABYLON.Matrix();
  10661. this._isRightClick = false;
  10662. this._isCtrlPushed = false;
  10663. this.checkCollisions = false;
  10664. this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  10665. this._collider = new BABYLON.Collider();
  10666. this._previousPosition = BABYLON.Vector3.Zero();
  10667. this._collisionVelocity = BABYLON.Vector3.Zero();
  10668. this._newPosition = BABYLON.Vector3.Zero();
  10669. this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  10670. if (collidedMesh === void 0) { collidedMesh = null; }
  10671. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  10672. newPosition.multiplyInPlace(_this._collider.radius);
  10673. }
  10674. if (!collidedMesh) {
  10675. _this._previousPosition.copyFrom(_this.position);
  10676. }
  10677. else {
  10678. _this.setPosition(_this.position);
  10679. if (_this.onCollide) {
  10680. _this.onCollide(collidedMesh);
  10681. }
  10682. }
  10683. // Recompute because of constraints
  10684. var cosa = Math.cos(_this.alpha);
  10685. var sina = Math.sin(_this.alpha);
  10686. var cosb = Math.cos(_this.beta);
  10687. var sinb = Math.sin(_this.beta);
  10688. var target = _this._getTargetPosition();
  10689. target.addToRef(new BABYLON.Vector3(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb), _this._newPosition);
  10690. _this.position.copyFrom(_this._newPosition);
  10691. var up = _this.upVector;
  10692. if (_this.allowUpsideDown && _this.beta < 0) {
  10693. var up = up.clone();
  10694. up = up.negate();
  10695. }
  10696. BABYLON.Matrix.LookAtLHToRef(_this.position, target, up, _this._viewMatrix);
  10697. _this._viewMatrix.m[12] += _this.targetScreenOffset.x;
  10698. _this._viewMatrix.m[13] += _this.targetScreenOffset.y;
  10699. _this._collisionTriggered = false;
  10700. };
  10701. if (!this.target) {
  10702. this.target = BABYLON.Vector3.Zero();
  10703. }
  10704. this.getViewMatrix();
  10705. }
  10706. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibility", {
  10707. //deprecated angularSensibility support
  10708. get: function () {
  10709. BABYLON.Tools.Warn("Warning: angularSensibility is deprecated, use angularSensibilityX and angularSensibilityY instead.");
  10710. return Math.max(this.angularSensibilityX, this.angularSensibilityY);
  10711. },
  10712. //deprecated angularSensibility support
  10713. set: function (value) {
  10714. BABYLON.Tools.Warn("Warning: angularSensibility is deprecated, use angularSensibilityX and angularSensibilityY instead.");
  10715. this.angularSensibilityX = value;
  10716. this.angularSensibilityY = value;
  10717. },
  10718. enumerable: true,
  10719. configurable: true
  10720. });
  10721. ArcRotateCamera.prototype._getTargetPosition = function () {
  10722. return this.target.position || this.target;
  10723. };
  10724. // Cache
  10725. ArcRotateCamera.prototype._initCache = function () {
  10726. _super.prototype._initCache.call(this);
  10727. this._cache.target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  10728. this._cache.alpha = undefined;
  10729. this._cache.beta = undefined;
  10730. this._cache.radius = undefined;
  10731. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  10732. };
  10733. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  10734. if (!ignoreParentClass) {
  10735. _super.prototype._updateCache.call(this);
  10736. }
  10737. this._cache.target.copyFrom(this._getTargetPosition());
  10738. this._cache.alpha = this.alpha;
  10739. this._cache.beta = this.beta;
  10740. this._cache.radius = this.radius;
  10741. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  10742. };
  10743. // Synchronized
  10744. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  10745. if (!_super.prototype._isSynchronizedViewMatrix.call(this))
  10746. return false;
  10747. return this._cache.target.equals(this._getTargetPosition())
  10748. && this._cache.alpha === this.alpha
  10749. && this._cache.beta === this.beta
  10750. && this._cache.radius === this.radius
  10751. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  10752. };
  10753. // Methods
  10754. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning) {
  10755. var _this = this;
  10756. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  10757. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  10758. var previousPinchDistance = 0;
  10759. var pointers = new BABYLON.SmartCollection();
  10760. if (this._attachedElement) {
  10761. return;
  10762. }
  10763. this._attachedElement = element;
  10764. var engine = this.getEngine();
  10765. if (this._onPointerDown === undefined) {
  10766. this._onPointerDown = function (evt) {
  10767. // Manage panning with right click
  10768. _this._isRightClick = evt.button === 2 ? true : false;
  10769. // manage pointers
  10770. pointers.add(evt.pointerId, { x: evt.clientX, y: evt.clientY, type: evt.pointerType });
  10771. cacheSoloPointer = pointers.item(evt.pointerId);
  10772. if (!noPreventDefault) {
  10773. evt.preventDefault();
  10774. }
  10775. };
  10776. this._onPointerUp = function (evt) {
  10777. cacheSoloPointer = null;
  10778. previousPinchDistance = 0;
  10779. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  10780. //but emptying completly pointers collection is required to fix a bug on iPhone :
  10781. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  10782. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  10783. pointers.empty();
  10784. if (!noPreventDefault) {
  10785. evt.preventDefault();
  10786. }
  10787. };
  10788. this._onContextMenu = function (evt) {
  10789. evt.preventDefault();
  10790. };
  10791. this._onPointerMove = function (evt) {
  10792. if (!noPreventDefault) {
  10793. evt.preventDefault();
  10794. }
  10795. switch (pointers.count) {
  10796. case 1:
  10797. if (_this.panningSensibility !== 0 && ((_this._isCtrlPushed && useCtrlForPanning) || (!useCtrlForPanning && _this._isRightClick))) {
  10798. _this.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  10799. _this.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  10800. }
  10801. else {
  10802. var offsetX = evt.clientX - cacheSoloPointer.x;
  10803. var offsetY = evt.clientY - cacheSoloPointer.y;
  10804. _this.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  10805. _this.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  10806. }
  10807. cacheSoloPointer.x = evt.clientX;
  10808. cacheSoloPointer.y = evt.clientY;
  10809. break;
  10810. case 2:
  10811. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be usefull to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  10812. pointers.item(evt.pointerId).x = evt.clientX;
  10813. pointers.item(evt.pointerId).y = evt.clientY;
  10814. var direction = _this.pinchInwards ? 1 : -1;
  10815. var distX = pointers.getItemByIndex(0).x - pointers.getItemByIndex(1).x;
  10816. var distY = pointers.getItemByIndex(0).y - pointers.getItemByIndex(1).y;
  10817. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  10818. if (previousPinchDistance === 0) {
  10819. previousPinchDistance = pinchSquaredDistance;
  10820. return;
  10821. }
  10822. if (pinchSquaredDistance !== previousPinchDistance) {
  10823. _this.inertialRadiusOffset += (pinchSquaredDistance - previousPinchDistance) / (_this.pinchPrecision * _this.wheelPrecision * ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) * direction);
  10824. previousPinchDistance = pinchSquaredDistance;
  10825. }
  10826. break;
  10827. default:
  10828. if (pointers.item(evt.pointerId)) {
  10829. pointers.item(evt.pointerId).x = evt.clientX;
  10830. pointers.item(evt.pointerId).y = evt.clientY;
  10831. }
  10832. }
  10833. };
  10834. this._onMouseMove = function (evt) {
  10835. if (!engine.isPointerLock) {
  10836. return;
  10837. }
  10838. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  10839. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  10840. _this.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  10841. _this.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  10842. if (!noPreventDefault) {
  10843. evt.preventDefault();
  10844. }
  10845. };
  10846. this._wheel = function (event) {
  10847. var delta = 0;
  10848. if (event.wheelDelta) {
  10849. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  10850. }
  10851. else if (event.detail) {
  10852. delta = -event.detail / _this.wheelPrecision;
  10853. }
  10854. if (delta)
  10855. _this.inertialRadiusOffset += delta;
  10856. if (event.preventDefault) {
  10857. if (!noPreventDefault) {
  10858. event.preventDefault();
  10859. }
  10860. }
  10861. };
  10862. this._onKeyDown = function (evt) {
  10863. _this._isCtrlPushed = evt.ctrlKey;
  10864. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  10865. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  10866. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  10867. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  10868. var index = _this._keys.indexOf(evt.keyCode);
  10869. if (index === -1) {
  10870. _this._keys.push(evt.keyCode);
  10871. }
  10872. if (evt.preventDefault) {
  10873. if (!noPreventDefault) {
  10874. evt.preventDefault();
  10875. }
  10876. }
  10877. }
  10878. };
  10879. this._onKeyUp = function (evt) {
  10880. _this._isCtrlPushed = evt.ctrlKey;
  10881. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  10882. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  10883. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  10884. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  10885. var index = _this._keys.indexOf(evt.keyCode);
  10886. if (index >= 0) {
  10887. _this._keys.splice(index, 1);
  10888. }
  10889. if (evt.preventDefault) {
  10890. if (!noPreventDefault) {
  10891. evt.preventDefault();
  10892. }
  10893. }
  10894. }
  10895. };
  10896. this._onLostFocus = function () {
  10897. _this._keys = [];
  10898. pointers.empty();
  10899. previousPinchDistance = 0;
  10900. cacheSoloPointer = null;
  10901. };
  10902. this._onGestureStart = function (e) {
  10903. if (window.MSGesture === undefined) {
  10904. return;
  10905. }
  10906. if (!_this._MSGestureHandler) {
  10907. _this._MSGestureHandler = new MSGesture();
  10908. _this._MSGestureHandler.target = element;
  10909. }
  10910. _this._MSGestureHandler.addPointer(e.pointerId);
  10911. };
  10912. this._onGesture = function (e) {
  10913. _this.radius *= e.scale;
  10914. if (e.preventDefault) {
  10915. if (!noPreventDefault) {
  10916. e.stopPropagation();
  10917. e.preventDefault();
  10918. }
  10919. }
  10920. };
  10921. this._reset = function () {
  10922. _this._keys = [];
  10923. _this.inertialAlphaOffset = 0;
  10924. _this.inertialBetaOffset = 0;
  10925. _this.inertialRadiusOffset = 0;
  10926. pointers.empty();
  10927. previousPinchDistance = 0;
  10928. cacheSoloPointer = null;
  10929. };
  10930. }
  10931. if (!useCtrlForPanning) {
  10932. element.addEventListener("contextmenu", this._onContextMenu, false);
  10933. }
  10934. element.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  10935. element.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  10936. element.addEventListener(eventPrefix + "out", this._onPointerUp, false);
  10937. element.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  10938. element.addEventListener("mousemove", this._onMouseMove, false);
  10939. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  10940. element.addEventListener("MSGestureChange", this._onGesture, false);
  10941. element.addEventListener('mousewheel', this._wheel, false);
  10942. element.addEventListener('DOMMouseScroll', this._wheel, false);
  10943. BABYLON.Tools.RegisterTopRootEvents([
  10944. { name: "keydown", handler: this._onKeyDown },
  10945. { name: "keyup", handler: this._onKeyUp },
  10946. { name: "blur", handler: this._onLostFocus }
  10947. ]);
  10948. };
  10949. ArcRotateCamera.prototype.detachControl = function (element) {
  10950. if (this._attachedElement !== element) {
  10951. return;
  10952. }
  10953. element.removeEventListener("contextmenu", this._onContextMenu);
  10954. element.removeEventListener(eventPrefix + "down", this._onPointerDown);
  10955. element.removeEventListener(eventPrefix + "up", this._onPointerUp);
  10956. element.removeEventListener(eventPrefix + "out", this._onPointerUp);
  10957. element.removeEventListener(eventPrefix + "move", this._onPointerMove);
  10958. element.removeEventListener("mousemove", this._onMouseMove);
  10959. element.removeEventListener("MSPointerDown", this._onGestureStart);
  10960. element.removeEventListener("MSGestureChange", this._onGesture);
  10961. element.removeEventListener('mousewheel', this._wheel);
  10962. element.removeEventListener('DOMMouseScroll', this._wheel);
  10963. BABYLON.Tools.UnregisterTopRootEvents([
  10964. { name: "keydown", handler: this._onKeyDown },
  10965. { name: "keyup", handler: this._onKeyUp },
  10966. { name: "blur", handler: this._onLostFocus }
  10967. ]);
  10968. this._MSGestureHandler = null;
  10969. this._attachedElement = null;
  10970. if (this._reset) {
  10971. this._reset();
  10972. }
  10973. };
  10974. ArcRotateCamera.prototype._checkInputs = function () {
  10975. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  10976. if (this._collisionTriggered) {
  10977. return;
  10978. }
  10979. // Keyboard
  10980. for (var index = 0; index < this._keys.length; index++) {
  10981. var keyCode = this._keys[index];
  10982. if (this.keysLeft.indexOf(keyCode) !== -1) {
  10983. this.inertialAlphaOffset -= 0.01;
  10984. }
  10985. else if (this.keysUp.indexOf(keyCode) !== -1) {
  10986. this.inertialBetaOffset -= 0.01;
  10987. }
  10988. else if (this.keysRight.indexOf(keyCode) !== -1) {
  10989. this.inertialAlphaOffset += 0.01;
  10990. }
  10991. else if (this.keysDown.indexOf(keyCode) !== -1) {
  10992. this.inertialBetaOffset += 0.01;
  10993. }
  10994. }
  10995. // Inertia
  10996. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset != 0) {
  10997. this.alpha += this.beta <= 0 ? -this.inertialAlphaOffset : this.inertialAlphaOffset;
  10998. this.beta += this.inertialBetaOffset;
  10999. this.radius -= this.inertialRadiusOffset;
  11000. this.inertialAlphaOffset *= this.inertia;
  11001. this.inertialBetaOffset *= this.inertia;
  11002. this.inertialRadiusOffset *= this.inertia;
  11003. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Engine.Epsilon)
  11004. this.inertialAlphaOffset = 0;
  11005. if (Math.abs(this.inertialBetaOffset) < BABYLON.Engine.Epsilon)
  11006. this.inertialBetaOffset = 0;
  11007. if (Math.abs(this.inertialRadiusOffset) < BABYLON.Engine.Epsilon)
  11008. this.inertialRadiusOffset = 0;
  11009. }
  11010. // Panning inertia
  11011. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  11012. if (!this._localDirection) {
  11013. this._localDirection = BABYLON.Vector3.Zero();
  11014. this._transformedDirection = BABYLON.Vector3.Zero();
  11015. }
  11016. this.inertialPanningX *= this.inertia;
  11017. this.inertialPanningY *= this.inertia;
  11018. if (Math.abs(this.inertialPanningX) < BABYLON.Engine.Epsilon)
  11019. this.inertialPanningX = 0;
  11020. if (Math.abs(this.inertialPanningY) < BABYLON.Engine.Epsilon)
  11021. this.inertialPanningY = 0;
  11022. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, 0);
  11023. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  11024. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  11025. this.target.addInPlace(this._transformedDirection);
  11026. }
  11027. // Limits
  11028. this._checkLimits();
  11029. _super.prototype._checkInputs.call(this);
  11030. };
  11031. ArcRotateCamera.prototype._checkLimits = function () {
  11032. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  11033. if (this.allowUpsideDown && this.beta > Math.PI) {
  11034. this.beta = this.beta - (2 * Math.PI);
  11035. }
  11036. }
  11037. else {
  11038. if (this.beta < this.lowerBetaLimit) {
  11039. this.beta = this.lowerBetaLimit;
  11040. }
  11041. }
  11042. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  11043. if (this.allowUpsideDown && this.beta < -Math.PI) {
  11044. this.beta = this.beta + (2 * Math.PI);
  11045. }
  11046. }
  11047. else {
  11048. if (this.beta > this.upperBetaLimit) {
  11049. this.beta = this.upperBetaLimit;
  11050. }
  11051. }
  11052. if (this.lowerAlphaLimit && this.alpha < this.lowerAlphaLimit) {
  11053. this.alpha = this.lowerAlphaLimit;
  11054. }
  11055. if (this.upperAlphaLimit && this.alpha > this.upperAlphaLimit) {
  11056. this.alpha = this.upperAlphaLimit;
  11057. }
  11058. if (this.lowerRadiusLimit && this.radius < this.lowerRadiusLimit) {
  11059. this.radius = this.lowerRadiusLimit;
  11060. }
  11061. if (this.upperRadiusLimit && this.radius > this.upperRadiusLimit) {
  11062. this.radius = this.upperRadiusLimit;
  11063. }
  11064. };
  11065. ArcRotateCamera.prototype.setPosition = function (position) {
  11066. if (this.position.equals(position)) {
  11067. return;
  11068. }
  11069. var radiusv3 = position.subtract(this._getTargetPosition());
  11070. this.radius = radiusv3.length();
  11071. // Alpha
  11072. this.alpha = Math.acos(radiusv3.x / Math.sqrt(Math.pow(radiusv3.x, 2) + Math.pow(radiusv3.z, 2)));
  11073. if (radiusv3.z < 0) {
  11074. this.alpha = 2 * Math.PI - this.alpha;
  11075. }
  11076. // Beta
  11077. this.beta = Math.acos(radiusv3.y / this.radius);
  11078. this._checkLimits();
  11079. };
  11080. ArcRotateCamera.prototype.setTarget = function (target) {
  11081. this.target = target;
  11082. };
  11083. ArcRotateCamera.prototype._getViewMatrix = function () {
  11084. // Compute
  11085. var cosa = Math.cos(this.alpha);
  11086. var sina = Math.sin(this.alpha);
  11087. var cosb = Math.cos(this.beta);
  11088. var sinb = Math.sin(this.beta);
  11089. var target = this._getTargetPosition();
  11090. target.addToRef(new BABYLON.Vector3(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb), this._newPosition);
  11091. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  11092. this._collider.radius = this.collisionRadius;
  11093. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  11094. this._collisionTriggered = true;
  11095. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  11096. }
  11097. else {
  11098. this.position.copyFrom(this._newPosition);
  11099. var up = this.upVector;
  11100. if (this.allowUpsideDown && this.beta < 0) {
  11101. var up = up.clone();
  11102. up = up.negate();
  11103. }
  11104. BABYLON.Matrix.LookAtLHToRef(this.position, target, up, this._viewMatrix);
  11105. this._viewMatrix.m[12] += this.targetScreenOffset.x;
  11106. this._viewMatrix.m[13] += this.targetScreenOffset.y;
  11107. }
  11108. return this._viewMatrix;
  11109. };
  11110. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  11111. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  11112. meshes = meshes || this.getScene().meshes;
  11113. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  11114. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  11115. this.radius = distance * this.zoomOnFactor;
  11116. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  11117. };
  11118. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  11119. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  11120. var meshesOrMinMaxVector;
  11121. var distance;
  11122. if (meshesOrMinMaxVectorAndDistance.min === undefined) {
  11123. meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  11124. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
  11125. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  11126. }
  11127. else {
  11128. meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance;
  11129. distance = meshesOrMinMaxVectorAndDistance.distance;
  11130. }
  11131. this.target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  11132. if (!doNotUpdateMaxZ) {
  11133. this.maxZ = distance * 2;
  11134. }
  11135. };
  11136. /**
  11137. * @override
  11138. * Override Camera.createRigCamera
  11139. */
  11140. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  11141. switch (this.cameraRigMode) {
  11142. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  11143. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  11144. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  11145. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  11146. case BABYLON.Camera.RIG_MODE_VR:
  11147. var alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  11148. return new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this.target, this.getScene());
  11149. }
  11150. };
  11151. /**
  11152. * @override
  11153. * Override Camera._updateRigCameras
  11154. */
  11155. ArcRotateCamera.prototype._updateRigCameras = function () {
  11156. switch (this.cameraRigMode) {
  11157. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  11158. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  11159. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  11160. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  11161. case BABYLON.Camera.RIG_MODE_VR:
  11162. var camLeft = this._rigCameras[0];
  11163. var camRight = this._rigCameras[1];
  11164. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  11165. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  11166. camLeft.beta = camRight.beta = this.beta;
  11167. camLeft.radius = camRight.radius = this.radius;
  11168. break;
  11169. }
  11170. _super.prototype._updateRigCameras.call(this);
  11171. };
  11172. return ArcRotateCamera;
  11173. })(BABYLON.TargetCamera);
  11174. BABYLON.ArcRotateCamera = ArcRotateCamera;
  11175. })(BABYLON || (BABYLON = {}));
  11176. var BABYLON;
  11177. (function (BABYLON) {
  11178. var RenderingManager = (function () {
  11179. function RenderingManager(scene) {
  11180. this._renderingGroups = new Array();
  11181. this._scene = scene;
  11182. }
  11183. RenderingManager.prototype._renderParticles = function (index, activeMeshes) {
  11184. if (this._scene._activeParticleSystems.length === 0) {
  11185. return;
  11186. }
  11187. // Particles
  11188. var activeCamera = this._scene.activeCamera;
  11189. var beforeParticlesDate = BABYLON.Tools.Now;
  11190. for (var particleIndex = 0; particleIndex < this._scene._activeParticleSystems.length; particleIndex++) {
  11191. var particleSystem = this._scene._activeParticleSystems.data[particleIndex];
  11192. if (particleSystem.renderingGroupId !== index) {
  11193. continue;
  11194. }
  11195. if ((activeCamera.layerMask & particleSystem.layerMask) === 0) {
  11196. continue;
  11197. }
  11198. this._clearDepthBuffer();
  11199. if (!particleSystem.emitter.position || !activeMeshes || activeMeshes.indexOf(particleSystem.emitter) !== -1) {
  11200. this._scene._activeParticles += particleSystem.render();
  11201. }
  11202. }
  11203. this._scene._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate;
  11204. };
  11205. RenderingManager.prototype._renderSprites = function (index) {
  11206. if (!this._scene.spritesEnabled || this._scene.spriteManagers.length === 0) {
  11207. return;
  11208. }
  11209. // Sprites
  11210. var activeCamera = this._scene.activeCamera;
  11211. var beforeSpritessDate = BABYLON.Tools.Now;
  11212. for (var id = 0; id < this._scene.spriteManagers.length; id++) {
  11213. var spriteManager = this._scene.spriteManagers[id];
  11214. if (spriteManager.renderingGroupId === index && ((activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  11215. this._clearDepthBuffer();
  11216. spriteManager.render();
  11217. }
  11218. }
  11219. this._scene._spritesDuration += BABYLON.Tools.Now - beforeSpritessDate;
  11220. };
  11221. RenderingManager.prototype._clearDepthBuffer = function () {
  11222. if (this._depthBufferAlreadyCleaned) {
  11223. return;
  11224. }
  11225. this._scene.getEngine().clear(0, false, true);
  11226. this._depthBufferAlreadyCleaned = true;
  11227. };
  11228. RenderingManager.prototype._renderSpritesAndParticles = function () {
  11229. if (this._currentRenderSprites) {
  11230. this._renderSprites(this._currentIndex);
  11231. }
  11232. if (this._currentRenderParticles) {
  11233. this._renderParticles(this._currentIndex, this._currentActiveMeshes);
  11234. }
  11235. };
  11236. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  11237. this._currentActiveMeshes = activeMeshes;
  11238. this._currentRenderParticles = renderParticles;
  11239. this._currentRenderSprites = renderSprites;
  11240. for (var index = 0; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  11241. this._depthBufferAlreadyCleaned = false;
  11242. var renderingGroup = this._renderingGroups[index];
  11243. var needToStepBack = false;
  11244. this._currentIndex = index;
  11245. if (renderingGroup) {
  11246. this._clearDepthBuffer();
  11247. if (!renderingGroup.onBeforeTransparentRendering) {
  11248. renderingGroup.onBeforeTransparentRendering = this._renderSpritesAndParticles.bind(this);
  11249. }
  11250. if (!renderingGroup.render(customRenderFunction)) {
  11251. this._renderingGroups.splice(index, 1);
  11252. needToStepBack = true;
  11253. this._renderSpritesAndParticles();
  11254. }
  11255. }
  11256. else {
  11257. this._renderSpritesAndParticles();
  11258. }
  11259. if (needToStepBack) {
  11260. index--;
  11261. }
  11262. }
  11263. };
  11264. RenderingManager.prototype.reset = function () {
  11265. this._renderingGroups.forEach(function (renderingGroup, index, array) {
  11266. if (renderingGroup) {
  11267. renderingGroup.prepare();
  11268. }
  11269. });
  11270. };
  11271. RenderingManager.prototype.dispatch = function (subMesh) {
  11272. var mesh = subMesh.getMesh();
  11273. var renderingGroupId = mesh.renderingGroupId || 0;
  11274. if (!this._renderingGroups[renderingGroupId]) {
  11275. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene);
  11276. }
  11277. this._renderingGroups[renderingGroupId].dispatch(subMesh);
  11278. };
  11279. RenderingManager.MAX_RENDERINGGROUPS = 4;
  11280. return RenderingManager;
  11281. })();
  11282. BABYLON.RenderingManager = RenderingManager;
  11283. })(BABYLON || (BABYLON = {}));
  11284. var BABYLON;
  11285. (function (BABYLON) {
  11286. var RenderingGroup = (function () {
  11287. function RenderingGroup(index, scene) {
  11288. this.index = index;
  11289. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  11290. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  11291. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  11292. this._scene = scene;
  11293. }
  11294. RenderingGroup.prototype.render = function (customRenderFunction) {
  11295. if (customRenderFunction) {
  11296. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes);
  11297. return true;
  11298. }
  11299. if (this._opaqueSubMeshes.length === 0 && this._alphaTestSubMeshes.length === 0 && this._transparentSubMeshes.length === 0) {
  11300. if (this.onBeforeTransparentRendering) {
  11301. this.onBeforeTransparentRendering();
  11302. }
  11303. return false;
  11304. }
  11305. var engine = this._scene.getEngine();
  11306. // Opaque
  11307. var subIndex;
  11308. var submesh;
  11309. for (subIndex = 0; subIndex < this._opaqueSubMeshes.length; subIndex++) {
  11310. submesh = this._opaqueSubMeshes.data[subIndex];
  11311. submesh.render(false);
  11312. }
  11313. // Alpha test
  11314. engine.setAlphaTesting(true);
  11315. for (subIndex = 0; subIndex < this._alphaTestSubMeshes.length; subIndex++) {
  11316. submesh = this._alphaTestSubMeshes.data[subIndex];
  11317. submesh.render(false);
  11318. }
  11319. engine.setAlphaTesting(false);
  11320. if (this.onBeforeTransparentRendering) {
  11321. this.onBeforeTransparentRendering();
  11322. }
  11323. // Transparent
  11324. if (this._transparentSubMeshes.length) {
  11325. // Sorting
  11326. for (subIndex = 0; subIndex < this._transparentSubMeshes.length; subIndex++) {
  11327. submesh = this._transparentSubMeshes.data[subIndex];
  11328. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  11329. submesh._distanceToCamera = submesh.getBoundingInfo().boundingSphere.centerWorld.subtract(this._scene.activeCamera.globalPosition).length();
  11330. }
  11331. var sortedArray = this._transparentSubMeshes.data.slice(0, this._transparentSubMeshes.length);
  11332. sortedArray.sort(function (a, b) {
  11333. // Alpha index first
  11334. if (a._alphaIndex > b._alphaIndex) {
  11335. return 1;
  11336. }
  11337. if (a._alphaIndex < b._alphaIndex) {
  11338. return -1;
  11339. }
  11340. // Then distance to camera
  11341. if (a._distanceToCamera < b._distanceToCamera) {
  11342. return 1;
  11343. }
  11344. if (a._distanceToCamera > b._distanceToCamera) {
  11345. return -1;
  11346. }
  11347. return 0;
  11348. });
  11349. // Rendering
  11350. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  11351. submesh = sortedArray[subIndex];
  11352. submesh.render(true);
  11353. }
  11354. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  11355. }
  11356. return true;
  11357. };
  11358. RenderingGroup.prototype.prepare = function () {
  11359. this._opaqueSubMeshes.reset();
  11360. this._transparentSubMeshes.reset();
  11361. this._alphaTestSubMeshes.reset();
  11362. };
  11363. RenderingGroup.prototype.dispatch = function (subMesh) {
  11364. var material = subMesh.getMaterial();
  11365. var mesh = subMesh.getMesh();
  11366. if (material.needAlphaBlending() || mesh.visibility < 1.0 || mesh.hasVertexAlpha) {
  11367. this._transparentSubMeshes.push(subMesh);
  11368. }
  11369. else if (material.needAlphaTesting()) {
  11370. this._alphaTestSubMeshes.push(subMesh);
  11371. }
  11372. else {
  11373. this._opaqueSubMeshes.push(subMesh); // Opaque
  11374. }
  11375. };
  11376. return RenderingGroup;
  11377. })();
  11378. BABYLON.RenderingGroup = RenderingGroup;
  11379. })(BABYLON || (BABYLON = {}));
  11380. var BABYLON;
  11381. (function (BABYLON) {
  11382. /**
  11383. * Represents a scene to be rendered by the engine.
  11384. * @see http://doc.babylonjs.com/page.php?p=21911
  11385. */
  11386. var Scene = (function () {
  11387. /**
  11388. * @constructor
  11389. * @param {BABYLON.Engine} engine - the engine to be used to render this scene.
  11390. */
  11391. function Scene(engine) {
  11392. // Members
  11393. this.autoClear = true;
  11394. this.clearColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  11395. this.ambientColor = new BABYLON.Color3(0, 0, 0);
  11396. this.forceWireframe = false;
  11397. this.forcePointsCloud = false;
  11398. this.forceShowBoundingBoxes = false;
  11399. this.animationsEnabled = true;
  11400. this.constantlyUpdateMeshUnderPointer = false;
  11401. this.cameraToUseForPointers = null; // Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position
  11402. // Fog
  11403. /**
  11404. * is fog enabled on this scene.
  11405. * @type {boolean}
  11406. */
  11407. this.fogEnabled = true;
  11408. this.fogMode = Scene.FOGMODE_NONE;
  11409. this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  11410. this.fogDensity = 0.1;
  11411. this.fogStart = 0;
  11412. this.fogEnd = 1000.0;
  11413. // Lights
  11414. /**
  11415. * is shadow enabled on this scene.
  11416. * @type {boolean}
  11417. */
  11418. this.shadowsEnabled = true;
  11419. /**
  11420. * is light enabled on this scene.
  11421. * @type {boolean}
  11422. */
  11423. this.lightsEnabled = true;
  11424. /**
  11425. * All of the lights added to this scene.
  11426. * @see BABYLON.Light
  11427. * @type {BABYLON.Light[]}
  11428. */
  11429. this.lights = new Array();
  11430. // Cameras
  11431. /**
  11432. * All of the cameras added to this scene.
  11433. * @see BABYLON.Camera
  11434. * @type {BABYLON.Camera[]}
  11435. */
  11436. this.cameras = new Array();
  11437. this.activeCameras = new Array();
  11438. // Meshes
  11439. /**
  11440. * All of the (abstract) meshes added to this scene.
  11441. * @see BABYLON.AbstractMesh
  11442. * @type {BABYLON.AbstractMesh[]}
  11443. */
  11444. this.meshes = new Array();
  11445. // Geometries
  11446. this._geometries = new Array();
  11447. this.materials = new Array();
  11448. this.multiMaterials = new Array();
  11449. this.defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  11450. // Textures
  11451. this.texturesEnabled = true;
  11452. this.textures = new Array();
  11453. // Particles
  11454. this.particlesEnabled = true;
  11455. this.particleSystems = new Array();
  11456. // Sprites
  11457. this.spritesEnabled = true;
  11458. this.spriteManagers = new Array();
  11459. // Layers
  11460. this.layers = new Array();
  11461. // Skeletons
  11462. this.skeletonsEnabled = true;
  11463. this.skeletons = new Array();
  11464. // Lens flares
  11465. this.lensFlaresEnabled = true;
  11466. this.lensFlareSystems = new Array();
  11467. // Collisions
  11468. this.collisionsEnabled = true;
  11469. this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  11470. // Postprocesses
  11471. this.postProcessesEnabled = true;
  11472. // Customs render targets
  11473. this.renderTargetsEnabled = true;
  11474. this.dumpNextRenderTargets = false;
  11475. this.customRenderTargets = new Array();
  11476. // Imported meshes
  11477. this.importedMeshesFiles = new Array();
  11478. // Probes
  11479. this.probesEnabled = true;
  11480. this.reflectionProbes = new Array();
  11481. this._actionManagers = new Array();
  11482. this._meshesForIntersections = new BABYLON.SmartArray(256);
  11483. // Procedural textures
  11484. this.proceduralTexturesEnabled = true;
  11485. this._proceduralTextures = new Array();
  11486. this.soundTracks = new Array();
  11487. this._audioEnabled = true;
  11488. this._headphone = false;
  11489. this._totalVertices = 0;
  11490. this._activeIndices = 0;
  11491. this._activeParticles = 0;
  11492. this._lastFrameDuration = 0;
  11493. this._evaluateActiveMeshesDuration = 0;
  11494. this._renderTargetsDuration = 0;
  11495. this._particlesDuration = 0;
  11496. this._renderDuration = 0;
  11497. this._spritesDuration = 0;
  11498. this._animationRatio = 0;
  11499. this._renderId = 0;
  11500. this._executeWhenReadyTimeoutId = -1;
  11501. this._toBeDisposed = new BABYLON.SmartArray(256);
  11502. this._onReadyCallbacks = new Array();
  11503. this._pendingData = []; //ANY
  11504. this._onBeforeRenderCallbacks = new Array();
  11505. this._onAfterRenderCallbacks = new Array();
  11506. this._activeMeshes = new BABYLON.SmartArray(256);
  11507. this._processedMaterials = new BABYLON.SmartArray(256);
  11508. this._renderTargets = new BABYLON.SmartArray(256);
  11509. this._activeParticleSystems = new BABYLON.SmartArray(256);
  11510. this._activeSkeletons = new BABYLON.SmartArray(32);
  11511. this._softwareSkinnedMeshes = new BABYLON.SmartArray(32);
  11512. this._activeBones = 0;
  11513. this._activeAnimatables = new Array();
  11514. this._transformMatrix = BABYLON.Matrix.Zero();
  11515. this._edgesRenderers = new BABYLON.SmartArray(16);
  11516. this._uniqueIdCounter = 0;
  11517. this._engine = engine;
  11518. engine.scenes.push(this);
  11519. this._renderingManager = new BABYLON.RenderingManager(this);
  11520. this.postProcessManager = new BABYLON.PostProcessManager(this);
  11521. this.postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  11522. this._boundingBoxRenderer = new BABYLON.BoundingBoxRenderer(this);
  11523. if (BABYLON.OutlineRenderer) {
  11524. this._outlineRenderer = new BABYLON.OutlineRenderer(this);
  11525. }
  11526. this.attachControl();
  11527. this._debugLayer = new BABYLON.DebugLayer(this);
  11528. if (BABYLON.SoundTrack) {
  11529. this.mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  11530. }
  11531. //simplification queue
  11532. if (BABYLON.SimplificationQueue) {
  11533. this.simplificationQueue = new BABYLON.SimplificationQueue();
  11534. }
  11535. //collision coordinator initialization. For now legacy per default.
  11536. this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  11537. }
  11538. Object.defineProperty(Scene, "FOGMODE_NONE", {
  11539. get: function () {
  11540. return Scene._FOGMODE_NONE;
  11541. },
  11542. enumerable: true,
  11543. configurable: true
  11544. });
  11545. Object.defineProperty(Scene, "FOGMODE_EXP", {
  11546. get: function () {
  11547. return Scene._FOGMODE_EXP;
  11548. },
  11549. enumerable: true,
  11550. configurable: true
  11551. });
  11552. Object.defineProperty(Scene, "FOGMODE_EXP2", {
  11553. get: function () {
  11554. return Scene._FOGMODE_EXP2;
  11555. },
  11556. enumerable: true,
  11557. configurable: true
  11558. });
  11559. Object.defineProperty(Scene, "FOGMODE_LINEAR", {
  11560. get: function () {
  11561. return Scene._FOGMODE_LINEAR;
  11562. },
  11563. enumerable: true,
  11564. configurable: true
  11565. });
  11566. Object.defineProperty(Scene.prototype, "debugLayer", {
  11567. // Properties
  11568. get: function () {
  11569. return this._debugLayer;
  11570. },
  11571. enumerable: true,
  11572. configurable: true
  11573. });
  11574. Object.defineProperty(Scene.prototype, "workerCollisions", {
  11575. get: function () {
  11576. return this._workerCollisions;
  11577. },
  11578. set: function (enabled) {
  11579. enabled = (enabled && !!Worker);
  11580. this._workerCollisions = enabled;
  11581. if (this.collisionCoordinator) {
  11582. this.collisionCoordinator.destroy();
  11583. }
  11584. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  11585. this.collisionCoordinator.init(this);
  11586. },
  11587. enumerable: true,
  11588. configurable: true
  11589. });
  11590. Object.defineProperty(Scene.prototype, "SelectionOctree", {
  11591. get: function () {
  11592. return this._selectionOctree;
  11593. },
  11594. enumerable: true,
  11595. configurable: true
  11596. });
  11597. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  11598. /**
  11599. * The mesh that is currently under the pointer.
  11600. * @return {BABYLON.AbstractMesh} mesh under the pointer/mouse cursor or null if none.
  11601. */
  11602. get: function () {
  11603. return this._meshUnderPointer;
  11604. },
  11605. enumerable: true,
  11606. configurable: true
  11607. });
  11608. Object.defineProperty(Scene.prototype, "pointerX", {
  11609. /**
  11610. * Current on-screen X position of the pointer
  11611. * @return {number} X position of the pointer
  11612. */
  11613. get: function () {
  11614. return this._pointerX;
  11615. },
  11616. enumerable: true,
  11617. configurable: true
  11618. });
  11619. Object.defineProperty(Scene.prototype, "pointerY", {
  11620. /**
  11621. * Current on-screen Y position of the pointer
  11622. * @return {number} Y position of the pointer
  11623. */
  11624. get: function () {
  11625. return this._pointerY;
  11626. },
  11627. enumerable: true,
  11628. configurable: true
  11629. });
  11630. Scene.prototype.getCachedMaterial = function () {
  11631. return this._cachedMaterial;
  11632. };
  11633. Scene.prototype.getBoundingBoxRenderer = function () {
  11634. return this._boundingBoxRenderer;
  11635. };
  11636. Scene.prototype.getOutlineRenderer = function () {
  11637. return this._outlineRenderer;
  11638. };
  11639. Scene.prototype.getEngine = function () {
  11640. return this._engine;
  11641. };
  11642. Scene.prototype.getTotalVertices = function () {
  11643. return this._totalVertices;
  11644. };
  11645. Scene.prototype.getActiveIndices = function () {
  11646. return this._activeIndices;
  11647. };
  11648. Scene.prototype.getActiveParticles = function () {
  11649. return this._activeParticles;
  11650. };
  11651. Scene.prototype.getActiveBones = function () {
  11652. return this._activeBones;
  11653. };
  11654. // Stats
  11655. Scene.prototype.getLastFrameDuration = function () {
  11656. return this._lastFrameDuration;
  11657. };
  11658. Scene.prototype.getEvaluateActiveMeshesDuration = function () {
  11659. return this._evaluateActiveMeshesDuration;
  11660. };
  11661. Scene.prototype.getActiveMeshes = function () {
  11662. return this._activeMeshes;
  11663. };
  11664. Scene.prototype.getRenderTargetsDuration = function () {
  11665. return this._renderTargetsDuration;
  11666. };
  11667. Scene.prototype.getRenderDuration = function () {
  11668. return this._renderDuration;
  11669. };
  11670. Scene.prototype.getParticlesDuration = function () {
  11671. return this._particlesDuration;
  11672. };
  11673. Scene.prototype.getSpritesDuration = function () {
  11674. return this._spritesDuration;
  11675. };
  11676. Scene.prototype.getAnimationRatio = function () {
  11677. return this._animationRatio;
  11678. };
  11679. Scene.prototype.getRenderId = function () {
  11680. return this._renderId;
  11681. };
  11682. Scene.prototype.incrementRenderId = function () {
  11683. this._renderId++;
  11684. };
  11685. Scene.prototype._updatePointerPosition = function (evt) {
  11686. var canvasRect = this._engine.getRenderingCanvasClientRect();
  11687. this._pointerX = evt.clientX - canvasRect.left;
  11688. this._pointerY = evt.clientY - canvasRect.top;
  11689. if (this.cameraToUseForPointers) {
  11690. this._pointerX = this._pointerX - this.cameraToUseForPointers.viewport.x * this._engine.getRenderWidth();
  11691. this._pointerY = this._pointerY - this.cameraToUseForPointers.viewport.y * this._engine.getRenderHeight();
  11692. }
  11693. };
  11694. // Pointers handling
  11695. Scene.prototype.attachControl = function () {
  11696. var _this = this;
  11697. var spritePredicate = function (sprite) {
  11698. return sprite.isPickable && sprite.actionManager && sprite.actionManager.hasPickTriggers;
  11699. };
  11700. this._onPointerMove = function (evt) {
  11701. var canvas = _this._engine.getRenderingCanvas();
  11702. _this._updatePointerPosition(evt);
  11703. // Meshes
  11704. var pickResult = _this.pick(_this._pointerX, _this._pointerY, function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && (_this.constantlyUpdateMeshUnderPointer || mesh.actionManager !== null && mesh.actionManager !== undefined); }, false, _this.cameraToUseForPointers);
  11705. if (pickResult.hit && pickResult.pickedMesh) {
  11706. _this._meshUnderPointer = pickResult.pickedMesh;
  11707. _this.setPointerOverMesh(pickResult.pickedMesh);
  11708. if (_this._meshUnderPointer.actionManager && _this._meshUnderPointer.actionManager.hasPointerTriggers) {
  11709. canvas.style.cursor = "pointer";
  11710. }
  11711. else {
  11712. canvas.style.cursor = "";
  11713. }
  11714. }
  11715. else {
  11716. // Sprites
  11717. pickResult = _this.pickSprite(_this._pointerX, _this._pointerY, spritePredicate, false, _this.cameraToUseForPointers);
  11718. if (pickResult.hit && pickResult.pickedSprite) {
  11719. canvas.style.cursor = "pointer";
  11720. return;
  11721. }
  11722. // Restore pointer
  11723. _this.setPointerOverMesh(null);
  11724. canvas.style.cursor = "";
  11725. _this._meshUnderPointer = null;
  11726. }
  11727. };
  11728. this._onPointerDown = function (evt) {
  11729. _this._updatePointerPosition(evt);
  11730. var predicate = null;
  11731. // Meshes
  11732. if (!_this.onPointerDown) {
  11733. predicate = function (mesh) {
  11734. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPickTriggers;
  11735. };
  11736. }
  11737. var pickResult = _this.pick(_this._pointerX, _this._pointerY, predicate, false, _this.cameraToUseForPointers);
  11738. if (pickResult.hit && pickResult.pickedMesh) {
  11739. if (pickResult.pickedMesh.actionManager) {
  11740. switch (evt.button) {
  11741. case 0:
  11742. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  11743. break;
  11744. case 1:
  11745. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  11746. break;
  11747. case 2:
  11748. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  11749. break;
  11750. }
  11751. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  11752. }
  11753. }
  11754. if (_this.onPointerDown) {
  11755. _this.onPointerDown(evt, pickResult);
  11756. }
  11757. // Sprites
  11758. if (_this.spriteManagers.length > 0) {
  11759. pickResult = _this.pickSprite(_this._pointerX, _this._pointerY, spritePredicate, false, _this.cameraToUseForPointers);
  11760. if (pickResult.hit && pickResult.pickedSprite) {
  11761. if (pickResult.pickedSprite.actionManager) {
  11762. switch (evt.button) {
  11763. case 0:
  11764. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, _this, evt));
  11765. break;
  11766. case 1:
  11767. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, _this, evt));
  11768. break;
  11769. case 2:
  11770. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, _this, evt));
  11771. break;
  11772. }
  11773. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, _this, evt));
  11774. }
  11775. }
  11776. }
  11777. };
  11778. this._onPointerUp = function (evt) {
  11779. var predicate = null;
  11780. _this._updatePointerPosition(evt);
  11781. if (!_this.onPointerUp) {
  11782. predicate = function (mesh) {
  11783. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickUpTrigger);
  11784. };
  11785. }
  11786. // Meshes
  11787. var pickResult = _this.pick(_this._pointerX, _this._pointerY, predicate, false, _this.cameraToUseForPointers);
  11788. if (pickResult.hit && pickResult.pickedMesh) {
  11789. if (pickResult.pickedMesh.actionManager) {
  11790. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  11791. }
  11792. }
  11793. if (_this.onPointerUp) {
  11794. _this.onPointerUp(evt, pickResult);
  11795. }
  11796. // Sprites
  11797. if (_this.spriteManagers.length > 0) {
  11798. pickResult = _this.pickSprite(_this._pointerX, _this._pointerY, spritePredicate, false, _this.cameraToUseForPointers);
  11799. if (pickResult.hit && pickResult.pickedSprite) {
  11800. if (pickResult.pickedSprite.actionManager) {
  11801. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, _this, evt));
  11802. }
  11803. }
  11804. }
  11805. };
  11806. this._onKeyDown = function (evt) {
  11807. if (_this.actionManager) {
  11808. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  11809. }
  11810. };
  11811. this._onKeyUp = function (evt) {
  11812. if (_this.actionManager) {
  11813. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  11814. }
  11815. };
  11816. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  11817. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "move", this._onPointerMove, false);
  11818. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "down", this._onPointerDown, false);
  11819. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "up", this._onPointerUp, false);
  11820. // Wheel
  11821. this._engine.getRenderingCanvas().addEventListener('mousewheel', this._onPointerMove, false);
  11822. this._engine.getRenderingCanvas().addEventListener('DOMMouseScroll', this._onPointerMove, false);
  11823. BABYLON.Tools.RegisterTopRootEvents([
  11824. { name: "keydown", handler: this._onKeyDown },
  11825. { name: "keyup", handler: this._onKeyUp }
  11826. ]);
  11827. };
  11828. Scene.prototype.detachControl = function () {
  11829. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  11830. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "move", this._onPointerMove);
  11831. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "down", this._onPointerDown);
  11832. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "up", this._onPointerUp);
  11833. // Wheel
  11834. this._engine.getRenderingCanvas().removeEventListener('mousewheel', this._onPointerMove);
  11835. this._engine.getRenderingCanvas().removeEventListener('DOMMouseScroll', this._onPointerMove);
  11836. BABYLON.Tools.UnregisterTopRootEvents([
  11837. { name: "keydown", handler: this._onKeyDown },
  11838. { name: "keyup", handler: this._onKeyUp }
  11839. ]);
  11840. };
  11841. // Ready
  11842. Scene.prototype.isReady = function () {
  11843. if (this._pendingData.length > 0) {
  11844. return false;
  11845. }
  11846. var index;
  11847. for (index = 0; index < this._geometries.length; index++) {
  11848. var geometry = this._geometries[index];
  11849. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  11850. return false;
  11851. }
  11852. }
  11853. for (index = 0; index < this.meshes.length; index++) {
  11854. var mesh = this.meshes[index];
  11855. if (!mesh.isReady()) {
  11856. return false;
  11857. }
  11858. var mat = mesh.material;
  11859. if (mat) {
  11860. if (!mat.isReady(mesh)) {
  11861. return false;
  11862. }
  11863. }
  11864. }
  11865. return true;
  11866. };
  11867. Scene.prototype.resetCachedMaterial = function () {
  11868. this._cachedMaterial = null;
  11869. };
  11870. Scene.prototype.registerBeforeRender = function (func) {
  11871. this._onBeforeRenderCallbacks.push(func);
  11872. };
  11873. Scene.prototype.unregisterBeforeRender = function (func) {
  11874. var index = this._onBeforeRenderCallbacks.indexOf(func);
  11875. if (index > -1) {
  11876. this._onBeforeRenderCallbacks.splice(index, 1);
  11877. }
  11878. };
  11879. Scene.prototype.registerAfterRender = function (func) {
  11880. this._onAfterRenderCallbacks.push(func);
  11881. };
  11882. Scene.prototype.unregisterAfterRender = function (func) {
  11883. var index = this._onAfterRenderCallbacks.indexOf(func);
  11884. if (index > -1) {
  11885. this._onAfterRenderCallbacks.splice(index, 1);
  11886. }
  11887. };
  11888. Scene.prototype._addPendingData = function (data) {
  11889. this._pendingData.push(data);
  11890. };
  11891. Scene.prototype._removePendingData = function (data) {
  11892. var index = this._pendingData.indexOf(data);
  11893. if (index !== -1) {
  11894. this._pendingData.splice(index, 1);
  11895. }
  11896. };
  11897. Scene.prototype.getWaitingItemsCount = function () {
  11898. return this._pendingData.length;
  11899. };
  11900. /**
  11901. * Registers a function to be executed when the scene is ready.
  11902. * @param {Function} func - the function to be executed.
  11903. */
  11904. Scene.prototype.executeWhenReady = function (func) {
  11905. var _this = this;
  11906. this._onReadyCallbacks.push(func);
  11907. if (this._executeWhenReadyTimeoutId !== -1) {
  11908. return;
  11909. }
  11910. this._executeWhenReadyTimeoutId = setTimeout(function () {
  11911. _this._checkIsReady();
  11912. }, 150);
  11913. };
  11914. Scene.prototype._checkIsReady = function () {
  11915. var _this = this;
  11916. if (this.isReady()) {
  11917. this._onReadyCallbacks.forEach(function (func) {
  11918. func();
  11919. });
  11920. this._onReadyCallbacks = [];
  11921. this._executeWhenReadyTimeoutId = -1;
  11922. return;
  11923. }
  11924. this._executeWhenReadyTimeoutId = setTimeout(function () {
  11925. _this._checkIsReady();
  11926. }, 150);
  11927. };
  11928. // Animations
  11929. /**
  11930. * Will start the animation sequence of a given target
  11931. * @param target - the target
  11932. * @param {number} from - from which frame should animation start
  11933. * @param {number} to - till which frame should animation run.
  11934. * @param {boolean} [loop] - should the animation loop
  11935. * @param {number} [speedRatio] - the speed in which to run the animation
  11936. * @param {Function} [onAnimationEnd] function to be executed when the animation ended.
  11937. * @param {BABYLON.Animatable} [animatable] an animatable object. If not provided a new one will be created from the given params.
  11938. * @return {BABYLON.Animatable} the animatable object created for this animation
  11939. * @see BABYLON.Animatable
  11940. * @see http://doc.babylonjs.com/page.php?p=22081
  11941. */
  11942. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable) {
  11943. if (speedRatio === void 0) { speedRatio = 1.0; }
  11944. this.stopAnimation(target);
  11945. if (!animatable) {
  11946. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  11947. }
  11948. // Local animations
  11949. if (target.animations) {
  11950. animatable.appendAnimations(target, target.animations);
  11951. }
  11952. // Children animations
  11953. if (target.getAnimatables) {
  11954. var animatables = target.getAnimatables();
  11955. for (var index = 0; index < animatables.length; index++) {
  11956. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable);
  11957. }
  11958. }
  11959. return animatable;
  11960. };
  11961. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  11962. if (speedRatio === undefined) {
  11963. speedRatio = 1.0;
  11964. }
  11965. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  11966. return animatable;
  11967. };
  11968. Scene.prototype.getAnimatableByTarget = function (target) {
  11969. for (var index = 0; index < this._activeAnimatables.length; index++) {
  11970. if (this._activeAnimatables[index].target === target) {
  11971. return this._activeAnimatables[index];
  11972. }
  11973. }
  11974. return null;
  11975. };
  11976. /**
  11977. * Will stop the animation of the given target
  11978. * @param target - the target
  11979. * @see beginAnimation
  11980. */
  11981. Scene.prototype.stopAnimation = function (target) {
  11982. var animatable = this.getAnimatableByTarget(target);
  11983. if (animatable) {
  11984. animatable.stop();
  11985. }
  11986. };
  11987. Scene.prototype._animate = function () {
  11988. if (!this.animationsEnabled) {
  11989. return;
  11990. }
  11991. if (!this._animationStartDate) {
  11992. this._animationStartDate = BABYLON.Tools.Now;
  11993. }
  11994. // Getting time
  11995. var now = BABYLON.Tools.Now;
  11996. var delay = now - this._animationStartDate;
  11997. for (var index = 0; index < this._activeAnimatables.length; index++) {
  11998. this._activeAnimatables[index]._animate(delay);
  11999. }
  12000. };
  12001. // Matrix
  12002. Scene.prototype.getViewMatrix = function () {
  12003. return this._viewMatrix;
  12004. };
  12005. Scene.prototype.getProjectionMatrix = function () {
  12006. return this._projectionMatrix;
  12007. };
  12008. Scene.prototype.getTransformMatrix = function () {
  12009. return this._transformMatrix;
  12010. };
  12011. Scene.prototype.setTransformMatrix = function (view, projection) {
  12012. this._viewMatrix = view;
  12013. this._projectionMatrix = projection;
  12014. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  12015. };
  12016. // Methods
  12017. Scene.prototype.addMesh = function (newMesh) {
  12018. newMesh.uniqueId = this._uniqueIdCounter++;
  12019. var position = this.meshes.push(newMesh);
  12020. //notify the collision coordinator
  12021. this.collisionCoordinator.onMeshAdded(newMesh);
  12022. if (this.onNewMeshAdded) {
  12023. this.onNewMeshAdded(newMesh, position, this);
  12024. }
  12025. };
  12026. Scene.prototype.removeMesh = function (toRemove) {
  12027. var index = this.meshes.indexOf(toRemove);
  12028. if (index !== -1) {
  12029. // Remove from the scene if mesh found
  12030. this.meshes.splice(index, 1);
  12031. }
  12032. //notify the collision coordinator
  12033. this.collisionCoordinator.onMeshRemoved(toRemove);
  12034. if (this.onMeshRemoved) {
  12035. this.onMeshRemoved(toRemove);
  12036. }
  12037. return index;
  12038. };
  12039. Scene.prototype.removeSkeleton = function (toRemove) {
  12040. var index = this.skeletons.indexOf(toRemove);
  12041. if (index !== -1) {
  12042. // Remove from the scene if mesh found
  12043. this.skeletons.splice(index, 1);
  12044. }
  12045. return index;
  12046. };
  12047. Scene.prototype.removeLight = function (toRemove) {
  12048. var index = this.lights.indexOf(toRemove);
  12049. if (index !== -1) {
  12050. // Remove from the scene if mesh found
  12051. this.lights.splice(index, 1);
  12052. }
  12053. if (this.onLightRemoved) {
  12054. this.onLightRemoved(toRemove);
  12055. }
  12056. return index;
  12057. };
  12058. Scene.prototype.removeCamera = function (toRemove) {
  12059. var index = this.cameras.indexOf(toRemove);
  12060. if (index !== -1) {
  12061. // Remove from the scene if mesh found
  12062. this.cameras.splice(index, 1);
  12063. }
  12064. // Remove from activeCameras
  12065. var index2 = this.activeCameras.indexOf(toRemove);
  12066. if (index2 !== -1) {
  12067. // Remove from the scene if mesh found
  12068. this.activeCameras.splice(index2, 1);
  12069. }
  12070. // Reset the activeCamera
  12071. if (this.activeCamera === toRemove) {
  12072. if (this.cameras.length > 0) {
  12073. this.activeCamera = this.cameras[0];
  12074. }
  12075. else {
  12076. this.activeCamera = null;
  12077. }
  12078. }
  12079. if (this.onCameraRemoved) {
  12080. this.onCameraRemoved(toRemove);
  12081. }
  12082. return index;
  12083. };
  12084. Scene.prototype.addLight = function (newLight) {
  12085. newLight.uniqueId = this._uniqueIdCounter++;
  12086. var position = this.lights.push(newLight);
  12087. if (this.onNewLightAdded) {
  12088. this.onNewLightAdded(newLight, position, this);
  12089. }
  12090. };
  12091. Scene.prototype.addCamera = function (newCamera) {
  12092. newCamera.uniqueId = this._uniqueIdCounter++;
  12093. var position = this.cameras.push(newCamera);
  12094. if (this.onNewCameraAdded) {
  12095. this.onNewCameraAdded(newCamera, position, this);
  12096. }
  12097. };
  12098. /**
  12099. * sets the active camera of the scene using its ID
  12100. * @param {string} id - the camera's ID
  12101. * @return {BABYLON.Camera|null} the new active camera or null if none found.
  12102. * @see activeCamera
  12103. */
  12104. Scene.prototype.setActiveCameraByID = function (id) {
  12105. var camera = this.getCameraByID(id);
  12106. if (camera) {
  12107. this.activeCamera = camera;
  12108. return camera;
  12109. }
  12110. return null;
  12111. };
  12112. /**
  12113. * sets the active camera of the scene using its name
  12114. * @param {string} name - the camera's name
  12115. * @return {BABYLON.Camera|null} the new active camera or null if none found.
  12116. * @see activeCamera
  12117. */
  12118. Scene.prototype.setActiveCameraByName = function (name) {
  12119. var camera = this.getCameraByName(name);
  12120. if (camera) {
  12121. this.activeCamera = camera;
  12122. return camera;
  12123. }
  12124. return null;
  12125. };
  12126. /**
  12127. * get a material using its id
  12128. * @param {string} the material's ID
  12129. * @return {BABYLON.Material|null} the material or null if none found.
  12130. */
  12131. Scene.prototype.getMaterialByID = function (id) {
  12132. for (var index = 0; index < this.materials.length; index++) {
  12133. if (this.materials[index].id === id) {
  12134. return this.materials[index];
  12135. }
  12136. }
  12137. return null;
  12138. };
  12139. /**
  12140. * get a material using its name
  12141. * @param {string} the material's name
  12142. * @return {BABYLON.Material|null} the material or null if none found.
  12143. */
  12144. Scene.prototype.getMaterialByName = function (name) {
  12145. for (var index = 0; index < this.materials.length; index++) {
  12146. if (this.materials[index].name === name) {
  12147. return this.materials[index];
  12148. }
  12149. }
  12150. return null;
  12151. };
  12152. Scene.prototype.getLensFlareSystemByName = function (name) {
  12153. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  12154. if (this.lensFlareSystems[index].name === name) {
  12155. return this.lensFlareSystems[index];
  12156. }
  12157. }
  12158. return null;
  12159. };
  12160. Scene.prototype.getCameraByID = function (id) {
  12161. for (var index = 0; index < this.cameras.length; index++) {
  12162. if (this.cameras[index].id === id) {
  12163. return this.cameras[index];
  12164. }
  12165. }
  12166. return null;
  12167. };
  12168. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  12169. for (var index = 0; index < this.cameras.length; index++) {
  12170. if (this.cameras[index].uniqueId === uniqueId) {
  12171. return this.cameras[index];
  12172. }
  12173. }
  12174. return null;
  12175. };
  12176. /**
  12177. * get a camera using its name
  12178. * @param {string} the camera's name
  12179. * @return {BABYLON.Camera|null} the camera or null if none found.
  12180. */
  12181. Scene.prototype.getCameraByName = function (name) {
  12182. for (var index = 0; index < this.cameras.length; index++) {
  12183. if (this.cameras[index].name === name) {
  12184. return this.cameras[index];
  12185. }
  12186. }
  12187. return null;
  12188. };
  12189. /**
  12190. * get a light node using its name
  12191. * @param {string} the light's name
  12192. * @return {BABYLON.Light|null} the light or null if none found.
  12193. */
  12194. Scene.prototype.getLightByName = function (name) {
  12195. for (var index = 0; index < this.lights.length; index++) {
  12196. if (this.lights[index].name === name) {
  12197. return this.lights[index];
  12198. }
  12199. }
  12200. return null;
  12201. };
  12202. /**
  12203. * get a light node using its ID
  12204. * @param {string} the light's id
  12205. * @return {BABYLON.Light|null} the light or null if none found.
  12206. */
  12207. Scene.prototype.getLightByID = function (id) {
  12208. for (var index = 0; index < this.lights.length; index++) {
  12209. if (this.lights[index].id === id) {
  12210. return this.lights[index];
  12211. }
  12212. }
  12213. return null;
  12214. };
  12215. /**
  12216. * get a light node using its scene-generated unique ID
  12217. * @param {number} the light's unique id
  12218. * @return {BABYLON.Light|null} the light or null if none found.
  12219. */
  12220. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  12221. for (var index = 0; index < this.lights.length; index++) {
  12222. if (this.lights[index].uniqueId === uniqueId) {
  12223. return this.lights[index];
  12224. }
  12225. }
  12226. return null;
  12227. };
  12228. /**
  12229. * get a geometry using its ID
  12230. * @param {string} the geometry's id
  12231. * @return {BABYLON.Geometry|null} the geometry or null if none found.
  12232. */
  12233. Scene.prototype.getGeometryByID = function (id) {
  12234. for (var index = 0; index < this._geometries.length; index++) {
  12235. if (this._geometries[index].id === id) {
  12236. return this._geometries[index];
  12237. }
  12238. }
  12239. return null;
  12240. };
  12241. /**
  12242. * add a new geometry to this scene.
  12243. * @param {BABYLON.Geometry} geometry - the geometry to be added to the scene.
  12244. * @param {boolean} [force] - force addition, even if a geometry with this ID already exists
  12245. * @return {boolean} was the geometry added or not
  12246. */
  12247. Scene.prototype.pushGeometry = function (geometry, force) {
  12248. if (!force && this.getGeometryByID(geometry.id)) {
  12249. return false;
  12250. }
  12251. this._geometries.push(geometry);
  12252. //notify the collision coordinator
  12253. this.collisionCoordinator.onGeometryAdded(geometry);
  12254. if (this.onGeometryAdded) {
  12255. this.onGeometryAdded(geometry);
  12256. }
  12257. return true;
  12258. };
  12259. /**
  12260. * Removes an existing geometry
  12261. * @param {BABYLON.Geometry} geometry - the geometry to be removed from the scene.
  12262. * @return {boolean} was the geometry removed or not
  12263. */
  12264. Scene.prototype.removeGeometry = function (geometry) {
  12265. var index = this._geometries.indexOf(geometry);
  12266. if (index > -1) {
  12267. this._geometries.splice(index, 1);
  12268. //notify the collision coordinator
  12269. this.collisionCoordinator.onGeometryDeleted(geometry);
  12270. if (this.onGeometryRemoved) {
  12271. this.onGeometryRemoved(geometry);
  12272. }
  12273. return true;
  12274. }
  12275. return false;
  12276. };
  12277. Scene.prototype.getGeometries = function () {
  12278. return this._geometries;
  12279. };
  12280. /**
  12281. * Get the first added mesh found of a given ID
  12282. * @param {string} id - the id to search for
  12283. * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
  12284. */
  12285. Scene.prototype.getMeshByID = function (id) {
  12286. for (var index = 0; index < this.meshes.length; index++) {
  12287. if (this.meshes[index].id === id) {
  12288. return this.meshes[index];
  12289. }
  12290. }
  12291. return null;
  12292. };
  12293. /**
  12294. * Get a mesh with its auto-generated unique id
  12295. * @param {number} uniqueId - the unique id to search for
  12296. * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
  12297. */
  12298. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  12299. for (var index = 0; index < this.meshes.length; index++) {
  12300. if (this.meshes[index].uniqueId === uniqueId) {
  12301. return this.meshes[index];
  12302. }
  12303. }
  12304. return null;
  12305. };
  12306. /**
  12307. * Get a the last added mesh found of a given ID
  12308. * @param {string} id - the id to search for
  12309. * @return {BABYLON.AbstractMesh|null} the mesh found or null if not found at all.
  12310. */
  12311. Scene.prototype.getLastMeshByID = function (id) {
  12312. for (var index = this.meshes.length - 1; index >= 0; index--) {
  12313. if (this.meshes[index].id === id) {
  12314. return this.meshes[index];
  12315. }
  12316. }
  12317. return null;
  12318. };
  12319. /**
  12320. * Get a the last added node (Mesh, Camera, Light) found of a given ID
  12321. * @param {string} id - the id to search for
  12322. * @return {BABYLON.Node|null} the node found or null if not found at all.
  12323. */
  12324. Scene.prototype.getLastEntryByID = function (id) {
  12325. var index;
  12326. for (index = this.meshes.length - 1; index >= 0; index--) {
  12327. if (this.meshes[index].id === id) {
  12328. return this.meshes[index];
  12329. }
  12330. }
  12331. for (index = this.cameras.length - 1; index >= 0; index--) {
  12332. if (this.cameras[index].id === id) {
  12333. return this.cameras[index];
  12334. }
  12335. }
  12336. for (index = this.lights.length - 1; index >= 0; index--) {
  12337. if (this.lights[index].id === id) {
  12338. return this.lights[index];
  12339. }
  12340. }
  12341. return null;
  12342. };
  12343. Scene.prototype.getNodeByID = function (id) {
  12344. var mesh = this.getMeshByID(id);
  12345. if (mesh) {
  12346. return mesh;
  12347. }
  12348. var light = this.getLightByID(id);
  12349. if (light) {
  12350. return light;
  12351. }
  12352. return this.getCameraByID(id);
  12353. };
  12354. Scene.prototype.getNodeByName = function (name) {
  12355. var mesh = this.getMeshByName(name);
  12356. if (mesh) {
  12357. return mesh;
  12358. }
  12359. var light = this.getLightByName(name);
  12360. if (light) {
  12361. return light;
  12362. }
  12363. return this.getCameraByName(name);
  12364. };
  12365. Scene.prototype.getMeshByName = function (name) {
  12366. for (var index = 0; index < this.meshes.length; index++) {
  12367. if (this.meshes[index].name === name) {
  12368. return this.meshes[index];
  12369. }
  12370. }
  12371. return null;
  12372. };
  12373. Scene.prototype.getSoundByName = function (name) {
  12374. var index;
  12375. if (BABYLON.AudioEngine) {
  12376. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  12377. if (this.mainSoundTrack.soundCollection[index].name === name) {
  12378. return this.mainSoundTrack.soundCollection[index];
  12379. }
  12380. }
  12381. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  12382. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  12383. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  12384. return this.soundTracks[sdIndex].soundCollection[index];
  12385. }
  12386. }
  12387. }
  12388. }
  12389. return null;
  12390. };
  12391. Scene.prototype.getLastSkeletonByID = function (id) {
  12392. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  12393. if (this.skeletons[index].id === id) {
  12394. return this.skeletons[index];
  12395. }
  12396. }
  12397. return null;
  12398. };
  12399. Scene.prototype.getSkeletonById = function (id) {
  12400. for (var index = 0; index < this.skeletons.length; index++) {
  12401. if (this.skeletons[index].id === id) {
  12402. return this.skeletons[index];
  12403. }
  12404. }
  12405. return null;
  12406. };
  12407. Scene.prototype.getSkeletonByName = function (name) {
  12408. for (var index = 0; index < this.skeletons.length; index++) {
  12409. if (this.skeletons[index].name === name) {
  12410. return this.skeletons[index];
  12411. }
  12412. }
  12413. return null;
  12414. };
  12415. Scene.prototype.isActiveMesh = function (mesh) {
  12416. return (this._activeMeshes.indexOf(mesh) !== -1);
  12417. };
  12418. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  12419. if (mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  12420. var material = subMesh.getMaterial();
  12421. if (mesh.showSubMeshesBoundingBox) {
  12422. this._boundingBoxRenderer.renderList.push(subMesh.getBoundingInfo().boundingBox);
  12423. }
  12424. if (material) {
  12425. // Render targets
  12426. if (material.getRenderTargetTextures) {
  12427. if (this._processedMaterials.indexOf(material) === -1) {
  12428. this._processedMaterials.push(material);
  12429. this._renderTargets.concat(material.getRenderTargetTextures());
  12430. }
  12431. }
  12432. // Dispatch
  12433. this._activeIndices += subMesh.indexCount;
  12434. this._renderingManager.dispatch(subMesh);
  12435. }
  12436. }
  12437. };
  12438. Scene.prototype._evaluateActiveMeshes = function () {
  12439. this.activeCamera._activeMeshes.reset();
  12440. this._activeMeshes.reset();
  12441. this._renderingManager.reset();
  12442. this._processedMaterials.reset();
  12443. this._activeParticleSystems.reset();
  12444. this._activeSkeletons.reset();
  12445. this._softwareSkinnedMeshes.reset();
  12446. this._boundingBoxRenderer.reset();
  12447. this._edgesRenderers.reset();
  12448. if (!this._frustumPlanes) {
  12449. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  12450. }
  12451. else {
  12452. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  12453. }
  12454. // Meshes
  12455. var meshes;
  12456. var len;
  12457. if (this._selectionOctree) {
  12458. var selection = this._selectionOctree.select(this._frustumPlanes);
  12459. meshes = selection.data;
  12460. len = selection.length;
  12461. }
  12462. else {
  12463. len = this.meshes.length;
  12464. meshes = this.meshes;
  12465. }
  12466. for (var meshIndex = 0; meshIndex < len; meshIndex++) {
  12467. var mesh = meshes[meshIndex];
  12468. if (mesh.isBlocked) {
  12469. continue;
  12470. }
  12471. this._totalVertices += mesh.getTotalVertices();
  12472. if (!mesh.isReady() || !mesh.isEnabled()) {
  12473. continue;
  12474. }
  12475. mesh.computeWorldMatrix();
  12476. // Intersections
  12477. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger])) {
  12478. this._meshesForIntersections.pushNoDuplicate(mesh);
  12479. }
  12480. // Switch to current LOD
  12481. var meshLOD = mesh.getLOD(this.activeCamera);
  12482. if (!meshLOD) {
  12483. continue;
  12484. }
  12485. mesh._preActivate();
  12486. if (mesh.alwaysSelectAsActiveMesh || mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && mesh.isInFrustum(this._frustumPlanes)) {
  12487. this._activeMeshes.push(mesh);
  12488. this.activeCamera._activeMeshes.push(mesh);
  12489. mesh._activate(this._renderId);
  12490. this._activeMesh(meshLOD);
  12491. }
  12492. }
  12493. // Particle systems
  12494. var beforeParticlesDate = BABYLON.Tools.Now;
  12495. if (this.particlesEnabled) {
  12496. BABYLON.Tools.StartPerformanceCounter("Particles", this.particleSystems.length > 0);
  12497. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  12498. var particleSystem = this.particleSystems[particleIndex];
  12499. if (!particleSystem.isStarted()) {
  12500. continue;
  12501. }
  12502. if (!particleSystem.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) {
  12503. this._activeParticleSystems.push(particleSystem);
  12504. particleSystem.animate();
  12505. }
  12506. }
  12507. BABYLON.Tools.EndPerformanceCounter("Particles", this.particleSystems.length > 0);
  12508. }
  12509. this._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate;
  12510. };
  12511. Scene.prototype._activeMesh = function (mesh) {
  12512. if (mesh.skeleton && this.skeletonsEnabled) {
  12513. this._activeSkeletons.pushNoDuplicate(mesh.skeleton);
  12514. if (!mesh.computeBonesUsingShaders) {
  12515. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  12516. }
  12517. }
  12518. if (mesh.showBoundingBox || this.forceShowBoundingBoxes) {
  12519. this._boundingBoxRenderer.renderList.push(mesh.getBoundingInfo().boundingBox);
  12520. }
  12521. if (mesh._edgesRenderer) {
  12522. this._edgesRenderers.push(mesh._edgesRenderer);
  12523. }
  12524. if (mesh && mesh.subMeshes) {
  12525. // Submeshes Octrees
  12526. var len;
  12527. var subMeshes;
  12528. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  12529. var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
  12530. len = intersections.length;
  12531. subMeshes = intersections.data;
  12532. }
  12533. else {
  12534. subMeshes = mesh.subMeshes;
  12535. len = subMeshes.length;
  12536. }
  12537. for (var subIndex = 0; subIndex < len; subIndex++) {
  12538. var subMesh = subMeshes[subIndex];
  12539. this._evaluateSubMesh(subMesh, mesh);
  12540. }
  12541. }
  12542. };
  12543. Scene.prototype.updateTransformMatrix = function (force) {
  12544. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  12545. };
  12546. Scene.prototype._renderForCamera = function (camera) {
  12547. var engine = this._engine;
  12548. this.activeCamera = camera;
  12549. if (!this.activeCamera)
  12550. throw new Error("Active camera not set");
  12551. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + this.activeCamera.name);
  12552. // Viewport
  12553. engine.setViewport(this.activeCamera.viewport);
  12554. // Camera
  12555. this.resetCachedMaterial();
  12556. this._renderId++;
  12557. this.updateTransformMatrix();
  12558. if (this.beforeCameraRender) {
  12559. this.beforeCameraRender(this.activeCamera);
  12560. }
  12561. // Meshes
  12562. var beforeEvaluateActiveMeshesDate = BABYLON.Tools.Now;
  12563. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  12564. this._evaluateActiveMeshes();
  12565. this._evaluateActiveMeshesDuration += BABYLON.Tools.Now - beforeEvaluateActiveMeshesDate;
  12566. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  12567. // Skeletons
  12568. for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
  12569. var skeleton = this._activeSkeletons.data[skeletonIndex];
  12570. skeleton.prepare();
  12571. }
  12572. // Software skinning
  12573. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  12574. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  12575. mesh.applySkeleton(mesh.skeleton);
  12576. }
  12577. // Render targets
  12578. var beforeRenderTargetDate = BABYLON.Tools.Now;
  12579. if (this.renderTargetsEnabled) {
  12580. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  12581. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  12582. var renderTarget = this._renderTargets.data[renderIndex];
  12583. if (renderTarget._shouldRender()) {
  12584. this._renderId++;
  12585. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  12586. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  12587. }
  12588. }
  12589. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  12590. this._renderId++;
  12591. }
  12592. if (this._renderTargets.length > 0) {
  12593. engine.restoreDefaultFramebuffer();
  12594. }
  12595. this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate;
  12596. // Prepare Frame
  12597. this.postProcessManager._prepareFrame();
  12598. var beforeRenderDate = BABYLON.Tools.Now;
  12599. // Backgrounds
  12600. var layerIndex;
  12601. var layer;
  12602. if (this.layers.length) {
  12603. engine.setDepthBuffer(false);
  12604. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  12605. layer = this.layers[layerIndex];
  12606. if (layer.isBackground) {
  12607. layer.render();
  12608. }
  12609. }
  12610. engine.setDepthBuffer(true);
  12611. }
  12612. // Render
  12613. BABYLON.Tools.StartPerformanceCounter("Main render");
  12614. this._renderingManager.render(null, null, true, true);
  12615. BABYLON.Tools.EndPerformanceCounter("Main render");
  12616. // Bounding boxes
  12617. this._boundingBoxRenderer.render();
  12618. // Edges
  12619. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  12620. this._edgesRenderers.data[edgesRendererIndex].render();
  12621. }
  12622. // Lens flares
  12623. if (this.lensFlaresEnabled) {
  12624. BABYLON.Tools.StartPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  12625. for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) {
  12626. var lensFlareSystem = this.lensFlareSystems[lensFlareSystemIndex];
  12627. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  12628. lensFlareSystem.render();
  12629. }
  12630. }
  12631. BABYLON.Tools.EndPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  12632. }
  12633. // Foregrounds
  12634. if (this.layers.length) {
  12635. engine.setDepthBuffer(false);
  12636. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  12637. layer = this.layers[layerIndex];
  12638. if (!layer.isBackground) {
  12639. layer.render();
  12640. }
  12641. }
  12642. engine.setDepthBuffer(true);
  12643. }
  12644. this._renderDuration += BABYLON.Tools.Now - beforeRenderDate;
  12645. // Finalize frame
  12646. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  12647. // Update camera
  12648. this.activeCamera._updateFromScene();
  12649. // Reset some special arrays
  12650. this._renderTargets.reset();
  12651. if (this.afterCameraRender) {
  12652. this.afterCameraRender(this.activeCamera);
  12653. }
  12654. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + this.activeCamera.name);
  12655. };
  12656. Scene.prototype._processSubCameras = function (camera) {
  12657. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  12658. this._renderForCamera(camera);
  12659. return;
  12660. }
  12661. // rig cameras
  12662. for (var index = 0; index < camera._rigCameras.length; index++) {
  12663. this._renderForCamera(camera._rigCameras[index]);
  12664. }
  12665. this.activeCamera = camera;
  12666. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  12667. // Update camera
  12668. this.activeCamera._updateFromScene();
  12669. };
  12670. Scene.prototype._checkIntersections = function () {
  12671. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  12672. var sourceMesh = this._meshesForIntersections.data[index];
  12673. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  12674. var action = sourceMesh.actionManager.actions[actionIndex];
  12675. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  12676. var parameters = action.getTriggerParameter();
  12677. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  12678. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  12679. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  12680. if (areIntersecting && currentIntersectionInProgress === -1) {
  12681. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  12682. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, null, otherMesh));
  12683. sourceMesh._intersectionsInProgress.push(otherMesh);
  12684. }
  12685. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  12686. sourceMesh._intersectionsInProgress.push(otherMesh);
  12687. }
  12688. }
  12689. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  12690. //They intersected, and now they don't.
  12691. //is this trigger an exit trigger? execute an event.
  12692. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  12693. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, null, otherMesh));
  12694. }
  12695. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  12696. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  12697. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  12698. }
  12699. }
  12700. }
  12701. }
  12702. }
  12703. };
  12704. Scene.prototype.render = function () {
  12705. var startDate = BABYLON.Tools.Now;
  12706. this._particlesDuration = 0;
  12707. this._spritesDuration = 0;
  12708. this._activeParticles = 0;
  12709. this._renderDuration = 0;
  12710. this._renderTargetsDuration = 0;
  12711. this._evaluateActiveMeshesDuration = 0;
  12712. this._totalVertices = 0;
  12713. this._activeIndices = 0;
  12714. this._activeBones = 0;
  12715. this.getEngine().resetDrawCalls();
  12716. this._meshesForIntersections.reset();
  12717. this.resetCachedMaterial();
  12718. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  12719. // Actions
  12720. if (this.actionManager) {
  12721. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger, null);
  12722. }
  12723. //Simplification Queue
  12724. if (this.simplificationQueue && !this.simplificationQueue.running) {
  12725. this.simplificationQueue.executeNext();
  12726. }
  12727. // Animations
  12728. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  12729. this._animationRatio = deltaTime * (60.0 / 1000.0);
  12730. this._animate();
  12731. // Physics
  12732. if (this._physicsEngine) {
  12733. BABYLON.Tools.StartPerformanceCounter("Physics");
  12734. this._physicsEngine._runOneStep(deltaTime / 1000.0);
  12735. BABYLON.Tools.EndPerformanceCounter("Physics");
  12736. }
  12737. // Before render
  12738. if (this.beforeRender) {
  12739. this.beforeRender();
  12740. }
  12741. var callbackIndex;
  12742. for (callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  12743. this._onBeforeRenderCallbacks[callbackIndex]();
  12744. }
  12745. // Customs render targets
  12746. var beforeRenderTargetDate = BABYLON.Tools.Now;
  12747. var engine = this.getEngine();
  12748. var currentActiveCamera = this.activeCamera;
  12749. if (this.renderTargetsEnabled) {
  12750. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  12751. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  12752. var renderTarget = this.customRenderTargets[customIndex];
  12753. if (renderTarget._shouldRender()) {
  12754. this._renderId++;
  12755. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  12756. if (!this.activeCamera)
  12757. throw new Error("Active camera not set");
  12758. // Viewport
  12759. engine.setViewport(this.activeCamera.viewport);
  12760. // Camera
  12761. this.updateTransformMatrix();
  12762. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  12763. }
  12764. }
  12765. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  12766. this._renderId++;
  12767. }
  12768. if (this.customRenderTargets.length > 0) {
  12769. engine.restoreDefaultFramebuffer();
  12770. }
  12771. this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate;
  12772. this.activeCamera = currentActiveCamera;
  12773. // Procedural textures
  12774. if (this.proceduralTexturesEnabled) {
  12775. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
  12776. for (var proceduralIndex = 0; proceduralIndex < this._proceduralTextures.length; proceduralIndex++) {
  12777. var proceduralTexture = this._proceduralTextures[proceduralIndex];
  12778. if (proceduralTexture._shouldRender()) {
  12779. proceduralTexture.render();
  12780. }
  12781. }
  12782. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
  12783. }
  12784. // Clear
  12785. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, true);
  12786. // Shadows
  12787. if (this.shadowsEnabled) {
  12788. for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) {
  12789. var light = this.lights[lightIndex];
  12790. var shadowGenerator = light.getShadowGenerator();
  12791. if (light.isEnabled() && shadowGenerator && shadowGenerator.getShadowMap().getScene().textures.indexOf(shadowGenerator.getShadowMap()) !== -1) {
  12792. this._renderTargets.push(shadowGenerator.getShadowMap());
  12793. }
  12794. }
  12795. }
  12796. // Depth renderer
  12797. if (this._depthRenderer) {
  12798. this._renderTargets.push(this._depthRenderer.getDepthMap());
  12799. }
  12800. // RenderPipeline
  12801. this.postProcessRenderPipelineManager.update();
  12802. // Multi-cameras?
  12803. if (this.activeCameras.length > 0) {
  12804. var currentRenderId = this._renderId;
  12805. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  12806. this._renderId = currentRenderId;
  12807. this._processSubCameras(this.activeCameras[cameraIndex]);
  12808. }
  12809. }
  12810. else {
  12811. if (!this.activeCamera) {
  12812. throw new Error("No camera defined");
  12813. }
  12814. this._processSubCameras(this.activeCamera);
  12815. }
  12816. // Intersection checks
  12817. this._checkIntersections();
  12818. // Update the audio listener attached to the camera
  12819. if (BABYLON.AudioEngine) {
  12820. this._updateAudioParameters();
  12821. }
  12822. // After render
  12823. if (this.afterRender) {
  12824. this.afterRender();
  12825. }
  12826. for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
  12827. this._onAfterRenderCallbacks[callbackIndex]();
  12828. }
  12829. // Cleaning
  12830. for (var index = 0; index < this._toBeDisposed.length; index++) {
  12831. this._toBeDisposed.data[index].dispose();
  12832. this._toBeDisposed[index] = null;
  12833. }
  12834. this._toBeDisposed.reset();
  12835. if (this.dumpNextRenderTargets) {
  12836. this.dumpNextRenderTargets = false;
  12837. }
  12838. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  12839. this._lastFrameDuration = BABYLON.Tools.Now - startDate;
  12840. };
  12841. Scene.prototype._updateAudioParameters = function () {
  12842. if (!this.audioEnabled || (this.mainSoundTrack.soundCollection.length === 0 && this.soundTracks.length === 1)) {
  12843. return;
  12844. }
  12845. var listeningCamera;
  12846. var audioEngine = BABYLON.Engine.audioEngine;
  12847. if (this.activeCameras.length > 0) {
  12848. listeningCamera = this.activeCameras[0];
  12849. }
  12850. else {
  12851. listeningCamera = this.activeCamera;
  12852. }
  12853. if (listeningCamera && audioEngine.canUseWebAudio) {
  12854. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  12855. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  12856. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  12857. cameraDirection.normalize();
  12858. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  12859. var i;
  12860. for (i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  12861. var sound = this.mainSoundTrack.soundCollection[i];
  12862. if (sound.useCustomAttenuation) {
  12863. sound.updateDistanceFromListener();
  12864. }
  12865. }
  12866. for (i = 0; i < this.soundTracks.length; i++) {
  12867. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  12868. sound = this.soundTracks[i].soundCollection[j];
  12869. if (sound.useCustomAttenuation) {
  12870. sound.updateDistanceFromListener();
  12871. }
  12872. }
  12873. }
  12874. }
  12875. };
  12876. Object.defineProperty(Scene.prototype, "audioEnabled", {
  12877. // Audio
  12878. get: function () {
  12879. return this._audioEnabled;
  12880. },
  12881. set: function (value) {
  12882. this._audioEnabled = value;
  12883. if (BABYLON.AudioEngine) {
  12884. if (this._audioEnabled) {
  12885. this._enableAudio();
  12886. }
  12887. else {
  12888. this._disableAudio();
  12889. }
  12890. }
  12891. },
  12892. enumerable: true,
  12893. configurable: true
  12894. });
  12895. Scene.prototype._disableAudio = function () {
  12896. var i;
  12897. for (i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  12898. this.mainSoundTrack.soundCollection[i].pause();
  12899. }
  12900. for (i = 0; i < this.soundTracks.length; i++) {
  12901. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  12902. this.soundTracks[i].soundCollection[j].pause();
  12903. }
  12904. }
  12905. };
  12906. Scene.prototype._enableAudio = function () {
  12907. var i;
  12908. for (i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  12909. if (this.mainSoundTrack.soundCollection[i].isPaused) {
  12910. this.mainSoundTrack.soundCollection[i].play();
  12911. }
  12912. }
  12913. for (i = 0; i < this.soundTracks.length; i++) {
  12914. for (var j = 0; j < this.soundTracks[i].soundCollection.length; j++) {
  12915. if (this.soundTracks[i].soundCollection[j].isPaused) {
  12916. this.soundTracks[i].soundCollection[j].play();
  12917. }
  12918. }
  12919. }
  12920. };
  12921. Object.defineProperty(Scene.prototype, "headphone", {
  12922. get: function () {
  12923. return this._headphone;
  12924. },
  12925. set: function (value) {
  12926. this._headphone = value;
  12927. if (BABYLON.AudioEngine) {
  12928. if (this._headphone) {
  12929. this._switchAudioModeForHeadphones();
  12930. }
  12931. else {
  12932. this._switchAudioModeForNormalSpeakers();
  12933. }
  12934. }
  12935. },
  12936. enumerable: true,
  12937. configurable: true
  12938. });
  12939. Scene.prototype._switchAudioModeForHeadphones = function () {
  12940. this.mainSoundTrack.switchPanningModelToHRTF();
  12941. for (var i = 0; i < this.soundTracks.length; i++) {
  12942. this.soundTracks[i].switchPanningModelToHRTF();
  12943. }
  12944. };
  12945. Scene.prototype._switchAudioModeForNormalSpeakers = function () {
  12946. this.mainSoundTrack.switchPanningModelToEqualPower();
  12947. for (var i = 0; i < this.soundTracks.length; i++) {
  12948. this.soundTracks[i].switchPanningModelToEqualPower();
  12949. }
  12950. };
  12951. Scene.prototype.enableDepthRenderer = function () {
  12952. if (this._depthRenderer) {
  12953. return this._depthRenderer;
  12954. }
  12955. this._depthRenderer = new BABYLON.DepthRenderer(this);
  12956. return this._depthRenderer;
  12957. };
  12958. Scene.prototype.disableDepthRenderer = function () {
  12959. if (!this._depthRenderer) {
  12960. return;
  12961. }
  12962. this._depthRenderer.dispose();
  12963. this._depthRenderer = null;
  12964. };
  12965. Scene.prototype.dispose = function () {
  12966. this.beforeRender = null;
  12967. this.afterRender = null;
  12968. this.skeletons = [];
  12969. this._boundingBoxRenderer.dispose();
  12970. if (this._depthRenderer) {
  12971. this._depthRenderer.dispose();
  12972. }
  12973. // Debug layer
  12974. this.debugLayer.hide();
  12975. // Events
  12976. if (this.onDispose) {
  12977. this.onDispose();
  12978. }
  12979. this._onBeforeRenderCallbacks = [];
  12980. this._onAfterRenderCallbacks = [];
  12981. this.detachControl();
  12982. // Release sounds & sounds tracks
  12983. if (BABYLON.AudioEngine) {
  12984. this.disposeSounds();
  12985. }
  12986. // Detach cameras
  12987. var canvas = this._engine.getRenderingCanvas();
  12988. var index;
  12989. for (index = 0; index < this.cameras.length; index++) {
  12990. this.cameras[index].detachControl(canvas);
  12991. }
  12992. // Release lights
  12993. while (this.lights.length) {
  12994. this.lights[0].dispose();
  12995. }
  12996. // Release meshes
  12997. while (this.meshes.length) {
  12998. this.meshes[0].dispose(true);
  12999. }
  13000. // Release cameras
  13001. while (this.cameras.length) {
  13002. this.cameras[0].dispose();
  13003. }
  13004. // Release materials
  13005. while (this.materials.length) {
  13006. this.materials[0].dispose();
  13007. }
  13008. // Release particles
  13009. while (this.particleSystems.length) {
  13010. this.particleSystems[0].dispose();
  13011. }
  13012. // Release sprites
  13013. while (this.spriteManagers.length) {
  13014. this.spriteManagers[0].dispose();
  13015. }
  13016. // Release layers
  13017. while (this.layers.length) {
  13018. this.layers[0].dispose();
  13019. }
  13020. // Release textures
  13021. while (this.textures.length) {
  13022. this.textures[0].dispose();
  13023. }
  13024. // Post-processes
  13025. this.postProcessManager.dispose();
  13026. // Physics
  13027. if (this._physicsEngine) {
  13028. this.disablePhysicsEngine();
  13029. }
  13030. // Remove from engine
  13031. index = this._engine.scenes.indexOf(this);
  13032. if (index > -1) {
  13033. this._engine.scenes.splice(index, 1);
  13034. }
  13035. this._engine.wipeCaches();
  13036. };
  13037. // Release sounds & sounds tracks
  13038. Scene.prototype.disposeSounds = function () {
  13039. this.mainSoundTrack.dispose();
  13040. for (var scIndex = 0; scIndex < this.soundTracks.length; scIndex++) {
  13041. this.soundTracks[scIndex].dispose();
  13042. }
  13043. };
  13044. // Octrees
  13045. Scene.prototype.getWorldExtends = function () {
  13046. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  13047. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  13048. for (var index = 0; index < this.meshes.length; index++) {
  13049. var mesh = this.meshes[index];
  13050. mesh.computeWorldMatrix(true);
  13051. var minBox = mesh.getBoundingInfo().boundingBox.minimumWorld;
  13052. var maxBox = mesh.getBoundingInfo().boundingBox.maximumWorld;
  13053. BABYLON.Tools.CheckExtends(minBox, min, max);
  13054. BABYLON.Tools.CheckExtends(maxBox, min, max);
  13055. }
  13056. return {
  13057. min: min,
  13058. max: max
  13059. };
  13060. };
  13061. Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  13062. if (maxCapacity === void 0) { maxCapacity = 64; }
  13063. if (maxDepth === void 0) { maxDepth = 2; }
  13064. if (!this._selectionOctree) {
  13065. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  13066. }
  13067. var worldExtends = this.getWorldExtends();
  13068. // Update octree
  13069. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  13070. return this._selectionOctree;
  13071. };
  13072. // Picking
  13073. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  13074. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  13075. var engine = this._engine;
  13076. if (!camera) {
  13077. if (!this.activeCamera)
  13078. throw new Error("Active camera not set");
  13079. camera = this.activeCamera;
  13080. }
  13081. var cameraViewport = camera.viewport;
  13082. var viewport = cameraViewport.toGlobal(engine);
  13083. // Moving coordinates to local viewport world
  13084. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  13085. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  13086. return BABYLON.Ray.CreateNew(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), cameraViewSpace ? BABYLON.Matrix.Identity() : camera.getViewMatrix(), camera.getProjectionMatrix());
  13087. // return BABYLON.Ray.CreateNew(x / window.devicePixelRatio, y / window.devicePixelRatio, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
  13088. };
  13089. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  13090. var engine = this._engine;
  13091. if (!camera) {
  13092. if (!this.activeCamera)
  13093. throw new Error("Active camera not set");
  13094. camera = this.activeCamera;
  13095. }
  13096. var cameraViewport = camera.viewport;
  13097. var viewport = cameraViewport.toGlobal(engine);
  13098. var identity = BABYLON.Matrix.Identity();
  13099. // Moving coordinates to local viewport world
  13100. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  13101. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  13102. return BABYLON.Ray.CreateNew(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  13103. };
  13104. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  13105. var pickingInfo = null;
  13106. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  13107. var mesh = this.meshes[meshIndex];
  13108. if (predicate) {
  13109. if (!predicate(mesh)) {
  13110. continue;
  13111. }
  13112. }
  13113. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  13114. continue;
  13115. }
  13116. var world = mesh.getWorldMatrix();
  13117. var ray = rayFunction(world);
  13118. var result = mesh.intersects(ray, fastCheck);
  13119. if (!result || !result.hit)
  13120. continue;
  13121. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  13122. continue;
  13123. pickingInfo = result;
  13124. if (fastCheck) {
  13125. break;
  13126. }
  13127. }
  13128. return pickingInfo || new BABYLON.PickingInfo();
  13129. };
  13130. Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  13131. var pickingInfo = null;
  13132. camera = camera || this.activeCamera;
  13133. if (this.spriteManagers.length > 0) {
  13134. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  13135. var spriteManager = this.spriteManagers[spriteIndex];
  13136. if (!spriteManager.isPickable) {
  13137. continue;
  13138. }
  13139. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  13140. if (!result || !result.hit)
  13141. continue;
  13142. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  13143. continue;
  13144. pickingInfo = result;
  13145. if (fastCheck) {
  13146. break;
  13147. }
  13148. }
  13149. }
  13150. return pickingInfo || new BABYLON.PickingInfo();
  13151. };
  13152. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  13153. var _this = this;
  13154. /// <summary>Launch a ray to try to pick a mesh in the scene</summary>
  13155. /// <param name="x">X position on screen</param>
  13156. /// <param name="y">Y position on screen</param>
  13157. /// <param name="predicate">Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must be enabled, visible and with isPickable set to true</param>
  13158. /// <param name="fastCheck">Launch a fast check only using the bounding boxes. Can be set to null.</param>
  13159. /// <param name="camera">camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used</param>
  13160. return this._internalPick(function (world) { return _this.createPickingRay(x, y, world, camera); }, predicate, fastCheck);
  13161. };
  13162. Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  13163. /// <summary>Launch a ray to try to pick a mesh in the scene</summary>
  13164. /// <param name="x">X position on screen</param>
  13165. /// <param name="y">Y position on screen</param>
  13166. /// <param name="predicate">Predicate function used to determine eligible sprites. Can be set to null. In this case, a sprite must have isPickable set to true</param>
  13167. /// <param name="fastCheck">Launch a fast check only using the bounding boxes. Can be set to null.</param>
  13168. /// <param name="camera">camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used</param>
  13169. return this._internalPickSprites(this.createPickingRayInCameraSpace(x, y, camera), predicate, fastCheck, camera);
  13170. };
  13171. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  13172. var _this = this;
  13173. return this._internalPick(function (world) {
  13174. if (!_this._pickWithRayInverseMatrix) {
  13175. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  13176. }
  13177. world.invertToRef(_this._pickWithRayInverseMatrix);
  13178. return BABYLON.Ray.Transform(ray, _this._pickWithRayInverseMatrix);
  13179. }, predicate, fastCheck);
  13180. };
  13181. Scene.prototype.setPointerOverMesh = function (mesh) {
  13182. if (this._pointerOverMesh === mesh) {
  13183. return;
  13184. }
  13185. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  13186. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  13187. }
  13188. this._pointerOverMesh = mesh;
  13189. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  13190. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  13191. }
  13192. };
  13193. Scene.prototype.getPointerOverMesh = function () {
  13194. return this._pointerOverMesh;
  13195. };
  13196. // Physics
  13197. Scene.prototype.getPhysicsEngine = function () {
  13198. return this._physicsEngine;
  13199. };
  13200. /**
  13201. * Enables physics to the current scene
  13202. * @param {BABYLON.Vector3} [gravity] - the scene's gravity for the physics engine
  13203. * @param {BABYLON.IPhysicsEnginePlugin} [plugin] - The physics engine to be used. defaults to OimoJS.
  13204. * @return {boolean} was the physics engine initialized
  13205. */
  13206. Scene.prototype.enablePhysics = function (gravity, plugin) {
  13207. if (this._physicsEngine) {
  13208. return true;
  13209. }
  13210. this._physicsEngine = new BABYLON.PhysicsEngine(plugin);
  13211. if (!this._physicsEngine.isSupported()) {
  13212. this._physicsEngine = null;
  13213. return false;
  13214. }
  13215. this._physicsEngine._initialize(gravity);
  13216. return true;
  13217. };
  13218. Scene.prototype.disablePhysicsEngine = function () {
  13219. if (!this._physicsEngine) {
  13220. return;
  13221. }
  13222. this._physicsEngine.dispose();
  13223. this._physicsEngine = undefined;
  13224. };
  13225. Scene.prototype.isPhysicsEnabled = function () {
  13226. return this._physicsEngine !== undefined;
  13227. };
  13228. /**
  13229. * Sets the gravity of the physics engine (and NOT of the scene)
  13230. * @param {BABYLON.Vector3} [gravity] - the new gravity to be used
  13231. */
  13232. Scene.prototype.setGravity = function (gravity) {
  13233. if (!this._physicsEngine) {
  13234. return;
  13235. }
  13236. this._physicsEngine._setGravity(gravity);
  13237. };
  13238. Scene.prototype.createCompoundImpostor = function (parts, options) {
  13239. if (parts.parts) {
  13240. options = parts;
  13241. parts = parts.parts;
  13242. }
  13243. if (!this._physicsEngine) {
  13244. return null;
  13245. }
  13246. for (var index = 0; index < parts.length; index++) {
  13247. var mesh = parts[index].mesh;
  13248. mesh._physicImpostor = parts[index].impostor;
  13249. mesh._physicsMass = options.mass / parts.length;
  13250. mesh._physicsFriction = options.friction;
  13251. mesh._physicRestitution = options.restitution;
  13252. }
  13253. return this._physicsEngine._registerMeshesAsCompound(parts, options);
  13254. };
  13255. Scene.prototype.deleteCompoundImpostor = function (compound) {
  13256. for (var index = 0; index < compound.parts.length; index++) {
  13257. var mesh = compound.parts[index].mesh;
  13258. mesh._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
  13259. this._physicsEngine._unregisterMesh(mesh);
  13260. }
  13261. };
  13262. // Misc.
  13263. Scene.prototype.createDefaultCameraOrLight = function () {
  13264. // Light
  13265. if (this.lights.length === 0) {
  13266. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  13267. }
  13268. // Camera
  13269. if (!this.activeCamera) {
  13270. var camera = new BABYLON.FreeCamera("default camera", BABYLON.Vector3.Zero(), this);
  13271. // Compute position
  13272. var worldExtends = this.getWorldExtends();
  13273. var worldCenter = worldExtends.min.add(worldExtends.max.subtract(worldExtends.min).scale(0.5));
  13274. camera.position = new BABYLON.Vector3(worldCenter.x, worldCenter.y, worldExtends.min.z - (worldExtends.max.z - worldExtends.min.z));
  13275. camera.setTarget(worldCenter);
  13276. this.activeCamera = camera;
  13277. }
  13278. };
  13279. // Tags
  13280. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  13281. if (tagsQuery === undefined) {
  13282. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  13283. return list;
  13284. }
  13285. var listByTags = [];
  13286. forEach = forEach || (function (item) { return; });
  13287. for (var i in list) {
  13288. var item = list[i];
  13289. if (BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  13290. listByTags.push(item);
  13291. forEach(item);
  13292. }
  13293. }
  13294. return listByTags;
  13295. };
  13296. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  13297. return this._getByTags(this.meshes, tagsQuery, forEach);
  13298. };
  13299. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  13300. return this._getByTags(this.cameras, tagsQuery, forEach);
  13301. };
  13302. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  13303. return this._getByTags(this.lights, tagsQuery, forEach);
  13304. };
  13305. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  13306. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  13307. };
  13308. // Statics
  13309. Scene._FOGMODE_NONE = 0;
  13310. Scene._FOGMODE_EXP = 1;
  13311. Scene._FOGMODE_EXP2 = 2;
  13312. Scene._FOGMODE_LINEAR = 3;
  13313. Scene.MinDeltaTime = 1.0;
  13314. Scene.MaxDeltaTime = 1000.0;
  13315. return Scene;
  13316. })();
  13317. BABYLON.Scene = Scene;
  13318. })(BABYLON || (BABYLON = {}));
  13319. var BABYLON;
  13320. (function (BABYLON) {
  13321. var VertexBuffer = (function () {
  13322. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride) {
  13323. if (engine instanceof BABYLON.Mesh) {
  13324. this._engine = engine.getScene().getEngine();
  13325. }
  13326. else {
  13327. this._engine = engine;
  13328. }
  13329. this._updatable = updatable;
  13330. this._data = data;
  13331. if (!postponeInternalCreation) {
  13332. this.create();
  13333. }
  13334. this._kind = kind;
  13335. if (stride) {
  13336. this._strideSize = stride;
  13337. return;
  13338. }
  13339. // Deduce stride from kind
  13340. switch (kind) {
  13341. case VertexBuffer.PositionKind:
  13342. this._strideSize = 3;
  13343. break;
  13344. case VertexBuffer.NormalKind:
  13345. this._strideSize = 3;
  13346. break;
  13347. case VertexBuffer.UVKind:
  13348. case VertexBuffer.UV2Kind:
  13349. case VertexBuffer.UV3Kind:
  13350. case VertexBuffer.UV4Kind:
  13351. case VertexBuffer.UV5Kind:
  13352. case VertexBuffer.UV6Kind:
  13353. this._strideSize = 2;
  13354. break;
  13355. case VertexBuffer.ColorKind:
  13356. this._strideSize = 4;
  13357. break;
  13358. case VertexBuffer.MatricesIndicesKind:
  13359. this._strideSize = 4;
  13360. break;
  13361. case VertexBuffer.MatricesWeightsKind:
  13362. this._strideSize = 4;
  13363. break;
  13364. }
  13365. }
  13366. // Properties
  13367. VertexBuffer.prototype.isUpdatable = function () {
  13368. return this._updatable;
  13369. };
  13370. VertexBuffer.prototype.getData = function () {
  13371. return this._data;
  13372. };
  13373. VertexBuffer.prototype.getBuffer = function () {
  13374. return this._buffer;
  13375. };
  13376. VertexBuffer.prototype.getStrideSize = function () {
  13377. return this._strideSize;
  13378. };
  13379. // Methods
  13380. VertexBuffer.prototype.create = function (data) {
  13381. if (!data && this._buffer) {
  13382. return; // nothing to do
  13383. }
  13384. data = data || this._data;
  13385. if (!this._buffer) {
  13386. if (this._updatable) {
  13387. this._buffer = this._engine.createDynamicVertexBuffer(data.length * 4);
  13388. }
  13389. else {
  13390. this._buffer = this._engine.createVertexBuffer(data);
  13391. }
  13392. }
  13393. if (this._updatable) {
  13394. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  13395. this._data = data;
  13396. }
  13397. };
  13398. VertexBuffer.prototype.update = function (data) {
  13399. this.create(data);
  13400. };
  13401. VertexBuffer.prototype.updateDirectly = function (data, offset) {
  13402. if (!this._buffer) {
  13403. return;
  13404. }
  13405. if (this._updatable) {
  13406. this._engine.updateDynamicVertexBuffer(this._buffer, data, offset);
  13407. this._data = null;
  13408. }
  13409. };
  13410. VertexBuffer.prototype.dispose = function () {
  13411. if (!this._buffer) {
  13412. return;
  13413. }
  13414. if (this._engine._releaseBuffer(this._buffer)) {
  13415. this._buffer = null;
  13416. }
  13417. };
  13418. Object.defineProperty(VertexBuffer, "PositionKind", {
  13419. get: function () {
  13420. return VertexBuffer._PositionKind;
  13421. },
  13422. enumerable: true,
  13423. configurable: true
  13424. });
  13425. Object.defineProperty(VertexBuffer, "NormalKind", {
  13426. get: function () {
  13427. return VertexBuffer._NormalKind;
  13428. },
  13429. enumerable: true,
  13430. configurable: true
  13431. });
  13432. Object.defineProperty(VertexBuffer, "UVKind", {
  13433. get: function () {
  13434. return VertexBuffer._UVKind;
  13435. },
  13436. enumerable: true,
  13437. configurable: true
  13438. });
  13439. Object.defineProperty(VertexBuffer, "UV2Kind", {
  13440. get: function () {
  13441. return VertexBuffer._UV2Kind;
  13442. },
  13443. enumerable: true,
  13444. configurable: true
  13445. });
  13446. Object.defineProperty(VertexBuffer, "UV3Kind", {
  13447. get: function () {
  13448. return VertexBuffer._UV3Kind;
  13449. },
  13450. enumerable: true,
  13451. configurable: true
  13452. });
  13453. Object.defineProperty(VertexBuffer, "UV4Kind", {
  13454. get: function () {
  13455. return VertexBuffer._UV4Kind;
  13456. },
  13457. enumerable: true,
  13458. configurable: true
  13459. });
  13460. Object.defineProperty(VertexBuffer, "UV5Kind", {
  13461. get: function () {
  13462. return VertexBuffer._UV5Kind;
  13463. },
  13464. enumerable: true,
  13465. configurable: true
  13466. });
  13467. Object.defineProperty(VertexBuffer, "UV6Kind", {
  13468. get: function () {
  13469. return VertexBuffer._UV6Kind;
  13470. },
  13471. enumerable: true,
  13472. configurable: true
  13473. });
  13474. Object.defineProperty(VertexBuffer, "ColorKind", {
  13475. get: function () {
  13476. return VertexBuffer._ColorKind;
  13477. },
  13478. enumerable: true,
  13479. configurable: true
  13480. });
  13481. Object.defineProperty(VertexBuffer, "MatricesIndicesKind", {
  13482. get: function () {
  13483. return VertexBuffer._MatricesIndicesKind;
  13484. },
  13485. enumerable: true,
  13486. configurable: true
  13487. });
  13488. Object.defineProperty(VertexBuffer, "MatricesWeightsKind", {
  13489. get: function () {
  13490. return VertexBuffer._MatricesWeightsKind;
  13491. },
  13492. enumerable: true,
  13493. configurable: true
  13494. });
  13495. // Enums
  13496. VertexBuffer._PositionKind = "position";
  13497. VertexBuffer._NormalKind = "normal";
  13498. VertexBuffer._UVKind = "uv";
  13499. VertexBuffer._UV2Kind = "uv2";
  13500. VertexBuffer._UV3Kind = "uv3";
  13501. VertexBuffer._UV4Kind = "uv4";
  13502. VertexBuffer._UV5Kind = "uv5";
  13503. VertexBuffer._UV6Kind = "uv6";
  13504. VertexBuffer._ColorKind = "color";
  13505. VertexBuffer._MatricesIndicesKind = "matricesIndices";
  13506. VertexBuffer._MatricesWeightsKind = "matricesWeights";
  13507. return VertexBuffer;
  13508. })();
  13509. BABYLON.VertexBuffer = VertexBuffer;
  13510. })(BABYLON || (BABYLON = {}));
  13511. var BABYLON;
  13512. (function (BABYLON) {
  13513. /**
  13514. * Creates an instance based on a source mesh.
  13515. */
  13516. var InstancedMesh = (function (_super) {
  13517. __extends(InstancedMesh, _super);
  13518. function InstancedMesh(name, source) {
  13519. _super.call(this, name, source.getScene());
  13520. source.instances.push(this);
  13521. this._sourceMesh = source;
  13522. this.position.copyFrom(source.position);
  13523. this.rotation.copyFrom(source.rotation);
  13524. this.scaling.copyFrom(source.scaling);
  13525. if (source.rotationQuaternion) {
  13526. this.rotationQuaternion = source.rotationQuaternion.clone();
  13527. }
  13528. this.infiniteDistance = source.infiniteDistance;
  13529. this.setPivotMatrix(source.getPivotMatrix());
  13530. this.refreshBoundingInfo();
  13531. this._syncSubMeshes();
  13532. }
  13533. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  13534. // Methods
  13535. get: function () {
  13536. return this._sourceMesh.receiveShadows;
  13537. },
  13538. enumerable: true,
  13539. configurable: true
  13540. });
  13541. Object.defineProperty(InstancedMesh.prototype, "material", {
  13542. get: function () {
  13543. return this._sourceMesh.material;
  13544. },
  13545. enumerable: true,
  13546. configurable: true
  13547. });
  13548. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  13549. get: function () {
  13550. return this._sourceMesh.visibility;
  13551. },
  13552. enumerable: true,
  13553. configurable: true
  13554. });
  13555. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  13556. get: function () {
  13557. return this._sourceMesh.skeleton;
  13558. },
  13559. enumerable: true,
  13560. configurable: true
  13561. });
  13562. InstancedMesh.prototype.getTotalVertices = function () {
  13563. return this._sourceMesh.getTotalVertices();
  13564. };
  13565. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  13566. get: function () {
  13567. return this._sourceMesh;
  13568. },
  13569. enumerable: true,
  13570. configurable: true
  13571. });
  13572. InstancedMesh.prototype.getVerticesData = function (kind) {
  13573. return this._sourceMesh.getVerticesData(kind);
  13574. };
  13575. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  13576. return this._sourceMesh.isVerticesDataPresent(kind);
  13577. };
  13578. InstancedMesh.prototype.getIndices = function () {
  13579. return this._sourceMesh.getIndices();
  13580. };
  13581. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  13582. get: function () {
  13583. return this._sourceMesh._positions;
  13584. },
  13585. enumerable: true,
  13586. configurable: true
  13587. });
  13588. InstancedMesh.prototype.refreshBoundingInfo = function () {
  13589. var meshBB = this._sourceMesh.getBoundingInfo();
  13590. this._boundingInfo = new BABYLON.BoundingInfo(meshBB.minimum.clone(), meshBB.maximum.clone());
  13591. this._updateBoundingInfo();
  13592. };
  13593. InstancedMesh.prototype._preActivate = function () {
  13594. if (this._currentLOD) {
  13595. this._currentLOD._preActivate();
  13596. }
  13597. };
  13598. InstancedMesh.prototype._activate = function (renderId) {
  13599. if (this._currentLOD) {
  13600. this._currentLOD._registerInstanceForRenderId(this, renderId);
  13601. }
  13602. };
  13603. InstancedMesh.prototype.getLOD = function (camera) {
  13604. this._currentLOD = this.sourceMesh.getLOD(this.getScene().activeCamera, this.getBoundingInfo().boundingSphere);
  13605. if (this._currentLOD === this.sourceMesh) {
  13606. return this;
  13607. }
  13608. return this._currentLOD;
  13609. };
  13610. InstancedMesh.prototype._syncSubMeshes = function () {
  13611. this.releaseSubMeshes();
  13612. if (this._sourceMesh.subMeshes) {
  13613. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  13614. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  13615. }
  13616. }
  13617. };
  13618. InstancedMesh.prototype._generatePointsArray = function () {
  13619. return this._sourceMesh._generatePointsArray();
  13620. };
  13621. // Clone
  13622. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  13623. var result = this._sourceMesh.createInstance(name);
  13624. // Deep copy
  13625. BABYLON.Tools.DeepCopy(this, result, ["name"], []);
  13626. // Bounding info
  13627. this.refreshBoundingInfo();
  13628. // Parent
  13629. if (newParent) {
  13630. result.parent = newParent;
  13631. }
  13632. if (!doNotCloneChildren) {
  13633. // Children
  13634. for (var index = 0; index < this.getScene().meshes.length; index++) {
  13635. var mesh = this.getScene().meshes[index];
  13636. if (mesh.parent === this) {
  13637. mesh.clone(mesh.name, result);
  13638. }
  13639. }
  13640. }
  13641. result.computeWorldMatrix(true);
  13642. return result;
  13643. };
  13644. // Dispoe
  13645. InstancedMesh.prototype.dispose = function (doNotRecurse) {
  13646. // Remove from mesh
  13647. var index = this._sourceMesh.instances.indexOf(this);
  13648. this._sourceMesh.instances.splice(index, 1);
  13649. _super.prototype.dispose.call(this, doNotRecurse);
  13650. };
  13651. return InstancedMesh;
  13652. })(BABYLON.AbstractMesh);
  13653. BABYLON.InstancedMesh = InstancedMesh;
  13654. })(BABYLON || (BABYLON = {}));
  13655. var BABYLON;
  13656. (function (BABYLON) {
  13657. var _InstancesBatch = (function () {
  13658. function _InstancesBatch() {
  13659. this.mustReturn = false;
  13660. this.visibleInstances = new Array();
  13661. this.renderSelf = new Array();
  13662. }
  13663. return _InstancesBatch;
  13664. })();
  13665. BABYLON._InstancesBatch = _InstancesBatch;
  13666. var Mesh = (function (_super) {
  13667. __extends(Mesh, _super);
  13668. /**
  13669. * @constructor
  13670. * @param {string} name - The value used by scene.getMeshByName() to do a lookup.
  13671. * @param {Scene} scene - The scene to add this mesh to.
  13672. * @param {Node} parent - The parent of this mesh, if it has one
  13673. * @param {Mesh} source - An optional Mesh from which geometry is shared, cloned.
  13674. * @param {boolean} doNotCloneChildren - When cloning, skip cloning child meshes of source, default False.
  13675. * When false, achieved by calling a clone(), also passing False.
  13676. * This will make creation of children, recursive.
  13677. */
  13678. function Mesh(name, scene, parent, source, doNotCloneChildren) {
  13679. if (parent === void 0) { parent = null; }
  13680. _super.call(this, name, scene);
  13681. // Members
  13682. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  13683. this.instances = new Array();
  13684. this._LODLevels = new Array();
  13685. this._onBeforeRenderCallbacks = new Array();
  13686. this._onAfterRenderCallbacks = new Array();
  13687. this._visibleInstances = {};
  13688. this._renderIdForInstances = new Array();
  13689. this._batchCache = new _InstancesBatch();
  13690. this._instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  13691. this._sideOrientation = Mesh._DEFAULTSIDE;
  13692. this._areNormalsFrozen = false; // Will be used by ribbons mainly
  13693. if (source) {
  13694. // Geometry
  13695. if (source._geometry) {
  13696. source._geometry.applyToMesh(this);
  13697. }
  13698. // Deep copy
  13699. BABYLON.Tools.DeepCopy(source, this, ["name", "material", "skeleton", "instances"], []);
  13700. this.id = name + "." + source.id;
  13701. // Material
  13702. this.material = source.material;
  13703. var index;
  13704. if (!doNotCloneChildren) {
  13705. // Children
  13706. for (index = 0; index < scene.meshes.length; index++) {
  13707. var mesh = scene.meshes[index];
  13708. if (mesh.parent === source) {
  13709. // doNotCloneChildren is always going to be False
  13710. var newChild = mesh.clone(name + "." + mesh.name, this, doNotCloneChildren);
  13711. }
  13712. }
  13713. }
  13714. // Particles
  13715. for (index = 0; index < scene.particleSystems.length; index++) {
  13716. var system = scene.particleSystems[index];
  13717. if (system.emitter === source) {
  13718. system.clone(system.name, this);
  13719. }
  13720. }
  13721. this.computeWorldMatrix(true);
  13722. }
  13723. // Parent
  13724. if (parent !== null) {
  13725. this.parent = parent;
  13726. }
  13727. }
  13728. Object.defineProperty(Mesh, "FRONTSIDE", {
  13729. get: function () {
  13730. return Mesh._FRONTSIDE;
  13731. },
  13732. enumerable: true,
  13733. configurable: true
  13734. });
  13735. Object.defineProperty(Mesh, "BACKSIDE", {
  13736. get: function () {
  13737. return Mesh._BACKSIDE;
  13738. },
  13739. enumerable: true,
  13740. configurable: true
  13741. });
  13742. Object.defineProperty(Mesh, "DOUBLESIDE", {
  13743. get: function () {
  13744. return Mesh._DOUBLESIDE;
  13745. },
  13746. enumerable: true,
  13747. configurable: true
  13748. });
  13749. Object.defineProperty(Mesh, "DEFAULTSIDE", {
  13750. get: function () {
  13751. return Mesh._DEFAULTSIDE;
  13752. },
  13753. enumerable: true,
  13754. configurable: true
  13755. });
  13756. Object.defineProperty(Mesh, "NO_CAP", {
  13757. get: function () {
  13758. return Mesh._NO_CAP;
  13759. },
  13760. enumerable: true,
  13761. configurable: true
  13762. });
  13763. Object.defineProperty(Mesh, "CAP_START", {
  13764. get: function () {
  13765. return Mesh._CAP_START;
  13766. },
  13767. enumerable: true,
  13768. configurable: true
  13769. });
  13770. Object.defineProperty(Mesh, "CAP_END", {
  13771. get: function () {
  13772. return Mesh._CAP_END;
  13773. },
  13774. enumerable: true,
  13775. configurable: true
  13776. });
  13777. Object.defineProperty(Mesh, "CAP_ALL", {
  13778. get: function () {
  13779. return Mesh._CAP_ALL;
  13780. },
  13781. enumerable: true,
  13782. configurable: true
  13783. });
  13784. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  13785. // Methods
  13786. get: function () {
  13787. return this._LODLevels.length > 0;
  13788. },
  13789. enumerable: true,
  13790. configurable: true
  13791. });
  13792. Mesh.prototype._sortLODLevels = function () {
  13793. this._LODLevels.sort(function (a, b) {
  13794. if (a.distance < b.distance) {
  13795. return 1;
  13796. }
  13797. if (a.distance > b.distance) {
  13798. return -1;
  13799. }
  13800. return 0;
  13801. });
  13802. };
  13803. /**
  13804. * Add a mesh as LOD level triggered at the given distance.
  13805. * @param {number} distance - the distance from the center of the object to show this level
  13806. * @param {BABYLON.Mesh} mesh - the mesh to be added as LOD level
  13807. * @return {BABYLON.Mesh} this mesh (for chaining)
  13808. */
  13809. Mesh.prototype.addLODLevel = function (distance, mesh) {
  13810. if (mesh && mesh._masterMesh) {
  13811. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  13812. return this;
  13813. }
  13814. var level = new BABYLON.Internals.MeshLODLevel(distance, mesh);
  13815. this._LODLevels.push(level);
  13816. if (mesh) {
  13817. mesh._masterMesh = this;
  13818. }
  13819. this._sortLODLevels();
  13820. return this;
  13821. };
  13822. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  13823. for (var index = 0; index < this._LODLevels.length; index++) {
  13824. var level = this._LODLevels[index];
  13825. if (level.distance === distance) {
  13826. return level.mesh;
  13827. }
  13828. }
  13829. return null;
  13830. };
  13831. /**
  13832. * Remove a mesh from the LOD array
  13833. * @param {BABYLON.Mesh} mesh - the mesh to be removed.
  13834. * @return {BABYLON.Mesh} this mesh (for chaining)
  13835. */
  13836. Mesh.prototype.removeLODLevel = function (mesh) {
  13837. for (var index = 0; index < this._LODLevels.length; index++) {
  13838. if (this._LODLevels[index].mesh === mesh) {
  13839. this._LODLevels.splice(index, 1);
  13840. if (mesh) {
  13841. mesh._masterMesh = null;
  13842. }
  13843. }
  13844. }
  13845. this._sortLODLevels();
  13846. return this;
  13847. };
  13848. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  13849. if (!this._LODLevels || this._LODLevels.length === 0) {
  13850. return this;
  13851. }
  13852. var distanceToCamera = (boundingSphere ? boundingSphere : this.getBoundingInfo().boundingSphere).centerWorld.subtract(camera.position).length();
  13853. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  13854. if (this.onLODLevelSelection) {
  13855. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  13856. }
  13857. return this;
  13858. }
  13859. for (var index = 0; index < this._LODLevels.length; index++) {
  13860. var level = this._LODLevels[index];
  13861. if (level.distance < distanceToCamera) {
  13862. if (level.mesh) {
  13863. level.mesh._preActivate();
  13864. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  13865. }
  13866. if (this.onLODLevelSelection) {
  13867. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  13868. }
  13869. return level.mesh;
  13870. }
  13871. }
  13872. if (this.onLODLevelSelection) {
  13873. this.onLODLevelSelection(distanceToCamera, this, this);
  13874. }
  13875. return this;
  13876. };
  13877. Object.defineProperty(Mesh.prototype, "geometry", {
  13878. get: function () {
  13879. return this._geometry;
  13880. },
  13881. enumerable: true,
  13882. configurable: true
  13883. });
  13884. Mesh.prototype.getTotalVertices = function () {
  13885. if (!this._geometry) {
  13886. return 0;
  13887. }
  13888. return this._geometry.getTotalVertices();
  13889. };
  13890. Mesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  13891. if (!this._geometry) {
  13892. return null;
  13893. }
  13894. return this._geometry.getVerticesData(kind, copyWhenShared);
  13895. };
  13896. Mesh.prototype.getVertexBuffer = function (kind) {
  13897. if (!this._geometry) {
  13898. return undefined;
  13899. }
  13900. return this._geometry.getVertexBuffer(kind);
  13901. };
  13902. Mesh.prototype.isVerticesDataPresent = function (kind) {
  13903. if (!this._geometry) {
  13904. if (this._delayInfo) {
  13905. return this._delayInfo.indexOf(kind) !== -1;
  13906. }
  13907. return false;
  13908. }
  13909. return this._geometry.isVerticesDataPresent(kind);
  13910. };
  13911. Mesh.prototype.getVerticesDataKinds = function () {
  13912. if (!this._geometry) {
  13913. var result = [];
  13914. if (this._delayInfo) {
  13915. for (var kind in this._delayInfo) {
  13916. result.push(kind);
  13917. }
  13918. }
  13919. return result;
  13920. }
  13921. return this._geometry.getVerticesDataKinds();
  13922. };
  13923. Mesh.prototype.getTotalIndices = function () {
  13924. if (!this._geometry) {
  13925. return 0;
  13926. }
  13927. return this._geometry.getTotalIndices();
  13928. };
  13929. Mesh.prototype.getIndices = function (copyWhenShared) {
  13930. if (!this._geometry) {
  13931. return [];
  13932. }
  13933. return this._geometry.getIndices(copyWhenShared);
  13934. };
  13935. Object.defineProperty(Mesh.prototype, "isBlocked", {
  13936. get: function () {
  13937. return this._masterMesh !== null && this._masterMesh !== undefined;
  13938. },
  13939. enumerable: true,
  13940. configurable: true
  13941. });
  13942. Mesh.prototype.isReady = function () {
  13943. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  13944. return false;
  13945. }
  13946. return _super.prototype.isReady.call(this);
  13947. };
  13948. Mesh.prototype.isDisposed = function () {
  13949. return this._isDisposed;
  13950. };
  13951. Object.defineProperty(Mesh.prototype, "sideOrientation", {
  13952. get: function () {
  13953. return this._sideOrientation;
  13954. },
  13955. set: function (sideO) {
  13956. this._sideOrientation = sideO;
  13957. },
  13958. enumerable: true,
  13959. configurable: true
  13960. });
  13961. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  13962. get: function () {
  13963. return this._areNormalsFrozen;
  13964. },
  13965. enumerable: true,
  13966. configurable: true
  13967. });
  13968. /** This function affects parametric shapes on update only : ribbons, tubes, etc. It has no effect at all on other shapes */
  13969. Mesh.prototype.freezeNormals = function () {
  13970. this._areNormalsFrozen = true;
  13971. };
  13972. /** This function affects parametric shapes on update only : ribbons, tubes, etc. It has no effect at all on other shapes */
  13973. Mesh.prototype.unfreezeNormals = function () {
  13974. this._areNormalsFrozen = false;
  13975. };
  13976. // Methods
  13977. Mesh.prototype._preActivate = function () {
  13978. var sceneRenderId = this.getScene().getRenderId();
  13979. if (this._preActivateId === sceneRenderId) {
  13980. return;
  13981. }
  13982. this._preActivateId = sceneRenderId;
  13983. this._visibleInstances = null;
  13984. };
  13985. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  13986. if (!this._visibleInstances) {
  13987. this._visibleInstances = {};
  13988. this._visibleInstances.defaultRenderId = renderId;
  13989. this._visibleInstances.selfDefaultRenderId = this._renderId;
  13990. }
  13991. if (!this._visibleInstances[renderId]) {
  13992. this._visibleInstances[renderId] = new Array();
  13993. }
  13994. this._visibleInstances[renderId].push(instance);
  13995. };
  13996. Mesh.prototype.refreshBoundingInfo = function () {
  13997. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  13998. if (data) {
  13999. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices());
  14000. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  14001. }
  14002. if (this.subMeshes) {
  14003. for (var index = 0; index < this.subMeshes.length; index++) {
  14004. this.subMeshes[index].refreshBoundingInfo();
  14005. }
  14006. }
  14007. this._updateBoundingInfo();
  14008. };
  14009. Mesh.prototype._createGlobalSubMesh = function () {
  14010. var totalVertices = this.getTotalVertices();
  14011. if (!totalVertices || !this.getIndices()) {
  14012. return null;
  14013. }
  14014. this.releaseSubMeshes();
  14015. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  14016. };
  14017. Mesh.prototype.subdivide = function (count) {
  14018. if (count < 1) {
  14019. return;
  14020. }
  14021. var totalIndices = this.getTotalIndices();
  14022. var subdivisionSize = (totalIndices / count) | 0;
  14023. var offset = 0;
  14024. // Ensure that subdivisionSize is a multiple of 3
  14025. while (subdivisionSize % 3 !== 0) {
  14026. subdivisionSize++;
  14027. }
  14028. this.releaseSubMeshes();
  14029. for (var index = 0; index < count; index++) {
  14030. if (offset >= totalIndices) {
  14031. break;
  14032. }
  14033. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  14034. offset += subdivisionSize;
  14035. }
  14036. this.synchronizeInstances();
  14037. };
  14038. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  14039. if (!this._geometry) {
  14040. var vertexData = new BABYLON.VertexData();
  14041. vertexData.set(data, kind);
  14042. var scene = this.getScene();
  14043. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  14044. }
  14045. else {
  14046. this._geometry.setVerticesData(kind, data, updatable, stride);
  14047. }
  14048. };
  14049. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  14050. if (!this._geometry) {
  14051. return;
  14052. }
  14053. if (!makeItUnique) {
  14054. this._geometry.updateVerticesData(kind, data, updateExtends);
  14055. }
  14056. else {
  14057. this.makeGeometryUnique();
  14058. this.updateVerticesData(kind, data, updateExtends, false);
  14059. }
  14060. };
  14061. Mesh.prototype.updateVerticesDataDirectly = function (kind, data, offset, makeItUnique) {
  14062. BABYLON.Tools.Warn("Mesh.updateVerticesDataDirectly deprecated since 2.3.");
  14063. if (!this._geometry) {
  14064. return;
  14065. }
  14066. if (!makeItUnique) {
  14067. this._geometry.updateVerticesDataDirectly(kind, data, offset);
  14068. }
  14069. else {
  14070. this.makeGeometryUnique();
  14071. this.updateVerticesDataDirectly(kind, data, offset, false);
  14072. }
  14073. };
  14074. // Mesh positions update function :
  14075. // updates the mesh positions according to the positionFunction returned values.
  14076. // The positionFunction argument must be a javascript function accepting the mesh "positions" array as parameter.
  14077. // This dedicated positionFunction computes new mesh positions according to the given mesh type.
  14078. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  14079. if (computeNormals === void 0) { computeNormals = true; }
  14080. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  14081. positionFunction(positions);
  14082. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  14083. if (computeNormals) {
  14084. var indices = this.getIndices();
  14085. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  14086. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  14087. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  14088. }
  14089. };
  14090. Mesh.prototype.makeGeometryUnique = function () {
  14091. if (!this._geometry) {
  14092. return;
  14093. }
  14094. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  14095. geometry.applyToMesh(this);
  14096. };
  14097. Mesh.prototype.setIndices = function (indices, totalVertices) {
  14098. if (!this._geometry) {
  14099. var vertexData = new BABYLON.VertexData();
  14100. vertexData.indices = indices;
  14101. var scene = this.getScene();
  14102. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, false, this);
  14103. }
  14104. else {
  14105. this._geometry.setIndices(indices, totalVertices);
  14106. }
  14107. };
  14108. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  14109. var engine = this.getScene().getEngine();
  14110. // Wireframe
  14111. var indexToBind;
  14112. switch (fillMode) {
  14113. case BABYLON.Material.PointFillMode:
  14114. indexToBind = null;
  14115. break;
  14116. case BABYLON.Material.WireFrameFillMode:
  14117. indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine);
  14118. break;
  14119. default:
  14120. case BABYLON.Material.TriangleFillMode:
  14121. indexToBind = this._geometry.getIndexBuffer();
  14122. break;
  14123. }
  14124. // VBOs
  14125. engine.bindMultiBuffers(this._geometry.getVertexBuffers(), indexToBind, effect);
  14126. };
  14127. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  14128. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  14129. return;
  14130. }
  14131. var engine = this.getScene().getEngine();
  14132. // Draw order
  14133. switch (fillMode) {
  14134. case BABYLON.Material.PointFillMode:
  14135. engine.drawPointClouds(subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  14136. break;
  14137. case BABYLON.Material.WireFrameFillMode:
  14138. engine.draw(false, 0, subMesh.linesIndexCount, instancesCount);
  14139. break;
  14140. default:
  14141. engine.draw(true, subMesh.indexStart, subMesh.indexCount, instancesCount);
  14142. }
  14143. };
  14144. Mesh.prototype.registerBeforeRender = function (func) {
  14145. this._onBeforeRenderCallbacks.push(func);
  14146. };
  14147. Mesh.prototype.unregisterBeforeRender = function (func) {
  14148. var index = this._onBeforeRenderCallbacks.indexOf(func);
  14149. if (index > -1) {
  14150. this._onBeforeRenderCallbacks.splice(index, 1);
  14151. }
  14152. };
  14153. Mesh.prototype.registerAfterRender = function (func) {
  14154. this._onAfterRenderCallbacks.push(func);
  14155. };
  14156. Mesh.prototype.unregisterAfterRender = function (func) {
  14157. var index = this._onAfterRenderCallbacks.indexOf(func);
  14158. if (index > -1) {
  14159. this._onAfterRenderCallbacks.splice(index, 1);
  14160. }
  14161. };
  14162. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  14163. var scene = this.getScene();
  14164. this._batchCache.mustReturn = false;
  14165. this._batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  14166. this._batchCache.visibleInstances[subMeshId] = null;
  14167. if (this._visibleInstances) {
  14168. var currentRenderId = scene.getRenderId();
  14169. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[currentRenderId];
  14170. var selfRenderId = this._renderId;
  14171. if (!this._batchCache.visibleInstances[subMeshId] && this._visibleInstances.defaultRenderId) {
  14172. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[this._visibleInstances.defaultRenderId];
  14173. currentRenderId = Math.max(this._visibleInstances.defaultRenderId, currentRenderId);
  14174. selfRenderId = Math.max(this._visibleInstances.selfDefaultRenderId, currentRenderId);
  14175. }
  14176. if (this._batchCache.visibleInstances[subMeshId] && this._batchCache.visibleInstances[subMeshId].length) {
  14177. if (this._renderIdForInstances[subMeshId] === currentRenderId) {
  14178. this._batchCache.mustReturn = true;
  14179. return this._batchCache;
  14180. }
  14181. if (currentRenderId !== selfRenderId) {
  14182. this._batchCache.renderSelf[subMeshId] = false;
  14183. }
  14184. }
  14185. this._renderIdForInstances[subMeshId] = currentRenderId;
  14186. }
  14187. return this._batchCache;
  14188. };
  14189. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  14190. var visibleInstances = batch.visibleInstances[subMesh._id];
  14191. var matricesCount = visibleInstances.length + 1;
  14192. var bufferSize = matricesCount * 16 * 4;
  14193. while (this._instancesBufferSize < bufferSize) {
  14194. this._instancesBufferSize *= 2;
  14195. }
  14196. if (!this._worldMatricesInstancesBuffer || this._worldMatricesInstancesBuffer.capacity < this._instancesBufferSize) {
  14197. if (this._worldMatricesInstancesBuffer) {
  14198. engine.deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  14199. }
  14200. this._worldMatricesInstancesBuffer = engine.createInstancesBuffer(this._instancesBufferSize);
  14201. this._worldMatricesInstancesArray = new Float32Array(this._instancesBufferSize / 4);
  14202. }
  14203. var offset = 0;
  14204. var instancesCount = 0;
  14205. var world = this.getWorldMatrix();
  14206. if (batch.renderSelf[subMesh._id]) {
  14207. world.copyToArray(this._worldMatricesInstancesArray, offset);
  14208. offset += 16;
  14209. instancesCount++;
  14210. }
  14211. if (visibleInstances) {
  14212. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  14213. var instance = visibleInstances[instanceIndex];
  14214. instance.getWorldMatrix().copyToArray(this._worldMatricesInstancesArray, offset);
  14215. offset += 16;
  14216. instancesCount++;
  14217. }
  14218. }
  14219. var offsetLocation0 = effect.getAttributeLocationByName("world0");
  14220. var offsetLocation1 = effect.getAttributeLocationByName("world1");
  14221. var offsetLocation2 = effect.getAttributeLocationByName("world2");
  14222. var offsetLocation3 = effect.getAttributeLocationByName("world3");
  14223. var offsetLocations = [offsetLocation0, offsetLocation1, offsetLocation2, offsetLocation3];
  14224. engine.updateAndBindInstancesBuffer(this._worldMatricesInstancesBuffer, this._worldMatricesInstancesArray, offsetLocations);
  14225. this._draw(subMesh, fillMode, instancesCount);
  14226. engine.unBindInstancesBuffer(this._worldMatricesInstancesBuffer, offsetLocations);
  14227. };
  14228. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw) {
  14229. var scene = this.getScene();
  14230. var engine = scene.getEngine();
  14231. if (hardwareInstancedRendering) {
  14232. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  14233. }
  14234. else {
  14235. if (batch.renderSelf[subMesh._id]) {
  14236. // Draw
  14237. if (onBeforeDraw) {
  14238. onBeforeDraw(false, this.getWorldMatrix());
  14239. }
  14240. this._draw(subMesh, fillMode);
  14241. }
  14242. if (batch.visibleInstances[subMesh._id]) {
  14243. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  14244. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  14245. // World
  14246. var world = instance.getWorldMatrix();
  14247. if (onBeforeDraw) {
  14248. onBeforeDraw(true, world);
  14249. }
  14250. // Draw
  14251. this._draw(subMesh, fillMode);
  14252. }
  14253. }
  14254. }
  14255. };
  14256. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  14257. var scene = this.getScene();
  14258. // Managing instances
  14259. var batch = this._getInstancesRenderList(subMesh._id);
  14260. if (batch.mustReturn) {
  14261. return;
  14262. }
  14263. // Checking geometry state
  14264. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  14265. return;
  14266. }
  14267. var callbackIndex;
  14268. for (callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  14269. this._onBeforeRenderCallbacks[callbackIndex](this);
  14270. }
  14271. var engine = scene.getEngine();
  14272. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  14273. // Material
  14274. var effectiveMaterial = subMesh.getMaterial();
  14275. if (!effectiveMaterial || !effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  14276. return;
  14277. }
  14278. // Outline - step 1
  14279. var savedDepthWrite = engine.getDepthWrite();
  14280. if (this.renderOutline) {
  14281. engine.setDepthWrite(false);
  14282. scene.getOutlineRenderer().render(subMesh, batch);
  14283. engine.setDepthWrite(savedDepthWrite);
  14284. }
  14285. effectiveMaterial._preBind();
  14286. var effect = effectiveMaterial.getEffect();
  14287. // Bind
  14288. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : effectiveMaterial.fillMode);
  14289. this._bind(subMesh, effect, fillMode);
  14290. var world = this.getWorldMatrix();
  14291. effectiveMaterial.bind(world, this);
  14292. // Alpha mode
  14293. if (enableAlphaMode) {
  14294. engine.setAlphaMode(effectiveMaterial.alphaMode);
  14295. }
  14296. // Draw
  14297. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, function (isInstance, world) {
  14298. if (isInstance) {
  14299. effectiveMaterial.bindOnlyWorldMatrix(world);
  14300. }
  14301. });
  14302. // Unbind
  14303. effectiveMaterial.unbind();
  14304. // Outline - step 2
  14305. if (this.renderOutline && savedDepthWrite) {
  14306. engine.setDepthWrite(true);
  14307. engine.setColorWrite(false);
  14308. scene.getOutlineRenderer().render(subMesh, batch);
  14309. engine.setColorWrite(true);
  14310. }
  14311. // Overlay
  14312. if (this.renderOverlay) {
  14313. var currentMode = engine.getAlphaMode();
  14314. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  14315. scene.getOutlineRenderer().render(subMesh, batch, true);
  14316. engine.setAlphaMode(currentMode);
  14317. }
  14318. for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
  14319. this._onAfterRenderCallbacks[callbackIndex](this);
  14320. }
  14321. };
  14322. Mesh.prototype.getEmittedParticleSystems = function () {
  14323. var results = new Array();
  14324. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  14325. var particleSystem = this.getScene().particleSystems[index];
  14326. if (particleSystem.emitter === this) {
  14327. results.push(particleSystem);
  14328. }
  14329. }
  14330. return results;
  14331. };
  14332. Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  14333. var results = new Array();
  14334. var descendants = this.getDescendants();
  14335. descendants.push(this);
  14336. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  14337. var particleSystem = this.getScene().particleSystems[index];
  14338. if (descendants.indexOf(particleSystem.emitter) !== -1) {
  14339. results.push(particleSystem);
  14340. }
  14341. }
  14342. return results;
  14343. };
  14344. Mesh.prototype.getChildren = function () {
  14345. var results = [];
  14346. for (var index = 0; index < this.getScene().meshes.length; index++) {
  14347. var mesh = this.getScene().meshes[index];
  14348. if (mesh.parent === this) {
  14349. results.push(mesh);
  14350. }
  14351. }
  14352. return results;
  14353. };
  14354. Mesh.prototype._checkDelayState = function () {
  14355. var _this = this;
  14356. var that = this;
  14357. var scene = this.getScene();
  14358. if (this._geometry) {
  14359. this._geometry.load(scene);
  14360. }
  14361. else if (that.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  14362. that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  14363. scene._addPendingData(that);
  14364. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  14365. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  14366. if (data instanceof ArrayBuffer) {
  14367. _this._delayLoadingFunction(data, _this);
  14368. }
  14369. else {
  14370. _this._delayLoadingFunction(JSON.parse(data), _this);
  14371. }
  14372. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  14373. scene._removePendingData(_this);
  14374. }, function () { }, scene.database, getBinaryData);
  14375. }
  14376. };
  14377. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  14378. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  14379. return false;
  14380. }
  14381. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  14382. return false;
  14383. }
  14384. this._checkDelayState();
  14385. return true;
  14386. };
  14387. Mesh.prototype.setMaterialByID = function (id) {
  14388. var materials = this.getScene().materials;
  14389. var index;
  14390. for (index = 0; index < materials.length; index++) {
  14391. if (materials[index].id === id) {
  14392. this.material = materials[index];
  14393. return;
  14394. }
  14395. }
  14396. // Multi
  14397. var multiMaterials = this.getScene().multiMaterials;
  14398. for (index = 0; index < multiMaterials.length; index++) {
  14399. if (multiMaterials[index].id === id) {
  14400. this.material = multiMaterials[index];
  14401. return;
  14402. }
  14403. }
  14404. };
  14405. Mesh.prototype.getAnimatables = function () {
  14406. var results = [];
  14407. if (this.material) {
  14408. results.push(this.material);
  14409. }
  14410. if (this.skeleton) {
  14411. results.push(this.skeleton);
  14412. }
  14413. return results;
  14414. };
  14415. // Geometry
  14416. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  14417. // Position
  14418. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  14419. return;
  14420. }
  14421. this._resetPointsArrayCache();
  14422. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  14423. var temp = [];
  14424. var index;
  14425. for (index = 0; index < data.length; index += 3) {
  14426. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  14427. }
  14428. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  14429. // Normals
  14430. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  14431. return;
  14432. }
  14433. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  14434. temp = [];
  14435. for (index = 0; index < data.length; index += 3) {
  14436. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  14437. }
  14438. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  14439. // flip faces?
  14440. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  14441. this.flipFaces();
  14442. }
  14443. };
  14444. // Will apply current transform to mesh and reset world matrix
  14445. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  14446. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  14447. this.scaling.copyFromFloats(1, 1, 1);
  14448. this.position.copyFromFloats(0, 0, 0);
  14449. this.rotation.copyFromFloats(0, 0, 0);
  14450. //only if quaternion is already set
  14451. if (this.rotationQuaternion) {
  14452. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  14453. }
  14454. this._worldMatrix = BABYLON.Matrix.Identity();
  14455. };
  14456. // Cache
  14457. Mesh.prototype._resetPointsArrayCache = function () {
  14458. this._positions = null;
  14459. };
  14460. Mesh.prototype._generatePointsArray = function () {
  14461. if (this._positions)
  14462. return true;
  14463. this._positions = [];
  14464. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  14465. if (!data) {
  14466. return false;
  14467. }
  14468. for (var index = 0; index < data.length; index += 3) {
  14469. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  14470. }
  14471. return true;
  14472. };
  14473. // Clone
  14474. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  14475. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  14476. };
  14477. // Dispose
  14478. Mesh.prototype.dispose = function (doNotRecurse) {
  14479. if (this._geometry) {
  14480. this._geometry.releaseForMesh(this, true);
  14481. }
  14482. // Instances
  14483. if (this._worldMatricesInstancesBuffer) {
  14484. this.getEngine().deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  14485. this._worldMatricesInstancesBuffer = null;
  14486. }
  14487. while (this.instances.length) {
  14488. this.instances[0].dispose();
  14489. }
  14490. _super.prototype.dispose.call(this, doNotRecurse);
  14491. };
  14492. // Geometric tools
  14493. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess) {
  14494. var _this = this;
  14495. var scene = this.getScene();
  14496. var onload = function (img) {
  14497. // Getting height map data
  14498. var canvas = document.createElement("canvas");
  14499. var context = canvas.getContext("2d");
  14500. var heightMapWidth = img.width;
  14501. var heightMapHeight = img.height;
  14502. canvas.width = heightMapWidth;
  14503. canvas.height = heightMapHeight;
  14504. context.drawImage(img, 0, 0);
  14505. // Create VertexData from map data
  14506. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  14507. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  14508. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight);
  14509. //execute success callback, if set
  14510. if (onSuccess) {
  14511. onSuccess(_this);
  14512. }
  14513. };
  14514. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.database);
  14515. };
  14516. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight) {
  14517. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  14518. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  14519. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  14520. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  14521. return;
  14522. }
  14523. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  14524. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  14525. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  14526. var position = BABYLON.Vector3.Zero();
  14527. var normal = BABYLON.Vector3.Zero();
  14528. var uv = BABYLON.Vector2.Zero();
  14529. for (var index = 0; index < positions.length; index += 3) {
  14530. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  14531. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  14532. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  14533. // Compute height
  14534. var u = ((Math.abs(uv.x) * heightMapWidth) % heightMapWidth) | 0;
  14535. var v = ((Math.abs(uv.y) * heightMapHeight) % heightMapHeight) | 0;
  14536. var pos = (u + v * heightMapWidth) * 4;
  14537. var r = buffer[pos] / 255.0;
  14538. var g = buffer[pos + 1] / 255.0;
  14539. var b = buffer[pos + 2] / 255.0;
  14540. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  14541. normal.normalize();
  14542. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  14543. position = position.add(normal);
  14544. position.toArray(positions, index);
  14545. }
  14546. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  14547. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  14548. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  14549. };
  14550. Mesh.prototype.convertToFlatShadedMesh = function () {
  14551. /// <summary>Update normals and vertices to get a flat shading rendering.</summary>
  14552. /// <summary>Warning: This may imply adding vertices to the mesh in order to get exactly 3 vertices per face</summary>
  14553. var kinds = this.getVerticesDataKinds();
  14554. var vbs = [];
  14555. var data = [];
  14556. var newdata = [];
  14557. var updatableNormals = false;
  14558. var kindIndex;
  14559. var kind;
  14560. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  14561. kind = kinds[kindIndex];
  14562. var vertexBuffer = this.getVertexBuffer(kind);
  14563. if (kind === BABYLON.VertexBuffer.NormalKind) {
  14564. updatableNormals = vertexBuffer.isUpdatable();
  14565. kinds.splice(kindIndex, 1);
  14566. kindIndex--;
  14567. continue;
  14568. }
  14569. vbs[kind] = vertexBuffer;
  14570. data[kind] = vbs[kind].getData();
  14571. newdata[kind] = [];
  14572. }
  14573. // Save previous submeshes
  14574. var previousSubmeshes = this.subMeshes.slice(0);
  14575. var indices = this.getIndices();
  14576. var totalIndices = this.getTotalIndices();
  14577. // Generating unique vertices per face
  14578. var index;
  14579. for (index = 0; index < totalIndices; index++) {
  14580. var vertexIndex = indices[index];
  14581. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  14582. kind = kinds[kindIndex];
  14583. var stride = vbs[kind].getStrideSize();
  14584. for (var offset = 0; offset < stride; offset++) {
  14585. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  14586. }
  14587. }
  14588. }
  14589. // Updating faces & normal
  14590. var normals = [];
  14591. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  14592. for (index = 0; index < totalIndices; index += 3) {
  14593. indices[index] = index;
  14594. indices[index + 1] = index + 1;
  14595. indices[index + 2] = index + 2;
  14596. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  14597. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  14598. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  14599. var p1p2 = p1.subtract(p2);
  14600. var p3p2 = p3.subtract(p2);
  14601. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  14602. // Store same normals for every vertex
  14603. for (var localIndex = 0; localIndex < 3; localIndex++) {
  14604. normals.push(normal.x);
  14605. normals.push(normal.y);
  14606. normals.push(normal.z);
  14607. }
  14608. }
  14609. this.setIndices(indices);
  14610. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  14611. // Updating vertex buffers
  14612. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  14613. kind = kinds[kindIndex];
  14614. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  14615. }
  14616. // Updating submeshes
  14617. this.releaseSubMeshes();
  14618. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  14619. var previousOne = previousSubmeshes[submeshIndex];
  14620. var subMesh = new BABYLON.SubMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  14621. }
  14622. this.synchronizeInstances();
  14623. };
  14624. // will inverse faces orientations, and invert normals too if specified
  14625. Mesh.prototype.flipFaces = function (flipNormals) {
  14626. if (flipNormals === void 0) { flipNormals = false; }
  14627. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  14628. var i;
  14629. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  14630. for (i = 0; i < vertex_data.normals.length; i++) {
  14631. vertex_data.normals[i] *= -1;
  14632. }
  14633. }
  14634. var temp;
  14635. for (i = 0; i < vertex_data.indices.length; i += 3) {
  14636. // reassign indices
  14637. temp = vertex_data.indices[i + 1];
  14638. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  14639. vertex_data.indices[i + 2] = temp;
  14640. }
  14641. vertex_data.applyToMesh(this);
  14642. };
  14643. // Instances
  14644. Mesh.prototype.createInstance = function (name) {
  14645. return new BABYLON.InstancedMesh(name, this);
  14646. };
  14647. Mesh.prototype.synchronizeInstances = function () {
  14648. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  14649. var instance = this.instances[instanceIndex];
  14650. instance._syncSubMeshes();
  14651. }
  14652. };
  14653. /**
  14654. * Simplify the mesh according to the given array of settings.
  14655. * Function will return immediately and will simplify async.
  14656. * @param settings a collection of simplification settings.
  14657. * @param parallelProcessing should all levels calculate parallel or one after the other.
  14658. * @param type the type of simplification to run.
  14659. * @param successCallback optional success callback to be called after the simplification finished processing all settings.
  14660. */
  14661. Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  14662. if (parallelProcessing === void 0) { parallelProcessing = true; }
  14663. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  14664. this.getScene().simplificationQueue.addTask({
  14665. settings: settings,
  14666. parallelProcessing: parallelProcessing,
  14667. mesh: this,
  14668. simplificationType: simplificationType,
  14669. successCallback: successCallback
  14670. });
  14671. };
  14672. /**
  14673. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  14674. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  14675. * This should be used together with the simplification to avoid disappearing triangles.
  14676. * @param successCallback an optional success callback to be called after the optimization finished.
  14677. */
  14678. Mesh.prototype.optimizeIndices = function (successCallback) {
  14679. var _this = this;
  14680. var indices = this.getIndices();
  14681. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  14682. var vectorPositions = [];
  14683. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  14684. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  14685. }
  14686. var dupes = [];
  14687. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  14688. var realPos = vectorPositions.length - 1 - iteration;
  14689. var testedPosition = vectorPositions[realPos];
  14690. for (var j = 0; j < realPos; ++j) {
  14691. var againstPosition = vectorPositions[j];
  14692. if (testedPosition.equals(againstPosition)) {
  14693. dupes[realPos] = j;
  14694. break;
  14695. }
  14696. }
  14697. }, function () {
  14698. for (var i = 0; i < indices.length; ++i) {
  14699. indices[i] = dupes[indices[i]] || indices[i];
  14700. }
  14701. //indices are now reordered
  14702. var originalSubMeshes = _this.subMeshes.slice(0);
  14703. _this.setIndices(indices);
  14704. _this.subMeshes = originalSubMeshes;
  14705. if (successCallback) {
  14706. successCallback(_this);
  14707. }
  14708. });
  14709. };
  14710. // Statics
  14711. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  14712. return BABYLON.MeshBuilder.CreateRibbon(name, {
  14713. pathArray: pathArray,
  14714. closeArray: closeArray,
  14715. closePath: closePath,
  14716. offset: offset,
  14717. updatable: updatable,
  14718. sideOrientation: sideOrientation,
  14719. instance: instance
  14720. }, scene);
  14721. };
  14722. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  14723. var options = {
  14724. radius: radius,
  14725. tessellation: tessellation,
  14726. sideOrientation: sideOrientation,
  14727. updatable: updatable
  14728. };
  14729. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  14730. };
  14731. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  14732. var options = {
  14733. size: size,
  14734. sideOrientation: sideOrientation,
  14735. updatable: updatable
  14736. };
  14737. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  14738. };
  14739. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  14740. var options = {
  14741. segments: segments,
  14742. diameterX: diameter,
  14743. diameterY: diameter,
  14744. diameterZ: diameter,
  14745. sideOrientation: sideOrientation,
  14746. updatable: updatable
  14747. };
  14748. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  14749. };
  14750. // Cylinder and cone
  14751. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  14752. var options = {
  14753. height: height,
  14754. diameterTop: diameterTop,
  14755. diameterBottom: diameterBottom,
  14756. tessellation: tessellation,
  14757. subdivisions: subdivisions,
  14758. sideOrientation: sideOrientation,
  14759. updatable: updatable
  14760. };
  14761. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  14762. };
  14763. // Torus (Code from SharpDX.org)
  14764. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  14765. var options = {
  14766. diameter: diameter,
  14767. thickness: thickness,
  14768. tessellation: tessellation,
  14769. sideOrientation: sideOrientation,
  14770. updatable: updatable
  14771. };
  14772. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  14773. };
  14774. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  14775. var options = {
  14776. radius: radius,
  14777. tube: tube,
  14778. radialSegments: radialSegments,
  14779. tubularSegments: tubularSegments,
  14780. p: p,
  14781. q: q,
  14782. sideOrientation: sideOrientation,
  14783. updatable: updatable
  14784. };
  14785. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  14786. };
  14787. // Lines
  14788. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  14789. var options = {
  14790. points: points,
  14791. updatable: updatable,
  14792. instance: instance
  14793. };
  14794. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  14795. };
  14796. // Dashed Lines
  14797. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  14798. var options = {
  14799. points: points,
  14800. dashSize: dashSize,
  14801. gapSize: gapSize,
  14802. dashNb: dashNb,
  14803. updatable: updatable
  14804. };
  14805. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  14806. };
  14807. // Extrusion
  14808. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  14809. var options = {
  14810. shape: shape,
  14811. path: path,
  14812. scale: scale,
  14813. rotation: rotation,
  14814. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  14815. sideOrientation: sideOrientation,
  14816. instance: instance,
  14817. updatable: updatable
  14818. };
  14819. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  14820. };
  14821. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  14822. var options = {
  14823. shape: shape,
  14824. path: path,
  14825. scaleFunction: scaleFunction,
  14826. rotationFunction: rotationFunction,
  14827. ribbonCloseArray: ribbonCloseArray,
  14828. ribbonClosePath: ribbonClosePath,
  14829. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  14830. sideOrientation: sideOrientation,
  14831. instance: instance,
  14832. updatable: updatable
  14833. };
  14834. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  14835. };
  14836. // Lathe
  14837. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  14838. var options = {
  14839. shape: shape,
  14840. radius: radius,
  14841. tesselation: tessellation,
  14842. sideOrientation: sideOrientation,
  14843. updatable: updatable
  14844. };
  14845. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  14846. };
  14847. // Plane & ground
  14848. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  14849. var options = {
  14850. size: size,
  14851. width: size,
  14852. height: size,
  14853. sideOrientation: sideOrientation,
  14854. updatable: updatable
  14855. };
  14856. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  14857. };
  14858. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  14859. var options = {
  14860. width: width,
  14861. height: height,
  14862. subdivisions: subdivisions,
  14863. updatable: updatable
  14864. };
  14865. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  14866. };
  14867. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  14868. var options = {
  14869. xmin: xmin,
  14870. zmin: zmin,
  14871. xmax: xmax,
  14872. zmax: zmax,
  14873. subdivisions: subdivisions,
  14874. precision: precision,
  14875. updatable: updatable
  14876. };
  14877. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  14878. };
  14879. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady) {
  14880. var options = {
  14881. width: width,
  14882. height: height,
  14883. subdivisions: subdivisions,
  14884. minHeight: minHeight,
  14885. maxHeight: maxHeight,
  14886. updatable: updatable,
  14887. onReady: onReady
  14888. };
  14889. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  14890. };
  14891. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  14892. var options = {
  14893. path: path,
  14894. radius: radius,
  14895. tessellation: tessellation,
  14896. radiusFunction: radiusFunction,
  14897. arc: 1,
  14898. cap: cap,
  14899. updatable: updatable,
  14900. sideOrientation: sideOrientation,
  14901. instance: instance
  14902. };
  14903. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  14904. };
  14905. Mesh.CreatePolyhedron = function (name, options, scene) {
  14906. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  14907. };
  14908. // Decals
  14909. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  14910. var options = {
  14911. position: position,
  14912. normal: normal,
  14913. size: size,
  14914. angle: angle
  14915. };
  14916. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  14917. };
  14918. // Skeletons
  14919. /**
  14920. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  14921. */
  14922. Mesh.prototype.setPositionsForCPUSkinning = function () {
  14923. var source;
  14924. if (!this._sourcePositions) {
  14925. source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  14926. this._sourcePositions = new Float32Array(source);
  14927. if (!this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable()) {
  14928. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  14929. }
  14930. }
  14931. return this._sourcePositions;
  14932. };
  14933. /**
  14934. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  14935. */
  14936. Mesh.prototype.setNormalsForCPUSkinning = function () {
  14937. var source;
  14938. if (!this._sourceNormals) {
  14939. source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  14940. this._sourceNormals = new Float32Array(source);
  14941. if (!this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable()) {
  14942. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  14943. }
  14944. }
  14945. return this._sourceNormals;
  14946. };
  14947. /**
  14948. * Update the vertex buffers by applying transformation from the bones
  14949. * @param {skeleton} skeleton to apply
  14950. */
  14951. Mesh.prototype.applySkeleton = function (skeleton) {
  14952. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  14953. return this;
  14954. }
  14955. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  14956. return this;
  14957. }
  14958. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  14959. return this;
  14960. }
  14961. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  14962. return this;
  14963. }
  14964. if (!this._sourcePositions) {
  14965. this.setPositionsForCPUSkinning();
  14966. }
  14967. if (!this._sourceNormals) {
  14968. this.setNormalsForCPUSkinning();
  14969. }
  14970. // positionsData checks for not being Float32Array will only pass at most once
  14971. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  14972. if (!(positionsData instanceof Float32Array)) {
  14973. positionsData = new Float32Array(positionsData);
  14974. }
  14975. // normalsData checks for not being Float32Array will only pass at most once
  14976. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  14977. if (!(normalsData instanceof Float32Array)) {
  14978. normalsData = new Float32Array(normalsData);
  14979. }
  14980. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  14981. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  14982. var skeletonMatrices = skeleton.getTransformMatrices();
  14983. var tempVector3 = BABYLON.Vector3.Zero();
  14984. var finalMatrix = new BABYLON.Matrix();
  14985. var tempMatrix = new BABYLON.Matrix();
  14986. for (var index = 0; index < positionsData.length; index += 3) {
  14987. var index4 = (index / 3) * 4;
  14988. var matricesWeight0 = matricesWeightsData[index4];
  14989. var matricesWeight1 = matricesWeightsData[index4 + 1];
  14990. var matricesWeight2 = matricesWeightsData[index4 + 2];
  14991. var matricesWeight3 = matricesWeightsData[index4 + 3];
  14992. if (matricesWeight0 > 0) {
  14993. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, matricesIndicesData[index4] * 16, matricesWeight0, tempMatrix);
  14994. finalMatrix.addToSelf(tempMatrix);
  14995. }
  14996. if (matricesWeight1 > 0) {
  14997. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, matricesIndicesData[index4 + 1] * 16, matricesWeight1, tempMatrix);
  14998. finalMatrix.addToSelf(tempMatrix);
  14999. }
  15000. if (matricesWeight2 > 0) {
  15001. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, matricesIndicesData[index4 + 2] * 16, matricesWeight2, tempMatrix);
  15002. finalMatrix.addToSelf(tempMatrix);
  15003. }
  15004. if (matricesWeight3 > 0) {
  15005. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, matricesIndicesData[index4 + 3] * 16, matricesWeight3, tempMatrix);
  15006. finalMatrix.addToSelf(tempMatrix);
  15007. }
  15008. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  15009. tempVector3.toArray(positionsData, index);
  15010. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  15011. tempVector3.toArray(normalsData, index);
  15012. finalMatrix.reset();
  15013. }
  15014. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  15015. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  15016. return this;
  15017. };
  15018. // Tools
  15019. Mesh.MinMax = function (meshes) {
  15020. var minVector = null;
  15021. var maxVector = null;
  15022. for (var i in meshes) {
  15023. var mesh = meshes[i];
  15024. var boundingBox = mesh.getBoundingInfo().boundingBox;
  15025. if (!minVector) {
  15026. minVector = boundingBox.minimumWorld;
  15027. maxVector = boundingBox.maximumWorld;
  15028. continue;
  15029. }
  15030. minVector.MinimizeInPlace(boundingBox.minimumWorld);
  15031. maxVector.MaximizeInPlace(boundingBox.maximumWorld);
  15032. }
  15033. return {
  15034. min: minVector,
  15035. max: maxVector
  15036. };
  15037. };
  15038. Mesh.Center = function (meshesOrMinMaxVector) {
  15039. var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : Mesh.MinMax(meshesOrMinMaxVector);
  15040. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  15041. };
  15042. /**
  15043. * Merge the array of meshes into a single mesh for performance reasons.
  15044. * @param {Array<Mesh>} meshes - The vertices source. They should all be of the same material. Entries can empty
  15045. * @param {boolean} disposeSource - When true (default), dispose of the vertices from the source meshes
  15046. * @param {boolean} allow32BitsIndices - When the sum of the vertices > 64k, this must be set to true.
  15047. * @param {Mesh} meshSubclass - When set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  15048. */
  15049. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass) {
  15050. if (disposeSource === void 0) { disposeSource = true; }
  15051. var index;
  15052. if (!allow32BitsIndices) {
  15053. var totalVertices = 0;
  15054. // Counting vertices
  15055. for (index = 0; index < meshes.length; index++) {
  15056. if (meshes[index]) {
  15057. totalVertices += meshes[index].getTotalVertices();
  15058. if (totalVertices > 65536) {
  15059. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  15060. return null;
  15061. }
  15062. }
  15063. }
  15064. }
  15065. // Merge
  15066. var vertexData;
  15067. var otherVertexData;
  15068. var source;
  15069. for (index = 0; index < meshes.length; index++) {
  15070. if (meshes[index]) {
  15071. meshes[index].computeWorldMatrix(true);
  15072. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true);
  15073. otherVertexData.transform(meshes[index].getWorldMatrix());
  15074. if (vertexData) {
  15075. vertexData.merge(otherVertexData);
  15076. }
  15077. else {
  15078. vertexData = otherVertexData;
  15079. source = meshes[index];
  15080. }
  15081. }
  15082. }
  15083. if (!meshSubclass) {
  15084. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  15085. }
  15086. vertexData.applyToMesh(meshSubclass);
  15087. // Setting properties
  15088. meshSubclass.material = source.material;
  15089. meshSubclass.checkCollisions = source.checkCollisions;
  15090. // Cleaning
  15091. if (disposeSource) {
  15092. for (index = 0; index < meshes.length; index++) {
  15093. if (meshes[index]) {
  15094. meshes[index].dispose();
  15095. }
  15096. }
  15097. }
  15098. return meshSubclass;
  15099. };
  15100. // Consts
  15101. Mesh._FRONTSIDE = 0;
  15102. Mesh._BACKSIDE = 1;
  15103. Mesh._DOUBLESIDE = 2;
  15104. Mesh._DEFAULTSIDE = 0;
  15105. Mesh._NO_CAP = 0;
  15106. Mesh._CAP_START = 1;
  15107. Mesh._CAP_END = 2;
  15108. Mesh._CAP_ALL = 3;
  15109. return Mesh;
  15110. })(BABYLON.AbstractMesh);
  15111. BABYLON.Mesh = Mesh;
  15112. })(BABYLON || (BABYLON = {}));
  15113. var BABYLON;
  15114. (function (BABYLON) {
  15115. var SubMesh = (function () {
  15116. function SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  15117. if (createBoundingBox === void 0) { createBoundingBox = true; }
  15118. this.materialIndex = materialIndex;
  15119. this.verticesStart = verticesStart;
  15120. this.verticesCount = verticesCount;
  15121. this.indexStart = indexStart;
  15122. this.indexCount = indexCount;
  15123. this._renderId = 0;
  15124. this._mesh = mesh;
  15125. this._renderingMesh = renderingMesh || mesh;
  15126. mesh.subMeshes.push(this);
  15127. this._trianglePlanes = [];
  15128. this._id = mesh.subMeshes.length - 1;
  15129. if (createBoundingBox) {
  15130. this.refreshBoundingInfo();
  15131. mesh.computeWorldMatrix(true);
  15132. }
  15133. }
  15134. SubMesh.prototype.getBoundingInfo = function () {
  15135. return this._boundingInfo;
  15136. };
  15137. SubMesh.prototype.getMesh = function () {
  15138. return this._mesh;
  15139. };
  15140. SubMesh.prototype.getRenderingMesh = function () {
  15141. return this._renderingMesh;
  15142. };
  15143. SubMesh.prototype.getMaterial = function () {
  15144. var rootMaterial = this._renderingMesh.material;
  15145. if (rootMaterial && rootMaterial instanceof BABYLON.MultiMaterial) {
  15146. var multiMaterial = rootMaterial;
  15147. return multiMaterial.getSubMaterial(this.materialIndex);
  15148. }
  15149. if (!rootMaterial) {
  15150. return this._mesh.getScene().defaultMaterial;
  15151. }
  15152. return rootMaterial;
  15153. };
  15154. // Methods
  15155. SubMesh.prototype.refreshBoundingInfo = function () {
  15156. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  15157. if (!data) {
  15158. this._boundingInfo = this._mesh._boundingInfo;
  15159. return;
  15160. }
  15161. var indices = this._renderingMesh.getIndices();
  15162. var extend;
  15163. //is this the only submesh?
  15164. if (this.indexStart === 0 && this.indexCount === indices.length) {
  15165. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  15166. extend = { minimum: this._renderingMesh.getBoundingInfo().minimum.clone(), maximum: this._renderingMesh.getBoundingInfo().maximum.clone() };
  15167. }
  15168. else {
  15169. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount);
  15170. }
  15171. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  15172. };
  15173. SubMesh.prototype._checkCollision = function (collider) {
  15174. return this._boundingInfo._checkCollision(collider);
  15175. };
  15176. SubMesh.prototype.updateBoundingInfo = function (world) {
  15177. if (!this._boundingInfo) {
  15178. this.refreshBoundingInfo();
  15179. }
  15180. this._boundingInfo._update(world);
  15181. };
  15182. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  15183. return this._boundingInfo.isInFrustum(frustumPlanes);
  15184. };
  15185. SubMesh.prototype.render = function (enableAlphaMode) {
  15186. this._renderingMesh.render(this, enableAlphaMode);
  15187. };
  15188. SubMesh.prototype.getLinesIndexBuffer = function (indices, engine) {
  15189. if (!this._linesIndexBuffer) {
  15190. var linesIndices = [];
  15191. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  15192. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  15193. }
  15194. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  15195. this.linesIndexCount = linesIndices.length;
  15196. }
  15197. return this._linesIndexBuffer;
  15198. };
  15199. SubMesh.prototype.canIntersects = function (ray) {
  15200. return ray.intersectsBox(this._boundingInfo.boundingBox);
  15201. };
  15202. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  15203. var intersectInfo = null;
  15204. // Triangles test
  15205. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  15206. var p0 = positions[indices[index]];
  15207. var p1 = positions[indices[index + 1]];
  15208. var p2 = positions[indices[index + 2]];
  15209. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  15210. if (currentIntersectInfo) {
  15211. if (currentIntersectInfo.distance < 0) {
  15212. continue;
  15213. }
  15214. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  15215. intersectInfo = currentIntersectInfo;
  15216. intersectInfo.faceId = index / 3;
  15217. if (fastCheck) {
  15218. break;
  15219. }
  15220. }
  15221. }
  15222. }
  15223. return intersectInfo;
  15224. };
  15225. // Clone
  15226. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  15227. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  15228. result._boundingInfo = new BABYLON.BoundingInfo(this._boundingInfo.minimum, this._boundingInfo.maximum);
  15229. return result;
  15230. };
  15231. // Dispose
  15232. SubMesh.prototype.dispose = function () {
  15233. if (this._linesIndexBuffer) {
  15234. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  15235. this._linesIndexBuffer = null;
  15236. }
  15237. // Remove from mesh
  15238. var index = this._mesh.subMeshes.indexOf(this);
  15239. this._mesh.subMeshes.splice(index, 1);
  15240. };
  15241. // Statics
  15242. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  15243. var minVertexIndex = Number.MAX_VALUE;
  15244. var maxVertexIndex = -Number.MAX_VALUE;
  15245. renderingMesh = renderingMesh || mesh;
  15246. var indices = renderingMesh.getIndices();
  15247. for (var index = startIndex; index < startIndex + indexCount; index++) {
  15248. var vertexIndex = indices[index];
  15249. if (vertexIndex < minVertexIndex)
  15250. minVertexIndex = vertexIndex;
  15251. if (vertexIndex > maxVertexIndex)
  15252. maxVertexIndex = vertexIndex;
  15253. }
  15254. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  15255. };
  15256. return SubMesh;
  15257. })();
  15258. BABYLON.SubMesh = SubMesh;
  15259. })(BABYLON || (BABYLON = {}));
  15260. var BABYLON;
  15261. (function (BABYLON) {
  15262. var MeshBuilder = (function () {
  15263. function MeshBuilder() {
  15264. }
  15265. MeshBuilder.CreateBox = function (name, options, scene) {
  15266. var box = new BABYLON.Mesh(name, scene);
  15267. var vertexData = BABYLON.VertexData.CreateBox(options);
  15268. vertexData.applyToMesh(box, options.updatable);
  15269. return box;
  15270. };
  15271. MeshBuilder.CreateSphere = function (name, options, scene) {
  15272. var sphere = new BABYLON.Mesh(name, scene);
  15273. var vertexData = BABYLON.VertexData.CreateSphere(options);
  15274. vertexData.applyToMesh(sphere, options.updatable);
  15275. return sphere;
  15276. };
  15277. MeshBuilder.CreateDisc = function (name, options, scene) {
  15278. var disc = new BABYLON.Mesh(name, scene);
  15279. var vertexData = BABYLON.VertexData.CreateDisc(options);
  15280. vertexData.applyToMesh(disc, options.updatable);
  15281. return disc;
  15282. };
  15283. MeshBuilder.CreateRibbon = function (name, options, scene) {
  15284. var pathArray = options.pathArray;
  15285. var closeArray = options.closeArray;
  15286. var closePath = options.closePath;
  15287. var offset = options.offset;
  15288. var sideOrientation = options.sideOrientation;
  15289. var instance = options.instance;
  15290. var updatable = options.updatable;
  15291. if (instance) {
  15292. // positionFunction : ribbon case
  15293. // only pathArray and sideOrientation parameters are taken into account for positions update
  15294. var positionFunction = function (positions) {
  15295. var minlg = pathArray[0].length;
  15296. var i = 0;
  15297. var ns = (instance.sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  15298. for (var si = 1; si <= ns; si++) {
  15299. for (var p = 0; p < pathArray.length; p++) {
  15300. var path = pathArray[p];
  15301. var l = path.length;
  15302. minlg = (minlg < l) ? minlg : l;
  15303. var j = 0;
  15304. while (j < minlg) {
  15305. positions[i] = path[j].x;
  15306. positions[i + 1] = path[j].y;
  15307. positions[i + 2] = path[j].z;
  15308. j++;
  15309. i += 3;
  15310. }
  15311. if (instance._closePath) {
  15312. positions[i] = path[0].x;
  15313. positions[i + 1] = path[0].y;
  15314. positions[i + 2] = path[0].z;
  15315. i += 3;
  15316. }
  15317. }
  15318. }
  15319. };
  15320. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  15321. positionFunction(positions);
  15322. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  15323. if (!(instance.areNormalsFrozen)) {
  15324. var indices = instance.getIndices();
  15325. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  15326. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  15327. if (instance._closePath) {
  15328. var indexFirst = 0;
  15329. var indexLast = 0;
  15330. for (var p = 0; p < pathArray.length; p++) {
  15331. indexFirst = instance._idx[p] * 3;
  15332. if (p + 1 < pathArray.length) {
  15333. indexLast = (instance._idx[p + 1] - 1) * 3;
  15334. }
  15335. else {
  15336. indexLast = normals.length - 3;
  15337. }
  15338. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  15339. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  15340. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  15341. normals[indexLast] = normals[indexFirst];
  15342. normals[indexLast + 1] = normals[indexFirst + 1];
  15343. normals[indexLast + 2] = normals[indexFirst + 2];
  15344. }
  15345. }
  15346. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  15347. }
  15348. return instance;
  15349. }
  15350. else {
  15351. var ribbon = new BABYLON.Mesh(name, scene);
  15352. ribbon.sideOrientation = sideOrientation;
  15353. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  15354. if (closePath) {
  15355. ribbon._idx = vertexData._idx;
  15356. }
  15357. ribbon._closePath = closePath;
  15358. ribbon._closeArray = closeArray;
  15359. vertexData.applyToMesh(ribbon, updatable);
  15360. return ribbon;
  15361. }
  15362. };
  15363. MeshBuilder.CreateCylinder = function (name, options, scene) {
  15364. var cylinder = new BABYLON.Mesh(name, scene);
  15365. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  15366. vertexData.applyToMesh(cylinder, options.updatable);
  15367. return cylinder;
  15368. };
  15369. MeshBuilder.CreateTorus = function (name, options, scene) {
  15370. var torus = new BABYLON.Mesh(name, scene);
  15371. var vertexData = BABYLON.VertexData.CreateTorus(options);
  15372. vertexData.applyToMesh(torus, options.updatable);
  15373. return torus;
  15374. };
  15375. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  15376. var torusKnot = new BABYLON.Mesh(name, scene);
  15377. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  15378. vertexData.applyToMesh(torusKnot, options.updatable);
  15379. return torusKnot;
  15380. };
  15381. MeshBuilder.CreateLines = function (name, options, scene) {
  15382. var instance = options.instance;
  15383. var points = options.points;
  15384. if (instance) {
  15385. var positionFunction = function (positions) {
  15386. var i = 0;
  15387. for (var p = 0; p < points.length; p++) {
  15388. positions[i] = points[p].x;
  15389. positions[i + 1] = points[p].y;
  15390. positions[i + 2] = points[p].z;
  15391. i += 3;
  15392. }
  15393. };
  15394. instance.updateMeshPositions(positionFunction, false);
  15395. return instance;
  15396. }
  15397. // lines creation
  15398. var lines = new BABYLON.LinesMesh(name, scene);
  15399. var vertexData = BABYLON.VertexData.CreateLines(options);
  15400. vertexData.applyToMesh(lines, options.updatable);
  15401. return lines;
  15402. };
  15403. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  15404. var points = options.points;
  15405. var instance = options.instance;
  15406. var gapSize = options.gapSize;
  15407. var dashNb = options.dashNb;
  15408. var dashSize = options.dashSize;
  15409. if (instance) {
  15410. var positionFunction = function (positions) {
  15411. var curvect = BABYLON.Vector3.Zero();
  15412. var nbSeg = positions.length / 6;
  15413. var lg = 0;
  15414. var nb = 0;
  15415. var shft = 0;
  15416. var dashshft = 0;
  15417. var curshft = 0;
  15418. var p = 0;
  15419. var i = 0;
  15420. var j = 0;
  15421. for (i = 0; i < points.length - 1; i++) {
  15422. points[i + 1].subtractToRef(points[i], curvect);
  15423. lg += curvect.length();
  15424. }
  15425. shft = lg / nbSeg;
  15426. dashshft = instance.dashSize * shft / (instance.dashSize + instance.gapSize);
  15427. for (i = 0; i < points.length - 1; i++) {
  15428. points[i + 1].subtractToRef(points[i], curvect);
  15429. nb = Math.floor(curvect.length() / shft);
  15430. curvect.normalize();
  15431. j = 0;
  15432. while (j < nb && p < positions.length) {
  15433. curshft = shft * j;
  15434. positions[p] = points[i].x + curshft * curvect.x;
  15435. positions[p + 1] = points[i].y + curshft * curvect.y;
  15436. positions[p + 2] = points[i].z + curshft * curvect.z;
  15437. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  15438. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  15439. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  15440. p += 6;
  15441. j++;
  15442. }
  15443. }
  15444. while (p < positions.length) {
  15445. positions[p] = points[i].x;
  15446. positions[p + 1] = points[i].y;
  15447. positions[p + 2] = points[i].z;
  15448. p += 3;
  15449. }
  15450. };
  15451. instance.updateMeshPositions(positionFunction, false);
  15452. return instance;
  15453. }
  15454. // dashed lines creation
  15455. var dashedLines = new BABYLON.LinesMesh(name, scene);
  15456. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  15457. vertexData.applyToMesh(dashedLines, options.updatable);
  15458. dashedLines.dashSize = dashSize;
  15459. dashedLines.gapSize = gapSize;
  15460. return dashedLines;
  15461. };
  15462. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  15463. var path = options.path;
  15464. var shape = options.shape;
  15465. var scale = options.scale || 1;
  15466. var rotation = options.rotation || 0;
  15467. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  15468. var updatable = options.updatable;
  15469. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  15470. var instance = options.instance;
  15471. return MeshBuilder._ExtrudeShapeGeneric(name, shape, path, scale, rotation, null, null, false, false, cap, false, scene, updatable, sideOrientation, instance);
  15472. };
  15473. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  15474. var path = options.path;
  15475. var shape = options.shape;
  15476. var scaleFunction = options.scaleFunction || (function () { return 1; });
  15477. var rotationFunction = options.rotationFunction || (function () { return 0; });
  15478. var ribbonCloseArray = options.ribbonCloseArray || false;
  15479. var ribbonClosePath = options.ribbonClosePath || false;
  15480. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  15481. var updatable = options.updatable;
  15482. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  15483. var instance = options.instance;
  15484. return MeshBuilder._ExtrudeShapeGeneric(name, shape, path, null, null, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, true, scene, updatable, sideOrientation, instance);
  15485. };
  15486. MeshBuilder.CreateLathe = function (name, options, scene) {
  15487. var arc = (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  15488. var closed = (options.closed === undefined) ? true : options.closed;
  15489. var shape = options.shape;
  15490. var radius = options.radius || 1;
  15491. var tessellation = options.tessellation || 64;
  15492. var updatable = options.updatable;
  15493. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  15494. var pi2 = Math.PI * 2;
  15495. var shapeLathe = new Array();
  15496. // first rotatable point
  15497. var i = 0;
  15498. while (shape[i].x === 0) {
  15499. i++;
  15500. }
  15501. var pt = shape[i];
  15502. for (i = 0; i < shape.length; i++) {
  15503. shapeLathe.push(shape[i].subtract(pt));
  15504. }
  15505. // circle path
  15506. var step = pi2 / tessellation * arc;
  15507. var rotated;
  15508. var path = new Array();
  15509. ;
  15510. for (i = 0; i <= tessellation; i++) {
  15511. rotated = new BABYLON.Vector3(Math.cos(i * step) * radius, 0, Math.sin(i * step) * radius);
  15512. path.push(rotated);
  15513. }
  15514. if (closed) {
  15515. path.push(path[0]);
  15516. }
  15517. // extrusion
  15518. var scaleFunction = function () { return 1; };
  15519. var rotateFunction = function () { return 0; };
  15520. var lathe = BABYLON.Mesh.ExtrudeShapeCustom(name, shapeLathe, path, scaleFunction, rotateFunction, closed, false, BABYLON.Mesh.NO_CAP, scene, updatable, sideOrientation);
  15521. return lathe;
  15522. };
  15523. MeshBuilder.CreatePlane = function (name, options, scene) {
  15524. var plane = new BABYLON.Mesh(name, scene);
  15525. var vertexData = BABYLON.VertexData.CreatePlane(options);
  15526. vertexData.applyToMesh(plane, options.updatable);
  15527. if (options.sourcePlane) {
  15528. plane.translate(options.sourcePlane.normal, options.sourcePlane.d);
  15529. var product = Math.acos(BABYLON.Vector3.Dot(options.sourcePlane.normal, BABYLON.Axis.Z));
  15530. var vectorProduct = BABYLON.Vector3.Cross(BABYLON.Axis.Z, options.sourcePlane.normal);
  15531. plane.rotate(vectorProduct, product);
  15532. }
  15533. return plane;
  15534. };
  15535. MeshBuilder.CreateGround = function (name, options, scene) {
  15536. var ground = new BABYLON.GroundMesh(name, scene);
  15537. ground._setReady(false);
  15538. ground._subdivisions = options.subdivisions || 1;
  15539. var vertexData = BABYLON.VertexData.CreateGround(options);
  15540. vertexData.applyToMesh(ground, options.updatable);
  15541. ground._setReady(true);
  15542. return ground;
  15543. };
  15544. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  15545. var tiledGround = new BABYLON.Mesh(name, scene);
  15546. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  15547. vertexData.applyToMesh(tiledGround, options.updatable);
  15548. return tiledGround;
  15549. };
  15550. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  15551. var width = options.width || 10;
  15552. var height = options.height || 10;
  15553. var subdivisions = options.subdivisions || 1;
  15554. var minHeight = options.minHeight;
  15555. var maxHeight = options.maxHeight || 10;
  15556. var updatable = options.updatable;
  15557. var onReady = options.onReady;
  15558. var ground = new BABYLON.GroundMesh(name, scene);
  15559. ground._subdivisions = subdivisions;
  15560. ground._setReady(false);
  15561. var onload = function (img) {
  15562. // Getting height map data
  15563. var canvas = document.createElement("canvas");
  15564. var context = canvas.getContext("2d");
  15565. var bufferWidth = img.width;
  15566. var bufferHeight = img.height;
  15567. canvas.width = bufferWidth;
  15568. canvas.height = bufferHeight;
  15569. context.drawImage(img, 0, 0);
  15570. // Create VertexData from map data
  15571. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  15572. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  15573. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  15574. width: width, height: height,
  15575. subdivisions: subdivisions,
  15576. minHeight: minHeight, maxHeight: maxHeight,
  15577. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight
  15578. });
  15579. vertexData.applyToMesh(ground, updatable);
  15580. ground._setReady(true);
  15581. //execute ready callback, if set
  15582. if (onReady) {
  15583. onReady(ground);
  15584. }
  15585. };
  15586. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.database);
  15587. return ground;
  15588. };
  15589. MeshBuilder.CreateTube = function (name, options, scene) {
  15590. var path = options.path;
  15591. var radius = options.radius || 1;
  15592. var tessellation = options.tessellation || 64;
  15593. var radiusFunction = options.radiusFunction;
  15594. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  15595. var updatable = options.updatable;
  15596. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  15597. var instance = options.instance;
  15598. options.arc = (options.arc <= 0 || options.arc > 1) ? 1 : options.arc || 1;
  15599. // tube geometry
  15600. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  15601. var tangents = path3D.getTangents();
  15602. var normals = path3D.getNormals();
  15603. var distances = path3D.getDistances();
  15604. var pi2 = Math.PI * 2;
  15605. var step = pi2 / tessellation * arc;
  15606. var returnRadius = function () { return radius; };
  15607. var radiusFunctionFinal = radiusFunction || returnRadius;
  15608. var circlePath;
  15609. var rad;
  15610. var normal;
  15611. var rotated;
  15612. var rotationMatrix = BABYLON.Matrix.Zero();
  15613. var index = (cap === BABYLON.Mesh._NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  15614. for (var i = 0; i < path.length; i++) {
  15615. rad = radiusFunctionFinal(i, distances[i]); // current radius
  15616. circlePath = Array(); // current circle array
  15617. normal = normals[i]; // current normal
  15618. for (var t = 0; t < tessellation; t++) {
  15619. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  15620. rotated = BABYLON.Vector3.TransformCoordinates(normal, rotationMatrix).scaleInPlace(rad).add(path[i]);
  15621. circlePath.push(rotated);
  15622. }
  15623. circlePaths[index] = circlePath;
  15624. index++;
  15625. }
  15626. // cap
  15627. var capPath = function (nbPoints, pathIndex) {
  15628. var pointCap = Array();
  15629. for (var i = 0; i < nbPoints; i++) {
  15630. pointCap.push(path[pathIndex]);
  15631. }
  15632. return pointCap;
  15633. };
  15634. switch (cap) {
  15635. case BABYLON.Mesh.NO_CAP:
  15636. break;
  15637. case BABYLON.Mesh.CAP_START:
  15638. circlePaths[0] = capPath(tessellation, 0);
  15639. circlePaths[1] = circlePaths[2].slice(0);
  15640. break;
  15641. case BABYLON.Mesh.CAP_END:
  15642. circlePaths[index] = circlePaths[index - 1].slice(0);
  15643. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  15644. break;
  15645. case BABYLON.Mesh.CAP_ALL:
  15646. circlePaths[0] = capPath(tessellation, 0);
  15647. circlePaths[1] = circlePaths[2].slice(0);
  15648. circlePaths[index] = circlePaths[index - 1].slice(0);
  15649. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  15650. break;
  15651. default:
  15652. break;
  15653. }
  15654. return circlePaths;
  15655. };
  15656. var path3D;
  15657. var pathArray;
  15658. if (instance) {
  15659. var arc = options.arc || instance.arc;
  15660. path3D = (instance.path3D).update(path);
  15661. pathArray = tubePathArray(path, path3D, instance.pathArray, radius, instance.tessellation, radiusFunction, instance.cap, arc);
  15662. instance = MeshBuilder.CreateRibbon(null, { pathArray: pathArray, instance: instance });
  15663. instance.path3D = path3D;
  15664. instance.pathArray = pathArray;
  15665. instance.arc = arc;
  15666. return instance;
  15667. }
  15668. // tube creation
  15669. path3D = new BABYLON.Path3D(path);
  15670. var newPathArray = new Array();
  15671. cap = (cap < 0 || cap > 3) ? 0 : cap;
  15672. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  15673. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation }, scene);
  15674. tube.pathArray = pathArray;
  15675. tube.path3D = path3D;
  15676. tube.tessellation = tessellation;
  15677. tube.cap = cap;
  15678. tube.arc = options.arc;
  15679. return tube;
  15680. };
  15681. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  15682. var polyhedron = new BABYLON.Mesh(name, scene);
  15683. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  15684. vertexData.applyToMesh(polyhedron, options.updatable);
  15685. return polyhedron;
  15686. };
  15687. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  15688. var indices = sourceMesh.getIndices();
  15689. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  15690. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  15691. var position = options.position || BABYLON.Vector3.Zero();
  15692. var normal = options.normal || BABYLON.Vector3.Up();
  15693. var size = options.size || new BABYLON.Vector3(1, 1, 1);
  15694. var angle = options.angle || 0;
  15695. // Getting correct rotation
  15696. if (!normal) {
  15697. var target = new BABYLON.Vector3(0, 0, 1);
  15698. var camera = sourceMesh.getScene().activeCamera;
  15699. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  15700. normal = camera.globalPosition.subtract(cameraWorldTarget);
  15701. }
  15702. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  15703. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  15704. var pitch = Math.atan2(normal.y, len);
  15705. // Matrix
  15706. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  15707. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  15708. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  15709. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  15710. var vertexData = new BABYLON.VertexData();
  15711. vertexData.indices = [];
  15712. vertexData.positions = [];
  15713. vertexData.normals = [];
  15714. vertexData.uvs = [];
  15715. var currentVertexDataIndex = 0;
  15716. var extractDecalVector3 = function (indexId) {
  15717. var vertexId = indices[indexId];
  15718. var result = new BABYLON.PositionNormalVertex();
  15719. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  15720. // Send vector to decal local world
  15721. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  15722. // Get normal
  15723. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  15724. return result;
  15725. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  15726. var clip = function (vertices, axis) {
  15727. if (vertices.length === 0) {
  15728. return vertices;
  15729. }
  15730. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  15731. var clipVertices = function (v0, v1) {
  15732. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  15733. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  15734. };
  15735. var result = new Array();
  15736. for (var index = 0; index < vertices.length; index += 3) {
  15737. var v1Out;
  15738. var v2Out;
  15739. var v3Out;
  15740. var total = 0;
  15741. var nV1, nV2, nV3, nV4;
  15742. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  15743. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  15744. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  15745. v1Out = d1 > 0;
  15746. v2Out = d2 > 0;
  15747. v3Out = d3 > 0;
  15748. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  15749. switch (total) {
  15750. case 0:
  15751. result.push(vertices[index]);
  15752. result.push(vertices[index + 1]);
  15753. result.push(vertices[index + 2]);
  15754. break;
  15755. case 1:
  15756. if (v1Out) {
  15757. nV1 = vertices[index + 1];
  15758. nV2 = vertices[index + 2];
  15759. nV3 = clipVertices(vertices[index], nV1);
  15760. nV4 = clipVertices(vertices[index], nV2);
  15761. }
  15762. if (v2Out) {
  15763. nV1 = vertices[index];
  15764. nV2 = vertices[index + 2];
  15765. nV3 = clipVertices(vertices[index + 1], nV1);
  15766. nV4 = clipVertices(vertices[index + 1], nV2);
  15767. result.push(nV3);
  15768. result.push(nV2.clone());
  15769. result.push(nV1.clone());
  15770. result.push(nV2.clone());
  15771. result.push(nV3.clone());
  15772. result.push(nV4);
  15773. break;
  15774. }
  15775. if (v3Out) {
  15776. nV1 = vertices[index];
  15777. nV2 = vertices[index + 1];
  15778. nV3 = clipVertices(vertices[index + 2], nV1);
  15779. nV4 = clipVertices(vertices[index + 2], nV2);
  15780. }
  15781. result.push(nV1.clone());
  15782. result.push(nV2.clone());
  15783. result.push(nV3);
  15784. result.push(nV4);
  15785. result.push(nV3.clone());
  15786. result.push(nV2.clone());
  15787. break;
  15788. case 2:
  15789. if (!v1Out) {
  15790. nV1 = vertices[index].clone();
  15791. nV2 = clipVertices(nV1, vertices[index + 1]);
  15792. nV3 = clipVertices(nV1, vertices[index + 2]);
  15793. result.push(nV1);
  15794. result.push(nV2);
  15795. result.push(nV3);
  15796. }
  15797. if (!v2Out) {
  15798. nV1 = vertices[index + 1].clone();
  15799. nV2 = clipVertices(nV1, vertices[index + 2]);
  15800. nV3 = clipVertices(nV1, vertices[index]);
  15801. result.push(nV1);
  15802. result.push(nV2);
  15803. result.push(nV3);
  15804. }
  15805. if (!v3Out) {
  15806. nV1 = vertices[index + 2].clone();
  15807. nV2 = clipVertices(nV1, vertices[index]);
  15808. nV3 = clipVertices(nV1, vertices[index + 1]);
  15809. result.push(nV1);
  15810. result.push(nV2);
  15811. result.push(nV3);
  15812. }
  15813. break;
  15814. case 3:
  15815. break;
  15816. }
  15817. }
  15818. return result;
  15819. };
  15820. for (var index = 0; index < indices.length; index += 3) {
  15821. var faceVertices = new Array();
  15822. faceVertices.push(extractDecalVector3(index));
  15823. faceVertices.push(extractDecalVector3(index + 1));
  15824. faceVertices.push(extractDecalVector3(index + 2));
  15825. // Clip
  15826. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  15827. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  15828. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  15829. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  15830. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  15831. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  15832. if (faceVertices.length === 0) {
  15833. continue;
  15834. }
  15835. // Add UVs and get back to world
  15836. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  15837. var vertex = faceVertices[vIndex];
  15838. vertexData.indices.push(currentVertexDataIndex);
  15839. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  15840. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  15841. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  15842. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  15843. currentVertexDataIndex++;
  15844. }
  15845. }
  15846. // Return mesh
  15847. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  15848. vertexData.applyToMesh(decal);
  15849. decal.position = position.clone();
  15850. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  15851. return decal;
  15852. };
  15853. // Privates
  15854. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance) {
  15855. // extrusion geometry
  15856. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  15857. var tangents = path3D.getTangents();
  15858. var normals = path3D.getNormals();
  15859. var binormals = path3D.getBinormals();
  15860. var distances = path3D.getDistances();
  15861. var angle = 0;
  15862. var returnScale = function () { return scale; };
  15863. var returnRotation = function () { return rotation; };
  15864. var rotate = custom ? rotateFunction : returnRotation;
  15865. var scl = custom ? scaleFunction : returnScale;
  15866. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  15867. var rotationMatrix = BABYLON.Matrix.Zero();
  15868. for (var i = 0; i < curve.length; i++) {
  15869. var shapePath = new Array();
  15870. var angleStep = rotate(i, distances[i]);
  15871. var scaleRatio = scl(i, distances[i]);
  15872. for (var p = 0; p < shape.length; p++) {
  15873. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  15874. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  15875. var rotated = BABYLON.Vector3.TransformCoordinates(planed, rotationMatrix).scaleInPlace(scaleRatio).add(curve[i]);
  15876. shapePath.push(rotated);
  15877. }
  15878. shapePaths[index] = shapePath;
  15879. angle += angleStep;
  15880. index++;
  15881. }
  15882. // cap
  15883. var capPath = function (shapePath) {
  15884. var pointCap = Array();
  15885. var barycenter = BABYLON.Vector3.Zero();
  15886. var i;
  15887. for (i = 0; i < shapePath.length; i++) {
  15888. barycenter.addInPlace(shapePath[i]);
  15889. }
  15890. barycenter.scaleInPlace(1 / shapePath.length);
  15891. for (i = 0; i < shapePath.length; i++) {
  15892. pointCap.push(barycenter);
  15893. }
  15894. return pointCap;
  15895. };
  15896. switch (cap) {
  15897. case BABYLON.Mesh.NO_CAP:
  15898. break;
  15899. case BABYLON.Mesh.CAP_START:
  15900. shapePaths[0] = capPath(shapePaths[2]);
  15901. shapePaths[1] = shapePaths[2].slice(0);
  15902. break;
  15903. case BABYLON.Mesh.CAP_END:
  15904. shapePaths[index] = shapePaths[index - 1];
  15905. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  15906. break;
  15907. case BABYLON.Mesh.CAP_ALL:
  15908. shapePaths[0] = capPath(shapePaths[2]);
  15909. shapePaths[1] = shapePaths[2].slice(0);
  15910. shapePaths[index] = shapePaths[index - 1];
  15911. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  15912. break;
  15913. default:
  15914. break;
  15915. }
  15916. return shapePaths;
  15917. };
  15918. var path3D;
  15919. var pathArray;
  15920. if (instance) {
  15921. path3D = (instance.path3D).update(curve);
  15922. pathArray = extrusionPathArray(shape, curve, instance.path3D, instance.pathArray, scale, rotation, scaleFunction, rotateFunction, instance.cap, custom);
  15923. instance = BABYLON.Mesh.CreateRibbon(null, pathArray, null, null, null, null, null, null, instance);
  15924. return instance;
  15925. }
  15926. // extruded shape creation
  15927. path3D = new BABYLON.Path3D(curve);
  15928. var newShapePaths = new Array();
  15929. cap = (cap < 0 || cap > 3) ? 0 : cap;
  15930. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  15931. var extrudedGeneric = BABYLON.Mesh.CreateRibbon(name, pathArray, rbCA, rbCP, 0, scene, updtbl, side);
  15932. extrudedGeneric.pathArray = pathArray;
  15933. extrudedGeneric.path3D = path3D;
  15934. extrudedGeneric.cap = cap;
  15935. return extrudedGeneric;
  15936. };
  15937. return MeshBuilder;
  15938. })();
  15939. BABYLON.MeshBuilder = MeshBuilder;
  15940. })(BABYLON || (BABYLON = {}));
  15941. var BABYLON;
  15942. (function (BABYLON) {
  15943. var BaseTexture = (function () {
  15944. function BaseTexture(scene) {
  15945. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  15946. this.hasAlpha = false;
  15947. this.getAlphaFromRGB = false;
  15948. this.level = 1;
  15949. this.isCube = false;
  15950. this.isRenderTarget = false;
  15951. this.animations = new Array();
  15952. this.coordinatesIndex = 0;
  15953. this.coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  15954. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  15955. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  15956. this.anisotropicFilteringLevel = 4;
  15957. this._scene = scene;
  15958. this._scene.textures.push(this);
  15959. }
  15960. BaseTexture.prototype.getScene = function () {
  15961. return this._scene;
  15962. };
  15963. BaseTexture.prototype.getTextureMatrix = function () {
  15964. return null;
  15965. };
  15966. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  15967. return null;
  15968. };
  15969. BaseTexture.prototype.getInternalTexture = function () {
  15970. return this._texture;
  15971. };
  15972. BaseTexture.prototype.isReady = function () {
  15973. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  15974. return true;
  15975. }
  15976. if (this._texture) {
  15977. return this._texture.isReady;
  15978. }
  15979. return false;
  15980. };
  15981. BaseTexture.prototype.getSize = function () {
  15982. if (this._texture._width) {
  15983. return { width: this._texture._width, height: this._texture._height };
  15984. }
  15985. if (this._texture._size) {
  15986. return { width: this._texture._size, height: this._texture._size };
  15987. }
  15988. return { width: 0, height: 0 };
  15989. };
  15990. BaseTexture.prototype.getBaseSize = function () {
  15991. if (!this.isReady())
  15992. return { width: 0, height: 0 };
  15993. if (this._texture._size) {
  15994. return { width: this._texture._size, height: this._texture._size };
  15995. }
  15996. return { width: this._texture._baseWidth, height: this._texture._baseHeight };
  15997. };
  15998. BaseTexture.prototype.scale = function (ratio) {
  15999. };
  16000. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  16001. get: function () {
  16002. return false;
  16003. },
  16004. enumerable: true,
  16005. configurable: true
  16006. });
  16007. BaseTexture.prototype._removeFromCache = function (url, noMipmap) {
  16008. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  16009. for (var index = 0; index < texturesCache.length; index++) {
  16010. var texturesCacheEntry = texturesCache[index];
  16011. if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) {
  16012. texturesCache.splice(index, 1);
  16013. return;
  16014. }
  16015. }
  16016. };
  16017. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  16018. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  16019. for (var index = 0; index < texturesCache.length; index++) {
  16020. var texturesCacheEntry = texturesCache[index];
  16021. if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) {
  16022. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  16023. texturesCacheEntry.references++;
  16024. return texturesCacheEntry;
  16025. }
  16026. }
  16027. }
  16028. return null;
  16029. };
  16030. BaseTexture.prototype.delayLoad = function () {
  16031. };
  16032. BaseTexture.prototype.clone = function () {
  16033. return null;
  16034. };
  16035. BaseTexture.prototype.releaseInternalTexture = function () {
  16036. if (this._texture) {
  16037. this._scene.getEngine().releaseInternalTexture(this._texture);
  16038. delete this._texture;
  16039. }
  16040. };
  16041. BaseTexture.prototype.dispose = function () {
  16042. // Animations
  16043. this.getScene().stopAnimation(this);
  16044. // Remove from scene
  16045. var index = this._scene.textures.indexOf(this);
  16046. if (index >= 0) {
  16047. this._scene.textures.splice(index, 1);
  16048. }
  16049. if (this._texture === undefined) {
  16050. return;
  16051. }
  16052. // Callback
  16053. if (this.onDispose) {
  16054. this.onDispose();
  16055. }
  16056. };
  16057. return BaseTexture;
  16058. })();
  16059. BABYLON.BaseTexture = BaseTexture;
  16060. })(BABYLON || (BABYLON = {}));
  16061. var BABYLON;
  16062. (function (BABYLON) {
  16063. var Texture = (function (_super) {
  16064. __extends(Texture, _super);
  16065. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer) {
  16066. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  16067. if (onLoad === void 0) { onLoad = null; }
  16068. if (onError === void 0) { onError = null; }
  16069. if (buffer === void 0) { buffer = null; }
  16070. if (deleteBuffer === void 0) { deleteBuffer = false; }
  16071. _super.call(this, scene);
  16072. this.uOffset = 0;
  16073. this.vOffset = 0;
  16074. this.uScale = 1.0;
  16075. this.vScale = 1.0;
  16076. this.uAng = 0;
  16077. this.vAng = 0;
  16078. this.wAng = 0;
  16079. this.name = url;
  16080. this.url = url;
  16081. this._noMipmap = noMipmap;
  16082. this._invertY = invertY;
  16083. this._samplingMode = samplingMode;
  16084. this._buffer = buffer;
  16085. this._deleteBuffer = deleteBuffer;
  16086. if (!url) {
  16087. return;
  16088. }
  16089. this._texture = this._getFromCache(url, noMipmap, samplingMode);
  16090. if (!this._texture) {
  16091. if (!scene.useDelayedTextureLoading) {
  16092. this._texture = scene.getEngine().createTexture(url, noMipmap, invertY, scene, this._samplingMode, onLoad, onError, this._buffer);
  16093. if (deleteBuffer) {
  16094. delete this._buffer;
  16095. }
  16096. }
  16097. else {
  16098. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  16099. }
  16100. }
  16101. else {
  16102. BABYLON.Tools.SetImmediate(function () {
  16103. if (onLoad) {
  16104. onLoad();
  16105. }
  16106. });
  16107. }
  16108. }
  16109. Texture.prototype.delayLoad = function () {
  16110. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  16111. return;
  16112. }
  16113. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  16114. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  16115. if (!this._texture) {
  16116. this._texture = this.getScene().getEngine().createTexture(this.url, this._noMipmap, this._invertY, this.getScene(), this._samplingMode, null, null, this._buffer);
  16117. if (this._deleteBuffer) {
  16118. delete this._buffer;
  16119. }
  16120. }
  16121. };
  16122. Texture.prototype.updateSamplingMode = function (samplingMode) {
  16123. if (!this._texture) {
  16124. return;
  16125. }
  16126. this.getScene().getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  16127. };
  16128. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  16129. x *= this.uScale;
  16130. y *= this.vScale;
  16131. x -= 0.5 * this.uScale;
  16132. y -= 0.5 * this.vScale;
  16133. z -= 0.5;
  16134. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  16135. t.x += 0.5 * this.uScale + this.uOffset;
  16136. t.y += 0.5 * this.vScale + this.vOffset;
  16137. t.z += 0.5;
  16138. };
  16139. Texture.prototype.getTextureMatrix = function () {
  16140. if (this.uOffset === this._cachedUOffset &&
  16141. this.vOffset === this._cachedVOffset &&
  16142. this.uScale === this._cachedUScale &&
  16143. this.vScale === this._cachedVScale &&
  16144. this.uAng === this._cachedUAng &&
  16145. this.vAng === this._cachedVAng &&
  16146. this.wAng === this._cachedWAng) {
  16147. return this._cachedTextureMatrix;
  16148. }
  16149. this._cachedUOffset = this.uOffset;
  16150. this._cachedVOffset = this.vOffset;
  16151. this._cachedUScale = this.uScale;
  16152. this._cachedVScale = this.vScale;
  16153. this._cachedUAng = this.uAng;
  16154. this._cachedVAng = this.vAng;
  16155. this._cachedWAng = this.wAng;
  16156. if (!this._cachedTextureMatrix) {
  16157. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  16158. this._rowGenerationMatrix = new BABYLON.Matrix();
  16159. this._t0 = BABYLON.Vector3.Zero();
  16160. this._t1 = BABYLON.Vector3.Zero();
  16161. this._t2 = BABYLON.Vector3.Zero();
  16162. }
  16163. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  16164. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  16165. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  16166. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  16167. this._t1.subtractInPlace(this._t0);
  16168. this._t2.subtractInPlace(this._t0);
  16169. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  16170. this._cachedTextureMatrix.m[0] = this._t1.x;
  16171. this._cachedTextureMatrix.m[1] = this._t1.y;
  16172. this._cachedTextureMatrix.m[2] = this._t1.z;
  16173. this._cachedTextureMatrix.m[4] = this._t2.x;
  16174. this._cachedTextureMatrix.m[5] = this._t2.y;
  16175. this._cachedTextureMatrix.m[6] = this._t2.z;
  16176. this._cachedTextureMatrix.m[8] = this._t0.x;
  16177. this._cachedTextureMatrix.m[9] = this._t0.y;
  16178. this._cachedTextureMatrix.m[10] = this._t0.z;
  16179. return this._cachedTextureMatrix;
  16180. };
  16181. Texture.prototype.getReflectionTextureMatrix = function () {
  16182. if (this.uOffset === this._cachedUOffset &&
  16183. this.vOffset === this._cachedVOffset &&
  16184. this.uScale === this._cachedUScale &&
  16185. this.vScale === this._cachedVScale &&
  16186. this.coordinatesMode === this._cachedCoordinatesMode) {
  16187. return this._cachedTextureMatrix;
  16188. }
  16189. if (!this._cachedTextureMatrix) {
  16190. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  16191. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  16192. }
  16193. this._cachedCoordinatesMode = this.coordinatesMode;
  16194. switch (this.coordinatesMode) {
  16195. case Texture.PLANAR_MODE:
  16196. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  16197. this._cachedTextureMatrix[0] = this.uScale;
  16198. this._cachedTextureMatrix[5] = this.vScale;
  16199. this._cachedTextureMatrix[12] = this.uOffset;
  16200. this._cachedTextureMatrix[13] = this.vOffset;
  16201. break;
  16202. case Texture.PROJECTION_MODE:
  16203. BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix);
  16204. this._projectionModeMatrix.m[0] = 0.5;
  16205. this._projectionModeMatrix.m[5] = -0.5;
  16206. this._projectionModeMatrix.m[10] = 0.0;
  16207. this._projectionModeMatrix.m[12] = 0.5;
  16208. this._projectionModeMatrix.m[13] = 0.5;
  16209. this._projectionModeMatrix.m[14] = 1.0;
  16210. this._projectionModeMatrix.m[15] = 1.0;
  16211. this.getScene().getProjectionMatrix().multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  16212. break;
  16213. default:
  16214. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  16215. break;
  16216. }
  16217. return this._cachedTextureMatrix;
  16218. };
  16219. Texture.prototype.clone = function () {
  16220. var newTexture = new Texture(this._texture.url, this.getScene(), this._noMipmap, this._invertY, this._samplingMode);
  16221. // Base texture
  16222. newTexture.hasAlpha = this.hasAlpha;
  16223. newTexture.level = this.level;
  16224. newTexture.wrapU = this.wrapU;
  16225. newTexture.wrapV = this.wrapV;
  16226. newTexture.coordinatesIndex = this.coordinatesIndex;
  16227. newTexture.coordinatesMode = this.coordinatesMode;
  16228. // Texture
  16229. newTexture.uOffset = this.uOffset;
  16230. newTexture.vOffset = this.vOffset;
  16231. newTexture.uScale = this.uScale;
  16232. newTexture.vScale = this.vScale;
  16233. newTexture.uAng = this.uAng;
  16234. newTexture.vAng = this.vAng;
  16235. newTexture.wAng = this.wAng;
  16236. return newTexture;
  16237. };
  16238. // Statics
  16239. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError) {
  16240. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  16241. if (onLoad === void 0) { onLoad = null; }
  16242. if (onError === void 0) { onError = null; }
  16243. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data);
  16244. };
  16245. // Constants
  16246. Texture.NEAREST_SAMPLINGMODE = 1;
  16247. Texture.BILINEAR_SAMPLINGMODE = 2;
  16248. Texture.TRILINEAR_SAMPLINGMODE = 3;
  16249. Texture.EXPLICIT_MODE = 0;
  16250. Texture.SPHERICAL_MODE = 1;
  16251. Texture.PLANAR_MODE = 2;
  16252. Texture.CUBIC_MODE = 3;
  16253. Texture.PROJECTION_MODE = 4;
  16254. Texture.SKYBOX_MODE = 5;
  16255. Texture.INVCUBIC_MODE = 6;
  16256. Texture.EQUIRECTANGULAR_MODE = 7;
  16257. Texture.CLAMP_ADDRESSMODE = 0;
  16258. Texture.WRAP_ADDRESSMODE = 1;
  16259. Texture.MIRROR_ADDRESSMODE = 2;
  16260. return Texture;
  16261. })(BABYLON.BaseTexture);
  16262. BABYLON.Texture = Texture;
  16263. })(BABYLON || (BABYLON = {}));
  16264. var BABYLON;
  16265. (function (BABYLON) {
  16266. var CubeTexture = (function (_super) {
  16267. __extends(CubeTexture, _super);
  16268. function CubeTexture(rootUrl, scene, extensions, noMipmap) {
  16269. _super.call(this, scene);
  16270. this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  16271. this.name = rootUrl;
  16272. this.url = rootUrl;
  16273. this._noMipmap = noMipmap;
  16274. this.hasAlpha = false;
  16275. if (!rootUrl) {
  16276. return;
  16277. }
  16278. this._texture = this._getFromCache(rootUrl, noMipmap);
  16279. if (!extensions) {
  16280. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  16281. }
  16282. this._extensions = extensions;
  16283. if (!this._texture) {
  16284. if (!scene.useDelayedTextureLoading) {
  16285. this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, extensions, noMipmap);
  16286. }
  16287. else {
  16288. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  16289. }
  16290. }
  16291. this.isCube = true;
  16292. this._textureMatrix = BABYLON.Matrix.Identity();
  16293. }
  16294. CubeTexture.prototype.clone = function () {
  16295. var newTexture = new CubeTexture(this.url, this.getScene(), this._extensions, this._noMipmap);
  16296. // Base texture
  16297. newTexture.level = this.level;
  16298. newTexture.wrapU = this.wrapU;
  16299. newTexture.wrapV = this.wrapV;
  16300. newTexture.coordinatesIndex = this.coordinatesIndex;
  16301. newTexture.coordinatesMode = this.coordinatesMode;
  16302. return newTexture;
  16303. };
  16304. // Methods
  16305. CubeTexture.prototype.delayLoad = function () {
  16306. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  16307. return;
  16308. }
  16309. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  16310. this._texture = this._getFromCache(this.url, this._noMipmap);
  16311. if (!this._texture) {
  16312. this._texture = this.getScene().getEngine().createCubeTexture(this.url, this.getScene(), this._extensions);
  16313. }
  16314. };
  16315. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  16316. return this._textureMatrix;
  16317. };
  16318. return CubeTexture;
  16319. })(BABYLON.BaseTexture);
  16320. BABYLON.CubeTexture = CubeTexture;
  16321. })(BABYLON || (BABYLON = {}));
  16322. var BABYLON;
  16323. (function (BABYLON) {
  16324. var RenderTargetTexture = (function (_super) {
  16325. __extends(RenderTargetTexture, _super);
  16326. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube) {
  16327. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  16328. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  16329. if (isCube === void 0) { isCube = false; }
  16330. _super.call(this, null, scene, !generateMipMaps);
  16331. this.isCube = isCube;
  16332. this.renderList = new Array();
  16333. this.renderParticles = true;
  16334. this.renderSprites = false;
  16335. this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  16336. this._currentRefreshId = -1;
  16337. this._refreshRate = 1;
  16338. this.name = name;
  16339. this.isRenderTarget = true;
  16340. this._size = size;
  16341. this._generateMipMaps = generateMipMaps;
  16342. this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  16343. if (isCube) {
  16344. this._texture = scene.getEngine().createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps });
  16345. this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  16346. this._textureMatrix = BABYLON.Matrix.Identity();
  16347. }
  16348. else {
  16349. this._texture = scene.getEngine().createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, type: type });
  16350. }
  16351. // Rendering groups
  16352. this._renderingManager = new BABYLON.RenderingManager(scene);
  16353. }
  16354. Object.defineProperty(RenderTargetTexture, "REFRESHRATE_RENDER_ONCE", {
  16355. get: function () {
  16356. return RenderTargetTexture._REFRESHRATE_RENDER_ONCE;
  16357. },
  16358. enumerable: true,
  16359. configurable: true
  16360. });
  16361. Object.defineProperty(RenderTargetTexture, "REFRESHRATE_RENDER_ONEVERYFRAME", {
  16362. get: function () {
  16363. return RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYFRAME;
  16364. },
  16365. enumerable: true,
  16366. configurable: true
  16367. });
  16368. Object.defineProperty(RenderTargetTexture, "REFRESHRATE_RENDER_ONEVERYTWOFRAMES", {
  16369. get: function () {
  16370. return RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYTWOFRAMES;
  16371. },
  16372. enumerable: true,
  16373. configurable: true
  16374. });
  16375. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  16376. this._currentRefreshId = -1;
  16377. };
  16378. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  16379. get: function () {
  16380. return this._refreshRate;
  16381. },
  16382. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16383. set: function (value) {
  16384. this._refreshRate = value;
  16385. this.resetRefreshCounter();
  16386. },
  16387. enumerable: true,
  16388. configurable: true
  16389. });
  16390. RenderTargetTexture.prototype._shouldRender = function () {
  16391. if (this._currentRefreshId === -1) {
  16392. this._currentRefreshId = 1;
  16393. return true;
  16394. }
  16395. if (this.refreshRate === this._currentRefreshId) {
  16396. this._currentRefreshId = 1;
  16397. return true;
  16398. }
  16399. this._currentRefreshId++;
  16400. return false;
  16401. };
  16402. RenderTargetTexture.prototype.isReady = function () {
  16403. if (!this.getScene().renderTargetsEnabled) {
  16404. return false;
  16405. }
  16406. return _super.prototype.isReady.call(this);
  16407. };
  16408. RenderTargetTexture.prototype.getRenderSize = function () {
  16409. return this._size;
  16410. };
  16411. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  16412. get: function () {
  16413. return true;
  16414. },
  16415. enumerable: true,
  16416. configurable: true
  16417. });
  16418. RenderTargetTexture.prototype.scale = function (ratio) {
  16419. var newSize = this._size * ratio;
  16420. this.resize(newSize, this._generateMipMaps);
  16421. };
  16422. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  16423. if (this.isCube) {
  16424. return this._textureMatrix;
  16425. }
  16426. return _super.prototype.getReflectionTextureMatrix.call(this);
  16427. };
  16428. RenderTargetTexture.prototype.resize = function (size, generateMipMaps) {
  16429. this.releaseInternalTexture();
  16430. if (this.isCube) {
  16431. this._texture = this.getScene().getEngine().createRenderTargetCubeTexture(size);
  16432. }
  16433. else {
  16434. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  16435. }
  16436. };
  16437. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  16438. var scene = this.getScene();
  16439. if (this._waitingRenderList) {
  16440. this.renderList = [];
  16441. for (var index = 0; index < this._waitingRenderList.length; index++) {
  16442. var id = this._waitingRenderList[index];
  16443. this.renderList.push(scene.getMeshByID(id));
  16444. }
  16445. delete this._waitingRenderList;
  16446. }
  16447. if (this.renderList && this.renderList.length === 0) {
  16448. return;
  16449. }
  16450. // Prepare renderingManager
  16451. this._renderingManager.reset();
  16452. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  16453. for (var meshIndex = 0; meshIndex < currentRenderList.length; meshIndex++) {
  16454. var mesh = currentRenderList[meshIndex];
  16455. if (mesh) {
  16456. if (!mesh.isReady()) {
  16457. // Reset _currentRefreshId
  16458. this.resetRefreshCounter();
  16459. continue;
  16460. }
  16461. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) !== 0)) {
  16462. mesh._activate(scene.getRenderId());
  16463. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  16464. var subMesh = mesh.subMeshes[subIndex];
  16465. scene._activeIndices += subMesh.indexCount;
  16466. this._renderingManager.dispatch(subMesh);
  16467. }
  16468. }
  16469. }
  16470. }
  16471. if (this.isCube) {
  16472. for (var face = 0; face < 6; face++) {
  16473. this.renderToTarget(face, currentRenderList, useCameraPostProcess, dumpForDebug);
  16474. }
  16475. }
  16476. else {
  16477. this.renderToTarget(0, currentRenderList, useCameraPostProcess, dumpForDebug);
  16478. }
  16479. if (this.onAfterUnbind) {
  16480. this.onAfterUnbind();
  16481. }
  16482. scene.resetCachedMaterial();
  16483. };
  16484. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, useCameraPostProcess, dumpForDebug) {
  16485. var scene = this.getScene();
  16486. var engine = scene.getEngine();
  16487. // Bind
  16488. if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  16489. if (this.isCube) {
  16490. engine.bindFramebuffer(this._texture, faceIndex);
  16491. }
  16492. else {
  16493. engine.bindFramebuffer(this._texture);
  16494. }
  16495. }
  16496. if (this.onBeforeRender) {
  16497. this.onBeforeRender(faceIndex);
  16498. }
  16499. // Clear
  16500. if (this.onClear) {
  16501. this.onClear(engine);
  16502. }
  16503. else {
  16504. engine.clear(scene.clearColor, true, true);
  16505. }
  16506. if (!this._doNotChangeAspectRatio) {
  16507. scene.updateTransformMatrix(true);
  16508. }
  16509. // Render
  16510. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  16511. if (useCameraPostProcess) {
  16512. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  16513. }
  16514. if (!this._doNotChangeAspectRatio) {
  16515. scene.updateTransformMatrix(true);
  16516. }
  16517. if (this.onAfterRender) {
  16518. this.onAfterRender(faceIndex);
  16519. }
  16520. // Dump ?
  16521. if (dumpForDebug) {
  16522. BABYLON.Tools.DumpFramebuffer(this._size, this._size, engine);
  16523. }
  16524. // Unbind
  16525. if (!this.isCube || faceIndex === 5) {
  16526. if (this.isCube) {
  16527. if (faceIndex === 5) {
  16528. engine.generateMipMapsForCubemap(this._texture);
  16529. }
  16530. }
  16531. engine.unBindFramebuffer(this._texture, this.isCube);
  16532. }
  16533. };
  16534. RenderTargetTexture.prototype.clone = function () {
  16535. var textureSize = this.getSize();
  16536. var newTexture = new RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  16537. // Base texture
  16538. newTexture.hasAlpha = this.hasAlpha;
  16539. newTexture.level = this.level;
  16540. // RenderTarget Texture
  16541. newTexture.coordinatesMode = this.coordinatesMode;
  16542. newTexture.renderList = this.renderList.slice(0);
  16543. return newTexture;
  16544. };
  16545. RenderTargetTexture._REFRESHRATE_RENDER_ONCE = 0;
  16546. RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  16547. RenderTargetTexture._REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  16548. return RenderTargetTexture;
  16549. })(BABYLON.Texture);
  16550. BABYLON.RenderTargetTexture = RenderTargetTexture;
  16551. })(BABYLON || (BABYLON = {}));
  16552. var BABYLON;
  16553. (function (BABYLON) {
  16554. var ProceduralTexture = (function (_super) {
  16555. __extends(ProceduralTexture, _super);
  16556. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps) {
  16557. if (generateMipMaps === void 0) { generateMipMaps = true; }
  16558. _super.call(this, null, scene, !generateMipMaps);
  16559. this.isEnabled = true;
  16560. this._currentRefreshId = -1;
  16561. this._refreshRate = 1;
  16562. this._vertexDeclaration = [2];
  16563. this._vertexStrideSize = 2 * 4;
  16564. this._uniforms = new Array();
  16565. this._samplers = new Array();
  16566. this._textures = new Array();
  16567. this._floats = new Array();
  16568. this._floatsArrays = {};
  16569. this._colors3 = new Array();
  16570. this._colors4 = new Array();
  16571. this._vectors2 = new Array();
  16572. this._vectors3 = new Array();
  16573. this._matrices = new Array();
  16574. this._fallbackTextureUsed = false;
  16575. scene._proceduralTextures.push(this);
  16576. this.name = name;
  16577. this.isRenderTarget = true;
  16578. this._size = size;
  16579. this._generateMipMaps = generateMipMaps;
  16580. this.setFragment(fragment);
  16581. this._fallbackTexture = fallbackTexture;
  16582. this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
  16583. // VBO
  16584. var vertices = [];
  16585. vertices.push(1, 1);
  16586. vertices.push(-1, 1);
  16587. vertices.push(-1, -1);
  16588. vertices.push(1, -1);
  16589. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  16590. // Indices
  16591. var indices = [];
  16592. indices.push(0);
  16593. indices.push(1);
  16594. indices.push(2);
  16595. indices.push(0);
  16596. indices.push(2);
  16597. indices.push(3);
  16598. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  16599. }
  16600. ProceduralTexture.prototype.reset = function () {
  16601. if (this._effect === undefined) {
  16602. return;
  16603. }
  16604. var engine = this.getScene().getEngine();
  16605. engine._releaseEffect(this._effect);
  16606. };
  16607. ProceduralTexture.prototype.isReady = function () {
  16608. var _this = this;
  16609. var engine = this.getScene().getEngine();
  16610. var shaders;
  16611. if (!this._fragment) {
  16612. return false;
  16613. }
  16614. if (this._fallbackTextureUsed) {
  16615. return true;
  16616. }
  16617. if (this._fragment.fragmentElement !== undefined) {
  16618. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  16619. }
  16620. else {
  16621. shaders = { vertex: "procedural", fragment: this._fragment };
  16622. }
  16623. this._effect = engine.createEffect(shaders, ["position"], this._uniforms, this._samplers, "", null, null, function () {
  16624. _this.releaseInternalTexture();
  16625. if (_this._fallbackTexture) {
  16626. _this._texture = _this._fallbackTexture._texture;
  16627. _this._texture.references++;
  16628. }
  16629. _this._fallbackTextureUsed = true;
  16630. });
  16631. return this._effect.isReady();
  16632. };
  16633. ProceduralTexture.prototype.resetRefreshCounter = function () {
  16634. this._currentRefreshId = -1;
  16635. };
  16636. ProceduralTexture.prototype.setFragment = function (fragment) {
  16637. this._fragment = fragment;
  16638. };
  16639. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  16640. get: function () {
  16641. return this._refreshRate;
  16642. },
  16643. // Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16644. set: function (value) {
  16645. this._refreshRate = value;
  16646. this.resetRefreshCounter();
  16647. },
  16648. enumerable: true,
  16649. configurable: true
  16650. });
  16651. ProceduralTexture.prototype._shouldRender = function () {
  16652. if (!this.isEnabled || !this.isReady() || !this._texture) {
  16653. return false;
  16654. }
  16655. if (this._fallbackTextureUsed) {
  16656. return false;
  16657. }
  16658. if (this._currentRefreshId === -1) {
  16659. this._currentRefreshId = 1;
  16660. return true;
  16661. }
  16662. if (this.refreshRate === this._currentRefreshId) {
  16663. this._currentRefreshId = 1;
  16664. return true;
  16665. }
  16666. this._currentRefreshId++;
  16667. return false;
  16668. };
  16669. ProceduralTexture.prototype.getRenderSize = function () {
  16670. return this._size;
  16671. };
  16672. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  16673. if (this._fallbackTextureUsed) {
  16674. return;
  16675. }
  16676. this.releaseInternalTexture();
  16677. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  16678. };
  16679. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  16680. if (this._uniforms.indexOf(uniformName) === -1) {
  16681. this._uniforms.push(uniformName);
  16682. }
  16683. };
  16684. ProceduralTexture.prototype.setTexture = function (name, texture) {
  16685. if (this._samplers.indexOf(name) === -1) {
  16686. this._samplers.push(name);
  16687. }
  16688. this._textures[name] = texture;
  16689. return this;
  16690. };
  16691. ProceduralTexture.prototype.setFloat = function (name, value) {
  16692. this._checkUniform(name);
  16693. this._floats[name] = value;
  16694. return this;
  16695. };
  16696. ProceduralTexture.prototype.setFloats = function (name, value) {
  16697. this._checkUniform(name);
  16698. this._floatsArrays[name] = value;
  16699. return this;
  16700. };
  16701. ProceduralTexture.prototype.setColor3 = function (name, value) {
  16702. this._checkUniform(name);
  16703. this._colors3[name] = value;
  16704. return this;
  16705. };
  16706. ProceduralTexture.prototype.setColor4 = function (name, value) {
  16707. this._checkUniform(name);
  16708. this._colors4[name] = value;
  16709. return this;
  16710. };
  16711. ProceduralTexture.prototype.setVector2 = function (name, value) {
  16712. this._checkUniform(name);
  16713. this._vectors2[name] = value;
  16714. return this;
  16715. };
  16716. ProceduralTexture.prototype.setVector3 = function (name, value) {
  16717. this._checkUniform(name);
  16718. this._vectors3[name] = value;
  16719. return this;
  16720. };
  16721. ProceduralTexture.prototype.setMatrix = function (name, value) {
  16722. this._checkUniform(name);
  16723. this._matrices[name] = value;
  16724. return this;
  16725. };
  16726. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  16727. var scene = this.getScene();
  16728. var engine = scene.getEngine();
  16729. engine.bindFramebuffer(this._texture);
  16730. // Clear
  16731. engine.clear(scene.clearColor, true, true);
  16732. // Render
  16733. engine.enableEffect(this._effect);
  16734. engine.setState(false);
  16735. // Texture
  16736. for (var name in this._textures) {
  16737. this._effect.setTexture(name, this._textures[name]);
  16738. }
  16739. // Float
  16740. for (name in this._floats) {
  16741. this._effect.setFloat(name, this._floats[name]);
  16742. }
  16743. // Floats
  16744. for (name in this._floatsArrays) {
  16745. this._effect.setArray(name, this._floatsArrays[name]);
  16746. }
  16747. // Color3
  16748. for (name in this._colors3) {
  16749. this._effect.setColor3(name, this._colors3[name]);
  16750. }
  16751. // Color4
  16752. for (name in this._colors4) {
  16753. var color = this._colors4[name];
  16754. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  16755. }
  16756. // Vector2
  16757. for (name in this._vectors2) {
  16758. this._effect.setVector2(name, this._vectors2[name]);
  16759. }
  16760. // Vector3
  16761. for (name in this._vectors3) {
  16762. this._effect.setVector3(name, this._vectors3[name]);
  16763. }
  16764. // Matrix
  16765. for (name in this._matrices) {
  16766. this._effect.setMatrix(name, this._matrices[name]);
  16767. }
  16768. // VBOs
  16769. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  16770. // Draw order
  16771. engine.draw(true, 0, 6);
  16772. // Unbind
  16773. engine.unBindFramebuffer(this._texture);
  16774. };
  16775. ProceduralTexture.prototype.clone = function () {
  16776. var textureSize = this.getSize();
  16777. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  16778. // Base texture
  16779. newTexture.hasAlpha = this.hasAlpha;
  16780. newTexture.level = this.level;
  16781. // RenderTarget Texture
  16782. newTexture.coordinatesMode = this.coordinatesMode;
  16783. return newTexture;
  16784. };
  16785. ProceduralTexture.prototype.dispose = function () {
  16786. var index = this.getScene()._proceduralTextures.indexOf(this);
  16787. if (index >= 0) {
  16788. this.getScene()._proceduralTextures.splice(index, 1);
  16789. }
  16790. _super.prototype.dispose.call(this);
  16791. };
  16792. return ProceduralTexture;
  16793. })(BABYLON.Texture);
  16794. BABYLON.ProceduralTexture = ProceduralTexture;
  16795. })(BABYLON || (BABYLON = {}));
  16796. var BABYLON;
  16797. (function (BABYLON) {
  16798. var MirrorTexture = (function (_super) {
  16799. __extends(MirrorTexture, _super);
  16800. function MirrorTexture(name, size, scene, generateMipMaps) {
  16801. var _this = this;
  16802. _super.call(this, name, size, scene, generateMipMaps, true);
  16803. this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  16804. this._transformMatrix = BABYLON.Matrix.Zero();
  16805. this._mirrorMatrix = BABYLON.Matrix.Zero();
  16806. this.onBeforeRender = function () {
  16807. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  16808. _this._savedViewMatrix = scene.getViewMatrix();
  16809. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  16810. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  16811. scene.clipPlane = _this.mirrorPlane;
  16812. scene.getEngine().cullBackFaces = false;
  16813. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.position, _this._mirrorMatrix);
  16814. };
  16815. this.onAfterRender = function () {
  16816. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  16817. scene.getEngine().cullBackFaces = true;
  16818. scene._mirroredCameraPosition = null;
  16819. delete scene.clipPlane;
  16820. };
  16821. }
  16822. MirrorTexture.prototype.clone = function () {
  16823. var textureSize = this.getSize();
  16824. var newTexture = new MirrorTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  16825. // Base texture
  16826. newTexture.hasAlpha = this.hasAlpha;
  16827. newTexture.level = this.level;
  16828. // Mirror Texture
  16829. newTexture.mirrorPlane = this.mirrorPlane.clone();
  16830. newTexture.renderList = this.renderList.slice(0);
  16831. return newTexture;
  16832. };
  16833. return MirrorTexture;
  16834. })(BABYLON.RenderTargetTexture);
  16835. BABYLON.MirrorTexture = MirrorTexture;
  16836. })(BABYLON || (BABYLON = {}));
  16837. var BABYLON;
  16838. (function (BABYLON) {
  16839. var DynamicTexture = (function (_super) {
  16840. __extends(DynamicTexture, _super);
  16841. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode) {
  16842. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  16843. _super.call(this, null, scene, !generateMipMaps);
  16844. this.name = name;
  16845. this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  16846. this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  16847. this._generateMipMaps = generateMipMaps;
  16848. if (options.getContext) {
  16849. this._canvas = options;
  16850. this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  16851. }
  16852. else {
  16853. this._canvas = document.createElement("canvas");
  16854. if (options.width) {
  16855. this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  16856. }
  16857. else {
  16858. this._texture = scene.getEngine().createDynamicTexture(options, options, generateMipMaps, samplingMode);
  16859. }
  16860. }
  16861. var textureSize = this.getSize();
  16862. this._canvas.width = textureSize.width;
  16863. this._canvas.height = textureSize.height;
  16864. this._context = this._canvas.getContext("2d");
  16865. }
  16866. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  16867. get: function () {
  16868. return true;
  16869. },
  16870. enumerable: true,
  16871. configurable: true
  16872. });
  16873. DynamicTexture.prototype.scale = function (ratio) {
  16874. var textureSize = this.getSize();
  16875. textureSize.width *= ratio;
  16876. textureSize.height *= ratio;
  16877. this._canvas.width = textureSize.width;
  16878. this._canvas.height = textureSize.height;
  16879. this.releaseInternalTexture();
  16880. this._texture = this.getScene().getEngine().createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  16881. };
  16882. DynamicTexture.prototype.getContext = function () {
  16883. return this._context;
  16884. };
  16885. DynamicTexture.prototype.clear = function () {
  16886. var size = this.getSize();
  16887. this._context.fillRect(0, 0, size.width, size.height);
  16888. };
  16889. DynamicTexture.prototype.update = function (invertY) {
  16890. this.getScene().getEngine().updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY);
  16891. };
  16892. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  16893. if (update === void 0) { update = true; }
  16894. var size = this.getSize();
  16895. if (clearColor) {
  16896. this._context.fillStyle = clearColor;
  16897. this._context.fillRect(0, 0, size.width, size.height);
  16898. }
  16899. this._context.font = font;
  16900. if (x === null) {
  16901. var textSize = this._context.measureText(text);
  16902. x = (size.width - textSize.width) / 2;
  16903. }
  16904. this._context.fillStyle = color;
  16905. this._context.fillText(text, x, y);
  16906. if (update) {
  16907. this.update(invertY);
  16908. }
  16909. };
  16910. DynamicTexture.prototype.clone = function () {
  16911. var textureSize = this.getSize();
  16912. var newTexture = new DynamicTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  16913. // Base texture
  16914. newTexture.hasAlpha = this.hasAlpha;
  16915. newTexture.level = this.level;
  16916. // Dynamic Texture
  16917. newTexture.wrapU = this.wrapU;
  16918. newTexture.wrapV = this.wrapV;
  16919. return newTexture;
  16920. };
  16921. return DynamicTexture;
  16922. })(BABYLON.Texture);
  16923. BABYLON.DynamicTexture = DynamicTexture;
  16924. })(BABYLON || (BABYLON = {}));
  16925. var BABYLON;
  16926. (function (BABYLON) {
  16927. var VideoTexture = (function (_super) {
  16928. __extends(VideoTexture, _super);
  16929. function VideoTexture(name, urls, scene, generateMipMaps, invertY, samplingMode) {
  16930. var _this = this;
  16931. if (generateMipMaps === void 0) { generateMipMaps = false; }
  16932. if (invertY === void 0) { invertY = false; }
  16933. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  16934. _super.call(this, null, scene, !generateMipMaps, invertY);
  16935. this._autoLaunch = true;
  16936. this.name = name;
  16937. this.video = document.createElement("video");
  16938. this.video.autoplay = false;
  16939. this.video.loop = true;
  16940. this.video.addEventListener("canplaythrough", function () {
  16941. if (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight)) {
  16942. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  16943. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  16944. }
  16945. else {
  16946. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  16947. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  16948. generateMipMaps = false;
  16949. }
  16950. _this._texture = scene.getEngine().createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, generateMipMaps, samplingMode, false);
  16951. _this._texture.isReady = true;
  16952. });
  16953. urls.forEach(function (url) {
  16954. //Backwards-compatibility for typescript 1. from 1.3 it should say "SOURCE". see here - https://github.com/Microsoft/TypeScript/issues/1850
  16955. var source = document.createElement("source");
  16956. source.src = url;
  16957. _this.video.appendChild(source);
  16958. });
  16959. this._lastUpdate = BABYLON.Tools.Now;
  16960. }
  16961. VideoTexture.prototype.update = function () {
  16962. if (this._autoLaunch) {
  16963. this._autoLaunch = false;
  16964. this.video.play();
  16965. }
  16966. var now = BABYLON.Tools.Now;
  16967. if (now - this._lastUpdate < 15 || this.video.readyState !== this.video.HAVE_ENOUGH_DATA) {
  16968. return false;
  16969. }
  16970. this._lastUpdate = now;
  16971. this.getScene().getEngine().updateVideoTexture(this._texture, this.video, this._invertY);
  16972. return true;
  16973. };
  16974. return VideoTexture;
  16975. })(BABYLON.Texture);
  16976. BABYLON.VideoTexture = VideoTexture;
  16977. })(BABYLON || (BABYLON = {}));
  16978. var BABYLON;
  16979. (function (BABYLON) {
  16980. var CustomProceduralTexture = (function (_super) {
  16981. __extends(CustomProceduralTexture, _super);
  16982. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  16983. _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps);
  16984. this._animate = true;
  16985. this._time = 0;
  16986. this._texturePath = texturePath;
  16987. //Try to load json
  16988. this.loadJson(texturePath);
  16989. this.refreshRate = 1;
  16990. }
  16991. CustomProceduralTexture.prototype.loadJson = function (jsonUrl) {
  16992. var _this = this;
  16993. var that = this;
  16994. function noConfigFile() {
  16995. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  16996. try {
  16997. that.setFragment(that._texturePath);
  16998. }
  16999. catch (ex) {
  17000. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  17001. }
  17002. }
  17003. var configFileUrl = jsonUrl + "/config.json";
  17004. var xhr = new XMLHttpRequest();
  17005. xhr.open("GET", configFileUrl, true);
  17006. xhr.addEventListener("load", function () {
  17007. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  17008. try {
  17009. _this._config = JSON.parse(xhr.response);
  17010. _this.updateShaderUniforms();
  17011. _this.updateTextures();
  17012. _this.setFragment(_this._texturePath + "/custom");
  17013. _this._animate = _this._config.animate;
  17014. _this.refreshRate = _this._config.refreshrate;
  17015. }
  17016. catch (ex) {
  17017. noConfigFile();
  17018. }
  17019. }
  17020. else {
  17021. noConfigFile();
  17022. }
  17023. }, false);
  17024. xhr.addEventListener("error", function () {
  17025. noConfigFile();
  17026. }, false);
  17027. try {
  17028. xhr.send();
  17029. }
  17030. catch (ex) {
  17031. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  17032. }
  17033. };
  17034. CustomProceduralTexture.prototype.isReady = function () {
  17035. if (!_super.prototype.isReady.call(this)) {
  17036. return false;
  17037. }
  17038. for (var name in this._textures) {
  17039. var texture = this._textures[name];
  17040. if (!texture.isReady()) {
  17041. return false;
  17042. }
  17043. }
  17044. return true;
  17045. };
  17046. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  17047. if (this._animate) {
  17048. this._time += this.getScene().getAnimationRatio() * 0.03;
  17049. this.updateShaderUniforms();
  17050. }
  17051. _super.prototype.render.call(this, useCameraPostProcess);
  17052. };
  17053. CustomProceduralTexture.prototype.updateTextures = function () {
  17054. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  17055. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  17056. }
  17057. };
  17058. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  17059. if (this._config) {
  17060. for (var j = 0; j < this._config.uniforms.length; j++) {
  17061. var uniform = this._config.uniforms[j];
  17062. switch (uniform.type) {
  17063. case "float":
  17064. this.setFloat(uniform.name, uniform.value);
  17065. break;
  17066. case "color3":
  17067. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  17068. break;
  17069. case "color4":
  17070. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  17071. break;
  17072. case "vector2":
  17073. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  17074. break;
  17075. case "vector3":
  17076. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  17077. break;
  17078. }
  17079. }
  17080. }
  17081. this.setFloat("time", this._time);
  17082. };
  17083. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  17084. get: function () {
  17085. return this._animate;
  17086. },
  17087. set: function (value) {
  17088. this._animate = value;
  17089. },
  17090. enumerable: true,
  17091. configurable: true
  17092. });
  17093. return CustomProceduralTexture;
  17094. })(BABYLON.ProceduralTexture);
  17095. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  17096. })(BABYLON || (BABYLON = {}));
  17097. var BABYLON;
  17098. (function (BABYLON) {
  17099. var WoodProceduralTexture = (function (_super) {
  17100. __extends(WoodProceduralTexture, _super);
  17101. function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  17102. _super.call(this, name, size, "wood", scene, fallbackTexture, generateMipMaps);
  17103. this._ampScale = 100.0;
  17104. this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
  17105. this.updateShaderUniforms();
  17106. this.refreshRate = 0;
  17107. }
  17108. WoodProceduralTexture.prototype.updateShaderUniforms = function () {
  17109. this.setFloat("ampScale", this._ampScale);
  17110. this.setColor3("woodColor", this._woodColor);
  17111. };
  17112. Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
  17113. get: function () {
  17114. return this._ampScale;
  17115. },
  17116. set: function (value) {
  17117. this._ampScale = value;
  17118. this.updateShaderUniforms();
  17119. },
  17120. enumerable: true,
  17121. configurable: true
  17122. });
  17123. Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
  17124. get: function () {
  17125. return this._woodColor;
  17126. },
  17127. set: function (value) {
  17128. this._woodColor = value;
  17129. this.updateShaderUniforms();
  17130. },
  17131. enumerable: true,
  17132. configurable: true
  17133. });
  17134. return WoodProceduralTexture;
  17135. })(BABYLON.ProceduralTexture);
  17136. BABYLON.WoodProceduralTexture = WoodProceduralTexture;
  17137. var FireProceduralTexture = (function (_super) {
  17138. __extends(FireProceduralTexture, _super);
  17139. function FireProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  17140. _super.call(this, name, size, "fire", scene, fallbackTexture, generateMipMaps);
  17141. this._time = 0.0;
  17142. this._speed = new BABYLON.Vector2(0.5, 0.3);
  17143. this._autoGenerateTime = true;
  17144. this._alphaThreshold = 0.5;
  17145. this._fireColors = FireProceduralTexture.RedFireColors;
  17146. this.updateShaderUniforms();
  17147. this.refreshRate = 1;
  17148. }
  17149. FireProceduralTexture.prototype.updateShaderUniforms = function () {
  17150. this.setFloat("time", this._time);
  17151. this.setVector2("speed", this._speed);
  17152. this.setColor3("c1", this._fireColors[0]);
  17153. this.setColor3("c2", this._fireColors[1]);
  17154. this.setColor3("c3", this._fireColors[2]);
  17155. this.setColor3("c4", this._fireColors[3]);
  17156. this.setColor3("c5", this._fireColors[4]);
  17157. this.setColor3("c6", this._fireColors[5]);
  17158. this.setFloat("alphaThreshold", this._alphaThreshold);
  17159. };
  17160. FireProceduralTexture.prototype.render = function (useCameraPostProcess) {
  17161. if (this._autoGenerateTime) {
  17162. this._time += this.getScene().getAnimationRatio() * 0.03;
  17163. this.updateShaderUniforms();
  17164. }
  17165. _super.prototype.render.call(this, useCameraPostProcess);
  17166. };
  17167. Object.defineProperty(FireProceduralTexture, "PurpleFireColors", {
  17168. get: function () {
  17169. return [
  17170. new BABYLON.Color3(0.5, 0.0, 1.0),
  17171. new BABYLON.Color3(0.9, 0.0, 1.0),
  17172. new BABYLON.Color3(0.2, 0.0, 1.0),
  17173. new BABYLON.Color3(1.0, 0.9, 1.0),
  17174. new BABYLON.Color3(0.1, 0.1, 1.0),
  17175. new BABYLON.Color3(0.9, 0.9, 1.0)
  17176. ];
  17177. },
  17178. enumerable: true,
  17179. configurable: true
  17180. });
  17181. Object.defineProperty(FireProceduralTexture, "GreenFireColors", {
  17182. get: function () {
  17183. return [
  17184. new BABYLON.Color3(0.5, 1.0, 0.0),
  17185. new BABYLON.Color3(0.5, 1.0, 0.0),
  17186. new BABYLON.Color3(0.3, 0.4, 0.0),
  17187. new BABYLON.Color3(0.5, 1.0, 0.0),
  17188. new BABYLON.Color3(0.2, 0.0, 0.0),
  17189. new BABYLON.Color3(0.5, 1.0, 0.0)
  17190. ];
  17191. },
  17192. enumerable: true,
  17193. configurable: true
  17194. });
  17195. Object.defineProperty(FireProceduralTexture, "RedFireColors", {
  17196. get: function () {
  17197. return [
  17198. new BABYLON.Color3(0.5, 0.0, 0.1),
  17199. new BABYLON.Color3(0.9, 0.0, 0.0),
  17200. new BABYLON.Color3(0.2, 0.0, 0.0),
  17201. new BABYLON.Color3(1.0, 0.9, 0.0),
  17202. new BABYLON.Color3(0.1, 0.1, 0.1),
  17203. new BABYLON.Color3(0.9, 0.9, 0.9)
  17204. ];
  17205. },
  17206. enumerable: true,
  17207. configurable: true
  17208. });
  17209. Object.defineProperty(FireProceduralTexture, "BlueFireColors", {
  17210. get: function () {
  17211. return [
  17212. new BABYLON.Color3(0.1, 0.0, 0.5),
  17213. new BABYLON.Color3(0.0, 0.0, 0.5),
  17214. new BABYLON.Color3(0.1, 0.0, 0.2),
  17215. new BABYLON.Color3(0.0, 0.0, 1.0),
  17216. new BABYLON.Color3(0.1, 0.2, 0.3),
  17217. new BABYLON.Color3(0.0, 0.2, 0.9)
  17218. ];
  17219. },
  17220. enumerable: true,
  17221. configurable: true
  17222. });
  17223. Object.defineProperty(FireProceduralTexture.prototype, "fireColors", {
  17224. get: function () {
  17225. return this._fireColors;
  17226. },
  17227. set: function (value) {
  17228. this._fireColors = value;
  17229. this.updateShaderUniforms();
  17230. },
  17231. enumerable: true,
  17232. configurable: true
  17233. });
  17234. Object.defineProperty(FireProceduralTexture.prototype, "time", {
  17235. get: function () {
  17236. return this._time;
  17237. },
  17238. set: function (value) {
  17239. this._time = value;
  17240. this.updateShaderUniforms();
  17241. },
  17242. enumerable: true,
  17243. configurable: true
  17244. });
  17245. Object.defineProperty(FireProceduralTexture.prototype, "speed", {
  17246. get: function () {
  17247. return this._speed;
  17248. },
  17249. set: function (value) {
  17250. this._speed = value;
  17251. this.updateShaderUniforms();
  17252. },
  17253. enumerable: true,
  17254. configurable: true
  17255. });
  17256. Object.defineProperty(FireProceduralTexture.prototype, "alphaThreshold", {
  17257. get: function () {
  17258. return this._alphaThreshold;
  17259. },
  17260. set: function (value) {
  17261. this._alphaThreshold = value;
  17262. this.updateShaderUniforms();
  17263. },
  17264. enumerable: true,
  17265. configurable: true
  17266. });
  17267. return FireProceduralTexture;
  17268. })(BABYLON.ProceduralTexture);
  17269. BABYLON.FireProceduralTexture = FireProceduralTexture;
  17270. var CloudProceduralTexture = (function (_super) {
  17271. __extends(CloudProceduralTexture, _super);
  17272. function CloudProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  17273. _super.call(this, name, size, "cloud", scene, fallbackTexture, generateMipMaps);
  17274. this._skyColor = new BABYLON.Color4(0.15, 0.68, 1.0, 1.0);
  17275. this._cloudColor = new BABYLON.Color4(1, 1, 1, 1.0);
  17276. this.updateShaderUniforms();
  17277. this.refreshRate = 0;
  17278. }
  17279. CloudProceduralTexture.prototype.updateShaderUniforms = function () {
  17280. this.setColor4("skyColor", this._skyColor);
  17281. this.setColor4("cloudColor", this._cloudColor);
  17282. };
  17283. Object.defineProperty(CloudProceduralTexture.prototype, "skyColor", {
  17284. get: function () {
  17285. return this._skyColor;
  17286. },
  17287. set: function (value) {
  17288. this._skyColor = value;
  17289. this.updateShaderUniforms();
  17290. },
  17291. enumerable: true,
  17292. configurable: true
  17293. });
  17294. Object.defineProperty(CloudProceduralTexture.prototype, "cloudColor", {
  17295. get: function () {
  17296. return this._cloudColor;
  17297. },
  17298. set: function (value) {
  17299. this._cloudColor = value;
  17300. this.updateShaderUniforms();
  17301. },
  17302. enumerable: true,
  17303. configurable: true
  17304. });
  17305. return CloudProceduralTexture;
  17306. })(BABYLON.ProceduralTexture);
  17307. BABYLON.CloudProceduralTexture = CloudProceduralTexture;
  17308. var GrassProceduralTexture = (function (_super) {
  17309. __extends(GrassProceduralTexture, _super);
  17310. function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  17311. _super.call(this, name, size, "grass", scene, fallbackTexture, generateMipMaps);
  17312. this._herb1 = new BABYLON.Color3(0.29, 0.38, 0.02);
  17313. this._herb2 = new BABYLON.Color3(0.36, 0.49, 0.09);
  17314. this._herb3 = new BABYLON.Color3(0.51, 0.6, 0.28);
  17315. this._groundColor = new BABYLON.Color3(1, 1, 1);
  17316. this._grassColors = [
  17317. new BABYLON.Color3(0.29, 0.38, 0.02),
  17318. new BABYLON.Color3(0.36, 0.49, 0.09),
  17319. new BABYLON.Color3(0.51, 0.6, 0.28)
  17320. ];
  17321. this.updateShaderUniforms();
  17322. this.refreshRate = 0;
  17323. }
  17324. GrassProceduralTexture.prototype.updateShaderUniforms = function () {
  17325. this.setColor3("herb1Color", this._grassColors[0]);
  17326. this.setColor3("herb2Color", this._grassColors[1]);
  17327. this.setColor3("herb3Color", this._grassColors[2]);
  17328. this.setColor3("groundColor", this._groundColor);
  17329. };
  17330. Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", {
  17331. get: function () {
  17332. return this._grassColors;
  17333. },
  17334. set: function (value) {
  17335. this._grassColors = value;
  17336. this.updateShaderUniforms();
  17337. },
  17338. enumerable: true,
  17339. configurable: true
  17340. });
  17341. Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", {
  17342. get: function () {
  17343. return this._groundColor;
  17344. },
  17345. set: function (value) {
  17346. this.groundColor = value;
  17347. this.updateShaderUniforms();
  17348. },
  17349. enumerable: true,
  17350. configurable: true
  17351. });
  17352. return GrassProceduralTexture;
  17353. })(BABYLON.ProceduralTexture);
  17354. BABYLON.GrassProceduralTexture = GrassProceduralTexture;
  17355. var RoadProceduralTexture = (function (_super) {
  17356. __extends(RoadProceduralTexture, _super);
  17357. function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  17358. _super.call(this, name, size, "road", scene, fallbackTexture, generateMipMaps);
  17359. this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
  17360. this.updateShaderUniforms();
  17361. this.refreshRate = 0;
  17362. }
  17363. RoadProceduralTexture.prototype.updateShaderUniforms = function () {
  17364. this.setColor3("roadColor", this._roadColor);
  17365. };
  17366. Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
  17367. get: function () {
  17368. return this._roadColor;
  17369. },
  17370. set: function (value) {
  17371. this._roadColor = value;
  17372. this.updateShaderUniforms();
  17373. },
  17374. enumerable: true,
  17375. configurable: true
  17376. });
  17377. return RoadProceduralTexture;
  17378. })(BABYLON.ProceduralTexture);
  17379. BABYLON.RoadProceduralTexture = RoadProceduralTexture;
  17380. var BrickProceduralTexture = (function (_super) {
  17381. __extends(BrickProceduralTexture, _super);
  17382. function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  17383. _super.call(this, name, size, "brick", scene, fallbackTexture, generateMipMaps);
  17384. this._numberOfBricksHeight = 15;
  17385. this._numberOfBricksWidth = 5;
  17386. this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  17387. this._brickColor = new BABYLON.Color3(0.77, 0.47, 0.40);
  17388. this.updateShaderUniforms();
  17389. this.refreshRate = 0;
  17390. }
  17391. BrickProceduralTexture.prototype.updateShaderUniforms = function () {
  17392. this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
  17393. this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
  17394. this.setColor3("brickColor", this._brickColor);
  17395. this.setColor3("jointColor", this._jointColor);
  17396. };
  17397. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
  17398. get: function () {
  17399. return this._numberOfBricksHeight;
  17400. },
  17401. set: function (value) {
  17402. this._numberOfBricksHeight = value;
  17403. this.updateShaderUniforms();
  17404. },
  17405. enumerable: true,
  17406. configurable: true
  17407. });
  17408. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
  17409. get: function () {
  17410. return this._numberOfBricksWidth;
  17411. },
  17412. set: function (value) {
  17413. this._numberOfBricksWidth = value;
  17414. this.updateShaderUniforms();
  17415. },
  17416. enumerable: true,
  17417. configurable: true
  17418. });
  17419. Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
  17420. get: function () {
  17421. return this._jointColor;
  17422. },
  17423. set: function (value) {
  17424. this._jointColor = value;
  17425. this.updateShaderUniforms();
  17426. },
  17427. enumerable: true,
  17428. configurable: true
  17429. });
  17430. Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
  17431. get: function () {
  17432. return this._brickColor;
  17433. },
  17434. set: function (value) {
  17435. this._brickColor = value;
  17436. this.updateShaderUniforms();
  17437. },
  17438. enumerable: true,
  17439. configurable: true
  17440. });
  17441. return BrickProceduralTexture;
  17442. })(BABYLON.ProceduralTexture);
  17443. BABYLON.BrickProceduralTexture = BrickProceduralTexture;
  17444. var MarbleProceduralTexture = (function (_super) {
  17445. __extends(MarbleProceduralTexture, _super);
  17446. function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  17447. _super.call(this, name, size, "marble", scene, fallbackTexture, generateMipMaps);
  17448. this._numberOfTilesHeight = 3;
  17449. this._numberOfTilesWidth = 3;
  17450. this._amplitude = 9.0;
  17451. this._marbleColor = new BABYLON.Color3(0.77, 0.47, 0.40);
  17452. this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  17453. this.updateShaderUniforms();
  17454. this.refreshRate = 0;
  17455. }
  17456. MarbleProceduralTexture.prototype.updateShaderUniforms = function () {
  17457. this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
  17458. this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
  17459. this.setFloat("amplitude", this._amplitude);
  17460. this.setColor3("marbleColor", this._marbleColor);
  17461. this.setColor3("jointColor", this._jointColor);
  17462. };
  17463. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
  17464. get: function () {
  17465. return this._numberOfTilesHeight;
  17466. },
  17467. set: function (value) {
  17468. this._numberOfTilesHeight = value;
  17469. this.updateShaderUniforms();
  17470. },
  17471. enumerable: true,
  17472. configurable: true
  17473. });
  17474. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesWidth", {
  17475. get: function () {
  17476. return this._numberOfTilesWidth;
  17477. },
  17478. set: function (value) {
  17479. this._numberOfTilesWidth = value;
  17480. this.updateShaderUniforms();
  17481. },
  17482. enumerable: true,
  17483. configurable: true
  17484. });
  17485. Object.defineProperty(MarbleProceduralTexture.prototype, "jointColor", {
  17486. get: function () {
  17487. return this._jointColor;
  17488. },
  17489. set: function (value) {
  17490. this._jointColor = value;
  17491. this.updateShaderUniforms();
  17492. },
  17493. enumerable: true,
  17494. configurable: true
  17495. });
  17496. Object.defineProperty(MarbleProceduralTexture.prototype, "marbleColor", {
  17497. get: function () {
  17498. return this._marbleColor;
  17499. },
  17500. set: function (value) {
  17501. this._marbleColor = value;
  17502. this.updateShaderUniforms();
  17503. },
  17504. enumerable: true,
  17505. configurable: true
  17506. });
  17507. return MarbleProceduralTexture;
  17508. })(BABYLON.ProceduralTexture);
  17509. BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
  17510. })(BABYLON || (BABYLON = {}));
  17511. var BABYLON;
  17512. (function (BABYLON) {
  17513. var EffectFallbacks = (function () {
  17514. function EffectFallbacks() {
  17515. this._defines = {};
  17516. this._currentRank = 32;
  17517. this._maxRank = -1;
  17518. }
  17519. EffectFallbacks.prototype.addFallback = function (rank, define) {
  17520. if (!this._defines[rank]) {
  17521. if (rank < this._currentRank) {
  17522. this._currentRank = rank;
  17523. }
  17524. if (rank > this._maxRank) {
  17525. this._maxRank = rank;
  17526. }
  17527. this._defines[rank] = new Array();
  17528. }
  17529. this._defines[rank].push(define);
  17530. };
  17531. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  17532. get: function () {
  17533. return this._currentRank <= this._maxRank;
  17534. },
  17535. enumerable: true,
  17536. configurable: true
  17537. });
  17538. EffectFallbacks.prototype.reduce = function (currentDefines) {
  17539. var currentFallbacks = this._defines[this._currentRank];
  17540. for (var index = 0; index < currentFallbacks.length; index++) {
  17541. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  17542. }
  17543. this._currentRank++;
  17544. return currentDefines;
  17545. };
  17546. return EffectFallbacks;
  17547. })();
  17548. BABYLON.EffectFallbacks = EffectFallbacks;
  17549. var Effect = (function () {
  17550. function Effect(baseName, attributesNames, uniformsNames, samplers, engine, defines, fallbacks, onCompiled, onError) {
  17551. var _this = this;
  17552. this._isReady = false;
  17553. this._compilationError = "";
  17554. this._valueCache = [];
  17555. this._engine = engine;
  17556. this.name = baseName;
  17557. this.defines = defines;
  17558. this._uniformsNames = uniformsNames.concat(samplers);
  17559. this._samplers = samplers;
  17560. this._attributesNames = attributesNames;
  17561. this.onError = onError;
  17562. this.onCompiled = onCompiled;
  17563. var vertexSource;
  17564. var fragmentSource;
  17565. if (baseName.vertexElement) {
  17566. vertexSource = document.getElementById(baseName.vertexElement);
  17567. if (!vertexSource) {
  17568. vertexSource = baseName.vertexElement;
  17569. }
  17570. }
  17571. else {
  17572. vertexSource = baseName.vertex || baseName;
  17573. }
  17574. if (baseName.fragmentElement) {
  17575. fragmentSource = document.getElementById(baseName.fragmentElement);
  17576. if (!fragmentSource) {
  17577. fragmentSource = baseName.fragmentElement;
  17578. }
  17579. }
  17580. else {
  17581. fragmentSource = baseName.fragment || baseName;
  17582. }
  17583. this._loadVertexShader(vertexSource, function (vertexCode) {
  17584. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  17585. _this._prepareEffect(vertexCode, fragmentCode, attributesNames, defines, fallbacks);
  17586. });
  17587. });
  17588. }
  17589. // Properties
  17590. Effect.prototype.isReady = function () {
  17591. return this._isReady;
  17592. };
  17593. Effect.prototype.getProgram = function () {
  17594. return this._program;
  17595. };
  17596. Effect.prototype.getAttributesNames = function () {
  17597. return this._attributesNames;
  17598. };
  17599. Effect.prototype.getAttributeLocation = function (index) {
  17600. return this._attributes[index];
  17601. };
  17602. Effect.prototype.getAttributeLocationByName = function (name) {
  17603. var index = this._attributesNames.indexOf(name);
  17604. return this._attributes[index];
  17605. };
  17606. Effect.prototype.getAttributesCount = function () {
  17607. return this._attributes.length;
  17608. };
  17609. Effect.prototype.getUniformIndex = function (uniformName) {
  17610. return this._uniformsNames.indexOf(uniformName);
  17611. };
  17612. Effect.prototype.getUniform = function (uniformName) {
  17613. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  17614. };
  17615. Effect.prototype.getSamplers = function () {
  17616. return this._samplers;
  17617. };
  17618. Effect.prototype.getCompilationError = function () {
  17619. return this._compilationError;
  17620. };
  17621. // Methods
  17622. Effect.prototype._loadVertexShader = function (vertex, callback) {
  17623. // DOM element ?
  17624. if (vertex instanceof HTMLElement) {
  17625. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  17626. callback(vertexCode);
  17627. return;
  17628. }
  17629. // Is in local store ?
  17630. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  17631. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  17632. return;
  17633. }
  17634. var vertexShaderUrl;
  17635. if (vertex[0] === "." || vertex[0] === "/") {
  17636. vertexShaderUrl = vertex;
  17637. }
  17638. else {
  17639. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  17640. }
  17641. // Vertex shader
  17642. BABYLON.Tools.LoadFile(vertexShaderUrl + ".vertex.fx", callback);
  17643. };
  17644. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  17645. // DOM element ?
  17646. if (fragment instanceof HTMLElement) {
  17647. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  17648. callback(fragmentCode);
  17649. return;
  17650. }
  17651. // Is in local store ?
  17652. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  17653. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  17654. return;
  17655. }
  17656. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  17657. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  17658. return;
  17659. }
  17660. var fragmentShaderUrl;
  17661. if (fragment[0] === "." || fragment[0] === "/") {
  17662. fragmentShaderUrl = fragment;
  17663. }
  17664. else {
  17665. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  17666. }
  17667. // Fragment shader
  17668. BABYLON.Tools.LoadFile(fragmentShaderUrl + ".fragment.fx", callback);
  17669. };
  17670. Effect.prototype._prepareEffect = function (vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks) {
  17671. try {
  17672. var engine = this._engine;
  17673. if (!engine.getCaps().highPrecisionShaderSupported) {
  17674. vertexSourceCode = vertexSourceCode.replace("precision highp float", "precision mediump float");
  17675. fragmentSourceCode = fragmentSourceCode.replace("precision highp float", "precision mediump float");
  17676. }
  17677. this._program = engine.createShaderProgram(vertexSourceCode, fragmentSourceCode, defines);
  17678. this._uniforms = engine.getUniforms(this._program, this._uniformsNames);
  17679. this._attributes = engine.getAttributes(this._program, attributesNames);
  17680. for (var index = 0; index < this._samplers.length; index++) {
  17681. var sampler = this.getUniform(this._samplers[index]);
  17682. if (sampler == null) {
  17683. this._samplers.splice(index, 1);
  17684. index--;
  17685. }
  17686. }
  17687. engine.bindSamplers(this);
  17688. this._isReady = true;
  17689. if (this.onCompiled) {
  17690. this.onCompiled(this);
  17691. }
  17692. }
  17693. catch (e) {
  17694. // Is it a problem with precision?
  17695. if (e.message.indexOf("highp") !== -1) {
  17696. vertexSourceCode = vertexSourceCode.replace("precision highp float", "precision mediump float");
  17697. fragmentSourceCode = fragmentSourceCode.replace("precision highp float", "precision mediump float");
  17698. this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks);
  17699. return;
  17700. }
  17701. // Let's go through fallbacks then
  17702. if (fallbacks && fallbacks.isMoreFallbacks) {
  17703. defines = fallbacks.reduce(defines);
  17704. this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks);
  17705. }
  17706. else {
  17707. BABYLON.Tools.Error("Unable to compile effect: ");
  17708. if (this.name.vertexElement) {
  17709. BABYLON.Tools.Error("Vertex shader:" + this.name.vertexElement);
  17710. BABYLON.Tools.Error("Fragment shader:" + this.name.fragmentElement);
  17711. }
  17712. else if (this.name.vertex) {
  17713. BABYLON.Tools.Error("Vertex shader:" + this.name.vertex);
  17714. BABYLON.Tools.Error("Fragment shader:" + this.name.fragment);
  17715. }
  17716. else {
  17717. BABYLON.Tools.Error("Vertex shader:" + this.name);
  17718. BABYLON.Tools.Error("Fragment shader:" + this.name);
  17719. }
  17720. BABYLON.Tools.Error("Defines: " + defines);
  17721. BABYLON.Tools.Error("Error: " + e.message);
  17722. this._compilationError = e.message;
  17723. if (this.onError) {
  17724. this.onError(this, this._compilationError);
  17725. }
  17726. }
  17727. }
  17728. };
  17729. Effect.prototype._bindTexture = function (channel, texture) {
  17730. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  17731. };
  17732. Effect.prototype.setTexture = function (channel, texture) {
  17733. this._engine.setTexture(this._samplers.indexOf(channel), texture);
  17734. };
  17735. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17736. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  17737. };
  17738. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  17739. if (!this._valueCache[uniformName]) {
  17740. this._valueCache[uniformName] = new BABYLON.Matrix();
  17741. }
  17742. for (var index = 0; index < 16; index++) {
  17743. this._valueCache[uniformName].m[index] = matrix.m[index];
  17744. }
  17745. };
  17746. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  17747. if (!this._valueCache[uniformName]) {
  17748. this._valueCache[uniformName] = [x, y];
  17749. return;
  17750. }
  17751. this._valueCache[uniformName][0] = x;
  17752. this._valueCache[uniformName][1] = y;
  17753. };
  17754. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  17755. if (!this._valueCache[uniformName]) {
  17756. this._valueCache[uniformName] = [x, y, z];
  17757. return;
  17758. }
  17759. this._valueCache[uniformName][0] = x;
  17760. this._valueCache[uniformName][1] = y;
  17761. this._valueCache[uniformName][2] = z;
  17762. };
  17763. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  17764. if (!this._valueCache[uniformName]) {
  17765. this._valueCache[uniformName] = [x, y, z, w];
  17766. return;
  17767. }
  17768. this._valueCache[uniformName][0] = x;
  17769. this._valueCache[uniformName][1] = y;
  17770. this._valueCache[uniformName][2] = z;
  17771. this._valueCache[uniformName][3] = w;
  17772. };
  17773. Effect.prototype.setArray = function (uniformName, array) {
  17774. this._engine.setArray(this.getUniform(uniformName), array);
  17775. return this;
  17776. };
  17777. Effect.prototype.setArray2 = function (uniformName, array) {
  17778. this._engine.setArray2(this.getUniform(uniformName), array);
  17779. return this;
  17780. };
  17781. Effect.prototype.setArray3 = function (uniformName, array) {
  17782. this._engine.setArray3(this.getUniform(uniformName), array);
  17783. return this;
  17784. };
  17785. Effect.prototype.setArray4 = function (uniformName, array) {
  17786. this._engine.setArray4(this.getUniform(uniformName), array);
  17787. return this;
  17788. };
  17789. Effect.prototype.setMatrices = function (uniformName, matrices) {
  17790. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  17791. return this;
  17792. };
  17793. Effect.prototype.setMatrix = function (uniformName, matrix) {
  17794. if (this._valueCache[uniformName] && this._valueCache[uniformName].equals(matrix))
  17795. return this;
  17796. this._cacheMatrix(uniformName, matrix);
  17797. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  17798. return this;
  17799. };
  17800. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  17801. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  17802. return this;
  17803. };
  17804. Effect.prototype.setMatrix2x2 = function (uniformname, matrix) {
  17805. this._engine.setMatrix2x2(this.getUniform(uniformname), matrix);
  17806. return this;
  17807. };
  17808. Effect.prototype.setFloat = function (uniformName, value) {
  17809. if (this._valueCache[uniformName] && this._valueCache[uniformName] === value)
  17810. return this;
  17811. this._valueCache[uniformName] = value;
  17812. this._engine.setFloat(this.getUniform(uniformName), value);
  17813. return this;
  17814. };
  17815. Effect.prototype.setBool = function (uniformName, bool) {
  17816. if (this._valueCache[uniformName] && this._valueCache[uniformName] === bool)
  17817. return this;
  17818. this._valueCache[uniformName] = bool;
  17819. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  17820. return this;
  17821. };
  17822. Effect.prototype.setVector2 = function (uniformName, vector2) {
  17823. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector2.x && this._valueCache[uniformName][1] === vector2.y)
  17824. return this;
  17825. this._cacheFloat2(uniformName, vector2.x, vector2.y);
  17826. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  17827. return this;
  17828. };
  17829. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  17830. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y)
  17831. return this;
  17832. this._cacheFloat2(uniformName, x, y);
  17833. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  17834. return this;
  17835. };
  17836. Effect.prototype.setVector3 = function (uniformName, vector3) {
  17837. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector3.x && this._valueCache[uniformName][1] === vector3.y && this._valueCache[uniformName][2] === vector3.z)
  17838. return this;
  17839. this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z);
  17840. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  17841. return this;
  17842. };
  17843. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  17844. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z)
  17845. return this;
  17846. this._cacheFloat3(uniformName, x, y, z);
  17847. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  17848. return this;
  17849. };
  17850. Effect.prototype.setVector4 = function (uniformName, vector4) {
  17851. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector4.x && this._valueCache[uniformName][1] === vector4.y && this._valueCache[uniformName][2] === vector4.z && this._valueCache[uniformName][3] === vector4.w)
  17852. return this;
  17853. this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w);
  17854. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  17855. return this;
  17856. };
  17857. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  17858. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z && this._valueCache[uniformName][3] === w)
  17859. return this;
  17860. this._cacheFloat4(uniformName, x, y, z, w);
  17861. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  17862. return this;
  17863. };
  17864. Effect.prototype.setColor3 = function (uniformName, color3) {
  17865. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === color3.r && this._valueCache[uniformName][1] === color3.g && this._valueCache[uniformName][2] === color3.b)
  17866. return this;
  17867. this._cacheFloat3(uniformName, color3.r, color3.g, color3.b);
  17868. this._engine.setColor3(this.getUniform(uniformName), color3);
  17869. return this;
  17870. };
  17871. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  17872. 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)
  17873. return this;
  17874. this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha);
  17875. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  17876. return this;
  17877. };
  17878. // Statics
  17879. Effect.ShadersStore = {};
  17880. return Effect;
  17881. })();
  17882. BABYLON.Effect = Effect;
  17883. })(BABYLON || (BABYLON = {}));
  17884. var BABYLON;
  17885. (function (BABYLON) {
  17886. var MaterialDefines = (function () {
  17887. function MaterialDefines() {
  17888. }
  17889. MaterialDefines.prototype.isEqual = function (other) {
  17890. for (var index = 0; index < this._keys.length; index++) {
  17891. var prop = this._keys[index];
  17892. if (this[prop] !== other[prop]) {
  17893. return false;
  17894. }
  17895. }
  17896. return true;
  17897. };
  17898. MaterialDefines.prototype.cloneTo = function (other) {
  17899. for (var index = 0; index < this._keys.length; index++) {
  17900. var prop = this._keys[index];
  17901. other[prop] = this[prop];
  17902. }
  17903. };
  17904. MaterialDefines.prototype.reset = function () {
  17905. for (var index = 0; index < this._keys.length; index++) {
  17906. var prop = this._keys[index];
  17907. if (prop === "BonesPerMesh") {
  17908. this[prop] = 0;
  17909. continue;
  17910. }
  17911. this[prop] = false;
  17912. }
  17913. };
  17914. MaterialDefines.prototype.toString = function () {
  17915. var result = "";
  17916. for (var index = 0; index < this._keys.length; index++) {
  17917. var prop = this._keys[index];
  17918. if (prop === "BonesPerMesh" && this[prop] > 0) {
  17919. result += "#define BonesPerMesh " + this[prop] + "\n";
  17920. continue;
  17921. }
  17922. if (this[prop]) {
  17923. result += "#define " + prop + "\n";
  17924. }
  17925. }
  17926. return result;
  17927. };
  17928. return MaterialDefines;
  17929. })();
  17930. BABYLON.MaterialDefines = MaterialDefines;
  17931. var Material = (function () {
  17932. function Material(name, scene, doNotAdd) {
  17933. this.name = name;
  17934. this.checkReadyOnEveryCall = false;
  17935. this.checkReadyOnlyOnce = false;
  17936. this.state = "";
  17937. this.alpha = 1.0;
  17938. this.backFaceCulling = true;
  17939. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  17940. this.alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  17941. this.disableDepthWrite = false;
  17942. this.fogEnabled = true;
  17943. this._wasPreviouslyReady = false;
  17944. this._fillMode = Material.TriangleFillMode;
  17945. this.pointSize = 1.0;
  17946. this.zOffset = 0;
  17947. this.id = name;
  17948. this._scene = scene;
  17949. if (!doNotAdd) {
  17950. scene.materials.push(this);
  17951. }
  17952. }
  17953. Object.defineProperty(Material, "TriangleFillMode", {
  17954. get: function () {
  17955. return Material._TriangleFillMode;
  17956. },
  17957. enumerable: true,
  17958. configurable: true
  17959. });
  17960. Object.defineProperty(Material, "WireFrameFillMode", {
  17961. get: function () {
  17962. return Material._WireFrameFillMode;
  17963. },
  17964. enumerable: true,
  17965. configurable: true
  17966. });
  17967. Object.defineProperty(Material, "PointFillMode", {
  17968. get: function () {
  17969. return Material._PointFillMode;
  17970. },
  17971. enumerable: true,
  17972. configurable: true
  17973. });
  17974. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  17975. get: function () {
  17976. return Material._ClockWiseSideOrientation;
  17977. },
  17978. enumerable: true,
  17979. configurable: true
  17980. });
  17981. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  17982. get: function () {
  17983. return Material._CounterClockWiseSideOrientation;
  17984. },
  17985. enumerable: true,
  17986. configurable: true
  17987. });
  17988. Object.defineProperty(Material.prototype, "wireframe", {
  17989. get: function () {
  17990. return this._fillMode === Material.WireFrameFillMode;
  17991. },
  17992. set: function (value) {
  17993. this._fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  17994. },
  17995. enumerable: true,
  17996. configurable: true
  17997. });
  17998. Object.defineProperty(Material.prototype, "pointsCloud", {
  17999. get: function () {
  18000. return this._fillMode === Material.PointFillMode;
  18001. },
  18002. set: function (value) {
  18003. this._fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  18004. },
  18005. enumerable: true,
  18006. configurable: true
  18007. });
  18008. Object.defineProperty(Material.prototype, "fillMode", {
  18009. get: function () {
  18010. return this._fillMode;
  18011. },
  18012. set: function (value) {
  18013. this._fillMode = value;
  18014. },
  18015. enumerable: true,
  18016. configurable: true
  18017. });
  18018. Material.prototype.isReady = function (mesh, useInstances) {
  18019. return true;
  18020. };
  18021. Material.prototype.getEffect = function () {
  18022. return this._effect;
  18023. };
  18024. Material.prototype.getScene = function () {
  18025. return this._scene;
  18026. };
  18027. Material.prototype.needAlphaBlending = function () {
  18028. return (this.alpha < 1.0);
  18029. };
  18030. Material.prototype.needAlphaTesting = function () {
  18031. return false;
  18032. };
  18033. Material.prototype.getAlphaTestTexture = function () {
  18034. return null;
  18035. };
  18036. Material.prototype.trackCreation = function (onCompiled, onError) {
  18037. };
  18038. Material.prototype._preBind = function () {
  18039. var engine = this._scene.getEngine();
  18040. engine.enableEffect(this._effect);
  18041. engine.setState(this.backFaceCulling, this.zOffset, false, this.sideOrientation === Material.ClockWiseSideOrientation);
  18042. };
  18043. Material.prototype.bind = function (world, mesh) {
  18044. this._scene._cachedMaterial = this;
  18045. if (this.onBind) {
  18046. this.onBind(this, mesh);
  18047. }
  18048. if (this.disableDepthWrite) {
  18049. var engine = this._scene.getEngine();
  18050. this._cachedDepthWriteState = engine.getDepthWrite();
  18051. engine.setDepthWrite(false);
  18052. }
  18053. };
  18054. Material.prototype.bindOnlyWorldMatrix = function (world) {
  18055. };
  18056. Material.prototype.unbind = function () {
  18057. if (this.disableDepthWrite) {
  18058. var engine = this._scene.getEngine();
  18059. engine.setDepthWrite(this._cachedDepthWriteState);
  18060. }
  18061. };
  18062. Material.prototype.clone = function (name) {
  18063. return null;
  18064. };
  18065. Material.prototype.getBindedMeshes = function () {
  18066. var result = new Array();
  18067. for (var index = 0; index < this._scene.meshes.length; index++) {
  18068. var mesh = this._scene.meshes[index];
  18069. if (mesh.material === this) {
  18070. result.push(mesh);
  18071. }
  18072. }
  18073. return result;
  18074. };
  18075. Material.prototype.dispose = function (forceDisposeEffect) {
  18076. // Animations
  18077. this.getScene().stopAnimation(this);
  18078. // Remove from scene
  18079. var index = this._scene.materials.indexOf(this);
  18080. if (index >= 0) {
  18081. this._scene.materials.splice(index, 1);
  18082. }
  18083. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  18084. if (forceDisposeEffect && this._effect) {
  18085. this._scene.getEngine()._releaseEffect(this._effect);
  18086. this._effect = null;
  18087. }
  18088. // Remove from meshes
  18089. for (index = 0; index < this._scene.meshes.length; index++) {
  18090. var mesh = this._scene.meshes[index];
  18091. if (mesh.material === this) {
  18092. mesh.material = null;
  18093. }
  18094. }
  18095. // Callback
  18096. if (this.onDispose) {
  18097. this.onDispose();
  18098. }
  18099. };
  18100. Material.prototype.copyTo = function (other) {
  18101. other.checkReadyOnlyOnce = this.checkReadyOnlyOnce;
  18102. other.checkReadyOnEveryCall = this.checkReadyOnEveryCall;
  18103. other.alpha = this.alpha;
  18104. other.fillMode = this.fillMode;
  18105. other.backFaceCulling = this.backFaceCulling;
  18106. other.wireframe = this.wireframe;
  18107. other.fogEnabled = this.fogEnabled;
  18108. other.wireframe = this.wireframe;
  18109. other.zOffset = this.zOffset;
  18110. other.alphaMode = this.alphaMode;
  18111. other.sideOrientation = this.sideOrientation;
  18112. other.disableDepthWrite = this.disableDepthWrite;
  18113. other.pointSize = this.pointSize;
  18114. other.pointsCloud = this.pointsCloud;
  18115. };
  18116. Material._TriangleFillMode = 0;
  18117. Material._WireFrameFillMode = 1;
  18118. Material._PointFillMode = 2;
  18119. Material._ClockWiseSideOrientation = 0;
  18120. Material._CounterClockWiseSideOrientation = 1;
  18121. return Material;
  18122. })();
  18123. BABYLON.Material = Material;
  18124. })(BABYLON || (BABYLON = {}));
  18125. var BABYLON;
  18126. (function (BABYLON) {
  18127. var maxSimultaneousLights = 4;
  18128. var FresnelParameters = (function () {
  18129. function FresnelParameters() {
  18130. this.isEnabled = true;
  18131. this.leftColor = BABYLON.Color3.White();
  18132. this.rightColor = BABYLON.Color3.Black();
  18133. this.bias = 0;
  18134. this.power = 1;
  18135. }
  18136. FresnelParameters.prototype.clone = function () {
  18137. var newFresnelParameters = new FresnelParameters();
  18138. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  18139. return new FresnelParameters;
  18140. };
  18141. return FresnelParameters;
  18142. })();
  18143. BABYLON.FresnelParameters = FresnelParameters;
  18144. var StandardMaterialDefines = (function (_super) {
  18145. __extends(StandardMaterialDefines, _super);
  18146. function StandardMaterialDefines() {
  18147. _super.call(this);
  18148. this.DIFFUSE = false;
  18149. this.AMBIENT = false;
  18150. this.OPACITY = false;
  18151. this.OPACITYRGB = false;
  18152. this.REFLECTION = false;
  18153. this.EMISSIVE = false;
  18154. this.SPECULAR = false;
  18155. this.BUMP = false;
  18156. this.SPECULAROVERALPHA = false;
  18157. this.CLIPPLANE = false;
  18158. this.ALPHATEST = false;
  18159. this.ALPHAFROMDIFFUSE = false;
  18160. this.POINTSIZE = false;
  18161. this.FOG = false;
  18162. this.LIGHT0 = false;
  18163. this.LIGHT1 = false;
  18164. this.LIGHT2 = false;
  18165. this.LIGHT3 = false;
  18166. this.SPOTLIGHT0 = false;
  18167. this.SPOTLIGHT1 = false;
  18168. this.SPOTLIGHT2 = false;
  18169. this.SPOTLIGHT3 = false;
  18170. this.HEMILIGHT0 = false;
  18171. this.HEMILIGHT1 = false;
  18172. this.HEMILIGHT2 = false;
  18173. this.HEMILIGHT3 = false;
  18174. this.POINTDIRLIGHT0 = false;
  18175. this.POINTDIRLIGHT1 = false;
  18176. this.POINTDIRLIGHT2 = false;
  18177. this.POINTDIRLIGHT3 = false;
  18178. this.SPECULARTERM = false;
  18179. this.SHADOW0 = false;
  18180. this.SHADOW1 = false;
  18181. this.SHADOW2 = false;
  18182. this.SHADOW3 = false;
  18183. this.SHADOWS = false;
  18184. this.SHADOWVSM0 = false;
  18185. this.SHADOWVSM1 = false;
  18186. this.SHADOWVSM2 = false;
  18187. this.SHADOWVSM3 = false;
  18188. this.SHADOWPCF0 = false;
  18189. this.SHADOWPCF1 = false;
  18190. this.SHADOWPCF2 = false;
  18191. this.SHADOWPCF3 = false;
  18192. this.DIFFUSEFRESNEL = false;
  18193. this.OPACITYFRESNEL = false;
  18194. this.REFLECTIONFRESNEL = false;
  18195. this.EMISSIVEFRESNEL = false;
  18196. this.FRESNEL = false;
  18197. this.NORMAL = false;
  18198. this.UV1 = false;
  18199. this.UV2 = false;
  18200. this.VERTEXCOLOR = false;
  18201. this.VERTEXALPHA = false;
  18202. this.BONES = false;
  18203. this.BONES4 = false;
  18204. this.BonesPerMesh = 0;
  18205. this.INSTANCES = false;
  18206. this.GLOSSINESS = false;
  18207. this.ROUGHNESS = false;
  18208. this.EMISSIVEASILLUMINATION = false;
  18209. this.LINKEMISSIVEWITHDIFFUSE = false;
  18210. this.REFLECTIONFRESNELFROMSPECULAR = false;
  18211. this.LIGHTMAP = false;
  18212. this.USELIGHTMAPASSHADOWMAP = false;
  18213. this.REFLECTIONMAP_3D = false;
  18214. this.REFLECTIONMAP_SPHERICAL = false;
  18215. this.REFLECTIONMAP_PLANAR = false;
  18216. this.REFLECTIONMAP_CUBIC = false;
  18217. this.REFLECTIONMAP_PROJECTION = false;
  18218. this.REFLECTIONMAP_SKYBOX = false;
  18219. this.REFLECTIONMAP_EXPLICIT = false;
  18220. this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  18221. this.INVERTCUBICMAP = false;
  18222. this._keys = Object.keys(this);
  18223. }
  18224. return StandardMaterialDefines;
  18225. })(BABYLON.MaterialDefines);
  18226. var StandardMaterial = (function (_super) {
  18227. __extends(StandardMaterial, _super);
  18228. function StandardMaterial(name, scene) {
  18229. var _this = this;
  18230. _super.call(this, name, scene);
  18231. this.ambientColor = new BABYLON.Color3(0, 0, 0);
  18232. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  18233. this.specularColor = new BABYLON.Color3(1, 1, 1);
  18234. this.specularPower = 64;
  18235. this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  18236. this.useAlphaFromDiffuseTexture = false;
  18237. this.useEmissiveAsIllumination = false;
  18238. this.linkEmissiveWithDiffuse = false;
  18239. this.useReflectionFresnelFromSpecular = false;
  18240. this.useSpecularOverAlpha = true;
  18241. this.disableLighting = false;
  18242. this.roughness = 0;
  18243. this.useLightmapAsShadowmap = false;
  18244. this.useGlossinessFromSpecularMapAlpha = false;
  18245. this._renderTargets = new BABYLON.SmartArray(16);
  18246. this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  18247. this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  18248. this._scaledDiffuse = new BABYLON.Color3();
  18249. this._scaledSpecular = new BABYLON.Color3();
  18250. this._defines = new StandardMaterialDefines();
  18251. this._cachedDefines = new StandardMaterialDefines();
  18252. this._cachedDefines.BonesPerMesh = -1;
  18253. this.getRenderTargetTextures = function () {
  18254. _this._renderTargets.reset();
  18255. if (_this.reflectionTexture && _this.reflectionTexture.isRenderTarget) {
  18256. _this._renderTargets.push(_this.reflectionTexture);
  18257. }
  18258. return _this._renderTargets;
  18259. };
  18260. }
  18261. StandardMaterial.prototype.needAlphaBlending = function () {
  18262. return (this.alpha < 1.0) || (this.opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled;
  18263. };
  18264. StandardMaterial.prototype.needAlphaTesting = function () {
  18265. return this.diffuseTexture != null && this.diffuseTexture.hasAlpha;
  18266. };
  18267. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  18268. return this.diffuseTexture != null && this.diffuseTexture.hasAlpha && this.useAlphaFromDiffuseTexture;
  18269. };
  18270. StandardMaterial.prototype.getAlphaTestTexture = function () {
  18271. return this.diffuseTexture;
  18272. };
  18273. // Methods
  18274. StandardMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  18275. if (!mesh) {
  18276. return true;
  18277. }
  18278. if (this._defines.INSTANCES !== useInstances) {
  18279. return false;
  18280. }
  18281. if (mesh._materialDefines && mesh._materialDefines.isEqual(this._defines)) {
  18282. return true;
  18283. }
  18284. return false;
  18285. };
  18286. StandardMaterial.prototype.isReady = function (mesh, useInstances) {
  18287. if (this.checkReadyOnlyOnce) {
  18288. if (this._wasPreviouslyReady) {
  18289. return true;
  18290. }
  18291. }
  18292. var scene = this.getScene();
  18293. if (!this.checkReadyOnEveryCall) {
  18294. if (this._renderId === scene.getRenderId()) {
  18295. if (this._checkCache(scene, mesh, useInstances)) {
  18296. return true;
  18297. }
  18298. }
  18299. }
  18300. var engine = scene.getEngine();
  18301. var needNormals = false;
  18302. var needUVs = false;
  18303. this._defines.reset();
  18304. // Textures
  18305. if (scene.texturesEnabled) {
  18306. if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  18307. if (!this.diffuseTexture.isReady()) {
  18308. return false;
  18309. }
  18310. else {
  18311. needUVs = true;
  18312. this._defines.DIFFUSE = true;
  18313. }
  18314. }
  18315. if (this.ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  18316. if (!this.ambientTexture.isReady()) {
  18317. return false;
  18318. }
  18319. else {
  18320. needUVs = true;
  18321. this._defines.AMBIENT = true;
  18322. }
  18323. }
  18324. if (this.opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  18325. if (!this.opacityTexture.isReady()) {
  18326. return false;
  18327. }
  18328. else {
  18329. needUVs = true;
  18330. this._defines.OPACITY = true;
  18331. if (this.opacityTexture.getAlphaFromRGB) {
  18332. this._defines.OPACITYRGB = true;
  18333. }
  18334. }
  18335. }
  18336. if (this.reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  18337. if (!this.reflectionTexture.isReady()) {
  18338. return false;
  18339. }
  18340. else {
  18341. needNormals = true;
  18342. this._defines.REFLECTION = true;
  18343. if (this.roughness > 0) {
  18344. this._defines.ROUGHNESS = true;
  18345. }
  18346. if (this.reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  18347. this._defines.INVERTCUBICMAP = true;
  18348. }
  18349. this._defines.REFLECTIONMAP_3D = this.reflectionTexture.isCube;
  18350. switch (this.reflectionTexture.coordinatesMode) {
  18351. case BABYLON.Texture.CUBIC_MODE:
  18352. case BABYLON.Texture.INVCUBIC_MODE:
  18353. this._defines.REFLECTIONMAP_CUBIC = true;
  18354. break;
  18355. case BABYLON.Texture.EXPLICIT_MODE:
  18356. this._defines.REFLECTIONMAP_EXPLICIT = true;
  18357. break;
  18358. case BABYLON.Texture.PLANAR_MODE:
  18359. this._defines.REFLECTIONMAP_PLANAR = true;
  18360. break;
  18361. case BABYLON.Texture.PROJECTION_MODE:
  18362. this._defines.REFLECTIONMAP_PROJECTION = true;
  18363. break;
  18364. case BABYLON.Texture.SKYBOX_MODE:
  18365. this._defines.REFLECTIONMAP_SKYBOX = true;
  18366. break;
  18367. case BABYLON.Texture.SPHERICAL_MODE:
  18368. this._defines.REFLECTIONMAP_SPHERICAL = true;
  18369. break;
  18370. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  18371. this._defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  18372. break;
  18373. }
  18374. }
  18375. }
  18376. if (this.emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  18377. if (!this.emissiveTexture.isReady()) {
  18378. return false;
  18379. }
  18380. else {
  18381. needUVs = true;
  18382. this._defines.EMISSIVE = true;
  18383. }
  18384. }
  18385. if (this.lightmapTexture && StandardMaterial.LightmapEnabled) {
  18386. if (!this.lightmapTexture.isReady()) {
  18387. return false;
  18388. }
  18389. else {
  18390. needUVs = true;
  18391. this._defines.LIGHTMAP = true;
  18392. this._defines.USELIGHTMAPASSHADOWMAP = this.useLightmapAsShadowmap;
  18393. }
  18394. }
  18395. if (this.specularTexture && StandardMaterial.SpecularTextureEnabled) {
  18396. if (!this.specularTexture.isReady()) {
  18397. return false;
  18398. }
  18399. else {
  18400. needUVs = true;
  18401. this._defines.SPECULAR = true;
  18402. this._defines.GLOSSINESS = this.useGlossinessFromSpecularMapAlpha;
  18403. }
  18404. }
  18405. }
  18406. if (scene.getEngine().getCaps().standardDerivatives && this.bumpTexture && StandardMaterial.BumpTextureEnabled) {
  18407. if (!this.bumpTexture.isReady()) {
  18408. return false;
  18409. }
  18410. else {
  18411. needUVs = true;
  18412. this._defines.BUMP = true;
  18413. }
  18414. }
  18415. // Effect
  18416. if (scene.clipPlane) {
  18417. this._defines.CLIPPLANE = true;
  18418. }
  18419. if (engine.getAlphaTesting()) {
  18420. this._defines.ALPHATEST = true;
  18421. }
  18422. if (this._shouldUseAlphaFromDiffuseTexture()) {
  18423. this._defines.ALPHAFROMDIFFUSE = true;
  18424. }
  18425. if (this.useEmissiveAsIllumination) {
  18426. this._defines.EMISSIVEASILLUMINATION = true;
  18427. }
  18428. if (this.linkEmissiveWithDiffuse) {
  18429. this._defines.LINKEMISSIVEWITHDIFFUSE = true;
  18430. }
  18431. if (this.useReflectionFresnelFromSpecular) {
  18432. this._defines.REFLECTIONFRESNELFROMSPECULAR = true;
  18433. }
  18434. // Point size
  18435. if (this.pointsCloud || scene.forcePointsCloud) {
  18436. this._defines.POINTSIZE = true;
  18437. }
  18438. // Fog
  18439. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  18440. this._defines.FOG = true;
  18441. }
  18442. var lightIndex = 0;
  18443. if (scene.lightsEnabled && !this.disableLighting) {
  18444. for (var index = 0; index < scene.lights.length; index++) {
  18445. var light = scene.lights[index];
  18446. if (!light.isEnabled()) {
  18447. continue;
  18448. }
  18449. // Excluded check
  18450. if (light._excludedMeshesIds.length > 0) {
  18451. for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
  18452. var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
  18453. if (excludedMesh) {
  18454. light.excludedMeshes.push(excludedMesh);
  18455. }
  18456. }
  18457. light._excludedMeshesIds = [];
  18458. }
  18459. // Included check
  18460. if (light._includedOnlyMeshesIds.length > 0) {
  18461. for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  18462. var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
  18463. if (includedOnlyMesh) {
  18464. light.includedOnlyMeshes.push(includedOnlyMesh);
  18465. }
  18466. }
  18467. light._includedOnlyMeshesIds = [];
  18468. }
  18469. if (!light.canAffectMesh(mesh)) {
  18470. continue;
  18471. }
  18472. needNormals = true;
  18473. this._defines["LIGHT" + lightIndex] = true;
  18474. var type;
  18475. if (light instanceof BABYLON.SpotLight) {
  18476. type = "SPOTLIGHT" + lightIndex;
  18477. }
  18478. else if (light instanceof BABYLON.HemisphericLight) {
  18479. type = "HEMILIGHT" + lightIndex;
  18480. }
  18481. else {
  18482. type = "POINTDIRLIGHT" + lightIndex;
  18483. }
  18484. this._defines[type] = true;
  18485. // Specular
  18486. if (!light.specular.equalsFloats(0, 0, 0)) {
  18487. this._defines.SPECULARTERM = true;
  18488. }
  18489. // Shadows
  18490. if (scene.shadowsEnabled) {
  18491. var shadowGenerator = light.getShadowGenerator();
  18492. if (mesh && mesh.receiveShadows && shadowGenerator) {
  18493. this._defines["SHADOW" + lightIndex] = true;
  18494. this._defines.SHADOWS = true;
  18495. if (shadowGenerator.useVarianceShadowMap || shadowGenerator.useBlurVarianceShadowMap) {
  18496. this._defines["SHADOWVSM" + lightIndex] = true;
  18497. }
  18498. if (shadowGenerator.usePoissonSampling) {
  18499. this._defines["SHADOWPCF" + lightIndex] = true;
  18500. }
  18501. }
  18502. }
  18503. lightIndex++;
  18504. if (lightIndex === maxSimultaneousLights)
  18505. break;
  18506. }
  18507. }
  18508. if (StandardMaterial.FresnelEnabled) {
  18509. // Fresnel
  18510. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled ||
  18511. this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled ||
  18512. this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled ||
  18513. this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  18514. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  18515. this._defines.DIFFUSEFRESNEL = true;
  18516. }
  18517. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  18518. this._defines.OPACITYFRESNEL = true;
  18519. }
  18520. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  18521. this._defines.REFLECTIONFRESNEL = true;
  18522. }
  18523. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  18524. this._defines.EMISSIVEFRESNEL = true;
  18525. }
  18526. needNormals = true;
  18527. this._defines.FRESNEL = true;
  18528. }
  18529. }
  18530. if (this._defines.SPECULARTERM && this.useSpecularOverAlpha) {
  18531. this._defines.SPECULAROVERALPHA = true;
  18532. }
  18533. // Attribs
  18534. if (mesh) {
  18535. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  18536. this._defines.NORMAL = true;
  18537. }
  18538. if (needUVs) {
  18539. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  18540. this._defines.UV1 = true;
  18541. }
  18542. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  18543. this._defines.UV2 = true;
  18544. }
  18545. }
  18546. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  18547. this._defines.VERTEXCOLOR = true;
  18548. if (mesh.hasVertexAlpha) {
  18549. this._defines.VERTEXALPHA = true;
  18550. }
  18551. }
  18552. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  18553. this._defines.BONES = true;
  18554. this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
  18555. this._defines.BONES4 = true;
  18556. }
  18557. // Instances
  18558. if (useInstances) {
  18559. this._defines.INSTANCES = true;
  18560. }
  18561. }
  18562. // Get correct effect
  18563. if (!this._defines.isEqual(this._cachedDefines)) {
  18564. this._defines.cloneTo(this._cachedDefines);
  18565. scene.resetCachedMaterial();
  18566. // Fallbacks
  18567. var fallbacks = new BABYLON.EffectFallbacks();
  18568. if (this._defines.REFLECTION) {
  18569. fallbacks.addFallback(0, "REFLECTION");
  18570. }
  18571. if (this._defines.SPECULAR) {
  18572. fallbacks.addFallback(0, "SPECULAR");
  18573. }
  18574. if (this._defines.BUMP) {
  18575. fallbacks.addFallback(0, "BUMP");
  18576. }
  18577. if (this._defines.SPECULAROVERALPHA) {
  18578. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  18579. }
  18580. if (this._defines.FOG) {
  18581. fallbacks.addFallback(1, "FOG");
  18582. }
  18583. for (lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  18584. if (!this._defines["LIGHT" + lightIndex]) {
  18585. continue;
  18586. }
  18587. if (lightIndex > 0) {
  18588. fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
  18589. }
  18590. if (this._defines["SHADOW" + lightIndex]) {
  18591. fallbacks.addFallback(0, "SHADOW" + lightIndex);
  18592. }
  18593. if (this._defines["SHADOWPCF" + lightIndex]) {
  18594. fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
  18595. }
  18596. if (this._defines["SHADOWVSM" + lightIndex]) {
  18597. fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
  18598. }
  18599. }
  18600. if (this._defines.SPECULARTERM) {
  18601. fallbacks.addFallback(0, "SPECULARTERM");
  18602. }
  18603. if (this._defines.DIFFUSEFRESNEL) {
  18604. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  18605. }
  18606. if (this._defines.OPACITYFRESNEL) {
  18607. fallbacks.addFallback(2, "OPACITYFRESNEL");
  18608. }
  18609. if (this._defines.REFLECTIONFRESNEL) {
  18610. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  18611. }
  18612. if (this._defines.EMISSIVEFRESNEL) {
  18613. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  18614. }
  18615. if (this._defines.FRESNEL) {
  18616. fallbacks.addFallback(4, "FRESNEL");
  18617. }
  18618. if (this._defines.BONES4) {
  18619. fallbacks.addFallback(0, "BONES4");
  18620. }
  18621. //Attributes
  18622. var attribs = [BABYLON.VertexBuffer.PositionKind];
  18623. if (this._defines.NORMAL) {
  18624. attribs.push(BABYLON.VertexBuffer.NormalKind);
  18625. }
  18626. if (this._defines.UV1) {
  18627. attribs.push(BABYLON.VertexBuffer.UVKind);
  18628. }
  18629. if (this._defines.UV2) {
  18630. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  18631. }
  18632. if (this._defines.VERTEXCOLOR) {
  18633. attribs.push(BABYLON.VertexBuffer.ColorKind);
  18634. }
  18635. if (this._defines.BONES) {
  18636. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  18637. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  18638. }
  18639. if (this._defines.INSTANCES) {
  18640. attribs.push("world0");
  18641. attribs.push("world1");
  18642. attribs.push("world2");
  18643. attribs.push("world3");
  18644. }
  18645. // Legacy browser patch
  18646. var shaderName = "default";
  18647. if (!scene.getEngine().getCaps().standardDerivatives) {
  18648. shaderName = "legacydefault";
  18649. }
  18650. var join = this._defines.toString();
  18651. this._effect = scene.getEngine().createEffect(shaderName, attribs, ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  18652. "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0",
  18653. "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1",
  18654. "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2",
  18655. "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3",
  18656. "vFogInfos", "vFogColor", "pointSize",
  18657. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos",
  18658. "mBones",
  18659. "vClipPlane", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "lightmapMatrix",
  18660. "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3",
  18661. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor"
  18662. ], ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler", "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  18663. "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3"
  18664. ], join, fallbacks, this.onCompiled, this.onError);
  18665. }
  18666. if (!this._effect.isReady()) {
  18667. return false;
  18668. }
  18669. this._renderId = scene.getRenderId();
  18670. this._wasPreviouslyReady = true;
  18671. if (mesh) {
  18672. if (!mesh._materialDefines) {
  18673. mesh._materialDefines = new StandardMaterialDefines();
  18674. }
  18675. this._defines.cloneTo(mesh._materialDefines);
  18676. }
  18677. return true;
  18678. };
  18679. StandardMaterial.prototype.unbind = function () {
  18680. if (this.reflectionTexture && this.reflectionTexture.isRenderTarget) {
  18681. this._effect.setTexture("reflection2DSampler", null);
  18682. }
  18683. _super.prototype.unbind.call(this);
  18684. };
  18685. StandardMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  18686. this._effect.setMatrix("world", world);
  18687. };
  18688. StandardMaterial.prototype.bind = function (world, mesh) {
  18689. var scene = this.getScene();
  18690. // Matrices
  18691. this.bindOnlyWorldMatrix(world);
  18692. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  18693. // Bones
  18694. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
  18695. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  18696. }
  18697. if (scene.getCachedMaterial() !== this) {
  18698. if (StandardMaterial.FresnelEnabled) {
  18699. // Fresnel
  18700. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  18701. this._effect.setColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  18702. this._effect.setColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  18703. }
  18704. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  18705. this._effect.setColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  18706. }
  18707. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  18708. this._effect.setColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  18709. this._effect.setColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  18710. }
  18711. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  18712. this._effect.setColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  18713. this._effect.setColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  18714. }
  18715. }
  18716. // Textures
  18717. if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  18718. this._effect.setTexture("diffuseSampler", this.diffuseTexture);
  18719. this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
  18720. this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
  18721. }
  18722. if (this.ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  18723. this._effect.setTexture("ambientSampler", this.ambientTexture);
  18724. this._effect.setFloat2("vAmbientInfos", this.ambientTexture.coordinatesIndex, this.ambientTexture.level);
  18725. this._effect.setMatrix("ambientMatrix", this.ambientTexture.getTextureMatrix());
  18726. }
  18727. if (this.opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  18728. this._effect.setTexture("opacitySampler", this.opacityTexture);
  18729. this._effect.setFloat2("vOpacityInfos", this.opacityTexture.coordinatesIndex, this.opacityTexture.level);
  18730. this._effect.setMatrix("opacityMatrix", this.opacityTexture.getTextureMatrix());
  18731. }
  18732. if (this.reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  18733. if (this.reflectionTexture.isCube) {
  18734. this._effect.setTexture("reflectionCubeSampler", this.reflectionTexture);
  18735. }
  18736. else {
  18737. this._effect.setTexture("reflection2DSampler", this.reflectionTexture);
  18738. }
  18739. this._effect.setMatrix("reflectionMatrix", this.reflectionTexture.getReflectionTextureMatrix());
  18740. this._effect.setFloat2("vReflectionInfos", this.reflectionTexture.level, this.roughness);
  18741. }
  18742. if (this.emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  18743. this._effect.setTexture("emissiveSampler", this.emissiveTexture);
  18744. this._effect.setFloat2("vEmissiveInfos", this.emissiveTexture.coordinatesIndex, this.emissiveTexture.level);
  18745. this._effect.setMatrix("emissiveMatrix", this.emissiveTexture.getTextureMatrix());
  18746. }
  18747. if (this.lightmapTexture && StandardMaterial.LightmapEnabled) {
  18748. this._effect.setTexture("lightmapSampler", this.lightmapTexture);
  18749. this._effect.setFloat2("vLightmapInfos", this.lightmapTexture.coordinatesIndex, this.lightmapTexture.level);
  18750. this._effect.setMatrix("lightmapMatrix", this.lightmapTexture.getTextureMatrix());
  18751. }
  18752. if (this.specularTexture && StandardMaterial.SpecularTextureEnabled) {
  18753. this._effect.setTexture("specularSampler", this.specularTexture);
  18754. this._effect.setFloat2("vSpecularInfos", this.specularTexture.coordinatesIndex, this.specularTexture.level);
  18755. this._effect.setMatrix("specularMatrix", this.specularTexture.getTextureMatrix());
  18756. }
  18757. if (this.bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  18758. this._effect.setTexture("bumpSampler", this.bumpTexture);
  18759. this._effect.setFloat2("vBumpInfos", this.bumpTexture.coordinatesIndex, 1.0 / this.bumpTexture.level);
  18760. this._effect.setMatrix("bumpMatrix", this.bumpTexture.getTextureMatrix());
  18761. }
  18762. // Clip plane
  18763. if (scene.clipPlane) {
  18764. var clipPlane = scene.clipPlane;
  18765. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  18766. }
  18767. // Point size
  18768. if (this.pointsCloud) {
  18769. this._effect.setFloat("pointSize", this.pointSize);
  18770. }
  18771. // Colors
  18772. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  18773. this._effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.position);
  18774. this._effect.setColor3("vAmbientColor", this._globalAmbientColor);
  18775. if (this._defines.SPECULARTERM) {
  18776. this._effect.setColor4("vSpecularColor", this.specularColor, this.specularPower);
  18777. }
  18778. this._effect.setColor3("vEmissiveColor", this.emissiveColor);
  18779. }
  18780. // Diffuse
  18781. this._effect.setColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  18782. // Lights
  18783. if (scene.lightsEnabled && !this.disableLighting) {
  18784. var lightIndex = 0;
  18785. for (var index = 0; index < scene.lights.length; index++) {
  18786. var light = scene.lights[index];
  18787. if (!light.isEnabled()) {
  18788. continue;
  18789. }
  18790. if (!light.canAffectMesh(mesh)) {
  18791. continue;
  18792. }
  18793. if (light instanceof BABYLON.PointLight) {
  18794. // Point Light
  18795. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  18796. }
  18797. else if (light instanceof BABYLON.DirectionalLight) {
  18798. // Directional Light
  18799. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  18800. }
  18801. else if (light instanceof BABYLON.SpotLight) {
  18802. // Spot Light
  18803. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
  18804. }
  18805. else if (light instanceof BABYLON.HemisphericLight) {
  18806. // Hemispheric Light
  18807. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
  18808. }
  18809. light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
  18810. this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
  18811. if (this._defines.SPECULARTERM) {
  18812. light.specular.scaleToRef(light.intensity, this._scaledSpecular);
  18813. this._effect.setColor3("vLightSpecular" + lightIndex, this._scaledSpecular);
  18814. }
  18815. // Shadows
  18816. if (scene.shadowsEnabled) {
  18817. var shadowGenerator = light.getShadowGenerator();
  18818. if (mesh.receiveShadows && shadowGenerator) {
  18819. this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
  18820. this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMapForRendering());
  18821. this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.bias);
  18822. }
  18823. }
  18824. lightIndex++;
  18825. if (lightIndex === maxSimultaneousLights)
  18826. break;
  18827. }
  18828. }
  18829. // View
  18830. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this.reflectionTexture) {
  18831. this._effect.setMatrix("view", scene.getViewMatrix());
  18832. }
  18833. // Fog
  18834. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  18835. this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  18836. this._effect.setColor3("vFogColor", scene.fogColor);
  18837. }
  18838. _super.prototype.bind.call(this, world, mesh);
  18839. };
  18840. StandardMaterial.prototype.getAnimatables = function () {
  18841. var results = [];
  18842. if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
  18843. results.push(this.diffuseTexture);
  18844. }
  18845. if (this.ambientTexture && this.ambientTexture.animations && this.ambientTexture.animations.length > 0) {
  18846. results.push(this.ambientTexture);
  18847. }
  18848. if (this.opacityTexture && this.opacityTexture.animations && this.opacityTexture.animations.length > 0) {
  18849. results.push(this.opacityTexture);
  18850. }
  18851. if (this.reflectionTexture && this.reflectionTexture.animations && this.reflectionTexture.animations.length > 0) {
  18852. results.push(this.reflectionTexture);
  18853. }
  18854. if (this.emissiveTexture && this.emissiveTexture.animations && this.emissiveTexture.animations.length > 0) {
  18855. results.push(this.emissiveTexture);
  18856. }
  18857. if (this.specularTexture && this.specularTexture.animations && this.specularTexture.animations.length > 0) {
  18858. results.push(this.specularTexture);
  18859. }
  18860. if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
  18861. results.push(this.bumpTexture);
  18862. }
  18863. return results;
  18864. };
  18865. StandardMaterial.prototype.dispose = function (forceDisposeEffect) {
  18866. if (this.diffuseTexture) {
  18867. this.diffuseTexture.dispose();
  18868. }
  18869. if (this.ambientTexture) {
  18870. this.ambientTexture.dispose();
  18871. }
  18872. if (this.opacityTexture) {
  18873. this.opacityTexture.dispose();
  18874. }
  18875. if (this.reflectionTexture) {
  18876. this.reflectionTexture.dispose();
  18877. }
  18878. if (this.emissiveTexture) {
  18879. this.emissiveTexture.dispose();
  18880. }
  18881. if (this.specularTexture) {
  18882. this.specularTexture.dispose();
  18883. }
  18884. if (this.bumpTexture) {
  18885. this.bumpTexture.dispose();
  18886. }
  18887. _super.prototype.dispose.call(this, forceDisposeEffect);
  18888. };
  18889. StandardMaterial.prototype.clone = function (name) {
  18890. var newStandardMaterial = new StandardMaterial(name, this.getScene());
  18891. // Base material
  18892. this.copyTo(newStandardMaterial);
  18893. // Standard material
  18894. if (this.diffuseTexture && this.diffuseTexture.clone) {
  18895. newStandardMaterial.diffuseTexture = this.diffuseTexture.clone();
  18896. }
  18897. if (this.ambientTexture && this.ambientTexture.clone) {
  18898. newStandardMaterial.ambientTexture = this.ambientTexture.clone();
  18899. }
  18900. if (this.opacityTexture && this.opacityTexture.clone) {
  18901. newStandardMaterial.opacityTexture = this.opacityTexture.clone();
  18902. }
  18903. if (this.reflectionTexture && this.reflectionTexture.clone) {
  18904. newStandardMaterial.reflectionTexture = this.reflectionTexture.clone();
  18905. }
  18906. if (this.emissiveTexture && this.emissiveTexture.clone) {
  18907. newStandardMaterial.emissiveTexture = this.emissiveTexture.clone();
  18908. }
  18909. if (this.specularTexture && this.specularTexture.clone) {
  18910. newStandardMaterial.specularTexture = this.specularTexture.clone();
  18911. }
  18912. if (this.bumpTexture && this.bumpTexture.clone) {
  18913. newStandardMaterial.bumpTexture = this.bumpTexture.clone();
  18914. }
  18915. if (this.lightmapTexture && this.lightmapTexture.clone) {
  18916. newStandardMaterial.lightmapTexture = this.lightmapTexture.clone();
  18917. newStandardMaterial.useLightmapAsShadowmap = this.useLightmapAsShadowmap;
  18918. }
  18919. newStandardMaterial.ambientColor = this.ambientColor.clone();
  18920. newStandardMaterial.diffuseColor = this.diffuseColor.clone();
  18921. newStandardMaterial.specularColor = this.specularColor.clone();
  18922. newStandardMaterial.specularPower = this.specularPower;
  18923. newStandardMaterial.emissiveColor = this.emissiveColor.clone();
  18924. newStandardMaterial.useAlphaFromDiffuseTexture = this.useAlphaFromDiffuseTexture;
  18925. newStandardMaterial.useEmissiveAsIllumination = this.useEmissiveAsIllumination;
  18926. newStandardMaterial.useGlossinessFromSpecularMapAlpha = this.useGlossinessFromSpecularMapAlpha;
  18927. newStandardMaterial.useReflectionFresnelFromSpecular = this.useReflectionFresnelFromSpecular;
  18928. newStandardMaterial.useSpecularOverAlpha = this.useSpecularOverAlpha;
  18929. newStandardMaterial.roughness = this.roughness;
  18930. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.clone) {
  18931. newStandardMaterial.diffuseFresnelParameters = this.diffuseFresnelParameters.clone();
  18932. }
  18933. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.clone) {
  18934. newStandardMaterial.emissiveFresnelParameters = this.emissiveFresnelParameters.clone();
  18935. }
  18936. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.clone) {
  18937. newStandardMaterial.reflectionFresnelParameters = this.reflectionFresnelParameters.clone();
  18938. }
  18939. if (this.opacityFresnelParameters && this.opacityFresnelParameters.clone) {
  18940. newStandardMaterial.opacityFresnelParameters = this.opacityFresnelParameters.clone();
  18941. }
  18942. return newStandardMaterial;
  18943. };
  18944. // Statics
  18945. // Flags used to enable or disable a type of texture for all Standard Materials
  18946. StandardMaterial.DiffuseTextureEnabled = true;
  18947. StandardMaterial.AmbientTextureEnabled = true;
  18948. StandardMaterial.OpacityTextureEnabled = true;
  18949. StandardMaterial.ReflectionTextureEnabled = true;
  18950. StandardMaterial.EmissiveTextureEnabled = true;
  18951. StandardMaterial.SpecularTextureEnabled = true;
  18952. StandardMaterial.BumpTextureEnabled = true;
  18953. StandardMaterial.FresnelEnabled = true;
  18954. StandardMaterial.LightmapEnabled = true;
  18955. return StandardMaterial;
  18956. })(BABYLON.Material);
  18957. BABYLON.StandardMaterial = StandardMaterial;
  18958. })(BABYLON || (BABYLON = {}));
  18959. var BABYLON;
  18960. (function (BABYLON) {
  18961. var MultiMaterial = (function (_super) {
  18962. __extends(MultiMaterial, _super);
  18963. function MultiMaterial(name, scene) {
  18964. _super.call(this, name, scene, true);
  18965. this.subMaterials = new Array();
  18966. scene.multiMaterials.push(this);
  18967. }
  18968. // Properties
  18969. MultiMaterial.prototype.getSubMaterial = function (index) {
  18970. if (index < 0 || index >= this.subMaterials.length) {
  18971. return this.getScene().defaultMaterial;
  18972. }
  18973. return this.subMaterials[index];
  18974. };
  18975. // Methods
  18976. MultiMaterial.prototype.isReady = function (mesh) {
  18977. for (var index = 0; index < this.subMaterials.length; index++) {
  18978. var subMaterial = this.subMaterials[index];
  18979. if (subMaterial) {
  18980. if (!this.subMaterials[index].isReady(mesh)) {
  18981. return false;
  18982. }
  18983. }
  18984. }
  18985. return true;
  18986. };
  18987. MultiMaterial.prototype.clone = function (name) {
  18988. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  18989. for (var index = 0; index < this.subMaterials.length; index++) {
  18990. var subMaterial = this.subMaterials[index];
  18991. newMultiMaterial.subMaterials.push(subMaterial);
  18992. }
  18993. return newMultiMaterial;
  18994. };
  18995. return MultiMaterial;
  18996. })(BABYLON.Material);
  18997. BABYLON.MultiMaterial = MultiMaterial;
  18998. })(BABYLON || (BABYLON = {}));
  18999. var BABYLON;
  19000. (function (BABYLON) {
  19001. var SceneLoader = (function () {
  19002. function SceneLoader() {
  19003. }
  19004. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  19005. get: function () {
  19006. return SceneLoader._ForceFullSceneLoadingForIncremental;
  19007. },
  19008. set: function (value) {
  19009. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  19010. },
  19011. enumerable: true,
  19012. configurable: true
  19013. });
  19014. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  19015. get: function () {
  19016. return SceneLoader._ShowLoadingScreen;
  19017. },
  19018. set: function (value) {
  19019. SceneLoader._ShowLoadingScreen = value;
  19020. },
  19021. enumerable: true,
  19022. configurable: true
  19023. });
  19024. SceneLoader._getPluginForFilename = function (sceneFilename) {
  19025. var dotPosition = sceneFilename.lastIndexOf(".");
  19026. var queryStringPosition = sceneFilename.indexOf("?");
  19027. if (queryStringPosition === -1) {
  19028. queryStringPosition = sceneFilename.length;
  19029. }
  19030. var extension = sceneFilename.substring(dotPosition, queryStringPosition).toLowerCase();
  19031. for (var index = 0; index < this._registeredPlugins.length; index++) {
  19032. var plugin = this._registeredPlugins[index];
  19033. if (plugin.extensions.indexOf(extension) !== -1) {
  19034. return plugin;
  19035. }
  19036. }
  19037. return this._registeredPlugins[this._registeredPlugins.length - 1];
  19038. };
  19039. // Public functions
  19040. SceneLoader.RegisterPlugin = function (plugin) {
  19041. plugin.extensions = plugin.extensions.toLowerCase();
  19042. SceneLoader._registeredPlugins.push(plugin);
  19043. };
  19044. SceneLoader.ImportMesh = function (meshesNames, rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
  19045. if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
  19046. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  19047. return;
  19048. }
  19049. var loadingToken = {};
  19050. scene._addPendingData(loadingToken);
  19051. var manifestChecked = function (success) {
  19052. scene.database = database;
  19053. var plugin = SceneLoader._getPluginForFilename(sceneFilename);
  19054. var importMeshFromData = function (data) {
  19055. var meshes = [];
  19056. var particleSystems = [];
  19057. var skeletons = [];
  19058. try {
  19059. if (!plugin.importMesh(meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons)) {
  19060. if (onerror) {
  19061. onerror(scene, 'Unable to import meshes from ' + rootUrl + sceneFilename);
  19062. }
  19063. scene._removePendingData(loadingToken);
  19064. return;
  19065. }
  19066. }
  19067. catch (e) {
  19068. if (onerror) {
  19069. onerror(scene, 'Unable to import meshes from ' + rootUrl + sceneFilename + ' (Exception: ' + e + ')');
  19070. }
  19071. scene._removePendingData(loadingToken);
  19072. return;
  19073. }
  19074. if (onsuccess) {
  19075. scene.importedMeshesFiles.push(rootUrl + sceneFilename);
  19076. onsuccess(meshes, particleSystems, skeletons);
  19077. scene._removePendingData(loadingToken);
  19078. }
  19079. };
  19080. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  19081. // Direct load
  19082. importMeshFromData(sceneFilename.substr(5));
  19083. return;
  19084. }
  19085. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  19086. importMeshFromData(data);
  19087. }, progressCallBack, database);
  19088. };
  19089. if (scene.getEngine().enableOfflineSupport) {
  19090. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  19091. var database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  19092. }
  19093. else {
  19094. manifestChecked(true);
  19095. }
  19096. };
  19097. /**
  19098. * Load a scene
  19099. * @param rootUrl a string that defines the root url for scene and resources
  19100. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  19101. * @param engine is the instance of BABYLON.Engine to use to create the scene
  19102. */
  19103. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onsuccess, progressCallBack, onerror) {
  19104. SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onsuccess, progressCallBack, onerror);
  19105. };
  19106. /**
  19107. * Append a scene
  19108. * @param rootUrl a string that defines the root url for scene and resources
  19109. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  19110. * @param scene is the instance of BABYLON.Scene to append to
  19111. */
  19112. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
  19113. if (sceneFilename.substr && sceneFilename.substr(0, 1) === "/") {
  19114. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  19115. return;
  19116. }
  19117. var plugin = this._getPluginForFilename(sceneFilename.name || sceneFilename);
  19118. var database;
  19119. var loadingToken = {};
  19120. scene._addPendingData(loadingToken);
  19121. if (SceneLoader.ShowLoadingScreen) {
  19122. scene.getEngine().displayLoadingUI();
  19123. }
  19124. var loadSceneFromData = function (data) {
  19125. scene.database = database;
  19126. if (!plugin.load(scene, data, rootUrl)) {
  19127. if (onerror) {
  19128. onerror(scene);
  19129. }
  19130. scene._removePendingData(loadingToken);
  19131. scene.getEngine().hideLoadingUI();
  19132. return;
  19133. }
  19134. if (onsuccess) {
  19135. onsuccess(scene);
  19136. }
  19137. scene._removePendingData(loadingToken);
  19138. if (SceneLoader.ShowLoadingScreen) {
  19139. scene.executeWhenReady(function () {
  19140. scene.getEngine().hideLoadingUI();
  19141. });
  19142. }
  19143. };
  19144. var manifestChecked = function (success) {
  19145. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database);
  19146. };
  19147. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  19148. // Direct load
  19149. loadSceneFromData(sceneFilename.substr(5));
  19150. return;
  19151. }
  19152. if (rootUrl.indexOf("file:") === -1) {
  19153. if (scene.getEngine().enableOfflineSupport) {
  19154. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  19155. database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  19156. }
  19157. else {
  19158. manifestChecked(true);
  19159. }
  19160. }
  19161. else {
  19162. BABYLON.Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack);
  19163. }
  19164. };
  19165. // Flags
  19166. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  19167. SceneLoader._ShowLoadingScreen = true;
  19168. // Members
  19169. SceneLoader._registeredPlugins = new Array();
  19170. return SceneLoader;
  19171. })();
  19172. BABYLON.SceneLoader = SceneLoader;
  19173. ;
  19174. })(BABYLON || (BABYLON = {}));
  19175. var BABYLON;
  19176. (function (BABYLON) {
  19177. var Internals;
  19178. (function (Internals) {
  19179. var checkColors4 = function (colors, count) {
  19180. // Check if color3 was used
  19181. if (colors.length === count * 3) {
  19182. var colors4 = [];
  19183. for (var index = 0; index < colors.length; index += 3) {
  19184. var newIndex = (index / 3) * 4;
  19185. colors4[newIndex] = colors[index];
  19186. colors4[newIndex + 1] = colors[index + 1];
  19187. colors4[newIndex + 2] = colors[index + 2];
  19188. colors4[newIndex + 3] = 1.0;
  19189. }
  19190. return colors4;
  19191. }
  19192. return colors;
  19193. };
  19194. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  19195. var texture = null;
  19196. if ((parsedTexture.name || parsedTexture.extensions) && !parsedTexture.isRenderTarget) {
  19197. texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions);
  19198. texture.name = parsedTexture.name;
  19199. texture.hasAlpha = parsedTexture.hasAlpha;
  19200. texture.level = parsedTexture.level;
  19201. texture.coordinatesMode = parsedTexture.coordinatesMode;
  19202. }
  19203. return texture;
  19204. };
  19205. var loadTexture = function (rootUrl, parsedTexture, scene) {
  19206. if (parsedTexture.isCube) {
  19207. return loadCubeTexture(rootUrl, parsedTexture, scene);
  19208. }
  19209. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  19210. return null;
  19211. }
  19212. var texture;
  19213. if (parsedTexture.mirrorPlane) {
  19214. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  19215. texture._waitingRenderList = parsedTexture.renderList;
  19216. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  19217. }
  19218. else if (parsedTexture.isRenderTarget) {
  19219. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  19220. texture._waitingRenderList = parsedTexture.renderList;
  19221. }
  19222. else {
  19223. if (parsedTexture.base64String) {
  19224. texture = BABYLON.Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene);
  19225. }
  19226. else {
  19227. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  19228. }
  19229. }
  19230. texture.name = parsedTexture.name;
  19231. texture.hasAlpha = parsedTexture.hasAlpha;
  19232. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  19233. texture.level = parsedTexture.level;
  19234. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  19235. texture.coordinatesMode = parsedTexture.coordinatesMode;
  19236. texture.uOffset = parsedTexture.uOffset;
  19237. texture.vOffset = parsedTexture.vOffset;
  19238. texture.uScale = parsedTexture.uScale;
  19239. texture.vScale = parsedTexture.vScale;
  19240. texture.uAng = parsedTexture.uAng;
  19241. texture.vAng = parsedTexture.vAng;
  19242. texture.wAng = parsedTexture.wAng;
  19243. texture.wrapU = parsedTexture.wrapU;
  19244. texture.wrapV = parsedTexture.wrapV;
  19245. // Animations
  19246. if (parsedTexture.animations) {
  19247. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  19248. var parsedAnimation = parsedTexture.animations[animationIndex];
  19249. texture.animations.push(parseAnimation(parsedAnimation));
  19250. }
  19251. }
  19252. return texture;
  19253. };
  19254. var parseSkeleton = function (parsedSkeleton, scene) {
  19255. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  19256. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  19257. var parsedBone = parsedSkeleton.bones[index];
  19258. var parentBone = null;
  19259. if (parsedBone.parentBoneIndex > -1) {
  19260. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  19261. }
  19262. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  19263. if (parsedBone.animation) {
  19264. bone.animations.push(parseAnimation(parsedBone.animation));
  19265. }
  19266. }
  19267. return skeleton;
  19268. };
  19269. var parseFresnelParameters = function (parsedFresnelParameters) {
  19270. var fresnelParameters = new BABYLON.FresnelParameters();
  19271. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  19272. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  19273. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  19274. fresnelParameters.bias = parsedFresnelParameters.bias;
  19275. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  19276. return fresnelParameters;
  19277. };
  19278. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  19279. var material;
  19280. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  19281. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  19282. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  19283. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  19284. material.specularPower = parsedMaterial.specularPower;
  19285. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  19286. material.useReflectionFresnelFromSpecular = parsedMaterial.useReflectionFresnelFromSpecular;
  19287. material.useEmissiveAsIllumination = parsedMaterial.useEmissiveAsIllumination;
  19288. material.alpha = parsedMaterial.alpha;
  19289. material.id = parsedMaterial.id;
  19290. if (parsedMaterial.disableDepthWrite) {
  19291. material.disableDepthWrite = parsedMaterial.disableDepthWrite;
  19292. }
  19293. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  19294. material.backFaceCulling = parsedMaterial.backFaceCulling;
  19295. material.wireframe = parsedMaterial.wireframe;
  19296. if (parsedMaterial.diffuseTexture) {
  19297. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  19298. }
  19299. if (parsedMaterial.diffuseFresnelParameters) {
  19300. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  19301. }
  19302. if (parsedMaterial.ambientTexture) {
  19303. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  19304. }
  19305. if (parsedMaterial.opacityTexture) {
  19306. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  19307. }
  19308. if (parsedMaterial.opacityFresnelParameters) {
  19309. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  19310. }
  19311. if (parsedMaterial.reflectionTexture) {
  19312. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  19313. }
  19314. if (parsedMaterial.reflectionFresnelParameters) {
  19315. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  19316. }
  19317. if (parsedMaterial.emissiveTexture) {
  19318. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  19319. }
  19320. if (parsedMaterial.lightmapTexture) {
  19321. material.lightmapTexture = loadTexture(rootUrl, parsedMaterial.lightmapTexture, scene);
  19322. material.lightmapThreshold = parsedMaterial.lightmapThreshold;
  19323. }
  19324. if (parsedMaterial.emissiveFresnelParameters) {
  19325. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  19326. }
  19327. if (parsedMaterial.specularTexture) {
  19328. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  19329. }
  19330. if (parsedMaterial.bumpTexture) {
  19331. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  19332. }
  19333. if (parsedMaterial.checkReadyOnlyOnce) {
  19334. material.checkReadyOnlyOnce = parsedMaterial.checkReadyOnlyOnce;
  19335. }
  19336. return material;
  19337. };
  19338. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  19339. for (var index = 0; index < parsedData.materials.length; index++) {
  19340. var parsedMaterial = parsedData.materials[index];
  19341. if (parsedMaterial.id === id) {
  19342. return parseMaterial(parsedMaterial, scene, rootUrl);
  19343. }
  19344. }
  19345. return null;
  19346. };
  19347. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  19348. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  19349. multiMaterial.id = parsedMultiMaterial.id;
  19350. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  19351. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  19352. var subMatId = parsedMultiMaterial.materials[matIndex];
  19353. if (subMatId) {
  19354. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  19355. }
  19356. else {
  19357. multiMaterial.subMaterials.push(null);
  19358. }
  19359. }
  19360. return multiMaterial;
  19361. };
  19362. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  19363. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  19364. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  19365. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  19366. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  19367. var parsedFlare = parsedLensFlareSystem.flares[index];
  19368. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  19369. }
  19370. return lensFlareSystem;
  19371. };
  19372. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  19373. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  19374. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  19375. if (parsedParticleSystem.textureName) {
  19376. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  19377. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  19378. }
  19379. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  19380. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  19381. particleSystem.minSize = parsedParticleSystem.minSize;
  19382. particleSystem.maxSize = parsedParticleSystem.maxSize;
  19383. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  19384. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  19385. particleSystem.emitter = emitter;
  19386. particleSystem.emitRate = parsedParticleSystem.emitRate;
  19387. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  19388. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  19389. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  19390. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  19391. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  19392. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  19393. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  19394. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  19395. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  19396. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  19397. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  19398. particleSystem.blendMode = parsedParticleSystem.blendMode;
  19399. particleSystem.start();
  19400. return particleSystem;
  19401. };
  19402. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  19403. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  19404. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  19405. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  19406. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  19407. shadowGenerator.getShadowMap().renderList.push(mesh);
  19408. }
  19409. if (parsedShadowGenerator.usePoissonSampling) {
  19410. shadowGenerator.usePoissonSampling = true;
  19411. }
  19412. else if (parsedShadowGenerator.useVarianceShadowMap) {
  19413. shadowGenerator.useVarianceShadowMap = true;
  19414. }
  19415. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  19416. shadowGenerator.useBlurVarianceShadowMap = true;
  19417. if (parsedShadowGenerator.blurScale) {
  19418. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  19419. }
  19420. if (parsedShadowGenerator.blurBoxOffset) {
  19421. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  19422. }
  19423. }
  19424. if (parsedShadowGenerator.bias !== undefined) {
  19425. shadowGenerator.bias = parsedShadowGenerator.bias;
  19426. }
  19427. return shadowGenerator;
  19428. };
  19429. var parseAnimation = function (parsedAnimation) {
  19430. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  19431. var dataType = parsedAnimation.dataType;
  19432. var keys = [];
  19433. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  19434. var key = parsedAnimation.keys[index];
  19435. var data;
  19436. switch (dataType) {
  19437. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  19438. data = key.values[0];
  19439. break;
  19440. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  19441. data = BABYLON.Quaternion.FromArray(key.values);
  19442. break;
  19443. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  19444. data = BABYLON.Matrix.FromArray(key.values);
  19445. break;
  19446. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  19447. default:
  19448. data = BABYLON.Vector3.FromArray(key.values);
  19449. break;
  19450. }
  19451. keys.push({
  19452. frame: key.frame,
  19453. value: data
  19454. });
  19455. }
  19456. animation.setKeys(keys);
  19457. return animation;
  19458. };
  19459. var parseLight = function (parsedLight, scene) {
  19460. var light;
  19461. switch (parsedLight.type) {
  19462. case 0:
  19463. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  19464. break;
  19465. case 1:
  19466. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  19467. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  19468. break;
  19469. case 2:
  19470. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  19471. break;
  19472. case 3:
  19473. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  19474. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  19475. break;
  19476. }
  19477. light.id = parsedLight.id;
  19478. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  19479. if (parsedLight.intensity !== undefined) {
  19480. light.intensity = parsedLight.intensity;
  19481. }
  19482. if (parsedLight.range) {
  19483. light.range = parsedLight.range;
  19484. }
  19485. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  19486. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  19487. if (parsedLight.excludedMeshesIds) {
  19488. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  19489. }
  19490. // Parent
  19491. if (parsedLight.parentId) {
  19492. light._waitingParentId = parsedLight.parentId;
  19493. }
  19494. if (parsedLight.includedOnlyMeshesIds) {
  19495. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  19496. }
  19497. // Animations
  19498. if (parsedLight.animations) {
  19499. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  19500. var parsedAnimation = parsedLight.animations[animationIndex];
  19501. light.animations.push(parseAnimation(parsedAnimation));
  19502. }
  19503. }
  19504. if (parsedLight.autoAnimate) {
  19505. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  19506. }
  19507. };
  19508. var parseCamera = function (parsedCamera, scene) {
  19509. var camera;
  19510. var position = BABYLON.Vector3.FromArray(parsedCamera.position);
  19511. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  19512. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  19513. var alpha = parsedCamera.alpha;
  19514. var beta = parsedCamera.beta;
  19515. var radius = parsedCamera.radius;
  19516. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  19517. var interaxial_distance = parsedCamera.interaxial_distance;
  19518. camera = new BABYLON.AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, interaxial_distance, scene);
  19519. }
  19520. else {
  19521. camera = new BABYLON.ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  19522. }
  19523. }
  19524. else if (parsedCamera.type === "AnaglyphFreeCamera") {
  19525. interaxial_distance = parsedCamera.interaxial_distance;
  19526. camera = new BABYLON.AnaglyphFreeCamera(parsedCamera.name, position, interaxial_distance, scene);
  19527. }
  19528. else if (parsedCamera.type === "DeviceOrientationCamera") {
  19529. camera = new BABYLON.DeviceOrientationCamera(parsedCamera.name, position, scene);
  19530. }
  19531. else if (parsedCamera.type === "FollowCamera") {
  19532. camera = new BABYLON.FollowCamera(parsedCamera.name, position, scene);
  19533. camera.heightOffset = parsedCamera.heightOffset;
  19534. camera.radius = parsedCamera.radius;
  19535. camera.rotationOffset = parsedCamera.rotationOffset;
  19536. if (lockedTargetMesh)
  19537. camera.target = lockedTargetMesh;
  19538. }
  19539. else if (parsedCamera.type === "GamepadCamera") {
  19540. camera = new BABYLON.GamepadCamera(parsedCamera.name, position, scene);
  19541. }
  19542. else if (parsedCamera.type === "TouchCamera") {
  19543. camera = new BABYLON.TouchCamera(parsedCamera.name, position, scene);
  19544. }
  19545. else if (parsedCamera.type === "VirtualJoysticksCamera") {
  19546. camera = new BABYLON.VirtualJoysticksCamera(parsedCamera.name, position, scene);
  19547. }
  19548. else if (parsedCamera.type === "WebVRFreeCamera") {
  19549. camera = new BABYLON.WebVRFreeCamera(parsedCamera.name, position, scene);
  19550. }
  19551. else if (parsedCamera.type === "VRDeviceOrientationFreeCamera") {
  19552. camera = new BABYLON.VRDeviceOrientationFreeCamera(parsedCamera.name, position, scene);
  19553. }
  19554. else {
  19555. // Free Camera is the default value
  19556. camera = new BABYLON.FreeCamera(parsedCamera.name, position, scene);
  19557. }
  19558. // apply 3d rig, when found
  19559. if (parsedCamera.cameraRigMode) {
  19560. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  19561. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  19562. }
  19563. // Test for lockedTargetMesh & FreeCamera outside of if-else-if nest, since things like GamepadCamera extend FreeCamera
  19564. if (lockedTargetMesh && camera instanceof BABYLON.FreeCamera) {
  19565. camera.lockedTarget = lockedTargetMesh;
  19566. }
  19567. camera.id = parsedCamera.id;
  19568. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  19569. // Parent
  19570. if (parsedCamera.parentId) {
  19571. camera._waitingParentId = parsedCamera.parentId;
  19572. }
  19573. // Target
  19574. if (parsedCamera.target) {
  19575. if (camera.setTarget) {
  19576. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  19577. }
  19578. else {
  19579. //For ArcRotate
  19580. camera.target = BABYLON.Vector3.FromArray(parsedCamera.target);
  19581. }
  19582. }
  19583. else {
  19584. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  19585. }
  19586. camera.fov = parsedCamera.fov;
  19587. camera.minZ = parsedCamera.minZ;
  19588. camera.maxZ = parsedCamera.maxZ;
  19589. camera.speed = parsedCamera.speed;
  19590. camera.inertia = parsedCamera.inertia;
  19591. camera.checkCollisions = parsedCamera.checkCollisions;
  19592. camera.applyGravity = parsedCamera.applyGravity;
  19593. if (parsedCamera.ellipsoid) {
  19594. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  19595. }
  19596. // Animations
  19597. if (parsedCamera.animations) {
  19598. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  19599. var parsedAnimation = parsedCamera.animations[animationIndex];
  19600. camera.animations.push(parseAnimation(parsedAnimation));
  19601. }
  19602. }
  19603. if (parsedCamera.autoAnimate) {
  19604. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  19605. }
  19606. // Layer Mask
  19607. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  19608. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  19609. }
  19610. else {
  19611. camera.layerMask = 0x0FFFFFFF;
  19612. }
  19613. return camera;
  19614. };
  19615. var parseGeometry = function (parsedGeometry, scene) {
  19616. var id = parsedGeometry.id;
  19617. return scene.getGeometryByID(id);
  19618. };
  19619. var parseBox = function (parsedBox, scene) {
  19620. if (parseGeometry(parsedBox, scene)) {
  19621. return null; // null since geometry could be something else than a box...
  19622. }
  19623. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  19624. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  19625. scene.pushGeometry(box, true);
  19626. return box;
  19627. };
  19628. var parseSphere = function (parsedSphere, scene) {
  19629. if (parseGeometry(parsedSphere, scene)) {
  19630. return null; // null since geometry could be something else than a sphere...
  19631. }
  19632. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  19633. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  19634. scene.pushGeometry(sphere, true);
  19635. return sphere;
  19636. };
  19637. var parseCylinder = function (parsedCylinder, scene) {
  19638. if (parseGeometry(parsedCylinder, scene)) {
  19639. return null; // null since geometry could be something else than a cylinder...
  19640. }
  19641. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  19642. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  19643. scene.pushGeometry(cylinder, true);
  19644. return cylinder;
  19645. };
  19646. var parseTorus = function (parsedTorus, scene) {
  19647. if (parseGeometry(parsedTorus, scene)) {
  19648. return null; // null since geometry could be something else than a torus...
  19649. }
  19650. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  19651. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  19652. scene.pushGeometry(torus, true);
  19653. return torus;
  19654. };
  19655. var parseGround = function (parsedGround, scene) {
  19656. if (parseGeometry(parsedGround, scene)) {
  19657. return null; // null since geometry could be something else than a ground...
  19658. }
  19659. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  19660. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  19661. scene.pushGeometry(ground, true);
  19662. return ground;
  19663. };
  19664. var parsePlane = function (parsedPlane, scene) {
  19665. if (parseGeometry(parsedPlane, scene)) {
  19666. return null; // null since geometry could be something else than a plane...
  19667. }
  19668. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  19669. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  19670. scene.pushGeometry(plane, true);
  19671. return plane;
  19672. };
  19673. var parseTorusKnot = function (parsedTorusKnot, scene) {
  19674. if (parseGeometry(parsedTorusKnot, scene)) {
  19675. return null; // null since geometry could be something else than a torusKnot...
  19676. }
  19677. 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);
  19678. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  19679. scene.pushGeometry(torusKnot, true);
  19680. return torusKnot;
  19681. };
  19682. var parseVertexData = function (parsedVertexData, scene, rootUrl) {
  19683. if (parseGeometry(parsedVertexData, scene)) {
  19684. return null; // null since geometry could be a primitive
  19685. }
  19686. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  19687. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  19688. if (parsedVertexData.delayLoadingFile) {
  19689. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  19690. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  19691. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  19692. geometry._delayInfo = [];
  19693. if (parsedVertexData.hasUVs) {
  19694. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  19695. }
  19696. if (parsedVertexData.hasUVs2) {
  19697. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  19698. }
  19699. if (parsedVertexData.hasUVs3) {
  19700. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  19701. }
  19702. if (parsedVertexData.hasUVs4) {
  19703. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  19704. }
  19705. if (parsedVertexData.hasUVs5) {
  19706. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  19707. }
  19708. if (parsedVertexData.hasUVs6) {
  19709. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  19710. }
  19711. if (parsedVertexData.hasColors) {
  19712. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  19713. }
  19714. if (parsedVertexData.hasMatricesIndices) {
  19715. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  19716. }
  19717. if (parsedVertexData.hasMatricesWeights) {
  19718. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  19719. }
  19720. geometry._delayLoadingFunction = importVertexData;
  19721. }
  19722. else {
  19723. importVertexData(parsedVertexData, geometry);
  19724. }
  19725. scene.pushGeometry(geometry, true);
  19726. return geometry;
  19727. };
  19728. var parseMesh = function (parsedMesh, scene, rootUrl) {
  19729. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  19730. mesh.id = parsedMesh.id;
  19731. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  19732. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  19733. if (parsedMesh.rotationQuaternion) {
  19734. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  19735. }
  19736. else if (parsedMesh.rotation) {
  19737. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  19738. }
  19739. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  19740. if (parsedMesh.localMatrix) {
  19741. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  19742. }
  19743. else if (parsedMesh.pivotMatrix) {
  19744. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  19745. }
  19746. mesh.setEnabled(parsedMesh.isEnabled);
  19747. mesh.isVisible = parsedMesh.isVisible;
  19748. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  19749. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  19750. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  19751. if (parsedMesh.applyFog !== undefined) {
  19752. mesh.applyFog = parsedMesh.applyFog;
  19753. }
  19754. if (parsedMesh.pickable !== undefined) {
  19755. mesh.isPickable = parsedMesh.pickable;
  19756. }
  19757. if (parsedMesh.alphaIndex !== undefined) {
  19758. mesh.alphaIndex = parsedMesh.alphaIndex;
  19759. }
  19760. mesh.receiveShadows = parsedMesh.receiveShadows;
  19761. mesh.billboardMode = parsedMesh.billboardMode;
  19762. if (parsedMesh.visibility !== undefined) {
  19763. mesh.visibility = parsedMesh.visibility;
  19764. }
  19765. mesh.checkCollisions = parsedMesh.checkCollisions;
  19766. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  19767. // freezeWorldMatrix
  19768. if (parsedMesh.freezeWorldMatrix) {
  19769. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  19770. }
  19771. // Parent
  19772. if (parsedMesh.parentId) {
  19773. mesh._waitingParentId = parsedMesh.parentId;
  19774. }
  19775. // Actions
  19776. if (parsedMesh.actions !== undefined) {
  19777. mesh._waitingActions = parsedMesh.actions;
  19778. }
  19779. // Geometry
  19780. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  19781. if (parsedMesh.delayLoadingFile) {
  19782. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  19783. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  19784. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  19785. if (parsedMesh._binaryInfo) {
  19786. mesh._binaryInfo = parsedMesh._binaryInfo;
  19787. }
  19788. mesh._delayInfo = [];
  19789. if (parsedMesh.hasUVs) {
  19790. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  19791. }
  19792. if (parsedMesh.hasUVs2) {
  19793. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  19794. }
  19795. if (parsedMesh.hasUVs3) {
  19796. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  19797. }
  19798. if (parsedMesh.hasUVs4) {
  19799. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  19800. }
  19801. if (parsedMesh.hasUVs5) {
  19802. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  19803. }
  19804. if (parsedMesh.hasUVs6) {
  19805. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  19806. }
  19807. if (parsedMesh.hasColors) {
  19808. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  19809. }
  19810. if (parsedMesh.hasMatricesIndices) {
  19811. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  19812. }
  19813. if (parsedMesh.hasMatricesWeights) {
  19814. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  19815. }
  19816. mesh._delayLoadingFunction = importGeometry;
  19817. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  19818. mesh._checkDelayState();
  19819. }
  19820. }
  19821. else {
  19822. importGeometry(parsedMesh, mesh);
  19823. }
  19824. // Material
  19825. if (parsedMesh.materialId) {
  19826. mesh.setMaterialByID(parsedMesh.materialId);
  19827. }
  19828. else {
  19829. mesh.material = null;
  19830. }
  19831. // Skeleton
  19832. if (parsedMesh.skeletonId > -1) {
  19833. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  19834. }
  19835. // Physics
  19836. if (parsedMesh.physicsImpostor) {
  19837. if (!scene.isPhysicsEnabled()) {
  19838. scene.enablePhysics();
  19839. }
  19840. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  19841. }
  19842. // Animations
  19843. if (parsedMesh.animations) {
  19844. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  19845. var parsedAnimation = parsedMesh.animations[animationIndex];
  19846. mesh.animations.push(parseAnimation(parsedAnimation));
  19847. }
  19848. }
  19849. if (parsedMesh.autoAnimate) {
  19850. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  19851. }
  19852. // Layer Mask
  19853. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  19854. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  19855. }
  19856. else {
  19857. mesh.layerMask = 0x0FFFFFFF;
  19858. }
  19859. // Instances
  19860. if (parsedMesh.instances) {
  19861. for (var index = 0; index < parsedMesh.instances.length; index++) {
  19862. var parsedInstance = parsedMesh.instances[index];
  19863. var instance = mesh.createInstance(parsedInstance.name);
  19864. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  19865. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  19866. if (parsedInstance.rotationQuaternion) {
  19867. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  19868. }
  19869. else if (parsedInstance.rotation) {
  19870. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  19871. }
  19872. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  19873. instance.checkCollisions = mesh.checkCollisions;
  19874. if (parsedMesh.animations) {
  19875. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  19876. parsedAnimation = parsedMesh.animations[animationIndex];
  19877. instance.animations.push(parseAnimation(parsedAnimation));
  19878. }
  19879. }
  19880. }
  19881. }
  19882. return mesh;
  19883. };
  19884. var parseActions = function (parsedActions, object, scene) {
  19885. var actionManager = new BABYLON.ActionManager(scene);
  19886. if (object === null)
  19887. scene.actionManager = actionManager;
  19888. else
  19889. object.actionManager = actionManager;
  19890. // instanciate a new object
  19891. var instanciate = function (name, params) {
  19892. var newInstance = Object.create(BABYLON[name].prototype);
  19893. newInstance.constructor.apply(newInstance, params);
  19894. return newInstance;
  19895. };
  19896. var parseParameter = function (name, value, target, propertyPath) {
  19897. if (propertyPath === null) {
  19898. // String, boolean or float
  19899. var floatValue = parseFloat(value);
  19900. if (value === "true" || value === "false")
  19901. return value === "true";
  19902. else
  19903. return isNaN(floatValue) ? value : floatValue;
  19904. }
  19905. var effectiveTarget = propertyPath.split(".");
  19906. var values = value.split(",");
  19907. // Get effective Target
  19908. for (var i = 0; i < effectiveTarget.length; i++) {
  19909. target = target[effectiveTarget[i]];
  19910. }
  19911. // Return appropriate value with its type
  19912. if (typeof (target) === "boolean")
  19913. return values[0] === "true";
  19914. if (typeof (target) === "string")
  19915. return values[0];
  19916. // Parameters with multiple values such as Vector3 etc.
  19917. var split = new Array();
  19918. for (var i = 0; i < values.length; i++)
  19919. split.push(parseFloat(values[i]));
  19920. if (target instanceof BABYLON.Vector3)
  19921. return BABYLON.Vector3.FromArray(split);
  19922. if (target instanceof BABYLON.Vector4)
  19923. return BABYLON.Vector4.FromArray(split);
  19924. if (target instanceof BABYLON.Color3)
  19925. return BABYLON.Color3.FromArray(split);
  19926. if (target instanceof BABYLON.Color4)
  19927. return BABYLON.Color4.FromArray(split);
  19928. return parseFloat(values[0]);
  19929. };
  19930. // traverse graph per trigger
  19931. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  19932. if (combineArray === void 0) { combineArray = null; }
  19933. if (parsedAction.detached)
  19934. return;
  19935. var parameters = new Array();
  19936. var target = null;
  19937. var propertyPath = null;
  19938. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  19939. // Parameters
  19940. if (parsedAction.type === 2)
  19941. parameters.push(actionManager);
  19942. else
  19943. parameters.push(trigger);
  19944. if (combine) {
  19945. var actions = new Array();
  19946. for (var j = 0; j < parsedAction.combine.length; j++) {
  19947. traverse(parsedAction.combine[j], BABYLON.ActionManager.NothingTrigger, condition, action, actions);
  19948. }
  19949. parameters.push(actions);
  19950. }
  19951. else {
  19952. for (var i = 0; i < parsedAction.properties.length; i++) {
  19953. var value = parsedAction.properties[i].value;
  19954. var name = parsedAction.properties[i].name;
  19955. var targetType = parsedAction.properties[i].targetType;
  19956. if (name === "target")
  19957. if (targetType !== null && targetType === "SceneProperties")
  19958. value = target = scene;
  19959. else
  19960. value = target = scene.getNodeByName(value);
  19961. else if (name === "parent")
  19962. value = scene.getNodeByName(value);
  19963. else if (name === "sound")
  19964. value = scene.getSoundByName(value);
  19965. else if (name !== "propertyPath") {
  19966. if (parsedAction.type === 2 && name === "operator")
  19967. value = BABYLON.ValueCondition[value];
  19968. else
  19969. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  19970. }
  19971. else {
  19972. propertyPath = value;
  19973. }
  19974. parameters.push(value);
  19975. }
  19976. }
  19977. if (combineArray === null) {
  19978. parameters.push(condition);
  19979. }
  19980. else {
  19981. parameters.push(null);
  19982. }
  19983. // If interpolate value action
  19984. if (parsedAction.name === "InterpolateValueAction") {
  19985. var param = parameters[parameters.length - 2];
  19986. parameters[parameters.length - 1] = param;
  19987. parameters[parameters.length - 2] = condition;
  19988. }
  19989. // Action or condition(s) and not CombineAction
  19990. var newAction = instanciate(parsedAction.name, parameters);
  19991. if (newAction instanceof BABYLON.Condition && condition !== null) {
  19992. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  19993. if (action)
  19994. action.then(nothing);
  19995. else
  19996. actionManager.registerAction(nothing);
  19997. action = nothing;
  19998. }
  19999. if (combineArray === null) {
  20000. if (newAction instanceof BABYLON.Condition) {
  20001. condition = newAction;
  20002. newAction = action;
  20003. }
  20004. else {
  20005. condition = null;
  20006. if (action)
  20007. action.then(newAction);
  20008. else
  20009. actionManager.registerAction(newAction);
  20010. }
  20011. }
  20012. else {
  20013. combineArray.push(newAction);
  20014. }
  20015. for (var i = 0; i < parsedAction.children.length; i++)
  20016. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  20017. };
  20018. // triggers
  20019. for (var i = 0; i < parsedActions.children.length; i++) {
  20020. var triggerParams;
  20021. var trigger = parsedActions.children[i];
  20022. if (trigger.properties.length > 0) {
  20023. var param = trigger.properties[0].value;
  20024. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  20025. triggerParams = { trigger: BABYLON.ActionManager[trigger.name], parameter: value };
  20026. }
  20027. else
  20028. triggerParams = BABYLON.ActionManager[trigger.name];
  20029. for (var j = 0; j < trigger.children.length; j++) {
  20030. if (!trigger.detached)
  20031. traverse(trigger.children[j], triggerParams, null, null);
  20032. }
  20033. }
  20034. };
  20035. var parseSound = function (parsedSound, scene, rootUrl) {
  20036. var soundName = parsedSound.name;
  20037. var soundUrl = rootUrl + soundName;
  20038. var options = {
  20039. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  20040. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  20041. rolloffFactor: parsedSound.rolloffFactor,
  20042. refDistance: parsedSound.refDistance,
  20043. distanceModel: parsedSound.distanceModel,
  20044. playbackRate: parsedSound.playbackRate
  20045. };
  20046. var newSound = new BABYLON.Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  20047. scene._addPendingData(newSound);
  20048. if (parsedSound.position) {
  20049. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  20050. newSound.setPosition(soundPosition);
  20051. }
  20052. if (parsedSound.isDirectional) {
  20053. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  20054. if (parsedSound.localDirectionToMesh) {
  20055. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  20056. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  20057. }
  20058. }
  20059. if (parsedSound.connectedMeshId) {
  20060. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  20061. if (connectedMesh) {
  20062. newSound.attachToMesh(connectedMesh);
  20063. }
  20064. }
  20065. };
  20066. var isDescendantOf = function (mesh, names, hierarchyIds) {
  20067. names = (names instanceof Array) ? names : [names];
  20068. for (var i in names) {
  20069. if (mesh.name === names[i]) {
  20070. hierarchyIds.push(mesh.id);
  20071. return true;
  20072. }
  20073. }
  20074. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  20075. hierarchyIds.push(mesh.id);
  20076. return true;
  20077. }
  20078. return false;
  20079. };
  20080. var importVertexData = function (parsedVertexData, geometry) {
  20081. var vertexData = new BABYLON.VertexData();
  20082. // positions
  20083. var positions = parsedVertexData.positions;
  20084. if (positions) {
  20085. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  20086. }
  20087. // normals
  20088. var normals = parsedVertexData.normals;
  20089. if (normals) {
  20090. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  20091. }
  20092. // uvs
  20093. var uvs = parsedVertexData.uvs;
  20094. if (uvs) {
  20095. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  20096. }
  20097. // uv2s
  20098. var uv2s = parsedVertexData.uv2s;
  20099. if (uv2s) {
  20100. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  20101. }
  20102. // uv3s
  20103. var uv3s = parsedVertexData.uv3s;
  20104. if (uv3s) {
  20105. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  20106. }
  20107. // uv4s
  20108. var uv4s = parsedVertexData.uv4s;
  20109. if (uv4s) {
  20110. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  20111. }
  20112. // uv5s
  20113. var uv5s = parsedVertexData.uv5s;
  20114. if (uv5s) {
  20115. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  20116. }
  20117. // uv6s
  20118. var uv6s = parsedVertexData.uv6s;
  20119. if (uv6s) {
  20120. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  20121. }
  20122. // colors
  20123. var colors = parsedVertexData.colors;
  20124. if (colors) {
  20125. vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  20126. }
  20127. // matricesIndices
  20128. var matricesIndices = parsedVertexData.matricesIndices;
  20129. if (matricesIndices) {
  20130. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  20131. }
  20132. // matricesWeights
  20133. var matricesWeights = parsedVertexData.matricesWeights;
  20134. if (matricesWeights) {
  20135. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  20136. }
  20137. // indices
  20138. var indices = parsedVertexData.indices;
  20139. if (indices) {
  20140. vertexData.indices = indices;
  20141. }
  20142. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  20143. };
  20144. var importGeometry = function (parsedGeometry, mesh) {
  20145. var scene = mesh.getScene();
  20146. // Geometry
  20147. var geometryId = parsedGeometry.geometryId;
  20148. if (geometryId) {
  20149. var geometry = scene.getGeometryByID(geometryId);
  20150. if (geometry) {
  20151. geometry.applyToMesh(mesh);
  20152. }
  20153. }
  20154. else if (parsedGeometry instanceof ArrayBuffer) {
  20155. var binaryInfo = mesh._binaryInfo;
  20156. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  20157. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  20158. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  20159. }
  20160. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  20161. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  20162. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  20163. }
  20164. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  20165. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  20166. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  20167. }
  20168. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  20169. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  20170. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  20171. }
  20172. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  20173. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  20174. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  20175. }
  20176. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  20177. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  20178. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  20179. }
  20180. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  20181. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  20182. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  20183. }
  20184. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  20185. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  20186. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  20187. }
  20188. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  20189. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  20190. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  20191. }
  20192. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  20193. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  20194. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  20195. }
  20196. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  20197. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  20198. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  20199. }
  20200. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  20201. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  20202. mesh.setIndices(indicesData);
  20203. }
  20204. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  20205. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  20206. mesh.subMeshes = [];
  20207. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  20208. var materialIndex = subMeshesData[(i * 5) + 0];
  20209. var verticesStart = subMeshesData[(i * 5) + 1];
  20210. var verticesCount = subMeshesData[(i * 5) + 2];
  20211. var indexStart = subMeshesData[(i * 5) + 3];
  20212. var indexCount = subMeshesData[(i * 5) + 4];
  20213. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  20214. }
  20215. }
  20216. }
  20217. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  20218. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  20219. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  20220. if (parsedGeometry.uvs) {
  20221. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  20222. }
  20223. if (parsedGeometry.uvs2) {
  20224. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  20225. }
  20226. if (parsedGeometry.uvs3) {
  20227. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, false);
  20228. }
  20229. if (parsedGeometry.uvs4) {
  20230. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, false);
  20231. }
  20232. if (parsedGeometry.uvs5) {
  20233. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, false);
  20234. }
  20235. if (parsedGeometry.uvs6) {
  20236. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, false);
  20237. }
  20238. if (parsedGeometry.colors) {
  20239. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
  20240. }
  20241. if (parsedGeometry.matricesIndices) {
  20242. if (!parsedGeometry.matricesIndices._isExpanded) {
  20243. var floatIndices = [];
  20244. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  20245. var matricesIndex = parsedGeometry.matricesIndices[i];
  20246. floatIndices.push(matricesIndex & 0x000000FF);
  20247. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  20248. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  20249. floatIndices.push(matricesIndex >> 24);
  20250. }
  20251. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  20252. }
  20253. else {
  20254. delete parsedGeometry.matricesIndices._isExpanded;
  20255. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  20256. }
  20257. }
  20258. if (parsedGeometry.matricesWeights) {
  20259. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  20260. }
  20261. mesh.setIndices(parsedGeometry.indices);
  20262. }
  20263. // SubMeshes
  20264. if (parsedGeometry.subMeshes) {
  20265. mesh.subMeshes = [];
  20266. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  20267. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  20268. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  20269. }
  20270. }
  20271. // Flat shading
  20272. if (mesh._shouldGenerateFlatShading) {
  20273. mesh.convertToFlatShadedMesh();
  20274. delete mesh._shouldGenerateFlatShading;
  20275. }
  20276. // Update
  20277. mesh.computeWorldMatrix(true);
  20278. // Octree
  20279. if (scene._selectionOctree) {
  20280. scene._selectionOctree.addMesh(mesh);
  20281. }
  20282. };
  20283. BABYLON.SceneLoader.RegisterPlugin({
  20284. extensions: ".babylon",
  20285. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  20286. var parsedData = JSON.parse(data);
  20287. var loadedSkeletonsIds = [];
  20288. var loadedMaterialsIds = [];
  20289. var hierarchyIds = [];
  20290. for (var index = 0; index < parsedData.meshes.length; index++) {
  20291. var parsedMesh = parsedData.meshes[index];
  20292. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  20293. if (meshesNames instanceof Array) {
  20294. // Remove found mesh name from list.
  20295. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  20296. }
  20297. //Geometry?
  20298. if (parsedMesh.geometryId) {
  20299. //does the file contain geometries?
  20300. if (parsedData.geometries) {
  20301. //find the correct geometry and add it to the scene
  20302. var found = false;
  20303. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  20304. if (found || !parsedData.geometries[geometryType] || !(parsedData.geometries[geometryType] instanceof Array)) {
  20305. return;
  20306. }
  20307. else {
  20308. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  20309. if (parsedGeometryData.id == parsedMesh.geometryId) {
  20310. switch (geometryType) {
  20311. case "boxes":
  20312. parseBox(parsedGeometryData, scene);
  20313. break;
  20314. case "spheres":
  20315. parseSphere(parsedGeometryData, scene);
  20316. break;
  20317. case "cylinders":
  20318. parseCylinder(parsedGeometryData, scene);
  20319. break;
  20320. case "toruses":
  20321. parseTorus(parsedGeometryData, scene);
  20322. break;
  20323. case "grounds":
  20324. parseGround(parsedGeometryData, scene);
  20325. break;
  20326. case "planes":
  20327. parsePlane(parsedGeometryData, scene);
  20328. break;
  20329. case "torusKnots":
  20330. parseTorusKnot(parsedGeometryData, scene);
  20331. break;
  20332. case "vertexData":
  20333. parseVertexData(parsedGeometryData, scene, rootUrl);
  20334. break;
  20335. }
  20336. found = true;
  20337. }
  20338. });
  20339. }
  20340. });
  20341. if (!found) {
  20342. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  20343. }
  20344. }
  20345. }
  20346. // Material ?
  20347. if (parsedMesh.materialId) {
  20348. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  20349. if (!materialFound && parsedData.multiMaterials) {
  20350. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  20351. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  20352. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  20353. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  20354. var subMatId = parsedMultiMaterial.materials[matIndex];
  20355. loadedMaterialsIds.push(subMatId);
  20356. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  20357. }
  20358. loadedMaterialsIds.push(parsedMultiMaterial.id);
  20359. parseMultiMaterial(parsedMultiMaterial, scene);
  20360. materialFound = true;
  20361. break;
  20362. }
  20363. }
  20364. }
  20365. if (!materialFound) {
  20366. loadedMaterialsIds.push(parsedMesh.materialId);
  20367. if (!parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl)) {
  20368. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  20369. }
  20370. }
  20371. }
  20372. // Skeleton ?
  20373. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  20374. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  20375. if (!skeletonAlreadyLoaded) {
  20376. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  20377. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  20378. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  20379. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  20380. loadedSkeletonsIds.push(parsedSkeleton.id);
  20381. }
  20382. }
  20383. }
  20384. }
  20385. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  20386. meshes.push(mesh);
  20387. }
  20388. }
  20389. // Connecting parents
  20390. for (index = 0; index < scene.meshes.length; index++) {
  20391. var currentMesh = scene.meshes[index];
  20392. if (currentMesh._waitingParentId) {
  20393. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  20394. currentMesh._waitingParentId = undefined;
  20395. }
  20396. }
  20397. // freeze world matrix application
  20398. for (index = 0; index < scene.meshes.length; index++) {
  20399. var currentMesh = scene.meshes[index];
  20400. if (currentMesh._waitingFreezeWorldMatrix) {
  20401. currentMesh.freezeWorldMatrix();
  20402. currentMesh._waitingFreezeWorldMatrix = undefined;
  20403. }
  20404. }
  20405. // Particles
  20406. if (parsedData.particleSystems) {
  20407. for (index = 0; index < parsedData.particleSystems.length; index++) {
  20408. var parsedParticleSystem = parsedData.particleSystems[index];
  20409. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  20410. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  20411. }
  20412. }
  20413. }
  20414. return true;
  20415. },
  20416. load: function (scene, data, rootUrl) {
  20417. var parsedData = JSON.parse(data);
  20418. // Scene
  20419. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  20420. scene.autoClear = parsedData.autoClear;
  20421. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  20422. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  20423. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  20424. // Fog
  20425. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  20426. scene.fogMode = parsedData.fogMode;
  20427. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  20428. scene.fogStart = parsedData.fogStart;
  20429. scene.fogEnd = parsedData.fogEnd;
  20430. scene.fogDensity = parsedData.fogDensity;
  20431. }
  20432. // Lights
  20433. for (var index = 0; index < parsedData.lights.length; index++) {
  20434. var parsedLight = parsedData.lights[index];
  20435. parseLight(parsedLight, scene);
  20436. }
  20437. // Materials
  20438. if (parsedData.materials) {
  20439. for (index = 0; index < parsedData.materials.length; index++) {
  20440. var parsedMaterial = parsedData.materials[index];
  20441. parseMaterial(parsedMaterial, scene, rootUrl);
  20442. }
  20443. }
  20444. if (parsedData.multiMaterials) {
  20445. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  20446. var parsedMultiMaterial = parsedData.multiMaterials[index];
  20447. parseMultiMaterial(parsedMultiMaterial, scene);
  20448. }
  20449. }
  20450. // Skeletons
  20451. if (parsedData.skeletons) {
  20452. for (index = 0; index < parsedData.skeletons.length; index++) {
  20453. var parsedSkeleton = parsedData.skeletons[index];
  20454. parseSkeleton(parsedSkeleton, scene);
  20455. }
  20456. }
  20457. // Geometries
  20458. var geometries = parsedData.geometries;
  20459. if (geometries) {
  20460. // Boxes
  20461. var boxes = geometries.boxes;
  20462. if (boxes) {
  20463. for (index = 0; index < boxes.length; index++) {
  20464. var parsedBox = boxes[index];
  20465. parseBox(parsedBox, scene);
  20466. }
  20467. }
  20468. // Spheres
  20469. var spheres = geometries.spheres;
  20470. if (spheres) {
  20471. for (index = 0; index < spheres.length; index++) {
  20472. var parsedSphere = spheres[index];
  20473. parseSphere(parsedSphere, scene);
  20474. }
  20475. }
  20476. // Cylinders
  20477. var cylinders = geometries.cylinders;
  20478. if (cylinders) {
  20479. for (index = 0; index < cylinders.length; index++) {
  20480. var parsedCylinder = cylinders[index];
  20481. parseCylinder(parsedCylinder, scene);
  20482. }
  20483. }
  20484. // Toruses
  20485. var toruses = geometries.toruses;
  20486. if (toruses) {
  20487. for (index = 0; index < toruses.length; index++) {
  20488. var parsedTorus = toruses[index];
  20489. parseTorus(parsedTorus, scene);
  20490. }
  20491. }
  20492. // Grounds
  20493. var grounds = geometries.grounds;
  20494. if (grounds) {
  20495. for (index = 0; index < grounds.length; index++) {
  20496. var parsedGround = grounds[index];
  20497. parseGround(parsedGround, scene);
  20498. }
  20499. }
  20500. // Planes
  20501. var planes = geometries.planes;
  20502. if (planes) {
  20503. for (index = 0; index < planes.length; index++) {
  20504. var parsedPlane = planes[index];
  20505. parsePlane(parsedPlane, scene);
  20506. }
  20507. }
  20508. // TorusKnots
  20509. var torusKnots = geometries.torusKnots;
  20510. if (torusKnots) {
  20511. for (index = 0; index < torusKnots.length; index++) {
  20512. var parsedTorusKnot = torusKnots[index];
  20513. parseTorusKnot(parsedTorusKnot, scene);
  20514. }
  20515. }
  20516. // VertexData
  20517. var vertexData = geometries.vertexData;
  20518. if (vertexData) {
  20519. for (index = 0; index < vertexData.length; index++) {
  20520. var parsedVertexData = vertexData[index];
  20521. parseVertexData(parsedVertexData, scene, rootUrl);
  20522. }
  20523. }
  20524. }
  20525. // Meshes
  20526. for (index = 0; index < parsedData.meshes.length; index++) {
  20527. var parsedMesh = parsedData.meshes[index];
  20528. parseMesh(parsedMesh, scene, rootUrl);
  20529. }
  20530. // Cameras
  20531. for (index = 0; index < parsedData.cameras.length; index++) {
  20532. var parsedCamera = parsedData.cameras[index];
  20533. parseCamera(parsedCamera, scene);
  20534. }
  20535. if (parsedData.activeCameraID) {
  20536. scene.setActiveCameraByID(parsedData.activeCameraID);
  20537. }
  20538. // Browsing all the graph to connect the dots
  20539. for (index = 0; index < scene.cameras.length; index++) {
  20540. var camera = scene.cameras[index];
  20541. if (camera._waitingParentId) {
  20542. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  20543. camera._waitingParentId = undefined;
  20544. }
  20545. }
  20546. for (index = 0; index < scene.lights.length; index++) {
  20547. var light = scene.lights[index];
  20548. if (light._waitingParentId) {
  20549. light.parent = scene.getLastEntryByID(light._waitingParentId);
  20550. light._waitingParentId = undefined;
  20551. }
  20552. }
  20553. // Sounds
  20554. if (BABYLON.AudioEngine && parsedData.sounds) {
  20555. for (index = 0; index < parsedData.sounds.length; index++) {
  20556. var parsedSound = parsedData.sounds[index];
  20557. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  20558. parseSound(parsedSound, scene, rootUrl);
  20559. }
  20560. else {
  20561. var emptySound = new BABYLON.Sound(parsedSound.name, null, scene);
  20562. }
  20563. }
  20564. }
  20565. // Connect parents & children and parse actions
  20566. for (index = 0; index < scene.meshes.length; index++) {
  20567. var mesh = scene.meshes[index];
  20568. if (mesh._waitingParentId) {
  20569. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  20570. mesh._waitingParentId = undefined;
  20571. }
  20572. if (mesh._waitingActions) {
  20573. parseActions(mesh._waitingActions, mesh, scene);
  20574. mesh._waitingActions = undefined;
  20575. }
  20576. }
  20577. // freeze world matrix application
  20578. for (index = 0; index < scene.meshes.length; index++) {
  20579. var currentMesh = scene.meshes[index];
  20580. if (currentMesh._waitingFreezeWorldMatrix) {
  20581. currentMesh.freezeWorldMatrix();
  20582. currentMesh._waitingFreezeWorldMatrix = undefined;
  20583. }
  20584. }
  20585. // Particles Systems
  20586. if (parsedData.particleSystems) {
  20587. for (index = 0; index < parsedData.particleSystems.length; index++) {
  20588. var parsedParticleSystem = parsedData.particleSystems[index];
  20589. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  20590. }
  20591. }
  20592. // Lens flares
  20593. if (parsedData.lensFlareSystems) {
  20594. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  20595. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  20596. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  20597. }
  20598. }
  20599. // Shadows
  20600. if (parsedData.shadowGenerators) {
  20601. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  20602. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  20603. parseShadowGenerator(parsedShadowGenerator, scene);
  20604. }
  20605. }
  20606. // Actions (scene)
  20607. if (parsedData.actions) {
  20608. parseActions(parsedData.actions, null, scene);
  20609. }
  20610. // Finish
  20611. return true;
  20612. }
  20613. });
  20614. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  20615. })(BABYLON || (BABYLON = {}));
  20616. var BABYLON;
  20617. (function (BABYLON) {
  20618. var SpriteManager = (function () {
  20619. function SpriteManager(name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  20620. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  20621. this.name = name;
  20622. this.cellSize = cellSize;
  20623. this.sprites = new Array();
  20624. this.renderingGroupId = 0;
  20625. this.layerMask = 0x0FFFFFFF;
  20626. this.fogEnabled = true;
  20627. this.isPickable = false;
  20628. this._vertexDeclaration = [4, 4, 4, 4];
  20629. this._vertexStrideSize = 16 * 4; // 15 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color)
  20630. this._capacity = capacity;
  20631. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  20632. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  20633. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  20634. this._epsilon = epsilon === undefined ? 0.01 : epsilon;
  20635. this._scene = scene;
  20636. this._scene.spriteManagers.push(this);
  20637. // VBO
  20638. this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
  20639. var indices = [];
  20640. var index = 0;
  20641. for (var count = 0; count < capacity; count++) {
  20642. indices.push(index);
  20643. indices.push(index + 1);
  20644. indices.push(index + 2);
  20645. indices.push(index);
  20646. indices.push(index + 2);
  20647. indices.push(index + 3);
  20648. index += 4;
  20649. }
  20650. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  20651. this._vertices = new Float32Array(capacity * this._vertexStrideSize);
  20652. // Effects
  20653. this._effectBase = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  20654. this._effectFog = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  20655. }
  20656. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  20657. var arrayOffset = index * 16;
  20658. if (offsetX === 0)
  20659. offsetX = this._epsilon;
  20660. else if (offsetX === 1)
  20661. offsetX = 1 - this._epsilon;
  20662. if (offsetY === 0)
  20663. offsetY = this._epsilon;
  20664. else if (offsetY === 1)
  20665. offsetY = 1 - this._epsilon;
  20666. this._vertices[arrayOffset] = sprite.position.x;
  20667. this._vertices[arrayOffset + 1] = sprite.position.y;
  20668. this._vertices[arrayOffset + 2] = sprite.position.z;
  20669. this._vertices[arrayOffset + 3] = sprite.angle;
  20670. this._vertices[arrayOffset + 4] = sprite.width;
  20671. this._vertices[arrayOffset + 5] = sprite.height;
  20672. this._vertices[arrayOffset + 6] = offsetX;
  20673. this._vertices[arrayOffset + 7] = offsetY;
  20674. this._vertices[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  20675. this._vertices[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  20676. var offset = (sprite.cellIndex / rowSize) >> 0;
  20677. this._vertices[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  20678. this._vertices[arrayOffset + 11] = offset;
  20679. // Color
  20680. this._vertices[arrayOffset + 12] = sprite.color.r;
  20681. this._vertices[arrayOffset + 13] = sprite.color.g;
  20682. this._vertices[arrayOffset + 14] = sprite.color.b;
  20683. this._vertices[arrayOffset + 15] = sprite.color.a;
  20684. };
  20685. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  20686. var count = Math.min(this._capacity, this.sprites.length);
  20687. var min = BABYLON.Vector3.Zero();
  20688. var max = BABYLON.Vector3.Zero();
  20689. var distance = Number.MAX_VALUE;
  20690. var currentSprite;
  20691. var cameraSpacePosition = BABYLON.Vector3.Zero();
  20692. var cameraView = camera.getViewMatrix();
  20693. for (var index = 0; index < count; index++) {
  20694. var sprite = this.sprites[index];
  20695. if (!sprite) {
  20696. continue;
  20697. }
  20698. if (predicate) {
  20699. if (!predicate(sprite)) {
  20700. continue;
  20701. }
  20702. }
  20703. else if (!sprite.isPickable) {
  20704. continue;
  20705. }
  20706. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  20707. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  20708. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  20709. if (ray.intersectsBoxMinMax(min, max)) {
  20710. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  20711. if (distance > currentDistance) {
  20712. distance = currentDistance;
  20713. currentSprite = sprite;
  20714. if (fastCheck) {
  20715. break;
  20716. }
  20717. }
  20718. }
  20719. }
  20720. if (currentSprite) {
  20721. var result = new BABYLON.PickingInfo();
  20722. result.hit = true;
  20723. result.pickedSprite = currentSprite;
  20724. result.distance = distance;
  20725. return result;
  20726. }
  20727. return null;
  20728. };
  20729. SpriteManager.prototype.render = function () {
  20730. // Check
  20731. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady())
  20732. return;
  20733. var engine = this._scene.getEngine();
  20734. var baseSize = this._spriteTexture.getBaseSize();
  20735. // Sprites
  20736. var deltaTime = engine.getDeltaTime();
  20737. var max = Math.min(this._capacity, this.sprites.length);
  20738. var rowSize = baseSize.width / this.cellSize;
  20739. var offset = 0;
  20740. for (var index = 0; index < max; index++) {
  20741. var sprite = this.sprites[index];
  20742. if (!sprite) {
  20743. continue;
  20744. }
  20745. sprite._animate(deltaTime);
  20746. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  20747. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  20748. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  20749. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  20750. }
  20751. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
  20752. // Render
  20753. var effect = this._effectBase;
  20754. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  20755. effect = this._effectFog;
  20756. }
  20757. engine.enableEffect(effect);
  20758. var viewMatrix = this._scene.getViewMatrix();
  20759. effect.setTexture("diffuseSampler", this._spriteTexture);
  20760. effect.setMatrix("view", viewMatrix);
  20761. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  20762. effect.setFloat2("textureInfos", this.cellSize / baseSize.width, this.cellSize / baseSize.height);
  20763. // Fog
  20764. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  20765. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  20766. effect.setColor3("vFogColor", this._scene.fogColor);
  20767. }
  20768. // VBOs
  20769. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  20770. // Draw order
  20771. engine.setDepthFunctionToLessOrEqual();
  20772. effect.setBool("alphaTest", true);
  20773. engine.setColorWrite(false);
  20774. engine.draw(true, 0, max * 6);
  20775. engine.setColorWrite(true);
  20776. effect.setBool("alphaTest", false);
  20777. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  20778. engine.draw(true, 0, max * 6);
  20779. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  20780. };
  20781. SpriteManager.prototype.dispose = function () {
  20782. if (this._vertexBuffer) {
  20783. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  20784. this._vertexBuffer = null;
  20785. }
  20786. if (this._indexBuffer) {
  20787. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  20788. this._indexBuffer = null;
  20789. }
  20790. if (this._spriteTexture) {
  20791. this._spriteTexture.dispose();
  20792. this._spriteTexture = null;
  20793. }
  20794. // Remove from scene
  20795. var index = this._scene.spriteManagers.indexOf(this);
  20796. this._scene.spriteManagers.splice(index, 1);
  20797. // Callback
  20798. if (this.onDispose) {
  20799. this.onDispose();
  20800. }
  20801. };
  20802. return SpriteManager;
  20803. })();
  20804. BABYLON.SpriteManager = SpriteManager;
  20805. })(BABYLON || (BABYLON = {}));
  20806. var BABYLON;
  20807. (function (BABYLON) {
  20808. var Sprite = (function () {
  20809. function Sprite(name, manager) {
  20810. this.name = name;
  20811. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  20812. this.width = 1.0;
  20813. this.height = 1.0;
  20814. this.angle = 0;
  20815. this.cellIndex = 0;
  20816. this.invertU = 0;
  20817. this.invertV = 0;
  20818. this.animations = new Array();
  20819. this.isPickable = false;
  20820. this._animationStarted = false;
  20821. this._loopAnimation = false;
  20822. this._fromIndex = 0;
  20823. this._toIndex = 0;
  20824. this._delay = 0;
  20825. this._direction = 1;
  20826. this._frameCount = 0;
  20827. this._time = 0;
  20828. this._manager = manager;
  20829. this._manager.sprites.push(this);
  20830. this.position = BABYLON.Vector3.Zero();
  20831. }
  20832. Object.defineProperty(Sprite.prototype, "size", {
  20833. get: function () {
  20834. return this.width;
  20835. },
  20836. set: function (value) {
  20837. this.width = value;
  20838. this.height = value;
  20839. },
  20840. enumerable: true,
  20841. configurable: true
  20842. });
  20843. Sprite.prototype.playAnimation = function (from, to, loop, delay) {
  20844. this._fromIndex = from;
  20845. this._toIndex = to;
  20846. this._loopAnimation = loop;
  20847. this._delay = delay;
  20848. this._animationStarted = true;
  20849. this._direction = from < to ? 1 : -1;
  20850. this.cellIndex = from;
  20851. this._time = 0;
  20852. };
  20853. Sprite.prototype.stopAnimation = function () {
  20854. this._animationStarted = false;
  20855. };
  20856. Sprite.prototype._animate = function (deltaTime) {
  20857. if (!this._animationStarted)
  20858. return;
  20859. this._time += deltaTime;
  20860. if (this._time > this._delay) {
  20861. this._time = this._time % this._delay;
  20862. this.cellIndex += this._direction;
  20863. if (this.cellIndex == this._toIndex) {
  20864. if (this._loopAnimation) {
  20865. this.cellIndex = this._fromIndex;
  20866. }
  20867. else {
  20868. this._animationStarted = false;
  20869. if (this.disposeWhenFinishedAnimating) {
  20870. this.dispose();
  20871. }
  20872. }
  20873. }
  20874. }
  20875. };
  20876. Sprite.prototype.dispose = function () {
  20877. for (var i = 0; i < this._manager.sprites.length; i++) {
  20878. if (this._manager.sprites[i] == this) {
  20879. this._manager.sprites.splice(i, 1);
  20880. }
  20881. }
  20882. };
  20883. return Sprite;
  20884. })();
  20885. BABYLON.Sprite = Sprite;
  20886. })(BABYLON || (BABYLON = {}));
  20887. var BABYLON;
  20888. (function (BABYLON) {
  20889. var Layer = (function () {
  20890. function Layer(name, imgUrl, scene, isBackground, color) {
  20891. this.name = name;
  20892. this._vertexDeclaration = [2];
  20893. this._vertexStrideSize = 2 * 4;
  20894. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  20895. this.isBackground = isBackground === undefined ? true : isBackground;
  20896. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  20897. this._scene = scene;
  20898. this._scene.layers.push(this);
  20899. // VBO
  20900. var vertices = [];
  20901. vertices.push(1, 1);
  20902. vertices.push(-1, 1);
  20903. vertices.push(-1, -1);
  20904. vertices.push(1, -1);
  20905. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  20906. // Indices
  20907. var indices = [];
  20908. indices.push(0);
  20909. indices.push(1);
  20910. indices.push(2);
  20911. indices.push(0);
  20912. indices.push(2);
  20913. indices.push(3);
  20914. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  20915. // Effects
  20916. this._effect = this._scene.getEngine().createEffect("layer", ["position"], ["textureMatrix", "color"], ["textureSampler"], "");
  20917. }
  20918. Layer.prototype.render = function () {
  20919. // Check
  20920. if (!this._effect.isReady() || !this.texture || !this.texture.isReady())
  20921. return;
  20922. var engine = this._scene.getEngine();
  20923. // Render
  20924. engine.enableEffect(this._effect);
  20925. engine.setState(false);
  20926. // Texture
  20927. this._effect.setTexture("textureSampler", this.texture);
  20928. this._effect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  20929. // Color
  20930. this._effect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  20931. // VBOs
  20932. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  20933. // Draw order
  20934. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  20935. engine.draw(true, 0, 6);
  20936. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  20937. };
  20938. Layer.prototype.dispose = function () {
  20939. if (this._vertexBuffer) {
  20940. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  20941. this._vertexBuffer = null;
  20942. }
  20943. if (this._indexBuffer) {
  20944. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  20945. this._indexBuffer = null;
  20946. }
  20947. if (this.texture) {
  20948. this.texture.dispose();
  20949. this.texture = null;
  20950. }
  20951. // Remove from scene
  20952. var index = this._scene.layers.indexOf(this);
  20953. this._scene.layers.splice(index, 1);
  20954. // Callback
  20955. if (this.onDispose) {
  20956. this.onDispose();
  20957. }
  20958. };
  20959. return Layer;
  20960. })();
  20961. BABYLON.Layer = Layer;
  20962. })(BABYLON || (BABYLON = {}));
  20963. var BABYLON;
  20964. (function (BABYLON) {
  20965. var Particle = (function () {
  20966. function Particle() {
  20967. this.position = BABYLON.Vector3.Zero();
  20968. this.direction = BABYLON.Vector3.Zero();
  20969. this.color = new BABYLON.Color4(0, 0, 0, 0);
  20970. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  20971. this.lifeTime = 1.0;
  20972. this.age = 0;
  20973. this.size = 0;
  20974. this.angle = 0;
  20975. this.angularSpeed = 0;
  20976. }
  20977. Particle.prototype.copyTo = function (other) {
  20978. other.position.copyFrom(this.position);
  20979. other.direction.copyFrom(this.direction);
  20980. other.color.copyFrom(this.color);
  20981. other.colorStep.copyFrom(this.colorStep);
  20982. other.lifeTime = this.lifeTime;
  20983. other.age = this.age;
  20984. other.size = this.size;
  20985. other.angle = this.angle;
  20986. other.angularSpeed = this.angularSpeed;
  20987. };
  20988. return Particle;
  20989. })();
  20990. BABYLON.Particle = Particle;
  20991. })(BABYLON || (BABYLON = {}));
  20992. var BABYLON;
  20993. (function (BABYLON) {
  20994. var randomNumber = function (min, max) {
  20995. if (min === max) {
  20996. return (min);
  20997. }
  20998. var random = Math.random();
  20999. return ((random * (max - min)) + min);
  21000. };
  21001. var ParticleSystem = (function () {
  21002. function ParticleSystem(name, capacity, scene, customEffect) {
  21003. var _this = this;
  21004. this.name = name;
  21005. this.renderingGroupId = 0;
  21006. this.emitter = null;
  21007. this.emitRate = 10;
  21008. this.manualEmitCount = -1;
  21009. this.updateSpeed = 0.01;
  21010. this.targetStopDuration = 0;
  21011. this.disposeOnStop = false;
  21012. this.minEmitPower = 1;
  21013. this.maxEmitPower = 1;
  21014. this.minLifeTime = 1;
  21015. this.maxLifeTime = 1;
  21016. this.minSize = 1;
  21017. this.maxSize = 1;
  21018. this.minAngularSpeed = 0;
  21019. this.maxAngularSpeed = 0;
  21020. this.layerMask = 0x0FFFFFFF;
  21021. this.blendMode = ParticleSystem.BLENDMODE_ONEONE;
  21022. this.forceDepthWrite = false;
  21023. this.gravity = BABYLON.Vector3.Zero();
  21024. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  21025. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  21026. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  21027. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  21028. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  21029. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  21030. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  21031. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  21032. this.particles = new Array();
  21033. this._vertexDeclaration = [3, 4, 4];
  21034. this._vertexStrideSize = 11 * 4; // 11 floats per particle (x, y, z, r, g, b, a, angle, size, offsetX, offsetY)
  21035. this._stockParticles = new Array();
  21036. this._newPartsExcess = 0;
  21037. this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  21038. this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  21039. this._scaledDirection = BABYLON.Vector3.Zero();
  21040. this._scaledGravity = BABYLON.Vector3.Zero();
  21041. this._currentRenderId = -1;
  21042. this._started = false;
  21043. this._stopped = false;
  21044. this._actualFrame = 0;
  21045. this.id = name;
  21046. this._capacity = capacity;
  21047. this._scene = scene;
  21048. this._customEffect = customEffect;
  21049. scene.particleSystems.push(this);
  21050. // VBO
  21051. this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
  21052. var indices = [];
  21053. var index = 0;
  21054. for (var count = 0; count < capacity; count++) {
  21055. indices.push(index);
  21056. indices.push(index + 1);
  21057. indices.push(index + 2);
  21058. indices.push(index);
  21059. indices.push(index + 2);
  21060. indices.push(index + 3);
  21061. index += 4;
  21062. }
  21063. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  21064. this._vertices = new Float32Array(capacity * this._vertexStrideSize);
  21065. // Default behaviors
  21066. this.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate) {
  21067. var randX = randomNumber(_this.direction1.x, _this.direction2.x);
  21068. var randY = randomNumber(_this.direction1.y, _this.direction2.y);
  21069. var randZ = randomNumber(_this.direction1.z, _this.direction2.z);
  21070. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate);
  21071. };
  21072. this.startPositionFunction = function (worldMatrix, positionToUpdate) {
  21073. var randX = randomNumber(_this.minEmitBox.x, _this.maxEmitBox.x);
  21074. var randY = randomNumber(_this.minEmitBox.y, _this.maxEmitBox.y);
  21075. var randZ = randomNumber(_this.minEmitBox.z, _this.maxEmitBox.z);
  21076. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  21077. };
  21078. this.updateFunction = function (particles) {
  21079. for (var index = 0; index < particles.length; index++) {
  21080. var particle = particles[index];
  21081. particle.age += _this._scaledUpdateSpeed;
  21082. if (particle.age >= particle.lifeTime) {
  21083. _this.recycleParticle(particle);
  21084. index--;
  21085. continue;
  21086. }
  21087. else {
  21088. particle.colorStep.scaleToRef(_this._scaledUpdateSpeed, _this._scaledColorStep);
  21089. particle.color.addInPlace(_this._scaledColorStep);
  21090. if (particle.color.a < 0)
  21091. particle.color.a = 0;
  21092. particle.angle += particle.angularSpeed * _this._scaledUpdateSpeed;
  21093. particle.direction.scaleToRef(_this._scaledUpdateSpeed, _this._scaledDirection);
  21094. particle.position.addInPlace(_this._scaledDirection);
  21095. _this.gravity.scaleToRef(_this._scaledUpdateSpeed, _this._scaledGravity);
  21096. particle.direction.addInPlace(_this._scaledGravity);
  21097. }
  21098. }
  21099. };
  21100. }
  21101. ParticleSystem.prototype.recycleParticle = function (particle) {
  21102. var lastParticle = this.particles.pop();
  21103. if (lastParticle !== particle) {
  21104. lastParticle.copyTo(particle);
  21105. this._stockParticles.push(lastParticle);
  21106. }
  21107. };
  21108. ParticleSystem.prototype.getCapacity = function () {
  21109. return this._capacity;
  21110. };
  21111. ParticleSystem.prototype.isAlive = function () {
  21112. return this._alive;
  21113. };
  21114. ParticleSystem.prototype.isStarted = function () {
  21115. return this._started;
  21116. };
  21117. ParticleSystem.prototype.start = function () {
  21118. this._started = true;
  21119. this._stopped = false;
  21120. this._actualFrame = 0;
  21121. };
  21122. ParticleSystem.prototype.stop = function () {
  21123. this._stopped = true;
  21124. };
  21125. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  21126. var offset = index * 11;
  21127. this._vertices[offset] = particle.position.x;
  21128. this._vertices[offset + 1] = particle.position.y;
  21129. this._vertices[offset + 2] = particle.position.z;
  21130. this._vertices[offset + 3] = particle.color.r;
  21131. this._vertices[offset + 4] = particle.color.g;
  21132. this._vertices[offset + 5] = particle.color.b;
  21133. this._vertices[offset + 6] = particle.color.a;
  21134. this._vertices[offset + 7] = particle.angle;
  21135. this._vertices[offset + 8] = particle.size;
  21136. this._vertices[offset + 9] = offsetX;
  21137. this._vertices[offset + 10] = offsetY;
  21138. };
  21139. ParticleSystem.prototype._update = function (newParticles) {
  21140. // Update current
  21141. this._alive = this.particles.length > 0;
  21142. this.updateFunction(this.particles);
  21143. // Add new ones
  21144. var worldMatrix;
  21145. if (this.emitter.position) {
  21146. worldMatrix = this.emitter.getWorldMatrix();
  21147. }
  21148. else {
  21149. worldMatrix = BABYLON.Matrix.Translation(this.emitter.x, this.emitter.y, this.emitter.z);
  21150. }
  21151. for (var index = 0; index < newParticles; index++) {
  21152. if (this.particles.length === this._capacity) {
  21153. break;
  21154. }
  21155. if (this._stockParticles.length !== 0) {
  21156. var particle = this._stockParticles.pop();
  21157. particle.age = 0;
  21158. }
  21159. else {
  21160. particle = new BABYLON.Particle();
  21161. }
  21162. this.particles.push(particle);
  21163. var emitPower = randomNumber(this.minEmitPower, this.maxEmitPower);
  21164. this.startDirectionFunction(emitPower, worldMatrix, particle.direction);
  21165. particle.lifeTime = randomNumber(this.minLifeTime, this.maxLifeTime);
  21166. particle.size = randomNumber(this.minSize, this.maxSize);
  21167. particle.angularSpeed = randomNumber(this.minAngularSpeed, this.maxAngularSpeed);
  21168. this.startPositionFunction(worldMatrix, particle.position);
  21169. var step = randomNumber(0, 1.0);
  21170. BABYLON.Color4.LerpToRef(this.color1, this.color2, step, particle.color);
  21171. this.colorDead.subtractToRef(particle.color, this._colorDiff);
  21172. this._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  21173. }
  21174. };
  21175. ParticleSystem.prototype._getEffect = function () {
  21176. if (this._customEffect) {
  21177. return this._customEffect;
  21178. }
  21179. ;
  21180. var defines = [];
  21181. if (this._scene.clipPlane) {
  21182. defines.push("#define CLIPPLANE");
  21183. }
  21184. // Effect
  21185. var join = defines.join("\n");
  21186. if (this._cachedDefines !== join) {
  21187. this._cachedDefines = join;
  21188. this._effect = this._scene.getEngine().createEffect("particles", ["position", "color", "options"], ["invView", "view", "projection", "vClipPlane", "textureMask"], ["diffuseSampler"], join);
  21189. }
  21190. return this._effect;
  21191. };
  21192. ParticleSystem.prototype.animate = function () {
  21193. if (!this._started)
  21194. return;
  21195. var effect = this._getEffect();
  21196. // Check
  21197. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady())
  21198. return;
  21199. if (this._currentRenderId === this._scene.getRenderId()) {
  21200. return;
  21201. }
  21202. this._currentRenderId = this._scene.getRenderId();
  21203. this._scaledUpdateSpeed = this.updateSpeed * this._scene.getAnimationRatio();
  21204. // determine the number of particles we need to create
  21205. var emitCout;
  21206. if (this.manualEmitCount > -1) {
  21207. emitCout = this.manualEmitCount;
  21208. this.manualEmitCount = 0;
  21209. }
  21210. else {
  21211. emitCout = this.emitRate;
  21212. }
  21213. var newParticles = ((emitCout * this._scaledUpdateSpeed) >> 0);
  21214. this._newPartsExcess += emitCout * this._scaledUpdateSpeed - newParticles;
  21215. if (this._newPartsExcess > 1.0) {
  21216. newParticles += this._newPartsExcess >> 0;
  21217. this._newPartsExcess -= this._newPartsExcess >> 0;
  21218. }
  21219. this._alive = false;
  21220. if (!this._stopped) {
  21221. this._actualFrame += this._scaledUpdateSpeed;
  21222. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration)
  21223. this.stop();
  21224. }
  21225. else {
  21226. newParticles = 0;
  21227. }
  21228. this._update(newParticles);
  21229. // Stopped?
  21230. if (this._stopped) {
  21231. if (!this._alive) {
  21232. this._started = false;
  21233. if (this.disposeOnStop) {
  21234. this._scene._toBeDisposed.push(this);
  21235. }
  21236. }
  21237. }
  21238. // Update VBO
  21239. var offset = 0;
  21240. for (var index = 0; index < this.particles.length; index++) {
  21241. var particle = this.particles[index];
  21242. this._appendParticleVertex(offset++, particle, 0, 0);
  21243. this._appendParticleVertex(offset++, particle, 1, 0);
  21244. this._appendParticleVertex(offset++, particle, 1, 1);
  21245. this._appendParticleVertex(offset++, particle, 0, 1);
  21246. }
  21247. var engine = this._scene.getEngine();
  21248. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices);
  21249. };
  21250. ParticleSystem.prototype.render = function () {
  21251. var effect = this._getEffect();
  21252. // Check
  21253. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady() || !this.particles.length)
  21254. return 0;
  21255. var engine = this._scene.getEngine();
  21256. // Render
  21257. engine.enableEffect(effect);
  21258. engine.setState(false);
  21259. var viewMatrix = this._scene.getViewMatrix();
  21260. effect.setTexture("diffuseSampler", this.particleTexture);
  21261. effect.setMatrix("view", viewMatrix);
  21262. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  21263. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  21264. if (this._scene.clipPlane) {
  21265. var clipPlane = this._scene.clipPlane;
  21266. var invView = viewMatrix.clone();
  21267. invView.invert();
  21268. effect.setMatrix("invView", invView);
  21269. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  21270. }
  21271. // VBOs
  21272. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  21273. // Draw order
  21274. if (this.blendMode === ParticleSystem.BLENDMODE_ONEONE) {
  21275. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  21276. }
  21277. else {
  21278. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  21279. }
  21280. if (this.forceDepthWrite) {
  21281. engine.setDepthWrite(true);
  21282. }
  21283. engine.draw(true, 0, this.particles.length * 6);
  21284. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  21285. return this.particles.length;
  21286. };
  21287. ParticleSystem.prototype.dispose = function () {
  21288. if (this._vertexBuffer) {
  21289. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  21290. this._vertexBuffer = null;
  21291. }
  21292. if (this._indexBuffer) {
  21293. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  21294. this._indexBuffer = null;
  21295. }
  21296. if (this.particleTexture) {
  21297. this.particleTexture.dispose();
  21298. this.particleTexture = null;
  21299. }
  21300. // Remove from scene
  21301. var index = this._scene.particleSystems.indexOf(this);
  21302. this._scene.particleSystems.splice(index, 1);
  21303. // Callback
  21304. if (this.onDispose) {
  21305. this.onDispose();
  21306. }
  21307. };
  21308. // Clone
  21309. ParticleSystem.prototype.clone = function (name, newEmitter) {
  21310. var result = new ParticleSystem(name, this._capacity, this._scene);
  21311. BABYLON.Tools.DeepCopy(this, result, ["particles"], ["_vertexDeclaration", "_vertexStrideSize"]);
  21312. if (newEmitter === undefined) {
  21313. newEmitter = this.emitter;
  21314. }
  21315. result.emitter = newEmitter;
  21316. if (this.particleTexture) {
  21317. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  21318. }
  21319. result.start();
  21320. return result;
  21321. };
  21322. // Statics
  21323. ParticleSystem.BLENDMODE_ONEONE = 0;
  21324. ParticleSystem.BLENDMODE_STANDARD = 1;
  21325. return ParticleSystem;
  21326. })();
  21327. BABYLON.ParticleSystem = ParticleSystem;
  21328. })(BABYLON || (BABYLON = {}));
  21329. var BABYLON;
  21330. (function (BABYLON) {
  21331. var AnimationRange = (function () {
  21332. function AnimationRange(name, from, to) {
  21333. this.name = name;
  21334. this.from = from;
  21335. this.to = to;
  21336. }
  21337. return AnimationRange;
  21338. })();
  21339. BABYLON.AnimationRange = AnimationRange;
  21340. var Animation = (function () {
  21341. function Animation(name, targetProperty, framePerSecond, dataType, loopMode) {
  21342. this.name = name;
  21343. this.targetProperty = targetProperty;
  21344. this.framePerSecond = framePerSecond;
  21345. this.dataType = dataType;
  21346. this.loopMode = loopMode;
  21347. this._offsetsCache = {};
  21348. this._highLimitsCache = {};
  21349. this._stopped = false;
  21350. this.allowMatricesInterpolation = false;
  21351. this._ranges = new Array();
  21352. this.targetPropertyPath = targetProperty.split(".");
  21353. this.dataType = dataType;
  21354. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  21355. }
  21356. Animation.CreateAndStartAnimation = function (name, mesh, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  21357. var dataType = undefined;
  21358. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  21359. dataType = Animation.ANIMATIONTYPE_FLOAT;
  21360. }
  21361. else if (from instanceof BABYLON.Quaternion) {
  21362. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  21363. }
  21364. else if (from instanceof BABYLON.Vector3) {
  21365. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  21366. }
  21367. else if (from instanceof BABYLON.Vector2) {
  21368. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  21369. }
  21370. else if (from instanceof BABYLON.Color3) {
  21371. dataType = Animation.ANIMATIONTYPE_COLOR3;
  21372. }
  21373. if (dataType == undefined) {
  21374. return null;
  21375. }
  21376. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  21377. var keys = [];
  21378. keys.push({ frame: 0, value: from });
  21379. keys.push({ frame: totalFrame, value: to });
  21380. animation.setKeys(keys);
  21381. if (easingFunction !== undefined) {
  21382. animation.setEasingFunction(easingFunction);
  21383. }
  21384. mesh.animations.push(animation);
  21385. return mesh.getScene().beginAnimation(mesh, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  21386. };
  21387. // Methods
  21388. Animation.prototype.createRange = function (name, from, to) {
  21389. this._ranges.push(new AnimationRange(name, from, to));
  21390. };
  21391. Animation.prototype.deleteRange = function (name) {
  21392. for (var index = 0; index < this._ranges.length; index++) {
  21393. if (this._ranges[index].name === name) {
  21394. this._ranges.splice(index, 1);
  21395. return;
  21396. }
  21397. }
  21398. };
  21399. Animation.prototype.getRange = function (name) {
  21400. for (var index = 0; index < this._ranges.length; index++) {
  21401. if (this._ranges[index].name === name) {
  21402. return this._ranges[index];
  21403. }
  21404. }
  21405. return null;
  21406. };
  21407. Animation.prototype.reset = function () {
  21408. this._offsetsCache = {};
  21409. this._highLimitsCache = {};
  21410. this.currentFrame = 0;
  21411. };
  21412. Animation.prototype.isStopped = function () {
  21413. return this._stopped;
  21414. };
  21415. Animation.prototype.getKeys = function () {
  21416. return this._keys;
  21417. };
  21418. Animation.prototype.getEasingFunction = function () {
  21419. return this._easingFunction;
  21420. };
  21421. Animation.prototype.setEasingFunction = function (easingFunction) {
  21422. this._easingFunction = easingFunction;
  21423. };
  21424. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  21425. return startValue + (endValue - startValue) * gradient;
  21426. };
  21427. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  21428. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  21429. };
  21430. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  21431. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  21432. };
  21433. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  21434. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  21435. };
  21436. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  21437. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  21438. };
  21439. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient) {
  21440. var startScale = new BABYLON.Vector3(0, 0, 0);
  21441. var startRotation = new BABYLON.Quaternion();
  21442. var startTranslation = new BABYLON.Vector3(0, 0, 0);
  21443. startValue.decompose(startScale, startRotation, startTranslation);
  21444. var endScale = new BABYLON.Vector3(0, 0, 0);
  21445. var endRotation = new BABYLON.Quaternion();
  21446. var endTranslation = new BABYLON.Vector3(0, 0, 0);
  21447. endValue.decompose(endScale, endRotation, endTranslation);
  21448. var resultScale = this.vector3InterpolateFunction(startScale, endScale, gradient);
  21449. var resultRotation = this.quaternionInterpolateFunction(startRotation, endRotation, gradient);
  21450. var resultTranslation = this.vector3InterpolateFunction(startTranslation, endTranslation, gradient);
  21451. var result = BABYLON.Matrix.Compose(resultScale, resultRotation, resultTranslation);
  21452. return result;
  21453. };
  21454. Animation.prototype.clone = function () {
  21455. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  21456. if (this._keys) {
  21457. clone.setKeys(this._keys);
  21458. }
  21459. return clone;
  21460. };
  21461. Animation.prototype.setKeys = function (values) {
  21462. this._keys = values.slice(0);
  21463. this._offsetsCache = {};
  21464. this._highLimitsCache = {};
  21465. };
  21466. Animation.prototype._getKeyValue = function (value) {
  21467. if (typeof value === "function") {
  21468. return value();
  21469. }
  21470. return value;
  21471. };
  21472. Animation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  21473. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  21474. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  21475. }
  21476. this.currentFrame = currentFrame;
  21477. // Try to get a hash to find the right key
  21478. var startKey = Math.max(0, Math.min(this._keys.length - 1, Math.floor(this._keys.length * (currentFrame - this._keys[0].frame) / (this._keys[this._keys.length - 1].frame - this._keys[0].frame)) - 1));
  21479. if (this._keys[startKey].frame >= currentFrame) {
  21480. while (startKey - 1 >= 0 && this._keys[startKey].frame >= currentFrame) {
  21481. startKey--;
  21482. }
  21483. }
  21484. for (var key = startKey; key < this._keys.length; key++) {
  21485. if (this._keys[key + 1].frame >= currentFrame) {
  21486. var startValue = this._getKeyValue(this._keys[key].value);
  21487. var endValue = this._getKeyValue(this._keys[key + 1].value);
  21488. // gradient : percent of currentFrame between the frame inf and the frame sup
  21489. var gradient = (currentFrame - this._keys[key].frame) / (this._keys[key + 1].frame - this._keys[key].frame);
  21490. // check for easingFunction and correction of gradient
  21491. if (this._easingFunction != null) {
  21492. gradient = this._easingFunction.ease(gradient);
  21493. }
  21494. switch (this.dataType) {
  21495. // Float
  21496. case Animation.ANIMATIONTYPE_FLOAT:
  21497. switch (loopMode) {
  21498. case Animation.ANIMATIONLOOPMODE_CYCLE:
  21499. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  21500. return this.floatInterpolateFunction(startValue, endValue, gradient);
  21501. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  21502. return offsetValue * repeatCount + this.floatInterpolateFunction(startValue, endValue, gradient);
  21503. }
  21504. break;
  21505. // Quaternion
  21506. case Animation.ANIMATIONTYPE_QUATERNION:
  21507. var quaternion = null;
  21508. switch (loopMode) {
  21509. case Animation.ANIMATIONLOOPMODE_CYCLE:
  21510. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  21511. quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient);
  21512. break;
  21513. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  21514. quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  21515. break;
  21516. }
  21517. return quaternion;
  21518. // Vector3
  21519. case Animation.ANIMATIONTYPE_VECTOR3:
  21520. switch (loopMode) {
  21521. case Animation.ANIMATIONLOOPMODE_CYCLE:
  21522. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  21523. return this.vector3InterpolateFunction(startValue, endValue, gradient);
  21524. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  21525. return this.vector3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  21526. }
  21527. // Vector2
  21528. case Animation.ANIMATIONTYPE_VECTOR2:
  21529. switch (loopMode) {
  21530. case Animation.ANIMATIONLOOPMODE_CYCLE:
  21531. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  21532. return this.vector2InterpolateFunction(startValue, endValue, gradient);
  21533. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  21534. return this.vector2InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  21535. }
  21536. // Color3
  21537. case Animation.ANIMATIONTYPE_COLOR3:
  21538. switch (loopMode) {
  21539. case Animation.ANIMATIONLOOPMODE_CYCLE:
  21540. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  21541. return this.color3InterpolateFunction(startValue, endValue, gradient);
  21542. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  21543. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  21544. }
  21545. // Matrix
  21546. case Animation.ANIMATIONTYPE_MATRIX:
  21547. switch (loopMode) {
  21548. case Animation.ANIMATIONLOOPMODE_CYCLE:
  21549. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  21550. if (this.allowMatricesInterpolation) {
  21551. return this.matrixInterpolateFunction(startValue, endValue, gradient);
  21552. }
  21553. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  21554. return startValue;
  21555. }
  21556. default:
  21557. break;
  21558. }
  21559. break;
  21560. }
  21561. }
  21562. return this._getKeyValue(this._keys[this._keys.length - 1].value);
  21563. };
  21564. Animation.prototype.animate = function (delay, from, to, loop, speedRatio) {
  21565. if (!this.targetPropertyPath || this.targetPropertyPath.length < 1) {
  21566. this._stopped = true;
  21567. return false;
  21568. }
  21569. var returnValue = true;
  21570. // Adding a start key at frame 0 if missing
  21571. if (this._keys[0].frame !== 0) {
  21572. var newKey = { frame: 0, value: this._keys[0].value };
  21573. this._keys.splice(0, 0, newKey);
  21574. }
  21575. // Check limits
  21576. if (from < this._keys[0].frame || from > this._keys[this._keys.length - 1].frame) {
  21577. from = this._keys[0].frame;
  21578. }
  21579. if (to < this._keys[0].frame || to > this._keys[this._keys.length - 1].frame) {
  21580. to = this._keys[this._keys.length - 1].frame;
  21581. }
  21582. // Compute ratio
  21583. var range = to - from;
  21584. var offsetValue;
  21585. // ratio represents the frame delta between from and to
  21586. var ratio = delay * (this.framePerSecond * speedRatio) / 1000.0;
  21587. var highLimitValue = 0;
  21588. if (ratio > range && !loop) {
  21589. returnValue = false;
  21590. highLimitValue = this._getKeyValue(this._keys[this._keys.length - 1].value);
  21591. }
  21592. else {
  21593. // Get max value if required
  21594. if (this.loopMode !== Animation.ANIMATIONLOOPMODE_CYCLE) {
  21595. var keyOffset = to.toString() + from.toString();
  21596. if (!this._offsetsCache[keyOffset]) {
  21597. var fromValue = this._interpolate(from, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
  21598. var toValue = this._interpolate(to, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
  21599. switch (this.dataType) {
  21600. // Float
  21601. case Animation.ANIMATIONTYPE_FLOAT:
  21602. this._offsetsCache[keyOffset] = toValue - fromValue;
  21603. break;
  21604. // Quaternion
  21605. case Animation.ANIMATIONTYPE_QUATERNION:
  21606. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  21607. break;
  21608. // Vector3
  21609. case Animation.ANIMATIONTYPE_VECTOR3:
  21610. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  21611. // Vector2
  21612. case Animation.ANIMATIONTYPE_VECTOR2:
  21613. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  21614. // Color3
  21615. case Animation.ANIMATIONTYPE_COLOR3:
  21616. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  21617. default:
  21618. break;
  21619. }
  21620. this._highLimitsCache[keyOffset] = toValue;
  21621. }
  21622. highLimitValue = this._highLimitsCache[keyOffset];
  21623. offsetValue = this._offsetsCache[keyOffset];
  21624. }
  21625. }
  21626. if (offsetValue === undefined) {
  21627. switch (this.dataType) {
  21628. // Float
  21629. case Animation.ANIMATIONTYPE_FLOAT:
  21630. offsetValue = 0;
  21631. break;
  21632. // Quaternion
  21633. case Animation.ANIMATIONTYPE_QUATERNION:
  21634. offsetValue = new BABYLON.Quaternion(0, 0, 0, 0);
  21635. break;
  21636. // Vector3
  21637. case Animation.ANIMATIONTYPE_VECTOR3:
  21638. offsetValue = BABYLON.Vector3.Zero();
  21639. break;
  21640. // Vector2
  21641. case Animation.ANIMATIONTYPE_VECTOR2:
  21642. offsetValue = BABYLON.Vector2.Zero();
  21643. break;
  21644. // Color3
  21645. case Animation.ANIMATIONTYPE_COLOR3:
  21646. offsetValue = BABYLON.Color3.Black();
  21647. }
  21648. }
  21649. // Compute value
  21650. var repeatCount = (ratio / range) >> 0;
  21651. var currentFrame = returnValue ? from + ratio % range : to;
  21652. var currentValue = this._interpolate(currentFrame, repeatCount, this.loopMode, offsetValue, highLimitValue);
  21653. // Set value
  21654. if (this.targetPropertyPath.length > 1) {
  21655. var property = this._target[this.targetPropertyPath[0]];
  21656. for (var index = 1; index < this.targetPropertyPath.length - 1; index++) {
  21657. property = property[this.targetPropertyPath[index]];
  21658. }
  21659. property[this.targetPropertyPath[this.targetPropertyPath.length - 1]] = currentValue;
  21660. }
  21661. else {
  21662. this._target[this.targetPropertyPath[0]] = currentValue;
  21663. }
  21664. if (this._target.markAsDirty) {
  21665. this._target.markAsDirty(this.targetProperty);
  21666. }
  21667. if (!returnValue) {
  21668. this._stopped = true;
  21669. }
  21670. return returnValue;
  21671. };
  21672. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  21673. get: function () {
  21674. return Animation._ANIMATIONTYPE_FLOAT;
  21675. },
  21676. enumerable: true,
  21677. configurable: true
  21678. });
  21679. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  21680. get: function () {
  21681. return Animation._ANIMATIONTYPE_VECTOR3;
  21682. },
  21683. enumerable: true,
  21684. configurable: true
  21685. });
  21686. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  21687. get: function () {
  21688. return Animation._ANIMATIONTYPE_VECTOR2;
  21689. },
  21690. enumerable: true,
  21691. configurable: true
  21692. });
  21693. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  21694. get: function () {
  21695. return Animation._ANIMATIONTYPE_QUATERNION;
  21696. },
  21697. enumerable: true,
  21698. configurable: true
  21699. });
  21700. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  21701. get: function () {
  21702. return Animation._ANIMATIONTYPE_MATRIX;
  21703. },
  21704. enumerable: true,
  21705. configurable: true
  21706. });
  21707. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  21708. get: function () {
  21709. return Animation._ANIMATIONTYPE_COLOR3;
  21710. },
  21711. enumerable: true,
  21712. configurable: true
  21713. });
  21714. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  21715. get: function () {
  21716. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  21717. },
  21718. enumerable: true,
  21719. configurable: true
  21720. });
  21721. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  21722. get: function () {
  21723. return Animation._ANIMATIONLOOPMODE_CYCLE;
  21724. },
  21725. enumerable: true,
  21726. configurable: true
  21727. });
  21728. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  21729. get: function () {
  21730. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  21731. },
  21732. enumerable: true,
  21733. configurable: true
  21734. });
  21735. // Statics
  21736. Animation._ANIMATIONTYPE_FLOAT = 0;
  21737. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  21738. Animation._ANIMATIONTYPE_QUATERNION = 2;
  21739. Animation._ANIMATIONTYPE_MATRIX = 3;
  21740. Animation._ANIMATIONTYPE_COLOR3 = 4;
  21741. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  21742. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  21743. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  21744. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  21745. return Animation;
  21746. })();
  21747. BABYLON.Animation = Animation;
  21748. })(BABYLON || (BABYLON = {}));
  21749. var BABYLON;
  21750. (function (BABYLON) {
  21751. var Animatable = (function () {
  21752. function Animatable(scene, target, fromFrame, toFrame, loopAnimation, speedRatio, onAnimationEnd, animations) {
  21753. if (fromFrame === void 0) { fromFrame = 0; }
  21754. if (toFrame === void 0) { toFrame = 100; }
  21755. if (loopAnimation === void 0) { loopAnimation = false; }
  21756. if (speedRatio === void 0) { speedRatio = 1.0; }
  21757. this.target = target;
  21758. this.fromFrame = fromFrame;
  21759. this.toFrame = toFrame;
  21760. this.loopAnimation = loopAnimation;
  21761. this.speedRatio = speedRatio;
  21762. this.onAnimationEnd = onAnimationEnd;
  21763. this._animations = new Array();
  21764. this._paused = false;
  21765. this.animationStarted = false;
  21766. if (animations) {
  21767. this.appendAnimations(target, animations);
  21768. }
  21769. this._scene = scene;
  21770. scene._activeAnimatables.push(this);
  21771. }
  21772. // Methods
  21773. Animatable.prototype.getAnimations = function () {
  21774. return this._animations;
  21775. };
  21776. Animatable.prototype.appendAnimations = function (target, animations) {
  21777. for (var index = 0; index < animations.length; index++) {
  21778. var animation = animations[index];
  21779. animation._target = target;
  21780. this._animations.push(animation);
  21781. }
  21782. };
  21783. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  21784. var animations = this._animations;
  21785. for (var index = 0; index < animations.length; index++) {
  21786. if (animations[index].targetProperty === property) {
  21787. return animations[index];
  21788. }
  21789. }
  21790. return null;
  21791. };
  21792. Animatable.prototype.reset = function () {
  21793. var animations = this._animations;
  21794. for (var index = 0; index < animations.length; index++) {
  21795. animations[index].reset();
  21796. }
  21797. this._localDelayOffset = null;
  21798. this._pausedDelay = null;
  21799. };
  21800. Animatable.prototype.pause = function () {
  21801. if (this._paused) {
  21802. return;
  21803. }
  21804. this._paused = true;
  21805. };
  21806. Animatable.prototype.restart = function () {
  21807. this._paused = false;
  21808. };
  21809. Animatable.prototype.stop = function () {
  21810. var index = this._scene._activeAnimatables.indexOf(this);
  21811. if (index > -1) {
  21812. this._scene._activeAnimatables.splice(index, 1);
  21813. }
  21814. if (this.onAnimationEnd) {
  21815. this.onAnimationEnd();
  21816. }
  21817. };
  21818. Animatable.prototype._animate = function (delay) {
  21819. if (this._paused) {
  21820. if (!this._pausedDelay) {
  21821. this._pausedDelay = delay;
  21822. }
  21823. return true;
  21824. }
  21825. if (!this._localDelayOffset) {
  21826. this._localDelayOffset = delay;
  21827. }
  21828. else if (this._pausedDelay) {
  21829. this._localDelayOffset += delay - this._pausedDelay;
  21830. this._pausedDelay = null;
  21831. }
  21832. // Animating
  21833. var running = false;
  21834. var animations = this._animations;
  21835. for (var index = 0; index < animations.length; index++) {
  21836. var animation = animations[index];
  21837. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this.speedRatio);
  21838. running = running || isRunning;
  21839. }
  21840. if (!running) {
  21841. // Remove from active animatables
  21842. index = this._scene._activeAnimatables.indexOf(this);
  21843. this._scene._activeAnimatables.splice(index, 1);
  21844. }
  21845. if (!running && this.onAnimationEnd) {
  21846. this.onAnimationEnd();
  21847. }
  21848. return running;
  21849. };
  21850. return Animatable;
  21851. })();
  21852. BABYLON.Animatable = Animatable;
  21853. })(BABYLON || (BABYLON = {}));
  21854. var BABYLON;
  21855. (function (BABYLON) {
  21856. var EasingFunction = (function () {
  21857. function EasingFunction() {
  21858. // Properties
  21859. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  21860. }
  21861. Object.defineProperty(EasingFunction, "EASINGMODE_EASEIN", {
  21862. get: function () {
  21863. return EasingFunction._EASINGMODE_EASEIN;
  21864. },
  21865. enumerable: true,
  21866. configurable: true
  21867. });
  21868. Object.defineProperty(EasingFunction, "EASINGMODE_EASEOUT", {
  21869. get: function () {
  21870. return EasingFunction._EASINGMODE_EASEOUT;
  21871. },
  21872. enumerable: true,
  21873. configurable: true
  21874. });
  21875. Object.defineProperty(EasingFunction, "EASINGMODE_EASEINOUT", {
  21876. get: function () {
  21877. return EasingFunction._EASINGMODE_EASEINOUT;
  21878. },
  21879. enumerable: true,
  21880. configurable: true
  21881. });
  21882. EasingFunction.prototype.setEasingMode = function (easingMode) {
  21883. var n = Math.min(Math.max(easingMode, 0), 2);
  21884. this._easingMode = n;
  21885. };
  21886. EasingFunction.prototype.getEasingMode = function () {
  21887. return this._easingMode;
  21888. };
  21889. EasingFunction.prototype.easeInCore = function (gradient) {
  21890. throw new Error('You must implement this method');
  21891. };
  21892. EasingFunction.prototype.ease = function (gradient) {
  21893. switch (this._easingMode) {
  21894. case EasingFunction.EASINGMODE_EASEIN:
  21895. return this.easeInCore(gradient);
  21896. case EasingFunction.EASINGMODE_EASEOUT:
  21897. return (1 - this.easeInCore(1 - gradient));
  21898. }
  21899. if (gradient >= 0.5) {
  21900. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  21901. }
  21902. return (this.easeInCore(gradient * 2) * 0.5);
  21903. };
  21904. //Statics
  21905. EasingFunction._EASINGMODE_EASEIN = 0;
  21906. EasingFunction._EASINGMODE_EASEOUT = 1;
  21907. EasingFunction._EASINGMODE_EASEINOUT = 2;
  21908. return EasingFunction;
  21909. })();
  21910. BABYLON.EasingFunction = EasingFunction;
  21911. var CircleEase = (function (_super) {
  21912. __extends(CircleEase, _super);
  21913. function CircleEase() {
  21914. _super.apply(this, arguments);
  21915. }
  21916. CircleEase.prototype.easeInCore = function (gradient) {
  21917. gradient = Math.max(0, Math.min(1, gradient));
  21918. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  21919. };
  21920. return CircleEase;
  21921. })(EasingFunction);
  21922. BABYLON.CircleEase = CircleEase;
  21923. var BackEase = (function (_super) {
  21924. __extends(BackEase, _super);
  21925. function BackEase(amplitude) {
  21926. if (amplitude === void 0) { amplitude = 1; }
  21927. _super.call(this);
  21928. this.amplitude = amplitude;
  21929. }
  21930. BackEase.prototype.easeInCore = function (gradient) {
  21931. var num = Math.max(0, this.amplitude);
  21932. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  21933. };
  21934. return BackEase;
  21935. })(EasingFunction);
  21936. BABYLON.BackEase = BackEase;
  21937. var BounceEase = (function (_super) {
  21938. __extends(BounceEase, _super);
  21939. function BounceEase(bounces, bounciness) {
  21940. if (bounces === void 0) { bounces = 3; }
  21941. if (bounciness === void 0) { bounciness = 2; }
  21942. _super.call(this);
  21943. this.bounces = bounces;
  21944. this.bounciness = bounciness;
  21945. }
  21946. BounceEase.prototype.easeInCore = function (gradient) {
  21947. var y = Math.max(0.0, this.bounces);
  21948. var bounciness = this.bounciness;
  21949. if (bounciness <= 1.0) {
  21950. bounciness = 1.001;
  21951. }
  21952. var num9 = Math.pow(bounciness, y);
  21953. var num5 = 1.0 - bounciness;
  21954. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  21955. var num15 = gradient * num4;
  21956. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  21957. var num3 = Math.floor(num65);
  21958. var num13 = num3 + 1.0;
  21959. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  21960. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  21961. var num7 = (num8 + num12) * 0.5;
  21962. var num6 = gradient - num7;
  21963. var num2 = num7 - num8;
  21964. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  21965. };
  21966. return BounceEase;
  21967. })(EasingFunction);
  21968. BABYLON.BounceEase = BounceEase;
  21969. var CubicEase = (function (_super) {
  21970. __extends(CubicEase, _super);
  21971. function CubicEase() {
  21972. _super.apply(this, arguments);
  21973. }
  21974. CubicEase.prototype.easeInCore = function (gradient) {
  21975. return (gradient * gradient * gradient);
  21976. };
  21977. return CubicEase;
  21978. })(EasingFunction);
  21979. BABYLON.CubicEase = CubicEase;
  21980. var ElasticEase = (function (_super) {
  21981. __extends(ElasticEase, _super);
  21982. function ElasticEase(oscillations, springiness) {
  21983. if (oscillations === void 0) { oscillations = 3; }
  21984. if (springiness === void 0) { springiness = 3; }
  21985. _super.call(this);
  21986. this.oscillations = oscillations;
  21987. this.springiness = springiness;
  21988. }
  21989. ElasticEase.prototype.easeInCore = function (gradient) {
  21990. var num2;
  21991. var num3 = Math.max(0.0, this.oscillations);
  21992. var num = Math.max(0.0, this.springiness);
  21993. if (num == 0) {
  21994. num2 = gradient;
  21995. }
  21996. else {
  21997. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  21998. }
  21999. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  22000. };
  22001. return ElasticEase;
  22002. })(EasingFunction);
  22003. BABYLON.ElasticEase = ElasticEase;
  22004. var ExponentialEase = (function (_super) {
  22005. __extends(ExponentialEase, _super);
  22006. function ExponentialEase(exponent) {
  22007. if (exponent === void 0) { exponent = 2; }
  22008. _super.call(this);
  22009. this.exponent = exponent;
  22010. }
  22011. ExponentialEase.prototype.easeInCore = function (gradient) {
  22012. if (this.exponent <= 0) {
  22013. return gradient;
  22014. }
  22015. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  22016. };
  22017. return ExponentialEase;
  22018. })(EasingFunction);
  22019. BABYLON.ExponentialEase = ExponentialEase;
  22020. var PowerEase = (function (_super) {
  22021. __extends(PowerEase, _super);
  22022. function PowerEase(power) {
  22023. if (power === void 0) { power = 2; }
  22024. _super.call(this);
  22025. this.power = power;
  22026. }
  22027. PowerEase.prototype.easeInCore = function (gradient) {
  22028. var y = Math.max(0.0, this.power);
  22029. return Math.pow(gradient, y);
  22030. };
  22031. return PowerEase;
  22032. })(EasingFunction);
  22033. BABYLON.PowerEase = PowerEase;
  22034. var QuadraticEase = (function (_super) {
  22035. __extends(QuadraticEase, _super);
  22036. function QuadraticEase() {
  22037. _super.apply(this, arguments);
  22038. }
  22039. QuadraticEase.prototype.easeInCore = function (gradient) {
  22040. return (gradient * gradient);
  22041. };
  22042. return QuadraticEase;
  22043. })(EasingFunction);
  22044. BABYLON.QuadraticEase = QuadraticEase;
  22045. var QuarticEase = (function (_super) {
  22046. __extends(QuarticEase, _super);
  22047. function QuarticEase() {
  22048. _super.apply(this, arguments);
  22049. }
  22050. QuarticEase.prototype.easeInCore = function (gradient) {
  22051. return (gradient * gradient * gradient * gradient);
  22052. };
  22053. return QuarticEase;
  22054. })(EasingFunction);
  22055. BABYLON.QuarticEase = QuarticEase;
  22056. var QuinticEase = (function (_super) {
  22057. __extends(QuinticEase, _super);
  22058. function QuinticEase() {
  22059. _super.apply(this, arguments);
  22060. }
  22061. QuinticEase.prototype.easeInCore = function (gradient) {
  22062. return (gradient * gradient * gradient * gradient * gradient);
  22063. };
  22064. return QuinticEase;
  22065. })(EasingFunction);
  22066. BABYLON.QuinticEase = QuinticEase;
  22067. var SineEase = (function (_super) {
  22068. __extends(SineEase, _super);
  22069. function SineEase() {
  22070. _super.apply(this, arguments);
  22071. }
  22072. SineEase.prototype.easeInCore = function (gradient) {
  22073. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  22074. };
  22075. return SineEase;
  22076. })(EasingFunction);
  22077. BABYLON.SineEase = SineEase;
  22078. var BezierCurveEase = (function (_super) {
  22079. __extends(BezierCurveEase, _super);
  22080. function BezierCurveEase(x1, y1, x2, y2) {
  22081. if (x1 === void 0) { x1 = 0; }
  22082. if (y1 === void 0) { y1 = 0; }
  22083. if (x2 === void 0) { x2 = 1; }
  22084. if (y2 === void 0) { y2 = 1; }
  22085. _super.call(this);
  22086. this.x1 = x1;
  22087. this.y1 = y1;
  22088. this.x2 = x2;
  22089. this.y2 = y2;
  22090. }
  22091. BezierCurveEase.prototype.easeInCore = function (gradient) {
  22092. return BABYLON.BezierCurve.interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  22093. };
  22094. return BezierCurveEase;
  22095. })(EasingFunction);
  22096. BABYLON.BezierCurveEase = BezierCurveEase;
  22097. })(BABYLON || (BABYLON = {}));
  22098. var BABYLON;
  22099. (function (BABYLON) {
  22100. var Bone = (function (_super) {
  22101. __extends(Bone, _super);
  22102. function Bone(name, skeleton, parentBone, matrix) {
  22103. _super.call(this, name, skeleton.getScene());
  22104. this.name = name;
  22105. this.children = new Array();
  22106. this.animations = new Array();
  22107. this._worldTransform = new BABYLON.Matrix();
  22108. this._absoluteTransform = new BABYLON.Matrix();
  22109. this._invertedAbsoluteTransform = new BABYLON.Matrix();
  22110. this._skeleton = skeleton;
  22111. this._matrix = matrix;
  22112. this._baseMatrix = matrix;
  22113. skeleton.bones.push(this);
  22114. if (parentBone) {
  22115. this._parent = parentBone;
  22116. parentBone.children.push(this);
  22117. }
  22118. else {
  22119. this._parent = null;
  22120. }
  22121. this._updateDifferenceMatrix();
  22122. }
  22123. // Members
  22124. Bone.prototype.getParent = function () {
  22125. return this._parent;
  22126. };
  22127. Bone.prototype.getLocalMatrix = function () {
  22128. return this._matrix;
  22129. };
  22130. Bone.prototype.getBaseMatrix = function () {
  22131. return this._baseMatrix;
  22132. };
  22133. Bone.prototype.getWorldMatrix = function () {
  22134. return this._worldTransform;
  22135. };
  22136. Bone.prototype.getInvertedAbsoluteTransform = function () {
  22137. return this._invertedAbsoluteTransform;
  22138. };
  22139. Bone.prototype.getAbsoluteMatrix = function () {
  22140. var matrix = this._matrix.clone();
  22141. var parent = this._parent;
  22142. while (parent) {
  22143. matrix = matrix.multiply(parent.getLocalMatrix());
  22144. parent = parent.getParent();
  22145. }
  22146. return matrix;
  22147. };
  22148. // Methods
  22149. Bone.prototype.updateMatrix = function (matrix) {
  22150. this._matrix = matrix;
  22151. this._skeleton._markAsDirty();
  22152. this._updateDifferenceMatrix();
  22153. };
  22154. Bone.prototype._updateDifferenceMatrix = function () {
  22155. if (this._parent) {
  22156. this._matrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  22157. }
  22158. else {
  22159. this._absoluteTransform.copyFrom(this._matrix);
  22160. }
  22161. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  22162. for (var index = 0; index < this.children.length; index++) {
  22163. this.children[index]._updateDifferenceMatrix();
  22164. }
  22165. };
  22166. Bone.prototype.markAsDirty = function () {
  22167. this._currentRenderId++;
  22168. this._skeleton._markAsDirty();
  22169. };
  22170. return Bone;
  22171. })(BABYLON.Node);
  22172. BABYLON.Bone = Bone;
  22173. })(BABYLON || (BABYLON = {}));
  22174. var BABYLON;
  22175. (function (BABYLON) {
  22176. var Skeleton = (function () {
  22177. function Skeleton(name, id, scene) {
  22178. this.name = name;
  22179. this.id = id;
  22180. this.bones = new Array();
  22181. this._isDirty = true;
  22182. this._identity = BABYLON.Matrix.Identity();
  22183. this._ranges = new Array();
  22184. this.bones = [];
  22185. this._scene = scene;
  22186. scene.skeletons.push(this);
  22187. this.prepare();
  22188. //make sure it will recalculate the matrix next time prepare is called.
  22189. this._isDirty = true;
  22190. }
  22191. // Members
  22192. Skeleton.prototype.getTransformMatrices = function () {
  22193. return this._transformMatrices;
  22194. };
  22195. Skeleton.prototype.getScene = function () {
  22196. return this._scene;
  22197. };
  22198. // Methods
  22199. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  22200. this._ranges.push(new BABYLON.AnimationRange(name, from, to));
  22201. };
  22202. Skeleton.prototype.deleteAnimationRange = function (name) {
  22203. for (var index = 0; index < this._ranges.length; index++) {
  22204. if (this._ranges[index].name === name) {
  22205. this._ranges.splice(index, 1);
  22206. return;
  22207. }
  22208. }
  22209. };
  22210. Skeleton.prototype.getAnimationRange = function (name) {
  22211. for (var index = 0; index < this._ranges.length; index++) {
  22212. if (this._ranges[index].name === name) {
  22213. return this._ranges[index];
  22214. }
  22215. }
  22216. return null;
  22217. };
  22218. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  22219. var range = this.getAnimationRange(name);
  22220. if (!range) {
  22221. return null;
  22222. }
  22223. this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  22224. };
  22225. Skeleton.prototype._markAsDirty = function () {
  22226. this._isDirty = true;
  22227. };
  22228. Skeleton.prototype.prepare = function () {
  22229. if (!this._isDirty) {
  22230. return;
  22231. }
  22232. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  22233. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  22234. }
  22235. for (var index = 0; index < this.bones.length; index++) {
  22236. var bone = this.bones[index];
  22237. var parentBone = bone.getParent();
  22238. if (parentBone) {
  22239. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  22240. }
  22241. else {
  22242. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  22243. }
  22244. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), this._transformMatrices, index * 16);
  22245. }
  22246. this._identity.copyToArray(this._transformMatrices, this.bones.length * 16);
  22247. this._isDirty = false;
  22248. this._scene._activeBones += this.bones.length;
  22249. };
  22250. Skeleton.prototype.getAnimatables = function () {
  22251. if (!this._animatables || this._animatables.length !== this.bones.length) {
  22252. this._animatables = [];
  22253. for (var index = 0; index < this.bones.length; index++) {
  22254. this._animatables.push(this.bones[index]);
  22255. }
  22256. }
  22257. return this._animatables;
  22258. };
  22259. Skeleton.prototype.clone = function (name, id) {
  22260. var result = new Skeleton(name, id || name, this._scene);
  22261. for (var index = 0; index < this.bones.length; index++) {
  22262. var source = this.bones[index];
  22263. var parentBone = null;
  22264. if (source.getParent()) {
  22265. var parentIndex = this.bones.indexOf(source.getParent());
  22266. parentBone = result.bones[parentIndex];
  22267. }
  22268. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix());
  22269. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  22270. }
  22271. return result;
  22272. };
  22273. Skeleton.prototype.dispose = function () {
  22274. // Animations
  22275. this.getScene().stopAnimation(this);
  22276. // Remove from scene
  22277. this.getScene().removeSkeleton(this);
  22278. };
  22279. return Skeleton;
  22280. })();
  22281. BABYLON.Skeleton = Skeleton;
  22282. })(BABYLON || (BABYLON = {}));
  22283. var BABYLON;
  22284. (function (BABYLON) {
  22285. var PostProcess = (function () {
  22286. function PostProcess(name, fragmentUrl, parameters, samplers, ratio, camera, samplingMode, engine, reusable, defines, textureType) {
  22287. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  22288. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  22289. this.name = name;
  22290. this.width = -1;
  22291. this.height = -1;
  22292. this._reusable = false;
  22293. this._textures = new BABYLON.SmartArray(2);
  22294. this._currentRenderTextureInd = 0;
  22295. if (camera != null) {
  22296. this._camera = camera;
  22297. this._scene = camera.getScene();
  22298. camera.attachPostProcess(this);
  22299. this._engine = this._scene.getEngine();
  22300. }
  22301. else {
  22302. this._engine = engine;
  22303. }
  22304. this._renderRatio = ratio;
  22305. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  22306. this._reusable = reusable || false;
  22307. this._textureType = textureType;
  22308. samplers = samplers || [];
  22309. samplers.push("textureSampler");
  22310. this._effect = this._engine.createEffect({ vertex: "postprocess", fragment: fragmentUrl }, ["position"], parameters || [], samplers, defines !== undefined ? defines : "");
  22311. }
  22312. PostProcess.prototype.isReusable = function () {
  22313. return this._reusable;
  22314. };
  22315. PostProcess.prototype.activate = function (camera, sourceTexture) {
  22316. camera = camera || this._camera;
  22317. var scene = camera.getScene();
  22318. var maxSize = camera.getEngine().getCaps().maxTextureSize;
  22319. var desiredWidth = ((sourceTexture ? sourceTexture._width : this._engine.getRenderingCanvas().width) * this._renderRatio) | 0;
  22320. var desiredHeight = ((sourceTexture ? sourceTexture._height : this._engine.getRenderingCanvas().height) * this._renderRatio) | 0;
  22321. desiredWidth = this._renderRatio.width || BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize);
  22322. desiredHeight = this._renderRatio.height || BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize);
  22323. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  22324. if (this._textures.length > 0) {
  22325. for (var i = 0; i < this._textures.length; i++) {
  22326. this._engine._releaseTexture(this._textures.data[i]);
  22327. }
  22328. this._textures.reset();
  22329. }
  22330. this.width = desiredWidth;
  22331. this.height = desiredHeight;
  22332. 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, type: this._textureType }));
  22333. if (this._reusable) {
  22334. 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, type: this._textureType }));
  22335. }
  22336. if (this.onSizeChanged) {
  22337. this.onSizeChanged();
  22338. }
  22339. }
  22340. this._engine.bindFramebuffer(this._textures.data[this._currentRenderTextureInd]);
  22341. if (this.onActivate) {
  22342. this.onActivate(camera);
  22343. }
  22344. // Clear
  22345. if (this.clearColor) {
  22346. this._engine.clear(this.clearColor, true, true);
  22347. }
  22348. else {
  22349. this._engine.clear(scene.clearColor, scene.autoClear || scene.forceWireframe, true);
  22350. }
  22351. if (this._reusable) {
  22352. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  22353. }
  22354. };
  22355. PostProcess.prototype.apply = function () {
  22356. // Check
  22357. if (!this._effect.isReady())
  22358. return null;
  22359. // States
  22360. this._engine.enableEffect(this._effect);
  22361. this._engine.setState(false);
  22362. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  22363. this._engine.setDepthBuffer(false);
  22364. this._engine.setDepthWrite(false);
  22365. // Texture
  22366. this._effect._bindTexture("textureSampler", this._textures.data[this._currentRenderTextureInd]);
  22367. // Parameters
  22368. if (this.onApply) {
  22369. this.onApply(this._effect);
  22370. }
  22371. return this._effect;
  22372. };
  22373. PostProcess.prototype.dispose = function (camera) {
  22374. camera = camera || this._camera;
  22375. if (this._textures.length > 0) {
  22376. for (var i = 0; i < this._textures.length; i++) {
  22377. this._engine._releaseTexture(this._textures.data[i]);
  22378. }
  22379. this._textures.reset();
  22380. }
  22381. if (!camera) {
  22382. return;
  22383. }
  22384. camera.detachPostProcess(this);
  22385. var index = camera._postProcesses.indexOf(this);
  22386. if (index === camera._postProcessesTakenIndices[0] && camera._postProcessesTakenIndices.length > 0) {
  22387. this._camera._postProcesses[camera._postProcessesTakenIndices[0]].width = -1; // invalidate frameBuffer to hint the postprocess to create a depth buffer
  22388. }
  22389. };
  22390. return PostProcess;
  22391. })();
  22392. BABYLON.PostProcess = PostProcess;
  22393. })(BABYLON || (BABYLON = {}));
  22394. var BABYLON;
  22395. (function (BABYLON) {
  22396. var PostProcessManager = (function () {
  22397. function PostProcessManager(scene) {
  22398. this._vertexDeclaration = [2];
  22399. this._vertexStrideSize = 2 * 4;
  22400. this._scene = scene;
  22401. }
  22402. PostProcessManager.prototype._prepareBuffers = function () {
  22403. if (this._vertexBuffer) {
  22404. return;
  22405. }
  22406. // VBO
  22407. var vertices = [];
  22408. vertices.push(1, 1);
  22409. vertices.push(-1, 1);
  22410. vertices.push(-1, -1);
  22411. vertices.push(1, -1);
  22412. this._vertexBuffer = this._scene.getEngine().createVertexBuffer(vertices);
  22413. // Indices
  22414. var indices = [];
  22415. indices.push(0);
  22416. indices.push(1);
  22417. indices.push(2);
  22418. indices.push(0);
  22419. indices.push(2);
  22420. indices.push(3);
  22421. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  22422. };
  22423. // Methods
  22424. PostProcessManager.prototype._prepareFrame = function (sourceTexture) {
  22425. var postProcesses = this._scene.activeCamera._postProcesses;
  22426. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  22427. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  22428. return false;
  22429. }
  22430. postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera, sourceTexture);
  22431. return true;
  22432. };
  22433. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
  22434. var engine = this._scene.getEngine();
  22435. for (var index = 0; index < postProcesses.length; index++) {
  22436. if (index < postProcesses.length - 1) {
  22437. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  22438. }
  22439. else {
  22440. if (targetTexture) {
  22441. engine.bindFramebuffer(targetTexture);
  22442. }
  22443. else {
  22444. engine.restoreDefaultFramebuffer();
  22445. }
  22446. }
  22447. var pp = postProcesses[index];
  22448. var effect = pp.apply();
  22449. if (effect) {
  22450. if (pp.onBeforeRender) {
  22451. pp.onBeforeRender(effect);
  22452. }
  22453. // VBOs
  22454. this._prepareBuffers();
  22455. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  22456. // Draw order
  22457. engine.draw(true, 0, 6);
  22458. if (pp.onAfterRender) {
  22459. pp.onAfterRender(effect);
  22460. }
  22461. }
  22462. }
  22463. // Restore depth buffer
  22464. engine.setDepthBuffer(true);
  22465. engine.setDepthWrite(true);
  22466. };
  22467. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses) {
  22468. postProcesses = postProcesses || this._scene.activeCamera._postProcesses;
  22469. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  22470. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  22471. return;
  22472. }
  22473. var engine = this._scene.getEngine();
  22474. for (var index = 0; index < postProcessesTakenIndices.length; index++) {
  22475. if (index < postProcessesTakenIndices.length - 1) {
  22476. postProcesses[postProcessesTakenIndices[index + 1]].activate(this._scene.activeCamera);
  22477. }
  22478. else {
  22479. if (targetTexture) {
  22480. engine.bindFramebuffer(targetTexture, faceIndex);
  22481. }
  22482. else {
  22483. engine.restoreDefaultFramebuffer();
  22484. }
  22485. }
  22486. if (doNotPresent) {
  22487. break;
  22488. }
  22489. var pp = postProcesses[postProcessesTakenIndices[index]];
  22490. var effect = pp.apply();
  22491. if (effect) {
  22492. if (pp.onBeforeRender) {
  22493. pp.onBeforeRender(effect);
  22494. }
  22495. // VBOs
  22496. this._prepareBuffers();
  22497. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  22498. // Draw order
  22499. engine.draw(true, 0, 6);
  22500. if (pp.onAfterRender) {
  22501. pp.onAfterRender(effect);
  22502. }
  22503. }
  22504. }
  22505. // Restore depth buffer
  22506. engine.setDepthBuffer(true);
  22507. engine.setDepthWrite(true);
  22508. };
  22509. PostProcessManager.prototype.dispose = function () {
  22510. if (this._vertexBuffer) {
  22511. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  22512. this._vertexBuffer = null;
  22513. }
  22514. if (this._indexBuffer) {
  22515. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  22516. this._indexBuffer = null;
  22517. }
  22518. };
  22519. return PostProcessManager;
  22520. })();
  22521. BABYLON.PostProcessManager = PostProcessManager;
  22522. })(BABYLON || (BABYLON = {}));
  22523. var BABYLON;
  22524. (function (BABYLON) {
  22525. var PassPostProcess = (function (_super) {
  22526. __extends(PassPostProcess, _super);
  22527. function PassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  22528. _super.call(this, name, "pass", null, null, ratio, camera, samplingMode, engine, reusable);
  22529. }
  22530. return PassPostProcess;
  22531. })(BABYLON.PostProcess);
  22532. BABYLON.PassPostProcess = PassPostProcess;
  22533. })(BABYLON || (BABYLON = {}));
  22534. var BABYLON;
  22535. (function (BABYLON) {
  22536. var PhysicsEngine = (function () {
  22537. function PhysicsEngine(plugin) {
  22538. this._currentPlugin = plugin || new BABYLON.OimoJSPlugin();
  22539. }
  22540. PhysicsEngine.prototype._initialize = function (gravity) {
  22541. this._currentPlugin.initialize();
  22542. this._setGravity(gravity);
  22543. };
  22544. PhysicsEngine.prototype._runOneStep = function (delta) {
  22545. if (delta > 0.1) {
  22546. delta = 0.1;
  22547. }
  22548. else if (delta <= 0) {
  22549. delta = 1.0 / 60.0;
  22550. }
  22551. this._currentPlugin.runOneStep(delta);
  22552. };
  22553. PhysicsEngine.prototype._setGravity = function (gravity) {
  22554. this.gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  22555. this._currentPlugin.setGravity(this.gravity);
  22556. };
  22557. PhysicsEngine.prototype._registerMesh = function (mesh, impostor, options) {
  22558. return this._currentPlugin.registerMesh(mesh, impostor, options);
  22559. };
  22560. PhysicsEngine.prototype._registerMeshesAsCompound = function (parts, options) {
  22561. return this._currentPlugin.registerMeshesAsCompound(parts, options);
  22562. };
  22563. PhysicsEngine.prototype._unregisterMesh = function (mesh) {
  22564. this._currentPlugin.unregisterMesh(mesh);
  22565. };
  22566. PhysicsEngine.prototype._applyImpulse = function (mesh, force, contactPoint) {
  22567. this._currentPlugin.applyImpulse(mesh, force, contactPoint);
  22568. };
  22569. PhysicsEngine.prototype._createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
  22570. return this._currentPlugin.createLink(mesh1, mesh2, pivot1, pivot2, options);
  22571. };
  22572. PhysicsEngine.prototype._updateBodyPosition = function (mesh) {
  22573. this._currentPlugin.updateBodyPosition(mesh);
  22574. };
  22575. PhysicsEngine.prototype.dispose = function () {
  22576. this._currentPlugin.dispose();
  22577. };
  22578. PhysicsEngine.prototype.isSupported = function () {
  22579. return this._currentPlugin.isSupported();
  22580. };
  22581. PhysicsEngine.prototype.getPhysicsBodyOfMesh = function (mesh) {
  22582. return this._currentPlugin.getPhysicsBodyOfMesh(mesh);
  22583. };
  22584. // Statics
  22585. PhysicsEngine.NoImpostor = 0;
  22586. PhysicsEngine.SphereImpostor = 1;
  22587. PhysicsEngine.BoxImpostor = 2;
  22588. PhysicsEngine.PlaneImpostor = 3;
  22589. PhysicsEngine.MeshImpostor = 4;
  22590. PhysicsEngine.CapsuleImpostor = 5;
  22591. PhysicsEngine.ConeImpostor = 6;
  22592. PhysicsEngine.CylinderImpostor = 7;
  22593. PhysicsEngine.ConvexHullImpostor = 8;
  22594. PhysicsEngine.HeightmapImpostor = 9;
  22595. PhysicsEngine.Epsilon = 0.001;
  22596. return PhysicsEngine;
  22597. })();
  22598. BABYLON.PhysicsEngine = PhysicsEngine;
  22599. })(BABYLON || (BABYLON = {}));
  22600. var BABYLON;
  22601. (function (BABYLON) {
  22602. var VertexData = (function () {
  22603. function VertexData() {
  22604. }
  22605. VertexData.prototype.set = function (data, kind) {
  22606. switch (kind) {
  22607. case BABYLON.VertexBuffer.PositionKind:
  22608. this.positions = data;
  22609. break;
  22610. case BABYLON.VertexBuffer.NormalKind:
  22611. this.normals = data;
  22612. break;
  22613. case BABYLON.VertexBuffer.UVKind:
  22614. this.uvs = data;
  22615. break;
  22616. case BABYLON.VertexBuffer.UV2Kind:
  22617. this.uvs2 = data;
  22618. break;
  22619. case BABYLON.VertexBuffer.UV3Kind:
  22620. this.uvs3 = data;
  22621. break;
  22622. case BABYLON.VertexBuffer.UV4Kind:
  22623. this.uvs4 = data;
  22624. break;
  22625. case BABYLON.VertexBuffer.UV5Kind:
  22626. this.uvs5 = data;
  22627. break;
  22628. case BABYLON.VertexBuffer.UV6Kind:
  22629. this.uvs6 = data;
  22630. break;
  22631. case BABYLON.VertexBuffer.ColorKind:
  22632. this.colors = data;
  22633. break;
  22634. case BABYLON.VertexBuffer.MatricesIndicesKind:
  22635. this.matricesIndices = data;
  22636. break;
  22637. case BABYLON.VertexBuffer.MatricesWeightsKind:
  22638. this.matricesWeights = data;
  22639. break;
  22640. }
  22641. };
  22642. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  22643. this._applyTo(mesh, updatable);
  22644. };
  22645. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  22646. this._applyTo(geometry, updatable);
  22647. };
  22648. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  22649. this._update(mesh);
  22650. };
  22651. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  22652. this._update(geometry);
  22653. };
  22654. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  22655. if (this.positions) {
  22656. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  22657. }
  22658. if (this.normals) {
  22659. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  22660. }
  22661. if (this.uvs) {
  22662. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  22663. }
  22664. if (this.uvs2) {
  22665. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  22666. }
  22667. if (this.uvs3) {
  22668. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  22669. }
  22670. if (this.uvs4) {
  22671. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  22672. }
  22673. if (this.uvs5) {
  22674. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  22675. }
  22676. if (this.uvs6) {
  22677. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  22678. }
  22679. if (this.colors) {
  22680. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  22681. }
  22682. if (this.matricesIndices) {
  22683. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  22684. }
  22685. if (this.matricesWeights) {
  22686. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  22687. }
  22688. if (this.indices) {
  22689. meshOrGeometry.setIndices(this.indices);
  22690. }
  22691. };
  22692. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  22693. if (this.positions) {
  22694. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  22695. }
  22696. if (this.normals) {
  22697. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  22698. }
  22699. if (this.uvs) {
  22700. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  22701. }
  22702. if (this.uvs2) {
  22703. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  22704. }
  22705. if (this.uvs3) {
  22706. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  22707. }
  22708. if (this.uvs4) {
  22709. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  22710. }
  22711. if (this.uvs5) {
  22712. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  22713. }
  22714. if (this.uvs6) {
  22715. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  22716. }
  22717. if (this.colors) {
  22718. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  22719. }
  22720. if (this.matricesIndices) {
  22721. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  22722. }
  22723. if (this.matricesWeights) {
  22724. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  22725. }
  22726. if (this.indices) {
  22727. meshOrGeometry.setIndices(this.indices);
  22728. }
  22729. };
  22730. VertexData.prototype.transform = function (matrix) {
  22731. var transformed = BABYLON.Vector3.Zero();
  22732. var index;
  22733. if (this.positions) {
  22734. var position = BABYLON.Vector3.Zero();
  22735. for (index = 0; index < this.positions.length; index += 3) {
  22736. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  22737. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  22738. this.positions[index] = transformed.x;
  22739. this.positions[index + 1] = transformed.y;
  22740. this.positions[index + 2] = transformed.z;
  22741. }
  22742. }
  22743. if (this.normals) {
  22744. var normal = BABYLON.Vector3.Zero();
  22745. for (index = 0; index < this.normals.length; index += 3) {
  22746. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  22747. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  22748. this.normals[index] = transformed.x;
  22749. this.normals[index + 1] = transformed.y;
  22750. this.normals[index + 2] = transformed.z;
  22751. }
  22752. }
  22753. };
  22754. VertexData.prototype.merge = function (other) {
  22755. var index;
  22756. if (other.indices) {
  22757. if (!this.indices) {
  22758. this.indices = [];
  22759. }
  22760. var offset = this.positions ? this.positions.length / 3 : 0;
  22761. for (index = 0; index < other.indices.length; index++) {
  22762. this.indices.push(other.indices[index] + offset);
  22763. }
  22764. }
  22765. if (other.positions) {
  22766. if (!this.positions) {
  22767. this.positions = [];
  22768. }
  22769. for (index = 0; index < other.positions.length; index++) {
  22770. this.positions.push(other.positions[index]);
  22771. }
  22772. }
  22773. if (other.normals) {
  22774. if (!this.normals) {
  22775. this.normals = [];
  22776. }
  22777. for (index = 0; index < other.normals.length; index++) {
  22778. this.normals.push(other.normals[index]);
  22779. }
  22780. }
  22781. if (other.uvs) {
  22782. if (!this.uvs) {
  22783. this.uvs = [];
  22784. }
  22785. for (index = 0; index < other.uvs.length; index++) {
  22786. this.uvs.push(other.uvs[index]);
  22787. }
  22788. }
  22789. if (other.uvs2) {
  22790. if (!this.uvs2) {
  22791. this.uvs2 = [];
  22792. }
  22793. for (index = 0; index < other.uvs2.length; index++) {
  22794. this.uvs2.push(other.uvs2[index]);
  22795. }
  22796. }
  22797. if (other.uvs3) {
  22798. if (!this.uvs3) {
  22799. this.uvs3 = [];
  22800. }
  22801. for (index = 0; index < other.uvs3.length; index++) {
  22802. this.uvs3.push(other.uvs3[index]);
  22803. }
  22804. }
  22805. if (other.uvs4) {
  22806. if (!this.uvs4) {
  22807. this.uvs4 = [];
  22808. }
  22809. for (index = 0; index < other.uvs4.length; index++) {
  22810. this.uvs4.push(other.uvs4[index]);
  22811. }
  22812. }
  22813. if (other.uvs5) {
  22814. if (!this.uvs5) {
  22815. this.uvs5 = [];
  22816. }
  22817. for (index = 0; index < other.uvs5.length; index++) {
  22818. this.uvs5.push(other.uvs5[index]);
  22819. }
  22820. }
  22821. if (other.uvs6) {
  22822. if (!this.uvs6) {
  22823. this.uvs6 = [];
  22824. }
  22825. for (index = 0; index < other.uvs6.length; index++) {
  22826. this.uvs6.push(other.uvs6[index]);
  22827. }
  22828. }
  22829. if (other.matricesIndices) {
  22830. if (!this.matricesIndices) {
  22831. this.matricesIndices = [];
  22832. }
  22833. for (index = 0; index < other.matricesIndices.length; index++) {
  22834. this.matricesIndices.push(other.matricesIndices[index]);
  22835. }
  22836. }
  22837. if (other.matricesWeights) {
  22838. if (!this.matricesWeights) {
  22839. this.matricesWeights = [];
  22840. }
  22841. for (index = 0; index < other.matricesWeights.length; index++) {
  22842. this.matricesWeights.push(other.matricesWeights[index]);
  22843. }
  22844. }
  22845. if (other.colors) {
  22846. if (!this.colors) {
  22847. this.colors = [];
  22848. }
  22849. for (index = 0; index < other.colors.length; index++) {
  22850. this.colors.push(other.colors[index]);
  22851. }
  22852. }
  22853. };
  22854. // Statics
  22855. VertexData.ExtractFromMesh = function (mesh, copyWhenShared) {
  22856. return VertexData._ExtractFrom(mesh, copyWhenShared);
  22857. };
  22858. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared) {
  22859. return VertexData._ExtractFrom(geometry, copyWhenShared);
  22860. };
  22861. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared) {
  22862. var result = new VertexData();
  22863. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  22864. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared);
  22865. }
  22866. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22867. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared);
  22868. }
  22869. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  22870. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared);
  22871. }
  22872. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  22873. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared);
  22874. }
  22875. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  22876. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared);
  22877. }
  22878. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  22879. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared);
  22880. }
  22881. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  22882. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared);
  22883. }
  22884. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  22885. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared);
  22886. }
  22887. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  22888. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared);
  22889. }
  22890. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  22891. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared);
  22892. }
  22893. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  22894. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared);
  22895. }
  22896. result.indices = meshOrGeometry.getIndices(copyWhenShared);
  22897. return result;
  22898. };
  22899. VertexData.CreateRibbon = function (options) {
  22900. var pathArray = options.pathArray;
  22901. var closeArray = options.closeArray || false;
  22902. var closePath = options.closePath || false;
  22903. var defaultOffset = Math.floor(pathArray[0].length / 2);
  22904. var offset = options.offset || defaultOffset;
  22905. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  22906. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  22907. var positions = [];
  22908. var indices = [];
  22909. var normals = [];
  22910. var uvs = [];
  22911. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  22912. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  22913. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  22914. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  22915. var minlg; // minimal length among all paths from pathArray
  22916. var lg = []; // array of path lengths : nb of vertex per path
  22917. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  22918. var p; // path iterator
  22919. var i; // point iterator
  22920. var j; // point iterator
  22921. // if single path in pathArray
  22922. if (pathArray.length < 2) {
  22923. var ar1 = [];
  22924. var ar2 = [];
  22925. for (i = 0; i < pathArray[0].length - offset; i++) {
  22926. ar1.push(pathArray[0][i]);
  22927. ar2.push(pathArray[0][i + offset]);
  22928. }
  22929. pathArray = [ar1, ar2];
  22930. }
  22931. // positions and horizontal distances (u)
  22932. var idc = 0;
  22933. var closePathCorr = (closePath) ? 1 : 0;
  22934. var path;
  22935. var l;
  22936. minlg = pathArray[0].length;
  22937. var vectlg;
  22938. var dist;
  22939. for (p = 0; p < pathArray.length; p++) {
  22940. uTotalDistance[p] = 0;
  22941. us[p] = [0];
  22942. path = pathArray[p];
  22943. l = path.length;
  22944. minlg = (minlg < l) ? minlg : l;
  22945. j = 0;
  22946. while (j < l) {
  22947. positions.push(path[j].x, path[j].y, path[j].z);
  22948. if (j > 0) {
  22949. vectlg = path[j].subtract(path[j - 1]).length();
  22950. dist = vectlg + uTotalDistance[p];
  22951. us[p].push(dist);
  22952. uTotalDistance[p] = dist;
  22953. }
  22954. j++;
  22955. }
  22956. if (closePath) {
  22957. j--;
  22958. positions.push(path[0].x, path[0].y, path[0].z);
  22959. vectlg = path[j].subtract(path[0]).length();
  22960. dist = vectlg + uTotalDistance[p];
  22961. us[p].push(dist);
  22962. uTotalDistance[p] = dist;
  22963. }
  22964. lg[p] = l + closePathCorr;
  22965. idx[p] = idc;
  22966. idc += (l + closePathCorr);
  22967. }
  22968. // vertical distances (v)
  22969. var path1;
  22970. var path2;
  22971. var vertex1;
  22972. var vertex2;
  22973. for (i = 0; i < minlg + closePathCorr; i++) {
  22974. vTotalDistance[i] = 0;
  22975. vs[i] = [0];
  22976. for (p = 0; p < pathArray.length - 1; p++) {
  22977. path1 = pathArray[p];
  22978. path2 = pathArray[p + 1];
  22979. if (i === minlg) {
  22980. vertex1 = path1[0];
  22981. vertex2 = path2[0];
  22982. }
  22983. else {
  22984. vertex1 = path1[i];
  22985. vertex2 = path2[i];
  22986. }
  22987. vectlg = vertex2.subtract(vertex1).length();
  22988. dist = vectlg + vTotalDistance[i];
  22989. vs[i].push(dist);
  22990. vTotalDistance[i] = dist;
  22991. }
  22992. if (closeArray) {
  22993. path1 = pathArray[p];
  22994. path2 = pathArray[0];
  22995. if (i === minlg) {
  22996. vertex2 = path2[0];
  22997. }
  22998. vectlg = vertex2.subtract(vertex1).length();
  22999. dist = vectlg + vTotalDistance[i];
  23000. vTotalDistance[i] = dist;
  23001. }
  23002. }
  23003. // uvs
  23004. var u;
  23005. var v;
  23006. for (p = 0; p < pathArray.length; p++) {
  23007. for (i = 0; i < minlg + closePathCorr; i++) {
  23008. u = us[p][i] / uTotalDistance[p];
  23009. v = vs[i][p] / vTotalDistance[i];
  23010. uvs.push(u, v);
  23011. }
  23012. }
  23013. // indices
  23014. p = 0; // path index
  23015. var pi = 0; // positions array index
  23016. var l1 = lg[p] - 1; // path1 length
  23017. var l2 = lg[p + 1] - 1; // path2 length
  23018. var min = (l1 < l2) ? l1 : l2; // current path stop index
  23019. var shft = idx[1] - idx[0]; // shift
  23020. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  23021. while (pi <= min && p < path1nb) {
  23022. // draw two triangles between path1 (p1) and path2 (p2) : (p1.pi, p2.pi, p1.pi+1) and (p2.pi+1, p1.pi+1, p2.pi) clockwise
  23023. indices.push(pi, pi + shft, pi + 1);
  23024. indices.push(pi + shft + 1, pi + 1, pi + shft);
  23025. pi += 1;
  23026. if (pi === min) {
  23027. p++;
  23028. if (p === lg.length - 1) {
  23029. shft = idx[0] - idx[p];
  23030. l1 = lg[p] - 1;
  23031. l2 = lg[0] - 1;
  23032. }
  23033. else {
  23034. shft = idx[p + 1] - idx[p];
  23035. l1 = lg[p] - 1;
  23036. l2 = lg[p + 1] - 1;
  23037. }
  23038. pi = idx[p];
  23039. min = (l1 < l2) ? l1 + pi : l2 + pi;
  23040. }
  23041. }
  23042. // normals
  23043. VertexData.ComputeNormals(positions, indices, normals);
  23044. if (closePath) {
  23045. var indexFirst = 0;
  23046. var indexLast = 0;
  23047. for (p = 0; p < pathArray.length; p++) {
  23048. indexFirst = idx[p] * 3;
  23049. if (p + 1 < pathArray.length) {
  23050. indexLast = (idx[p + 1] - 1) * 3;
  23051. }
  23052. else {
  23053. indexLast = normals.length - 3;
  23054. }
  23055. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  23056. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  23057. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  23058. normals[indexLast] = normals[indexFirst];
  23059. normals[indexLast + 1] = normals[indexFirst + 1];
  23060. normals[indexLast + 2] = normals[indexFirst + 2];
  23061. }
  23062. }
  23063. // sides
  23064. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  23065. // Result
  23066. var vertexData = new VertexData();
  23067. vertexData.indices = indices;
  23068. vertexData.positions = positions;
  23069. vertexData.normals = normals;
  23070. vertexData.uvs = uvs;
  23071. if (closePath) {
  23072. vertexData._idx = idx;
  23073. }
  23074. return vertexData;
  23075. };
  23076. VertexData.CreateBox = function (options) {
  23077. var normalsSource = [
  23078. new BABYLON.Vector3(0, 0, 1),
  23079. new BABYLON.Vector3(0, 0, -1),
  23080. new BABYLON.Vector3(1, 0, 0),
  23081. new BABYLON.Vector3(-1, 0, 0),
  23082. new BABYLON.Vector3(0, 1, 0),
  23083. new BABYLON.Vector3(0, -1, 0)
  23084. ];
  23085. var indices = [];
  23086. var positions = [];
  23087. var normals = [];
  23088. var uvs = [];
  23089. var width = options.width || options.size || 1;
  23090. var height = options.height || options.size || 1;
  23091. var depth = options.depth || options.size || 1;
  23092. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  23093. var faceUV = options.faceUV || new Array(6);
  23094. var faceColors = options.faceColors;
  23095. var colors = [];
  23096. // default face colors and UV if undefined
  23097. for (var f = 0; f < 6; f++) {
  23098. if (faceUV[f] === undefined) {
  23099. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  23100. }
  23101. if (faceColors && faceColors[f] === undefined) {
  23102. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  23103. }
  23104. }
  23105. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  23106. // Create each face in turn.
  23107. for (var index = 0; index < normalsSource.length; index++) {
  23108. var normal = normalsSource[index];
  23109. // Get two vectors perpendicular to the face normal and to each other.
  23110. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  23111. var side2 = BABYLON.Vector3.Cross(normal, side1);
  23112. // Six indices (two triangles) per face.
  23113. var verticesLength = positions.length / 3;
  23114. indices.push(verticesLength);
  23115. indices.push(verticesLength + 1);
  23116. indices.push(verticesLength + 2);
  23117. indices.push(verticesLength);
  23118. indices.push(verticesLength + 2);
  23119. indices.push(verticesLength + 3);
  23120. // Four vertices per face.
  23121. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  23122. positions.push(vertex.x, vertex.y, vertex.z);
  23123. normals.push(normal.x, normal.y, normal.z);
  23124. uvs.push(faceUV[index].z, faceUV[index].w);
  23125. if (faceColors) {
  23126. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  23127. }
  23128. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  23129. positions.push(vertex.x, vertex.y, vertex.z);
  23130. normals.push(normal.x, normal.y, normal.z);
  23131. uvs.push(faceUV[index].x, faceUV[index].w);
  23132. if (faceColors) {
  23133. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  23134. }
  23135. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  23136. positions.push(vertex.x, vertex.y, vertex.z);
  23137. normals.push(normal.x, normal.y, normal.z);
  23138. uvs.push(faceUV[index].x, faceUV[index].y);
  23139. if (faceColors) {
  23140. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  23141. }
  23142. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  23143. positions.push(vertex.x, vertex.y, vertex.z);
  23144. normals.push(normal.x, normal.y, normal.z);
  23145. uvs.push(faceUV[index].z, faceUV[index].y);
  23146. if (faceColors) {
  23147. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  23148. }
  23149. }
  23150. // sides
  23151. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  23152. // Result
  23153. var vertexData = new VertexData();
  23154. vertexData.indices = indices;
  23155. vertexData.positions = positions;
  23156. vertexData.normals = normals;
  23157. vertexData.uvs = uvs;
  23158. if (faceColors) {
  23159. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  23160. vertexData.colors = totalColors;
  23161. }
  23162. return vertexData;
  23163. };
  23164. VertexData.CreateSphere = function (options) {
  23165. var segments = options.segments || 32;
  23166. var diameterX = options.diameterX || options.diameter || 1;
  23167. var diameterY = options.diameterY || options.diameter || 1;
  23168. var diameterZ = options.diameterZ || options.diameter || 1;
  23169. var arc = (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  23170. var slice = (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  23171. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  23172. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  23173. var totalZRotationSteps = 2 + segments;
  23174. var totalYRotationSteps = 2 * totalZRotationSteps;
  23175. var indices = [];
  23176. var positions = [];
  23177. var normals = [];
  23178. var uvs = [];
  23179. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  23180. var normalizedZ = zRotationStep / totalZRotationSteps;
  23181. var angleZ = normalizedZ * Math.PI * slice;
  23182. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  23183. var normalizedY = yRotationStep / totalYRotationSteps;
  23184. var angleY = normalizedY * Math.PI * 2 * arc;
  23185. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  23186. var rotationY = BABYLON.Matrix.RotationY(angleY);
  23187. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  23188. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  23189. var vertex = complete.multiply(radius);
  23190. var normal = BABYLON.Vector3.Normalize(vertex);
  23191. positions.push(vertex.x, vertex.y, vertex.z);
  23192. normals.push(normal.x, normal.y, normal.z);
  23193. uvs.push(normalizedY, normalizedZ);
  23194. }
  23195. if (zRotationStep > 0) {
  23196. var verticesCount = positions.length / 3;
  23197. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  23198. indices.push((firstIndex));
  23199. indices.push((firstIndex + 1));
  23200. indices.push(firstIndex + totalYRotationSteps + 1);
  23201. indices.push((firstIndex + totalYRotationSteps + 1));
  23202. indices.push((firstIndex + 1));
  23203. indices.push((firstIndex + totalYRotationSteps + 2));
  23204. }
  23205. }
  23206. }
  23207. // Sides
  23208. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  23209. // Result
  23210. var vertexData = new VertexData();
  23211. vertexData.indices = indices;
  23212. vertexData.positions = positions;
  23213. vertexData.normals = normals;
  23214. vertexData.uvs = uvs;
  23215. return vertexData;
  23216. };
  23217. // Cylinder and cone
  23218. VertexData.CreateCylinder = function (options) {
  23219. var height = options.height || 2;
  23220. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  23221. var diameterBottom = options.diameterBottom || options.diameter || 1;
  23222. var tessellation = options.tessellation || 24;
  23223. var subdivisions = options.subdivisions || 1;
  23224. var arc = (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  23225. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  23226. var faceUV = options.faceUV || new Array(3);
  23227. var faceColors = options.faceColors;
  23228. // default face colors and UV if undefined
  23229. for (var f = 0; f < 3; f++) {
  23230. if (faceColors && faceColors[f] === undefined) {
  23231. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  23232. }
  23233. if (faceUV && faceUV[f] === undefined) {
  23234. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  23235. }
  23236. }
  23237. var indices = [];
  23238. var positions = [];
  23239. var normals = [];
  23240. var uvs = [];
  23241. var colors = [];
  23242. var angle_step = Math.PI * 2 * arc / tessellation;
  23243. var angle;
  23244. var h;
  23245. var radius;
  23246. var tan = (diameterBottom - diameterTop) / 2 / height;
  23247. var ringVertex = BABYLON.Vector3.Zero();
  23248. var ringNormal = BABYLON.Vector3.Zero();
  23249. // positions, normals, uvs
  23250. var i;
  23251. var j;
  23252. for (i = 0; i <= subdivisions; i++) {
  23253. h = i / subdivisions;
  23254. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  23255. for (j = 0; j <= tessellation; j++) {
  23256. angle = j * angle_step;
  23257. ringVertex.x = Math.cos(-angle) * radius;
  23258. ringVertex.y = -height / 2 + h * height;
  23259. ringVertex.z = Math.sin(-angle) * radius;
  23260. if (diameterTop === 0 && i === subdivisions) {
  23261. // if no top cap, reuse former normals
  23262. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  23263. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  23264. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  23265. }
  23266. else {
  23267. ringNormal.x = ringVertex.x;
  23268. ringNormal.z = ringVertex.z;
  23269. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  23270. ringNormal.normalize();
  23271. }
  23272. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  23273. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  23274. uvs.push(faceUV[1].x + (faceUV[1].z - faceUV[1].x) * j / tessellation, faceUV[1].y + (faceUV[1].w - faceUV[1].y) * h);
  23275. if (faceColors) {
  23276. colors.push(faceColors[1].r, faceColors[1].g, faceColors[1].b, faceColors[1].a);
  23277. }
  23278. }
  23279. }
  23280. // indices
  23281. for (i = 0; i < subdivisions; i++) {
  23282. for (j = 0; j < tessellation; j++) {
  23283. var i0 = i * (tessellation + 1) + j;
  23284. var i1 = (i + 1) * (tessellation + 1) + j;
  23285. var i2 = i * (tessellation + 1) + (j + 1);
  23286. var i3 = (i + 1) * (tessellation + 1) + (j + 1);
  23287. indices.push(i0, i1, i2);
  23288. indices.push(i3, i2, i1);
  23289. }
  23290. }
  23291. // Caps
  23292. var createCylinderCap = function (isTop) {
  23293. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  23294. if (radius === 0) {
  23295. return;
  23296. }
  23297. // Cap positions, normals & uvs
  23298. var angle;
  23299. var circleVector;
  23300. var i;
  23301. var u = (isTop) ? faceUV[2] : faceUV[0];
  23302. var c;
  23303. if (faceColors) {
  23304. c = (isTop) ? faceColors[2] : faceColors[0];
  23305. }
  23306. // cap center
  23307. var vbase = positions.length / 3;
  23308. var offset = isTop ? height / 2 : -height / 2;
  23309. var center = new BABYLON.Vector3(0, offset, 0);
  23310. positions.push(center.x, center.y, center.z);
  23311. normals.push(0, isTop ? 1 : -1, 0);
  23312. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  23313. if (faceColors) {
  23314. colors.push(c.r, c.g, c.b, c.a);
  23315. }
  23316. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  23317. for (i = 0; i <= tessellation; i++) {
  23318. angle = Math.PI * 2 * i * arc / tessellation;
  23319. var cos = Math.cos(-angle);
  23320. var sin = Math.sin(-angle);
  23321. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  23322. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  23323. positions.push(circleVector.x, circleVector.y, circleVector.z);
  23324. normals.push(0, isTop ? 1 : -1, 0);
  23325. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  23326. if (faceColors) {
  23327. colors.push(c.r, c.g, c.b, c.a);
  23328. }
  23329. }
  23330. // Cap indices
  23331. for (i = 0; i < tessellation; i++) {
  23332. if (!isTop) {
  23333. indices.push(vbase);
  23334. indices.push(vbase + (i + 1));
  23335. indices.push(vbase + (i + 2));
  23336. }
  23337. else {
  23338. indices.push(vbase);
  23339. indices.push(vbase + (i + 2));
  23340. indices.push(vbase + (i + 1));
  23341. }
  23342. }
  23343. };
  23344. // add caps to geometry
  23345. createCylinderCap(false);
  23346. createCylinderCap(true);
  23347. // Sides
  23348. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  23349. var vertexData = new VertexData();
  23350. vertexData.indices = indices;
  23351. vertexData.positions = positions;
  23352. vertexData.normals = normals;
  23353. vertexData.uvs = uvs;
  23354. if (faceColors) {
  23355. vertexData.colors = colors;
  23356. }
  23357. return vertexData;
  23358. };
  23359. VertexData.CreateTorus = function (options) {
  23360. var indices = [];
  23361. var positions = [];
  23362. var normals = [];
  23363. var uvs = [];
  23364. var diameter = options.diameter || 1;
  23365. var thickness = options.thickness || 0.5;
  23366. var tessellation = options.tessellation || 16;
  23367. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  23368. var stride = tessellation + 1;
  23369. for (var i = 0; i <= tessellation; i++) {
  23370. var u = i / tessellation;
  23371. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  23372. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  23373. for (var j = 0; j <= tessellation; j++) {
  23374. var v = 1 - j / tessellation;
  23375. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  23376. var dx = Math.cos(innerAngle);
  23377. var dy = Math.sin(innerAngle);
  23378. // Create a vertex.
  23379. var normal = new BABYLON.Vector3(dx, dy, 0);
  23380. var position = normal.scale(thickness / 2);
  23381. var textureCoordinate = new BABYLON.Vector2(u, v);
  23382. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  23383. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  23384. positions.push(position.x, position.y, position.z);
  23385. normals.push(normal.x, normal.y, normal.z);
  23386. uvs.push(textureCoordinate.x, textureCoordinate.y);
  23387. // And create indices for two triangles.
  23388. var nextI = (i + 1) % stride;
  23389. var nextJ = (j + 1) % stride;
  23390. indices.push(i * stride + j);
  23391. indices.push(i * stride + nextJ);
  23392. indices.push(nextI * stride + j);
  23393. indices.push(i * stride + nextJ);
  23394. indices.push(nextI * stride + nextJ);
  23395. indices.push(nextI * stride + j);
  23396. }
  23397. }
  23398. // Sides
  23399. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  23400. // Result
  23401. var vertexData = new VertexData();
  23402. vertexData.indices = indices;
  23403. vertexData.positions = positions;
  23404. vertexData.normals = normals;
  23405. vertexData.uvs = uvs;
  23406. return vertexData;
  23407. };
  23408. VertexData.CreateLines = function (options) {
  23409. var indices = [];
  23410. var positions = [];
  23411. var points = options.points;
  23412. for (var index = 0; index < points.length; index++) {
  23413. positions.push(points[index].x, points[index].y, points[index].z);
  23414. if (index > 0) {
  23415. indices.push(index - 1);
  23416. indices.push(index);
  23417. }
  23418. }
  23419. // Result
  23420. var vertexData = new VertexData();
  23421. vertexData.indices = indices;
  23422. vertexData.positions = positions;
  23423. return vertexData;
  23424. };
  23425. VertexData.CreateDashedLines = function (options) {
  23426. var dashSize = options.dashSize || 3;
  23427. var gapSize = options.gapSize || 1;
  23428. var dashNb = options.dashNb || 200;
  23429. var points = options.points;
  23430. var positions = new Array();
  23431. var indices = new Array();
  23432. var curvect = BABYLON.Vector3.Zero();
  23433. var lg = 0;
  23434. var nb = 0;
  23435. var shft = 0;
  23436. var dashshft = 0;
  23437. var curshft = 0;
  23438. var idx = 0;
  23439. var i = 0;
  23440. for (i = 0; i < points.length - 1; i++) {
  23441. points[i + 1].subtractToRef(points[i], curvect);
  23442. lg += curvect.length();
  23443. }
  23444. shft = lg / dashNb;
  23445. dashshft = dashSize * shft / (dashSize + gapSize);
  23446. for (i = 0; i < points.length - 1; i++) {
  23447. points[i + 1].subtractToRef(points[i], curvect);
  23448. nb = Math.floor(curvect.length() / shft);
  23449. curvect.normalize();
  23450. for (var j = 0; j < nb; j++) {
  23451. curshft = shft * j;
  23452. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  23453. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  23454. indices.push(idx, idx + 1);
  23455. idx += 2;
  23456. }
  23457. }
  23458. // Result
  23459. var vertexData = new VertexData();
  23460. vertexData.positions = positions;
  23461. vertexData.indices = indices;
  23462. return vertexData;
  23463. };
  23464. VertexData.CreateGround = function (options) {
  23465. var indices = [];
  23466. var positions = [];
  23467. var normals = [];
  23468. var uvs = [];
  23469. var row, col;
  23470. var width = options.width || 1;
  23471. var height = options.height || 1;
  23472. var subdivisions = options.subdivisions || 1;
  23473. for (row = 0; row <= subdivisions; row++) {
  23474. for (col = 0; col <= subdivisions; col++) {
  23475. var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
  23476. var normal = new BABYLON.Vector3(0, 1.0, 0);
  23477. positions.push(position.x, position.y, position.z);
  23478. normals.push(normal.x, normal.y, normal.z);
  23479. uvs.push(col / subdivisions, 1.0 - row / subdivisions);
  23480. }
  23481. }
  23482. for (row = 0; row < subdivisions; row++) {
  23483. for (col = 0; col < subdivisions; col++) {
  23484. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  23485. indices.push(col + 1 + row * (subdivisions + 1));
  23486. indices.push(col + row * (subdivisions + 1));
  23487. indices.push(col + (row + 1) * (subdivisions + 1));
  23488. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  23489. indices.push(col + row * (subdivisions + 1));
  23490. }
  23491. }
  23492. // Result
  23493. var vertexData = new VertexData();
  23494. vertexData.indices = indices;
  23495. vertexData.positions = positions;
  23496. vertexData.normals = normals;
  23497. vertexData.uvs = uvs;
  23498. return vertexData;
  23499. };
  23500. VertexData.CreateTiledGround = function (options) {
  23501. var xmin = options.xmin;
  23502. var zmin = options.zmin;
  23503. var xmax = options.xmax;
  23504. var zmax = options.zmax;
  23505. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  23506. var precision = options.precision || { w: 1, h: 1 };
  23507. var indices = [];
  23508. var positions = [];
  23509. var normals = [];
  23510. var uvs = [];
  23511. var row, col, tileRow, tileCol;
  23512. subdivisions.h = (subdivisions.w < 1) ? 1 : subdivisions.h;
  23513. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  23514. precision.w = (precision.w < 1) ? 1 : precision.w;
  23515. precision.h = (precision.h < 1) ? 1 : precision.h;
  23516. var tileSize = {
  23517. 'w': (xmax - xmin) / subdivisions.w,
  23518. 'h': (zmax - zmin) / subdivisions.h
  23519. };
  23520. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  23521. // Indices
  23522. var base = positions.length / 3;
  23523. var rowLength = precision.w + 1;
  23524. for (row = 0; row < precision.h; row++) {
  23525. for (col = 0; col < precision.w; col++) {
  23526. var square = [
  23527. base + col + row * rowLength,
  23528. base + (col + 1) + row * rowLength,
  23529. base + (col + 1) + (row + 1) * rowLength,
  23530. base + col + (row + 1) * rowLength
  23531. ];
  23532. indices.push(square[1]);
  23533. indices.push(square[2]);
  23534. indices.push(square[3]);
  23535. indices.push(square[0]);
  23536. indices.push(square[1]);
  23537. indices.push(square[3]);
  23538. }
  23539. }
  23540. // Position, normals and uvs
  23541. var position = BABYLON.Vector3.Zero();
  23542. var normal = new BABYLON.Vector3(0, 1.0, 0);
  23543. for (row = 0; row <= precision.h; row++) {
  23544. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  23545. for (col = 0; col <= precision.w; col++) {
  23546. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  23547. position.y = 0;
  23548. positions.push(position.x, position.y, position.z);
  23549. normals.push(normal.x, normal.y, normal.z);
  23550. uvs.push(col / precision.w, row / precision.h);
  23551. }
  23552. }
  23553. }
  23554. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  23555. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  23556. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  23557. }
  23558. }
  23559. // Result
  23560. var vertexData = new VertexData();
  23561. vertexData.indices = indices;
  23562. vertexData.positions = positions;
  23563. vertexData.normals = normals;
  23564. vertexData.uvs = uvs;
  23565. return vertexData;
  23566. };
  23567. VertexData.CreateGroundFromHeightMap = function (options) {
  23568. var indices = [];
  23569. var positions = [];
  23570. var normals = [];
  23571. var uvs = [];
  23572. var row, col;
  23573. // Vertices
  23574. for (row = 0; row <= options.subdivisions; row++) {
  23575. for (col = 0; col <= options.subdivisions; col++) {
  23576. var position = new BABYLON.Vector3((col * options.width) / options.subdivisions - (options.width / 2.0), 0, ((options.subdivisions - row) * options.height) / options.subdivisions - (options.height / 2.0));
  23577. // Compute height
  23578. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  23579. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  23580. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  23581. var r = options.buffer[pos] / 255.0;
  23582. var g = options.buffer[pos + 1] / 255.0;
  23583. var b = options.buffer[pos + 2] / 255.0;
  23584. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  23585. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  23586. // Add vertex
  23587. positions.push(position.x, position.y, position.z);
  23588. normals.push(0, 0, 0);
  23589. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  23590. }
  23591. }
  23592. // Indices
  23593. for (row = 0; row < options.subdivisions; row++) {
  23594. for (col = 0; col < options.subdivisions; col++) {
  23595. indices.push(col + 1 + (row + 1) * (options.subdivisions + 1));
  23596. indices.push(col + 1 + row * (options.subdivisions + 1));
  23597. indices.push(col + row * (options.subdivisions + 1));
  23598. indices.push(col + (row + 1) * (options.subdivisions + 1));
  23599. indices.push(col + 1 + (row + 1) * (options.subdivisions + 1));
  23600. indices.push(col + row * (options.subdivisions + 1));
  23601. }
  23602. }
  23603. // Normals
  23604. VertexData.ComputeNormals(positions, indices, normals);
  23605. // Result
  23606. var vertexData = new VertexData();
  23607. vertexData.indices = indices;
  23608. vertexData.positions = positions;
  23609. vertexData.normals = normals;
  23610. vertexData.uvs = uvs;
  23611. return vertexData;
  23612. };
  23613. VertexData.CreatePlane = function (options) {
  23614. var indices = [];
  23615. var positions = [];
  23616. var normals = [];
  23617. var uvs = [];
  23618. var width = options.width || options.size || 1;
  23619. var height = options.height || options.size || 1;
  23620. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  23621. // Vertices
  23622. var halfWidth = width / 2.0;
  23623. var halfHeight = height / 2.0;
  23624. positions.push(-halfWidth, -halfHeight, 0);
  23625. normals.push(0, 0, -1.0);
  23626. uvs.push(0.0, 0.0);
  23627. positions.push(halfWidth, -halfHeight, 0);
  23628. normals.push(0, 0, -1.0);
  23629. uvs.push(1.0, 0.0);
  23630. positions.push(halfWidth, halfHeight, 0);
  23631. normals.push(0, 0, -1.0);
  23632. uvs.push(1.0, 1.0);
  23633. positions.push(-halfWidth, halfHeight, 0);
  23634. normals.push(0, 0, -1.0);
  23635. uvs.push(0.0, 1.0);
  23636. // Indices
  23637. indices.push(0);
  23638. indices.push(1);
  23639. indices.push(2);
  23640. indices.push(0);
  23641. indices.push(2);
  23642. indices.push(3);
  23643. // Sides
  23644. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  23645. // Result
  23646. var vertexData = new VertexData();
  23647. vertexData.indices = indices;
  23648. vertexData.positions = positions;
  23649. vertexData.normals = normals;
  23650. vertexData.uvs = uvs;
  23651. return vertexData;
  23652. };
  23653. VertexData.CreateDisc = function (options) {
  23654. var positions = [];
  23655. var indices = [];
  23656. var normals = [];
  23657. var uvs = [];
  23658. var radius = options.radius || 0.5;
  23659. var tessellation = options.tessellation || 64;
  23660. var arc = (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  23661. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  23662. // positions and uvs
  23663. positions.push(0, 0, 0); // disc center first
  23664. uvs.push(0.5, 0.5);
  23665. var theta = Math.PI * 2 * arc;
  23666. var step = theta / tessellation;
  23667. for (var a = 0; a < theta; a += step) {
  23668. var x = Math.cos(a);
  23669. var y = Math.sin(a);
  23670. var u = (x + 1) / 2;
  23671. var v = (1 - y) / 2;
  23672. positions.push(radius * x, radius * y, 0);
  23673. uvs.push(u, v);
  23674. }
  23675. if (arc === 1) {
  23676. positions.push(positions[3], positions[4], positions[5]); // close the circle
  23677. uvs.push(uvs[2], uvs[3]);
  23678. }
  23679. //indices
  23680. var vertexNb = positions.length / 3;
  23681. for (var i = 1; i < vertexNb - 1; i++) {
  23682. indices.push(i + 1, 0, i);
  23683. }
  23684. // result
  23685. VertexData.ComputeNormals(positions, indices, normals);
  23686. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  23687. var vertexData = new VertexData();
  23688. vertexData.indices = indices;
  23689. vertexData.positions = positions;
  23690. vertexData.normals = normals;
  23691. vertexData.uvs = uvs;
  23692. return vertexData;
  23693. };
  23694. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  23695. VertexData.CreatePolyhedron = function (options) {
  23696. // provided polyhedron types :
  23697. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  23698. // 9 : Pentagonal Pyramid (J2), 10 : Triangular Dipyramid (J12), 11 : Pentagonal Dipyramid (J13), 12 : Elongated Square Dipyramid (J15), 13 : Elongated Pentagonal Dipyramid (J16), 14 : Elongated Pentagonal Cupola (J20)
  23699. var polyhedra = [];
  23700. polyhedra[0] = { vertex: [[0, 0, 1.732051], [1.632993, 0, -0.5773503], [-0.8164966, 1.414214, -0.5773503], [-0.8164966, -1.414214, -0.5773503]], face: [[0, 1, 2], [0, 2, 3], [0, 3, 1], [1, 3, 2]] };
  23701. polyhedra[1] = { vertex: [[0, 0, 1.414214], [1.414214, 0, 0], [0, 1.414214, 0], [-1.414214, 0, 0], [0, -1.414214, 0], [0, 0, -1.414214]], face: [[0, 1, 2], [0, 2, 3], [0, 3, 4], [0, 4, 1], [1, 4, 5], [1, 5, 2], [2, 5, 3], [3, 5, 4]] };
  23702. polyhedra[2] = {
  23703. vertex: [[0, 0, 1.070466], [0.7136442, 0, 0.7978784], [-0.3568221, 0.618034, 0.7978784], [-0.3568221, -0.618034, 0.7978784], [0.7978784, 0.618034, 0.3568221], [0.7978784, -0.618034, 0.3568221], [-0.9341724, 0.381966, 0.3568221], [0.1362939, 1, 0.3568221], [0.1362939, -1, 0.3568221], [-0.9341724, -0.381966, 0.3568221], [0.9341724, 0.381966, -0.3568221], [0.9341724, -0.381966, -0.3568221], [-0.7978784, 0.618034, -0.3568221], [-0.1362939, 1, -0.3568221], [-0.1362939, -1, -0.3568221], [-0.7978784, -0.618034, -0.3568221], [0.3568221, 0.618034, -0.7978784], [0.3568221, -0.618034, -0.7978784], [-0.7136442, 0, -0.7978784], [0, 0, -1.070466]],
  23704. face: [[0, 1, 4, 7, 2], [0, 2, 6, 9, 3], [0, 3, 8, 5, 1], [1, 5, 11, 10, 4], [2, 7, 13, 12, 6], [3, 9, 15, 14, 8], [4, 10, 16, 13, 7], [5, 8, 14, 17, 11], [6, 12, 18, 15, 9], [10, 11, 17, 19, 16], [12, 13, 16, 19, 18], [14, 15, 18, 19, 17]]
  23705. };
  23706. polyhedra[3] = {
  23707. vertex: [[0, 0, 1.175571], [1.051462, 0, 0.5257311], [0.3249197, 1, 0.5257311], [-0.8506508, 0.618034, 0.5257311], [-0.8506508, -0.618034, 0.5257311], [0.3249197, -1, 0.5257311], [0.8506508, 0.618034, -0.5257311], [0.8506508, -0.618034, -0.5257311], [-0.3249197, 1, -0.5257311], [-1.051462, 0, -0.5257311], [-0.3249197, -1, -0.5257311], [0, 0, -1.175571]],
  23708. face: [[0, 1, 2], [0, 2, 3], [0, 3, 4], [0, 4, 5], [0, 5, 1], [1, 5, 7], [1, 7, 6], [1, 6, 2], [2, 6, 8], [2, 8, 3], [3, 8, 9], [3, 9, 4], [4, 9, 10], [4, 10, 5], [5, 10, 7], [6, 7, 11], [6, 11, 8], [7, 10, 11], [8, 11, 9], [9, 11, 10]]
  23709. };
  23710. polyhedra[4] = {
  23711. vertex: [[0, 0, 1.070722], [0.7148135, 0, 0.7971752], [-0.104682, 0.7071068, 0.7971752], [-0.6841528, 0.2071068, 0.7971752], [-0.104682, -0.7071068, 0.7971752], [0.6101315, 0.7071068, 0.5236279], [1.04156, 0.2071068, 0.1367736], [0.6101315, -0.7071068, 0.5236279], [-0.3574067, 1, 0.1367736], [-0.7888348, -0.5, 0.5236279], [-0.9368776, 0.5, 0.1367736], [-0.3574067, -1, 0.1367736], [0.3574067, 1, -0.1367736], [0.9368776, -0.5, -0.1367736], [0.7888348, 0.5, -0.5236279], [0.3574067, -1, -0.1367736], [-0.6101315, 0.7071068, -0.5236279], [-1.04156, -0.2071068, -0.1367736], [-0.6101315, -0.7071068, -0.5236279], [0.104682, 0.7071068, -0.7971752], [0.6841528, -0.2071068, -0.7971752], [0.104682, -0.7071068, -0.7971752], [-0.7148135, 0, -0.7971752], [0, 0, -1.070722]],
  23712. face: [[0, 2, 3], [1, 6, 5], [4, 9, 11], [7, 15, 13], [8, 16, 10], [12, 14, 19], [17, 22, 18], [20, 21, 23], [0, 1, 5, 2], [0, 3, 9, 4], [0, 4, 7, 1], [1, 7, 13, 6], [2, 5, 12, 8], [2, 8, 10, 3], [3, 10, 17, 9], [4, 11, 15, 7], [5, 6, 14, 12], [6, 13, 20, 14], [8, 12, 19, 16], [9, 17, 18, 11], [10, 16, 22, 17], [11, 18, 21, 15], [13, 15, 21, 20], [14, 20, 23, 19], [16, 19, 23, 22], [18, 22, 23, 21]]
  23713. };
  23714. polyhedra[5] = { vertex: [[0, 0, 1.322876], [1.309307, 0, 0.1889822], [-0.9819805, 0.8660254, 0.1889822], [0.1636634, -1.299038, 0.1889822], [0.3273268, 0.8660254, -0.9449112], [-0.8183171, -0.4330127, -0.9449112]], face: [[0, 3, 1], [2, 4, 5], [0, 1, 4, 2], [0, 2, 5, 3], [1, 3, 5, 4]] };
  23715. polyhedra[6] = { vertex: [[0, 0, 1.159953], [1.013464, 0, 0.5642542], [-0.3501431, 0.9510565, 0.5642542], [-0.7715208, -0.6571639, 0.5642542], [0.6633206, 0.9510565, -0.03144481], [0.8682979, -0.6571639, -0.3996071], [-1.121664, 0.2938926, -0.03144481], [-0.2348831, -1.063314, -0.3996071], [0.5181548, 0.2938926, -0.9953061], [-0.5850262, -0.112257, -0.9953061]], face: [[0, 1, 4, 2], [0, 2, 6, 3], [1, 5, 8, 4], [3, 6, 9, 7], [5, 7, 9, 8], [0, 3, 7, 5, 1], [2, 4, 8, 9, 6]] };
  23716. polyhedra[7] = { vertex: [[0, 0, 1.118034], [0.8944272, 0, 0.6708204], [-0.2236068, 0.8660254, 0.6708204], [-0.7826238, -0.4330127, 0.6708204], [0.6708204, 0.8660254, 0.2236068], [1.006231, -0.4330127, -0.2236068], [-1.006231, 0.4330127, 0.2236068], [-0.6708204, -0.8660254, -0.2236068], [0.7826238, 0.4330127, -0.6708204], [0.2236068, -0.8660254, -0.6708204], [-0.8944272, 0, -0.6708204], [0, 0, -1.118034]], face: [[0, 1, 4, 2], [0, 2, 6, 3], [1, 5, 8, 4], [3, 6, 10, 7], [5, 9, 11, 8], [7, 10, 11, 9], [0, 3, 7, 9, 5, 1], [2, 4, 8, 11, 10, 6]] };
  23717. polyhedra[8] = { vertex: [[-0.729665, 0.670121, 0.319155], [-0.655235, -0.29213, -0.754096], [-0.093922, -0.607123, 0.537818], [0.702196, 0.595691, 0.485187], [0.776626, -0.36656, -0.588064]], face: [[1, 4, 2], [0, 1, 2], [3, 0, 2], [4, 3, 2], [4, 1, 0, 3]] };
  23718. polyhedra[9] = { vertex: [[-0.868849, -0.100041, 0.61257], [-0.329458, 0.976099, 0.28078], [-0.26629, -0.013796, -0.477654], [-0.13392, -1.034115, 0.229829], [0.738834, 0.707117, -0.307018], [0.859683, -0.535264, -0.338508]], face: [[3, 0, 2], [5, 3, 2], [4, 5, 2], [1, 4, 2], [0, 1, 2], [0, 3, 5, 4, 1]] };
  23719. polyhedra[10] = { vertex: [[-0.610389, 0.243975, 0.531213], [-0.187812, -0.48795, -0.664016], [-0.187812, 0.9759, -0.664016], [0.187812, -0.9759, 0.664016], [0.798201, 0.243975, 0.132803]], face: [[1, 3, 0], [3, 4, 0], [3, 1, 4], [0, 2, 1], [0, 4, 2], [2, 4, 1]] };
  23720. polyhedra[11] = { vertex: [[-1.028778, 0.392027, -0.048786], [-0.640503, -0.646161, 0.621837], [-0.125162, -0.395663, -0.540059], [0.004683, 0.888447, -0.651988], [0.125161, 0.395663, 0.540059], [0.632925, -0.791376, 0.433102], [1.031672, 0.157063, -0.354165]], face: [[3, 2, 0], [2, 1, 0], [2, 5, 1], [0, 4, 3], [0, 1, 4], [4, 1, 5], [2, 3, 6], [3, 4, 6], [5, 2, 6], [4, 5, 6]] };
  23721. polyhedra[12] = { vertex: [[-0.669867, 0.334933, -0.529576], [-0.669867, 0.334933, 0.529577], [-0.4043, 1.212901, 0], [-0.334933, -0.669867, -0.529576], [-0.334933, -0.669867, 0.529577], [0.334933, 0.669867, -0.529576], [0.334933, 0.669867, 0.529577], [0.4043, -1.212901, 0], [0.669867, -0.334933, -0.529576], [0.669867, -0.334933, 0.529577]], face: [[8, 9, 7], [6, 5, 2], [3, 8, 7], [5, 0, 2], [4, 3, 7], [0, 1, 2], [9, 4, 7], [1, 6, 2], [9, 8, 5, 6], [8, 3, 0, 5], [3, 4, 1, 0], [4, 9, 6, 1]] };
  23722. polyhedra[13] = { vertex: [[-0.931836, 0.219976, -0.264632], [-0.636706, 0.318353, 0.692816], [-0.613483, -0.735083, -0.264632], [-0.326545, 0.979634, 0], [-0.318353, -0.636706, 0.692816], [-0.159176, 0.477529, -0.856368], [0.159176, -0.477529, -0.856368], [0.318353, 0.636706, 0.692816], [0.326545, -0.979634, 0], [0.613482, 0.735082, -0.264632], [0.636706, -0.318353, 0.692816], [0.931835, -0.219977, -0.264632]], face: [[11, 10, 8], [7, 9, 3], [6, 11, 8], [9, 5, 3], [2, 6, 8], [5, 0, 3], [4, 2, 8], [0, 1, 3], [10, 4, 8], [1, 7, 3], [10, 11, 9, 7], [11, 6, 5, 9], [6, 2, 0, 5], [2, 4, 1, 0], [4, 10, 7, 1]] };
  23723. polyhedra[14] = {
  23724. vertex: [[-0.93465, 0.300459, -0.271185], [-0.838689, -0.260219, -0.516017], [-0.711319, 0.717591, 0.128359], [-0.710334, -0.156922, 0.080946], [-0.599799, 0.556003, -0.725148], [-0.503838, -0.004675, -0.969981], [-0.487004, 0.26021, 0.48049], [-0.460089, -0.750282, -0.512622], [-0.376468, 0.973135, -0.325605], [-0.331735, -0.646985, 0.084342], [-0.254001, 0.831847, 0.530001], [-0.125239, -0.494738, -0.966586], [0.029622, 0.027949, 0.730817], [0.056536, -0.982543, -0.262295], [0.08085, 1.087391, 0.076037], [0.125583, -0.532729, 0.485984], [0.262625, 0.599586, 0.780328], [0.391387, -0.726999, -0.716259], [0.513854, -0.868287, 0.139347], [0.597475, 0.85513, 0.326364], [0.641224, 0.109523, 0.783723], [0.737185, -0.451155, 0.538891], [0.848705, -0.612742, -0.314616], [0.976075, 0.365067, 0.32976], [1.072036, -0.19561, 0.084927]],
  23725. face: [[15, 18, 21], [12, 20, 16], [6, 10, 2], [3, 0, 1], [9, 7, 13], [2, 8, 4, 0], [0, 4, 5, 1], [1, 5, 11, 7], [7, 11, 17, 13], [13, 17, 22, 18], [18, 22, 24, 21], [21, 24, 23, 20], [20, 23, 19, 16], [16, 19, 14, 10], [10, 14, 8, 2], [15, 9, 13, 18], [12, 15, 21, 20], [6, 12, 16, 10], [3, 6, 2, 0], [9, 3, 1, 7], [9, 15, 12, 6, 3], [22, 17, 11, 5, 4, 8, 14, 19, 23, 24]]
  23726. };
  23727. var type = (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  23728. var size = options.size;
  23729. var sizeX = options.sizeX || size || 1;
  23730. var sizeY = options.sizeY || size || 1;
  23731. var sizeZ = options.sizeZ || size || 1;
  23732. var data = options.custom || polyhedra[type];
  23733. var nbfaces = data.face.length;
  23734. var faceUV = options.faceUV || new Array(nbfaces);
  23735. var faceColors = options.faceColors;
  23736. var singleFace = options.singleFace;
  23737. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  23738. var positions = [];
  23739. var indices = [];
  23740. var normals = [];
  23741. var uvs = [];
  23742. var colors = [];
  23743. var index = 0;
  23744. var faceIdx = 0; // face cursor in the array "indexes"
  23745. var indexes = [];
  23746. var i = 0;
  23747. var f = 0;
  23748. var u, v, ang, x, y, tmp;
  23749. // default face colors and UV if undefined
  23750. if (!singleFace) {
  23751. for (f = 0; f < nbfaces; f++) {
  23752. if (faceColors && faceColors[f] === undefined) {
  23753. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  23754. }
  23755. if (faceUV && faceUV[f] === undefined) {
  23756. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  23757. }
  23758. }
  23759. }
  23760. if (singleFace) {
  23761. for (i = 0; i < data.vertex.length; i++) {
  23762. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  23763. uvs.push(0, 0);
  23764. }
  23765. for (f = 0; f < nbfaces; f++) {
  23766. for (i = 0; i < data.face[f].length - 2; i++) {
  23767. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  23768. }
  23769. }
  23770. }
  23771. else {
  23772. for (f = 0; f < nbfaces; f++) {
  23773. var fl = data.face[f].length; // number of vertices of the current face
  23774. ang = 2 * Math.PI / fl;
  23775. x = 0.5 * Math.tan(ang / 2);
  23776. y = 0.5;
  23777. // positions, uvs, colors
  23778. for (i = 0; i < fl; i++) {
  23779. // positions
  23780. positions.push(data.vertex[data.face[f][i]][0] * sizeX, data.vertex[data.face[f][i]][1] * sizeY, data.vertex[data.face[f][i]][2] * sizeZ);
  23781. indexes.push(index);
  23782. index++;
  23783. // uvs
  23784. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  23785. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  23786. uvs.push(u, v);
  23787. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  23788. y = x * Math.sin(ang) + y * Math.cos(ang);
  23789. x = tmp;
  23790. // colors
  23791. if (faceColors) {
  23792. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  23793. }
  23794. }
  23795. // indices from indexes
  23796. for (i = 0; i < fl - 2; i++) {
  23797. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  23798. }
  23799. faceIdx += fl;
  23800. }
  23801. }
  23802. VertexData.ComputeNormals(positions, indices, normals);
  23803. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  23804. var vertexData = new VertexData();
  23805. vertexData.positions = positions;
  23806. vertexData.indices = indices;
  23807. vertexData.normals = normals;
  23808. vertexData.uvs = uvs;
  23809. if (faceColors && !singleFace) {
  23810. vertexData.colors = colors;
  23811. }
  23812. return vertexData;
  23813. };
  23814. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  23815. VertexData.CreateTorusKnot = function (options) {
  23816. var indices = [];
  23817. var positions = [];
  23818. var normals = [];
  23819. var uvs = [];
  23820. var radius = options.radius || 2;
  23821. var tube = options.tube || 0.5;
  23822. var radialSegments = options.radialSegments || 32;
  23823. var tubularSegments = options.tubularSegments || 32;
  23824. var p = options.p || 2;
  23825. var q = options.q || 3;
  23826. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  23827. // Helper
  23828. var getPos = function (angle) {
  23829. var cu = Math.cos(angle);
  23830. var su = Math.sin(angle);
  23831. var quOverP = q / p * angle;
  23832. var cs = Math.cos(quOverP);
  23833. var tx = radius * (2 + cs) * 0.5 * cu;
  23834. var ty = radius * (2 + cs) * su * 0.5;
  23835. var tz = radius * Math.sin(quOverP) * 0.5;
  23836. return new BABYLON.Vector3(tx, ty, tz);
  23837. };
  23838. // Vertices
  23839. var i;
  23840. var j;
  23841. for (i = 0; i <= radialSegments; i++) {
  23842. var modI = i % radialSegments;
  23843. var u = modI / radialSegments * 2 * p * Math.PI;
  23844. var p1 = getPos(u);
  23845. var p2 = getPos(u + 0.01);
  23846. var tang = p2.subtract(p1);
  23847. var n = p2.add(p1);
  23848. var bitan = BABYLON.Vector3.Cross(tang, n);
  23849. n = BABYLON.Vector3.Cross(bitan, tang);
  23850. bitan.normalize();
  23851. n.normalize();
  23852. for (j = 0; j < tubularSegments; j++) {
  23853. var modJ = j % tubularSegments;
  23854. var v = modJ / tubularSegments * 2 * Math.PI;
  23855. var cx = -tube * Math.cos(v);
  23856. var cy = tube * Math.sin(v);
  23857. positions.push(p1.x + cx * n.x + cy * bitan.x);
  23858. positions.push(p1.y + cx * n.y + cy * bitan.y);
  23859. positions.push(p1.z + cx * n.z + cy * bitan.z);
  23860. uvs.push(i / radialSegments);
  23861. uvs.push(j / tubularSegments);
  23862. }
  23863. }
  23864. for (i = 0; i < radialSegments; i++) {
  23865. for (j = 0; j < tubularSegments; j++) {
  23866. var jNext = (j + 1) % tubularSegments;
  23867. var a = i * tubularSegments + j;
  23868. var b = (i + 1) * tubularSegments + j;
  23869. var c = (i + 1) * tubularSegments + jNext;
  23870. var d = i * tubularSegments + jNext;
  23871. indices.push(d);
  23872. indices.push(b);
  23873. indices.push(a);
  23874. indices.push(d);
  23875. indices.push(c);
  23876. indices.push(b);
  23877. }
  23878. }
  23879. // Normals
  23880. VertexData.ComputeNormals(positions, indices, normals);
  23881. // Sides
  23882. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs);
  23883. // Result
  23884. var vertexData = new VertexData();
  23885. vertexData.indices = indices;
  23886. vertexData.positions = positions;
  23887. vertexData.normals = normals;
  23888. vertexData.uvs = uvs;
  23889. return vertexData;
  23890. };
  23891. // Tools
  23892. /**
  23893. * @param {any} - positions (number[] or Float32Array)
  23894. * @param {any} - indices (number[] or Uint16Array)
  23895. * @param {any} - normals (number[] or Float32Array)
  23896. */
  23897. VertexData.ComputeNormals = function (positions, indices, normals) {
  23898. var index = 0;
  23899. // temp Vector3
  23900. var p1p2 = BABYLON.Vector3.Zero();
  23901. var p3p2 = BABYLON.Vector3.Zero();
  23902. var faceNormal = BABYLON.Vector3.Zero();
  23903. var vertexNormali1 = BABYLON.Vector3.Zero();
  23904. for (index = 0; index < positions.length; index++) {
  23905. normals[index] = 0.0;
  23906. }
  23907. // indice triplet = 1 face
  23908. var nbFaces = indices.length / 3;
  23909. for (index = 0; index < nbFaces; index++) {
  23910. var i1 = indices[index * 3];
  23911. var i2 = indices[index * 3 + 1];
  23912. var i3 = indices[index * 3 + 2];
  23913. p1p2.x = positions[i1 * 3] - positions[i2 * 3];
  23914. p1p2.y = positions[i1 * 3 + 1] - positions[i2 * 3 + 1];
  23915. p1p2.z = positions[i1 * 3 + 2] - positions[i2 * 3 + 2];
  23916. p3p2.x = positions[i3 * 3] - positions[i2 * 3];
  23917. p3p2.y = positions[i3 * 3 + 1] - positions[i2 * 3 + 1];
  23918. p3p2.z = positions[i3 * 3 + 2] - positions[i2 * 3 + 2];
  23919. BABYLON.Vector3.CrossToRef(p1p2, p3p2, faceNormal);
  23920. faceNormal.normalize();
  23921. normals[i1 * 3] += faceNormal.x;
  23922. normals[i1 * 3 + 1] += faceNormal.y;
  23923. normals[i1 * 3 + 2] += faceNormal.z;
  23924. normals[i2 * 3] += faceNormal.x;
  23925. normals[i2 * 3 + 1] += faceNormal.y;
  23926. normals[i2 * 3 + 2] += faceNormal.z;
  23927. normals[i3 * 3] += faceNormal.x;
  23928. normals[i3 * 3 + 1] += faceNormal.y;
  23929. normals[i3 * 3 + 2] += faceNormal.z;
  23930. }
  23931. // last normalization
  23932. for (index = 0; index < normals.length / 3; index++) {
  23933. BABYLON.Vector3.FromFloatsToRef(normals[index * 3], normals[index * 3 + 1], normals[index * 3 + 2], vertexNormali1);
  23934. vertexNormali1.normalize();
  23935. normals[index * 3] = vertexNormali1.x;
  23936. normals[index * 3 + 1] = vertexNormali1.y;
  23937. normals[index * 3 + 2] = vertexNormali1.z;
  23938. }
  23939. };
  23940. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs) {
  23941. var li = indices.length;
  23942. var ln = normals.length;
  23943. var i;
  23944. var n;
  23945. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  23946. switch (sideOrientation) {
  23947. case BABYLON.Mesh.FRONTSIDE:
  23948. // nothing changed
  23949. break;
  23950. case BABYLON.Mesh.BACKSIDE:
  23951. var tmp;
  23952. // indices
  23953. for (i = 0; i < li; i += 3) {
  23954. tmp = indices[i];
  23955. indices[i] = indices[i + 2];
  23956. indices[i + 2] = tmp;
  23957. }
  23958. // normals
  23959. for (n = 0; n < ln; n++) {
  23960. normals[n] = -normals[n];
  23961. }
  23962. break;
  23963. case BABYLON.Mesh.DOUBLESIDE:
  23964. // positions
  23965. var lp = positions.length;
  23966. var l = lp / 3;
  23967. for (var p = 0; p < lp; p++) {
  23968. positions[lp + p] = positions[p];
  23969. }
  23970. // indices
  23971. for (i = 0; i < li; i += 3) {
  23972. indices[i + li] = indices[i + 2] + l;
  23973. indices[i + 1 + li] = indices[i + 1] + l;
  23974. indices[i + 2 + li] = indices[i] + l;
  23975. }
  23976. // normals
  23977. for (n = 0; n < ln; n++) {
  23978. normals[ln + n] = -normals[n];
  23979. }
  23980. // uvs
  23981. var lu = uvs.length;
  23982. for (var u = 0; u < lu; u++) {
  23983. uvs[u + lu] = uvs[u];
  23984. }
  23985. break;
  23986. }
  23987. };
  23988. return VertexData;
  23989. })();
  23990. BABYLON.VertexData = VertexData;
  23991. })(BABYLON || (BABYLON = {}));
  23992. var BABYLON;
  23993. (function (BABYLON) {
  23994. var Tags = (function () {
  23995. function Tags() {
  23996. }
  23997. Tags.EnableFor = function (obj) {
  23998. obj._tags = obj._tags || {};
  23999. obj.hasTags = function () {
  24000. return Tags.HasTags(obj);
  24001. };
  24002. obj.addTags = function (tagsString) {
  24003. return Tags.AddTagsTo(obj, tagsString);
  24004. };
  24005. obj.removeTags = function (tagsString) {
  24006. return Tags.RemoveTagsFrom(obj, tagsString);
  24007. };
  24008. obj.matchesTagsQuery = function (tagsQuery) {
  24009. return Tags.MatchesQuery(obj, tagsQuery);
  24010. };
  24011. };
  24012. Tags.DisableFor = function (obj) {
  24013. delete obj._tags;
  24014. delete obj.hasTags;
  24015. delete obj.addTags;
  24016. delete obj.removeTags;
  24017. delete obj.matchesTagsQuery;
  24018. };
  24019. Tags.HasTags = function (obj) {
  24020. if (!obj._tags) {
  24021. return false;
  24022. }
  24023. return !BABYLON.Tools.IsEmpty(obj._tags);
  24024. };
  24025. Tags.GetTags = function (obj) {
  24026. if (!obj._tags) {
  24027. return null;
  24028. }
  24029. return obj._tags;
  24030. };
  24031. // the tags 'true' and 'false' are reserved and cannot be used as tags
  24032. // a tag cannot start with '||', '&&', and '!'
  24033. // it cannot contain whitespaces
  24034. Tags.AddTagsTo = function (obj, tagsString) {
  24035. if (!tagsString) {
  24036. return;
  24037. }
  24038. if (typeof tagsString !== "string") {
  24039. return;
  24040. }
  24041. var tags = tagsString.split(" ");
  24042. for (var t in tags) {
  24043. Tags._AddTagTo(obj, tags[t]);
  24044. }
  24045. };
  24046. Tags._AddTagTo = function (obj, tag) {
  24047. tag = tag.trim();
  24048. if (tag === "" || tag === "true" || tag === "false") {
  24049. return;
  24050. }
  24051. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  24052. return;
  24053. }
  24054. Tags.EnableFor(obj);
  24055. obj._tags[tag] = true;
  24056. };
  24057. Tags.RemoveTagsFrom = function (obj, tagsString) {
  24058. if (!Tags.HasTags(obj)) {
  24059. return;
  24060. }
  24061. var tags = tagsString.split(" ");
  24062. for (var t in tags) {
  24063. Tags._RemoveTagFrom(obj, tags[t]);
  24064. }
  24065. };
  24066. Tags._RemoveTagFrom = function (obj, tag) {
  24067. delete obj._tags[tag];
  24068. };
  24069. Tags.MatchesQuery = function (obj, tagsQuery) {
  24070. if (tagsQuery === undefined) {
  24071. return true;
  24072. }
  24073. if (tagsQuery === "") {
  24074. return Tags.HasTags(obj);
  24075. }
  24076. return BABYLON.Internals.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  24077. };
  24078. return Tags;
  24079. })();
  24080. BABYLON.Tags = Tags;
  24081. })(BABYLON || (BABYLON = {}));
  24082. var BABYLON;
  24083. (function (BABYLON) {
  24084. var Internals;
  24085. (function (Internals) {
  24086. var AndOrNotEvaluator = (function () {
  24087. function AndOrNotEvaluator() {
  24088. }
  24089. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  24090. if (!query.match(/\([^\(\)]*\)/g)) {
  24091. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  24092. }
  24093. else {
  24094. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  24095. // remove parenthesis
  24096. r = r.slice(1, r.length - 1);
  24097. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  24098. });
  24099. }
  24100. if (query === "true") {
  24101. return true;
  24102. }
  24103. if (query === "false") {
  24104. return false;
  24105. }
  24106. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  24107. };
  24108. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  24109. evaluateCallback = evaluateCallback || (function (r) {
  24110. return r === "true" ? true : false;
  24111. });
  24112. var result;
  24113. var or = parenthesisContent.split("||");
  24114. for (var i in or) {
  24115. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  24116. var and = ori.split("&&");
  24117. if (and.length > 1) {
  24118. for (var j = 0; j < and.length; ++j) {
  24119. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  24120. if (andj !== "true" && andj !== "false") {
  24121. if (andj[0] === "!") {
  24122. result = !evaluateCallback(andj.substring(1));
  24123. }
  24124. else {
  24125. result = evaluateCallback(andj);
  24126. }
  24127. }
  24128. else {
  24129. result = andj === "true" ? true : false;
  24130. }
  24131. if (!result) {
  24132. ori = "false";
  24133. break;
  24134. }
  24135. }
  24136. }
  24137. if (result || ori === "true") {
  24138. result = true;
  24139. break;
  24140. }
  24141. // result equals false (or undefined)
  24142. if (ori !== "true" && ori !== "false") {
  24143. if (ori[0] === "!") {
  24144. result = !evaluateCallback(ori.substring(1));
  24145. }
  24146. else {
  24147. result = evaluateCallback(ori);
  24148. }
  24149. }
  24150. else {
  24151. result = ori === "true" ? true : false;
  24152. }
  24153. }
  24154. // the whole parenthesis scope is replaced by 'true' or 'false'
  24155. return result ? "true" : "false";
  24156. };
  24157. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  24158. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  24159. // remove whitespaces
  24160. r = r.replace(/[\s]/g, function () { return ""; });
  24161. return r.length % 2 ? "!" : "";
  24162. });
  24163. booleanString = booleanString.trim();
  24164. if (booleanString === "!true") {
  24165. booleanString = "false";
  24166. }
  24167. else if (booleanString === "!false") {
  24168. booleanString = "true";
  24169. }
  24170. return booleanString;
  24171. };
  24172. return AndOrNotEvaluator;
  24173. })();
  24174. Internals.AndOrNotEvaluator = AndOrNotEvaluator;
  24175. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  24176. })(BABYLON || (BABYLON = {}));
  24177. var BABYLON;
  24178. (function (BABYLON) {
  24179. var PostProcessRenderPass = (function () {
  24180. function PostProcessRenderPass(scene, name, size, renderList, beforeRender, afterRender) {
  24181. this._enabled = true;
  24182. this._refCount = 0;
  24183. this._name = name;
  24184. this._renderTexture = new BABYLON.RenderTargetTexture(name, size, scene);
  24185. this.setRenderList(renderList);
  24186. this._renderTexture.onBeforeRender = beforeRender;
  24187. this._renderTexture.onAfterRender = afterRender;
  24188. this._scene = scene;
  24189. this._renderList = renderList;
  24190. }
  24191. // private
  24192. PostProcessRenderPass.prototype._incRefCount = function () {
  24193. if (this._refCount === 0) {
  24194. this._scene.customRenderTargets.push(this._renderTexture);
  24195. }
  24196. return ++this._refCount;
  24197. };
  24198. PostProcessRenderPass.prototype._decRefCount = function () {
  24199. this._refCount--;
  24200. if (this._refCount <= 0) {
  24201. this._scene.customRenderTargets.splice(this._scene.customRenderTargets.indexOf(this._renderTexture), 1);
  24202. }
  24203. return this._refCount;
  24204. };
  24205. PostProcessRenderPass.prototype._update = function () {
  24206. this.setRenderList(this._renderList);
  24207. };
  24208. // public
  24209. PostProcessRenderPass.prototype.setRenderList = function (renderList) {
  24210. this._renderTexture.renderList = renderList;
  24211. };
  24212. PostProcessRenderPass.prototype.getRenderTexture = function () {
  24213. return this._renderTexture;
  24214. };
  24215. return PostProcessRenderPass;
  24216. })();
  24217. BABYLON.PostProcessRenderPass = PostProcessRenderPass;
  24218. })(BABYLON || (BABYLON = {}));
  24219. var BABYLON;
  24220. (function (BABYLON) {
  24221. var PostProcessRenderEffect = (function () {
  24222. function PostProcessRenderEffect(engine, name, getPostProcess, singleInstance) {
  24223. this._engine = engine;
  24224. this._name = name;
  24225. this._singleInstance = singleInstance || true;
  24226. this._getPostProcess = getPostProcess;
  24227. this._cameras = [];
  24228. this._indicesForCamera = [];
  24229. this._postProcesses = {};
  24230. this._renderPasses = {};
  24231. this._renderEffectAsPasses = {};
  24232. }
  24233. PostProcessRenderEffect.prototype._update = function () {
  24234. for (var renderPassName in this._renderPasses) {
  24235. this._renderPasses[renderPassName]._update();
  24236. }
  24237. };
  24238. PostProcessRenderEffect.prototype.addPass = function (renderPass) {
  24239. this._renderPasses[renderPass._name] = renderPass;
  24240. this._linkParameters();
  24241. };
  24242. PostProcessRenderEffect.prototype.removePass = function (renderPass) {
  24243. delete this._renderPasses[renderPass._name];
  24244. this._linkParameters();
  24245. };
  24246. PostProcessRenderEffect.prototype.addRenderEffectAsPass = function (renderEffect) {
  24247. this._renderEffectAsPasses[renderEffect._name] = renderEffect;
  24248. this._linkParameters();
  24249. };
  24250. PostProcessRenderEffect.prototype.getPass = function (passName) {
  24251. for (var renderPassName in this._renderPasses) {
  24252. if (renderPassName === passName) {
  24253. return this._renderPasses[passName];
  24254. }
  24255. }
  24256. };
  24257. PostProcessRenderEffect.prototype.emptyPasses = function () {
  24258. this._renderPasses = {};
  24259. this._linkParameters();
  24260. };
  24261. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  24262. var cameraKey;
  24263. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  24264. for (var i = 0; i < _cam.length; i++) {
  24265. var camera = _cam[i];
  24266. var cameraName = camera.name;
  24267. if (this._singleInstance) {
  24268. cameraKey = 0;
  24269. }
  24270. else {
  24271. cameraKey = cameraName;
  24272. }
  24273. this._postProcesses[cameraKey] = this._postProcesses[cameraKey] || this._getPostProcess();
  24274. var index = camera.attachPostProcess(this._postProcesses[cameraKey]);
  24275. if (!this._indicesForCamera[cameraName]) {
  24276. this._indicesForCamera[cameraName] = [];
  24277. }
  24278. this._indicesForCamera[cameraName].push(index);
  24279. if (this._cameras.indexOf(camera) === -1) {
  24280. this._cameras[cameraName] = camera;
  24281. }
  24282. for (var passName in this._renderPasses) {
  24283. this._renderPasses[passName]._incRefCount();
  24284. }
  24285. }
  24286. this._linkParameters();
  24287. };
  24288. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  24289. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  24290. for (var i = 0; i < _cam.length; i++) {
  24291. var camera = _cam[i];
  24292. var cameraName = camera.name;
  24293. camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
  24294. var index = this._cameras.indexOf(cameraName);
  24295. this._indicesForCamera.splice(index, 1);
  24296. this._cameras.splice(index, 1);
  24297. for (var passName in this._renderPasses) {
  24298. this._renderPasses[passName]._decRefCount();
  24299. }
  24300. }
  24301. };
  24302. PostProcessRenderEffect.prototype._enable = function (cameras) {
  24303. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  24304. for (var i = 0; i < _cam.length; i++) {
  24305. var camera = _cam[i];
  24306. var cameraName = camera.name;
  24307. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  24308. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined) {
  24309. cameras[i].attachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName][j]);
  24310. }
  24311. }
  24312. for (var passName in this._renderPasses) {
  24313. this._renderPasses[passName]._incRefCount();
  24314. }
  24315. }
  24316. };
  24317. PostProcessRenderEffect.prototype._disable = function (cameras) {
  24318. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  24319. for (var i = 0; i < _cam.length; i++) {
  24320. var camera = _cam[i];
  24321. var cameraName = camera.Name;
  24322. camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
  24323. for (var passName in this._renderPasses) {
  24324. this._renderPasses[passName]._decRefCount();
  24325. }
  24326. }
  24327. };
  24328. PostProcessRenderEffect.prototype.getPostProcess = function (camera) {
  24329. if (this._singleInstance) {
  24330. return this._postProcesses[0];
  24331. }
  24332. else {
  24333. return this._postProcesses[camera.name];
  24334. }
  24335. };
  24336. PostProcessRenderEffect.prototype._linkParameters = function () {
  24337. var _this = this;
  24338. for (var index in this._postProcesses) {
  24339. if (this.applyParameters) {
  24340. this.applyParameters(this._postProcesses[index]);
  24341. }
  24342. this._postProcesses[index].onBeforeRender = function (effect) {
  24343. _this._linkTextures(effect);
  24344. };
  24345. }
  24346. };
  24347. PostProcessRenderEffect.prototype._linkTextures = function (effect) {
  24348. for (var renderPassName in this._renderPasses) {
  24349. effect.setTexture(renderPassName, this._renderPasses[renderPassName].getRenderTexture());
  24350. }
  24351. for (var renderEffectName in this._renderEffectAsPasses) {
  24352. effect.setTextureFromPostProcess(renderEffectName + "Sampler", this._renderEffectAsPasses[renderEffectName].getPostProcess());
  24353. }
  24354. };
  24355. return PostProcessRenderEffect;
  24356. })();
  24357. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  24358. })(BABYLON || (BABYLON = {}));
  24359. var BABYLON;
  24360. (function (BABYLON) {
  24361. var PostProcessRenderPipeline = (function () {
  24362. function PostProcessRenderPipeline(engine, name) {
  24363. this._engine = engine;
  24364. this._name = name;
  24365. this._renderEffects = {};
  24366. this._renderEffectsForIsolatedPass = {};
  24367. this._cameras = [];
  24368. }
  24369. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  24370. this._renderEffects[renderEffect._name] = renderEffect;
  24371. };
  24372. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  24373. var renderEffects = this._renderEffects[renderEffectName];
  24374. if (!renderEffects) {
  24375. return;
  24376. }
  24377. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  24378. };
  24379. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  24380. var renderEffects = this._renderEffects[renderEffectName];
  24381. if (!renderEffects) {
  24382. return;
  24383. }
  24384. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  24385. };
  24386. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  24387. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  24388. var indicesToDelete = [];
  24389. for (var i = 0; i < _cam.length; i++) {
  24390. var camera = _cam[i];
  24391. var cameraName = camera.name;
  24392. if (this._cameras.indexOf(camera) === -1) {
  24393. this._cameras[cameraName] = camera;
  24394. }
  24395. else if (unique) {
  24396. indicesToDelete.push(i);
  24397. }
  24398. }
  24399. for (var i = 0; i < indicesToDelete.length; i++) {
  24400. cameras.splice(indicesToDelete[i], 1);
  24401. }
  24402. for (var renderEffectName in this._renderEffects) {
  24403. this._renderEffects[renderEffectName]._attachCameras(_cam);
  24404. }
  24405. };
  24406. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  24407. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  24408. for (var renderEffectName in this._renderEffects) {
  24409. this._renderEffects[renderEffectName]._detachCameras(_cam);
  24410. }
  24411. for (var i = 0; i < _cam.length; i++) {
  24412. this._cameras.splice(this._cameras.indexOf(_cam[i]), 1);
  24413. }
  24414. };
  24415. PostProcessRenderPipeline.prototype._enableDisplayOnlyPass = function (passName, cameras) {
  24416. var _this = this;
  24417. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  24418. var pass = null;
  24419. for (var renderEffectName in this._renderEffects) {
  24420. pass = this._renderEffects[renderEffectName].getPass(passName);
  24421. if (pass != null) {
  24422. break;
  24423. }
  24424. }
  24425. if (pass === null) {
  24426. return;
  24427. }
  24428. for (var renderEffectName in this._renderEffects) {
  24429. this._renderEffects[renderEffectName]._disable(_cam);
  24430. }
  24431. pass._name = PostProcessRenderPipeline.PASS_SAMPLER_NAME;
  24432. for (var i = 0; i < _cam.length; i++) {
  24433. var camera = _cam[i];
  24434. var cameraName = camera.name;
  24435. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () { return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true); });
  24436. this._renderEffectsForIsolatedPass[cameraName].emptyPasses();
  24437. this._renderEffectsForIsolatedPass[cameraName].addPass(pass);
  24438. this._renderEffectsForIsolatedPass[cameraName]._attachCameras(camera);
  24439. }
  24440. };
  24441. PostProcessRenderPipeline.prototype._disableDisplayOnlyPass = function (cameras) {
  24442. var _this = this;
  24443. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  24444. for (var i = 0; i < _cam.length; i++) {
  24445. var camera = _cam[i];
  24446. var cameraName = camera.name;
  24447. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () { return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true); });
  24448. this._renderEffectsForIsolatedPass[cameraName]._disable(camera);
  24449. }
  24450. for (var renderEffectName in this._renderEffects) {
  24451. this._renderEffects[renderEffectName]._enable(_cam);
  24452. }
  24453. };
  24454. PostProcessRenderPipeline.prototype._update = function () {
  24455. for (var renderEffectName in this._renderEffects) {
  24456. this._renderEffects[renderEffectName]._update();
  24457. }
  24458. for (var i = 0; i < this._cameras.length; i++) {
  24459. var cameraName = this._cameras[i].name;
  24460. if (this._renderEffectsForIsolatedPass[cameraName]) {
  24461. this._renderEffectsForIsolatedPass[cameraName]._update();
  24462. }
  24463. }
  24464. };
  24465. PostProcessRenderPipeline.PASS_EFFECT_NAME = "passEffect";
  24466. PostProcessRenderPipeline.PASS_SAMPLER_NAME = "passSampler";
  24467. return PostProcessRenderPipeline;
  24468. })();
  24469. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  24470. })(BABYLON || (BABYLON = {}));
  24471. var BABYLON;
  24472. (function (BABYLON) {
  24473. var PostProcessRenderPipelineManager = (function () {
  24474. function PostProcessRenderPipelineManager() {
  24475. this._renderPipelines = {};
  24476. }
  24477. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  24478. this._renderPipelines[renderPipeline._name] = renderPipeline;
  24479. };
  24480. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  24481. var renderPipeline = this._renderPipelines[renderPipelineName];
  24482. if (!renderPipeline) {
  24483. return;
  24484. }
  24485. renderPipeline._attachCameras(cameras, unique);
  24486. };
  24487. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  24488. var renderPipeline = this._renderPipelines[renderPipelineName];
  24489. if (!renderPipeline) {
  24490. return;
  24491. }
  24492. renderPipeline._detachCameras(cameras);
  24493. };
  24494. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  24495. var renderPipeline = this._renderPipelines[renderPipelineName];
  24496. if (!renderPipeline) {
  24497. return;
  24498. }
  24499. renderPipeline._enableEffect(renderEffectName, cameras);
  24500. };
  24501. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  24502. var renderPipeline = this._renderPipelines[renderPipelineName];
  24503. if (!renderPipeline) {
  24504. return;
  24505. }
  24506. renderPipeline._disableEffect(renderEffectName, cameras);
  24507. };
  24508. PostProcessRenderPipelineManager.prototype.enableDisplayOnlyPassInPipeline = function (renderPipelineName, passName, cameras) {
  24509. var renderPipeline = this._renderPipelines[renderPipelineName];
  24510. if (!renderPipeline) {
  24511. return;
  24512. }
  24513. renderPipeline._enableDisplayOnlyPass(passName, cameras);
  24514. };
  24515. PostProcessRenderPipelineManager.prototype.disableDisplayOnlyPassInPipeline = function (renderPipelineName, cameras) {
  24516. var renderPipeline = this._renderPipelines[renderPipelineName];
  24517. if (!renderPipeline) {
  24518. return;
  24519. }
  24520. renderPipeline._disableDisplayOnlyPass(cameras);
  24521. };
  24522. PostProcessRenderPipelineManager.prototype.update = function () {
  24523. for (var renderPipelineName in this._renderPipelines) {
  24524. this._renderPipelines[renderPipelineName]._update();
  24525. }
  24526. };
  24527. return PostProcessRenderPipelineManager;
  24528. })();
  24529. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  24530. })(BABYLON || (BABYLON = {}));
  24531. var BABYLON;
  24532. (function (BABYLON) {
  24533. var BoundingBoxRenderer = (function () {
  24534. function BoundingBoxRenderer(scene) {
  24535. this.frontColor = new BABYLON.Color3(1, 1, 1);
  24536. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  24537. this.showBackLines = true;
  24538. this.renderList = new BABYLON.SmartArray(32);
  24539. this._scene = scene;
  24540. }
  24541. BoundingBoxRenderer.prototype._prepareRessources = function () {
  24542. if (this._colorShader) {
  24543. return;
  24544. }
  24545. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this._scene, "color", {
  24546. attributes: ["position"],
  24547. uniforms: ["worldViewProjection", "color"]
  24548. });
  24549. var engine = this._scene.getEngine();
  24550. var boxdata = BABYLON.VertexData.CreateBox(1.0);
  24551. this._vb = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  24552. 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]);
  24553. };
  24554. BoundingBoxRenderer.prototype.reset = function () {
  24555. this.renderList.reset();
  24556. };
  24557. BoundingBoxRenderer.prototype.render = function () {
  24558. if (this.renderList.length === 0) {
  24559. return;
  24560. }
  24561. this._prepareRessources();
  24562. if (!this._colorShader.isReady()) {
  24563. return;
  24564. }
  24565. var engine = this._scene.getEngine();
  24566. engine.setDepthWrite(false);
  24567. this._colorShader._preBind();
  24568. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  24569. var boundingBox = this.renderList.data[boundingBoxIndex];
  24570. var min = boundingBox.minimum;
  24571. var max = boundingBox.maximum;
  24572. var diff = max.subtract(min);
  24573. var median = min.add(diff.scale(0.5));
  24574. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  24575. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  24576. .multiply(boundingBox.getWorldMatrix());
  24577. // VBOs
  24578. engine.bindBuffers(this._vb.getBuffer(), this._ib, [3], 3 * 4, this._colorShader.getEffect());
  24579. if (this.showBackLines) {
  24580. // Back
  24581. engine.setDepthFunctionToGreaterOrEqual();
  24582. this._scene.resetCachedMaterial();
  24583. this._colorShader.setColor4("color", this.backColor.toColor4());
  24584. this._colorShader.bind(worldMatrix);
  24585. // Draw order
  24586. engine.draw(false, 0, 24);
  24587. }
  24588. // Front
  24589. engine.setDepthFunctionToLess();
  24590. this._scene.resetCachedMaterial();
  24591. this._colorShader.setColor4("color", this.frontColor.toColor4());
  24592. this._colorShader.bind(worldMatrix);
  24593. // Draw order
  24594. engine.draw(false, 0, 24);
  24595. }
  24596. this._colorShader.unbind();
  24597. engine.setDepthFunctionToLessOrEqual();
  24598. engine.setDepthWrite(true);
  24599. };
  24600. BoundingBoxRenderer.prototype.dispose = function () {
  24601. if (!this._colorShader) {
  24602. return;
  24603. }
  24604. this._colorShader.dispose();
  24605. this._vb.dispose();
  24606. this._scene.getEngine()._releaseBuffer(this._ib);
  24607. };
  24608. return BoundingBoxRenderer;
  24609. })();
  24610. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  24611. })(BABYLON || (BABYLON = {}));
  24612. var BABYLON;
  24613. (function (BABYLON) {
  24614. var Condition = (function () {
  24615. function Condition(actionManager) {
  24616. this._actionManager = actionManager;
  24617. }
  24618. Condition.prototype.isValid = function () {
  24619. return true;
  24620. };
  24621. Condition.prototype._getProperty = function (propertyPath) {
  24622. return this._actionManager._getProperty(propertyPath);
  24623. };
  24624. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  24625. return this._actionManager._getEffectiveTarget(target, propertyPath);
  24626. };
  24627. return Condition;
  24628. })();
  24629. BABYLON.Condition = Condition;
  24630. var ValueCondition = (function (_super) {
  24631. __extends(ValueCondition, _super);
  24632. function ValueCondition(actionManager, target, propertyPath, value, operator) {
  24633. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  24634. _super.call(this, actionManager);
  24635. this.propertyPath = propertyPath;
  24636. this.value = value;
  24637. this.operator = operator;
  24638. this._target = this._getEffectiveTarget(target, this.propertyPath);
  24639. this._property = this._getProperty(this.propertyPath);
  24640. }
  24641. Object.defineProperty(ValueCondition, "IsEqual", {
  24642. get: function () {
  24643. return ValueCondition._IsEqual;
  24644. },
  24645. enumerable: true,
  24646. configurable: true
  24647. });
  24648. Object.defineProperty(ValueCondition, "IsDifferent", {
  24649. get: function () {
  24650. return ValueCondition._IsDifferent;
  24651. },
  24652. enumerable: true,
  24653. configurable: true
  24654. });
  24655. Object.defineProperty(ValueCondition, "IsGreater", {
  24656. get: function () {
  24657. return ValueCondition._IsGreater;
  24658. },
  24659. enumerable: true,
  24660. configurable: true
  24661. });
  24662. Object.defineProperty(ValueCondition, "IsLesser", {
  24663. get: function () {
  24664. return ValueCondition._IsLesser;
  24665. },
  24666. enumerable: true,
  24667. configurable: true
  24668. });
  24669. // Methods
  24670. ValueCondition.prototype.isValid = function () {
  24671. switch (this.operator) {
  24672. case ValueCondition.IsGreater:
  24673. return this._target[this._property] > this.value;
  24674. case ValueCondition.IsLesser:
  24675. return this._target[this._property] < this.value;
  24676. case ValueCondition.IsEqual:
  24677. case ValueCondition.IsDifferent:
  24678. var check;
  24679. if (this.value.equals) {
  24680. check = this.value.equals(this._target[this._property]);
  24681. }
  24682. else {
  24683. check = this.value === this._target[this._property];
  24684. }
  24685. return this.operator === ValueCondition.IsEqual ? check : !check;
  24686. }
  24687. return false;
  24688. };
  24689. // Statics
  24690. ValueCondition._IsEqual = 0;
  24691. ValueCondition._IsDifferent = 1;
  24692. ValueCondition._IsGreater = 2;
  24693. ValueCondition._IsLesser = 3;
  24694. return ValueCondition;
  24695. })(Condition);
  24696. BABYLON.ValueCondition = ValueCondition;
  24697. var PredicateCondition = (function (_super) {
  24698. __extends(PredicateCondition, _super);
  24699. function PredicateCondition(actionManager, predicate) {
  24700. _super.call(this, actionManager);
  24701. this.predicate = predicate;
  24702. }
  24703. PredicateCondition.prototype.isValid = function () {
  24704. return this.predicate();
  24705. };
  24706. return PredicateCondition;
  24707. })(Condition);
  24708. BABYLON.PredicateCondition = PredicateCondition;
  24709. var StateCondition = (function (_super) {
  24710. __extends(StateCondition, _super);
  24711. function StateCondition(actionManager, target, value) {
  24712. _super.call(this, actionManager);
  24713. this.value = value;
  24714. this._target = target;
  24715. }
  24716. // Methods
  24717. StateCondition.prototype.isValid = function () {
  24718. return this._target.state === this.value;
  24719. };
  24720. return StateCondition;
  24721. })(Condition);
  24722. BABYLON.StateCondition = StateCondition;
  24723. })(BABYLON || (BABYLON = {}));
  24724. var BABYLON;
  24725. (function (BABYLON) {
  24726. var Action = (function () {
  24727. function Action(triggerOptions, condition) {
  24728. this.triggerOptions = triggerOptions;
  24729. if (triggerOptions.parameter) {
  24730. this.trigger = triggerOptions.trigger;
  24731. this._triggerParameter = triggerOptions.parameter;
  24732. }
  24733. else {
  24734. this.trigger = triggerOptions;
  24735. }
  24736. this._nextActiveAction = this;
  24737. this._condition = condition;
  24738. }
  24739. // Methods
  24740. Action.prototype._prepare = function () {
  24741. };
  24742. Action.prototype.getTriggerParameter = function () {
  24743. return this._triggerParameter;
  24744. };
  24745. Action.prototype._executeCurrent = function (evt) {
  24746. if (this._nextActiveAction._condition) {
  24747. var condition = this._nextActiveAction._condition;
  24748. var currentRenderId = this._actionManager.getScene().getRenderId();
  24749. // We cache the current evaluation for the current frame
  24750. if (condition._evaluationId === currentRenderId) {
  24751. if (!condition._currentResult) {
  24752. return;
  24753. }
  24754. }
  24755. else {
  24756. condition._evaluationId = currentRenderId;
  24757. if (!condition.isValid()) {
  24758. condition._currentResult = false;
  24759. return;
  24760. }
  24761. condition._currentResult = true;
  24762. }
  24763. }
  24764. this._nextActiveAction.execute(evt);
  24765. if (this._nextActiveAction._child) {
  24766. if (!this._nextActiveAction._child._actionManager) {
  24767. this._nextActiveAction._child._actionManager = this._actionManager;
  24768. }
  24769. this._nextActiveAction = this._nextActiveAction._child;
  24770. }
  24771. else {
  24772. this._nextActiveAction = this;
  24773. }
  24774. };
  24775. Action.prototype.execute = function (evt) {
  24776. };
  24777. Action.prototype.then = function (action) {
  24778. this._child = action;
  24779. action._actionManager = this._actionManager;
  24780. action._prepare();
  24781. return action;
  24782. };
  24783. Action.prototype._getProperty = function (propertyPath) {
  24784. return this._actionManager._getProperty(propertyPath);
  24785. };
  24786. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  24787. return this._actionManager._getEffectiveTarget(target, propertyPath);
  24788. };
  24789. return Action;
  24790. })();
  24791. BABYLON.Action = Action;
  24792. })(BABYLON || (BABYLON = {}));
  24793. var BABYLON;
  24794. (function (BABYLON) {
  24795. /**
  24796. * ActionEvent is the event beint sent when an action is triggered.
  24797. */
  24798. var ActionEvent = (function () {
  24799. /**
  24800. * @constructor
  24801. * @param source The mesh or sprite that triggered the action.
  24802. * @param pointerX The X mouse cursor position at the time of the event
  24803. * @param pointerY The Y mouse cursor position at the time of the event
  24804. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  24805. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  24806. */
  24807. function ActionEvent(source, pointerX, pointerY, meshUnderPointer, sourceEvent, additionalData) {
  24808. this.source = source;
  24809. this.pointerX = pointerX;
  24810. this.pointerY = pointerY;
  24811. this.meshUnderPointer = meshUnderPointer;
  24812. this.sourceEvent = sourceEvent;
  24813. this.additionalData = additionalData;
  24814. }
  24815. /**
  24816. * Helper function to auto-create an ActionEvent from a source mesh.
  24817. * @param source The source mesh that triggered the event
  24818. * @param evt {Event} The original (browser) event
  24819. */
  24820. ActionEvent.CreateNew = function (source, evt, additionalData) {
  24821. var scene = source.getScene();
  24822. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  24823. };
  24824. /**
  24825. * Helper function to auto-create an ActionEvent from a source mesh.
  24826. * @param source The source sprite that triggered the event
  24827. * @param scene Scene associated with the sprite
  24828. * @param evt {Event} The original (browser) event
  24829. */
  24830. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  24831. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  24832. };
  24833. /**
  24834. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  24835. * @param scene the scene where the event occurred
  24836. * @param evt {Event} The original (browser) event
  24837. */
  24838. ActionEvent.CreateNewFromScene = function (scene, evt) {
  24839. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  24840. };
  24841. return ActionEvent;
  24842. })();
  24843. BABYLON.ActionEvent = ActionEvent;
  24844. /**
  24845. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  24846. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  24847. */
  24848. var ActionManager = (function () {
  24849. function ActionManager(scene) {
  24850. // Members
  24851. this.actions = new Array();
  24852. this._scene = scene;
  24853. scene._actionManagers.push(this);
  24854. }
  24855. Object.defineProperty(ActionManager, "NothingTrigger", {
  24856. get: function () {
  24857. return ActionManager._NothingTrigger;
  24858. },
  24859. enumerable: true,
  24860. configurable: true
  24861. });
  24862. Object.defineProperty(ActionManager, "OnPickTrigger", {
  24863. get: function () {
  24864. return ActionManager._OnPickTrigger;
  24865. },
  24866. enumerable: true,
  24867. configurable: true
  24868. });
  24869. Object.defineProperty(ActionManager, "OnLeftPickTrigger", {
  24870. get: function () {
  24871. return ActionManager._OnLeftPickTrigger;
  24872. },
  24873. enumerable: true,
  24874. configurable: true
  24875. });
  24876. Object.defineProperty(ActionManager, "OnRightPickTrigger", {
  24877. get: function () {
  24878. return ActionManager._OnRightPickTrigger;
  24879. },
  24880. enumerable: true,
  24881. configurable: true
  24882. });
  24883. Object.defineProperty(ActionManager, "OnCenterPickTrigger", {
  24884. get: function () {
  24885. return ActionManager._OnCenterPickTrigger;
  24886. },
  24887. enumerable: true,
  24888. configurable: true
  24889. });
  24890. Object.defineProperty(ActionManager, "OnPointerOverTrigger", {
  24891. get: function () {
  24892. return ActionManager._OnPointerOverTrigger;
  24893. },
  24894. enumerable: true,
  24895. configurable: true
  24896. });
  24897. Object.defineProperty(ActionManager, "OnPointerOutTrigger", {
  24898. get: function () {
  24899. return ActionManager._OnPointerOutTrigger;
  24900. },
  24901. enumerable: true,
  24902. configurable: true
  24903. });
  24904. Object.defineProperty(ActionManager, "OnEveryFrameTrigger", {
  24905. get: function () {
  24906. return ActionManager._OnEveryFrameTrigger;
  24907. },
  24908. enumerable: true,
  24909. configurable: true
  24910. });
  24911. Object.defineProperty(ActionManager, "OnIntersectionEnterTrigger", {
  24912. get: function () {
  24913. return ActionManager._OnIntersectionEnterTrigger;
  24914. },
  24915. enumerable: true,
  24916. configurable: true
  24917. });
  24918. Object.defineProperty(ActionManager, "OnIntersectionExitTrigger", {
  24919. get: function () {
  24920. return ActionManager._OnIntersectionExitTrigger;
  24921. },
  24922. enumerable: true,
  24923. configurable: true
  24924. });
  24925. Object.defineProperty(ActionManager, "OnKeyDownTrigger", {
  24926. get: function () {
  24927. return ActionManager._OnKeyDownTrigger;
  24928. },
  24929. enumerable: true,
  24930. configurable: true
  24931. });
  24932. Object.defineProperty(ActionManager, "OnKeyUpTrigger", {
  24933. get: function () {
  24934. return ActionManager._OnKeyUpTrigger;
  24935. },
  24936. enumerable: true,
  24937. configurable: true
  24938. });
  24939. Object.defineProperty(ActionManager, "OnPickUpTrigger", {
  24940. get: function () {
  24941. return ActionManager._OnPickUpTrigger;
  24942. },
  24943. enumerable: true,
  24944. configurable: true
  24945. });
  24946. // Methods
  24947. ActionManager.prototype.dispose = function () {
  24948. var index = this._scene._actionManagers.indexOf(this);
  24949. if (index > -1) {
  24950. this._scene._actionManagers.splice(index, 1);
  24951. }
  24952. };
  24953. ActionManager.prototype.getScene = function () {
  24954. return this._scene;
  24955. };
  24956. /**
  24957. * Does this action manager handles actions of any of the given triggers
  24958. * @param {number[]} triggers - the triggers to be tested
  24959. * @return {boolean} whether one (or more) of the triggers is handeled
  24960. */
  24961. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  24962. for (var index = 0; index < this.actions.length; index++) {
  24963. var action = this.actions[index];
  24964. if (triggers.indexOf(action.trigger) > -1) {
  24965. return true;
  24966. }
  24967. }
  24968. return false;
  24969. };
  24970. /**
  24971. * Does this action manager handles actions of a given trigger
  24972. * @param {number} trigger - the trigger to be tested
  24973. * @return {boolean} whether the trigger is handeled
  24974. */
  24975. ActionManager.prototype.hasSpecificTrigger = function (trigger) {
  24976. for (var index = 0; index < this.actions.length; index++) {
  24977. var action = this.actions[index];
  24978. if (action.trigger === trigger) {
  24979. return true;
  24980. }
  24981. }
  24982. return false;
  24983. };
  24984. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  24985. /**
  24986. * Does this action manager has pointer triggers
  24987. * @return {boolean} whether or not it has pointer triggers
  24988. */
  24989. get: function () {
  24990. for (var index = 0; index < this.actions.length; index++) {
  24991. var action = this.actions[index];
  24992. if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnPointerOutTrigger) {
  24993. return true;
  24994. }
  24995. if (action.trigger === ActionManager._OnPickUpTrigger) {
  24996. return true;
  24997. }
  24998. }
  24999. return false;
  25000. },
  25001. enumerable: true,
  25002. configurable: true
  25003. });
  25004. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  25005. /**
  25006. * Does this action manager has pick triggers
  25007. * @return {boolean} whether or not it has pick triggers
  25008. */
  25009. get: function () {
  25010. for (var index = 0; index < this.actions.length; index++) {
  25011. var action = this.actions[index];
  25012. if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnCenterPickTrigger) {
  25013. return true;
  25014. }
  25015. if (action.trigger === ActionManager._OnPickUpTrigger) {
  25016. return true;
  25017. }
  25018. }
  25019. return false;
  25020. },
  25021. enumerable: true,
  25022. configurable: true
  25023. });
  25024. /**
  25025. * Registers an action to this action manager
  25026. * @param {BABYLON.Action} action - the action to be registered
  25027. * @return {BABYLON.Action} the action amended (prepared) after registration
  25028. */
  25029. ActionManager.prototype.registerAction = function (action) {
  25030. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  25031. if (this.getScene().actionManager !== this) {
  25032. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  25033. return null;
  25034. }
  25035. }
  25036. this.actions.push(action);
  25037. action._actionManager = this;
  25038. action._prepare();
  25039. return action;
  25040. };
  25041. /**
  25042. * Process a specific trigger
  25043. * @param {number} trigger - the trigger to process
  25044. * @param evt {BABYLON.ActionEvent} the event details to be processed
  25045. */
  25046. ActionManager.prototype.processTrigger = function (trigger, evt) {
  25047. for (var index = 0; index < this.actions.length; index++) {
  25048. var action = this.actions[index];
  25049. if (action.trigger === trigger) {
  25050. if (trigger === ActionManager.OnKeyUpTrigger
  25051. || trigger === ActionManager.OnKeyDownTrigger) {
  25052. var parameter = action.getTriggerParameter();
  25053. if (parameter) {
  25054. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  25055. var actualkey = String.fromCharCode(unicode).toLowerCase();
  25056. if (actualkey !== parameter.toLowerCase()) {
  25057. continue;
  25058. }
  25059. }
  25060. }
  25061. action._executeCurrent(evt);
  25062. }
  25063. }
  25064. };
  25065. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  25066. var properties = propertyPath.split(".");
  25067. for (var index = 0; index < properties.length - 1; index++) {
  25068. target = target[properties[index]];
  25069. }
  25070. return target;
  25071. };
  25072. ActionManager.prototype._getProperty = function (propertyPath) {
  25073. var properties = propertyPath.split(".");
  25074. return properties[properties.length - 1];
  25075. };
  25076. // Statics
  25077. ActionManager._NothingTrigger = 0;
  25078. ActionManager._OnPickTrigger = 1;
  25079. ActionManager._OnLeftPickTrigger = 2;
  25080. ActionManager._OnRightPickTrigger = 3;
  25081. ActionManager._OnCenterPickTrigger = 4;
  25082. ActionManager._OnPointerOverTrigger = 5;
  25083. ActionManager._OnPointerOutTrigger = 6;
  25084. ActionManager._OnEveryFrameTrigger = 7;
  25085. ActionManager._OnIntersectionEnterTrigger = 8;
  25086. ActionManager._OnIntersectionExitTrigger = 9;
  25087. ActionManager._OnKeyDownTrigger = 10;
  25088. ActionManager._OnKeyUpTrigger = 11;
  25089. ActionManager._OnPickUpTrigger = 12;
  25090. return ActionManager;
  25091. })();
  25092. BABYLON.ActionManager = ActionManager;
  25093. })(BABYLON || (BABYLON = {}));
  25094. var BABYLON;
  25095. (function (BABYLON) {
  25096. var InterpolateValueAction = (function (_super) {
  25097. __extends(InterpolateValueAction, _super);
  25098. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  25099. if (duration === void 0) { duration = 1000; }
  25100. _super.call(this, triggerOptions, condition);
  25101. this.propertyPath = propertyPath;
  25102. this.value = value;
  25103. this.duration = duration;
  25104. this.stopOtherAnimations = stopOtherAnimations;
  25105. this.onInterpolationDone = onInterpolationDone;
  25106. this._target = target;
  25107. }
  25108. InterpolateValueAction.prototype._prepare = function () {
  25109. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  25110. this._property = this._getProperty(this.propertyPath);
  25111. };
  25112. InterpolateValueAction.prototype.execute = function () {
  25113. var scene = this._actionManager.getScene();
  25114. var keys = [
  25115. {
  25116. frame: 0,
  25117. value: this._target[this._property]
  25118. }, {
  25119. frame: 100,
  25120. value: this.value
  25121. }
  25122. ];
  25123. var dataType;
  25124. if (typeof this.value === "number") {
  25125. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  25126. }
  25127. else if (this.value instanceof BABYLON.Color3) {
  25128. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  25129. }
  25130. else if (this.value instanceof BABYLON.Vector3) {
  25131. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  25132. }
  25133. else if (this.value instanceof BABYLON.Matrix) {
  25134. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  25135. }
  25136. else if (this.value instanceof BABYLON.Quaternion) {
  25137. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  25138. }
  25139. else {
  25140. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  25141. return;
  25142. }
  25143. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  25144. animation.setKeys(keys);
  25145. if (this.stopOtherAnimations) {
  25146. scene.stopAnimation(this._target);
  25147. }
  25148. scene.beginDirectAnimation(this._target, [animation], 0, 100, false, 1, this.onInterpolationDone);
  25149. };
  25150. return InterpolateValueAction;
  25151. })(BABYLON.Action);
  25152. BABYLON.InterpolateValueAction = InterpolateValueAction;
  25153. })(BABYLON || (BABYLON = {}));
  25154. var BABYLON;
  25155. (function (BABYLON) {
  25156. var SwitchBooleanAction = (function (_super) {
  25157. __extends(SwitchBooleanAction, _super);
  25158. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  25159. _super.call(this, triggerOptions, condition);
  25160. this.propertyPath = propertyPath;
  25161. this._target = target;
  25162. }
  25163. SwitchBooleanAction.prototype._prepare = function () {
  25164. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  25165. this._property = this._getProperty(this.propertyPath);
  25166. };
  25167. SwitchBooleanAction.prototype.execute = function () {
  25168. this._target[this._property] = !this._target[this._property];
  25169. };
  25170. return SwitchBooleanAction;
  25171. })(BABYLON.Action);
  25172. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  25173. var SetStateAction = (function (_super) {
  25174. __extends(SetStateAction, _super);
  25175. function SetStateAction(triggerOptions, target, value, condition) {
  25176. _super.call(this, triggerOptions, condition);
  25177. this.value = value;
  25178. this._target = target;
  25179. }
  25180. SetStateAction.prototype.execute = function () {
  25181. this._target.state = this.value;
  25182. };
  25183. return SetStateAction;
  25184. })(BABYLON.Action);
  25185. BABYLON.SetStateAction = SetStateAction;
  25186. var SetValueAction = (function (_super) {
  25187. __extends(SetValueAction, _super);
  25188. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  25189. _super.call(this, triggerOptions, condition);
  25190. this.propertyPath = propertyPath;
  25191. this.value = value;
  25192. this._target = target;
  25193. }
  25194. SetValueAction.prototype._prepare = function () {
  25195. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  25196. this._property = this._getProperty(this.propertyPath);
  25197. };
  25198. SetValueAction.prototype.execute = function () {
  25199. this._target[this._property] = this.value;
  25200. };
  25201. return SetValueAction;
  25202. })(BABYLON.Action);
  25203. BABYLON.SetValueAction = SetValueAction;
  25204. var IncrementValueAction = (function (_super) {
  25205. __extends(IncrementValueAction, _super);
  25206. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  25207. _super.call(this, triggerOptions, condition);
  25208. this.propertyPath = propertyPath;
  25209. this.value = value;
  25210. this._target = target;
  25211. }
  25212. IncrementValueAction.prototype._prepare = function () {
  25213. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  25214. this._property = this._getProperty(this.propertyPath);
  25215. if (typeof this._target[this._property] !== "number") {
  25216. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  25217. }
  25218. };
  25219. IncrementValueAction.prototype.execute = function () {
  25220. this._target[this._property] += this.value;
  25221. };
  25222. return IncrementValueAction;
  25223. })(BABYLON.Action);
  25224. BABYLON.IncrementValueAction = IncrementValueAction;
  25225. var PlayAnimationAction = (function (_super) {
  25226. __extends(PlayAnimationAction, _super);
  25227. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  25228. _super.call(this, triggerOptions, condition);
  25229. this.from = from;
  25230. this.to = to;
  25231. this.loop = loop;
  25232. this._target = target;
  25233. }
  25234. PlayAnimationAction.prototype._prepare = function () {
  25235. };
  25236. PlayAnimationAction.prototype.execute = function () {
  25237. var scene = this._actionManager.getScene();
  25238. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  25239. };
  25240. return PlayAnimationAction;
  25241. })(BABYLON.Action);
  25242. BABYLON.PlayAnimationAction = PlayAnimationAction;
  25243. var StopAnimationAction = (function (_super) {
  25244. __extends(StopAnimationAction, _super);
  25245. function StopAnimationAction(triggerOptions, target, condition) {
  25246. _super.call(this, triggerOptions, condition);
  25247. this._target = target;
  25248. }
  25249. StopAnimationAction.prototype._prepare = function () {
  25250. };
  25251. StopAnimationAction.prototype.execute = function () {
  25252. var scene = this._actionManager.getScene();
  25253. scene.stopAnimation(this._target);
  25254. };
  25255. return StopAnimationAction;
  25256. })(BABYLON.Action);
  25257. BABYLON.StopAnimationAction = StopAnimationAction;
  25258. var DoNothingAction = (function (_super) {
  25259. __extends(DoNothingAction, _super);
  25260. function DoNothingAction(triggerOptions, condition) {
  25261. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  25262. _super.call(this, triggerOptions, condition);
  25263. }
  25264. DoNothingAction.prototype.execute = function () {
  25265. };
  25266. return DoNothingAction;
  25267. })(BABYLON.Action);
  25268. BABYLON.DoNothingAction = DoNothingAction;
  25269. var CombineAction = (function (_super) {
  25270. __extends(CombineAction, _super);
  25271. function CombineAction(triggerOptions, children, condition) {
  25272. _super.call(this, triggerOptions, condition);
  25273. this.children = children;
  25274. }
  25275. CombineAction.prototype._prepare = function () {
  25276. for (var index = 0; index < this.children.length; index++) {
  25277. this.children[index]._actionManager = this._actionManager;
  25278. this.children[index]._prepare();
  25279. }
  25280. };
  25281. CombineAction.prototype.execute = function (evt) {
  25282. for (var index = 0; index < this.children.length; index++) {
  25283. this.children[index].execute(evt);
  25284. }
  25285. };
  25286. return CombineAction;
  25287. })(BABYLON.Action);
  25288. BABYLON.CombineAction = CombineAction;
  25289. var ExecuteCodeAction = (function (_super) {
  25290. __extends(ExecuteCodeAction, _super);
  25291. function ExecuteCodeAction(triggerOptions, func, condition) {
  25292. _super.call(this, triggerOptions, condition);
  25293. this.func = func;
  25294. }
  25295. ExecuteCodeAction.prototype.execute = function (evt) {
  25296. this.func(evt);
  25297. };
  25298. return ExecuteCodeAction;
  25299. })(BABYLON.Action);
  25300. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  25301. var SetParentAction = (function (_super) {
  25302. __extends(SetParentAction, _super);
  25303. function SetParentAction(triggerOptions, target, parent, condition) {
  25304. _super.call(this, triggerOptions, condition);
  25305. this._target = target;
  25306. this._parent = parent;
  25307. }
  25308. SetParentAction.prototype._prepare = function () {
  25309. };
  25310. SetParentAction.prototype.execute = function () {
  25311. if (this._target.parent === this._parent) {
  25312. return;
  25313. }
  25314. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  25315. invertParentWorldMatrix.invert();
  25316. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  25317. this._target.parent = this._parent;
  25318. };
  25319. return SetParentAction;
  25320. })(BABYLON.Action);
  25321. BABYLON.SetParentAction = SetParentAction;
  25322. var PlaySoundAction = (function (_super) {
  25323. __extends(PlaySoundAction, _super);
  25324. function PlaySoundAction(triggerOptions, sound, condition) {
  25325. _super.call(this, triggerOptions, condition);
  25326. this._sound = sound;
  25327. }
  25328. PlaySoundAction.prototype._prepare = function () {
  25329. };
  25330. PlaySoundAction.prototype.execute = function () {
  25331. if (this._sound !== undefined)
  25332. this._sound.play();
  25333. };
  25334. return PlaySoundAction;
  25335. })(BABYLON.Action);
  25336. BABYLON.PlaySoundAction = PlaySoundAction;
  25337. var StopSoundAction = (function (_super) {
  25338. __extends(StopSoundAction, _super);
  25339. function StopSoundAction(triggerOptions, sound, condition) {
  25340. _super.call(this, triggerOptions, condition);
  25341. this._sound = sound;
  25342. }
  25343. StopSoundAction.prototype._prepare = function () {
  25344. };
  25345. StopSoundAction.prototype.execute = function () {
  25346. if (this._sound !== undefined)
  25347. this._sound.stop();
  25348. };
  25349. return StopSoundAction;
  25350. })(BABYLON.Action);
  25351. BABYLON.StopSoundAction = StopSoundAction;
  25352. })(BABYLON || (BABYLON = {}));
  25353. var BABYLON;
  25354. (function (BABYLON) {
  25355. var Geometry = (function () {
  25356. function Geometry(id, scene, vertexData, updatable, mesh) {
  25357. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  25358. this._totalVertices = 0;
  25359. this._isDisposed = false;
  25360. this.id = id;
  25361. this._engine = scene.getEngine();
  25362. this._meshes = [];
  25363. this._scene = scene;
  25364. //Init vertex buffer cache
  25365. this._vertexBuffers = {};
  25366. this._indices = [];
  25367. // vertexData
  25368. if (vertexData) {
  25369. this.setAllVerticesData(vertexData, updatable);
  25370. }
  25371. else {
  25372. this._totalVertices = 0;
  25373. this._indices = [];
  25374. }
  25375. // applyToMesh
  25376. if (mesh) {
  25377. this.applyToMesh(mesh);
  25378. mesh.computeWorldMatrix(true);
  25379. }
  25380. }
  25381. Object.defineProperty(Geometry.prototype, "extend", {
  25382. get: function () {
  25383. return this._extend;
  25384. },
  25385. enumerable: true,
  25386. configurable: true
  25387. });
  25388. Geometry.prototype.getScene = function () {
  25389. return this._scene;
  25390. };
  25391. Geometry.prototype.getEngine = function () {
  25392. return this._engine;
  25393. };
  25394. Geometry.prototype.isReady = function () {
  25395. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  25396. };
  25397. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  25398. vertexData.applyToGeometry(this, updatable);
  25399. this.notifyUpdate();
  25400. };
  25401. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  25402. if (this._vertexBuffers[kind]) {
  25403. this._vertexBuffers[kind].dispose();
  25404. }
  25405. this._vertexBuffers[kind] = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  25406. if (kind === BABYLON.VertexBuffer.PositionKind) {
  25407. stride = this._vertexBuffers[kind].getStrideSize();
  25408. this._totalVertices = data.length / stride;
  25409. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
  25410. var meshes = this._meshes;
  25411. var numOfMeshes = meshes.length;
  25412. for (var index = 0; index < numOfMeshes; index++) {
  25413. var mesh = meshes[index];
  25414. mesh._resetPointsArrayCache();
  25415. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  25416. mesh._createGlobalSubMesh();
  25417. mesh.computeWorldMatrix(true);
  25418. }
  25419. }
  25420. this.notifyUpdate(kind);
  25421. };
  25422. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset) {
  25423. var vertexBuffer = this.getVertexBuffer(kind);
  25424. if (!vertexBuffer) {
  25425. return;
  25426. }
  25427. vertexBuffer.updateDirectly(data, offset);
  25428. this.notifyUpdate(kind);
  25429. };
  25430. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  25431. var vertexBuffer = this.getVertexBuffer(kind);
  25432. if (!vertexBuffer) {
  25433. return;
  25434. }
  25435. vertexBuffer.update(data);
  25436. if (kind === BABYLON.VertexBuffer.PositionKind) {
  25437. var stride = vertexBuffer.getStrideSize();
  25438. this._totalVertices = data.length / stride;
  25439. if (updateExtends) {
  25440. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
  25441. }
  25442. var meshes = this._meshes;
  25443. var numOfMeshes = meshes.length;
  25444. for (var index = 0; index < numOfMeshes; index++) {
  25445. var mesh = meshes[index];
  25446. mesh._resetPointsArrayCache();
  25447. if (updateExtends) {
  25448. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  25449. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  25450. var subMesh = mesh.subMeshes[subIndex];
  25451. subMesh.refreshBoundingInfo();
  25452. }
  25453. }
  25454. }
  25455. }
  25456. this.notifyUpdate(kind);
  25457. };
  25458. Geometry.prototype.getTotalVertices = function () {
  25459. if (!this.isReady()) {
  25460. return 0;
  25461. }
  25462. return this._totalVertices;
  25463. };
  25464. Geometry.prototype.getVerticesData = function (kind, copyWhenShared) {
  25465. var vertexBuffer = this.getVertexBuffer(kind);
  25466. if (!vertexBuffer) {
  25467. return null;
  25468. }
  25469. var orig = vertexBuffer.getData();
  25470. if (!copyWhenShared || this._meshes.length === 1) {
  25471. return orig;
  25472. }
  25473. else {
  25474. var len = orig.length;
  25475. var copy = [];
  25476. for (var i = 0; i < len; i++) {
  25477. copy.push(orig[i]);
  25478. }
  25479. return copy;
  25480. }
  25481. };
  25482. Geometry.prototype.getVertexBuffer = function (kind) {
  25483. if (!this.isReady()) {
  25484. return null;
  25485. }
  25486. return this._vertexBuffers[kind];
  25487. };
  25488. Geometry.prototype.getVertexBuffers = function () {
  25489. if (!this.isReady()) {
  25490. return null;
  25491. }
  25492. return this._vertexBuffers;
  25493. };
  25494. Geometry.prototype.isVerticesDataPresent = function (kind) {
  25495. if (!this._vertexBuffers) {
  25496. if (this._delayInfo) {
  25497. return this._delayInfo.indexOf(kind) !== -1;
  25498. }
  25499. return false;
  25500. }
  25501. return this._vertexBuffers[kind] !== undefined;
  25502. };
  25503. Geometry.prototype.getVerticesDataKinds = function () {
  25504. var result = [];
  25505. var kind;
  25506. if (!this._vertexBuffers && this._delayInfo) {
  25507. for (kind in this._delayInfo) {
  25508. result.push(kind);
  25509. }
  25510. }
  25511. else {
  25512. for (kind in this._vertexBuffers) {
  25513. result.push(kind);
  25514. }
  25515. }
  25516. return result;
  25517. };
  25518. Geometry.prototype.setIndices = function (indices, totalVertices) {
  25519. if (this._indexBuffer) {
  25520. this._engine._releaseBuffer(this._indexBuffer);
  25521. }
  25522. this._indices = indices;
  25523. if (this._meshes.length !== 0 && this._indices) {
  25524. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  25525. }
  25526. if (totalVertices !== undefined) {
  25527. this._totalVertices = totalVertices;
  25528. }
  25529. var meshes = this._meshes;
  25530. var numOfMeshes = meshes.length;
  25531. for (var index = 0; index < numOfMeshes; index++) {
  25532. meshes[index]._createGlobalSubMesh();
  25533. }
  25534. this.notifyUpdate();
  25535. };
  25536. Geometry.prototype.getTotalIndices = function () {
  25537. if (!this.isReady()) {
  25538. return 0;
  25539. }
  25540. return this._indices.length;
  25541. };
  25542. Geometry.prototype.getIndices = function (copyWhenShared) {
  25543. if (!this.isReady()) {
  25544. return null;
  25545. }
  25546. var orig = this._indices;
  25547. if (!copyWhenShared || this._meshes.length === 1) {
  25548. return orig;
  25549. }
  25550. else {
  25551. var len = orig.length;
  25552. var copy = [];
  25553. for (var i = 0; i < len; i++) {
  25554. copy.push(orig[i]);
  25555. }
  25556. return copy;
  25557. }
  25558. };
  25559. Geometry.prototype.getIndexBuffer = function () {
  25560. if (!this.isReady()) {
  25561. return null;
  25562. }
  25563. return this._indexBuffer;
  25564. };
  25565. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  25566. var meshes = this._meshes;
  25567. var index = meshes.indexOf(mesh);
  25568. if (index === -1) {
  25569. return;
  25570. }
  25571. for (var kind in this._vertexBuffers) {
  25572. this._vertexBuffers[kind].dispose();
  25573. }
  25574. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  25575. this._indexBuffer = null;
  25576. }
  25577. meshes.splice(index, 1);
  25578. mesh._geometry = null;
  25579. if (meshes.length === 0 && shouldDispose) {
  25580. this.dispose();
  25581. }
  25582. };
  25583. Geometry.prototype.applyToMesh = function (mesh) {
  25584. if (mesh._geometry === this) {
  25585. return;
  25586. }
  25587. var previousGeometry = mesh._geometry;
  25588. if (previousGeometry) {
  25589. previousGeometry.releaseForMesh(mesh);
  25590. }
  25591. var meshes = this._meshes;
  25592. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  25593. mesh._geometry = this;
  25594. this._scene.pushGeometry(this);
  25595. meshes.push(mesh);
  25596. if (this.isReady()) {
  25597. this._applyToMesh(mesh);
  25598. }
  25599. else {
  25600. mesh._boundingInfo = this._boundingInfo;
  25601. }
  25602. };
  25603. Geometry.prototype._applyToMesh = function (mesh) {
  25604. var numOfMeshes = this._meshes.length;
  25605. // vertexBuffers
  25606. for (var kind in this._vertexBuffers) {
  25607. if (numOfMeshes === 1) {
  25608. this._vertexBuffers[kind].create();
  25609. }
  25610. this._vertexBuffers[kind]._buffer.references = numOfMeshes;
  25611. if (kind === BABYLON.VertexBuffer.PositionKind) {
  25612. mesh._resetPointsArrayCache();
  25613. if (!this._extend) {
  25614. this._extend = BABYLON.Tools.ExtractMinAndMax(this._vertexBuffers[kind].getData(), 0, this._totalVertices);
  25615. }
  25616. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  25617. mesh._createGlobalSubMesh();
  25618. //bounding info was just created again, world matrix should be applied again.
  25619. mesh._updateBoundingInfo();
  25620. }
  25621. }
  25622. // indexBuffer
  25623. if (numOfMeshes === 1 && this._indices) {
  25624. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  25625. }
  25626. if (this._indexBuffer) {
  25627. this._indexBuffer.references = numOfMeshes;
  25628. }
  25629. };
  25630. Geometry.prototype.notifyUpdate = function (kind) {
  25631. if (this.onGeometryUpdated) {
  25632. this.onGeometryUpdated(this, kind);
  25633. }
  25634. };
  25635. Geometry.prototype.load = function (scene, onLoaded) {
  25636. var _this = this;
  25637. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  25638. return;
  25639. }
  25640. if (this.isReady()) {
  25641. if (onLoaded) {
  25642. onLoaded();
  25643. }
  25644. return;
  25645. }
  25646. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  25647. scene._addPendingData(this);
  25648. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  25649. _this._delayLoadingFunction(JSON.parse(data), _this);
  25650. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  25651. _this._delayInfo = [];
  25652. scene._removePendingData(_this);
  25653. var meshes = _this._meshes;
  25654. var numOfMeshes = meshes.length;
  25655. for (var index = 0; index < numOfMeshes; index++) {
  25656. _this._applyToMesh(meshes[index]);
  25657. }
  25658. if (onLoaded) {
  25659. onLoaded();
  25660. }
  25661. }, function () { }, scene.database);
  25662. };
  25663. Geometry.prototype.isDisposed = function () {
  25664. return this._isDisposed;
  25665. };
  25666. Geometry.prototype.dispose = function () {
  25667. var meshes = this._meshes;
  25668. var numOfMeshes = meshes.length;
  25669. var index;
  25670. for (index = 0; index < numOfMeshes; index++) {
  25671. this.releaseForMesh(meshes[index]);
  25672. }
  25673. this._meshes = [];
  25674. for (var kind in this._vertexBuffers) {
  25675. this._vertexBuffers[kind].dispose();
  25676. }
  25677. this._vertexBuffers = [];
  25678. this._totalVertices = 0;
  25679. if (this._indexBuffer) {
  25680. this._engine._releaseBuffer(this._indexBuffer);
  25681. }
  25682. this._indexBuffer = null;
  25683. this._indices = [];
  25684. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  25685. this.delayLoadingFile = null;
  25686. this._delayLoadingFunction = null;
  25687. this._delayInfo = [];
  25688. this._boundingInfo = null;
  25689. this._scene.removeGeometry(this);
  25690. this._isDisposed = true;
  25691. };
  25692. Geometry.prototype.copy = function (id) {
  25693. var vertexData = new BABYLON.VertexData();
  25694. vertexData.indices = [];
  25695. var indices = this.getIndices();
  25696. for (var index = 0; index < indices.length; index++) {
  25697. vertexData.indices.push(indices[index]);
  25698. }
  25699. var updatable = false;
  25700. var stopChecking = false;
  25701. var kind;
  25702. for (kind in this._vertexBuffers) {
  25703. // using slice() to make a copy of the array and not just reference it
  25704. var data = this.getVerticesData(kind);
  25705. if (data instanceof Float32Array) {
  25706. vertexData.set(new Float32Array(data), kind);
  25707. }
  25708. else {
  25709. vertexData.set(data.slice(0), kind);
  25710. }
  25711. if (!stopChecking) {
  25712. updatable = this.getVertexBuffer(kind).isUpdatable();
  25713. stopChecking = !updatable;
  25714. }
  25715. }
  25716. var geometry = new Geometry(id, this._scene, vertexData, updatable, null);
  25717. geometry.delayLoadState = this.delayLoadState;
  25718. geometry.delayLoadingFile = this.delayLoadingFile;
  25719. geometry._delayLoadingFunction = this._delayLoadingFunction;
  25720. for (kind in this._delayInfo) {
  25721. geometry._delayInfo = geometry._delayInfo || [];
  25722. geometry._delayInfo.push(kind);
  25723. }
  25724. // Bounding info
  25725. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  25726. return geometry;
  25727. };
  25728. // Statics
  25729. Geometry.ExtractFromMesh = function (mesh, id) {
  25730. var geometry = mesh._geometry;
  25731. if (!geometry) {
  25732. return null;
  25733. }
  25734. return geometry.copy(id);
  25735. };
  25736. // from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  25737. // be aware Math.random() could cause collisions
  25738. Geometry.RandomId = function () {
  25739. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  25740. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  25741. return v.toString(16);
  25742. });
  25743. };
  25744. return Geometry;
  25745. })();
  25746. BABYLON.Geometry = Geometry;
  25747. /////// Primitives //////////////////////////////////////////////
  25748. var Geometry;
  25749. (function (Geometry) {
  25750. var Primitives;
  25751. (function (Primitives) {
  25752. /// Abstract class
  25753. var _Primitive = (function (_super) {
  25754. __extends(_Primitive, _super);
  25755. function _Primitive(id, scene, vertexData, canBeRegenerated, mesh) {
  25756. this._beingRegenerated = true;
  25757. this._canBeRegenerated = canBeRegenerated;
  25758. _super.call(this, id, scene, vertexData, false, mesh); // updatable = false to be sure not to update vertices
  25759. this._beingRegenerated = false;
  25760. }
  25761. _Primitive.prototype.canBeRegenerated = function () {
  25762. return this._canBeRegenerated;
  25763. };
  25764. _Primitive.prototype.regenerate = function () {
  25765. if (!this._canBeRegenerated) {
  25766. return;
  25767. }
  25768. this._beingRegenerated = true;
  25769. this.setAllVerticesData(this._regenerateVertexData(), false);
  25770. this._beingRegenerated = false;
  25771. };
  25772. _Primitive.prototype.asNewGeometry = function (id) {
  25773. return _super.prototype.copy.call(this, id);
  25774. };
  25775. // overrides
  25776. _Primitive.prototype.setAllVerticesData = function (vertexData, updatable) {
  25777. if (!this._beingRegenerated) {
  25778. return;
  25779. }
  25780. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  25781. };
  25782. _Primitive.prototype.setVerticesData = function (kind, data, updatable) {
  25783. if (!this._beingRegenerated) {
  25784. return;
  25785. }
  25786. _super.prototype.setVerticesData.call(this, kind, data, false);
  25787. };
  25788. // to override
  25789. // protected
  25790. _Primitive.prototype._regenerateVertexData = function () {
  25791. throw new Error("Abstract method");
  25792. };
  25793. _Primitive.prototype.copy = function (id) {
  25794. throw new Error("Must be overriden in sub-classes.");
  25795. };
  25796. return _Primitive;
  25797. })(Geometry);
  25798. Primitives._Primitive = _Primitive;
  25799. var Ribbon = (function (_super) {
  25800. __extends(Ribbon, _super);
  25801. function Ribbon(id, scene, pathArray, closeArray, closePath, offset, canBeRegenerated, mesh, side) {
  25802. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  25803. this.pathArray = pathArray;
  25804. this.closeArray = closeArray;
  25805. this.closePath = closePath;
  25806. this.offset = offset;
  25807. this.side = side;
  25808. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25809. }
  25810. Ribbon.prototype._regenerateVertexData = function () {
  25811. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  25812. };
  25813. Ribbon.prototype.copy = function (id) {
  25814. return new Ribbon(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), null, this.side);
  25815. };
  25816. return Ribbon;
  25817. })(_Primitive);
  25818. Primitives.Ribbon = Ribbon;
  25819. var Box = (function (_super) {
  25820. __extends(Box, _super);
  25821. function Box(id, scene, size, canBeRegenerated, mesh, side) {
  25822. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  25823. this.size = size;
  25824. this.side = side;
  25825. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25826. }
  25827. Box.prototype._regenerateVertexData = function () {
  25828. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  25829. };
  25830. Box.prototype.copy = function (id) {
  25831. return new Box(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  25832. };
  25833. return Box;
  25834. })(_Primitive);
  25835. Primitives.Box = Box;
  25836. var Sphere = (function (_super) {
  25837. __extends(Sphere, _super);
  25838. function Sphere(id, scene, segments, diameter, canBeRegenerated, mesh, side) {
  25839. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  25840. this.segments = segments;
  25841. this.diameter = diameter;
  25842. this.side = side;
  25843. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25844. }
  25845. Sphere.prototype._regenerateVertexData = function () {
  25846. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  25847. };
  25848. Sphere.prototype.copy = function (id) {
  25849. return new Sphere(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  25850. };
  25851. return Sphere;
  25852. })(_Primitive);
  25853. Primitives.Sphere = Sphere;
  25854. var Disc = (function (_super) {
  25855. __extends(Disc, _super);
  25856. function Disc(id, scene, radius, tessellation, canBeRegenerated, mesh, side) {
  25857. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  25858. this.radius = radius;
  25859. this.tessellation = tessellation;
  25860. this.side = side;
  25861. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25862. }
  25863. Disc.prototype._regenerateVertexData = function () {
  25864. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  25865. };
  25866. Disc.prototype.copy = function (id) {
  25867. return new Disc(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  25868. };
  25869. return Disc;
  25870. })(_Primitive);
  25871. Primitives.Disc = Disc;
  25872. var Cylinder = (function (_super) {
  25873. __extends(Cylinder, _super);
  25874. function Cylinder(id, scene, height, diameterTop, diameterBottom, tessellation, subdivisions, canBeRegenerated, mesh, side) {
  25875. if (subdivisions === void 0) { subdivisions = 1; }
  25876. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  25877. this.height = height;
  25878. this.diameterTop = diameterTop;
  25879. this.diameterBottom = diameterBottom;
  25880. this.tessellation = tessellation;
  25881. this.subdivisions = subdivisions;
  25882. this.side = side;
  25883. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25884. }
  25885. Cylinder.prototype._regenerateVertexData = function () {
  25886. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  25887. };
  25888. Cylinder.prototype.copy = function (id) {
  25889. return new Cylinder(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  25890. };
  25891. return Cylinder;
  25892. })(_Primitive);
  25893. Primitives.Cylinder = Cylinder;
  25894. var Torus = (function (_super) {
  25895. __extends(Torus, _super);
  25896. function Torus(id, scene, diameter, thickness, tessellation, canBeRegenerated, mesh, side) {
  25897. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  25898. this.diameter = diameter;
  25899. this.thickness = thickness;
  25900. this.tessellation = tessellation;
  25901. this.side = side;
  25902. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25903. }
  25904. Torus.prototype._regenerateVertexData = function () {
  25905. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  25906. };
  25907. Torus.prototype.copy = function (id) {
  25908. return new Torus(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  25909. };
  25910. return Torus;
  25911. })(_Primitive);
  25912. Primitives.Torus = Torus;
  25913. var Ground = (function (_super) {
  25914. __extends(Ground, _super);
  25915. function Ground(id, scene, width, height, subdivisions, canBeRegenerated, mesh) {
  25916. this.width = width;
  25917. this.height = height;
  25918. this.subdivisions = subdivisions;
  25919. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25920. }
  25921. Ground.prototype._regenerateVertexData = function () {
  25922. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  25923. };
  25924. Ground.prototype.copy = function (id) {
  25925. return new Ground(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  25926. };
  25927. return Ground;
  25928. })(_Primitive);
  25929. Primitives.Ground = Ground;
  25930. var TiledGround = (function (_super) {
  25931. __extends(TiledGround, _super);
  25932. function TiledGround(id, scene, xmin, zmin, xmax, zmax, subdivisions, precision, canBeRegenerated, mesh) {
  25933. this.xmin = xmin;
  25934. this.zmin = zmin;
  25935. this.xmax = xmax;
  25936. this.zmax = zmax;
  25937. this.subdivisions = subdivisions;
  25938. this.precision = precision;
  25939. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25940. }
  25941. TiledGround.prototype._regenerateVertexData = function () {
  25942. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  25943. };
  25944. TiledGround.prototype.copy = function (id) {
  25945. return new TiledGround(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  25946. };
  25947. return TiledGround;
  25948. })(_Primitive);
  25949. Primitives.TiledGround = TiledGround;
  25950. var Plane = (function (_super) {
  25951. __extends(Plane, _super);
  25952. function Plane(id, scene, size, canBeRegenerated, mesh, side) {
  25953. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  25954. this.size = size;
  25955. this.side = side;
  25956. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25957. }
  25958. Plane.prototype._regenerateVertexData = function () {
  25959. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  25960. };
  25961. Plane.prototype.copy = function (id) {
  25962. return new Plane(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  25963. };
  25964. return Plane;
  25965. })(_Primitive);
  25966. Primitives.Plane = Plane;
  25967. var TorusKnot = (function (_super) {
  25968. __extends(TorusKnot, _super);
  25969. function TorusKnot(id, scene, radius, tube, radialSegments, tubularSegments, p, q, canBeRegenerated, mesh, side) {
  25970. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  25971. this.radius = radius;
  25972. this.tube = tube;
  25973. this.radialSegments = radialSegments;
  25974. this.tubularSegments = tubularSegments;
  25975. this.p = p;
  25976. this.q = q;
  25977. this.side = side;
  25978. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  25979. }
  25980. TorusKnot.prototype._regenerateVertexData = function () {
  25981. return BABYLON.VertexData.CreateTorusKnot({ radius: this.radius, tube: this.tube, radialSegments: this.radialSegments, tubularSegments: this.tubularSegments, p: this.p, q: this.q, sideOrientation: this.side });
  25982. };
  25983. TorusKnot.prototype.copy = function (id) {
  25984. return new TorusKnot(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  25985. };
  25986. return TorusKnot;
  25987. })(_Primitive);
  25988. Primitives.TorusKnot = TorusKnot;
  25989. })(Primitives = Geometry.Primitives || (Geometry.Primitives = {}));
  25990. })(Geometry = BABYLON.Geometry || (BABYLON.Geometry = {}));
  25991. })(BABYLON || (BABYLON = {}));
  25992. var BABYLON;
  25993. (function (BABYLON) {
  25994. var GroundMesh = (function (_super) {
  25995. __extends(GroundMesh, _super);
  25996. function GroundMesh(name, scene) {
  25997. _super.call(this, name, scene);
  25998. this.generateOctree = false;
  25999. this._worldInverse = new BABYLON.Matrix();
  26000. }
  26001. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  26002. get: function () {
  26003. return this._subdivisions;
  26004. },
  26005. enumerable: true,
  26006. configurable: true
  26007. });
  26008. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  26009. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  26010. this._subdivisions = chunksCount;
  26011. this.subdivide(this._subdivisions);
  26012. this.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  26013. };
  26014. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  26015. var ray = new BABYLON.Ray(new BABYLON.Vector3(x, this.getBoundingInfo().boundingBox.maximumWorld.y + 1, z), new BABYLON.Vector3(0, -1, 0));
  26016. this.getWorldMatrix().invertToRef(this._worldInverse);
  26017. ray = BABYLON.Ray.Transform(ray, this._worldInverse);
  26018. var pickInfo = this.intersects(ray);
  26019. if (pickInfo.hit) {
  26020. return pickInfo.pickedPoint.y;
  26021. }
  26022. return 0;
  26023. };
  26024. return GroundMesh;
  26025. })(BABYLON.Mesh);
  26026. BABYLON.GroundMesh = GroundMesh;
  26027. })(BABYLON || (BABYLON = {}));
  26028. var BABYLON;
  26029. (function (BABYLON) {
  26030. var LinesMesh = (function (_super) {
  26031. __extends(LinesMesh, _super);
  26032. function LinesMesh(name, scene, parent, source, doNotCloneChildren) {
  26033. if (parent === void 0) { parent = null; }
  26034. _super.call(this, name, scene, parent, source, doNotCloneChildren);
  26035. this.color = new BABYLON.Color3(1, 1, 1);
  26036. this.alpha = 1;
  26037. this._colorShader = new BABYLON.ShaderMaterial("colorShader", scene, "color", {
  26038. attributes: ["position"],
  26039. uniforms: ["worldViewProjection", "color"],
  26040. needAlphaBlending: true
  26041. });
  26042. }
  26043. Object.defineProperty(LinesMesh.prototype, "material", {
  26044. get: function () {
  26045. return this._colorShader;
  26046. },
  26047. enumerable: true,
  26048. configurable: true
  26049. });
  26050. Object.defineProperty(LinesMesh.prototype, "isPickable", {
  26051. get: function () {
  26052. return false;
  26053. },
  26054. enumerable: true,
  26055. configurable: true
  26056. });
  26057. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  26058. get: function () {
  26059. return false;
  26060. },
  26061. enumerable: true,
  26062. configurable: true
  26063. });
  26064. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  26065. var engine = this.getScene().getEngine();
  26066. var indexToBind = this._geometry.getIndexBuffer();
  26067. // VBOs
  26068. engine.bindBuffers(this._geometry.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).getBuffer(), indexToBind, [3], 3 * 4, this._colorShader.getEffect());
  26069. // Color
  26070. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  26071. };
  26072. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  26073. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  26074. return;
  26075. }
  26076. var engine = this.getScene().getEngine();
  26077. // Draw order
  26078. engine.draw(false, subMesh.indexStart, subMesh.indexCount);
  26079. };
  26080. LinesMesh.prototype.intersects = function (ray, fastCheck) {
  26081. return null;
  26082. };
  26083. LinesMesh.prototype.dispose = function (doNotRecurse) {
  26084. this._colorShader.dispose();
  26085. _super.prototype.dispose.call(this, doNotRecurse);
  26086. };
  26087. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  26088. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  26089. };
  26090. return LinesMesh;
  26091. })(BABYLON.Mesh);
  26092. BABYLON.LinesMesh = LinesMesh;
  26093. })(BABYLON || (BABYLON = {}));
  26094. var BABYLON;
  26095. (function (BABYLON) {
  26096. var DebugLayer = (function () {
  26097. function DebugLayer(scene) {
  26098. var _this = this;
  26099. this._transformationMatrix = BABYLON.Matrix.Identity();
  26100. this._enabled = false;
  26101. this._labelsEnabled = false;
  26102. this._displayStatistics = true;
  26103. this._displayTree = false;
  26104. this._displayLogs = false;
  26105. this._identityMatrix = BABYLON.Matrix.Identity();
  26106. this.axisRatio = 0.02;
  26107. this.accentColor = "orange";
  26108. this._scene = scene;
  26109. this._syncPositions = function () {
  26110. var engine = _this._scene.getEngine();
  26111. var canvasRect = engine.getRenderingCanvasClientRect();
  26112. if (_this._showUI) {
  26113. _this._statsDiv.style.left = (canvasRect.width - 410) + "px";
  26114. _this._statsDiv.style.top = (canvasRect.height - 290) + "px";
  26115. _this._statsDiv.style.width = "400px";
  26116. _this._statsDiv.style.height = "auto";
  26117. _this._statsSubsetDiv.style.maxHeight = "240px";
  26118. _this._optionsDiv.style.left = "0px";
  26119. _this._optionsDiv.style.top = "10px";
  26120. _this._optionsDiv.style.width = "200px";
  26121. _this._optionsDiv.style.height = "auto";
  26122. _this._optionsSubsetDiv.style.maxHeight = (canvasRect.height - 225) + "px";
  26123. _this._logDiv.style.left = "0px";
  26124. _this._logDiv.style.top = (canvasRect.height - 170) + "px";
  26125. _this._logDiv.style.width = "600px";
  26126. _this._logDiv.style.height = "160px";
  26127. _this._treeDiv.style.left = (canvasRect.width - 310) + "px";
  26128. _this._treeDiv.style.top = "10px";
  26129. _this._treeDiv.style.width = "300px";
  26130. _this._treeDiv.style.height = "auto";
  26131. _this._treeSubsetDiv.style.maxHeight = (canvasRect.height - 340) + "px";
  26132. }
  26133. _this._globalDiv.style.left = canvasRect.left + "px";
  26134. _this._globalDiv.style.top = canvasRect.top + "px";
  26135. _this._drawingCanvas.style.left = "0px";
  26136. _this._drawingCanvas.style.top = "0px";
  26137. _this._drawingCanvas.style.width = engine.getRenderWidth() + "px";
  26138. _this._drawingCanvas.style.height = engine.getRenderHeight() + "px";
  26139. var devicePixelRatio = window.devicePixelRatio || 1;
  26140. var context = _this._drawingContext;
  26141. var backingStoreRatio = context.webkitBackingStorePixelRatio ||
  26142. context.mozBackingStorePixelRatio ||
  26143. context.msBackingStorePixelRatio ||
  26144. context.oBackingStorePixelRatio ||
  26145. context.backingStorePixelRatio || 1;
  26146. _this._ratio = devicePixelRatio / backingStoreRatio;
  26147. _this._drawingCanvas.width = engine.getRenderWidth() * _this._ratio;
  26148. _this._drawingCanvas.height = engine.getRenderHeight() * _this._ratio;
  26149. };
  26150. this._onCanvasClick = function (evt) {
  26151. _this._clickPosition = {
  26152. x: evt.clientX * _this._ratio,
  26153. y: evt.clientY * _this._ratio
  26154. };
  26155. };
  26156. this._syncUI = function () {
  26157. if (_this._showUI) {
  26158. if (_this._displayStatistics) {
  26159. _this._displayStats();
  26160. _this._statsDiv.style.display = "";
  26161. }
  26162. else {
  26163. _this._statsDiv.style.display = "none";
  26164. }
  26165. if (_this._displayLogs) {
  26166. _this._logDiv.style.display = "";
  26167. }
  26168. else {
  26169. _this._logDiv.style.display = "none";
  26170. }
  26171. if (_this._displayTree) {
  26172. _this._treeDiv.style.display = "";
  26173. if (_this._needToRefreshMeshesTree) {
  26174. _this._needToRefreshMeshesTree = false;
  26175. _this._refreshMeshesTreeContent();
  26176. }
  26177. }
  26178. else {
  26179. _this._treeDiv.style.display = "none";
  26180. }
  26181. }
  26182. };
  26183. this._syncData = function () {
  26184. if (_this._labelsEnabled || !_this._showUI) {
  26185. _this._camera.getViewMatrix().multiplyToRef(_this._camera.getProjectionMatrix(), _this._transformationMatrix);
  26186. _this._drawingContext.clearRect(0, 0, _this._drawingCanvas.width, _this._drawingCanvas.height);
  26187. var engine = _this._scene.getEngine();
  26188. var viewport = _this._camera.viewport;
  26189. var globalViewport = viewport.toGlobal(engine);
  26190. // Meshes
  26191. var meshes = _this._camera.getActiveMeshes();
  26192. for (var index = 0; index < meshes.length; index++) {
  26193. var mesh = meshes.data[index];
  26194. var position = mesh.getBoundingInfo().boundingSphere.center;
  26195. var projectedPosition = BABYLON.Vector3.Project(position, mesh.getWorldMatrix(), _this._transformationMatrix, globalViewport);
  26196. if (mesh.renderOverlay || _this.shouldDisplayAxis && _this.shouldDisplayAxis(mesh)) {
  26197. _this._renderAxis(projectedPosition, mesh, globalViewport);
  26198. }
  26199. if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(mesh)) {
  26200. _this._renderLabel(mesh.name, projectedPosition, 12, function () { mesh.renderOverlay = !mesh.renderOverlay; }, function () { return mesh.renderOverlay ? 'red' : 'black'; });
  26201. }
  26202. }
  26203. // Cameras
  26204. var cameras = _this._scene.cameras;
  26205. for (index = 0; index < cameras.length; index++) {
  26206. var camera = cameras[index];
  26207. if (camera === _this._camera) {
  26208. continue;
  26209. }
  26210. projectedPosition = BABYLON.Vector3.Project(BABYLON.Vector3.Zero(), camera.getWorldMatrix(), _this._transformationMatrix, globalViewport);
  26211. if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(camera)) {
  26212. _this._renderLabel(camera.name, projectedPosition, 12, function () {
  26213. _this._camera.detachControl(engine.getRenderingCanvas());
  26214. _this._camera = camera;
  26215. _this._camera.attachControl(engine.getRenderingCanvas());
  26216. }, function () { return "purple"; });
  26217. }
  26218. }
  26219. // Lights
  26220. var lights = _this._scene.lights;
  26221. for (index = 0; index < lights.length; index++) {
  26222. var light = lights[index];
  26223. if (light.position) {
  26224. projectedPosition = BABYLON.Vector3.Project(light.getAbsolutePosition(), _this._identityMatrix, _this._transformationMatrix, globalViewport);
  26225. if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(light)) {
  26226. _this._renderLabel(light.name, projectedPosition, -20, function () {
  26227. light.setEnabled(!light.isEnabled());
  26228. }, function () { return light.isEnabled() ? "orange" : "gray"; });
  26229. }
  26230. }
  26231. }
  26232. }
  26233. _this._clickPosition = undefined;
  26234. };
  26235. }
  26236. DebugLayer.prototype._refreshMeshesTreeContent = function () {
  26237. while (this._treeSubsetDiv.hasChildNodes()) {
  26238. this._treeSubsetDiv.removeChild(this._treeSubsetDiv.lastChild);
  26239. }
  26240. // Add meshes
  26241. var sortedArray = this._scene.meshes.slice(0, this._scene.meshes.length);
  26242. sortedArray.sort(function (a, b) {
  26243. if (a.name === b.name) {
  26244. return 0;
  26245. }
  26246. return (a.name > b.name) ? 1 : -1;
  26247. });
  26248. for (var index = 0; index < sortedArray.length; index++) {
  26249. var mesh = sortedArray[index];
  26250. if (!mesh.isEnabled()) {
  26251. continue;
  26252. }
  26253. this._generateAdvancedCheckBox(this._treeSubsetDiv, mesh.name, mesh.getTotalVertices() + " verts", mesh.isVisible, function (element, m) {
  26254. m.isVisible = element.checked;
  26255. }, mesh);
  26256. }
  26257. };
  26258. DebugLayer.prototype._renderSingleAxis = function (zero, unit, unitText, label, color) {
  26259. this._drawingContext.beginPath();
  26260. this._drawingContext.moveTo(zero.x, zero.y);
  26261. this._drawingContext.lineTo(unit.x, unit.y);
  26262. this._drawingContext.strokeStyle = color;
  26263. this._drawingContext.lineWidth = 4;
  26264. this._drawingContext.stroke();
  26265. this._drawingContext.font = "normal 14px Segoe UI";
  26266. this._drawingContext.fillStyle = color;
  26267. this._drawingContext.fillText(label, unitText.x, unitText.y);
  26268. };
  26269. DebugLayer.prototype._renderAxis = function (projectedPosition, mesh, globalViewport) {
  26270. var position = mesh.getBoundingInfo().boundingSphere.center;
  26271. var worldMatrix = mesh.getWorldMatrix();
  26272. var unprojectedVector = BABYLON.Vector3.UnprojectFromTransform(projectedPosition.add(new BABYLON.Vector3(this._drawingCanvas.width * this.axisRatio, 0, 0)), globalViewport.width, globalViewport.height, worldMatrix, this._transformationMatrix);
  26273. var unit = (unprojectedVector.subtract(position)).length();
  26274. var xAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(unit, 0, 0)), worldMatrix, this._transformationMatrix, globalViewport);
  26275. var xAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(unit * 1.5, 0, 0)), worldMatrix, this._transformationMatrix, globalViewport);
  26276. this._renderSingleAxis(projectedPosition, xAxis, xAxisText, "x", "#FF0000");
  26277. var yAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, unit, 0)), worldMatrix, this._transformationMatrix, globalViewport);
  26278. var yAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, unit * 1.5, 0)), worldMatrix, this._transformationMatrix, globalViewport);
  26279. this._renderSingleAxis(projectedPosition, yAxis, yAxisText, "y", "#00FF00");
  26280. var zAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, 0, unit)), worldMatrix, this._transformationMatrix, globalViewport);
  26281. var zAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, 0, unit * 1.5)), worldMatrix, this._transformationMatrix, globalViewport);
  26282. this._renderSingleAxis(projectedPosition, zAxis, zAxisText, "z", "#0000FF");
  26283. };
  26284. DebugLayer.prototype._renderLabel = function (text, projectedPosition, labelOffset, onClick, getFillStyle) {
  26285. if (projectedPosition.z > 0 && projectedPosition.z < 1.0) {
  26286. this._drawingContext.font = "normal 12px Segoe UI";
  26287. var textMetrics = this._drawingContext.measureText(text);
  26288. var centerX = projectedPosition.x - textMetrics.width / 2;
  26289. var centerY = projectedPosition.y;
  26290. var clientRect = this._drawingCanvas.getBoundingClientRect();
  26291. if (this._showUI && this._isClickInsideRect(clientRect.left * this._ratio + centerX - 5, clientRect.top * this._ratio + centerY - labelOffset - 12, textMetrics.width + 10, 17)) {
  26292. onClick();
  26293. }
  26294. this._drawingContext.beginPath();
  26295. this._drawingContext.rect(centerX - 5, centerY - labelOffset - 12, textMetrics.width + 10, 17);
  26296. this._drawingContext.fillStyle = getFillStyle();
  26297. this._drawingContext.globalAlpha = 0.5;
  26298. this._drawingContext.fill();
  26299. this._drawingContext.globalAlpha = 1.0;
  26300. this._drawingContext.strokeStyle = '#FFFFFF';
  26301. this._drawingContext.lineWidth = 1;
  26302. this._drawingContext.stroke();
  26303. this._drawingContext.fillStyle = "#FFFFFF";
  26304. this._drawingContext.fillText(text, centerX, centerY - labelOffset);
  26305. this._drawingContext.beginPath();
  26306. this._drawingContext.arc(projectedPosition.x, centerY, 5, 0, 2 * Math.PI, false);
  26307. this._drawingContext.fill();
  26308. }
  26309. };
  26310. DebugLayer.prototype._isClickInsideRect = function (x, y, width, height) {
  26311. if (!this._clickPosition) {
  26312. return false;
  26313. }
  26314. if (this._clickPosition.x < x || this._clickPosition.x > x + width) {
  26315. return false;
  26316. }
  26317. if (this._clickPosition.y < y || this._clickPosition.y > y + height) {
  26318. return false;
  26319. }
  26320. return true;
  26321. };
  26322. DebugLayer.prototype.isVisible = function () {
  26323. return this._enabled;
  26324. };
  26325. DebugLayer.prototype.hide = function () {
  26326. if (!this._enabled) {
  26327. return;
  26328. }
  26329. this._enabled = false;
  26330. var engine = this._scene.getEngine();
  26331. this._scene.unregisterBeforeRender(this._syncData);
  26332. this._scene.unregisterAfterRender(this._syncUI);
  26333. this._rootElement.removeChild(this._globalDiv);
  26334. window.removeEventListener("resize", this._syncPositions);
  26335. this._scene.forceShowBoundingBoxes = false;
  26336. this._scene.forceWireframe = false;
  26337. BABYLON.StandardMaterial.DiffuseTextureEnabled = true;
  26338. BABYLON.StandardMaterial.AmbientTextureEnabled = true;
  26339. BABYLON.StandardMaterial.SpecularTextureEnabled = true;
  26340. BABYLON.StandardMaterial.EmissiveTextureEnabled = true;
  26341. BABYLON.StandardMaterial.BumpTextureEnabled = true;
  26342. BABYLON.StandardMaterial.OpacityTextureEnabled = true;
  26343. BABYLON.StandardMaterial.ReflectionTextureEnabled = true;
  26344. BABYLON.StandardMaterial.LightmapEnabled = true;
  26345. this._scene.shadowsEnabled = true;
  26346. this._scene.particlesEnabled = true;
  26347. this._scene.postProcessesEnabled = true;
  26348. this._scene.collisionsEnabled = true;
  26349. this._scene.lightsEnabled = true;
  26350. this._scene.texturesEnabled = true;
  26351. this._scene.lensFlaresEnabled = true;
  26352. this._scene.proceduralTexturesEnabled = true;
  26353. this._scene.renderTargetsEnabled = true;
  26354. this._scene.probesEnabled = true;
  26355. engine.getRenderingCanvas().removeEventListener("click", this._onCanvasClick);
  26356. };
  26357. DebugLayer.prototype.show = function (showUI, camera, rootElement) {
  26358. if (showUI === void 0) { showUI = true; }
  26359. if (camera === void 0) { camera = null; }
  26360. if (rootElement === void 0) { rootElement = null; }
  26361. if (this._enabled) {
  26362. return;
  26363. }
  26364. this._enabled = true;
  26365. if (camera) {
  26366. this._camera = camera;
  26367. }
  26368. else {
  26369. this._camera = this._scene.activeCamera;
  26370. }
  26371. this._showUI = showUI;
  26372. var engine = this._scene.getEngine();
  26373. this._globalDiv = document.createElement("div");
  26374. this._rootElement = rootElement || document.body;
  26375. this._rootElement.appendChild(this._globalDiv);
  26376. this._generateDOMelements();
  26377. window.addEventListener("resize", this._syncPositions);
  26378. engine.getRenderingCanvas().addEventListener("click", this._onCanvasClick);
  26379. this._syncPositions();
  26380. this._scene.registerBeforeRender(this._syncData);
  26381. this._scene.registerAfterRender(this._syncUI);
  26382. };
  26383. DebugLayer.prototype._clearLabels = function () {
  26384. this._drawingContext.clearRect(0, 0, this._drawingCanvas.width, this._drawingCanvas.height);
  26385. for (var index = 0; index < this._scene.meshes.length; index++) {
  26386. var mesh = this._scene.meshes[index];
  26387. mesh.renderOverlay = false;
  26388. }
  26389. };
  26390. DebugLayer.prototype._generateheader = function (root, text) {
  26391. var header = document.createElement("div");
  26392. header.innerHTML = text + "&nbsp;";
  26393. header.style.textAlign = "right";
  26394. header.style.width = "100%";
  26395. header.style.color = "white";
  26396. header.style.backgroundColor = "Black";
  26397. header.style.padding = "5px 5px 4px 0px";
  26398. header.style.marginLeft = "-5px";
  26399. header.style.fontWeight = "bold";
  26400. root.appendChild(header);
  26401. };
  26402. DebugLayer.prototype._generateTexBox = function (root, title, color) {
  26403. var label = document.createElement("label");
  26404. label.innerHTML = title;
  26405. label.style.color = color;
  26406. root.appendChild(label);
  26407. root.appendChild(document.createElement("br"));
  26408. };
  26409. DebugLayer.prototype._generateAdvancedCheckBox = function (root, leftTitle, rightTitle, initialState, task, tag) {
  26410. if (tag === void 0) { tag = null; }
  26411. var label = document.createElement("label");
  26412. var boundingBoxesCheckbox = document.createElement("input");
  26413. boundingBoxesCheckbox.type = "checkbox";
  26414. boundingBoxesCheckbox.checked = initialState;
  26415. boundingBoxesCheckbox.addEventListener("change", function (evt) {
  26416. task(evt.target, tag);
  26417. });
  26418. label.appendChild(boundingBoxesCheckbox);
  26419. var container = document.createElement("span");
  26420. var leftPart = document.createElement("span");
  26421. var rightPart = document.createElement("span");
  26422. rightPart.style.cssFloat = "right";
  26423. leftPart.innerHTML = leftTitle;
  26424. rightPart.innerHTML = rightTitle;
  26425. rightPart.style.fontSize = "12px";
  26426. rightPart.style.maxWidth = "200px";
  26427. container.appendChild(leftPart);
  26428. container.appendChild(rightPart);
  26429. label.appendChild(container);
  26430. root.appendChild(label);
  26431. root.appendChild(document.createElement("br"));
  26432. };
  26433. DebugLayer.prototype._generateCheckBox = function (root, title, initialState, task, tag) {
  26434. if (tag === void 0) { tag = null; }
  26435. var label = document.createElement("label");
  26436. var checkBox = document.createElement("input");
  26437. checkBox.type = "checkbox";
  26438. checkBox.checked = initialState;
  26439. checkBox.addEventListener("change", function (evt) {
  26440. task(evt.target, tag);
  26441. });
  26442. label.appendChild(checkBox);
  26443. label.appendChild(document.createTextNode(title));
  26444. root.appendChild(label);
  26445. root.appendChild(document.createElement("br"));
  26446. };
  26447. DebugLayer.prototype._generateButton = function (root, title, task, tag) {
  26448. if (tag === void 0) { tag = null; }
  26449. var button = document.createElement("button");
  26450. button.innerHTML = title;
  26451. button.style.height = "24px";
  26452. button.style.color = "#444444";
  26453. button.style.border = "1px solid white";
  26454. button.className = "debugLayerButton";
  26455. button.addEventListener("click", function (evt) {
  26456. task(evt.target, tag);
  26457. });
  26458. root.appendChild(button);
  26459. root.appendChild(document.createElement("br"));
  26460. };
  26461. DebugLayer.prototype._generateRadio = function (root, title, name, initialState, task, tag) {
  26462. if (tag === void 0) { tag = null; }
  26463. var label = document.createElement("label");
  26464. var boundingBoxesRadio = document.createElement("input");
  26465. boundingBoxesRadio.type = "radio";
  26466. boundingBoxesRadio.name = name;
  26467. boundingBoxesRadio.checked = initialState;
  26468. boundingBoxesRadio.addEventListener("change", function (evt) {
  26469. task(evt.target, tag);
  26470. });
  26471. label.appendChild(boundingBoxesRadio);
  26472. label.appendChild(document.createTextNode(title));
  26473. root.appendChild(label);
  26474. root.appendChild(document.createElement("br"));
  26475. };
  26476. DebugLayer.prototype._generateDOMelements = function () {
  26477. var _this = this;
  26478. this._globalDiv.id = "DebugLayer";
  26479. this._globalDiv.style.position = "absolute";
  26480. this._globalDiv.style.fontFamily = "Segoe UI, Arial";
  26481. this._globalDiv.style.fontSize = "14px";
  26482. this._globalDiv.style.color = "white";
  26483. // Drawing canvas
  26484. this._drawingCanvas = document.createElement("canvas");
  26485. this._drawingCanvas.id = "DebugLayerDrawingCanvas";
  26486. this._drawingCanvas.style.position = "absolute";
  26487. this._drawingCanvas.style.pointerEvents = "none";
  26488. this._drawingCanvas.style.backgroundColor = "transparent";
  26489. this._drawingContext = this._drawingCanvas.getContext("2d");
  26490. this._globalDiv.appendChild(this._drawingCanvas);
  26491. if (this._showUI) {
  26492. var background = "rgba(128, 128, 128, 0.4)";
  26493. var border = "rgb(180, 180, 180) solid 1px";
  26494. // Stats
  26495. this._statsDiv = document.createElement("div");
  26496. this._statsDiv.id = "DebugLayerStats";
  26497. this._statsDiv.style.border = border;
  26498. this._statsDiv.style.position = "absolute";
  26499. this._statsDiv.style.background = background;
  26500. this._statsDiv.style.padding = "0px 0px 0px 5px";
  26501. this._generateheader(this._statsDiv, "STATISTICS");
  26502. this._statsSubsetDiv = document.createElement("div");
  26503. this._statsSubsetDiv.style.paddingTop = "5px";
  26504. this._statsSubsetDiv.style.paddingBottom = "5px";
  26505. this._statsSubsetDiv.style.overflowY = "auto";
  26506. this._statsDiv.appendChild(this._statsSubsetDiv);
  26507. // Tree
  26508. this._treeDiv = document.createElement("div");
  26509. this._treeDiv.id = "DebugLayerTree";
  26510. this._treeDiv.style.border = border;
  26511. this._treeDiv.style.position = "absolute";
  26512. this._treeDiv.style.background = background;
  26513. this._treeDiv.style.padding = "0px 0px 0px 5px";
  26514. this._treeDiv.style.display = "none";
  26515. this._generateheader(this._treeDiv, "MESHES TREE");
  26516. this._treeSubsetDiv = document.createElement("div");
  26517. this._treeSubsetDiv.style.paddingTop = "5px";
  26518. this._treeSubsetDiv.style.paddingRight = "5px";
  26519. this._treeSubsetDiv.style.overflowY = "auto";
  26520. this._treeSubsetDiv.style.maxHeight = "300px";
  26521. this._treeDiv.appendChild(this._treeSubsetDiv);
  26522. this._needToRefreshMeshesTree = true;
  26523. // Logs
  26524. this._logDiv = document.createElement("div");
  26525. this._logDiv.style.border = border;
  26526. this._logDiv.id = "DebugLayerLogs";
  26527. this._logDiv.style.position = "absolute";
  26528. this._logDiv.style.background = background;
  26529. this._logDiv.style.padding = "0px 0px 0px 5px";
  26530. this._logDiv.style.display = "none";
  26531. this._generateheader(this._logDiv, "LOGS");
  26532. this._logSubsetDiv = document.createElement("div");
  26533. this._logSubsetDiv.style.height = "127px";
  26534. this._logSubsetDiv.style.paddingTop = "5px";
  26535. this._logSubsetDiv.style.overflowY = "auto";
  26536. this._logSubsetDiv.style.fontSize = "12px";
  26537. this._logSubsetDiv.style.fontFamily = "consolas";
  26538. this._logSubsetDiv.innerHTML = BABYLON.Tools.LogCache;
  26539. this._logDiv.appendChild(this._logSubsetDiv);
  26540. BABYLON.Tools.OnNewCacheEntry = function (entry) {
  26541. _this._logSubsetDiv.innerHTML = entry + _this._logSubsetDiv.innerHTML;
  26542. };
  26543. // Options
  26544. this._optionsDiv = document.createElement("div");
  26545. this._optionsDiv.id = "DebugLayerOptions";
  26546. this._optionsDiv.style.border = border;
  26547. this._optionsDiv.style.position = "absolute";
  26548. this._optionsDiv.style.background = background;
  26549. this._optionsDiv.style.padding = "0px 0px 0px 5px";
  26550. this._optionsDiv.style.overflowY = "auto";
  26551. this._generateheader(this._optionsDiv, "OPTIONS");
  26552. this._optionsSubsetDiv = document.createElement("div");
  26553. this._optionsSubsetDiv.style.paddingTop = "5px";
  26554. this._optionsSubsetDiv.style.paddingBottom = "5px";
  26555. this._optionsSubsetDiv.style.overflowY = "auto";
  26556. this._optionsSubsetDiv.style.maxHeight = "200px";
  26557. this._optionsDiv.appendChild(this._optionsSubsetDiv);
  26558. this._generateTexBox(this._optionsSubsetDiv, "<b>Windows:</b>", this.accentColor);
  26559. this._generateCheckBox(this._optionsSubsetDiv, "Statistics", this._displayStatistics, function (element) { _this._displayStatistics = element.checked; });
  26560. this._generateCheckBox(this._optionsSubsetDiv, "Logs", this._displayLogs, function (element) { _this._displayLogs = element.checked; });
  26561. this._generateCheckBox(this._optionsSubsetDiv, "Meshes tree", this._displayTree, function (element) {
  26562. _this._displayTree = element.checked;
  26563. _this._needToRefreshMeshesTree = true;
  26564. });
  26565. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  26566. this._generateTexBox(this._optionsSubsetDiv, "<b>General:</b>", this.accentColor);
  26567. this._generateCheckBox(this._optionsSubsetDiv, "Bounding boxes", this._scene.forceShowBoundingBoxes, function (element) { _this._scene.forceShowBoundingBoxes = element.checked; });
  26568. this._generateCheckBox(this._optionsSubsetDiv, "Clickable labels", this._labelsEnabled, function (element) {
  26569. _this._labelsEnabled = element.checked;
  26570. if (!_this._labelsEnabled) {
  26571. _this._clearLabels();
  26572. }
  26573. });
  26574. this._generateCheckBox(this._optionsSubsetDiv, "Generate user marks (F12)", BABYLON.Tools.PerformanceLogLevel === BABYLON.Tools.PerformanceUserMarkLogLevel, function (element) {
  26575. if (element.checked) {
  26576. BABYLON.Tools.PerformanceLogLevel = BABYLON.Tools.PerformanceUserMarkLogLevel;
  26577. }
  26578. else {
  26579. BABYLON.Tools.PerformanceLogLevel = BABYLON.Tools.PerformanceNoneLogLevel;
  26580. }
  26581. });
  26582. ;
  26583. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  26584. this._generateTexBox(this._optionsSubsetDiv, "<b>Rendering mode:</b>", this.accentColor);
  26585. this._generateRadio(this._optionsSubsetDiv, "Solid", "renderMode", !this._scene.forceWireframe && !this._scene.forcePointsCloud, function (element) {
  26586. if (element.checked) {
  26587. _this._scene.forceWireframe = false;
  26588. _this._scene.forcePointsCloud = false;
  26589. }
  26590. });
  26591. this._generateRadio(this._optionsSubsetDiv, "Wireframe", "renderMode", this._scene.forceWireframe, function (element) {
  26592. if (element.checked) {
  26593. _this._scene.forceWireframe = true;
  26594. _this._scene.forcePointsCloud = false;
  26595. }
  26596. });
  26597. this._generateRadio(this._optionsSubsetDiv, "Point", "renderMode", this._scene.forcePointsCloud, function (element) {
  26598. if (element.checked) {
  26599. _this._scene.forceWireframe = false;
  26600. _this._scene.forcePointsCloud = true;
  26601. }
  26602. });
  26603. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  26604. this._generateTexBox(this._optionsSubsetDiv, "<b>Texture channels:</b>", this.accentColor);
  26605. this._generateCheckBox(this._optionsSubsetDiv, "Diffuse", BABYLON.StandardMaterial.DiffuseTextureEnabled, function (element) { BABYLON.StandardMaterial.DiffuseTextureEnabled = element.checked; });
  26606. this._generateCheckBox(this._optionsSubsetDiv, "Ambient", BABYLON.StandardMaterial.AmbientTextureEnabled, function (element) { BABYLON.StandardMaterial.AmbientTextureEnabled = element.checked; });
  26607. this._generateCheckBox(this._optionsSubsetDiv, "Specular", BABYLON.StandardMaterial.SpecularTextureEnabled, function (element) { BABYLON.StandardMaterial.SpecularTextureEnabled = element.checked; });
  26608. this._generateCheckBox(this._optionsSubsetDiv, "Emissive", BABYLON.StandardMaterial.EmissiveTextureEnabled, function (element) { BABYLON.StandardMaterial.EmissiveTextureEnabled = element.checked; });
  26609. this._generateCheckBox(this._optionsSubsetDiv, "Bump", BABYLON.StandardMaterial.BumpTextureEnabled, function (element) { BABYLON.StandardMaterial.BumpTextureEnabled = element.checked; });
  26610. this._generateCheckBox(this._optionsSubsetDiv, "Opacity", BABYLON.StandardMaterial.OpacityTextureEnabled, function (element) { BABYLON.StandardMaterial.OpacityTextureEnabled = element.checked; });
  26611. this._generateCheckBox(this._optionsSubsetDiv, "Reflection", BABYLON.StandardMaterial.ReflectionTextureEnabled, function (element) { BABYLON.StandardMaterial.ReflectionTextureEnabled = element.checked; });
  26612. this._generateCheckBox(this._optionsSubsetDiv, "Fresnel", BABYLON.StandardMaterial.FresnelEnabled, function (element) { BABYLON.StandardMaterial.FresnelEnabled = element.checked; });
  26613. this._generateCheckBox(this._optionsSubsetDiv, "Lightmap", BABYLON.StandardMaterial.LightmapEnabled, function (element) { BABYLON.StandardMaterial.LightmapEnabled = element.checked; });
  26614. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  26615. this._generateTexBox(this._optionsSubsetDiv, "<b>Options:</b>", this.accentColor);
  26616. this._generateCheckBox(this._optionsSubsetDiv, "Animations", this._scene.animationsEnabled, function (element) { _this._scene.animationsEnabled = element.checked; });
  26617. this._generateCheckBox(this._optionsSubsetDiv, "Collisions", this._scene.collisionsEnabled, function (element) { _this._scene.collisionsEnabled = element.checked; });
  26618. this._generateCheckBox(this._optionsSubsetDiv, "Fog", this._scene.fogEnabled, function (element) { _this._scene.fogEnabled = element.checked; });
  26619. this._generateCheckBox(this._optionsSubsetDiv, "Lens flares", this._scene.lensFlaresEnabled, function (element) { _this._scene.lensFlaresEnabled = element.checked; });
  26620. this._generateCheckBox(this._optionsSubsetDiv, "Lights", this._scene.lightsEnabled, function (element) { _this._scene.lightsEnabled = element.checked; });
  26621. this._generateCheckBox(this._optionsSubsetDiv, "Particles", this._scene.particlesEnabled, function (element) { _this._scene.particlesEnabled = element.checked; });
  26622. this._generateCheckBox(this._optionsSubsetDiv, "Post-processes", this._scene.postProcessesEnabled, function (element) { _this._scene.postProcessesEnabled = element.checked; });
  26623. this._generateCheckBox(this._optionsSubsetDiv, "Probes", this._scene.probesEnabled, function (element) { _this._scene.probesEnabled = element.checked; });
  26624. this._generateCheckBox(this._optionsSubsetDiv, "Procedural textures", this._scene.proceduralTexturesEnabled, function (element) { _this._scene.proceduralTexturesEnabled = element.checked; });
  26625. this._generateCheckBox(this._optionsSubsetDiv, "Render targets", this._scene.renderTargetsEnabled, function (element) { _this._scene.renderTargetsEnabled = element.checked; });
  26626. this._generateCheckBox(this._optionsSubsetDiv, "Shadows", this._scene.shadowsEnabled, function (element) { _this._scene.shadowsEnabled = element.checked; });
  26627. this._generateCheckBox(this._optionsSubsetDiv, "Skeletons", this._scene.skeletonsEnabled, function (element) { _this._scene.skeletonsEnabled = element.checked; });
  26628. this._generateCheckBox(this._optionsSubsetDiv, "Sprites", this._scene.spritesEnabled, function (element) { _this._scene.spritesEnabled = element.checked; });
  26629. this._generateCheckBox(this._optionsSubsetDiv, "Textures", this._scene.texturesEnabled, function (element) { _this._scene.texturesEnabled = element.checked; });
  26630. if (BABYLON.AudioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  26631. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  26632. this._generateTexBox(this._optionsSubsetDiv, "<b>Audio:</b>", this.accentColor);
  26633. this._generateRadio(this._optionsSubsetDiv, "Headphones", "panningModel", this._scene.headphone, function (element) {
  26634. if (element.checked) {
  26635. _this._scene.headphone = true;
  26636. }
  26637. });
  26638. this._generateRadio(this._optionsSubsetDiv, "Normal Speakers", "panningModel", !this._scene.headphone, function (element) {
  26639. if (element.checked) {
  26640. _this._scene.headphone = false;
  26641. }
  26642. });
  26643. this._generateCheckBox(this._optionsSubsetDiv, "Disable audio", !this._scene.audioEnabled, function (element) {
  26644. _this._scene.audioEnabled = !element.checked;
  26645. });
  26646. }
  26647. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  26648. this._generateTexBox(this._optionsSubsetDiv, "<b>Tools:</b>", this.accentColor);
  26649. this._generateButton(this._optionsSubsetDiv, "Dump rendertargets", function (element) { _this._scene.dumpNextRenderTargets = true; });
  26650. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  26651. this._globalDiv.appendChild(this._statsDiv);
  26652. this._globalDiv.appendChild(this._logDiv);
  26653. this._globalDiv.appendChild(this._optionsDiv);
  26654. this._globalDiv.appendChild(this._treeDiv);
  26655. }
  26656. };
  26657. DebugLayer.prototype._displayStats = function () {
  26658. var scene = this._scene;
  26659. var engine = scene.getEngine();
  26660. var glInfo = engine.getGlInfo();
  26661. this._statsSubsetDiv.innerHTML = "Babylon.js v" + BABYLON.Engine.Version + " - <b>" + BABYLON.Tools.Format(engine.getFps(), 0) + " fps</b><br><br>"
  26662. + "<div style='column-count: 2;-moz-column-count:2;-webkit-column-count:2'>"
  26663. + "<b>Count</b><br>"
  26664. + "Total meshes: " + scene.meshes.length + "<br>"
  26665. + "Total vertices: " + scene.getTotalVertices() + "<br>"
  26666. + "Total materials: " + scene.materials.length + "<br>"
  26667. + "Total textures: " + scene.textures.length + "<br>"
  26668. + "Active meshes: " + scene.getActiveMeshes().length + "<br>"
  26669. + "Active indices: " + scene.getActiveIndices() + "<br>"
  26670. + "Active bones: " + scene.getActiveBones() + "<br>"
  26671. + "Active particles: " + scene.getActiveParticles() + "<br>"
  26672. + "<b>Draw calls: " + engine.drawCalls + "</b><br><br>"
  26673. + "<b>Duration</b><br>"
  26674. + "Meshes selection:</i> " + BABYLON.Tools.Format(scene.getEvaluateActiveMeshesDuration()) + " ms<br>"
  26675. + "Render Targets: " + BABYLON.Tools.Format(scene.getRenderTargetsDuration()) + " ms<br>"
  26676. + "Particles: " + BABYLON.Tools.Format(scene.getParticlesDuration()) + " ms<br>"
  26677. + "Sprites: " + BABYLON.Tools.Format(scene.getSpritesDuration()) + " ms<br><br>"
  26678. + "Render: <b>" + BABYLON.Tools.Format(scene.getRenderDuration()) + " ms</b><br>"
  26679. + "Frame: " + BABYLON.Tools.Format(scene.getLastFrameDuration()) + " ms<br>"
  26680. + "Potential FPS: " + BABYLON.Tools.Format(1000.0 / scene.getLastFrameDuration(), 0) + "<br><br>"
  26681. + "</div>"
  26682. + "<div style='column-count: 2;-moz-column-count:2;-webkit-column-count:2'>"
  26683. + "<b>Extensions</b><br>"
  26684. + "Std derivatives: " + (engine.getCaps().standardDerivatives ? "Yes" : "No") + "<br>"
  26685. + "Compressed textures: " + (engine.getCaps().s3tc ? "Yes" : "No") + "<br>"
  26686. + "Hardware instances: " + (engine.getCaps().instancedArrays ? "Yes" : "No") + "<br>"
  26687. + "Texture float: " + (engine.getCaps().textureFloat ? "Yes" : "No") + "<br>"
  26688. + "32bits indices: " + (engine.getCaps().uintIndices ? "Yes" : "No") + "<br>"
  26689. + "<b>Caps.</b><br>"
  26690. + "Max textures units: " + engine.getCaps().maxTexturesImageUnits + "<br>"
  26691. + "Max textures size: " + engine.getCaps().maxTextureSize + "<br>"
  26692. + "Max anisotropy: " + engine.getCaps().maxAnisotropy + "<br><br><br>"
  26693. + "</div><br>"
  26694. + "<b>Info</b><br>"
  26695. + glInfo.version + "<br>"
  26696. + glInfo.renderer + "<br>";
  26697. if (this.customStatsFunction) {
  26698. this._statsSubsetDiv.innerHTML += this._statsSubsetDiv.innerHTML;
  26699. }
  26700. };
  26701. return DebugLayer;
  26702. })();
  26703. BABYLON.DebugLayer = DebugLayer;
  26704. })(BABYLON || (BABYLON = {}));
  26705. var BABYLON;
  26706. (function (BABYLON) {
  26707. var DefaultLoadingScreen = (function () {
  26708. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  26709. var _this = this;
  26710. if (_loadingText === void 0) { _loadingText = ""; }
  26711. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  26712. this._renderingCanvas = _renderingCanvas;
  26713. this._loadingText = _loadingText;
  26714. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  26715. // Resize
  26716. this._resizeLoadingUI = function () {
  26717. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  26718. _this._loadingDiv.style.position = "absolute";
  26719. _this._loadingDiv.style.left = canvasRect.left + "px";
  26720. _this._loadingDiv.style.top = canvasRect.top + "px";
  26721. _this._loadingDiv.style.width = canvasRect.width + "px";
  26722. _this._loadingDiv.style.height = canvasRect.height + "px";
  26723. };
  26724. }
  26725. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  26726. var _this = this;
  26727. this._loadingDiv = document.createElement("div");
  26728. this._loadingDiv.style.opacity = "0";
  26729. this._loadingDiv.style.transition = "opacity 1.5s ease";
  26730. // Loading text
  26731. this._loadingTextDiv = document.createElement("div");
  26732. this._loadingTextDiv.style.position = "absolute";
  26733. this._loadingTextDiv.style.left = "0";
  26734. this._loadingTextDiv.style.top = "50%";
  26735. this._loadingTextDiv.style.marginTop = "80px";
  26736. this._loadingTextDiv.style.width = "100%";
  26737. this._loadingTextDiv.style.height = "20px";
  26738. this._loadingTextDiv.style.fontFamily = "Arial";
  26739. this._loadingTextDiv.style.fontSize = "14px";
  26740. this._loadingTextDiv.style.color = "white";
  26741. this._loadingTextDiv.style.textAlign = "center";
  26742. this._loadingTextDiv.innerHTML = "Loading";
  26743. this._loadingDiv.appendChild(this._loadingTextDiv);
  26744. //set the predefined text
  26745. this._loadingTextDiv.innerHTML = this._loadingText;
  26746. // Loading img
  26747. var imgBack = new Image();
  26748. 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==";
  26749. imgBack.style.position = "absolute";
  26750. imgBack.style.left = "50%";
  26751. imgBack.style.top = "50%";
  26752. imgBack.style.marginLeft = "-50px";
  26753. imgBack.style.marginTop = "-50px";
  26754. imgBack.style.transition = "transform 1.0s ease";
  26755. imgBack.style.webkitTransition = "-webkit-transform 1.0s ease";
  26756. var deg = 360;
  26757. var onTransitionEnd = function () {
  26758. deg += 360;
  26759. imgBack.style.transform = "rotateZ(" + deg + "deg)";
  26760. imgBack.style.webkitTransform = "rotateZ(" + deg + "deg)";
  26761. };
  26762. imgBack.addEventListener("transitionend", onTransitionEnd);
  26763. imgBack.addEventListener("webkitTransitionEnd", onTransitionEnd);
  26764. this._loadingDiv.appendChild(imgBack);
  26765. // front image
  26766. var imgFront = new Image();
  26767. imgFront.src = "data:image/png;base64,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";
  26768. imgFront.style.position = "absolute";
  26769. imgFront.style.left = "50%";
  26770. imgFront.style.top = "50%";
  26771. imgFront.style.marginLeft = "-50px";
  26772. imgFront.style.marginTop = "-50px";
  26773. this._loadingDiv.appendChild(imgFront);
  26774. this._resizeLoadingUI();
  26775. window.addEventListener("resize", this._resizeLoadingUI);
  26776. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  26777. document.body.appendChild(this._loadingDiv);
  26778. setTimeout(function () {
  26779. _this._loadingDiv.style.opacity = "1";
  26780. imgBack.style.transform = "rotateZ(360deg)";
  26781. imgBack.style.webkitTransform = "rotateZ(360deg)";
  26782. }, 0);
  26783. };
  26784. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  26785. var _this = this;
  26786. if (!this._loadingDiv) {
  26787. return;
  26788. }
  26789. var onTransitionEnd = function () {
  26790. if (!_this._loadingDiv) {
  26791. return;
  26792. }
  26793. document.body.removeChild(_this._loadingDiv);
  26794. window.removeEventListener("resize", _this._resizeLoadingUI);
  26795. _this._loadingDiv = null;
  26796. };
  26797. this._loadingDiv.style.opacity = "0";
  26798. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  26799. };
  26800. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  26801. set: function (text) {
  26802. this._loadingText = text;
  26803. if (this._loadingTextDiv) {
  26804. this._loadingTextDiv.innerHTML = this._loadingText;
  26805. }
  26806. },
  26807. enumerable: true,
  26808. configurable: true
  26809. });
  26810. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  26811. get: function () {
  26812. return this._loadingDivBackgroundColor;
  26813. },
  26814. set: function (color) {
  26815. this._loadingDivBackgroundColor = color;
  26816. if (!this._loadingDiv) {
  26817. return;
  26818. }
  26819. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  26820. },
  26821. enumerable: true,
  26822. configurable: true
  26823. });
  26824. return DefaultLoadingScreen;
  26825. })();
  26826. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  26827. })(BABYLON || (BABYLON = {}));
  26828. var BABYLON;
  26829. (function (BABYLON) {
  26830. var SIMDVector3 = (function () {
  26831. function SIMDVector3() {
  26832. }
  26833. SIMDVector3.TransformCoordinatesToRefSIMD = function (vector, transformation, result) {
  26834. var v = SIMD.float32x4.loadXYZ(vector._data, 0);
  26835. var m0 = SIMD.float32x4.load(transformation.m, 0);
  26836. var m1 = SIMD.float32x4.load(transformation.m, 4);
  26837. var m2 = SIMD.float32x4.load(transformation.m, 8);
  26838. var m3 = SIMD.float32x4.load(transformation.m, 12);
  26839. var r = SIMD.float32x4.add(SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 0, 0, 0, 0), m0), SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 1, 1, 1, 1), m1)), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 2, 2, 2, 2), m2), m3));
  26840. r = SIMD.float32x4.div(r, SIMD.float32x4.swizzle(r, 3, 3, 3, 3));
  26841. SIMD.float32x4.storeXYZ(result._data, 0, r);
  26842. };
  26843. SIMDVector3.TransformCoordinatesFromFloatsToRefSIMD = function (x, y, z, transformation, result) {
  26844. var v0 = SIMD.float32x4.splat(x);
  26845. var v1 = SIMD.float32x4.splat(y);
  26846. var v2 = SIMD.float32x4.splat(z);
  26847. var m0 = SIMD.float32x4.load(transformation.m, 0);
  26848. var m1 = SIMD.float32x4.load(transformation.m, 4);
  26849. var m2 = SIMD.float32x4.load(transformation.m, 8);
  26850. var m3 = SIMD.float32x4.load(transformation.m, 12);
  26851. var r = SIMD.float32x4.add(SIMD.float32x4.add(SIMD.float32x4.mul(v0, m0), SIMD.float32x4.mul(v1, m1)), SIMD.float32x4.add(SIMD.float32x4.mul(v2, m2), m3));
  26852. r = SIMD.float32x4.div(r, SIMD.float32x4.swizzle(r, 3, 3, 3, 3));
  26853. SIMD.float32x4.storeXYZ(result._data, 0, r);
  26854. };
  26855. return SIMDVector3;
  26856. })();
  26857. BABYLON.SIMDVector3 = SIMDVector3;
  26858. var SIMDMatrix = (function () {
  26859. function SIMDMatrix() {
  26860. }
  26861. SIMDMatrix.prototype.multiplyToArraySIMD = function (other, result, offset) {
  26862. if (offset === void 0) { offset = 0; }
  26863. var tm = this.m;
  26864. var om = other.m;
  26865. var om0 = SIMD.float32x4.load(om, 0);
  26866. var om1 = SIMD.float32x4.load(om, 4);
  26867. var om2 = SIMD.float32x4.load(om, 8);
  26868. var om3 = SIMD.float32x4.load(om, 12);
  26869. var tm0 = SIMD.float32x4.load(tm, 0);
  26870. SIMD.float32x4.store(result, offset + 0, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 3, 3, 3, 3), om3)))));
  26871. var tm1 = SIMD.float32x4.load(tm, 4);
  26872. SIMD.float32x4.store(result, offset + 4, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 3, 3, 3, 3), om3)))));
  26873. var tm2 = SIMD.float32x4.load(tm, 8);
  26874. SIMD.float32x4.store(result, offset + 8, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 3, 3, 3, 3), om3)))));
  26875. var tm3 = SIMD.float32x4.load(tm, 12);
  26876. SIMD.float32x4.store(result, offset + 12, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 3, 3, 3, 3), om3)))));
  26877. };
  26878. SIMDMatrix.prototype.invertToRefSIMD = function (other) {
  26879. var src = this.m;
  26880. var dest = other.m;
  26881. var row0, row1, row2, row3;
  26882. var tmp1;
  26883. var minor0, minor1, minor2, minor3;
  26884. var det;
  26885. // Load the 4 rows
  26886. var src0 = SIMD.float32x4.load(src, 0);
  26887. var src1 = SIMD.float32x4.load(src, 4);
  26888. var src2 = SIMD.float32x4.load(src, 8);
  26889. var src3 = SIMD.float32x4.load(src, 12);
  26890. // Transpose the source matrix. Sort of. Not a true transpose operation
  26891. tmp1 = SIMD.float32x4.shuffle(src0, src1, 0, 1, 4, 5);
  26892. row1 = SIMD.float32x4.shuffle(src2, src3, 0, 1, 4, 5);
  26893. row0 = SIMD.float32x4.shuffle(tmp1, row1, 0, 2, 4, 6);
  26894. row1 = SIMD.float32x4.shuffle(row1, tmp1, 1, 3, 5, 7);
  26895. tmp1 = SIMD.float32x4.shuffle(src0, src1, 2, 3, 6, 7);
  26896. row3 = SIMD.float32x4.shuffle(src2, src3, 2, 3, 6, 7);
  26897. row2 = SIMD.float32x4.shuffle(tmp1, row3, 0, 2, 4, 6);
  26898. row3 = SIMD.float32x4.shuffle(row3, tmp1, 1, 3, 5, 7);
  26899. // This is a true transposition, but it will lead to an incorrect result
  26900. //tmp1 = SIMD.float32x4.shuffle(src0, src1, 0, 1, 4, 5);
  26901. //tmp2 = SIMD.float32x4.shuffle(src2, src3, 0, 1, 4, 5);
  26902. //row0 = SIMD.float32x4.shuffle(tmp1, tmp2, 0, 2, 4, 6);
  26903. //row1 = SIMD.float32x4.shuffle(tmp1, tmp2, 1, 3, 5, 7);
  26904. //tmp1 = SIMD.float32x4.shuffle(src0, src1, 2, 3, 6, 7);
  26905. //tmp2 = SIMD.float32x4.shuffle(src2, src3, 2, 3, 6, 7);
  26906. //row2 = SIMD.float32x4.shuffle(tmp1, tmp2, 0, 2, 4, 6);
  26907. //row3 = SIMD.float32x4.shuffle(tmp1, tmp2, 1, 3, 5, 7);
  26908. // ----
  26909. tmp1 = SIMD.float32x4.mul(row2, row3);
  26910. tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
  26911. minor0 = SIMD.float32x4.mul(row1, tmp1);
  26912. minor1 = SIMD.float32x4.mul(row0, tmp1);
  26913. tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
  26914. minor0 = SIMD.float32x4.sub(SIMD.float32x4.mul(row1, tmp1), minor0);
  26915. minor1 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor1);
  26916. minor1 = SIMD.float32x4.swizzle(minor1, 2, 3, 0, 1); // 0x4E = 01001110
  26917. // ----
  26918. tmp1 = SIMD.float32x4.mul(row1, row2);
  26919. tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
  26920. minor0 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor0);
  26921. minor3 = SIMD.float32x4.mul(row0, tmp1);
  26922. tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
  26923. minor0 = SIMD.float32x4.sub(minor0, SIMD.float32x4.mul(row3, tmp1));
  26924. minor3 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor3);
  26925. minor3 = SIMD.float32x4.swizzle(minor3, 2, 3, 0, 1); // 0x4E = 01001110
  26926. // ----
  26927. tmp1 = SIMD.float32x4.mul(SIMD.float32x4.swizzle(row1, 2, 3, 0, 1), row3); // 0x4E = 01001110
  26928. tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
  26929. row2 = SIMD.float32x4.swizzle(row2, 2, 3, 0, 1); // 0x4E = 01001110
  26930. minor0 = SIMD.float32x4.add(SIMD.float32x4.mul(row2, tmp1), minor0);
  26931. minor2 = SIMD.float32x4.mul(row0, tmp1);
  26932. tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
  26933. minor0 = SIMD.float32x4.sub(minor0, SIMD.float32x4.mul(row2, tmp1));
  26934. minor2 = SIMD.float32x4.sub(SIMD.float32x4.mul(row0, tmp1), minor2);
  26935. minor2 = SIMD.float32x4.swizzle(minor2, 2, 3, 0, 1); // 0x4E = 01001110
  26936. // ----
  26937. tmp1 = SIMD.float32x4.mul(row0, row1);
  26938. tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
  26939. minor2 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor2);
  26940. minor3 = SIMD.float32x4.sub(SIMD.float32x4.mul(row2, tmp1), minor3);
  26941. tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
  26942. minor2 = SIMD.float32x4.sub(SIMD.float32x4.mul(row3, tmp1), minor2);
  26943. minor3 = SIMD.float32x4.sub(minor3, SIMD.float32x4.mul(row2, tmp1));
  26944. // ----
  26945. tmp1 = SIMD.float32x4.mul(row0, row3);
  26946. tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
  26947. minor1 = SIMD.float32x4.sub(minor1, SIMD.float32x4.mul(row2, tmp1));
  26948. minor2 = SIMD.float32x4.add(SIMD.float32x4.mul(row1, tmp1), minor2);
  26949. tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
  26950. minor1 = SIMD.float32x4.add(SIMD.float32x4.mul(row2, tmp1), minor1);
  26951. minor2 = SIMD.float32x4.sub(minor2, SIMD.float32x4.mul(row1, tmp1));
  26952. // ----
  26953. tmp1 = SIMD.float32x4.mul(row0, row2);
  26954. tmp1 = SIMD.float32x4.swizzle(tmp1, 1, 0, 3, 2); // 0xB1 = 10110001
  26955. minor1 = SIMD.float32x4.add(SIMD.float32x4.mul(row3, tmp1), minor1);
  26956. minor3 = SIMD.float32x4.sub(minor3, SIMD.float32x4.mul(row1, tmp1));
  26957. tmp1 = SIMD.float32x4.swizzle(tmp1, 2, 3, 0, 1); // 0x4E = 01001110
  26958. minor1 = SIMD.float32x4.sub(minor1, SIMD.float32x4.mul(row3, tmp1));
  26959. minor3 = SIMD.float32x4.add(SIMD.float32x4.mul(row1, tmp1), minor3);
  26960. // Compute determinant
  26961. det = SIMD.float32x4.mul(row0, minor0);
  26962. det = SIMD.float32x4.add(SIMD.float32x4.swizzle(det, 2, 3, 0, 1), det); // 0x4E = 01001110
  26963. det = SIMD.float32x4.add(SIMD.float32x4.swizzle(det, 1, 0, 3, 2), det); // 0xB1 = 10110001
  26964. tmp1 = SIMD.float32x4.reciprocalApproximation(det);
  26965. det = SIMD.float32x4.sub(SIMD.float32x4.add(tmp1, tmp1), SIMD.float32x4.mul(det, SIMD.float32x4.mul(tmp1, tmp1)));
  26966. det = SIMD.float32x4.swizzle(det, 0, 0, 0, 0);
  26967. // These shuffles aren't necessary if the faulty transposition is done
  26968. // up at the top of this function.
  26969. //minor0 = SIMD.float32x4.swizzle(minor0, 2, 1, 0, 3);
  26970. //minor1 = SIMD.float32x4.swizzle(minor1, 2, 1, 0, 3);
  26971. //minor2 = SIMD.float32x4.swizzle(minor2, 2, 1, 0, 3);
  26972. //minor3 = SIMD.float32x4.swizzle(minor3, 2, 1, 0, 3);
  26973. // Compute final values by multiplying with 1/det
  26974. minor0 = SIMD.float32x4.mul(det, minor0);
  26975. minor1 = SIMD.float32x4.mul(det, minor1);
  26976. minor2 = SIMD.float32x4.mul(det, minor2);
  26977. minor3 = SIMD.float32x4.mul(det, minor3);
  26978. SIMD.float32x4.store(dest, 0, minor0);
  26979. SIMD.float32x4.store(dest, 4, minor1);
  26980. SIMD.float32x4.store(dest, 8, minor2);
  26981. SIMD.float32x4.store(dest, 12, minor3);
  26982. return this;
  26983. };
  26984. SIMDMatrix.LookAtLHToRefSIMD = function (eyeRef, targetRef, upRef, result) {
  26985. var out = result.m;
  26986. var center = SIMD.float32x4(targetRef.x, targetRef.y, targetRef.z, 0);
  26987. var eye = SIMD.float32x4(eyeRef.x, eyeRef.y, eyeRef.z, 0);
  26988. var up = SIMD.float32x4(upRef.x, upRef.y, upRef.z, 0);
  26989. // cc.kmVec3Subtract(f, pCenter, pEye);
  26990. var f = SIMD.float32x4.sub(center, eye);
  26991. // cc.kmVec3Normalize(f, f);
  26992. var tmp = SIMD.float32x4.mul(f, f);
  26993. tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
  26994. f = SIMD.float32x4.mul(f, SIMD.float32x4.reciprocalSqrtApproximation(tmp));
  26995. // cc.kmVec3Assign(up, pUp);
  26996. // cc.kmVec3Normalize(up, up);
  26997. tmp = SIMD.float32x4.mul(up, up);
  26998. tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
  26999. up = SIMD.float32x4.mul(up, SIMD.float32x4.reciprocalSqrtApproximation(tmp));
  27000. // cc.kmVec3Cross(s, f, up);
  27001. var s = SIMD.float32x4.sub(SIMD.float32x4.mul(SIMD.float32x4.swizzle(f, 1, 2, 0, 3), SIMD.float32x4.swizzle(up, 2, 0, 1, 3)), SIMD.float32x4.mul(SIMD.float32x4.swizzle(f, 2, 0, 1, 3), SIMD.float32x4.swizzle(up, 1, 2, 0, 3)));
  27002. // cc.kmVec3Normalize(s, s);
  27003. tmp = SIMD.float32x4.mul(s, s);
  27004. tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
  27005. s = SIMD.float32x4.mul(s, SIMD.float32x4.reciprocalSqrtApproximation(tmp));
  27006. // cc.kmVec3Cross(u, s, f);
  27007. var u = SIMD.float32x4.sub(SIMD.float32x4.mul(SIMD.float32x4.swizzle(s, 1, 2, 0, 3), SIMD.float32x4.swizzle(f, 2, 0, 1, 3)), SIMD.float32x4.mul(SIMD.float32x4.swizzle(s, 2, 0, 1, 3), SIMD.float32x4.swizzle(f, 1, 2, 0, 3)));
  27008. // cc.kmVec3Normalize(s, s);
  27009. tmp = SIMD.float32x4.mul(s, s);
  27010. tmp = SIMD.float32x4.add(tmp, SIMD.float32x4.add(SIMD.float32x4.swizzle(tmp, 1, 2, 0, 3), SIMD.float32x4.swizzle(tmp, 2, 0, 1, 3)));
  27011. s = SIMD.float32x4.mul(s, SIMD.float32x4.reciprocalSqrtApproximation(tmp));
  27012. var zero = SIMD.float32x4.splat(0.0);
  27013. s = SIMD.float32x4.neg(s);
  27014. var tmp01 = SIMD.float32x4.shuffle(s, u, 0, 1, 4, 5);
  27015. var tmp23 = SIMD.float32x4.shuffle(f, zero, 0, 1, 4, 5);
  27016. var a0 = SIMD.float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6);
  27017. var a1 = SIMD.float32x4.shuffle(tmp01, tmp23, 1, 3, 5, 7);
  27018. tmp01 = SIMD.float32x4.shuffle(s, u, 2, 3, 6, 7);
  27019. tmp23 = SIMD.float32x4.shuffle(f, zero, 2, 3, 6, 7);
  27020. var a2 = SIMD.float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6);
  27021. var a3 = SIMD.float32x4(0.0, 0.0, 0.0, 1.0);
  27022. var b0 = SIMD.float32x4(1.0, 0.0, 0.0, 0.0);
  27023. var b1 = SIMD.float32x4(0.0, 1.0, 0.0, 0.0);
  27024. var b2 = SIMD.float32x4(0.0, 0.0, 1.0, 0.0);
  27025. var b3 = SIMD.float32x4.neg(eye);
  27026. b3 = SIMD.float32x4.withW(b3, 1.0);
  27027. SIMD.float32x4.store(out, 0, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b0, 3, 3, 3, 3), a3)))));
  27028. SIMD.float32x4.store(out, 4, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b1, 3, 3, 3, 3), a3)))));
  27029. SIMD.float32x4.store(out, 8, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b2, 3, 3, 3, 3), a3)))));
  27030. SIMD.float32x4.store(out, 12, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 0, 0, 0, 0), a0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 1, 1, 1, 1), a1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 2, 2, 2, 2), a2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(b3, 3, 3, 3, 3), a3)))));
  27031. };
  27032. return SIMDMatrix;
  27033. })();
  27034. BABYLON.SIMDMatrix = SIMDMatrix;
  27035. var previousMultiplyToArray = BABYLON.Matrix.prototype.multiplyToArray;
  27036. var previousInvertToRef = BABYLON.Matrix.prototype.invertToRef;
  27037. var previousLookAtLHToRef = BABYLON.Matrix.LookAtLHToRef;
  27038. var previousTransformCoordinatesToRef = BABYLON.Vector3.TransformCoordinatesToRef;
  27039. var previousTransformCoordinatesFromFloatsToRef = BABYLON.Vector3.TransformCoordinatesFromFloatsToRef;
  27040. var SIMDHelper = (function () {
  27041. function SIMDHelper() {
  27042. }
  27043. Object.defineProperty(SIMDHelper, "IsEnabled", {
  27044. get: function () {
  27045. return SIMDHelper._isEnabled;
  27046. },
  27047. enumerable: true,
  27048. configurable: true
  27049. });
  27050. SIMDHelper.DisableSIMD = function () {
  27051. // Replace functions
  27052. BABYLON.Matrix.prototype.multiplyToArray = previousMultiplyToArray;
  27053. BABYLON.Matrix.prototype.invertToRef = previousInvertToRef;
  27054. BABYLON.Matrix.LookAtLHToRef = previousLookAtLHToRef;
  27055. BABYLON.Vector3.TransformCoordinatesToRef = previousTransformCoordinatesToRef;
  27056. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef = previousTransformCoordinatesFromFloatsToRef;
  27057. SIMDHelper._isEnabled = false;
  27058. };
  27059. SIMDHelper.EnableSIMD = function () {
  27060. if (window.SIMD === undefined) {
  27061. return;
  27062. }
  27063. // Replace functions
  27064. BABYLON.Matrix.prototype.multiplyToArray = SIMDMatrix.prototype.multiplyToArraySIMD;
  27065. BABYLON.Matrix.prototype.invertToRef = SIMDMatrix.prototype.invertToRefSIMD;
  27066. BABYLON.Matrix.LookAtLHToRef = SIMDMatrix.LookAtLHToRefSIMD;
  27067. BABYLON.Vector3.TransformCoordinatesToRef = SIMDVector3.TransformCoordinatesToRefSIMD;
  27068. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef = SIMDVector3.TransformCoordinatesFromFloatsToRefSIMD;
  27069. Object.defineProperty(BABYLON.Vector3.prototype, "x", {
  27070. get: function () { return this._data[0]; },
  27071. set: function (value) {
  27072. if (!this._data) {
  27073. this._data = new Float32Array(3);
  27074. }
  27075. this._data[0] = value;
  27076. }
  27077. });
  27078. Object.defineProperty(BABYLON.Vector3.prototype, "y", {
  27079. get: function () { return this._data[1]; },
  27080. set: function (value) {
  27081. this._data[1] = value;
  27082. }
  27083. });
  27084. Object.defineProperty(BABYLON.Vector3.prototype, "z", {
  27085. get: function () { return this._data[2]; },
  27086. set: function (value) {
  27087. this._data[2] = value;
  27088. }
  27089. });
  27090. SIMDHelper._isEnabled = true;
  27091. };
  27092. SIMDHelper._isEnabled = false;
  27093. return SIMDHelper;
  27094. })();
  27095. BABYLON.SIMDHelper = SIMDHelper;
  27096. })(BABYLON || (BABYLON = {}));
  27097. var BABYLON;
  27098. (function (BABYLON) {
  27099. var ShaderMaterial = (function (_super) {
  27100. __extends(ShaderMaterial, _super);
  27101. function ShaderMaterial(name, scene, shaderPath, options) {
  27102. _super.call(this, name, scene);
  27103. this._textures = new Array();
  27104. this._floats = new Array();
  27105. this._floatsArrays = {};
  27106. this._colors3 = new Array();
  27107. this._colors4 = new Array();
  27108. this._vectors2 = new Array();
  27109. this._vectors3 = new Array();
  27110. this._vectors4 = new Array();
  27111. this._matrices = new Array();
  27112. this._matrices3x3 = new Array();
  27113. this._matrices2x2 = new Array();
  27114. this._cachedWorldViewMatrix = new BABYLON.Matrix();
  27115. this._shaderPath = shaderPath;
  27116. options.needAlphaBlending = options.needAlphaBlending || false;
  27117. options.needAlphaTesting = options.needAlphaTesting || false;
  27118. options.attributes = options.attributes || ["position", "normal", "uv"];
  27119. options.uniforms = options.uniforms || ["worldViewProjection"];
  27120. options.samplers = options.samplers || [];
  27121. options.defines = options.defines || [];
  27122. this._options = options;
  27123. }
  27124. ShaderMaterial.prototype.needAlphaBlending = function () {
  27125. return this._options.needAlphaBlending;
  27126. };
  27127. ShaderMaterial.prototype.needAlphaTesting = function () {
  27128. return this._options.needAlphaTesting;
  27129. };
  27130. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  27131. if (this._options.uniforms.indexOf(uniformName) === -1) {
  27132. this._options.uniforms.push(uniformName);
  27133. }
  27134. };
  27135. ShaderMaterial.prototype.setTexture = function (name, texture) {
  27136. if (this._options.samplers.indexOf(name) === -1) {
  27137. this._options.samplers.push(name);
  27138. }
  27139. this._textures[name] = texture;
  27140. return this;
  27141. };
  27142. ShaderMaterial.prototype.setFloat = function (name, value) {
  27143. this._checkUniform(name);
  27144. this._floats[name] = value;
  27145. return this;
  27146. };
  27147. ShaderMaterial.prototype.setFloats = function (name, value) {
  27148. this._checkUniform(name);
  27149. this._floatsArrays[name] = value;
  27150. return this;
  27151. };
  27152. ShaderMaterial.prototype.setColor3 = function (name, value) {
  27153. this._checkUniform(name);
  27154. this._colors3[name] = value;
  27155. return this;
  27156. };
  27157. ShaderMaterial.prototype.setColor4 = function (name, value) {
  27158. this._checkUniform(name);
  27159. this._colors4[name] = value;
  27160. return this;
  27161. };
  27162. ShaderMaterial.prototype.setVector2 = function (name, value) {
  27163. this._checkUniform(name);
  27164. this._vectors2[name] = value;
  27165. return this;
  27166. };
  27167. ShaderMaterial.prototype.setVector3 = function (name, value) {
  27168. this._checkUniform(name);
  27169. this._vectors3[name] = value;
  27170. return this;
  27171. };
  27172. ShaderMaterial.prototype.setVector4 = function (name, value) {
  27173. this._checkUniform(name);
  27174. this._vectors4[name] = value;
  27175. return this;
  27176. };
  27177. ShaderMaterial.prototype.setMatrix = function (name, value) {
  27178. this._checkUniform(name);
  27179. this._matrices[name] = value;
  27180. return this;
  27181. };
  27182. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  27183. this._checkUniform(name);
  27184. this._matrices3x3[name] = value;
  27185. return this;
  27186. };
  27187. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  27188. this._checkUniform(name);
  27189. this._matrices2x2[name] = value;
  27190. return this;
  27191. };
  27192. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  27193. var scene = this.getScene();
  27194. var engine = scene.getEngine();
  27195. if (!this.checkReadyOnEveryCall) {
  27196. if (this._renderId === scene.getRenderId()) {
  27197. return true;
  27198. }
  27199. }
  27200. // Instances
  27201. var defines = [];
  27202. var fallbacks = new BABYLON.EffectFallbacks();
  27203. if (useInstances) {
  27204. defines.push("#define INSTANCES");
  27205. }
  27206. for (var index = 0; index < this._options.defines.length; index++) {
  27207. defines.push(this._options.defines[index]);
  27208. }
  27209. // Bones
  27210. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
  27211. defines.push("#define BONES");
  27212. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  27213. defines.push("#define BONES4");
  27214. fallbacks.addFallback(0, "BONES4");
  27215. }
  27216. // Alpha test
  27217. if (engine.getAlphaTesting()) {
  27218. defines.push("#define ALPHATEST");
  27219. }
  27220. var previousEffect = this._effect;
  27221. var join = defines.join("\n");
  27222. this._effect = engine.createEffect(this._shaderPath, this._options.attributes, this._options.uniforms, this._options.samplers, join, fallbacks, this.onCompiled, this.onError);
  27223. if (!this._effect.isReady()) {
  27224. return false;
  27225. }
  27226. if (previousEffect !== this._effect) {
  27227. scene.resetCachedMaterial();
  27228. }
  27229. this._renderId = scene.getRenderId();
  27230. return true;
  27231. };
  27232. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  27233. var scene = this.getScene();
  27234. if (this._options.uniforms.indexOf("world") !== -1) {
  27235. this._effect.setMatrix("world", world);
  27236. }
  27237. if (this._options.uniforms.indexOf("worldView") !== -1) {
  27238. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  27239. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  27240. }
  27241. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  27242. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  27243. }
  27244. };
  27245. ShaderMaterial.prototype.bind = function (world, mesh) {
  27246. // Std values
  27247. this.bindOnlyWorldMatrix(world);
  27248. if (this.getScene().getCachedMaterial() !== this) {
  27249. if (this._options.uniforms.indexOf("view") !== -1) {
  27250. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  27251. }
  27252. if (this._options.uniforms.indexOf("projection") !== -1) {
  27253. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  27254. }
  27255. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  27256. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  27257. }
  27258. // Bones
  27259. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
  27260. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  27261. }
  27262. // Texture
  27263. for (var name in this._textures) {
  27264. this._effect.setTexture(name, this._textures[name]);
  27265. }
  27266. // Float
  27267. for (name in this._floats) {
  27268. this._effect.setFloat(name, this._floats[name]);
  27269. }
  27270. // Float s
  27271. for (name in this._floatsArrays) {
  27272. this._effect.setArray(name, this._floatsArrays[name]);
  27273. }
  27274. // Color3
  27275. for (name in this._colors3) {
  27276. this._effect.setColor3(name, this._colors3[name]);
  27277. }
  27278. // Color4
  27279. for (name in this._colors4) {
  27280. var color = this._colors4[name];
  27281. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  27282. }
  27283. // Vector2
  27284. for (name in this._vectors2) {
  27285. this._effect.setVector2(name, this._vectors2[name]);
  27286. }
  27287. // Vector3
  27288. for (name in this._vectors3) {
  27289. this._effect.setVector3(name, this._vectors3[name]);
  27290. }
  27291. // Vector4
  27292. for (name in this._vectors4) {
  27293. this._effect.setVector4(name, this._vectors4[name]);
  27294. }
  27295. // Matrix
  27296. for (name in this._matrices) {
  27297. this._effect.setMatrix(name, this._matrices[name]);
  27298. }
  27299. // Matrix 3x3
  27300. for (name in this._matrices3x3) {
  27301. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  27302. }
  27303. // Matrix 2x2
  27304. for (name in this._matrices2x2) {
  27305. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  27306. }
  27307. }
  27308. _super.prototype.bind.call(this, world, mesh);
  27309. };
  27310. ShaderMaterial.prototype.clone = function (name) {
  27311. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  27312. return newShaderMaterial;
  27313. };
  27314. ShaderMaterial.prototype.dispose = function (forceDisposeEffect) {
  27315. for (var name in this._textures) {
  27316. this._textures[name].dispose();
  27317. }
  27318. this._textures = [];
  27319. _super.prototype.dispose.call(this, forceDisposeEffect);
  27320. };
  27321. return ShaderMaterial;
  27322. })(BABYLON.Material);
  27323. BABYLON.ShaderMaterial = ShaderMaterial;
  27324. })(BABYLON || (BABYLON = {}));
  27325. var BABYLON;
  27326. (function (BABYLON) {
  27327. var Internals;
  27328. (function (Internals) {
  27329. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  27330. // All values and structures referenced from:
  27331. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  27332. var DDS_MAGIC = 0x20534444;
  27333. 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;
  27334. var DDSCAPS_COMPLEX = 0x8, DDSCAPS_MIPMAP = 0x400000, DDSCAPS_TEXTURE = 0x1000;
  27335. 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;
  27336. var DDPF_ALPHAPIXELS = 0x1, DDPF_ALPHA = 0x2, DDPF_FOURCC = 0x4, DDPF_RGB = 0x40, DDPF_YUV = 0x200, DDPF_LUMINANCE = 0x20000;
  27337. function FourCCToInt32(value) {
  27338. return value.charCodeAt(0) +
  27339. (value.charCodeAt(1) << 8) +
  27340. (value.charCodeAt(2) << 16) +
  27341. (value.charCodeAt(3) << 24);
  27342. }
  27343. function Int32ToFourCC(value) {
  27344. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  27345. }
  27346. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  27347. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  27348. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  27349. var headerLengthInt = 31; // The header length in 32 bit ints
  27350. // Offsets into the header array
  27351. var off_magic = 0;
  27352. var off_size = 1;
  27353. var off_flags = 2;
  27354. var off_height = 3;
  27355. var off_width = 4;
  27356. var off_mipmapCount = 7;
  27357. var off_pfFlags = 20;
  27358. var off_pfFourCC = 21;
  27359. var off_RGBbpp = 22;
  27360. var off_RMask = 23;
  27361. var off_GMask = 24;
  27362. var off_BMask = 25;
  27363. var off_AMask = 26;
  27364. var off_caps1 = 27;
  27365. var off_caps2 = 28;
  27366. ;
  27367. var DDSTools = (function () {
  27368. function DDSTools() {
  27369. }
  27370. DDSTools.GetDDSInfo = function (arrayBuffer) {
  27371. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  27372. var mipmapCount = 1;
  27373. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  27374. mipmapCount = Math.max(1, header[off_mipmapCount]);
  27375. }
  27376. return {
  27377. width: header[off_width],
  27378. height: header[off_height],
  27379. mipmapCount: mipmapCount,
  27380. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  27381. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  27382. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  27383. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP
  27384. };
  27385. };
  27386. DDSTools.GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  27387. var byteArray = new Uint8Array(dataLength);
  27388. var srcData = new Uint8Array(arrayBuffer);
  27389. var index = 0;
  27390. for (var y = height - 1; y >= 0; y--) {
  27391. for (var x = 0; x < width; x++) {
  27392. var srcPos = dataOffset + (x + y * width) * 4;
  27393. byteArray[index + 2] = srcData[srcPos];
  27394. byteArray[index + 1] = srcData[srcPos + 1];
  27395. byteArray[index] = srcData[srcPos + 2];
  27396. byteArray[index + 3] = srcData[srcPos + 3];
  27397. index += 4;
  27398. }
  27399. }
  27400. return byteArray;
  27401. };
  27402. DDSTools.GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  27403. var byteArray = new Uint8Array(dataLength);
  27404. var srcData = new Uint8Array(arrayBuffer);
  27405. var index = 0;
  27406. for (var y = height - 1; y >= 0; y--) {
  27407. for (var x = 0; x < width; x++) {
  27408. var srcPos = dataOffset + (x + y * width) * 3;
  27409. byteArray[index + 2] = srcData[srcPos];
  27410. byteArray[index + 1] = srcData[srcPos + 1];
  27411. byteArray[index] = srcData[srcPos + 2];
  27412. index += 3;
  27413. }
  27414. }
  27415. return byteArray;
  27416. };
  27417. DDSTools.GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  27418. var byteArray = new Uint8Array(dataLength);
  27419. var srcData = new Uint8Array(arrayBuffer);
  27420. var index = 0;
  27421. for (var y = height - 1; y >= 0; y--) {
  27422. for (var x = 0; x < width; x++) {
  27423. var srcPos = dataOffset + (x + y * width);
  27424. byteArray[index] = srcData[srcPos];
  27425. index++;
  27426. }
  27427. }
  27428. return byteArray;
  27429. };
  27430. DDSTools.UploadDDSLevels = function (gl, ext, arrayBuffer, info, loadMipmaps, faces) {
  27431. var header = new Int32Array(arrayBuffer, 0, headerLengthInt), fourCC, blockBytes, internalFormat, width, height, dataLength, dataOffset, byteArray, mipmapCount, i;
  27432. if (header[off_magic] != DDS_MAGIC) {
  27433. BABYLON.Tools.Error("Invalid magic number in DDS header");
  27434. return;
  27435. }
  27436. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  27437. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  27438. return;
  27439. }
  27440. if (info.isFourCC) {
  27441. fourCC = header[off_pfFourCC];
  27442. switch (fourCC) {
  27443. case FOURCC_DXT1:
  27444. blockBytes = 8;
  27445. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  27446. break;
  27447. case FOURCC_DXT3:
  27448. blockBytes = 16;
  27449. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  27450. break;
  27451. case FOURCC_DXT5:
  27452. blockBytes = 16;
  27453. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  27454. break;
  27455. default:
  27456. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  27457. return;
  27458. }
  27459. }
  27460. mipmapCount = 1;
  27461. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  27462. mipmapCount = Math.max(1, header[off_mipmapCount]);
  27463. }
  27464. var bpp = header[off_RGBbpp];
  27465. for (var face = 0; face < faces; face++) {
  27466. var sampler = faces === 1 ? gl.TEXTURE_2D : (gl.TEXTURE_CUBE_MAP_POSITIVE_X + face);
  27467. width = header[off_width];
  27468. height = header[off_height];
  27469. dataOffset = header[off_size] + 4;
  27470. for (i = 0; i < mipmapCount; ++i) {
  27471. if (info.isRGB) {
  27472. if (bpp === 24) {
  27473. dataLength = width * height * 3;
  27474. byteArray = DDSTools.GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  27475. gl.texImage2D(sampler, i, gl.RGB, width, height, 0, gl.RGB, gl.UNSIGNED_BYTE, byteArray);
  27476. }
  27477. else {
  27478. dataLength = width * height * 4;
  27479. byteArray = DDSTools.GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  27480. gl.texImage2D(sampler, i, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, byteArray);
  27481. }
  27482. }
  27483. else if (info.isLuminance) {
  27484. var unpackAlignment = gl.getParameter(gl.UNPACK_ALIGNMENT);
  27485. var unpaddedRowSize = width;
  27486. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  27487. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  27488. byteArray = DDSTools.GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  27489. gl.texImage2D(sampler, i, gl.LUMINANCE, width, height, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, byteArray);
  27490. }
  27491. else {
  27492. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  27493. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  27494. gl.compressedTexImage2D(sampler, i, internalFormat, width, height, 0, byteArray);
  27495. }
  27496. dataOffset += dataLength;
  27497. width *= 0.5;
  27498. height *= 0.5;
  27499. width = Math.max(1.0, width);
  27500. height = Math.max(1.0, height);
  27501. }
  27502. }
  27503. };
  27504. return DDSTools;
  27505. })();
  27506. Internals.DDSTools = DDSTools;
  27507. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  27508. })(BABYLON || (BABYLON = {}));
  27509. var BABYLON;
  27510. (function (BABYLON) {
  27511. var CannonJSPlugin = (function () {
  27512. function CannonJSPlugin() {
  27513. this._registeredMeshes = [];
  27514. this._physicsMaterials = [];
  27515. this.updateBodyPosition = function (mesh) {
  27516. for (var index = 0; index < this._registeredMeshes.length; index++) {
  27517. var registeredMesh = this._registeredMeshes[index];
  27518. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  27519. var body = registeredMesh.body;
  27520. var center = mesh.getBoundingInfo().boundingBox.center;
  27521. body.position.set(center.x, center.y, center.z);
  27522. body.quaternion.copy(mesh.rotationQuaternion);
  27523. if (registeredMesh.deltaRotation) {
  27524. var tmpQ = new CANNON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  27525. body.quaternion = body.quaternion.mult(tmpQ);
  27526. }
  27527. if (registeredMesh.heightmap) {
  27528. //calculate the correct body position:
  27529. var rotationQuaternion = mesh.rotationQuaternion;
  27530. mesh.rotationQuaternion = new BABYLON.Quaternion();
  27531. mesh.computeWorldMatrix(true);
  27532. //get original center with no rotation
  27533. var center = mesh.getBoundingInfo().boundingBox.center.clone();
  27534. var oldPivot = mesh.getPivotMatrix() || BABYLON.Matrix.Translation(0, 0, 0);
  27535. //rotation is back
  27536. mesh.rotationQuaternion = rotationQuaternion;
  27537. //calculate the new center using a pivot (since Cannon.js doesn't center height maps)
  27538. var p = BABYLON.Matrix.Translation(mesh.getBoundingInfo().boundingBox.extendSize.x, 0, -mesh.getBoundingInfo().boundingBox.extendSize.z);
  27539. mesh.setPivotMatrix(p);
  27540. mesh.computeWorldMatrix(true);
  27541. //calculate the translation
  27542. var translation = mesh.getBoundingInfo().boundingBox.center.subtract(center).subtract(mesh.position).negate();
  27543. body.position = new CANNON.Vec3(translation.x, translation.y - mesh.getBoundingInfo().boundingBox.extendSize.y, translation.z);
  27544. //add it inverted to the delta
  27545. registeredMesh.delta = mesh.getBoundingInfo().boundingBox.center.subtract(center);
  27546. registeredMesh.delta.y += mesh.getBoundingInfo().boundingBox.extendSize.y;
  27547. mesh.setPivotMatrix(oldPivot);
  27548. mesh.computeWorldMatrix(true);
  27549. }
  27550. return;
  27551. }
  27552. }
  27553. };
  27554. }
  27555. CannonJSPlugin.prototype.initialize = function (iterations) {
  27556. if (iterations === void 0) { iterations = 10; }
  27557. this._world = new CANNON.World();
  27558. this._world.broadphase = new CANNON.NaiveBroadphase();
  27559. this._world.solver.iterations = iterations;
  27560. };
  27561. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  27562. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  27563. };
  27564. CannonJSPlugin.prototype.runOneStep = function (delta) {
  27565. this._world.step(delta);
  27566. for (var index = 0; index < this._registeredMeshes.length; index++) {
  27567. var registeredMesh = this._registeredMeshes[index];
  27568. if (registeredMesh.isChild) {
  27569. continue;
  27570. }
  27571. // Body position
  27572. var bodyX = registeredMesh.body.position.x, bodyY = registeredMesh.body.position.y, bodyZ = registeredMesh.body.position.z;
  27573. registeredMesh.mesh.position.x = bodyX + registeredMesh.delta.x;
  27574. registeredMesh.mesh.position.y = bodyY + registeredMesh.delta.y;
  27575. registeredMesh.mesh.position.z = bodyZ + registeredMesh.delta.z;
  27576. registeredMesh.mesh.rotationQuaternion.copyFrom(registeredMesh.body.quaternion);
  27577. if (registeredMesh.deltaRotation) {
  27578. registeredMesh.mesh.rotationQuaternion.multiplyInPlace(registeredMesh.deltaRotation);
  27579. }
  27580. }
  27581. };
  27582. CannonJSPlugin.prototype.setGravity = function (gravity) {
  27583. this._world.gravity.set(gravity.x, gravity.y, gravity.z);
  27584. };
  27585. CannonJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
  27586. this.unregisterMesh(mesh);
  27587. if (!mesh.rotationQuaternion) {
  27588. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  27589. }
  27590. mesh.computeWorldMatrix(true);
  27591. var shape = this._createShape(mesh, impostor);
  27592. return this._createRigidBodyFromShape(shape, mesh, options);
  27593. };
  27594. CannonJSPlugin.prototype._createShape = function (mesh, impostor) {
  27595. //get the correct bounding box
  27596. var oldQuaternion = mesh.rotationQuaternion;
  27597. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  27598. mesh.computeWorldMatrix(true);
  27599. var returnValue;
  27600. switch (impostor) {
  27601. case BABYLON.PhysicsEngine.SphereImpostor:
  27602. var bbox = mesh.getBoundingInfo().boundingBox;
  27603. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  27604. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  27605. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  27606. returnValue = new CANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  27607. break;
  27608. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  27609. case BABYLON.PhysicsEngine.CylinderImpostor:
  27610. BABYLON.Tools.Warn("CylinderImposter not yet implemented, using BoxImposter instead");
  27611. case BABYLON.PhysicsEngine.BoxImpostor:
  27612. bbox = mesh.getBoundingInfo().boundingBox;
  27613. var min = bbox.minimumWorld;
  27614. var max = bbox.maximumWorld;
  27615. var box = max.subtract(min).scale(0.5);
  27616. returnValue = new CANNON.Box(new CANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  27617. break;
  27618. case BABYLON.PhysicsEngine.PlaneImpostor:
  27619. BABYLON.Tools.Warn("Attention, Cannon.js PlaneImposter might not behave as you wish. Consider using BoxImposter instead");
  27620. returnValue = new CANNON.Plane();
  27621. break;
  27622. case BABYLON.PhysicsEngine.MeshImpostor:
  27623. var rawVerts = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  27624. var rawFaces = mesh.getIndices();
  27625. returnValue = this._createConvexPolyhedron(rawVerts, rawFaces, mesh);
  27626. break;
  27627. case BABYLON.PhysicsEngine.HeightmapImpostor:
  27628. returnValue = this._createHeightmap(mesh);
  27629. break;
  27630. }
  27631. mesh.rotationQuaternion = oldQuaternion;
  27632. return returnValue;
  27633. };
  27634. CannonJSPlugin.prototype._createConvexPolyhedron = function (rawVerts, rawFaces, mesh) {
  27635. var verts = [], faces = [];
  27636. mesh.computeWorldMatrix(true);
  27637. //reuse this variable
  27638. var transformed = BABYLON.Vector3.Zero();
  27639. // Get vertices
  27640. for (var i = 0; i < rawVerts.length; i += 3) {
  27641. BABYLON.Vector3.TransformNormalFromFloatsToRef(rawVerts[i], rawVerts[i + 1], rawVerts[i + 2], mesh.getWorldMatrix(), transformed);
  27642. verts.push(new CANNON.Vec3(transformed.x, transformed.y, transformed.z));
  27643. }
  27644. // Get faces
  27645. for (var j = 0; j < rawFaces.length; j += 3) {
  27646. faces.push([rawFaces[j], rawFaces[j + 2], rawFaces[j + 1]]);
  27647. }
  27648. var shape = new CANNON.ConvexPolyhedron(verts, faces);
  27649. return shape;
  27650. };
  27651. CannonJSPlugin.prototype._createHeightmap = function (mesh, pointDepth) {
  27652. var pos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  27653. var matrix = [];
  27654. //For now pointDepth will not be used and will be automatically calculated.
  27655. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  27656. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  27657. var dim = Math.min(mesh.getBoundingInfo().boundingBox.extendSize.x, mesh.getBoundingInfo().boundingBox.extendSize.z);
  27658. var elementSize = dim * 2 / arraySize;
  27659. var minY = mesh.getBoundingInfo().boundingBox.extendSize.y;
  27660. for (var i = 0; i < pos.length; i = i + 3) {
  27661. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  27662. var z = Math.round(((pos[i + 2]) / elementSize - arraySize / 2) * -1);
  27663. var y = pos[i + 1] + minY;
  27664. if (!matrix[x]) {
  27665. matrix[x] = [];
  27666. }
  27667. if (!matrix[x][z]) {
  27668. matrix[x][z] = y;
  27669. }
  27670. matrix[x][z] = Math.max(y, matrix[x][z]);
  27671. }
  27672. for (var x = 0; x <= arraySize; ++x) {
  27673. if (!matrix[x]) {
  27674. var loc = 1;
  27675. while (!matrix[(x + loc) % arraySize]) {
  27676. loc++;
  27677. }
  27678. matrix[x] = matrix[(x + loc) % arraySize].slice();
  27679. }
  27680. for (var z = 0; z <= arraySize; ++z) {
  27681. if (!matrix[x][z]) {
  27682. var loc = 1;
  27683. var newValue;
  27684. while (newValue === undefined) {
  27685. newValue = matrix[x][(z + loc++) % arraySize];
  27686. }
  27687. matrix[x][z] = newValue;
  27688. }
  27689. }
  27690. }
  27691. var shape = new CANNON.Heightfield(matrix, {
  27692. elementSize: elementSize
  27693. });
  27694. //For future reference, needed for body transformation
  27695. shape.minY = minY;
  27696. return shape;
  27697. };
  27698. CannonJSPlugin.prototype._addMaterial = function (friction, restitution) {
  27699. var index;
  27700. var mat;
  27701. for (index = 0; index < this._physicsMaterials.length; index++) {
  27702. mat = this._physicsMaterials[index];
  27703. if (mat.friction === friction && mat.restitution === restitution) {
  27704. return mat;
  27705. }
  27706. }
  27707. var currentMat = new CANNON.Material("mat");
  27708. this._physicsMaterials.push(currentMat);
  27709. for (index = 0; index < this._physicsMaterials.length; index++) {
  27710. mat = this._physicsMaterials[index];
  27711. var contactMaterial = new CANNON.ContactMaterial(mat, currentMat, { friction: friction, restitution: restitution });
  27712. this._world.addContactMaterial(contactMaterial);
  27713. }
  27714. return currentMat;
  27715. };
  27716. CannonJSPlugin.prototype._createRigidBodyFromShape = function (shape, mesh, options) {
  27717. if (!mesh.rotationQuaternion) {
  27718. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  27719. }
  27720. // The delta between the mesh position and the mesh bounding box center
  27721. var bbox = mesh.getBoundingInfo().boundingBox;
  27722. var deltaPosition = mesh.position.subtract(bbox.center);
  27723. var deltaRotation;
  27724. var material = this._addMaterial(options.friction, options.restitution);
  27725. var body = new CANNON.Body({
  27726. mass: options.mass,
  27727. material: material,
  27728. position: new CANNON.Vec3(bbox.center.x, bbox.center.y, bbox.center.z)
  27729. });
  27730. body.quaternion = new CANNON.Quaternion(mesh.rotationQuaternion.x, mesh.rotationQuaternion.y, mesh.rotationQuaternion.z, mesh.rotationQuaternion.w);
  27731. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  27732. if (shape.type === CANNON.Shape.types.PLANE || shape.type === CANNON.Shape.types.HEIGHTFIELD) {
  27733. //-90 DEG in X, precalculated
  27734. var tmpQ = new CANNON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  27735. body.quaternion = body.quaternion.mult(tmpQ);
  27736. //Invert! (Precalculated, 90 deg in X)
  27737. deltaRotation = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  27738. }
  27739. //If it is a heightfield, if should be centered.
  27740. if (shape.type === CANNON.Shape.types.HEIGHTFIELD) {
  27741. //calculate the correct body position:
  27742. var rotationQuaternion = mesh.rotationQuaternion;
  27743. mesh.rotationQuaternion = new BABYLON.Quaternion();
  27744. mesh.computeWorldMatrix(true);
  27745. //get original center with no rotation
  27746. var center = mesh.getBoundingInfo().boundingBox.center.clone();
  27747. var oldPivot = mesh.getPivotMatrix() || BABYLON.Matrix.Translation(0, 0, 0);
  27748. //rotation is back
  27749. mesh.rotationQuaternion = rotationQuaternion;
  27750. //calculate the new center using a pivot (since Cannon.js doesn't center height maps)
  27751. var p = BABYLON.Matrix.Translation(mesh.getBoundingInfo().boundingBox.extendSize.x, 0, -mesh.getBoundingInfo().boundingBox.extendSize.z);
  27752. mesh.setPivotMatrix(p);
  27753. mesh.computeWorldMatrix(true);
  27754. //calculate the translation
  27755. var translation = mesh.getBoundingInfo().boundingBox.center.subtract(center).subtract(mesh.position).negate();
  27756. body.position = new CANNON.Vec3(translation.x, translation.y - mesh.getBoundingInfo().boundingBox.extendSize.y, translation.z);
  27757. //add it inverted to the delta
  27758. deltaPosition = mesh.getBoundingInfo().boundingBox.center.subtract(center);
  27759. deltaPosition.y += mesh.getBoundingInfo().boundingBox.extendSize.y;
  27760. mesh.setPivotMatrix(oldPivot);
  27761. mesh.computeWorldMatrix(true);
  27762. }
  27763. //add the shape
  27764. body.addShape(shape);
  27765. this._world.add(body);
  27766. this._registeredMeshes.push({ mesh: mesh, body: body, material: material, delta: deltaPosition, deltaRotation: deltaRotation, heightmap: shape.type === CANNON.Shape.types.HEIGHTFIELD });
  27767. return body;
  27768. };
  27769. CannonJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
  27770. var initialMesh = parts[0].mesh;
  27771. this.unregisterMesh(initialMesh);
  27772. initialMesh.computeWorldMatrix(true);
  27773. var initialShape = this._createShape(initialMesh, parts[0].impostor);
  27774. var body = this._createRigidBodyFromShape(initialShape, initialMesh, options);
  27775. for (var index = 1; index < parts.length; index++) {
  27776. var mesh = parts[index].mesh;
  27777. mesh.computeWorldMatrix(true);
  27778. var shape = this._createShape(mesh, parts[index].impostor);
  27779. var localPosition = mesh.position;
  27780. body.addShape(shape, new CANNON.Vec3(localPosition.x, localPosition.y, localPosition.z));
  27781. }
  27782. return body;
  27783. };
  27784. CannonJSPlugin.prototype._unbindBody = function (body) {
  27785. for (var index = 0; index < this._registeredMeshes.length; index++) {
  27786. var registeredMesh = this._registeredMeshes[index];
  27787. if (registeredMesh.body === body) {
  27788. this._world.remove(registeredMesh.body);
  27789. registeredMesh.body = null;
  27790. registeredMesh.delta = null;
  27791. registeredMesh.deltaRotation = null;
  27792. }
  27793. }
  27794. };
  27795. CannonJSPlugin.prototype.unregisterMesh = function (mesh) {
  27796. for (var index = 0; index < this._registeredMeshes.length; index++) {
  27797. var registeredMesh = this._registeredMeshes[index];
  27798. if (registeredMesh.mesh === mesh) {
  27799. // Remove body
  27800. if (registeredMesh.body) {
  27801. this._unbindBody(registeredMesh.body);
  27802. }
  27803. this._registeredMeshes.splice(index, 1);
  27804. return;
  27805. }
  27806. }
  27807. };
  27808. CannonJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
  27809. var worldPoint = new CANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  27810. var impulse = new CANNON.Vec3(force.x, force.y, force.z);
  27811. for (var index = 0; index < this._registeredMeshes.length; index++) {
  27812. var registeredMesh = this._registeredMeshes[index];
  27813. if (registeredMesh.mesh === mesh) {
  27814. registeredMesh.body.applyImpulse(impulse, worldPoint);
  27815. return;
  27816. }
  27817. }
  27818. };
  27819. CannonJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2) {
  27820. var body1 = null, body2 = null;
  27821. for (var index = 0; index < this._registeredMeshes.length; index++) {
  27822. var registeredMesh = this._registeredMeshes[index];
  27823. if (registeredMesh.mesh === mesh1) {
  27824. body1 = registeredMesh.body;
  27825. }
  27826. else if (registeredMesh.mesh === mesh2) {
  27827. body2 = registeredMesh.body;
  27828. }
  27829. }
  27830. if (!body1 || !body2) {
  27831. return false;
  27832. }
  27833. var constraint = new CANNON.PointToPointConstraint(body1, new CANNON.Vec3(pivot1.x, pivot1.y, pivot1.z), body2, new CANNON.Vec3(pivot2.x, pivot2.y, pivot2.z));
  27834. this._world.addConstraint(constraint);
  27835. return true;
  27836. };
  27837. CannonJSPlugin.prototype.dispose = function () {
  27838. while (this._registeredMeshes.length) {
  27839. this.unregisterMesh(this._registeredMeshes[0].mesh);
  27840. }
  27841. };
  27842. CannonJSPlugin.prototype.isSupported = function () {
  27843. return window.CANNON !== undefined;
  27844. };
  27845. CannonJSPlugin.prototype.getWorldObject = function () {
  27846. return this._world;
  27847. };
  27848. CannonJSPlugin.prototype.getPhysicsBodyOfMesh = function (mesh) {
  27849. for (var index = 0; index < this._registeredMeshes.length; index++) {
  27850. var registeredMesh = this._registeredMeshes[index];
  27851. if (registeredMesh.mesh === mesh) {
  27852. return registeredMesh.body;
  27853. }
  27854. }
  27855. return null;
  27856. };
  27857. return CannonJSPlugin;
  27858. })();
  27859. BABYLON.CannonJSPlugin = CannonJSPlugin;
  27860. })(BABYLON || (BABYLON = {}));
  27861. var BABYLON;
  27862. (function (BABYLON) {
  27863. var OimoJSPlugin = (function () {
  27864. function OimoJSPlugin() {
  27865. this._registeredMeshes = [];
  27866. /**
  27867. * Update the body position according to the mesh position
  27868. * @param mesh
  27869. */
  27870. this.updateBodyPosition = function (mesh) {
  27871. for (var index = 0; index < this._registeredMeshes.length; index++) {
  27872. var registeredMesh = this._registeredMeshes[index];
  27873. var body = registeredMesh.body.body;
  27874. var updated = false;
  27875. var newPosition;
  27876. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  27877. mesh.computeWorldMatrix(true);
  27878. newPosition = mesh.getBoundingInfo().boundingBox.center;
  27879. updated = true;
  27880. }
  27881. else if (registeredMesh.mesh.parent === mesh) {
  27882. mesh.computeWorldMatrix(true);
  27883. registeredMesh.mesh.computeWorldMatrix(true);
  27884. newPosition = registeredMesh.mesh.getAbsolutePosition();
  27885. updated = true;
  27886. }
  27887. if (updated) {
  27888. body.setPosition(new OIMO.Vec3(newPosition.x, newPosition.y, newPosition.z));
  27889. body.setQuaternion(mesh.rotationQuaternion);
  27890. body.sleeping = false;
  27891. //force Oimo to update the body's position
  27892. body.updatePosition(1);
  27893. }
  27894. }
  27895. };
  27896. }
  27897. OimoJSPlugin.prototype._checkWithEpsilon = function (value) {
  27898. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  27899. };
  27900. OimoJSPlugin.prototype.initialize = function (iterations) {
  27901. this._world = new OIMO.World(null, null, iterations);
  27902. this._world.clear();
  27903. };
  27904. OimoJSPlugin.prototype.setGravity = function (gravity) {
  27905. this._world.gravity = gravity;
  27906. };
  27907. OimoJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
  27908. this.unregisterMesh(mesh);
  27909. if (!mesh.rotationQuaternion) {
  27910. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  27911. }
  27912. mesh.computeWorldMatrix(true);
  27913. var bbox = mesh.getBoundingInfo().boundingBox;
  27914. // The delta between the mesh position and the mesh bounding box center
  27915. var deltaPosition = mesh.position.subtract(bbox.center);
  27916. //calculate rotation to fit Oimo's needs (Euler...)
  27917. var rot = new OIMO.Euler().setFromQuaternion({ x: mesh.rotationQuaternion.x, y: mesh.rotationQuaternion.y, z: mesh.rotationQuaternion.z, s: mesh.rotationQuaternion.w });
  27918. //get the correct bounding box
  27919. var oldQuaternion = mesh.rotationQuaternion;
  27920. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  27921. mesh.computeWorldMatrix(true);
  27922. var bodyConfig = {
  27923. pos: [bbox.center.x, bbox.center.y, bbox.center.z],
  27924. rot: [rot.x / OIMO.TO_RAD, rot.y / OIMO.TO_RAD, rot.z / OIMO.TO_RAD],
  27925. move: options.mass != 0,
  27926. config: [options.mass, options.friction, options.restitution],
  27927. world: this._world
  27928. };
  27929. // register mesh
  27930. switch (impostor) {
  27931. case BABYLON.PhysicsEngine.SphereImpostor:
  27932. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  27933. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  27934. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  27935. var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
  27936. bodyConfig.type = 'sphere';
  27937. bodyConfig.size = [size];
  27938. break;
  27939. case BABYLON.PhysicsEngine.PlaneImpostor:
  27940. //Oimo "fakes" a cylinder as a box, so why don't we!
  27941. case BABYLON.PhysicsEngine.CylinderImpostor:
  27942. case BABYLON.PhysicsEngine.BoxImpostor:
  27943. var min = bbox.minimumWorld;
  27944. var max = bbox.maximumWorld;
  27945. var box = max.subtract(min);
  27946. var sizeX = this._checkWithEpsilon(box.x);
  27947. var sizeY = this._checkWithEpsilon(box.y);
  27948. var sizeZ = this._checkWithEpsilon(box.z);
  27949. bodyConfig.type = 'box';
  27950. bodyConfig.size = [sizeX, sizeY, sizeZ];
  27951. break;
  27952. }
  27953. var body = new OIMO.Body(bodyConfig);
  27954. //We have to access the rigid body's properties to set the quaternion.
  27955. //The setQuaternion function of Oimo only sets the newOrientation that is only set after an impulse is given or a collision.
  27956. //body.body.orientation = new OIMO.Quat(mesh.rotationQuaternion.w, mesh.rotationQuaternion.x, mesh.rotationQuaternion.y, mesh.rotationQuaternion.z);
  27957. //TEST
  27958. //body.body.resetQuaternion(new OIMO.Quat(mesh.rotationQuaternion.w, mesh.rotationQuaternion.x, mesh.rotationQuaternion.y, mesh.rotationQuaternion.z));
  27959. //update the internal rotation matrix
  27960. //body.body.syncShapes();
  27961. this._registeredMeshes.push({
  27962. mesh: mesh,
  27963. body: body,
  27964. delta: deltaPosition
  27965. });
  27966. //for the sake of consistency.
  27967. mesh.rotationQuaternion = oldQuaternion;
  27968. return body;
  27969. };
  27970. OimoJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
  27971. var types = [], sizes = [], positions = [], rotations = [];
  27972. var initialMesh = parts[0].mesh;
  27973. for (var index = 0; index < parts.length; index++) {
  27974. var part = parts[index];
  27975. var bodyParameters = this._createBodyAsCompound(part, options, initialMesh);
  27976. types.push(bodyParameters.type);
  27977. sizes.push.apply(sizes, bodyParameters.size);
  27978. positions.push.apply(positions, bodyParameters.pos);
  27979. rotations.push.apply(rotations, bodyParameters.rot);
  27980. }
  27981. var body = new OIMO.Body({
  27982. type: types,
  27983. size: sizes,
  27984. pos: positions,
  27985. rot: rotations,
  27986. move: options.mass != 0,
  27987. config: [options.mass, options.friction, options.restitution],
  27988. world: this._world
  27989. });
  27990. //Reset the body's rotation to be of the initial mesh's.
  27991. var rot = new OIMO.Euler().setFromQuaternion({ x: initialMesh.rotationQuaternion.x, y: initialMesh.rotationQuaternion.y, z: initialMesh.rotationQuaternion.z, s: initialMesh.rotationQuaternion.w });
  27992. body.resetRotation(rot.x / OIMO.TO_RAD, rot.y / OIMO.TO_RAD, rot.z / OIMO.TO_RAD);
  27993. this._registeredMeshes.push({
  27994. mesh: initialMesh,
  27995. body: body
  27996. });
  27997. return body;
  27998. };
  27999. OimoJSPlugin.prototype._createBodyAsCompound = function (part, options, initialMesh) {
  28000. var mesh = part.mesh;
  28001. if (!mesh.rotationQuaternion) {
  28002. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  28003. }
  28004. // We need the bounding box/sphere info to compute the physics body
  28005. mesh.computeWorldMatrix(true);
  28006. var rot = new OIMO.Euler().setFromQuaternion({ x: mesh.rotationQuaternion.x, y: mesh.rotationQuaternion.y, z: mesh.rotationQuaternion.z, s: mesh.rotationQuaternion.w });
  28007. var bodyParameters = {
  28008. pos: [mesh.position.x, mesh.position.y, mesh.position.z],
  28009. //A bug in Oimo (Body class) prevents us from using rot directly.
  28010. rot: [0, 0, 0],
  28011. //For future reference, if the bug will ever be fixed.
  28012. realRot: [rot.x / OIMO.TO_RAD, rot.y / OIMO.TO_RAD, rot.z / OIMO.TO_RAD]
  28013. };
  28014. var oldQuaternion = mesh.rotationQuaternion;
  28015. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  28016. mesh.computeWorldMatrix(true);
  28017. switch (part.impostor) {
  28018. case BABYLON.PhysicsEngine.SphereImpostor:
  28019. var bbox = mesh.getBoundingInfo().boundingBox;
  28020. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  28021. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  28022. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  28023. var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
  28024. bodyParameters.type = 'sphere';
  28025. bodyParameters.size = [size, size, size];
  28026. break;
  28027. case BABYLON.PhysicsEngine.PlaneImpostor:
  28028. case BABYLON.PhysicsEngine.CylinderImpostor:
  28029. case BABYLON.PhysicsEngine.BoxImpostor:
  28030. bbox = mesh.getBoundingInfo().boundingBox;
  28031. var min = bbox.minimumWorld;
  28032. var max = bbox.maximumWorld;
  28033. var box = max.subtract(min);
  28034. var sizeX = this._checkWithEpsilon(box.x);
  28035. var sizeY = this._checkWithEpsilon(box.y);
  28036. var sizeZ = this._checkWithEpsilon(box.z);
  28037. bodyParameters.type = 'box';
  28038. bodyParameters.size = [sizeX, sizeY, sizeZ];
  28039. break;
  28040. }
  28041. mesh.rotationQuaternion = oldQuaternion;
  28042. return bodyParameters;
  28043. };
  28044. OimoJSPlugin.prototype.unregisterMesh = function (mesh) {
  28045. for (var index = 0; index < this._registeredMeshes.length; index++) {
  28046. var registeredMesh = this._registeredMeshes[index];
  28047. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  28048. if (registeredMesh.body) {
  28049. this._world.removeRigidBody(registeredMesh.body.body);
  28050. this._unbindBody(registeredMesh.body);
  28051. }
  28052. this._registeredMeshes.splice(index, 1);
  28053. return;
  28054. }
  28055. }
  28056. };
  28057. OimoJSPlugin.prototype._unbindBody = function (body) {
  28058. for (var index = 0; index < this._registeredMeshes.length; index++) {
  28059. var registeredMesh = this._registeredMeshes[index];
  28060. if (registeredMesh.body === body) {
  28061. registeredMesh.body = null;
  28062. }
  28063. }
  28064. };
  28065. OimoJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
  28066. for (var index = 0; index < this._registeredMeshes.length; index++) {
  28067. var registeredMesh = this._registeredMeshes[index];
  28068. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  28069. // Get object mass to have a behaviour similar to cannon.js
  28070. var mass = registeredMesh.body.body.massInfo.mass;
  28071. // The force is scaled with the mass of object
  28072. registeredMesh.body.body.applyImpulse(contactPoint.scale(OIMO.INV_SCALE), force.scale(OIMO.INV_SCALE * mass));
  28073. return;
  28074. }
  28075. }
  28076. };
  28077. OimoJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
  28078. var body1 = null, body2 = null;
  28079. for (var index = 0; index < this._registeredMeshes.length; index++) {
  28080. var registeredMesh = this._registeredMeshes[index];
  28081. if (registeredMesh.mesh === mesh1) {
  28082. body1 = registeredMesh.body.body;
  28083. }
  28084. else if (registeredMesh.mesh === mesh2) {
  28085. body2 = registeredMesh.body.body;
  28086. }
  28087. }
  28088. if (!body1 || !body2) {
  28089. return false;
  28090. }
  28091. if (!options) {
  28092. options = {};
  28093. }
  28094. new OIMO.Link({
  28095. type: options.type,
  28096. body1: body1,
  28097. body2: body2,
  28098. min: options.min,
  28099. max: options.max,
  28100. axe1: options.axe1,
  28101. axe2: options.axe2,
  28102. pos1: [pivot1.x, pivot1.y, pivot1.z],
  28103. pos2: [pivot2.x, pivot2.y, pivot2.z],
  28104. collision: options.collision,
  28105. spring: options.spring,
  28106. world: this._world
  28107. });
  28108. return true;
  28109. };
  28110. OimoJSPlugin.prototype.dispose = function () {
  28111. this._world.clear();
  28112. while (this._registeredMeshes.length) {
  28113. this.unregisterMesh(this._registeredMeshes[0].mesh);
  28114. }
  28115. };
  28116. OimoJSPlugin.prototype.isSupported = function () {
  28117. return OIMO !== undefined;
  28118. };
  28119. OimoJSPlugin.prototype.getWorldObject = function () {
  28120. return this._world;
  28121. };
  28122. OimoJSPlugin.prototype.getPhysicsBodyOfMesh = function (mesh) {
  28123. for (var index = 0; index < this._registeredMeshes.length; index++) {
  28124. var registeredMesh = this._registeredMeshes[index];
  28125. if (registeredMesh.mesh === mesh) {
  28126. return registeredMesh.body;
  28127. }
  28128. }
  28129. return null;
  28130. };
  28131. OimoJSPlugin.prototype._getLastShape = function (body) {
  28132. var lastShape = body.shapes;
  28133. while (lastShape.next) {
  28134. lastShape = lastShape.next;
  28135. }
  28136. return lastShape;
  28137. };
  28138. OimoJSPlugin.prototype.runOneStep = function (time) {
  28139. this._world.step();
  28140. // Update the position of all registered meshes
  28141. var i = this._registeredMeshes.length;
  28142. var m;
  28143. while (i--) {
  28144. var body = this._registeredMeshes[i].body.body;
  28145. var mesh = this._registeredMeshes[i].mesh;
  28146. if (!this._registeredMeshes[i].delta) {
  28147. this._registeredMeshes[i].delta = BABYLON.Vector3.Zero();
  28148. }
  28149. if (!body.sleeping) {
  28150. //TODO check that
  28151. if (body.shapes.next) {
  28152. var parentShape = this._getLastShape(body);
  28153. mesh.position.x = parentShape.position.x * OIMO.WORLD_SCALE;
  28154. mesh.position.y = parentShape.position.y * OIMO.WORLD_SCALE;
  28155. mesh.position.z = parentShape.position.z * OIMO.WORLD_SCALE;
  28156. }
  28157. else {
  28158. mesh.position.copyFrom(body.getPosition()).addInPlace(this._registeredMeshes[i].delta);
  28159. }
  28160. mesh.rotationQuaternion.copyFrom(body.getQuaternion());
  28161. mesh.computeWorldMatrix();
  28162. }
  28163. }
  28164. };
  28165. return OimoJSPlugin;
  28166. })();
  28167. BABYLON.OimoJSPlugin = OimoJSPlugin;
  28168. })(BABYLON || (BABYLON = {}));
  28169. var BABYLON;
  28170. (function (BABYLON) {
  28171. var DisplayPassPostProcess = (function (_super) {
  28172. __extends(DisplayPassPostProcess, _super);
  28173. function DisplayPassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  28174. _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], ratio, camera, samplingMode, engine, reusable);
  28175. }
  28176. return DisplayPassPostProcess;
  28177. })(BABYLON.PostProcess);
  28178. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  28179. })(BABYLON || (BABYLON = {}));
  28180. var BABYLON;
  28181. (function (BABYLON) {
  28182. var SimplificationSettings = (function () {
  28183. function SimplificationSettings(quality, distance, optimizeMesh) {
  28184. this.quality = quality;
  28185. this.distance = distance;
  28186. this.optimizeMesh = optimizeMesh;
  28187. }
  28188. return SimplificationSettings;
  28189. })();
  28190. BABYLON.SimplificationSettings = SimplificationSettings;
  28191. var SimplificationQueue = (function () {
  28192. function SimplificationQueue() {
  28193. this.running = false;
  28194. this._simplificationArray = [];
  28195. }
  28196. SimplificationQueue.prototype.addTask = function (task) {
  28197. this._simplificationArray.push(task);
  28198. };
  28199. SimplificationQueue.prototype.executeNext = function () {
  28200. var task = this._simplificationArray.pop();
  28201. if (task) {
  28202. this.running = true;
  28203. this.runSimplification(task);
  28204. }
  28205. else {
  28206. this.running = false;
  28207. }
  28208. };
  28209. SimplificationQueue.prototype.runSimplification = function (task) {
  28210. var _this = this;
  28211. if (task.parallelProcessing) {
  28212. //parallel simplifier
  28213. task.settings.forEach(function (setting) {
  28214. var simplifier = _this.getSimplifier(task);
  28215. simplifier.simplify(setting, function (newMesh) {
  28216. task.mesh.addLODLevel(setting.distance, newMesh);
  28217. newMesh.isVisible = true;
  28218. //check if it is the last
  28219. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  28220. //all done, run the success callback.
  28221. task.successCallback();
  28222. }
  28223. _this.executeNext();
  28224. });
  28225. });
  28226. }
  28227. else {
  28228. //single simplifier.
  28229. var simplifier = this.getSimplifier(task);
  28230. var runDecimation = function (setting, callback) {
  28231. simplifier.simplify(setting, function (newMesh) {
  28232. task.mesh.addLODLevel(setting.distance, newMesh);
  28233. newMesh.isVisible = true;
  28234. //run the next quality level
  28235. callback();
  28236. });
  28237. };
  28238. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  28239. runDecimation(task.settings[loop.index], function () {
  28240. loop.executeNext();
  28241. });
  28242. }, function () {
  28243. //execution ended, run the success callback.
  28244. if (task.successCallback) {
  28245. task.successCallback();
  28246. }
  28247. _this.executeNext();
  28248. });
  28249. }
  28250. };
  28251. SimplificationQueue.prototype.getSimplifier = function (task) {
  28252. switch (task.simplificationType) {
  28253. case SimplificationType.QUADRATIC:
  28254. default:
  28255. return new QuadraticErrorSimplification(task.mesh);
  28256. }
  28257. };
  28258. return SimplificationQueue;
  28259. })();
  28260. BABYLON.SimplificationQueue = SimplificationQueue;
  28261. /**
  28262. * The implemented types of simplification.
  28263. * At the moment only Quadratic Error Decimation is implemented.
  28264. */
  28265. (function (SimplificationType) {
  28266. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  28267. })(BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  28268. var SimplificationType = BABYLON.SimplificationType;
  28269. var DecimationTriangle = (function () {
  28270. function DecimationTriangle(vertices) {
  28271. this.vertices = vertices;
  28272. this.error = new Array(4);
  28273. this.deleted = false;
  28274. this.isDirty = false;
  28275. this.deletePending = false;
  28276. this.borderFactor = 0;
  28277. }
  28278. return DecimationTriangle;
  28279. })();
  28280. BABYLON.DecimationTriangle = DecimationTriangle;
  28281. var DecimationVertex = (function () {
  28282. function DecimationVertex(position, id) {
  28283. this.position = position;
  28284. this.id = id;
  28285. this.isBorder = true;
  28286. this.q = new QuadraticMatrix();
  28287. this.triangleCount = 0;
  28288. this.triangleStart = 0;
  28289. this.originalOffsets = [];
  28290. }
  28291. DecimationVertex.prototype.updatePosition = function (newPosition) {
  28292. this.position.copyFrom(newPosition);
  28293. };
  28294. return DecimationVertex;
  28295. })();
  28296. BABYLON.DecimationVertex = DecimationVertex;
  28297. var QuadraticMatrix = (function () {
  28298. function QuadraticMatrix(data) {
  28299. this.data = new Array(10);
  28300. for (var i = 0; i < 10; ++i) {
  28301. if (data && data[i]) {
  28302. this.data[i] = data[i];
  28303. }
  28304. else {
  28305. this.data[i] = 0;
  28306. }
  28307. }
  28308. }
  28309. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  28310. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  28311. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  28312. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  28313. return det;
  28314. };
  28315. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  28316. for (var i = 0; i < 10; ++i) {
  28317. this.data[i] += matrix.data[i];
  28318. }
  28319. };
  28320. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  28321. for (var i = 0; i < 10; ++i) {
  28322. this.data[i] += data[i];
  28323. }
  28324. };
  28325. QuadraticMatrix.prototype.add = function (matrix) {
  28326. var m = new QuadraticMatrix();
  28327. for (var i = 0; i < 10; ++i) {
  28328. m.data[i] = this.data[i] + matrix.data[i];
  28329. }
  28330. return m;
  28331. };
  28332. QuadraticMatrix.FromData = function (a, b, c, d) {
  28333. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  28334. };
  28335. //returning an array to avoid garbage collection
  28336. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  28337. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  28338. };
  28339. return QuadraticMatrix;
  28340. })();
  28341. BABYLON.QuadraticMatrix = QuadraticMatrix;
  28342. var Reference = (function () {
  28343. function Reference(vertexId, triangleId) {
  28344. this.vertexId = vertexId;
  28345. this.triangleId = triangleId;
  28346. }
  28347. return Reference;
  28348. })();
  28349. BABYLON.Reference = Reference;
  28350. /**
  28351. * An implementation of the Quadratic Error simplification algorithm.
  28352. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  28353. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  28354. * @author RaananW
  28355. */
  28356. var QuadraticErrorSimplification = (function () {
  28357. function QuadraticErrorSimplification(_mesh) {
  28358. this._mesh = _mesh;
  28359. this.initialized = false;
  28360. this.syncIterations = 5000;
  28361. this.aggressiveness = 7;
  28362. this.decimationIterations = 100;
  28363. this.boundingBoxEpsilon = BABYLON.Engine.Epsilon;
  28364. }
  28365. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  28366. var _this = this;
  28367. this.initDecimatedMesh();
  28368. //iterating through the submeshes array, one after the other.
  28369. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  28370. _this.initWithMesh(loop.index, function () {
  28371. _this.runDecimation(settings, loop.index, function () {
  28372. loop.executeNext();
  28373. });
  28374. }, settings.optimizeMesh);
  28375. }, function () {
  28376. setTimeout(function () {
  28377. successCallback(_this._reconstructedMesh);
  28378. }, 0);
  28379. });
  28380. };
  28381. QuadraticErrorSimplification.prototype.isTriangleOnBoundingBox = function (triangle) {
  28382. var _this = this;
  28383. var gCount = 0;
  28384. triangle.vertices.forEach(function (vertex) {
  28385. var count = 0;
  28386. var vPos = vertex.position;
  28387. var bbox = _this._mesh.getBoundingInfo().boundingBox;
  28388. if (bbox.maximum.x - vPos.x < _this.boundingBoxEpsilon || vPos.x - bbox.minimum.x > _this.boundingBoxEpsilon)
  28389. ++count;
  28390. if (bbox.maximum.y === vPos.y || vPos.y === bbox.minimum.y)
  28391. ++count;
  28392. if (bbox.maximum.z === vPos.z || vPos.z === bbox.minimum.z)
  28393. ++count;
  28394. if (count > 1) {
  28395. ++gCount;
  28396. }
  28397. ;
  28398. });
  28399. if (gCount > 1) {
  28400. console.log(triangle, gCount);
  28401. }
  28402. return gCount > 1;
  28403. };
  28404. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  28405. var _this = this;
  28406. var targetCount = ~~(this.triangles.length * settings.quality);
  28407. var deletedTriangles = 0;
  28408. var triangleCount = this.triangles.length;
  28409. var iterationFunction = function (iteration, callback) {
  28410. setTimeout(function () {
  28411. if (iteration % 5 === 0) {
  28412. _this.updateMesh(iteration === 0);
  28413. }
  28414. for (var i = 0; i < _this.triangles.length; ++i) {
  28415. _this.triangles[i].isDirty = false;
  28416. }
  28417. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  28418. var trianglesIterator = function (i) {
  28419. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  28420. var t = _this.triangles[tIdx];
  28421. if (!t)
  28422. return;
  28423. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  28424. return;
  28425. }
  28426. for (var j = 0; j < 3; ++j) {
  28427. if (t.error[j] < threshold) {
  28428. var deleted0 = [];
  28429. var deleted1 = [];
  28430. var v0 = t.vertices[j];
  28431. var v1 = t.vertices[(j + 1) % 3];
  28432. if (v0.isBorder !== v1.isBorder)
  28433. continue;
  28434. var p = BABYLON.Vector3.Zero();
  28435. var n = BABYLON.Vector3.Zero();
  28436. var uv = BABYLON.Vector2.Zero();
  28437. var color = new BABYLON.Color4(0, 0, 0, 1);
  28438. _this.calculateError(v0, v1, p, n, uv, color);
  28439. var delTr = [];
  28440. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr))
  28441. continue;
  28442. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr))
  28443. continue;
  28444. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0)
  28445. continue;
  28446. var uniqueArray = [];
  28447. delTr.forEach(function (deletedT) {
  28448. if (uniqueArray.indexOf(deletedT) === -1) {
  28449. deletedT.deletePending = true;
  28450. uniqueArray.push(deletedT);
  28451. }
  28452. });
  28453. if (uniqueArray.length % 2 !== 0) {
  28454. continue;
  28455. }
  28456. v0.q = v1.q.add(v0.q);
  28457. v0.updatePosition(p);
  28458. var tStart = _this.references.length;
  28459. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  28460. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  28461. var tCount = _this.references.length - tStart;
  28462. if (tCount <= v0.triangleCount) {
  28463. if (tCount) {
  28464. for (var c = 0; c < tCount; c++) {
  28465. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  28466. }
  28467. }
  28468. }
  28469. else {
  28470. v0.triangleStart = tStart;
  28471. }
  28472. v0.triangleCount = tCount;
  28473. break;
  28474. }
  28475. }
  28476. };
  28477. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  28478. }, 0);
  28479. };
  28480. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  28481. if (triangleCount - deletedTriangles <= targetCount)
  28482. loop.breakLoop();
  28483. else {
  28484. iterationFunction(loop.index, function () {
  28485. loop.executeNext();
  28486. });
  28487. }
  28488. }, function () {
  28489. setTimeout(function () {
  28490. //reconstruct this part of the mesh
  28491. _this.reconstructMesh(submeshIndex);
  28492. successCallback();
  28493. }, 0);
  28494. });
  28495. };
  28496. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  28497. var _this = this;
  28498. this.vertices = [];
  28499. this.triangles = [];
  28500. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  28501. var indices = this._mesh.getIndices();
  28502. var submesh = this._mesh.subMeshes[submeshIndex];
  28503. var findInVertices = function (positionToSearch) {
  28504. if (optimizeMesh) {
  28505. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  28506. if (_this.vertices[ii].position.equals(positionToSearch)) {
  28507. return _this.vertices[ii];
  28508. }
  28509. }
  28510. }
  28511. return null;
  28512. };
  28513. var vertexReferences = [];
  28514. var vertexInit = function (i) {
  28515. var offset = i + submesh.verticesStart;
  28516. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  28517. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  28518. vertex.originalOffsets.push(offset);
  28519. if (vertex.id === _this.vertices.length) {
  28520. _this.vertices.push(vertex);
  28521. }
  28522. vertexReferences.push(vertex.id);
  28523. };
  28524. //var totalVertices = mesh.getTotalVertices();
  28525. var totalVertices = submesh.verticesCount;
  28526. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  28527. var indicesInit = function (i) {
  28528. var offset = (submesh.indexStart / 3) + i;
  28529. var pos = (offset * 3);
  28530. var i0 = indices[pos + 0];
  28531. var i1 = indices[pos + 1];
  28532. var i2 = indices[pos + 2];
  28533. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  28534. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  28535. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  28536. var triangle = new DecimationTriangle([v0, v1, v2]);
  28537. triangle.originalOffset = pos;
  28538. _this.triangles.push(triangle);
  28539. };
  28540. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  28541. _this.init(callback);
  28542. });
  28543. });
  28544. };
  28545. QuadraticErrorSimplification.prototype.init = function (callback) {
  28546. var _this = this;
  28547. var triangleInit1 = function (i) {
  28548. var t = _this.triangles[i];
  28549. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  28550. for (var j = 0; j < 3; j++) {
  28551. t.vertices[j].q.addArrayInPlace(QuadraticMatrix.DataFromNumbers(t.normal.x, t.normal.y, t.normal.z, -(BABYLON.Vector3.Dot(t.normal, t.vertices[0].position))));
  28552. }
  28553. };
  28554. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  28555. var triangleInit2 = function (i) {
  28556. var t = _this.triangles[i];
  28557. for (var j = 0; j < 3; ++j) {
  28558. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  28559. }
  28560. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  28561. };
  28562. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  28563. _this.initialized = true;
  28564. callback();
  28565. });
  28566. });
  28567. };
  28568. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  28569. var newTriangles = [];
  28570. var i;
  28571. for (i = 0; i < this.vertices.length; ++i) {
  28572. this.vertices[i].triangleCount = 0;
  28573. }
  28574. var t;
  28575. var j;
  28576. for (i = 0; i < this.triangles.length; ++i) {
  28577. if (!this.triangles[i].deleted) {
  28578. t = this.triangles[i];
  28579. for (j = 0; j < 3; ++j) {
  28580. t.vertices[j].triangleCount = 1;
  28581. }
  28582. newTriangles.push(t);
  28583. }
  28584. }
  28585. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  28586. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  28587. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  28588. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  28589. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  28590. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  28591. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  28592. var vertexCount = 0;
  28593. for (i = 0; i < this.vertices.length; ++i) {
  28594. var vertex = this.vertices[i];
  28595. vertex.id = vertexCount;
  28596. if (vertex.triangleCount) {
  28597. vertex.originalOffsets.forEach(function (originalOffset) {
  28598. newPositionData.push(vertex.position.x);
  28599. newPositionData.push(vertex.position.y);
  28600. newPositionData.push(vertex.position.z);
  28601. newNormalData.push(normalData[originalOffset * 3]);
  28602. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  28603. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  28604. if (uvs && uvs.length) {
  28605. newUVsData.push(uvs[(originalOffset * 2)]);
  28606. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  28607. }
  28608. else if (colorsData && colorsData.length) {
  28609. newColorsData.push(colorsData[(originalOffset * 4)]);
  28610. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  28611. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  28612. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  28613. }
  28614. ++vertexCount;
  28615. });
  28616. }
  28617. }
  28618. var startingIndex = this._reconstructedMesh.getTotalIndices();
  28619. var startingVertex = this._reconstructedMesh.getTotalVertices();
  28620. var submeshesArray = this._reconstructedMesh.subMeshes;
  28621. this._reconstructedMesh.subMeshes = [];
  28622. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  28623. var originalIndices = this._mesh.getIndices();
  28624. for (i = 0; i < newTriangles.length; ++i) {
  28625. t = newTriangles[i]; //now get the new referencing point for each vertex
  28626. [0, 1, 2].forEach(function (idx) {
  28627. var id = originalIndices[t.originalOffset + idx];
  28628. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  28629. if (offset < 0)
  28630. offset = 0;
  28631. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  28632. });
  28633. }
  28634. //overwriting the old vertex buffers and indices.
  28635. this._reconstructedMesh.setIndices(newIndicesArray);
  28636. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  28637. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  28638. if (newUVsData.length > 0)
  28639. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  28640. if (newColorsData.length > 0)
  28641. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  28642. //create submesh
  28643. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  28644. if (submeshIndex > 0) {
  28645. this._reconstructedMesh.subMeshes = [];
  28646. submeshesArray.forEach(function (submesh) {
  28647. new BABYLON.SubMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  28648. });
  28649. var newSubmesh = new BABYLON.SubMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  28650. }
  28651. };
  28652. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  28653. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  28654. this._reconstructedMesh.material = this._mesh.material;
  28655. this._reconstructedMesh.parent = this._mesh.parent;
  28656. this._reconstructedMesh.isVisible = false;
  28657. };
  28658. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  28659. for (var i = 0; i < vertex1.triangleCount; ++i) {
  28660. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  28661. if (t.deleted)
  28662. continue;
  28663. var s = this.references[vertex1.triangleStart + i].vertexId;
  28664. var v1 = t.vertices[(s + 1) % 3];
  28665. var v2 = t.vertices[(s + 2) % 3];
  28666. if ((v1 === vertex2 || v2 === vertex2) /* && !this.isTriangleOnBoundingBox(t)*/) {
  28667. deletedArray[i] = true;
  28668. delTr.push(t);
  28669. continue;
  28670. }
  28671. var d1 = v1.position.subtract(point);
  28672. d1 = d1.normalize();
  28673. var d2 = v2.position.subtract(point);
  28674. d2 = d2.normalize();
  28675. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999)
  28676. return true;
  28677. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  28678. deletedArray[i] = false;
  28679. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2)
  28680. return true;
  28681. }
  28682. return false;
  28683. };
  28684. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  28685. var newDeleted = deletedTriangles;
  28686. for (var i = 0; i < vertex.triangleCount; ++i) {
  28687. var ref = this.references[vertex.triangleStart + i];
  28688. var t = this.triangles[ref.triangleId];
  28689. if (t.deleted)
  28690. continue;
  28691. if (deletedArray[i] && t.deletePending) {
  28692. t.deleted = true;
  28693. newDeleted++;
  28694. continue;
  28695. }
  28696. t.vertices[ref.vertexId] = origVertex;
  28697. t.isDirty = true;
  28698. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  28699. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  28700. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  28701. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  28702. this.references.push(ref);
  28703. }
  28704. return newDeleted;
  28705. };
  28706. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  28707. for (var i = 0; i < this.vertices.length; ++i) {
  28708. var vCount = [];
  28709. var vId = [];
  28710. var v = this.vertices[i];
  28711. var j;
  28712. for (j = 0; j < v.triangleCount; ++j) {
  28713. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  28714. for (var ii = 0; ii < 3; ii++) {
  28715. var ofs = 0;
  28716. var vv = triangle.vertices[ii];
  28717. while (ofs < vCount.length) {
  28718. if (vId[ofs] === vv.id)
  28719. break;
  28720. ++ofs;
  28721. }
  28722. if (ofs === vCount.length) {
  28723. vCount.push(1);
  28724. vId.push(vv.id);
  28725. }
  28726. else {
  28727. vCount[ofs]++;
  28728. }
  28729. }
  28730. }
  28731. for (j = 0; j < vCount.length; ++j) {
  28732. if (vCount[j] === 1) {
  28733. this.vertices[vId[j]].isBorder = true;
  28734. }
  28735. else {
  28736. this.vertices[vId[j]].isBorder = false;
  28737. }
  28738. }
  28739. }
  28740. };
  28741. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  28742. if (identifyBorders === void 0) { identifyBorders = false; }
  28743. var i;
  28744. if (!identifyBorders) {
  28745. var newTrianglesVector = [];
  28746. for (i = 0; i < this.triangles.length; ++i) {
  28747. if (!this.triangles[i].deleted) {
  28748. newTrianglesVector.push(this.triangles[i]);
  28749. }
  28750. }
  28751. this.triangles = newTrianglesVector;
  28752. }
  28753. for (i = 0; i < this.vertices.length; ++i) {
  28754. this.vertices[i].triangleCount = 0;
  28755. this.vertices[i].triangleStart = 0;
  28756. }
  28757. var t;
  28758. var j;
  28759. var v;
  28760. for (i = 0; i < this.triangles.length; ++i) {
  28761. t = this.triangles[i];
  28762. for (j = 0; j < 3; ++j) {
  28763. v = t.vertices[j];
  28764. v.triangleCount++;
  28765. }
  28766. }
  28767. var tStart = 0;
  28768. for (i = 0; i < this.vertices.length; ++i) {
  28769. this.vertices[i].triangleStart = tStart;
  28770. tStart += this.vertices[i].triangleCount;
  28771. this.vertices[i].triangleCount = 0;
  28772. }
  28773. var newReferences = new Array(this.triangles.length * 3);
  28774. for (i = 0; i < this.triangles.length; ++i) {
  28775. t = this.triangles[i];
  28776. for (j = 0; j < 3; ++j) {
  28777. v = t.vertices[j];
  28778. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  28779. v.triangleCount++;
  28780. }
  28781. }
  28782. this.references = newReferences;
  28783. if (identifyBorders) {
  28784. this.identifyBorder();
  28785. }
  28786. };
  28787. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  28788. var x = point.x;
  28789. var y = point.y;
  28790. var z = point.z;
  28791. return q.data[0] * x * x + 2 * q.data[1] * x * y + 2 * q.data[2] * x * z + 2 * q.data[3] * x + q.data[4] * y * y
  28792. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  28793. };
  28794. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  28795. var q = vertex1.q.add(vertex2.q);
  28796. var border = vertex1.isBorder && vertex2.isBorder;
  28797. var error = 0;
  28798. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  28799. if (qDet !== 0 && !border) {
  28800. if (!pointResult) {
  28801. pointResult = BABYLON.Vector3.Zero();
  28802. }
  28803. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  28804. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  28805. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  28806. error = this.vertexError(q, pointResult);
  28807. }
  28808. else {
  28809. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  28810. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  28811. var error1 = this.vertexError(q, vertex1.position);
  28812. var error2 = this.vertexError(q, vertex2.position);
  28813. var error3 = this.vertexError(q, p3);
  28814. error = Math.min(error1, error2, error3);
  28815. if (error === error1) {
  28816. if (pointResult) {
  28817. pointResult.copyFrom(vertex1.position);
  28818. }
  28819. }
  28820. else if (error === error2) {
  28821. if (pointResult) {
  28822. pointResult.copyFrom(vertex2.position);
  28823. }
  28824. }
  28825. else {
  28826. if (pointResult) {
  28827. pointResult.copyFrom(p3);
  28828. }
  28829. }
  28830. }
  28831. return error;
  28832. };
  28833. return QuadraticErrorSimplification;
  28834. })();
  28835. BABYLON.QuadraticErrorSimplification = QuadraticErrorSimplification;
  28836. })(BABYLON || (BABYLON = {}));
  28837. var BABYLON;
  28838. (function (BABYLON) {
  28839. var serializeLight = function (light) {
  28840. var serializationObject = {};
  28841. serializationObject.name = light.name;
  28842. serializationObject.id = light.id;
  28843. serializationObject.tags = BABYLON.Tags.GetTags(light);
  28844. if (light instanceof BABYLON.PointLight) {
  28845. serializationObject.type = 0;
  28846. serializationObject.position = (light).position.asArray();
  28847. }
  28848. else if (light instanceof BABYLON.DirectionalLight) {
  28849. serializationObject.type = 1;
  28850. var directionalLight = light;
  28851. serializationObject.position = directionalLight.position.asArray();
  28852. serializationObject.direction = directionalLight.direction.asArray();
  28853. }
  28854. else if (light instanceof BABYLON.SpotLight) {
  28855. serializationObject.type = 2;
  28856. var spotLight = light;
  28857. serializationObject.position = spotLight.position.asArray();
  28858. serializationObject.direction = spotLight.position.asArray();
  28859. serializationObject.angle = spotLight.angle;
  28860. serializationObject.exponent = spotLight.exponent;
  28861. }
  28862. else if (light instanceof BABYLON.HemisphericLight) {
  28863. serializationObject.type = 3;
  28864. var hemisphericLight = light;
  28865. serializationObject.direction = hemisphericLight.direction.asArray();
  28866. serializationObject.groundColor = hemisphericLight.groundColor.asArray();
  28867. }
  28868. if (light.intensity) {
  28869. serializationObject.intensity = light.intensity;
  28870. }
  28871. serializationObject.range = light.range;
  28872. serializationObject.diffuse = light.diffuse.asArray();
  28873. serializationObject.specular = light.specular.asArray();
  28874. return serializationObject;
  28875. };
  28876. var serializeFresnelParameter = function (fresnelParameter) {
  28877. var serializationObject = {};
  28878. serializationObject.isEnabled = fresnelParameter.isEnabled;
  28879. serializationObject.leftColor = fresnelParameter.leftColor;
  28880. serializationObject.rightColor = fresnelParameter.rightColor;
  28881. serializationObject.bias = fresnelParameter.bias;
  28882. serializationObject.power = fresnelParameter.power;
  28883. return serializationObject;
  28884. };
  28885. var serializeAnimation;
  28886. var appendAnimations = function (source, destination) {
  28887. if (source.animations) {
  28888. destination.animations = [];
  28889. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  28890. var animation = source.animations[animationIndex];
  28891. destination.animations.push(serializeAnimation(animation));
  28892. }
  28893. }
  28894. };
  28895. var serializeCamera = function (camera) {
  28896. var serializationObject = {};
  28897. serializationObject.name = camera.name;
  28898. serializationObject.tags = BABYLON.Tags.GetTags(camera);
  28899. serializationObject.id = camera.id;
  28900. serializationObject.position = camera.position.asArray();
  28901. // Parent
  28902. if (camera.parent) {
  28903. serializationObject.parentId = camera.parent.id;
  28904. }
  28905. serializationObject.fov = camera.fov;
  28906. serializationObject.minZ = camera.minZ;
  28907. serializationObject.maxZ = camera.maxZ;
  28908. serializationObject.inertia = camera.inertia;
  28909. //setting the type
  28910. if (camera instanceof BABYLON.FreeCamera) {
  28911. serializationObject.type = "FreeCamera";
  28912. }
  28913. else if (camera instanceof BABYLON.ArcRotateCamera) {
  28914. serializationObject.type = "ArcRotateCamera";
  28915. }
  28916. else if (camera instanceof BABYLON.AnaglyphArcRotateCamera) {
  28917. serializationObject.type = "AnaglyphArcRotateCamera";
  28918. }
  28919. else if (camera instanceof BABYLON.GamepadCamera) {
  28920. serializationObject.type = "GamepadCamera";
  28921. }
  28922. else if (camera instanceof BABYLON.AnaglyphFreeCamera) {
  28923. serializationObject.type = "AnaglyphFreeCamera";
  28924. }
  28925. else if (camera instanceof BABYLON.DeviceOrientationCamera) {
  28926. serializationObject.type = "DeviceOrientationCamera";
  28927. }
  28928. else if (camera instanceof BABYLON.FollowCamera) {
  28929. serializationObject.type = "FollowCamera";
  28930. }
  28931. else if (camera instanceof BABYLON.TouchCamera) {
  28932. serializationObject.type = "TouchCamera";
  28933. }
  28934. else if (camera instanceof BABYLON.VirtualJoysticksCamera) {
  28935. serializationObject.type = "VirtualJoysticksCamera";
  28936. }
  28937. else if (camera instanceof BABYLON.WebVRFreeCamera) {
  28938. serializationObject.type = "WebVRFreeCamera";
  28939. }
  28940. else if (camera instanceof BABYLON.VRDeviceOrientationFreeCamera) {
  28941. serializationObject.type = "VRDeviceOrientationFreeCamera";
  28942. }
  28943. //special properties of specific cameras
  28944. if (camera instanceof BABYLON.ArcRotateCamera || camera instanceof BABYLON.AnaglyphArcRotateCamera) {
  28945. var arcCamera = camera;
  28946. serializationObject.alpha = arcCamera.alpha;
  28947. serializationObject.beta = arcCamera.beta;
  28948. serializationObject.radius = arcCamera.radius;
  28949. if (arcCamera.target && arcCamera.target.id) {
  28950. serializationObject.lockedTargetId = arcCamera.target.id;
  28951. }
  28952. }
  28953. else if (camera instanceof BABYLON.FollowCamera) {
  28954. var followCam = camera;
  28955. serializationObject.radius = followCam.radius;
  28956. serializationObject.heightOffset = followCam.heightOffset;
  28957. serializationObject.rotationOffset = followCam.rotationOffset;
  28958. }
  28959. else if (camera instanceof BABYLON.AnaglyphFreeCamera || camera instanceof BABYLON.AnaglyphArcRotateCamera) {
  28960. //eye space is a private member and can only be access like this. Without changing the implementation this is the best way to get it.
  28961. if (camera['_interaxialDistance'] !== undefined) {
  28962. serializationObject.interaxial_distance = BABYLON.Tools.ToDegrees(camera['_interaxialDistance']);
  28963. }
  28964. }
  28965. //general properties that not all cameras have. The [] is due to typescript's type safety
  28966. if (camera['speed'] !== undefined) {
  28967. serializationObject.speed = camera['speed'];
  28968. }
  28969. if (camera['target'] && camera['target'] instanceof BABYLON.Vector3) {
  28970. serializationObject.target = camera['target'].asArray();
  28971. }
  28972. // Target
  28973. if (camera['rotation'] && camera['rotation'] instanceof BABYLON.Vector3) {
  28974. serializationObject.rotation = camera['rotation'].asArray();
  28975. }
  28976. // Locked target
  28977. if (camera['lockedTarget'] && camera['lockedTarget'].id) {
  28978. serializationObject.lockedTargetId = camera['lockedTarget'].id;
  28979. }
  28980. serializationObject.checkCollisions = camera['checkCollisions'] || false;
  28981. serializationObject.applyGravity = camera['applyGravity'] || false;
  28982. if (camera['ellipsoid']) {
  28983. serializationObject.ellipsoid = camera['ellipsoid'].asArray();
  28984. }
  28985. // Animations
  28986. appendAnimations(camera, serializationObject);
  28987. // Layer mask
  28988. serializationObject.layerMask = camera.layerMask;
  28989. return serializationObject;
  28990. };
  28991. serializeAnimation = function (animation) {
  28992. var serializationObject = {};
  28993. serializationObject.name = animation.name;
  28994. serializationObject.property = animation.targetProperty;
  28995. serializationObject.framePerSecond = animation.framePerSecond;
  28996. serializationObject.dataType = animation.dataType;
  28997. serializationObject.loopBehavior = animation.loopMode;
  28998. var dataType = animation.dataType;
  28999. serializationObject.keys = [];
  29000. var keys = animation.getKeys();
  29001. for (var index = 0; index < keys.length; index++) {
  29002. var animationKey = keys[index];
  29003. var key = {};
  29004. key.frame = animationKey.frame;
  29005. switch (dataType) {
  29006. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  29007. key.values = [animationKey.value];
  29008. break;
  29009. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  29010. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  29011. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  29012. key.values = animationKey.value.asArray();
  29013. break;
  29014. }
  29015. serializationObject.keys.push(key);
  29016. }
  29017. return serializationObject;
  29018. };
  29019. var serializeMultiMaterial = function (material) {
  29020. var serializationObject = {};
  29021. serializationObject.name = material.name;
  29022. serializationObject.id = material.id;
  29023. serializationObject.tags = BABYLON.Tags.GetTags(material);
  29024. serializationObject.materials = [];
  29025. for (var matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {
  29026. var subMat = material.subMaterials[matIndex];
  29027. if (subMat) {
  29028. serializationObject.materials.push(subMat.id);
  29029. }
  29030. else {
  29031. serializationObject.materials.push(null);
  29032. }
  29033. }
  29034. return serializationObject;
  29035. };
  29036. var serializeTexture;
  29037. var serializeMaterial = function (material) {
  29038. var serializationObject = {};
  29039. serializationObject.name = material.name;
  29040. serializationObject.ambient = material.ambientColor.asArray();
  29041. serializationObject.diffuse = material.diffuseColor.asArray();
  29042. serializationObject.specular = material.specularColor.asArray();
  29043. serializationObject.specularPower = material.specularPower;
  29044. serializationObject.emissive = material.emissiveColor.asArray();
  29045. serializationObject.useReflectionFresnelFromSpecular = serializationObject.useReflectionFresnelFromSpecular;
  29046. serializationObject.useEmissiveAsIllumination = serializationObject.useEmissiveAsIllumination;
  29047. serializationObject.alpha = material.alpha;
  29048. serializationObject.id = material.id;
  29049. serializationObject.tags = BABYLON.Tags.GetTags(material);
  29050. serializationObject.backFaceCulling = material.backFaceCulling;
  29051. if (material.diffuseTexture) {
  29052. serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture);
  29053. }
  29054. if (material.diffuseFresnelParameters) {
  29055. serializationObject.diffuseFresnelParameters = serializeFresnelParameter(material.diffuseFresnelParameters);
  29056. }
  29057. if (material.ambientTexture) {
  29058. serializationObject.ambientTexture = serializeTexture(material.ambientTexture);
  29059. }
  29060. if (material.opacityTexture) {
  29061. serializationObject.opacityTexture = serializeTexture(material.opacityTexture);
  29062. }
  29063. if (material.opacityFresnelParameters) {
  29064. serializationObject.opacityFresnelParameters = serializeFresnelParameter(material.opacityFresnelParameters);
  29065. }
  29066. if (material.reflectionTexture) {
  29067. serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture);
  29068. }
  29069. if (material.reflectionFresnelParameters) {
  29070. serializationObject.reflectionFresnelParameters = serializeFresnelParameter(material.reflectionFresnelParameters);
  29071. }
  29072. if (material.emissiveTexture) {
  29073. serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture);
  29074. }
  29075. if (material.lightmapTexture) {
  29076. serializationObject.lightmapTexture = serializeTexture(material.lightmapTexture);
  29077. serializationObject.useLightmapAsShadowmap = material.useLightmapAsShadowmap;
  29078. }
  29079. if (material.emissiveFresnelParameters) {
  29080. serializationObject.emissiveFresnelParameters = serializeFresnelParameter(material.emissiveFresnelParameters);
  29081. }
  29082. if (material.specularTexture) {
  29083. serializationObject.specularTexture = serializeTexture(material.specularTexture);
  29084. }
  29085. if (material.bumpTexture) {
  29086. serializationObject.bumpTexture = serializeTexture(material.bumpTexture);
  29087. }
  29088. return serializationObject;
  29089. };
  29090. serializeTexture = function (texture) {
  29091. var serializationObject = {};
  29092. if (!texture.name) {
  29093. return null;
  29094. }
  29095. if (texture instanceof BABYLON.CubeTexture) {
  29096. serializationObject.name = texture.name;
  29097. serializationObject.hasAlpha = texture.hasAlpha;
  29098. serializationObject.isCube = true;
  29099. serializationObject.level = texture.level;
  29100. serializationObject.coordinatesMode = texture.coordinatesMode;
  29101. return serializationObject;
  29102. }
  29103. var index;
  29104. if (texture instanceof BABYLON.MirrorTexture) {
  29105. var mirrorTexture = texture;
  29106. serializationObject.renderTargetSize = mirrorTexture.getRenderSize();
  29107. serializationObject.renderList = [];
  29108. for (index = 0; index < mirrorTexture.renderList.length; index++) {
  29109. serializationObject.renderList.push(mirrorTexture.renderList[index].id);
  29110. }
  29111. serializationObject.mirrorPlane = mirrorTexture.mirrorPlane.asArray();
  29112. }
  29113. else if (texture instanceof BABYLON.RenderTargetTexture) {
  29114. var renderTargetTexture = texture;
  29115. serializationObject.renderTargetSize = renderTargetTexture.getRenderSize();
  29116. serializationObject.renderList = [];
  29117. for (index = 0; index < renderTargetTexture.renderList.length; index++) {
  29118. serializationObject.renderList.push(renderTargetTexture.renderList[index].id);
  29119. }
  29120. }
  29121. var regularTexture = texture;
  29122. serializationObject.name = texture.name;
  29123. serializationObject.hasAlpha = texture.hasAlpha;
  29124. serializationObject.level = texture.level;
  29125. serializationObject.coordinatesIndex = texture.coordinatesIndex;
  29126. serializationObject.coordinatesMode = texture.coordinatesMode;
  29127. serializationObject.uOffset = regularTexture.uOffset;
  29128. serializationObject.vOffset = regularTexture.vOffset;
  29129. serializationObject.uScale = regularTexture.uScale;
  29130. serializationObject.vScale = regularTexture.vScale;
  29131. serializationObject.uAng = regularTexture.uAng;
  29132. serializationObject.vAng = regularTexture.vAng;
  29133. serializationObject.wAng = regularTexture.wAng;
  29134. serializationObject.wrapU = texture.wrapU;
  29135. serializationObject.wrapV = texture.wrapV;
  29136. // Animations
  29137. appendAnimations(texture, serializationObject);
  29138. return serializationObject;
  29139. };
  29140. var serializeSkeleton = function (skeleton) {
  29141. var serializationObject = {};
  29142. serializationObject.name = skeleton.name;
  29143. serializationObject.id = skeleton.id;
  29144. serializationObject.bones = [];
  29145. for (var index = 0; index < skeleton.bones.length; index++) {
  29146. var bone = skeleton.bones[index];
  29147. var serializedBone = {
  29148. parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1,
  29149. name: bone.name,
  29150. matrix: bone.getLocalMatrix().toArray()
  29151. };
  29152. serializationObject.bones.push(serializedBone);
  29153. if (bone.animations && bone.animations.length > 0) {
  29154. serializedBone.animation = serializeAnimation(bone.animations[0]);
  29155. }
  29156. }
  29157. return serializationObject;
  29158. };
  29159. var serializeParticleSystem = function (particleSystem) {
  29160. var serializationObject = {};
  29161. serializationObject.emitterId = particleSystem.emitter.id;
  29162. serializationObject.capacity = particleSystem.getCapacity();
  29163. if (particleSystem.particleTexture) {
  29164. serializationObject.textureName = particleSystem.particleTexture.name;
  29165. }
  29166. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  29167. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  29168. serializationObject.minSize = particleSystem.minSize;
  29169. serializationObject.maxSize = particleSystem.maxSize;
  29170. serializationObject.minLifeTime = particleSystem.minLifeTime;
  29171. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  29172. serializationObject.emitRate = particleSystem.emitRate;
  29173. serializationObject.minEmitBox = particleSystem.minEmitBox.asArray();
  29174. serializationObject.maxEmitBox = particleSystem.maxEmitBox.asArray();
  29175. serializationObject.gravity = particleSystem.gravity.asArray();
  29176. serializationObject.direction1 = particleSystem.direction1.asArray();
  29177. serializationObject.direction2 = particleSystem.direction2.asArray();
  29178. serializationObject.color1 = particleSystem.color1.asArray();
  29179. serializationObject.color2 = particleSystem.color2.asArray();
  29180. serializationObject.colorDead = particleSystem.colorDead.asArray();
  29181. serializationObject.updateSpeed = particleSystem.updateSpeed;
  29182. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  29183. serializationObject.textureMask = particleSystem.textureMask.asArray();
  29184. serializationObject.blendMode = particleSystem.blendMode;
  29185. return serializationObject;
  29186. };
  29187. var serializeLensFlareSystem = function (lensFlareSystem) {
  29188. var serializationObject = {};
  29189. serializationObject.emitterId = lensFlareSystem.getEmitter().id;
  29190. serializationObject.borderLimit = lensFlareSystem.borderLimit;
  29191. serializationObject.flares = [];
  29192. for (var index = 0; index < lensFlareSystem.lensFlares.length; index++) {
  29193. var flare = lensFlareSystem.lensFlares[index];
  29194. serializationObject.flares.push({
  29195. size: flare.size,
  29196. position: flare.position,
  29197. color: flare.color.asArray(),
  29198. textureName: BABYLON.Tools.GetFilename(flare.texture.name)
  29199. });
  29200. }
  29201. return serializationObject;
  29202. };
  29203. var serializeShadowGenerator = function (light) {
  29204. var serializationObject = {};
  29205. var shadowGenerator = light.getShadowGenerator();
  29206. serializationObject.lightId = light.id;
  29207. serializationObject.mapSize = shadowGenerator.getShadowMap().getRenderSize();
  29208. serializationObject.useVarianceShadowMap = shadowGenerator.useVarianceShadowMap;
  29209. serializationObject.usePoissonSampling = shadowGenerator.usePoissonSampling;
  29210. serializationObject.renderList = [];
  29211. for (var meshIndex = 0; meshIndex < shadowGenerator.getShadowMap().renderList.length; meshIndex++) {
  29212. var mesh = shadowGenerator.getShadowMap().renderList[meshIndex];
  29213. serializationObject.renderList.push(mesh.id);
  29214. }
  29215. return serializationObject;
  29216. };
  29217. var serializedGeometries = [];
  29218. var serializeVertexData;
  29219. var serializeTorusKnot;
  29220. var serializePlane;
  29221. var serializeGround;
  29222. var serializeTorus;
  29223. var serializeCylinder;
  29224. var serializeSphere;
  29225. var serializeBox;
  29226. var serializeGeometry = function (geometry, serializationGeometries) {
  29227. if (serializedGeometries[geometry.id]) {
  29228. return;
  29229. }
  29230. if (geometry instanceof BABYLON.Geometry.Primitives.Box) {
  29231. serializationGeometries.boxes.push(serializeBox(geometry));
  29232. }
  29233. else if (geometry instanceof BABYLON.Geometry.Primitives.Sphere) {
  29234. serializationGeometries.spheres.push(serializeSphere(geometry));
  29235. }
  29236. else if (geometry instanceof BABYLON.Geometry.Primitives.Cylinder) {
  29237. serializationGeometries.cylinders.push(serializeCylinder(geometry));
  29238. }
  29239. else if (geometry instanceof BABYLON.Geometry.Primitives.Torus) {
  29240. serializationGeometries.toruses.push(serializeTorus(geometry));
  29241. }
  29242. else if (geometry instanceof BABYLON.Geometry.Primitives.Ground) {
  29243. serializationGeometries.grounds.push(serializeGround(geometry));
  29244. }
  29245. else if (geometry instanceof BABYLON.Geometry.Primitives.Plane) {
  29246. serializationGeometries.planes.push(serializePlane(geometry));
  29247. }
  29248. else if (geometry instanceof BABYLON.Geometry.Primitives.TorusKnot) {
  29249. serializationGeometries.torusKnots.push(serializeTorusKnot(geometry));
  29250. }
  29251. else if (geometry instanceof BABYLON.Geometry.Primitives._Primitive) {
  29252. throw new Error("Unknown primitive type");
  29253. }
  29254. else {
  29255. serializationGeometries.vertexData.push(serializeVertexData(geometry));
  29256. }
  29257. serializedGeometries[geometry.id] = true;
  29258. };
  29259. var serializeGeometryBase = function (geometry) {
  29260. var serializationObject = {};
  29261. serializationObject.id = geometry.id;
  29262. if (BABYLON.Tags.HasTags(geometry)) {
  29263. serializationObject.tags = BABYLON.Tags.GetTags(geometry);
  29264. }
  29265. return serializationObject;
  29266. };
  29267. serializeVertexData = function (vertexData) {
  29268. var serializationObject = serializeGeometryBase(vertexData);
  29269. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  29270. serializationObject.positions = vertexData.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  29271. }
  29272. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  29273. serializationObject.normals = vertexData.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  29274. }
  29275. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  29276. serializationObject.uvs = vertexData.getVerticesData(BABYLON.VertexBuffer.UVKind);
  29277. }
  29278. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  29279. serializationObject.uvs2 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  29280. }
  29281. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  29282. serializationObject.uvs3 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV3Kind);
  29283. }
  29284. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  29285. serializationObject.uvs4 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV4Kind);
  29286. }
  29287. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  29288. serializationObject.uvs5 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV5Kind);
  29289. }
  29290. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  29291. serializationObject.uvs6 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV6Kind);
  29292. }
  29293. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  29294. serializationObject.colors = vertexData.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  29295. }
  29296. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  29297. serializationObject.matricesIndices = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  29298. serializationObject.matricesIndices._isExpanded = true;
  29299. }
  29300. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  29301. serializationObject.matricesWeights = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  29302. }
  29303. serializationObject.indices = vertexData.getIndices();
  29304. return serializationObject;
  29305. };
  29306. var serializePrimitive = function (primitive) {
  29307. var serializationObject = serializeGeometryBase(primitive);
  29308. serializationObject.canBeRegenerated = primitive.canBeRegenerated();
  29309. return serializationObject;
  29310. };
  29311. serializeBox = function (box) {
  29312. var serializationObject = serializePrimitive(box);
  29313. serializationObject.size = box.size;
  29314. return serializationObject;
  29315. };
  29316. serializeSphere = function (sphere) {
  29317. var serializationObject = serializePrimitive(sphere);
  29318. serializationObject.segments = sphere.segments;
  29319. serializationObject.diameter = sphere.diameter;
  29320. return serializationObject;
  29321. };
  29322. serializeCylinder = function (cylinder) {
  29323. var serializationObject = serializePrimitive(cylinder);
  29324. serializationObject.height = cylinder.height;
  29325. serializationObject.diameterTop = cylinder.diameterTop;
  29326. serializationObject.diameterBottom = cylinder.diameterBottom;
  29327. serializationObject.tessellation = cylinder.tessellation;
  29328. return serializationObject;
  29329. };
  29330. serializeTorus = function (torus) {
  29331. var serializationObject = serializePrimitive(torus);
  29332. serializationObject.diameter = torus.diameter;
  29333. serializationObject.thickness = torus.thickness;
  29334. serializationObject.tessellation = torus.tessellation;
  29335. return serializationObject;
  29336. };
  29337. serializeGround = function (ground) {
  29338. var serializationObject = serializePrimitive(ground);
  29339. serializationObject.width = ground.width;
  29340. serializationObject.height = ground.height;
  29341. serializationObject.subdivisions = ground.subdivisions;
  29342. return serializationObject;
  29343. };
  29344. serializePlane = function (plane) {
  29345. var serializationObject = serializePrimitive(plane);
  29346. serializationObject.size = plane.size;
  29347. return serializationObject;
  29348. };
  29349. serializeTorusKnot = function (torusKnot) {
  29350. var serializationObject = serializePrimitive(torusKnot);
  29351. serializationObject.radius = torusKnot.radius;
  29352. serializationObject.tube = torusKnot.tube;
  29353. serializationObject.radialSegments = torusKnot.radialSegments;
  29354. serializationObject.tubularSegments = torusKnot.tubularSegments;
  29355. serializationObject.p = torusKnot.p;
  29356. serializationObject.q = torusKnot.q;
  29357. return serializationObject;
  29358. };
  29359. var serializeMesh = function (mesh, serializationScene) {
  29360. var serializationObject = {};
  29361. serializationObject.name = mesh.name;
  29362. serializationObject.id = mesh.id;
  29363. if (BABYLON.Tags.HasTags(mesh)) {
  29364. serializationObject.tags = BABYLON.Tags.GetTags(mesh);
  29365. }
  29366. serializationObject.position = mesh.position.asArray();
  29367. if (mesh.rotationQuaternion) {
  29368. serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
  29369. }
  29370. else if (mesh.rotation) {
  29371. serializationObject.rotation = mesh.rotation.asArray();
  29372. }
  29373. serializationObject.scaling = mesh.scaling.asArray();
  29374. serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
  29375. serializationObject.isEnabled = mesh.isEnabled();
  29376. serializationObject.isVisible = mesh.isVisible;
  29377. serializationObject.infiniteDistance = mesh.infiniteDistance;
  29378. serializationObject.pickable = mesh.isPickable;
  29379. serializationObject.receiveShadows = mesh.receiveShadows;
  29380. serializationObject.billboardMode = mesh.billboardMode;
  29381. serializationObject.visibility = mesh.visibility;
  29382. serializationObject.checkCollisions = mesh.checkCollisions;
  29383. // Parent
  29384. if (mesh.parent) {
  29385. serializationObject.parentId = mesh.parent.id;
  29386. }
  29387. // Geometry
  29388. var geometry = mesh._geometry;
  29389. if (geometry) {
  29390. var geometryId = geometry.id;
  29391. serializationObject.geometryId = geometryId;
  29392. if (!mesh.getScene().getGeometryByID(geometryId)) {
  29393. // geometry was in the memory but not added to the scene, nevertheless it's better to serialize to be able to reload the mesh with its geometry
  29394. serializeGeometry(geometry, serializationScene.geometries);
  29395. }
  29396. // SubMeshes
  29397. serializationObject.subMeshes = [];
  29398. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  29399. var subMesh = mesh.subMeshes[subIndex];
  29400. serializationObject.subMeshes.push({
  29401. materialIndex: subMesh.materialIndex,
  29402. verticesStart: subMesh.verticesStart,
  29403. verticesCount: subMesh.verticesCount,
  29404. indexStart: subMesh.indexStart,
  29405. indexCount: subMesh.indexCount
  29406. });
  29407. }
  29408. }
  29409. // Material
  29410. if (mesh.material) {
  29411. serializationObject.materialId = mesh.material.id;
  29412. }
  29413. else {
  29414. mesh.material = null;
  29415. }
  29416. // Skeleton
  29417. if (mesh.skeleton) {
  29418. serializationObject.skeletonId = mesh.skeleton.id;
  29419. }
  29420. // Physics
  29421. if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  29422. serializationObject.physicsMass = mesh.getPhysicsMass();
  29423. serializationObject.physicsFriction = mesh.getPhysicsFriction();
  29424. serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
  29425. switch (mesh.getPhysicsImpostor()) {
  29426. case BABYLON.PhysicsEngine.BoxImpostor:
  29427. serializationObject.physicsImpostor = 1;
  29428. break;
  29429. case BABYLON.PhysicsEngine.SphereImpostor:
  29430. serializationObject.physicsImpostor = 2;
  29431. break;
  29432. }
  29433. }
  29434. // Instances
  29435. serializationObject.instances = [];
  29436. for (var index = 0; index < mesh.instances.length; index++) {
  29437. var instance = mesh.instances[index];
  29438. var serializationInstance = {
  29439. name: instance.name,
  29440. position: instance.position.asArray(),
  29441. rotation: instance.rotation.asArray(),
  29442. rotationQuaternion: instance.rotationQuaternion.asArray(),
  29443. scaling: instance.scaling.asArray()
  29444. };
  29445. serializationObject.instances.push(serializationInstance);
  29446. // Animations
  29447. appendAnimations(instance, serializationInstance);
  29448. }
  29449. // Animations
  29450. appendAnimations(mesh, serializationObject);
  29451. // Layer mask
  29452. serializationObject.layerMask = mesh.layerMask;
  29453. return serializationObject;
  29454. };
  29455. var finalizeSingleMesh = function (mesh, serializationObject) {
  29456. //only works if the mesh is already loaded
  29457. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  29458. //serialize material
  29459. if (mesh.material) {
  29460. if (mesh.material instanceof BABYLON.StandardMaterial) {
  29461. serializationObject.materials = serializationObject.materials || [];
  29462. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  29463. serializationObject.materials.push(serializeMaterial(mesh.material));
  29464. }
  29465. }
  29466. else if (mesh.material instanceof BABYLON.MultiMaterial) {
  29467. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  29468. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  29469. serializationObject.multiMaterials.push(serializeMultiMaterial(mesh.material));
  29470. }
  29471. }
  29472. }
  29473. //serialize geometry
  29474. var geometry = mesh._geometry;
  29475. if (geometry) {
  29476. if (!serializationObject.geometries) {
  29477. serializationObject.geometries = {};
  29478. serializationObject.geometries.boxes = [];
  29479. serializationObject.geometries.spheres = [];
  29480. serializationObject.geometries.cylinders = [];
  29481. serializationObject.geometries.toruses = [];
  29482. serializationObject.geometries.grounds = [];
  29483. serializationObject.geometries.planes = [];
  29484. serializationObject.geometries.torusKnots = [];
  29485. serializationObject.geometries.vertexData = [];
  29486. }
  29487. serializeGeometry(geometry, serializationObject.geometries);
  29488. }
  29489. // Skeletons
  29490. if (mesh.skeleton) {
  29491. serializationObject.skeletons = serializationObject.skeletons || [];
  29492. serializationObject.skeletons.push(serializeSkeleton(mesh.skeleton));
  29493. }
  29494. //serialize the actual mesh
  29495. serializationObject.meshes = serializationObject.meshes || [];
  29496. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  29497. }
  29498. };
  29499. var SceneSerializer = (function () {
  29500. function SceneSerializer() {
  29501. }
  29502. SceneSerializer.Serialize = function (scene) {
  29503. var serializationObject = {};
  29504. // Scene
  29505. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  29506. serializationObject.autoClear = scene.autoClear;
  29507. serializationObject.clearColor = scene.clearColor.asArray();
  29508. serializationObject.ambientColor = scene.ambientColor.asArray();
  29509. serializationObject.gravity = scene.gravity.asArray();
  29510. // Fog
  29511. if (scene.fogMode && scene.fogMode !== 0) {
  29512. serializationObject.fogMode = scene.fogMode;
  29513. serializationObject.fogColor = scene.fogColor.asArray();
  29514. serializationObject.fogStart = scene.fogStart;
  29515. serializationObject.fogEnd = scene.fogEnd;
  29516. serializationObject.fogDensity = scene.fogDensity;
  29517. }
  29518. // Lights
  29519. serializationObject.lights = [];
  29520. var index;
  29521. var light;
  29522. for (index = 0; index < scene.lights.length; index++) {
  29523. light = scene.lights[index];
  29524. serializationObject.lights.push(serializeLight(light));
  29525. }
  29526. // Cameras
  29527. serializationObject.cameras = [];
  29528. for (index = 0; index < scene.cameras.length; index++) {
  29529. var camera = scene.cameras[index];
  29530. serializationObject.cameras.push(serializeCamera(camera));
  29531. }
  29532. if (scene.activeCamera) {
  29533. serializationObject.activeCameraID = scene.activeCamera.id;
  29534. }
  29535. // Materials
  29536. serializationObject.materials = [];
  29537. serializationObject.multiMaterials = [];
  29538. var material;
  29539. for (index = 0; index < scene.materials.length; index++) {
  29540. material = scene.materials[index];
  29541. serializationObject.materials.push(serializeMaterial(material));
  29542. }
  29543. // MultiMaterials
  29544. serializationObject.multiMaterials = [];
  29545. for (index = 0; index < scene.multiMaterials.length; index++) {
  29546. var multiMaterial = scene.multiMaterials[index];
  29547. serializationObject.multiMaterials.push(serializeMultiMaterial(multiMaterial));
  29548. }
  29549. for (index = 0; index < scene.materials.length; index++) {
  29550. material = scene.materials[index];
  29551. if (material instanceof BABYLON.StandardMaterial) {
  29552. serializationObject.materials.push(serializeMaterial(material));
  29553. }
  29554. else if (material instanceof BABYLON.MultiMaterial) {
  29555. serializationObject.multiMaterials.push(serializeMultiMaterial(material));
  29556. }
  29557. }
  29558. // Skeletons
  29559. serializationObject.skeletons = [];
  29560. for (index = 0; index < scene.skeletons.length; index++) {
  29561. serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));
  29562. }
  29563. // Geometries
  29564. serializationObject.geometries = {};
  29565. serializationObject.geometries.boxes = [];
  29566. serializationObject.geometries.spheres = [];
  29567. serializationObject.geometries.cylinders = [];
  29568. serializationObject.geometries.toruses = [];
  29569. serializationObject.geometries.grounds = [];
  29570. serializationObject.geometries.planes = [];
  29571. serializationObject.geometries.torusKnots = [];
  29572. serializationObject.geometries.vertexData = [];
  29573. serializedGeometries = [];
  29574. var geometries = scene.getGeometries();
  29575. for (index = 0; index < geometries.length; index++) {
  29576. var geometry = geometries[index];
  29577. if (geometry.isReady()) {
  29578. serializeGeometry(geometry, serializationObject.geometries);
  29579. }
  29580. }
  29581. // Meshes
  29582. serializationObject.meshes = [];
  29583. for (index = 0; index < scene.meshes.length; index++) {
  29584. var abstractMesh = scene.meshes[index];
  29585. if (abstractMesh instanceof BABYLON.Mesh) {
  29586. var mesh = abstractMesh;
  29587. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  29588. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  29589. }
  29590. }
  29591. }
  29592. // Particles Systems
  29593. serializationObject.particleSystems = [];
  29594. for (index = 0; index < scene.particleSystems.length; index++) {
  29595. serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));
  29596. }
  29597. // Lens flares
  29598. serializationObject.lensFlareSystems = [];
  29599. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  29600. serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));
  29601. }
  29602. // Shadows
  29603. serializationObject.shadowGenerators = [];
  29604. for (index = 0; index < scene.lights.length; index++) {
  29605. light = scene.lights[index];
  29606. if (light.getShadowGenerator()) {
  29607. serializationObject.shadowGenerators.push(serializeShadowGenerator(light));
  29608. }
  29609. }
  29610. return serializationObject;
  29611. };
  29612. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  29613. if (withParents === void 0) { withParents = false; }
  29614. if (withChildren === void 0) { withChildren = false; }
  29615. var serializationObject = {};
  29616. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  29617. if (withParents || withChildren) {
  29618. //deliberate for loop! not for each, appended should be processed as well.
  29619. for (var i = 0; i < toSerialize.length; ++i) {
  29620. if (withChildren) {
  29621. toSerialize[i].getDescendants().forEach(function (node) {
  29622. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  29623. toSerialize.push(node);
  29624. }
  29625. });
  29626. }
  29627. //make sure the array doesn't contain the object already
  29628. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  29629. toSerialize.push(toSerialize[i].parent);
  29630. }
  29631. }
  29632. }
  29633. toSerialize.forEach(function (mesh) {
  29634. finalizeSingleMesh(mesh, serializationObject);
  29635. });
  29636. return serializationObject;
  29637. };
  29638. return SceneSerializer;
  29639. })();
  29640. BABYLON.SceneSerializer = SceneSerializer;
  29641. })(BABYLON || (BABYLON = {}));
  29642. var BABYLON;
  29643. (function (BABYLON) {
  29644. // Unique ID when we import meshes from Babylon to CSG
  29645. var currentCSGMeshId = 0;
  29646. // # class Vertex
  29647. // Represents a vertex of a polygon. Use your own vertex class instead of this
  29648. // one to provide additional features like texture coordinates and vertex
  29649. // colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  29650. // `flip()`, and `interpolate()` methods that behave analogous to the ones
  29651. // defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  29652. // functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  29653. // is not used anywhere else.
  29654. // Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  29655. var Vertex = (function () {
  29656. function Vertex(pos, normal, uv) {
  29657. this.pos = pos;
  29658. this.normal = normal;
  29659. this.uv = uv;
  29660. }
  29661. Vertex.prototype.clone = function () {
  29662. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  29663. };
  29664. // Invert all orientation-specific data (e.g. vertex normal). Called when the
  29665. // orientation of a polygon is flipped.
  29666. Vertex.prototype.flip = function () {
  29667. this.normal = this.normal.scale(-1);
  29668. };
  29669. // Create a new vertex between this vertex and `other` by linearly
  29670. // interpolating all properties using a parameter of `t`. Subclasses should
  29671. // override this to interpolate additional properties.
  29672. Vertex.prototype.interpolate = function (other, t) {
  29673. 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));
  29674. };
  29675. return Vertex;
  29676. })();
  29677. // # class Plane
  29678. // Represents a plane in 3D space.
  29679. var Plane = (function () {
  29680. function Plane(normal, w) {
  29681. this.normal = normal;
  29682. this.w = w;
  29683. }
  29684. Plane.FromPoints = function (a, b, c) {
  29685. var v0 = c.subtract(a);
  29686. var v1 = b.subtract(a);
  29687. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  29688. return null;
  29689. }
  29690. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  29691. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  29692. };
  29693. Plane.prototype.clone = function () {
  29694. return new Plane(this.normal.clone(), this.w);
  29695. };
  29696. Plane.prototype.flip = function () {
  29697. this.normal.scaleInPlace(-1);
  29698. this.w = -this.w;
  29699. };
  29700. // Split `polygon` by this plane if needed, then put the polygon or polygon
  29701. // fragments in the appropriate lists. Coplanar polygons go into either
  29702. // `coplanarFront` or `coplanarBack` depending on their orientation with
  29703. // respect to this plane. Polygons in front or in back of this plane go into
  29704. // either `front` or `back`.
  29705. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  29706. var COPLANAR = 0;
  29707. var FRONT = 1;
  29708. var BACK = 2;
  29709. var SPANNING = 3;
  29710. // Classify each point as well as the entire polygon into one of the above
  29711. // four classes.
  29712. var polygonType = 0;
  29713. var types = [];
  29714. var i;
  29715. var t;
  29716. for (i = 0; i < polygon.vertices.length; i++) {
  29717. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  29718. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  29719. polygonType |= type;
  29720. types.push(type);
  29721. }
  29722. // Put the polygon in the correct list, splitting it when necessary.
  29723. switch (polygonType) {
  29724. case COPLANAR:
  29725. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  29726. break;
  29727. case FRONT:
  29728. front.push(polygon);
  29729. break;
  29730. case BACK:
  29731. back.push(polygon);
  29732. break;
  29733. case SPANNING:
  29734. var f = [], b = [];
  29735. for (i = 0; i < polygon.vertices.length; i++) {
  29736. var j = (i + 1) % polygon.vertices.length;
  29737. var ti = types[i], tj = types[j];
  29738. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  29739. if (ti !== BACK)
  29740. f.push(vi);
  29741. if (ti !== FRONT)
  29742. b.push(ti !== BACK ? vi.clone() : vi);
  29743. if ((ti | tj) === SPANNING) {
  29744. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  29745. var v = vi.interpolate(vj, t);
  29746. f.push(v);
  29747. b.push(v.clone());
  29748. }
  29749. }
  29750. var poly;
  29751. if (f.length >= 3) {
  29752. poly = new Polygon(f, polygon.shared);
  29753. if (poly.plane)
  29754. front.push(poly);
  29755. }
  29756. if (b.length >= 3) {
  29757. poly = new Polygon(b, polygon.shared);
  29758. if (poly.plane)
  29759. back.push(poly);
  29760. }
  29761. break;
  29762. }
  29763. };
  29764. // `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  29765. // point is on the plane.
  29766. Plane.EPSILON = 1e-5;
  29767. return Plane;
  29768. })();
  29769. // # class Polygon
  29770. // Represents a convex polygon. The vertices used to initialize a polygon must
  29771. // be coplanar and form a convex loop.
  29772. //
  29773. // Each convex polygon has a `shared` property, which is shared between all
  29774. // polygons that are clones of each other or were split from the same polygon.
  29775. // This can be used to define per-polygon properties (such as surface color).
  29776. var Polygon = (function () {
  29777. function Polygon(vertices, shared) {
  29778. this.vertices = vertices;
  29779. this.shared = shared;
  29780. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  29781. }
  29782. Polygon.prototype.clone = function () {
  29783. var vertices = this.vertices.map(function (v) { return v.clone(); });
  29784. return new Polygon(vertices, this.shared);
  29785. };
  29786. Polygon.prototype.flip = function () {
  29787. this.vertices.reverse().map(function (v) { v.flip(); });
  29788. this.plane.flip();
  29789. };
  29790. return Polygon;
  29791. })();
  29792. // # class Node
  29793. // Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  29794. // by picking a polygon to split along. That polygon (and all other coplanar
  29795. // polygons) are added directly to that node and the other polygons are added to
  29796. // the front and/or back subtrees. This is not a leafy BSP tree since there is
  29797. // no distinction between internal and leaf nodes.
  29798. var Node = (function () {
  29799. function Node(polygons) {
  29800. this.plane = null;
  29801. this.front = null;
  29802. this.back = null;
  29803. this.polygons = [];
  29804. if (polygons) {
  29805. this.build(polygons);
  29806. }
  29807. }
  29808. Node.prototype.clone = function () {
  29809. var node = new Node();
  29810. node.plane = this.plane && this.plane.clone();
  29811. node.front = this.front && this.front.clone();
  29812. node.back = this.back && this.back.clone();
  29813. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  29814. return node;
  29815. };
  29816. // Convert solid space to empty space and empty space to solid space.
  29817. Node.prototype.invert = function () {
  29818. for (var i = 0; i < this.polygons.length; i++) {
  29819. this.polygons[i].flip();
  29820. }
  29821. if (this.plane) {
  29822. this.plane.flip();
  29823. }
  29824. if (this.front) {
  29825. this.front.invert();
  29826. }
  29827. if (this.back) {
  29828. this.back.invert();
  29829. }
  29830. var temp = this.front;
  29831. this.front = this.back;
  29832. this.back = temp;
  29833. };
  29834. // Recursively remove all polygons in `polygons` that are inside this BSP
  29835. // tree.
  29836. Node.prototype.clipPolygons = function (polygons) {
  29837. if (!this.plane)
  29838. return polygons.slice();
  29839. var front = [], back = [];
  29840. for (var i = 0; i < polygons.length; i++) {
  29841. this.plane.splitPolygon(polygons[i], front, back, front, back);
  29842. }
  29843. if (this.front) {
  29844. front = this.front.clipPolygons(front);
  29845. }
  29846. if (this.back) {
  29847. back = this.back.clipPolygons(back);
  29848. }
  29849. else {
  29850. back = [];
  29851. }
  29852. return front.concat(back);
  29853. };
  29854. // Remove all polygons in this BSP tree that are inside the other BSP tree
  29855. // `bsp`.
  29856. Node.prototype.clipTo = function (bsp) {
  29857. this.polygons = bsp.clipPolygons(this.polygons);
  29858. if (this.front)
  29859. this.front.clipTo(bsp);
  29860. if (this.back)
  29861. this.back.clipTo(bsp);
  29862. };
  29863. // Return a list of all polygons in this BSP tree.
  29864. Node.prototype.allPolygons = function () {
  29865. var polygons = this.polygons.slice();
  29866. if (this.front)
  29867. polygons = polygons.concat(this.front.allPolygons());
  29868. if (this.back)
  29869. polygons = polygons.concat(this.back.allPolygons());
  29870. return polygons;
  29871. };
  29872. // Build a BSP tree out of `polygons`. When called on an existing tree, the
  29873. // new polygons are filtered down to the bottom of the tree and become new
  29874. // nodes there. Each set of polygons is partitioned using the first polygon
  29875. // (no heuristic is used to pick a good split).
  29876. Node.prototype.build = function (polygons) {
  29877. if (!polygons.length)
  29878. return;
  29879. if (!this.plane)
  29880. this.plane = polygons[0].plane.clone();
  29881. var front = [], back = [];
  29882. for (var i = 0; i < polygons.length; i++) {
  29883. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  29884. }
  29885. if (front.length) {
  29886. if (!this.front)
  29887. this.front = new Node();
  29888. this.front.build(front);
  29889. }
  29890. if (back.length) {
  29891. if (!this.back)
  29892. this.back = new Node();
  29893. this.back.build(back);
  29894. }
  29895. };
  29896. return Node;
  29897. })();
  29898. var CSG = (function () {
  29899. function CSG() {
  29900. this.polygons = new Array();
  29901. }
  29902. // Convert BABYLON.Mesh to BABYLON.CSG
  29903. CSG.FromMesh = function (mesh) {
  29904. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  29905. var matrix, meshPosition, meshRotation, meshRotationQuaternion, meshScaling;
  29906. if (mesh instanceof BABYLON.Mesh) {
  29907. mesh.computeWorldMatrix(true);
  29908. matrix = mesh.getWorldMatrix();
  29909. meshPosition = mesh.position.clone();
  29910. meshRotation = mesh.rotation.clone();
  29911. if (mesh.rotationQuaternion) {
  29912. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  29913. }
  29914. meshScaling = mesh.scaling.clone();
  29915. }
  29916. else {
  29917. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  29918. }
  29919. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  29920. var subMeshes = mesh.subMeshes;
  29921. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  29922. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  29923. vertices = [];
  29924. for (var j = 0; j < 3; j++) {
  29925. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  29926. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  29927. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  29928. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  29929. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  29930. vertex = new Vertex(position, normal, uv);
  29931. vertices.push(vertex);
  29932. }
  29933. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  29934. // To handle the case of degenerated triangle
  29935. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  29936. if (polygon.plane)
  29937. polygons.push(polygon);
  29938. }
  29939. }
  29940. var csg = CSG.FromPolygons(polygons);
  29941. csg.matrix = matrix;
  29942. csg.position = meshPosition;
  29943. csg.rotation = meshRotation;
  29944. csg.scaling = meshScaling;
  29945. csg.rotationQuaternion = meshRotationQuaternion;
  29946. currentCSGMeshId++;
  29947. return csg;
  29948. };
  29949. // Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  29950. CSG.FromPolygons = function (polygons) {
  29951. var csg = new CSG();
  29952. csg.polygons = polygons;
  29953. return csg;
  29954. };
  29955. CSG.prototype.clone = function () {
  29956. var csg = new CSG();
  29957. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  29958. csg.copyTransformAttributes(this);
  29959. return csg;
  29960. };
  29961. CSG.prototype.toPolygons = function () {
  29962. return this.polygons;
  29963. };
  29964. CSG.prototype.union = function (csg) {
  29965. var a = new Node(this.clone().polygons);
  29966. var b = new Node(csg.clone().polygons);
  29967. a.clipTo(b);
  29968. b.clipTo(a);
  29969. b.invert();
  29970. b.clipTo(a);
  29971. b.invert();
  29972. a.build(b.allPolygons());
  29973. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  29974. };
  29975. CSG.prototype.unionInPlace = function (csg) {
  29976. var a = new Node(this.polygons);
  29977. var b = new Node(csg.polygons);
  29978. a.clipTo(b);
  29979. b.clipTo(a);
  29980. b.invert();
  29981. b.clipTo(a);
  29982. b.invert();
  29983. a.build(b.allPolygons());
  29984. this.polygons = a.allPolygons();
  29985. };
  29986. CSG.prototype.subtract = function (csg) {
  29987. var a = new Node(this.clone().polygons);
  29988. var b = new Node(csg.clone().polygons);
  29989. a.invert();
  29990. a.clipTo(b);
  29991. b.clipTo(a);
  29992. b.invert();
  29993. b.clipTo(a);
  29994. b.invert();
  29995. a.build(b.allPolygons());
  29996. a.invert();
  29997. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  29998. };
  29999. CSG.prototype.subtractInPlace = function (csg) {
  30000. var a = new Node(this.polygons);
  30001. var b = new Node(csg.polygons);
  30002. a.invert();
  30003. a.clipTo(b);
  30004. b.clipTo(a);
  30005. b.invert();
  30006. b.clipTo(a);
  30007. b.invert();
  30008. a.build(b.allPolygons());
  30009. a.invert();
  30010. this.polygons = a.allPolygons();
  30011. };
  30012. CSG.prototype.intersect = function (csg) {
  30013. var a = new Node(this.clone().polygons);
  30014. var b = new Node(csg.clone().polygons);
  30015. a.invert();
  30016. b.clipTo(a);
  30017. b.invert();
  30018. a.clipTo(b);
  30019. b.clipTo(a);
  30020. a.build(b.allPolygons());
  30021. a.invert();
  30022. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  30023. };
  30024. CSG.prototype.intersectInPlace = function (csg) {
  30025. var a = new Node(this.polygons);
  30026. var b = new Node(csg.polygons);
  30027. a.invert();
  30028. b.clipTo(a);
  30029. b.invert();
  30030. a.clipTo(b);
  30031. b.clipTo(a);
  30032. a.build(b.allPolygons());
  30033. a.invert();
  30034. this.polygons = a.allPolygons();
  30035. };
  30036. // Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  30037. // not modified.
  30038. CSG.prototype.inverse = function () {
  30039. var csg = this.clone();
  30040. csg.inverseInPlace();
  30041. return csg;
  30042. };
  30043. CSG.prototype.inverseInPlace = function () {
  30044. this.polygons.map(function (p) { p.flip(); });
  30045. };
  30046. // This is used to keep meshes transformations so they can be restored
  30047. // when we build back a Babylon Mesh
  30048. // NB : All CSG operations are performed in world coordinates
  30049. CSG.prototype.copyTransformAttributes = function (csg) {
  30050. this.matrix = csg.matrix;
  30051. this.position = csg.position;
  30052. this.rotation = csg.rotation;
  30053. this.scaling = csg.scaling;
  30054. this.rotationQuaternion = csg.rotationQuaternion;
  30055. return this;
  30056. };
  30057. // Build Raw mesh from CSG
  30058. // Coordinates here are in world space
  30059. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  30060. var matrix = this.matrix.clone();
  30061. matrix.invert();
  30062. 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;
  30063. if (keepSubMeshes) {
  30064. // Sort Polygons, since subMeshes are indices range
  30065. polygons.sort(function (a, b) {
  30066. if (a.shared.meshId === b.shared.meshId) {
  30067. return a.shared.subMeshId - b.shared.subMeshId;
  30068. }
  30069. else {
  30070. return a.shared.meshId - b.shared.meshId;
  30071. }
  30072. });
  30073. }
  30074. for (var i = 0, il = polygons.length; i < il; i++) {
  30075. polygon = polygons[i];
  30076. // Building SubMeshes
  30077. if (!subMesh_dict[polygon.shared.meshId]) {
  30078. subMesh_dict[polygon.shared.meshId] = {};
  30079. }
  30080. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  30081. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  30082. indexStart: +Infinity,
  30083. indexEnd: -Infinity,
  30084. materialIndex: polygon.shared.materialIndex
  30085. };
  30086. }
  30087. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  30088. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  30089. polygonIndices[0] = 0;
  30090. polygonIndices[1] = j - 1;
  30091. polygonIndices[2] = j;
  30092. for (var k = 0; k < 3; k++) {
  30093. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  30094. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  30095. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  30096. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  30097. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  30098. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  30099. // Check if 2 points can be merged
  30100. if (!(typeof vertex_idx !== 'undefined' &&
  30101. normals[vertex_idx * 3] === localNormal.x &&
  30102. normals[vertex_idx * 3 + 1] === localNormal.y &&
  30103. normals[vertex_idx * 3 + 2] === localNormal.z &&
  30104. uvs[vertex_idx * 2] === uv.x &&
  30105. uvs[vertex_idx * 2 + 1] === uv.y)) {
  30106. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  30107. uvs.push(uv.x, uv.y);
  30108. normals.push(normal.x, normal.y, normal.z);
  30109. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  30110. }
  30111. indices.push(vertex_idx);
  30112. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  30113. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  30114. currentIndex++;
  30115. }
  30116. }
  30117. }
  30118. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  30119. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  30120. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  30121. mesh.setIndices(indices);
  30122. if (keepSubMeshes) {
  30123. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  30124. var materialIndexOffset = 0, materialMaxIndex;
  30125. mesh.subMeshes = new Array();
  30126. for (var m in subMesh_dict) {
  30127. materialMaxIndex = -1;
  30128. for (var sm in subMesh_dict[m]) {
  30129. subMesh_obj = subMesh_dict[m][sm];
  30130. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  30131. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  30132. }
  30133. materialIndexOffset += ++materialMaxIndex;
  30134. }
  30135. }
  30136. return mesh;
  30137. };
  30138. // Build Mesh from CSG taking material and transforms into account
  30139. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  30140. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  30141. mesh.material = material;
  30142. mesh.position.copyFrom(this.position);
  30143. mesh.rotation.copyFrom(this.rotation);
  30144. if (this.rotationQuaternion) {
  30145. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  30146. }
  30147. mesh.scaling.copyFrom(this.scaling);
  30148. mesh.computeWorldMatrix(true);
  30149. return mesh;
  30150. };
  30151. return CSG;
  30152. })();
  30153. BABYLON.CSG = CSG;
  30154. })(BABYLON || (BABYLON = {}));
  30155. var BABYLON;
  30156. (function (BABYLON) {
  30157. var VRDistortionCorrectionPostProcess = (function (_super) {
  30158. __extends(VRDistortionCorrectionPostProcess, _super);
  30159. //ANY
  30160. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  30161. var _this = this;
  30162. _super.call(this, name, "vrDistortionCorrection", [
  30163. 'LensCenter',
  30164. 'Scale',
  30165. 'ScaleIn',
  30166. 'HmdWarpParam'
  30167. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE, null, null);
  30168. this._isRightEye = isRightEye;
  30169. this._distortionFactors = vrMetrics.distortionK;
  30170. this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  30171. this._lensCenterOffset = vrMetrics.lensCenterOffset;
  30172. this.onSizeChanged = function () {
  30173. _this.aspectRatio = _this.width * .5 / _this.height;
  30174. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  30175. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  30176. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  30177. };
  30178. this.onApply = function (effect) {
  30179. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  30180. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  30181. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  30182. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  30183. };
  30184. }
  30185. return VRDistortionCorrectionPostProcess;
  30186. })(BABYLON.PostProcess);
  30187. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  30188. })(BABYLON || (BABYLON = {}));
  30189. // Mainly based on these 2 articles :
  30190. // Creating an universal virtual touch joystick working for all Touch models thanks to Hand.JS : http://blogs.msdn.com/b/davrous/archive/2013/02/22/creating-an-universal-virtual-touch-joystick-working-for-all-touch-models-thanks-to-hand-js.aspx
  30191. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  30192. var BABYLON;
  30193. (function (BABYLON) {
  30194. (function (JoystickAxis) {
  30195. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  30196. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  30197. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  30198. })(BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  30199. var JoystickAxis = BABYLON.JoystickAxis;
  30200. var VirtualJoystick = (function () {
  30201. function VirtualJoystick(leftJoystick) {
  30202. var _this = this;
  30203. if (leftJoystick) {
  30204. this._leftJoystick = true;
  30205. }
  30206. else {
  30207. this._leftJoystick = false;
  30208. }
  30209. this._joystickIndex = VirtualJoystick._globalJoystickIndex;
  30210. VirtualJoystick._globalJoystickIndex++;
  30211. // By default left & right arrow keys are moving the X
  30212. // and up & down keys are moving the Y
  30213. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  30214. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  30215. this.reverseLeftRight = false;
  30216. this.reverseUpDown = false;
  30217. // collections of pointers
  30218. this._touches = new BABYLON.SmartCollection();
  30219. this.deltaPosition = BABYLON.Vector3.Zero();
  30220. this._joystickSensibility = 25;
  30221. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  30222. this._rotationSpeed = 25;
  30223. this._inverseRotationSpeed = 1 / (this._rotationSpeed / 1000);
  30224. this._rotateOnAxisRelativeToMesh = false;
  30225. this._onResize = function (evt) {
  30226. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  30227. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  30228. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  30229. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  30230. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  30231. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvasHeight / 2;
  30232. };
  30233. // injecting a canvas element on top of the canvas 3D game
  30234. if (!VirtualJoystick.vjCanvas) {
  30235. window.addEventListener("resize", this._onResize, false);
  30236. VirtualJoystick.vjCanvas = document.createElement("canvas");
  30237. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  30238. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  30239. VirtualJoystick.vjCanvas.width = window.innerWidth;
  30240. VirtualJoystick.vjCanvas.height = window.innerHeight;
  30241. VirtualJoystick.vjCanvas.style.width = "100%";
  30242. VirtualJoystick.vjCanvas.style.height = "100%";
  30243. VirtualJoystick.vjCanvas.style.position = "absolute";
  30244. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  30245. VirtualJoystick.vjCanvas.style.top = "0px";
  30246. VirtualJoystick.vjCanvas.style.left = "0px";
  30247. VirtualJoystick.vjCanvas.style.zIndex = "5";
  30248. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  30249. // Support for jQuery PEP polyfill
  30250. VirtualJoystick.vjCanvas.setAttribute("touch-action", "none");
  30251. VirtualJoystick.vjCanvasContext = VirtualJoystick.vjCanvas.getContext('2d');
  30252. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  30253. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  30254. document.body.appendChild(VirtualJoystick.vjCanvas);
  30255. }
  30256. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  30257. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvas.height / 2;
  30258. this.pressed = false;
  30259. // default joystick color
  30260. this._joystickColor = "cyan";
  30261. this._joystickPointerID = -1;
  30262. // current joystick position
  30263. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  30264. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  30265. // origin joystick position
  30266. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  30267. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  30268. this._onPointerDownHandlerRef = function (evt) {
  30269. _this._onPointerDown(evt);
  30270. };
  30271. this._onPointerMoveHandlerRef = function (evt) {
  30272. _this._onPointerMove(evt);
  30273. };
  30274. this._onPointerOutHandlerRef = function (evt) {
  30275. _this._onPointerUp(evt);
  30276. };
  30277. this._onPointerUpHandlerRef = function (evt) {
  30278. _this._onPointerUp(evt);
  30279. };
  30280. VirtualJoystick.vjCanvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  30281. VirtualJoystick.vjCanvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  30282. VirtualJoystick.vjCanvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  30283. VirtualJoystick.vjCanvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  30284. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  30285. evt.preventDefault(); // Disables system menu
  30286. }, false);
  30287. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  30288. }
  30289. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  30290. this._joystickSensibility = newJoystickSensibility;
  30291. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  30292. };
  30293. VirtualJoystick.prototype._onPointerDown = function (e) {
  30294. var positionOnScreenCondition;
  30295. e.preventDefault();
  30296. if (this._leftJoystick === true) {
  30297. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  30298. }
  30299. else {
  30300. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  30301. }
  30302. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  30303. // First contact will be dedicated to the virtual joystick
  30304. this._joystickPointerID = e.pointerId;
  30305. this._joystickPointerStartPos.x = e.clientX;
  30306. this._joystickPointerStartPos.y = e.clientY;
  30307. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  30308. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  30309. this._deltaJoystickVector.x = 0;
  30310. this._deltaJoystickVector.y = 0;
  30311. this.pressed = true;
  30312. this._touches.add(e.pointerId.toString(), e);
  30313. }
  30314. else {
  30315. // You can only trigger the action buttons with a joystick declared
  30316. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  30317. this._action();
  30318. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  30319. }
  30320. }
  30321. };
  30322. VirtualJoystick.prototype._onPointerMove = function (e) {
  30323. // If the current pointer is the one associated to the joystick (first touch contact)
  30324. if (this._joystickPointerID == e.pointerId) {
  30325. this._joystickPointerPos.x = e.clientX;
  30326. this._joystickPointerPos.y = e.clientY;
  30327. this._deltaJoystickVector = this._joystickPointerPos.clone();
  30328. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  30329. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  30330. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  30331. switch (this._axisTargetedByLeftAndRight) {
  30332. case JoystickAxis.X:
  30333. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  30334. break;
  30335. case JoystickAxis.Y:
  30336. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  30337. break;
  30338. case JoystickAxis.Z:
  30339. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  30340. break;
  30341. }
  30342. var directionUpDown = this.reverseUpDown ? 1 : -1;
  30343. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  30344. switch (this._axisTargetedByUpAndDown) {
  30345. case JoystickAxis.X:
  30346. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  30347. break;
  30348. case JoystickAxis.Y:
  30349. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  30350. break;
  30351. case JoystickAxis.Z:
  30352. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  30353. break;
  30354. }
  30355. }
  30356. else {
  30357. if (this._touches.item(e.pointerId.toString())) {
  30358. this._touches.item(e.pointerId.toString()).x = e.clientX;
  30359. this._touches.item(e.pointerId.toString()).y = e.clientY;
  30360. }
  30361. }
  30362. };
  30363. VirtualJoystick.prototype._onPointerUp = function (e) {
  30364. if (this._joystickPointerID == e.pointerId) {
  30365. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 63, this._joystickPointerStartPos.y - 63, 126, 126);
  30366. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 41, this._joystickPreviousPointerPos.y - 41, 82, 82);
  30367. this._joystickPointerID = -1;
  30368. this.pressed = false;
  30369. }
  30370. else {
  30371. var touch = this._touches.item(e.pointerId.toString());
  30372. if (touch) {
  30373. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 43, touch.prevY - 43, 86, 86);
  30374. }
  30375. }
  30376. this._deltaJoystickVector.x = 0;
  30377. this._deltaJoystickVector.y = 0;
  30378. this._touches.remove(e.pointerId.toString());
  30379. };
  30380. /**
  30381. * Change the color of the virtual joystick
  30382. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  30383. */
  30384. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  30385. this._joystickColor = newColor;
  30386. };
  30387. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  30388. this._action = action;
  30389. };
  30390. // Define which axis you'd like to control for left & right
  30391. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  30392. switch (axis) {
  30393. case JoystickAxis.X:
  30394. case JoystickAxis.Y:
  30395. case JoystickAxis.Z:
  30396. this._axisTargetedByLeftAndRight = axis;
  30397. break;
  30398. default:
  30399. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  30400. break;
  30401. }
  30402. };
  30403. // Define which axis you'd like to control for up & down
  30404. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  30405. switch (axis) {
  30406. case JoystickAxis.X:
  30407. case JoystickAxis.Y:
  30408. case JoystickAxis.Z:
  30409. this._axisTargetedByUpAndDown = axis;
  30410. break;
  30411. default:
  30412. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  30413. break;
  30414. }
  30415. };
  30416. VirtualJoystick.prototype._clearCanvas = function () {
  30417. if (this._leftJoystick) {
  30418. VirtualJoystick.vjCanvasContext.clearRect(0, 0, VirtualJoystick.vjCanvasWidth / 2, VirtualJoystick.vjCanvasHeight);
  30419. }
  30420. else {
  30421. VirtualJoystick.vjCanvasContext.clearRect(VirtualJoystick.vjCanvasWidth / 2, 0, VirtualJoystick.vjCanvasWidth, VirtualJoystick.vjCanvasHeight);
  30422. }
  30423. };
  30424. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  30425. var _this = this;
  30426. if (this.pressed) {
  30427. this._touches.forEach(function (touch) {
  30428. if (touch.pointerId === _this._joystickPointerID) {
  30429. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 63, _this._joystickPointerStartPos.y - 63, 126, 126);
  30430. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 41, _this._joystickPreviousPointerPos.y - 41, 82, 82);
  30431. VirtualJoystick.vjCanvasContext.beginPath();
  30432. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  30433. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  30434. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  30435. VirtualJoystick.vjCanvasContext.stroke();
  30436. VirtualJoystick.vjCanvasContext.closePath();
  30437. VirtualJoystick.vjCanvasContext.beginPath();
  30438. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  30439. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  30440. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  30441. VirtualJoystick.vjCanvasContext.stroke();
  30442. VirtualJoystick.vjCanvasContext.closePath();
  30443. VirtualJoystick.vjCanvasContext.beginPath();
  30444. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  30445. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  30446. VirtualJoystick.vjCanvasContext.stroke();
  30447. VirtualJoystick.vjCanvasContext.closePath();
  30448. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  30449. }
  30450. else {
  30451. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 43, touch.prevY - 43, 86, 86);
  30452. VirtualJoystick.vjCanvasContext.beginPath();
  30453. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  30454. VirtualJoystick.vjCanvasContext.beginPath();
  30455. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  30456. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  30457. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  30458. VirtualJoystick.vjCanvasContext.stroke();
  30459. VirtualJoystick.vjCanvasContext.closePath();
  30460. touch.prevX = touch.x;
  30461. touch.prevY = touch.y;
  30462. }
  30463. ;
  30464. });
  30465. }
  30466. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  30467. };
  30468. VirtualJoystick.prototype.releaseCanvas = function () {
  30469. if (VirtualJoystick.vjCanvas) {
  30470. VirtualJoystick.vjCanvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  30471. VirtualJoystick.vjCanvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  30472. VirtualJoystick.vjCanvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  30473. VirtualJoystick.vjCanvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  30474. window.removeEventListener("resize", this._onResize);
  30475. document.body.removeChild(VirtualJoystick.vjCanvas);
  30476. VirtualJoystick.vjCanvas = null;
  30477. }
  30478. };
  30479. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  30480. VirtualJoystick._globalJoystickIndex = 0;
  30481. return VirtualJoystick;
  30482. })();
  30483. BABYLON.VirtualJoystick = VirtualJoystick;
  30484. })(BABYLON || (BABYLON = {}));
  30485. var BABYLON;
  30486. (function (BABYLON) {
  30487. // We're mainly based on the logic defined into the FreeCamera code
  30488. var VirtualJoysticksCamera = (function (_super) {
  30489. __extends(VirtualJoysticksCamera, _super);
  30490. function VirtualJoysticksCamera(name, position, scene) {
  30491. _super.call(this, name, position, scene);
  30492. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  30493. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  30494. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  30495. this._leftjoystick.setJoystickSensibility(0.15);
  30496. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  30497. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  30498. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  30499. this._rightjoystick.reverseUpDown = true;
  30500. this._rightjoystick.setJoystickSensibility(0.05);
  30501. this._rightjoystick.setJoystickColor("yellow");
  30502. }
  30503. VirtualJoysticksCamera.prototype.getLeftJoystick = function () {
  30504. return this._leftjoystick;
  30505. };
  30506. VirtualJoysticksCamera.prototype.getRightJoystick = function () {
  30507. return this._rightjoystick;
  30508. };
  30509. VirtualJoysticksCamera.prototype._checkInputs = function () {
  30510. var speed = this._computeLocalCameraSpeed() * 50;
  30511. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  30512. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  30513. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  30514. this.cameraRotation = this.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  30515. if (!this._leftjoystick.pressed) {
  30516. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  30517. }
  30518. if (!this._rightjoystick.pressed) {
  30519. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  30520. }
  30521. _super.prototype._checkInputs.call(this);
  30522. };
  30523. VirtualJoysticksCamera.prototype.dispose = function () {
  30524. this._leftjoystick.releaseCanvas();
  30525. _super.prototype.dispose.call(this);
  30526. };
  30527. return VirtualJoysticksCamera;
  30528. })(BABYLON.FreeCamera);
  30529. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  30530. })(BABYLON || (BABYLON = {}));
  30531. var BABYLON;
  30532. (function (BABYLON) {
  30533. var AnaglyphPostProcess = (function (_super) {
  30534. __extends(AnaglyphPostProcess, _super);
  30535. function AnaglyphPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  30536. _super.call(this, name, "anaglyph", null, ["leftSampler"], ratio, camera, samplingMode, engine, reusable);
  30537. }
  30538. return AnaglyphPostProcess;
  30539. })(BABYLON.PostProcess);
  30540. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  30541. })(BABYLON || (BABYLON = {}));
  30542. var BABYLON;
  30543. (function (BABYLON) {
  30544. var OutlineRenderer = (function () {
  30545. function OutlineRenderer(scene) {
  30546. this._scene = scene;
  30547. }
  30548. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  30549. var _this = this;
  30550. if (useOverlay === void 0) { useOverlay = false; }
  30551. var scene = this._scene;
  30552. var engine = this._scene.getEngine();
  30553. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  30554. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  30555. return;
  30556. }
  30557. var mesh = subMesh.getRenderingMesh();
  30558. var material = subMesh.getMaterial();
  30559. engine.enableEffect(this._effect);
  30560. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  30561. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : 1.0);
  30562. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  30563. // Bones
  30564. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  30565. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  30566. }
  30567. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  30568. // Alpha test
  30569. if (material && material.needAlphaTesting()) {
  30570. var alphaTexture = material.getAlphaTestTexture();
  30571. this._effect.setTexture("diffuseSampler", alphaTexture);
  30572. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  30573. }
  30574. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  30575. };
  30576. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  30577. var defines = [];
  30578. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  30579. var mesh = subMesh.getMesh();
  30580. var material = subMesh.getMaterial();
  30581. // Alpha test
  30582. if (material && material.needAlphaTesting()) {
  30583. defines.push("#define ALPHATEST");
  30584. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  30585. attribs.push(BABYLON.VertexBuffer.UVKind);
  30586. defines.push("#define UV1");
  30587. }
  30588. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  30589. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  30590. defines.push("#define UV2");
  30591. }
  30592. }
  30593. // Bones
  30594. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  30595. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  30596. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  30597. defines.push("#define BONES");
  30598. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  30599. }
  30600. // Instances
  30601. if (useInstances) {
  30602. defines.push("#define INSTANCES");
  30603. attribs.push("world0");
  30604. attribs.push("world1");
  30605. attribs.push("world2");
  30606. attribs.push("world3");
  30607. }
  30608. // Get correct effect
  30609. var join = defines.join("\n");
  30610. if (this._cachedDefines !== join) {
  30611. this._cachedDefines = join;
  30612. this._effect = this._scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color"], ["diffuseSampler"], join);
  30613. }
  30614. return this._effect.isReady();
  30615. };
  30616. return OutlineRenderer;
  30617. })();
  30618. BABYLON.OutlineRenderer = OutlineRenderer;
  30619. })(BABYLON || (BABYLON = {}));
  30620. var BABYLON;
  30621. (function (BABYLON) {
  30622. var MeshAssetTask = (function () {
  30623. function MeshAssetTask(name, meshesNames, rootUrl, sceneFilename) {
  30624. this.name = name;
  30625. this.meshesNames = meshesNames;
  30626. this.rootUrl = rootUrl;
  30627. this.sceneFilename = sceneFilename;
  30628. this.isCompleted = false;
  30629. }
  30630. MeshAssetTask.prototype.run = function (scene, onSuccess, onError) {
  30631. var _this = this;
  30632. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  30633. _this.loadedMeshes = meshes;
  30634. _this.loadedParticleSystems = particleSystems;
  30635. _this.loadedSkeletons = skeletons;
  30636. _this.isCompleted = true;
  30637. if (_this.onSuccess) {
  30638. _this.onSuccess(_this);
  30639. }
  30640. onSuccess();
  30641. }, null, function () {
  30642. if (_this.onError) {
  30643. _this.onError(_this);
  30644. }
  30645. onError();
  30646. });
  30647. };
  30648. return MeshAssetTask;
  30649. })();
  30650. BABYLON.MeshAssetTask = MeshAssetTask;
  30651. var TextFileAssetTask = (function () {
  30652. function TextFileAssetTask(name, url) {
  30653. this.name = name;
  30654. this.url = url;
  30655. this.isCompleted = false;
  30656. }
  30657. TextFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
  30658. var _this = this;
  30659. BABYLON.Tools.LoadFile(this.url, function (data) {
  30660. _this.text = data;
  30661. _this.isCompleted = true;
  30662. if (_this.onSuccess) {
  30663. _this.onSuccess(_this);
  30664. }
  30665. onSuccess();
  30666. }, null, scene.database, false, function () {
  30667. if (_this.onError) {
  30668. _this.onError(_this);
  30669. }
  30670. onError();
  30671. });
  30672. };
  30673. return TextFileAssetTask;
  30674. })();
  30675. BABYLON.TextFileAssetTask = TextFileAssetTask;
  30676. var BinaryFileAssetTask = (function () {
  30677. function BinaryFileAssetTask(name, url) {
  30678. this.name = name;
  30679. this.url = url;
  30680. this.isCompleted = false;
  30681. }
  30682. BinaryFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
  30683. var _this = this;
  30684. BABYLON.Tools.LoadFile(this.url, function (data) {
  30685. _this.data = data;
  30686. _this.isCompleted = true;
  30687. if (_this.onSuccess) {
  30688. _this.onSuccess(_this);
  30689. }
  30690. onSuccess();
  30691. }, null, scene.database, true, function () {
  30692. if (_this.onError) {
  30693. _this.onError(_this);
  30694. }
  30695. onError();
  30696. });
  30697. };
  30698. return BinaryFileAssetTask;
  30699. })();
  30700. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  30701. var ImageAssetTask = (function () {
  30702. function ImageAssetTask(name, url) {
  30703. this.name = name;
  30704. this.url = url;
  30705. this.isCompleted = false;
  30706. }
  30707. ImageAssetTask.prototype.run = function (scene, onSuccess, onError) {
  30708. var _this = this;
  30709. var img = new Image();
  30710. img.onload = function () {
  30711. _this.image = img;
  30712. _this.isCompleted = true;
  30713. if (_this.onSuccess) {
  30714. _this.onSuccess(_this);
  30715. }
  30716. onSuccess();
  30717. };
  30718. img.onerror = function () {
  30719. if (_this.onError) {
  30720. _this.onError(_this);
  30721. }
  30722. onError();
  30723. };
  30724. img.src = this.url;
  30725. };
  30726. return ImageAssetTask;
  30727. })();
  30728. BABYLON.ImageAssetTask = ImageAssetTask;
  30729. var TextureAssetTask = (function () {
  30730. function TextureAssetTask(name, url, noMipmap, invertY, samplingMode) {
  30731. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  30732. this.name = name;
  30733. this.url = url;
  30734. this.noMipmap = noMipmap;
  30735. this.invertY = invertY;
  30736. this.samplingMode = samplingMode;
  30737. this.isCompleted = false;
  30738. }
  30739. TextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  30740. var _this = this;
  30741. var onload = function () {
  30742. _this.isCompleted = true;
  30743. if (_this.onSuccess) {
  30744. _this.onSuccess(_this);
  30745. }
  30746. onSuccess();
  30747. };
  30748. var onerror = function () {
  30749. if (_this.onError) {
  30750. _this.onError(_this);
  30751. }
  30752. onError();
  30753. };
  30754. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onError);
  30755. };
  30756. return TextureAssetTask;
  30757. })();
  30758. BABYLON.TextureAssetTask = TextureAssetTask;
  30759. var AssetsManager = (function () {
  30760. function AssetsManager(scene) {
  30761. this._tasks = new Array();
  30762. this._waitingTasksCount = 0;
  30763. this.useDefaultLoadingScreen = true;
  30764. this._scene = scene;
  30765. }
  30766. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  30767. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  30768. this._tasks.push(task);
  30769. return task;
  30770. };
  30771. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  30772. var task = new TextFileAssetTask(taskName, url);
  30773. this._tasks.push(task);
  30774. return task;
  30775. };
  30776. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  30777. var task = new BinaryFileAssetTask(taskName, url);
  30778. this._tasks.push(task);
  30779. return task;
  30780. };
  30781. AssetsManager.prototype.addImageTask = function (taskName, url) {
  30782. var task = new ImageAssetTask(taskName, url);
  30783. this._tasks.push(task);
  30784. return task;
  30785. };
  30786. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  30787. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  30788. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  30789. this._tasks.push(task);
  30790. return task;
  30791. };
  30792. AssetsManager.prototype._decreaseWaitingTasksCount = function () {
  30793. this._waitingTasksCount--;
  30794. if (this._waitingTasksCount === 0) {
  30795. if (this.onFinish) {
  30796. this.onFinish(this._tasks);
  30797. }
  30798. this._scene.getEngine().hideLoadingUI();
  30799. }
  30800. };
  30801. AssetsManager.prototype._runTask = function (task) {
  30802. var _this = this;
  30803. task.run(this._scene, function () {
  30804. if (_this.onTaskSuccess) {
  30805. _this.onTaskSuccess(task);
  30806. }
  30807. _this._decreaseWaitingTasksCount();
  30808. }, function () {
  30809. if (_this.onTaskError) {
  30810. _this.onTaskError(task);
  30811. }
  30812. _this._decreaseWaitingTasksCount();
  30813. });
  30814. };
  30815. AssetsManager.prototype.reset = function () {
  30816. this._tasks = new Array();
  30817. return this;
  30818. };
  30819. AssetsManager.prototype.load = function () {
  30820. this._waitingTasksCount = this._tasks.length;
  30821. if (this._waitingTasksCount === 0) {
  30822. if (this.onFinish) {
  30823. this.onFinish(this._tasks);
  30824. }
  30825. return this;
  30826. }
  30827. if (this.useDefaultLoadingScreen) {
  30828. this._scene.getEngine().displayLoadingUI();
  30829. }
  30830. for (var index = 0; index < this._tasks.length; index++) {
  30831. var task = this._tasks[index];
  30832. this._runTask(task);
  30833. }
  30834. return this;
  30835. };
  30836. return AssetsManager;
  30837. })();
  30838. BABYLON.AssetsManager = AssetsManager;
  30839. })(BABYLON || (BABYLON = {}));
  30840. var BABYLON;
  30841. (function (BABYLON) {
  30842. var VRDeviceOrientationFreeCamera = (function (_super) {
  30843. __extends(VRDeviceOrientationFreeCamera, _super);
  30844. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion) {
  30845. if (compensateDistortion === void 0) { compensateDistortion = true; }
  30846. _super.call(this, name, position, scene);
  30847. this._alpha = 0;
  30848. this._beta = 0;
  30849. this._gamma = 0;
  30850. var metrics = BABYLON.VRCameraMetrics.GetDefault();
  30851. metrics.compensateDistortion = compensateDistortion;
  30852. this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: metrics });
  30853. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  30854. }
  30855. VRDeviceOrientationFreeCamera.prototype._onOrientationEvent = function (evt) {
  30856. this._alpha = +evt.alpha | 0;
  30857. this._beta = +evt.beta | 0;
  30858. this._gamma = +evt.gamma | 0;
  30859. if (this._gamma < 0) {
  30860. this._gamma = 90 + this._gamma;
  30861. }
  30862. else {
  30863. // Incline it in the correct angle.
  30864. this._gamma = 270 - this._gamma;
  30865. }
  30866. this.rotation.x = this._gamma / 180.0 * Math.PI;
  30867. this.rotation.y = -this._alpha / 180.0 * Math.PI;
  30868. this.rotation.z = this._beta / 180.0 * Math.PI;
  30869. };
  30870. VRDeviceOrientationFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  30871. _super.prototype.attachControl.call(this, element, noPreventDefault);
  30872. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  30873. };
  30874. VRDeviceOrientationFreeCamera.prototype.detachControl = function (element) {
  30875. _super.prototype.detachControl.call(this, element);
  30876. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  30877. };
  30878. return VRDeviceOrientationFreeCamera;
  30879. })(BABYLON.FreeCamera);
  30880. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  30881. })(BABYLON || (BABYLON = {}));
  30882. var BABYLON;
  30883. (function (BABYLON) {
  30884. var WebVRFreeCamera = (function (_super) {
  30885. __extends(WebVRFreeCamera, _super);
  30886. function WebVRFreeCamera(name, position, scene, compensateDistortion) {
  30887. if (compensateDistortion === void 0) { compensateDistortion = true; }
  30888. _super.call(this, name, position, scene);
  30889. this._hmdDevice = null;
  30890. this._sensorDevice = null;
  30891. this._cacheState = null;
  30892. this._cacheQuaternion = new BABYLON.Quaternion();
  30893. this._cacheRotation = BABYLON.Vector3.Zero();
  30894. this._vrEnabled = false;
  30895. var metrics = BABYLON.VRCameraMetrics.GetDefault();
  30896. metrics.compensateDistortion = compensateDistortion;
  30897. this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: metrics });
  30898. this._getWebVRDevices = this._getWebVRDevices.bind(this);
  30899. }
  30900. WebVRFreeCamera.prototype._getWebVRDevices = function (devices) {
  30901. var size = devices.length;
  30902. var i = 0;
  30903. // Reset devices.
  30904. this._sensorDevice = null;
  30905. this._hmdDevice = null;
  30906. // Search for a HmdDevice.
  30907. while (i < size && this._hmdDevice === null) {
  30908. if (devices[i] instanceof HMDVRDevice) {
  30909. this._hmdDevice = devices[i];
  30910. }
  30911. i++;
  30912. }
  30913. i = 0;
  30914. while (i < size && this._sensorDevice === null) {
  30915. if (devices[i] instanceof PositionSensorVRDevice && (!this._hmdDevice || devices[i].hardwareUnitId === this._hmdDevice.hardwareUnitId)) {
  30916. this._sensorDevice = devices[i];
  30917. }
  30918. i++;
  30919. }
  30920. this._vrEnabled = this._sensorDevice && this._hmdDevice ? true : false;
  30921. };
  30922. WebVRFreeCamera.prototype._checkInputs = function () {
  30923. if (this._vrEnabled) {
  30924. this._cacheState = this._sensorDevice.getState();
  30925. this._cacheQuaternion.copyFromFloats(this._cacheState.orientation.x, this._cacheState.orientation.y, this._cacheState.orientation.z, this._cacheState.orientation.w);
  30926. this._cacheQuaternion.toEulerAnglesToRef(this._cacheRotation);
  30927. this.rotation.x = -this._cacheRotation.z;
  30928. this.rotation.y = -this._cacheRotation.y;
  30929. this.rotation.z = this._cacheRotation.x;
  30930. }
  30931. _super.prototype._checkInputs.call(this);
  30932. };
  30933. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  30934. _super.prototype.attachControl.call(this, element, noPreventDefault);
  30935. if (navigator.getVRDevices) {
  30936. navigator.getVRDevices().then(this._getWebVRDevices);
  30937. }
  30938. else if (navigator.mozGetVRDevices) {
  30939. navigator.mozGetVRDevices(this._getWebVRDevices);
  30940. }
  30941. };
  30942. WebVRFreeCamera.prototype.detachControl = function (element) {
  30943. _super.prototype.detachControl.call(this, element);
  30944. this._vrEnabled = false;
  30945. };
  30946. return WebVRFreeCamera;
  30947. })(BABYLON.FreeCamera);
  30948. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  30949. })(BABYLON || (BABYLON = {}));
  30950. var BABYLON;
  30951. (function (BABYLON) {
  30952. // Standard optimizations
  30953. var SceneOptimization = (function () {
  30954. function SceneOptimization(priority) {
  30955. if (priority === void 0) { priority = 0; }
  30956. this.priority = priority;
  30957. this.apply = function (scene) {
  30958. return true; // Return true if everything that can be done was applied
  30959. };
  30960. }
  30961. return SceneOptimization;
  30962. })();
  30963. BABYLON.SceneOptimization = SceneOptimization;
  30964. var TextureOptimization = (function (_super) {
  30965. __extends(TextureOptimization, _super);
  30966. function TextureOptimization(priority, maximumSize) {
  30967. var _this = this;
  30968. if (priority === void 0) { priority = 0; }
  30969. if (maximumSize === void 0) { maximumSize = 1024; }
  30970. _super.call(this, priority);
  30971. this.priority = priority;
  30972. this.maximumSize = maximumSize;
  30973. this.apply = function (scene) {
  30974. var allDone = true;
  30975. for (var index = 0; index < scene.textures.length; index++) {
  30976. var texture = scene.textures[index];
  30977. if (!texture.canRescale) {
  30978. continue;
  30979. }
  30980. var currentSize = texture.getSize();
  30981. var maxDimension = Math.max(currentSize.width, currentSize.height);
  30982. if (maxDimension > _this.maximumSize) {
  30983. texture.scale(0.5);
  30984. allDone = false;
  30985. }
  30986. }
  30987. return allDone;
  30988. };
  30989. }
  30990. return TextureOptimization;
  30991. })(SceneOptimization);
  30992. BABYLON.TextureOptimization = TextureOptimization;
  30993. var HardwareScalingOptimization = (function (_super) {
  30994. __extends(HardwareScalingOptimization, _super);
  30995. function HardwareScalingOptimization(priority, maximumScale) {
  30996. var _this = this;
  30997. if (priority === void 0) { priority = 0; }
  30998. if (maximumScale === void 0) { maximumScale = 2; }
  30999. _super.call(this, priority);
  31000. this.priority = priority;
  31001. this.maximumScale = maximumScale;
  31002. this._currentScale = 1;
  31003. this.apply = function (scene) {
  31004. _this._currentScale++;
  31005. scene.getEngine().setHardwareScalingLevel(_this._currentScale);
  31006. return _this._currentScale >= _this.maximumScale;
  31007. };
  31008. }
  31009. return HardwareScalingOptimization;
  31010. })(SceneOptimization);
  31011. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  31012. var ShadowsOptimization = (function (_super) {
  31013. __extends(ShadowsOptimization, _super);
  31014. function ShadowsOptimization() {
  31015. _super.apply(this, arguments);
  31016. this.apply = function (scene) {
  31017. scene.shadowsEnabled = false;
  31018. return true;
  31019. };
  31020. }
  31021. return ShadowsOptimization;
  31022. })(SceneOptimization);
  31023. BABYLON.ShadowsOptimization = ShadowsOptimization;
  31024. var PostProcessesOptimization = (function (_super) {
  31025. __extends(PostProcessesOptimization, _super);
  31026. function PostProcessesOptimization() {
  31027. _super.apply(this, arguments);
  31028. this.apply = function (scene) {
  31029. scene.postProcessesEnabled = false;
  31030. return true;
  31031. };
  31032. }
  31033. return PostProcessesOptimization;
  31034. })(SceneOptimization);
  31035. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  31036. var LensFlaresOptimization = (function (_super) {
  31037. __extends(LensFlaresOptimization, _super);
  31038. function LensFlaresOptimization() {
  31039. _super.apply(this, arguments);
  31040. this.apply = function (scene) {
  31041. scene.lensFlaresEnabled = false;
  31042. return true;
  31043. };
  31044. }
  31045. return LensFlaresOptimization;
  31046. })(SceneOptimization);
  31047. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  31048. var ParticlesOptimization = (function (_super) {
  31049. __extends(ParticlesOptimization, _super);
  31050. function ParticlesOptimization() {
  31051. _super.apply(this, arguments);
  31052. this.apply = function (scene) {
  31053. scene.particlesEnabled = false;
  31054. return true;
  31055. };
  31056. }
  31057. return ParticlesOptimization;
  31058. })(SceneOptimization);
  31059. BABYLON.ParticlesOptimization = ParticlesOptimization;
  31060. var RenderTargetsOptimization = (function (_super) {
  31061. __extends(RenderTargetsOptimization, _super);
  31062. function RenderTargetsOptimization() {
  31063. _super.apply(this, arguments);
  31064. this.apply = function (scene) {
  31065. scene.renderTargetsEnabled = false;
  31066. return true;
  31067. };
  31068. }
  31069. return RenderTargetsOptimization;
  31070. })(SceneOptimization);
  31071. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  31072. var MergeMeshesOptimization = (function (_super) {
  31073. __extends(MergeMeshesOptimization, _super);
  31074. function MergeMeshesOptimization() {
  31075. var _this = this;
  31076. _super.apply(this, arguments);
  31077. this._canBeMerged = function (abstractMesh) {
  31078. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  31079. return false;
  31080. }
  31081. var mesh = abstractMesh;
  31082. if (!mesh.isVisible || !mesh.isEnabled()) {
  31083. return false;
  31084. }
  31085. if (mesh.instances.length > 0) {
  31086. return false;
  31087. }
  31088. if (mesh.skeleton || mesh.hasLODLevels) {
  31089. return false;
  31090. }
  31091. return true;
  31092. };
  31093. this.apply = function (scene, updateSelectionTree) {
  31094. var globalPool = scene.meshes.slice(0);
  31095. var globalLength = globalPool.length;
  31096. for (var index = 0; index < globalLength; index++) {
  31097. var currentPool = new Array();
  31098. var current = globalPool[index];
  31099. // Checks
  31100. if (!_this._canBeMerged(current)) {
  31101. continue;
  31102. }
  31103. currentPool.push(current);
  31104. // Find compatible meshes
  31105. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  31106. var otherMesh = globalPool[subIndex];
  31107. if (!_this._canBeMerged(otherMesh)) {
  31108. continue;
  31109. }
  31110. if (otherMesh.material !== current.material) {
  31111. continue;
  31112. }
  31113. if (otherMesh.checkCollisions !== current.checkCollisions) {
  31114. continue;
  31115. }
  31116. currentPool.push(otherMesh);
  31117. globalLength--;
  31118. globalPool.splice(subIndex, 1);
  31119. subIndex--;
  31120. }
  31121. if (currentPool.length < 2) {
  31122. continue;
  31123. }
  31124. // Merge meshes
  31125. BABYLON.Mesh.MergeMeshes(currentPool);
  31126. }
  31127. if (updateSelectionTree != undefined) {
  31128. if (updateSelectionTree) {
  31129. scene.createOrUpdateSelectionOctree();
  31130. }
  31131. }
  31132. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  31133. scene.createOrUpdateSelectionOctree();
  31134. }
  31135. return true;
  31136. };
  31137. }
  31138. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  31139. get: function () {
  31140. return MergeMeshesOptimization._UpdateSelectionTree;
  31141. },
  31142. set: function (value) {
  31143. MergeMeshesOptimization._UpdateSelectionTree = value;
  31144. },
  31145. enumerable: true,
  31146. configurable: true
  31147. });
  31148. MergeMeshesOptimization._UpdateSelectionTree = false;
  31149. return MergeMeshesOptimization;
  31150. })(SceneOptimization);
  31151. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  31152. // Options
  31153. var SceneOptimizerOptions = (function () {
  31154. function SceneOptimizerOptions(targetFrameRate, trackerDuration) {
  31155. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  31156. if (trackerDuration === void 0) { trackerDuration = 2000; }
  31157. this.targetFrameRate = targetFrameRate;
  31158. this.trackerDuration = trackerDuration;
  31159. this.optimizations = new Array();
  31160. }
  31161. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  31162. var result = new SceneOptimizerOptions(targetFrameRate);
  31163. var priority = 0;
  31164. result.optimizations.push(new MergeMeshesOptimization(priority));
  31165. result.optimizations.push(new ShadowsOptimization(priority));
  31166. result.optimizations.push(new LensFlaresOptimization(priority));
  31167. // Next priority
  31168. priority++;
  31169. result.optimizations.push(new PostProcessesOptimization(priority));
  31170. result.optimizations.push(new ParticlesOptimization(priority));
  31171. // Next priority
  31172. priority++;
  31173. result.optimizations.push(new TextureOptimization(priority, 1024));
  31174. return result;
  31175. };
  31176. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  31177. var result = new SceneOptimizerOptions(targetFrameRate);
  31178. var priority = 0;
  31179. result.optimizations.push(new MergeMeshesOptimization(priority));
  31180. result.optimizations.push(new ShadowsOptimization(priority));
  31181. result.optimizations.push(new LensFlaresOptimization(priority));
  31182. // Next priority
  31183. priority++;
  31184. result.optimizations.push(new PostProcessesOptimization(priority));
  31185. result.optimizations.push(new ParticlesOptimization(priority));
  31186. // Next priority
  31187. priority++;
  31188. result.optimizations.push(new TextureOptimization(priority, 512));
  31189. // Next priority
  31190. priority++;
  31191. result.optimizations.push(new RenderTargetsOptimization(priority));
  31192. // Next priority
  31193. priority++;
  31194. result.optimizations.push(new HardwareScalingOptimization(priority, 2));
  31195. return result;
  31196. };
  31197. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  31198. var result = new SceneOptimizerOptions(targetFrameRate);
  31199. var priority = 0;
  31200. result.optimizations.push(new MergeMeshesOptimization(priority));
  31201. result.optimizations.push(new ShadowsOptimization(priority));
  31202. result.optimizations.push(new LensFlaresOptimization(priority));
  31203. // Next priority
  31204. priority++;
  31205. result.optimizations.push(new PostProcessesOptimization(priority));
  31206. result.optimizations.push(new ParticlesOptimization(priority));
  31207. // Next priority
  31208. priority++;
  31209. result.optimizations.push(new TextureOptimization(priority, 256));
  31210. // Next priority
  31211. priority++;
  31212. result.optimizations.push(new RenderTargetsOptimization(priority));
  31213. // Next priority
  31214. priority++;
  31215. result.optimizations.push(new HardwareScalingOptimization(priority, 4));
  31216. return result;
  31217. };
  31218. return SceneOptimizerOptions;
  31219. })();
  31220. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  31221. // Scene optimizer tool
  31222. var SceneOptimizer = (function () {
  31223. function SceneOptimizer() {
  31224. }
  31225. SceneOptimizer._CheckCurrentState = function (scene, options, currentPriorityLevel, onSuccess, onFailure) {
  31226. // TODO: add an epsilon
  31227. if (scene.getEngine().getFps() >= options.targetFrameRate) {
  31228. if (onSuccess) {
  31229. onSuccess();
  31230. }
  31231. return;
  31232. }
  31233. // Apply current level of optimizations
  31234. var allDone = true;
  31235. var noOptimizationApplied = true;
  31236. for (var index = 0; index < options.optimizations.length; index++) {
  31237. var optimization = options.optimizations[index];
  31238. if (optimization.priority === currentPriorityLevel) {
  31239. noOptimizationApplied = false;
  31240. allDone = allDone && optimization.apply(scene);
  31241. }
  31242. }
  31243. // If no optimization was applied, this is a failure :(
  31244. if (noOptimizationApplied) {
  31245. if (onFailure) {
  31246. onFailure();
  31247. }
  31248. return;
  31249. }
  31250. // If all optimizations were done, move to next level
  31251. if (allDone) {
  31252. currentPriorityLevel++;
  31253. }
  31254. // Let's the system running for a specific amount of time before checking FPS
  31255. scene.executeWhenReady(function () {
  31256. setTimeout(function () {
  31257. SceneOptimizer._CheckCurrentState(scene, options, currentPriorityLevel, onSuccess, onFailure);
  31258. }, options.trackerDuration);
  31259. });
  31260. };
  31261. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  31262. if (!options) {
  31263. options = SceneOptimizerOptions.ModerateDegradationAllowed();
  31264. }
  31265. // Let's the system running for a specific amount of time before checking FPS
  31266. scene.executeWhenReady(function () {
  31267. setTimeout(function () {
  31268. SceneOptimizer._CheckCurrentState(scene, options, 0, onSuccess, onFailure);
  31269. }, options.trackerDuration);
  31270. });
  31271. };
  31272. return SceneOptimizer;
  31273. })();
  31274. BABYLON.SceneOptimizer = SceneOptimizer;
  31275. })(BABYLON || (BABYLON = {}));
  31276. var BABYLON;
  31277. (function (BABYLON) {
  31278. var Internals;
  31279. (function (Internals) {
  31280. var MeshLODLevel = (function () {
  31281. function MeshLODLevel(distance, mesh) {
  31282. this.distance = distance;
  31283. this.mesh = mesh;
  31284. }
  31285. return MeshLODLevel;
  31286. })();
  31287. Internals.MeshLODLevel = MeshLODLevel;
  31288. })(Internals = BABYLON.Internals || (BABYLON.Internals = {}));
  31289. })(BABYLON || (BABYLON = {}));
  31290. var BABYLON;
  31291. (function (BABYLON) {
  31292. var RawTexture = (function (_super) {
  31293. __extends(RawTexture, _super);
  31294. function RawTexture(data, width, height, format, scene, generateMipMaps, invertY, samplingMode) {
  31295. if (generateMipMaps === void 0) { generateMipMaps = true; }
  31296. if (invertY === void 0) { invertY = false; }
  31297. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  31298. _super.call(this, null, scene, !generateMipMaps, invertY);
  31299. this.format = format;
  31300. this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode);
  31301. this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  31302. this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  31303. }
  31304. RawTexture.prototype.update = function (data) {
  31305. this.getScene().getEngine().updateRawTexture(this._texture, data, this.format, this._invertY);
  31306. };
  31307. // Statics
  31308. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  31309. if (generateMipMaps === void 0) { generateMipMaps = true; }
  31310. if (invertY === void 0) { invertY = false; }
  31311. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  31312. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  31313. };
  31314. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  31315. if (generateMipMaps === void 0) { generateMipMaps = true; }
  31316. if (invertY === void 0) { invertY = false; }
  31317. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  31318. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  31319. };
  31320. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  31321. if (generateMipMaps === void 0) { generateMipMaps = true; }
  31322. if (invertY === void 0) { invertY = false; }
  31323. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  31324. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  31325. };
  31326. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  31327. if (generateMipMaps === void 0) { generateMipMaps = true; }
  31328. if (invertY === void 0) { invertY = false; }
  31329. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  31330. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode);
  31331. };
  31332. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  31333. if (generateMipMaps === void 0) { generateMipMaps = true; }
  31334. if (invertY === void 0) { invertY = false; }
  31335. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  31336. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode);
  31337. };
  31338. return RawTexture;
  31339. })(BABYLON.Texture);
  31340. BABYLON.RawTexture = RawTexture;
  31341. })(BABYLON || (BABYLON = {}));
  31342. var BABYLON;
  31343. (function (BABYLON) {
  31344. var IndexedVector2 = (function (_super) {
  31345. __extends(IndexedVector2, _super);
  31346. function IndexedVector2(original, index) {
  31347. _super.call(this, original.x, original.y);
  31348. this.index = index;
  31349. }
  31350. return IndexedVector2;
  31351. })(BABYLON.Vector2);
  31352. var PolygonPoints = (function () {
  31353. function PolygonPoints() {
  31354. this.elements = new Array();
  31355. }
  31356. PolygonPoints.prototype.add = function (originalPoints) {
  31357. var _this = this;
  31358. var result = new Array();
  31359. originalPoints.forEach(function (point) {
  31360. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  31361. var newPoint = new IndexedVector2(point, _this.elements.length);
  31362. result.push(newPoint);
  31363. _this.elements.push(newPoint);
  31364. }
  31365. });
  31366. return result;
  31367. };
  31368. PolygonPoints.prototype.computeBounds = function () {
  31369. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  31370. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  31371. this.elements.forEach(function (point) {
  31372. // x
  31373. if (point.x < lmin.x) {
  31374. lmin.x = point.x;
  31375. }
  31376. else if (point.x > lmax.x) {
  31377. lmax.x = point.x;
  31378. }
  31379. // y
  31380. if (point.y < lmin.y) {
  31381. lmin.y = point.y;
  31382. }
  31383. else if (point.y > lmax.y) {
  31384. lmax.y = point.y;
  31385. }
  31386. });
  31387. return {
  31388. min: lmin,
  31389. max: lmax,
  31390. width: lmax.x - lmin.x,
  31391. height: lmax.y - lmin.y
  31392. };
  31393. };
  31394. return PolygonPoints;
  31395. })();
  31396. var Polygon = (function () {
  31397. function Polygon() {
  31398. }
  31399. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  31400. return [
  31401. new BABYLON.Vector2(xmin, ymin),
  31402. new BABYLON.Vector2(xmax, ymin),
  31403. new BABYLON.Vector2(xmax, ymax),
  31404. new BABYLON.Vector2(xmin, ymax)
  31405. ];
  31406. };
  31407. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  31408. if (cx === void 0) { cx = 0; }
  31409. if (cy === void 0) { cy = 0; }
  31410. if (numberOfSides === void 0) { numberOfSides = 32; }
  31411. var result = new Array();
  31412. var angle = 0;
  31413. var increment = (Math.PI * 2) / numberOfSides;
  31414. for (var i = 0; i < numberOfSides; i++) {
  31415. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  31416. angle -= increment;
  31417. }
  31418. return result;
  31419. };
  31420. Polygon.Parse = function (input) {
  31421. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  31422. var i, result = [];
  31423. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  31424. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  31425. }
  31426. return result;
  31427. };
  31428. Polygon.StartingAt = function (x, y) {
  31429. return BABYLON.Path2.StartingAt(x, y);
  31430. };
  31431. return Polygon;
  31432. })();
  31433. BABYLON.Polygon = Polygon;
  31434. var PolygonMeshBuilder = (function () {
  31435. function PolygonMeshBuilder(name, contours, scene) {
  31436. this._points = new PolygonPoints();
  31437. this._outlinepoints = new PolygonPoints();
  31438. this._holes = [];
  31439. if (!("poly2tri" in window)) {
  31440. throw "PolygonMeshBuilder cannot be used because poly2tri is not referenced";
  31441. }
  31442. this._name = name;
  31443. this._scene = scene;
  31444. var points;
  31445. if (contours instanceof BABYLON.Path2) {
  31446. points = contours.getPoints();
  31447. }
  31448. else {
  31449. points = contours;
  31450. }
  31451. this._swctx = new poly2tri.SweepContext(this._points.add(points));
  31452. this._outlinepoints.add(points);
  31453. }
  31454. PolygonMeshBuilder.prototype.addHole = function (hole) {
  31455. this._swctx.addHole(this._points.add(hole));
  31456. var holepoints = new PolygonPoints();
  31457. holepoints.add(hole);
  31458. this._holes.push(holepoints);
  31459. return this;
  31460. };
  31461. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  31462. var _this = this;
  31463. if (updatable === void 0) { updatable = false; }
  31464. var result = new BABYLON.Mesh(this._name, this._scene);
  31465. var normals = [];
  31466. var positions = [];
  31467. var uvs = [];
  31468. var bounds = this._points.computeBounds();
  31469. this._points.elements.forEach(function (p) {
  31470. normals.push(0, 1.0, 0);
  31471. positions.push(p.x, 0, p.y);
  31472. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  31473. });
  31474. var indices = [];
  31475. this._swctx.triangulate();
  31476. this._swctx.getTriangles().forEach(function (triangle) {
  31477. triangle.getPoints().forEach(function (point) {
  31478. indices.push(point.index);
  31479. });
  31480. });
  31481. if (depth > 0) {
  31482. var positionscount = (positions.length / 3); //get the current pointcount
  31483. this._points.elements.forEach(function (p) {
  31484. normals.push(0, -1.0, 0);
  31485. positions.push(p.x, -depth, p.y);
  31486. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  31487. });
  31488. var p1; //we need to change order of point so the triangles are made in the rigth way.
  31489. var p2;
  31490. var poscounter = 0;
  31491. this._swctx.getTriangles().forEach(function (triangle) {
  31492. triangle.getPoints().forEach(function (point) {
  31493. switch (poscounter) {
  31494. case 0:
  31495. p1 = point;
  31496. break;
  31497. case 1:
  31498. p2 = point;
  31499. break;
  31500. case 2:
  31501. indices.push(point.index + positionscount);
  31502. indices.push(p2.index + positionscount);
  31503. indices.push(p1.index + positionscount);
  31504. poscounter = -1;
  31505. break;
  31506. }
  31507. poscounter++;
  31508. //indices.push((<IndexedVector2>point).index + positionscount);
  31509. });
  31510. });
  31511. //Add the sides
  31512. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  31513. this._holes.forEach(function (hole) {
  31514. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  31515. });
  31516. }
  31517. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  31518. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  31519. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  31520. result.setIndices(indices);
  31521. return result;
  31522. };
  31523. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  31524. var StartIndex = positions.length / 3;
  31525. var ulength = 0;
  31526. for (var i = 0; i < points.elements.length; i++) {
  31527. var p = points.elements[i];
  31528. var p1;
  31529. if ((i + 1) > points.elements.length - 1) {
  31530. p1 = points.elements[0];
  31531. }
  31532. else {
  31533. p1 = points.elements[i + 1];
  31534. }
  31535. positions.push(p.x, 0, p.y);
  31536. positions.push(p.x, -depth, p.y);
  31537. positions.push(p1.x, 0, p1.y);
  31538. positions.push(p1.x, -depth, p1.y);
  31539. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  31540. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  31541. var v3 = v2.subtract(v1);
  31542. var v4 = new BABYLON.Vector3(0, 1, 0);
  31543. var vn = BABYLON.Vector3.Cross(v3, v4);
  31544. vn = vn.normalize();
  31545. uvs.push(ulength / bounds.width, 0);
  31546. uvs.push(ulength / bounds.width, 1);
  31547. ulength += v3.length();
  31548. uvs.push((ulength / bounds.width), 0);
  31549. uvs.push((ulength / bounds.width), 1);
  31550. if (!flip) {
  31551. normals.push(-vn.x, -vn.y, -vn.z);
  31552. normals.push(-vn.x, -vn.y, -vn.z);
  31553. normals.push(-vn.x, -vn.y, -vn.z);
  31554. normals.push(-vn.x, -vn.y, -vn.z);
  31555. indices.push(StartIndex);
  31556. indices.push(StartIndex + 1);
  31557. indices.push(StartIndex + 2);
  31558. indices.push(StartIndex + 1);
  31559. indices.push(StartIndex + 3);
  31560. indices.push(StartIndex + 2);
  31561. }
  31562. else {
  31563. normals.push(vn.x, vn.y, vn.z);
  31564. normals.push(vn.x, vn.y, vn.z);
  31565. normals.push(vn.x, vn.y, vn.z);
  31566. normals.push(vn.x, vn.y, vn.z);
  31567. indices.push(StartIndex);
  31568. indices.push(StartIndex + 2);
  31569. indices.push(StartIndex + 1);
  31570. indices.push(StartIndex + 1);
  31571. indices.push(StartIndex + 2);
  31572. indices.push(StartIndex + 3);
  31573. }
  31574. StartIndex += 4;
  31575. }
  31576. ;
  31577. };
  31578. return PolygonMeshBuilder;
  31579. })();
  31580. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  31581. })(BABYLON || (BABYLON = {}));
  31582. var BABYLON;
  31583. (function (BABYLON) {
  31584. var Octree = (function () {
  31585. function Octree(creationFunc, maxBlockCapacity, maxDepth) {
  31586. if (maxDepth === void 0) { maxDepth = 2; }
  31587. this.maxDepth = maxDepth;
  31588. this.dynamicContent = new Array();
  31589. this._maxBlockCapacity = maxBlockCapacity || 64;
  31590. this._selectionContent = new BABYLON.SmartArray(1024);
  31591. this._creationFunc = creationFunc;
  31592. }
  31593. // Methods
  31594. Octree.prototype.update = function (worldMin, worldMax, entries) {
  31595. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  31596. };
  31597. Octree.prototype.addMesh = function (entry) {
  31598. for (var index = 0; index < this.blocks.length; index++) {
  31599. var block = this.blocks[index];
  31600. block.addEntry(entry);
  31601. }
  31602. };
  31603. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  31604. this._selectionContent.reset();
  31605. for (var index = 0; index < this.blocks.length; index++) {
  31606. var block = this.blocks[index];
  31607. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  31608. }
  31609. if (allowDuplicate) {
  31610. this._selectionContent.concat(this.dynamicContent);
  31611. }
  31612. else {
  31613. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  31614. }
  31615. return this._selectionContent;
  31616. };
  31617. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  31618. this._selectionContent.reset();
  31619. for (var index = 0; index < this.blocks.length; index++) {
  31620. var block = this.blocks[index];
  31621. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  31622. }
  31623. if (allowDuplicate) {
  31624. this._selectionContent.concat(this.dynamicContent);
  31625. }
  31626. else {
  31627. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  31628. }
  31629. return this._selectionContent;
  31630. };
  31631. Octree.prototype.intersectsRay = function (ray) {
  31632. this._selectionContent.reset();
  31633. for (var index = 0; index < this.blocks.length; index++) {
  31634. var block = this.blocks[index];
  31635. block.intersectsRay(ray, this._selectionContent);
  31636. }
  31637. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  31638. return this._selectionContent;
  31639. };
  31640. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  31641. target.blocks = new Array();
  31642. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  31643. // Segmenting space
  31644. for (var x = 0; x < 2; x++) {
  31645. for (var y = 0; y < 2; y++) {
  31646. for (var z = 0; z < 2; z++) {
  31647. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  31648. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  31649. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  31650. block.addEntries(entries);
  31651. target.blocks.push(block);
  31652. }
  31653. }
  31654. }
  31655. };
  31656. Octree.CreationFuncForMeshes = function (entry, block) {
  31657. if (!entry.isBlocked && entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  31658. block.entries.push(entry);
  31659. }
  31660. };
  31661. Octree.CreationFuncForSubMeshes = function (entry, block) {
  31662. if (entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  31663. block.entries.push(entry);
  31664. }
  31665. };
  31666. return Octree;
  31667. })();
  31668. BABYLON.Octree = Octree;
  31669. })(BABYLON || (BABYLON = {}));
  31670. var BABYLON;
  31671. (function (BABYLON) {
  31672. var OctreeBlock = (function () {
  31673. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  31674. this.entries = new Array();
  31675. this._boundingVectors = new Array();
  31676. this._capacity = capacity;
  31677. this._depth = depth;
  31678. this._maxDepth = maxDepth;
  31679. this._creationFunc = creationFunc;
  31680. this._minPoint = minPoint;
  31681. this._maxPoint = maxPoint;
  31682. this._boundingVectors.push(minPoint.clone());
  31683. this._boundingVectors.push(maxPoint.clone());
  31684. this._boundingVectors.push(minPoint.clone());
  31685. this._boundingVectors[2].x = maxPoint.x;
  31686. this._boundingVectors.push(minPoint.clone());
  31687. this._boundingVectors[3].y = maxPoint.y;
  31688. this._boundingVectors.push(minPoint.clone());
  31689. this._boundingVectors[4].z = maxPoint.z;
  31690. this._boundingVectors.push(maxPoint.clone());
  31691. this._boundingVectors[5].z = minPoint.z;
  31692. this._boundingVectors.push(maxPoint.clone());
  31693. this._boundingVectors[6].x = minPoint.x;
  31694. this._boundingVectors.push(maxPoint.clone());
  31695. this._boundingVectors[7].y = minPoint.y;
  31696. }
  31697. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  31698. // Property
  31699. get: function () {
  31700. return this._capacity;
  31701. },
  31702. enumerable: true,
  31703. configurable: true
  31704. });
  31705. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  31706. get: function () {
  31707. return this._minPoint;
  31708. },
  31709. enumerable: true,
  31710. configurable: true
  31711. });
  31712. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  31713. get: function () {
  31714. return this._maxPoint;
  31715. },
  31716. enumerable: true,
  31717. configurable: true
  31718. });
  31719. // Methods
  31720. OctreeBlock.prototype.addEntry = function (entry) {
  31721. if (this.blocks) {
  31722. for (var index = 0; index < this.blocks.length; index++) {
  31723. var block = this.blocks[index];
  31724. block.addEntry(entry);
  31725. }
  31726. return;
  31727. }
  31728. this._creationFunc(entry, this);
  31729. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  31730. this.createInnerBlocks();
  31731. }
  31732. };
  31733. OctreeBlock.prototype.addEntries = function (entries) {
  31734. for (var index = 0; index < entries.length; index++) {
  31735. var mesh = entries[index];
  31736. this.addEntry(mesh);
  31737. }
  31738. };
  31739. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  31740. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  31741. if (this.blocks) {
  31742. for (var index = 0; index < this.blocks.length; index++) {
  31743. var block = this.blocks[index];
  31744. block.select(frustumPlanes, selection, allowDuplicate);
  31745. }
  31746. return;
  31747. }
  31748. if (allowDuplicate) {
  31749. selection.concat(this.entries);
  31750. }
  31751. else {
  31752. selection.concatWithNoDuplicate(this.entries);
  31753. }
  31754. }
  31755. };
  31756. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  31757. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  31758. if (this.blocks) {
  31759. for (var index = 0; index < this.blocks.length; index++) {
  31760. var block = this.blocks[index];
  31761. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  31762. }
  31763. return;
  31764. }
  31765. if (allowDuplicate) {
  31766. selection.concat(this.entries);
  31767. }
  31768. else {
  31769. selection.concatWithNoDuplicate(this.entries);
  31770. }
  31771. }
  31772. };
  31773. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  31774. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  31775. if (this.blocks) {
  31776. for (var index = 0; index < this.blocks.length; index++) {
  31777. var block = this.blocks[index];
  31778. block.intersectsRay(ray, selection);
  31779. }
  31780. return;
  31781. }
  31782. selection.concatWithNoDuplicate(this.entries);
  31783. }
  31784. };
  31785. OctreeBlock.prototype.createInnerBlocks = function () {
  31786. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  31787. };
  31788. return OctreeBlock;
  31789. })();
  31790. BABYLON.OctreeBlock = OctreeBlock;
  31791. })(BABYLON || (BABYLON = {}));
  31792. var BABYLON;
  31793. (function (BABYLON) {
  31794. var BlurPostProcess = (function (_super) {
  31795. __extends(BlurPostProcess, _super);
  31796. function BlurPostProcess(name, direction, blurWidth, ratio, camera, samplingMode, engine, reusable) {
  31797. var _this = this;
  31798. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  31799. _super.call(this, name, "blur", ["screenSize", "direction", "blurWidth"], null, ratio, camera, samplingMode, engine, reusable);
  31800. this.direction = direction;
  31801. this.blurWidth = blurWidth;
  31802. this.onApply = function (effect) {
  31803. effect.setFloat2("screenSize", _this.width, _this.height);
  31804. effect.setVector2("direction", _this.direction);
  31805. effect.setFloat("blurWidth", _this.blurWidth);
  31806. };
  31807. }
  31808. return BlurPostProcess;
  31809. })(BABYLON.PostProcess);
  31810. BABYLON.BlurPostProcess = BlurPostProcess;
  31811. })(BABYLON || (BABYLON = {}));
  31812. var BABYLON;
  31813. (function (BABYLON) {
  31814. var RefractionPostProcess = (function (_super) {
  31815. __extends(RefractionPostProcess, _super);
  31816. function RefractionPostProcess(name, refractionTextureUrl, color, depth, colorLevel, ratio, camera, samplingMode, engine, reusable) {
  31817. var _this = this;
  31818. _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], ratio, camera, samplingMode, engine, reusable);
  31819. this.color = color;
  31820. this.depth = depth;
  31821. this.colorLevel = colorLevel;
  31822. this.onActivate = function (cam) {
  31823. _this._refRexture = _this._refRexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  31824. };
  31825. this.onApply = function (effect) {
  31826. effect.setColor3("baseColor", _this.color);
  31827. effect.setFloat("depth", _this.depth);
  31828. effect.setFloat("colorLevel", _this.colorLevel);
  31829. effect.setTexture("refractionSampler", _this._refRexture);
  31830. };
  31831. }
  31832. // Methods
  31833. RefractionPostProcess.prototype.dispose = function (camera) {
  31834. if (this._refRexture) {
  31835. this._refRexture.dispose();
  31836. }
  31837. _super.prototype.dispose.call(this, camera);
  31838. };
  31839. return RefractionPostProcess;
  31840. })(BABYLON.PostProcess);
  31841. BABYLON.RefractionPostProcess = RefractionPostProcess;
  31842. })(BABYLON || (BABYLON = {}));
  31843. var BABYLON;
  31844. (function (BABYLON) {
  31845. var BlackAndWhitePostProcess = (function (_super) {
  31846. __extends(BlackAndWhitePostProcess, _super);
  31847. function BlackAndWhitePostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  31848. _super.call(this, name, "blackAndWhite", null, null, ratio, camera, samplingMode, engine, reusable);
  31849. }
  31850. return BlackAndWhitePostProcess;
  31851. })(BABYLON.PostProcess);
  31852. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  31853. })(BABYLON || (BABYLON = {}));
  31854. var BABYLON;
  31855. (function (BABYLON) {
  31856. var ConvolutionPostProcess = (function (_super) {
  31857. __extends(ConvolutionPostProcess, _super);
  31858. function ConvolutionPostProcess(name, kernel, ratio, camera, samplingMode, engine, reusable) {
  31859. var _this = this;
  31860. _super.call(this, name, "convolution", ["kernel", "screenSize"], null, ratio, camera, samplingMode, engine, reusable);
  31861. this.kernel = kernel;
  31862. this.onApply = function (effect) {
  31863. effect.setFloat2("screenSize", _this.width, _this.height);
  31864. effect.setArray("kernel", _this.kernel);
  31865. };
  31866. }
  31867. // Statics
  31868. // Based on http://en.wikipedia.org/wiki/Kernel_(image_processing)
  31869. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  31870. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  31871. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  31872. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  31873. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  31874. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  31875. return ConvolutionPostProcess;
  31876. })(BABYLON.PostProcess);
  31877. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  31878. })(BABYLON || (BABYLON = {}));
  31879. var BABYLON;
  31880. (function (BABYLON) {
  31881. var FilterPostProcess = (function (_super) {
  31882. __extends(FilterPostProcess, _super);
  31883. function FilterPostProcess(name, kernelMatrix, ratio, camera, samplingMode, engine, reusable) {
  31884. var _this = this;
  31885. _super.call(this, name, "filter", ["kernelMatrix"], null, ratio, camera, samplingMode, engine, reusable);
  31886. this.kernelMatrix = kernelMatrix;
  31887. this.onApply = function (effect) {
  31888. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  31889. };
  31890. }
  31891. return FilterPostProcess;
  31892. })(BABYLON.PostProcess);
  31893. BABYLON.FilterPostProcess = FilterPostProcess;
  31894. })(BABYLON || (BABYLON = {}));
  31895. var BABYLON;
  31896. (function (BABYLON) {
  31897. var FxaaPostProcess = (function (_super) {
  31898. __extends(FxaaPostProcess, _super);
  31899. function FxaaPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  31900. var _this = this;
  31901. _super.call(this, name, "fxaa", ["texelSize"], null, ratio, camera, samplingMode, engine, reusable);
  31902. this.onSizeChanged = function () {
  31903. _this.texelWidth = 1.0 / _this.width;
  31904. _this.texelHeight = 1.0 / _this.height;
  31905. };
  31906. this.onApply = function (effect) {
  31907. effect.setFloat2("texelSize", _this.texelWidth, _this.texelHeight);
  31908. };
  31909. }
  31910. return FxaaPostProcess;
  31911. })(BABYLON.PostProcess);
  31912. BABYLON.FxaaPostProcess = FxaaPostProcess;
  31913. })(BABYLON || (BABYLON = {}));
  31914. var BABYLON;
  31915. (function (BABYLON) {
  31916. var StereoscopicInterlacePostProcess = (function (_super) {
  31917. __extends(StereoscopicInterlacePostProcess, _super);
  31918. function StereoscopicInterlacePostProcess(name, camB, postProcessA, isStereoscopicHoriz, samplingMode) {
  31919. var _this = this;
  31920. _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, camB, samplingMode, camB.getScene().getEngine(), false, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined);
  31921. this._stepSize = new BABYLON.Vector2(1 / this.width, 1 / this.height);
  31922. this.onSizeChanged = function () {
  31923. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  31924. };
  31925. this.onApply = function (effect) {
  31926. effect.setTextureFromPostProcess("camASampler", postProcessA);
  31927. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  31928. };
  31929. }
  31930. return StereoscopicInterlacePostProcess;
  31931. })(BABYLON.PostProcess);
  31932. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  31933. })(BABYLON || (BABYLON = {}));
  31934. var BABYLON;
  31935. (function (BABYLON) {
  31936. var LensFlare = (function () {
  31937. function LensFlare(size, position, color, imgUrl, system) {
  31938. this.size = size;
  31939. this.position = position;
  31940. this.dispose = function () {
  31941. if (this.texture) {
  31942. this.texture.dispose();
  31943. }
  31944. // Remove from scene
  31945. var index = this._system.lensFlares.indexOf(this);
  31946. this._system.lensFlares.splice(index, 1);
  31947. };
  31948. this.color = color || new BABYLON.Color3(1, 1, 1);
  31949. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  31950. this._system = system;
  31951. system.lensFlares.push(this);
  31952. }
  31953. return LensFlare;
  31954. })();
  31955. BABYLON.LensFlare = LensFlare;
  31956. })(BABYLON || (BABYLON = {}));
  31957. var BABYLON;
  31958. (function (BABYLON) {
  31959. var LensFlareSystem = (function () {
  31960. function LensFlareSystem(name, emitter, scene) {
  31961. this.name = name;
  31962. this.lensFlares = new Array();
  31963. this.borderLimit = 300;
  31964. this.layerMask = 0x0FFFFFFF;
  31965. this._vertexDeclaration = [2];
  31966. this._vertexStrideSize = 2 * 4;
  31967. this._isEnabled = true;
  31968. this._scene = scene;
  31969. this._emitter = emitter;
  31970. scene.lensFlareSystems.push(this);
  31971. this.meshesSelectionPredicate = function (m) { return m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0); };
  31972. // VBO
  31973. var vertices = [];
  31974. vertices.push(1, 1);
  31975. vertices.push(-1, 1);
  31976. vertices.push(-1, -1);
  31977. vertices.push(1, -1);
  31978. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  31979. // Indices
  31980. var indices = [];
  31981. indices.push(0);
  31982. indices.push(1);
  31983. indices.push(2);
  31984. indices.push(0);
  31985. indices.push(2);
  31986. indices.push(3);
  31987. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  31988. // Effects
  31989. this._effect = this._scene.getEngine().createEffect("lensFlare", ["position"], ["color", "viewportMatrix"], ["textureSampler"], "");
  31990. }
  31991. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  31992. get: function () {
  31993. return this._isEnabled;
  31994. },
  31995. set: function (value) {
  31996. this._isEnabled = value;
  31997. },
  31998. enumerable: true,
  31999. configurable: true
  32000. });
  32001. LensFlareSystem.prototype.getScene = function () {
  32002. return this._scene;
  32003. };
  32004. LensFlareSystem.prototype.getEmitter = function () {
  32005. return this._emitter;
  32006. };
  32007. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  32008. this._emitter = newEmitter;
  32009. };
  32010. LensFlareSystem.prototype.getEmitterPosition = function () {
  32011. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  32012. };
  32013. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  32014. var position = this.getEmitterPosition();
  32015. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  32016. this._positionX = position.x;
  32017. this._positionY = position.y;
  32018. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  32019. if (position.z > 0) {
  32020. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  32021. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height))
  32022. return true;
  32023. }
  32024. }
  32025. return false;
  32026. };
  32027. LensFlareSystem.prototype._isVisible = function () {
  32028. if (!this._isEnabled) {
  32029. return false;
  32030. }
  32031. var emitterPosition = this.getEmitterPosition();
  32032. var direction = emitterPosition.subtract(this._scene.activeCamera.position);
  32033. var distance = direction.length();
  32034. direction.normalize();
  32035. var ray = new BABYLON.Ray(this._scene.activeCamera.position, direction);
  32036. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  32037. return !pickInfo.hit || pickInfo.distance > distance;
  32038. };
  32039. LensFlareSystem.prototype.render = function () {
  32040. if (!this._effect.isReady())
  32041. return false;
  32042. var engine = this._scene.getEngine();
  32043. var viewport = this._scene.activeCamera.viewport;
  32044. var globalViewport = viewport.toGlobal(engine);
  32045. // Position
  32046. if (!this.computeEffectivePosition(globalViewport)) {
  32047. return false;
  32048. }
  32049. // Visibility
  32050. if (!this._isVisible()) {
  32051. return false;
  32052. }
  32053. // Intensity
  32054. var awayX;
  32055. var awayY;
  32056. if (this._positionX < this.borderLimit + globalViewport.x) {
  32057. awayX = this.borderLimit + globalViewport.x - this._positionX;
  32058. }
  32059. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  32060. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  32061. }
  32062. else {
  32063. awayX = 0;
  32064. }
  32065. if (this._positionY < this.borderLimit + globalViewport.y) {
  32066. awayY = this.borderLimit + globalViewport.y - this._positionY;
  32067. }
  32068. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  32069. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  32070. }
  32071. else {
  32072. awayY = 0;
  32073. }
  32074. var away = (awayX > awayY) ? awayX : awayY;
  32075. if (away > this.borderLimit) {
  32076. away = this.borderLimit;
  32077. }
  32078. var intensity = 1.0 - (away / this.borderLimit);
  32079. if (intensity < 0) {
  32080. return false;
  32081. }
  32082. if (intensity > 1.0) {
  32083. intensity = 1.0;
  32084. }
  32085. // Position
  32086. var centerX = globalViewport.x + globalViewport.width / 2;
  32087. var centerY = globalViewport.y + globalViewport.height / 2;
  32088. var distX = centerX - this._positionX;
  32089. var distY = centerY - this._positionY;
  32090. // Effects
  32091. engine.enableEffect(this._effect);
  32092. engine.setState(false);
  32093. engine.setDepthBuffer(false);
  32094. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  32095. // VBOs
  32096. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  32097. // Flares
  32098. for (var index = 0; index < this.lensFlares.length; index++) {
  32099. var flare = this.lensFlares[index];
  32100. var x = centerX - (distX * flare.position);
  32101. var y = centerY - (distY * flare.position);
  32102. var cw = flare.size;
  32103. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera);
  32104. var cx = 2 * (x / globalViewport.width) - 1.0;
  32105. var cy = 1.0 - 2 * (y / globalViewport.height);
  32106. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  32107. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  32108. // Texture
  32109. this._effect.setTexture("textureSampler", flare.texture);
  32110. // Color
  32111. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  32112. // Draw order
  32113. engine.draw(true, 0, 6);
  32114. }
  32115. engine.setDepthBuffer(true);
  32116. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  32117. return true;
  32118. };
  32119. LensFlareSystem.prototype.dispose = function () {
  32120. if (this._vertexBuffer) {
  32121. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  32122. this._vertexBuffer = null;
  32123. }
  32124. if (this._indexBuffer) {
  32125. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  32126. this._indexBuffer = null;
  32127. }
  32128. while (this.lensFlares.length) {
  32129. this.lensFlares[0].dispose();
  32130. }
  32131. // Remove from scene
  32132. var index = this._scene.lensFlareSystems.indexOf(this);
  32133. this._scene.lensFlareSystems.splice(index, 1);
  32134. };
  32135. return LensFlareSystem;
  32136. })();
  32137. BABYLON.LensFlareSystem = LensFlareSystem;
  32138. })(BABYLON || (BABYLON = {}));
  32139. var BABYLON;
  32140. (function (BABYLON) {
  32141. // We're mainly based on the logic defined into the FreeCamera code
  32142. var DeviceOrientationCamera = (function (_super) {
  32143. __extends(DeviceOrientationCamera, _super);
  32144. function DeviceOrientationCamera(name, position, scene) {
  32145. var _this = this;
  32146. _super.call(this, name, position, scene);
  32147. this._offsetX = null;
  32148. this._offsetY = null;
  32149. this._orientationGamma = 0;
  32150. this._orientationBeta = 0;
  32151. this._initialOrientationGamma = 0;
  32152. this._initialOrientationBeta = 0;
  32153. this.angularSensibility = 10000.0;
  32154. this.moveSensibility = 50.0;
  32155. window.addEventListener("resize", function () {
  32156. _this._initialOrientationGamma = null;
  32157. }, false);
  32158. }
  32159. DeviceOrientationCamera.prototype.attachControl = function (canvas, noPreventDefault) {
  32160. var _this = this;
  32161. if (this._attachedCanvas) {
  32162. return;
  32163. }
  32164. this._attachedCanvas = canvas;
  32165. if (!this._orientationChanged) {
  32166. this._orientationChanged = function (evt) {
  32167. if (!_this._initialOrientationGamma) {
  32168. _this._initialOrientationGamma = evt.gamma;
  32169. _this._initialOrientationBeta = evt.beta;
  32170. }
  32171. _this._orientationGamma = evt.gamma;
  32172. _this._orientationBeta = evt.beta;
  32173. _this._offsetY = (_this._initialOrientationBeta - _this._orientationBeta);
  32174. _this._offsetX = (_this._initialOrientationGamma - _this._orientationGamma);
  32175. };
  32176. }
  32177. window.addEventListener("deviceorientation", this._orientationChanged);
  32178. };
  32179. DeviceOrientationCamera.prototype.detachControl = function (canvas) {
  32180. if (this._attachedCanvas != canvas) {
  32181. return;
  32182. }
  32183. window.removeEventListener("deviceorientation", this._orientationChanged);
  32184. this._attachedCanvas = null;
  32185. this._orientationGamma = 0;
  32186. this._orientationBeta = 0;
  32187. this._initialOrientationGamma = 0;
  32188. this._initialOrientationBeta = 0;
  32189. };
  32190. DeviceOrientationCamera.prototype._checkInputs = function () {
  32191. if (!this._offsetX) {
  32192. return;
  32193. }
  32194. this.cameraRotation.y -= this._offsetX / this.angularSensibility;
  32195. var speed = this._computeLocalCameraSpeed();
  32196. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
  32197. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
  32198. this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
  32199. _super.prototype._checkInputs.call(this);
  32200. };
  32201. return DeviceOrientationCamera;
  32202. })(BABYLON.FreeCamera);
  32203. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  32204. })(BABYLON || (BABYLON = {}));
  32205. var BABYLON;
  32206. (function (BABYLON) {
  32207. var Gamepads = (function () {
  32208. function Gamepads(ongamedpadconnected) {
  32209. var _this = this;
  32210. this.babylonGamepads = [];
  32211. this.oneGamepadConnected = false;
  32212. this.isMonitoring = false;
  32213. this.gamepadEventSupported = 'GamepadEvent' in window;
  32214. this.gamepadSupportAvailable = (navigator.getGamepads ||
  32215. !!navigator.webkitGetGamepads || !!navigator.msGetGamepads || !!navigator.webkitGamepads);
  32216. this.buttonADataURL = "data:image/png;base64,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";
  32217. this._callbackGamepadConnected = ongamedpadconnected;
  32218. if (this.gamepadSupportAvailable) {
  32219. // Checking if the gamepad connected event is supported (like in Firefox)
  32220. if (this.gamepadEventSupported) {
  32221. window.addEventListener('gamepadconnected', function (evt) {
  32222. _this._onGamepadConnected(evt);
  32223. }, false);
  32224. window.addEventListener('gamepaddisconnected', function (evt) {
  32225. _this._onGamepadDisconnected(evt);
  32226. }, false);
  32227. }
  32228. else {
  32229. this._startMonitoringGamepads();
  32230. }
  32231. if (!this.oneGamepadConnected) {
  32232. this._insertGamepadDOMInstructions();
  32233. }
  32234. }
  32235. else {
  32236. this._insertGamepadDOMNotSupported();
  32237. }
  32238. }
  32239. Gamepads.prototype._insertGamepadDOMInstructions = function () {
  32240. Gamepads.gamepadDOMInfo = document.createElement("div");
  32241. var buttonAImage = document.createElement("img");
  32242. buttonAImage.src = this.buttonADataURL;
  32243. var spanMessage = document.createElement("span");
  32244. spanMessage.innerHTML = "<strong>to activate gamepad</strong>";
  32245. Gamepads.gamepadDOMInfo.appendChild(buttonAImage);
  32246. Gamepads.gamepadDOMInfo.appendChild(spanMessage);
  32247. Gamepads.gamepadDOMInfo.style.position = "absolute";
  32248. Gamepads.gamepadDOMInfo.style.width = "100%";
  32249. Gamepads.gamepadDOMInfo.style.height = "48px";
  32250. Gamepads.gamepadDOMInfo.style.bottom = "0px";
  32251. Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
  32252. Gamepads.gamepadDOMInfo.style.textAlign = "center";
  32253. Gamepads.gamepadDOMInfo.style.zIndex = "10";
  32254. buttonAImage.style.position = "relative";
  32255. buttonAImage.style.bottom = "8px";
  32256. spanMessage.style.position = "relative";
  32257. spanMessage.style.fontSize = "32px";
  32258. spanMessage.style.bottom = "32px";
  32259. spanMessage.style.color = "green";
  32260. document.body.appendChild(Gamepads.gamepadDOMInfo);
  32261. };
  32262. Gamepads.prototype._insertGamepadDOMNotSupported = function () {
  32263. Gamepads.gamepadDOMInfo = document.createElement("div");
  32264. var spanMessage = document.createElement("span");
  32265. spanMessage.innerHTML = "<strong>gamepad not supported</strong>";
  32266. Gamepads.gamepadDOMInfo.appendChild(spanMessage);
  32267. Gamepads.gamepadDOMInfo.style.position = "absolute";
  32268. Gamepads.gamepadDOMInfo.style.width = "100%";
  32269. Gamepads.gamepadDOMInfo.style.height = "40px";
  32270. Gamepads.gamepadDOMInfo.style.bottom = "0px";
  32271. Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
  32272. Gamepads.gamepadDOMInfo.style.textAlign = "center";
  32273. Gamepads.gamepadDOMInfo.style.zIndex = "10";
  32274. spanMessage.style.position = "relative";
  32275. spanMessage.style.fontSize = "32px";
  32276. spanMessage.style.color = "red";
  32277. document.body.appendChild(Gamepads.gamepadDOMInfo);
  32278. };
  32279. Gamepads.prototype.dispose = function () {
  32280. if (Gamepads.gamepadDOMInfo) {
  32281. document.body.removeChild(Gamepads.gamepadDOMInfo);
  32282. }
  32283. };
  32284. Gamepads.prototype._onGamepadConnected = function (evt) {
  32285. var newGamepad = this._addNewGamepad(evt.gamepad);
  32286. if (this._callbackGamepadConnected)
  32287. this._callbackGamepadConnected(newGamepad);
  32288. this._startMonitoringGamepads();
  32289. };
  32290. Gamepads.prototype._addNewGamepad = function (gamepad) {
  32291. if (!this.oneGamepadConnected) {
  32292. this.oneGamepadConnected = true;
  32293. if (Gamepads.gamepadDOMInfo) {
  32294. document.body.removeChild(Gamepads.gamepadDOMInfo);
  32295. Gamepads.gamepadDOMInfo = null;
  32296. }
  32297. }
  32298. var newGamepad;
  32299. if (gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  32300. newGamepad = new Xbox360Pad(gamepad.id, gamepad.index, gamepad);
  32301. }
  32302. else {
  32303. newGamepad = new GenericPad(gamepad.id, gamepad.index, gamepad);
  32304. }
  32305. this.babylonGamepads.push(newGamepad);
  32306. return newGamepad;
  32307. };
  32308. Gamepads.prototype._onGamepadDisconnected = function (evt) {
  32309. // Remove the gamepad from the list of gamepads to monitor.
  32310. for (var i in this.babylonGamepads) {
  32311. if (this.babylonGamepads[i].index == evt.gamepad.index) {
  32312. this.babylonGamepads.splice(i, 1);
  32313. break;
  32314. }
  32315. }
  32316. // If no gamepads are left, stop the polling loop.
  32317. if (this.babylonGamepads.length == 0) {
  32318. this._stopMonitoringGamepads();
  32319. }
  32320. };
  32321. Gamepads.prototype._startMonitoringGamepads = function () {
  32322. if (!this.isMonitoring) {
  32323. this.isMonitoring = true;
  32324. this._checkGamepadsStatus();
  32325. }
  32326. };
  32327. Gamepads.prototype._stopMonitoringGamepads = function () {
  32328. this.isMonitoring = false;
  32329. };
  32330. Gamepads.prototype._checkGamepadsStatus = function () {
  32331. var _this = this;
  32332. // updating gamepad objects
  32333. this._updateGamepadObjects();
  32334. for (var i in this.babylonGamepads) {
  32335. this.babylonGamepads[i].update();
  32336. }
  32337. if (this.isMonitoring) {
  32338. if (window.requestAnimationFrame) {
  32339. window.requestAnimationFrame(function () { _this._checkGamepadsStatus(); });
  32340. }
  32341. else if (window.mozRequestAnimationFrame) {
  32342. window.mozRequestAnimationFrame(function () { _this._checkGamepadsStatus(); });
  32343. }
  32344. else if (window.webkitRequestAnimationFrame) {
  32345. window.webkitRequestAnimationFrame(function () { _this._checkGamepadsStatus(); });
  32346. }
  32347. }
  32348. };
  32349. // This function is called only on Chrome, which does not yet support
  32350. // connection/disconnection events, but requires you to monitor
  32351. // an array for changes.
  32352. Gamepads.prototype._updateGamepadObjects = function () {
  32353. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  32354. for (var i = 0; i < gamepads.length; i++) {
  32355. if (gamepads[i]) {
  32356. if (!(gamepads[i].index in this.babylonGamepads)) {
  32357. var newGamepad = this._addNewGamepad(gamepads[i]);
  32358. if (this._callbackGamepadConnected) {
  32359. this._callbackGamepadConnected(newGamepad);
  32360. }
  32361. }
  32362. else {
  32363. this.babylonGamepads[i].browserGamepad = gamepads[i];
  32364. }
  32365. }
  32366. }
  32367. };
  32368. return Gamepads;
  32369. })();
  32370. BABYLON.Gamepads = Gamepads;
  32371. var StickValues = (function () {
  32372. function StickValues(x, y) {
  32373. this.x = x;
  32374. this.y = y;
  32375. }
  32376. return StickValues;
  32377. })();
  32378. BABYLON.StickValues = StickValues;
  32379. var Gamepad = (function () {
  32380. function Gamepad(id, index, browserGamepad) {
  32381. this.id = id;
  32382. this.index = index;
  32383. this.browserGamepad = browserGamepad;
  32384. if (this.browserGamepad.axes.length >= 2) {
  32385. this._leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
  32386. }
  32387. if (this.browserGamepad.axes.length >= 4) {
  32388. this._rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
  32389. }
  32390. }
  32391. Gamepad.prototype.onleftstickchanged = function (callback) {
  32392. this._onleftstickchanged = callback;
  32393. };
  32394. Gamepad.prototype.onrightstickchanged = function (callback) {
  32395. this._onrightstickchanged = callback;
  32396. };
  32397. Object.defineProperty(Gamepad.prototype, "leftStick", {
  32398. get: function () {
  32399. return this._leftStick;
  32400. },
  32401. set: function (newValues) {
  32402. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  32403. this._onleftstickchanged(newValues);
  32404. }
  32405. this._leftStick = newValues;
  32406. },
  32407. enumerable: true,
  32408. configurable: true
  32409. });
  32410. Object.defineProperty(Gamepad.prototype, "rightStick", {
  32411. get: function () {
  32412. return this._rightStick;
  32413. },
  32414. set: function (newValues) {
  32415. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  32416. this._onrightstickchanged(newValues);
  32417. }
  32418. this._rightStick = newValues;
  32419. },
  32420. enumerable: true,
  32421. configurable: true
  32422. });
  32423. Gamepad.prototype.update = function () {
  32424. if (this._leftStick) {
  32425. this.leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
  32426. }
  32427. if (this._rightStick) {
  32428. this.rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
  32429. }
  32430. };
  32431. return Gamepad;
  32432. })();
  32433. BABYLON.Gamepad = Gamepad;
  32434. var GenericPad = (function (_super) {
  32435. __extends(GenericPad, _super);
  32436. function GenericPad(id, index, gamepad) {
  32437. _super.call(this, id, index, gamepad);
  32438. this.id = id;
  32439. this.index = index;
  32440. this.gamepad = gamepad;
  32441. this._buttons = new Array(gamepad.buttons.length);
  32442. }
  32443. GenericPad.prototype.onbuttondown = function (callback) {
  32444. this._onbuttondown = callback;
  32445. };
  32446. GenericPad.prototype.onbuttonup = function (callback) {
  32447. this._onbuttonup = callback;
  32448. };
  32449. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  32450. if (newValue !== currentValue) {
  32451. if (this._onbuttondown && newValue === 1) {
  32452. this._onbuttondown(buttonIndex);
  32453. }
  32454. if (this._onbuttonup && newValue === 0) {
  32455. this._onbuttonup(buttonIndex);
  32456. }
  32457. }
  32458. return newValue;
  32459. };
  32460. GenericPad.prototype.update = function () {
  32461. _super.prototype.update.call(this);
  32462. for (var index = 0; index < this._buttons.length; index++) {
  32463. this._buttons[index] = this._setButtonValue(this.gamepad.buttons[index].value, this._buttons[index], index);
  32464. }
  32465. };
  32466. return GenericPad;
  32467. })(Gamepad);
  32468. BABYLON.GenericPad = GenericPad;
  32469. (function (Xbox360Button) {
  32470. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  32471. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  32472. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  32473. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  32474. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  32475. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  32476. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  32477. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  32478. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  32479. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  32480. })(BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  32481. var Xbox360Button = BABYLON.Xbox360Button;
  32482. (function (Xbox360Dpad) {
  32483. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  32484. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  32485. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  32486. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  32487. })(BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  32488. var Xbox360Dpad = BABYLON.Xbox360Dpad;
  32489. var Xbox360Pad = (function (_super) {
  32490. __extends(Xbox360Pad, _super);
  32491. function Xbox360Pad() {
  32492. _super.apply(this, arguments);
  32493. this._leftTrigger = 0;
  32494. this._rightTrigger = 0;
  32495. this._buttonA = 0;
  32496. this._buttonB = 0;
  32497. this._buttonX = 0;
  32498. this._buttonY = 0;
  32499. this._buttonBack = 0;
  32500. this._buttonStart = 0;
  32501. this._buttonLB = 0;
  32502. this._buttonRB = 0;
  32503. this._buttonLeftStick = 0;
  32504. this._buttonRightStick = 0;
  32505. this._dPadUp = 0;
  32506. this._dPadDown = 0;
  32507. this._dPadLeft = 0;
  32508. this._dPadRight = 0;
  32509. }
  32510. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  32511. this._onlefttriggerchanged = callback;
  32512. };
  32513. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  32514. this._onrighttriggerchanged = callback;
  32515. };
  32516. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  32517. get: function () {
  32518. return this._leftTrigger;
  32519. },
  32520. set: function (newValue) {
  32521. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  32522. this._onlefttriggerchanged(newValue);
  32523. }
  32524. this._leftTrigger = newValue;
  32525. },
  32526. enumerable: true,
  32527. configurable: true
  32528. });
  32529. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  32530. get: function () {
  32531. return this._rightTrigger;
  32532. },
  32533. set: function (newValue) {
  32534. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  32535. this._onrighttriggerchanged(newValue);
  32536. }
  32537. this._rightTrigger = newValue;
  32538. },
  32539. enumerable: true,
  32540. configurable: true
  32541. });
  32542. Xbox360Pad.prototype.onbuttondown = function (callback) {
  32543. this._onbuttondown = callback;
  32544. };
  32545. Xbox360Pad.prototype.onbuttonup = function (callback) {
  32546. this._onbuttonup = callback;
  32547. };
  32548. Xbox360Pad.prototype.ondpaddown = function (callback) {
  32549. this._ondpaddown = callback;
  32550. };
  32551. Xbox360Pad.prototype.ondpadup = function (callback) {
  32552. this._ondpadup = callback;
  32553. };
  32554. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  32555. if (newValue !== currentValue) {
  32556. if (this._onbuttondown && newValue === 1) {
  32557. this._onbuttondown(buttonType);
  32558. }
  32559. if (this._onbuttonup && newValue === 0) {
  32560. this._onbuttonup(buttonType);
  32561. }
  32562. }
  32563. return newValue;
  32564. };
  32565. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  32566. if (newValue !== currentValue) {
  32567. if (this._ondpaddown && newValue === 1) {
  32568. this._ondpaddown(buttonType);
  32569. }
  32570. if (this._ondpadup && newValue === 0) {
  32571. this._ondpadup(buttonType);
  32572. }
  32573. }
  32574. return newValue;
  32575. };
  32576. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  32577. get: function () {
  32578. return this._buttonA;
  32579. },
  32580. set: function (value) {
  32581. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  32582. },
  32583. enumerable: true,
  32584. configurable: true
  32585. });
  32586. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  32587. get: function () {
  32588. return this._buttonB;
  32589. },
  32590. set: function (value) {
  32591. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  32592. },
  32593. enumerable: true,
  32594. configurable: true
  32595. });
  32596. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  32597. get: function () {
  32598. return this._buttonX;
  32599. },
  32600. set: function (value) {
  32601. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  32602. },
  32603. enumerable: true,
  32604. configurable: true
  32605. });
  32606. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  32607. get: function () {
  32608. return this._buttonY;
  32609. },
  32610. set: function (value) {
  32611. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  32612. },
  32613. enumerable: true,
  32614. configurable: true
  32615. });
  32616. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  32617. get: function () {
  32618. return this._buttonStart;
  32619. },
  32620. set: function (value) {
  32621. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  32622. },
  32623. enumerable: true,
  32624. configurable: true
  32625. });
  32626. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  32627. get: function () {
  32628. return this._buttonBack;
  32629. },
  32630. set: function (value) {
  32631. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  32632. },
  32633. enumerable: true,
  32634. configurable: true
  32635. });
  32636. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  32637. get: function () {
  32638. return this._buttonLB;
  32639. },
  32640. set: function (value) {
  32641. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  32642. },
  32643. enumerable: true,
  32644. configurable: true
  32645. });
  32646. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  32647. get: function () {
  32648. return this._buttonRB;
  32649. },
  32650. set: function (value) {
  32651. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  32652. },
  32653. enumerable: true,
  32654. configurable: true
  32655. });
  32656. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  32657. get: function () {
  32658. return this._buttonLeftStick;
  32659. },
  32660. set: function (value) {
  32661. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  32662. },
  32663. enumerable: true,
  32664. configurable: true
  32665. });
  32666. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  32667. get: function () {
  32668. return this._buttonRightStick;
  32669. },
  32670. set: function (value) {
  32671. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  32672. },
  32673. enumerable: true,
  32674. configurable: true
  32675. });
  32676. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  32677. get: function () {
  32678. return this._dPadUp;
  32679. },
  32680. set: function (value) {
  32681. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  32682. },
  32683. enumerable: true,
  32684. configurable: true
  32685. });
  32686. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  32687. get: function () {
  32688. return this._dPadDown;
  32689. },
  32690. set: function (value) {
  32691. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  32692. },
  32693. enumerable: true,
  32694. configurable: true
  32695. });
  32696. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  32697. get: function () {
  32698. return this._dPadLeft;
  32699. },
  32700. set: function (value) {
  32701. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  32702. },
  32703. enumerable: true,
  32704. configurable: true
  32705. });
  32706. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  32707. get: function () {
  32708. return this._dPadRight;
  32709. },
  32710. set: function (value) {
  32711. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  32712. },
  32713. enumerable: true,
  32714. configurable: true
  32715. });
  32716. Xbox360Pad.prototype.update = function () {
  32717. _super.prototype.update.call(this);
  32718. this.buttonA = this.browserGamepad.buttons[0].value;
  32719. this.buttonB = this.browserGamepad.buttons[1].value;
  32720. this.buttonX = this.browserGamepad.buttons[2].value;
  32721. this.buttonY = this.browserGamepad.buttons[3].value;
  32722. this.buttonLB = this.browserGamepad.buttons[4].value;
  32723. this.buttonRB = this.browserGamepad.buttons[5].value;
  32724. this.leftTrigger = this.browserGamepad.buttons[6].value;
  32725. this.rightTrigger = this.browserGamepad.buttons[7].value;
  32726. this.buttonBack = this.browserGamepad.buttons[8].value;
  32727. this.buttonStart = this.browserGamepad.buttons[9].value;
  32728. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  32729. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  32730. this.dPadUp = this.browserGamepad.buttons[12].value;
  32731. this.dPadDown = this.browserGamepad.buttons[13].value;
  32732. this.dPadLeft = this.browserGamepad.buttons[14].value;
  32733. this.dPadRight = this.browserGamepad.buttons[15].value;
  32734. };
  32735. return Xbox360Pad;
  32736. })(Gamepad);
  32737. BABYLON.Xbox360Pad = Xbox360Pad;
  32738. })(BABYLON || (BABYLON = {}));
  32739. var BABYLON;
  32740. (function (BABYLON) {
  32741. // We're mainly based on the logic defined into the FreeCamera code
  32742. var GamepadCamera = (function (_super) {
  32743. __extends(GamepadCamera, _super);
  32744. function GamepadCamera(name, position, scene) {
  32745. var _this = this;
  32746. _super.call(this, name, position, scene);
  32747. this.angularSensibility = 200;
  32748. this.moveSensibility = 75;
  32749. this._gamepads = new BABYLON.Gamepads(function (gamepad) { _this._onNewGameConnected(gamepad); });
  32750. }
  32751. GamepadCamera.prototype._onNewGameConnected = function (gamepad) {
  32752. // Only the first gamepad can control the camera
  32753. if (gamepad.index === 0) {
  32754. this._gamepad = gamepad;
  32755. }
  32756. };
  32757. GamepadCamera.prototype._checkInputs = function () {
  32758. if (this._gamepad) {
  32759. var LSValues = this._gamepad.leftStick;
  32760. var normalizedLX = LSValues.x / this.moveSensibility;
  32761. var normalizedLY = LSValues.y / this.moveSensibility;
  32762. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  32763. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  32764. var RSValues = this._gamepad.rightStick;
  32765. var normalizedRX = RSValues.x / this.angularSensibility;
  32766. var normalizedRY = RSValues.y / this.angularSensibility;
  32767. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  32768. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  32769. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  32770. var speed = this._computeLocalCameraSpeed() * 50.0;
  32771. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x * speed, 0, -LSValues.y * speed), cameraTransform);
  32772. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  32773. this.cameraRotation = this.cameraRotation.add(new BABYLON.Vector2(RSValues.y, RSValues.x));
  32774. }
  32775. _super.prototype._checkInputs.call(this);
  32776. };
  32777. GamepadCamera.prototype.dispose = function () {
  32778. this._gamepads.dispose();
  32779. _super.prototype.dispose.call(this);
  32780. };
  32781. return GamepadCamera;
  32782. })(BABYLON.FreeCamera);
  32783. BABYLON.GamepadCamera = GamepadCamera;
  32784. })(BABYLON || (BABYLON = {}));
  32785. var BABYLON;
  32786. (function (BABYLON) {
  32787. var Analyser = (function () {
  32788. function Analyser(scene) {
  32789. this.SMOOTHING = 0.75;
  32790. this.FFT_SIZE = 512;
  32791. this.BARGRAPHAMPLITUDE = 256;
  32792. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  32793. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  32794. this._scene = scene;
  32795. this._audioEngine = BABYLON.Engine.audioEngine;
  32796. if (this._audioEngine.canUseWebAudio) {
  32797. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  32798. this._webAudioAnalyser.minDecibels = -140;
  32799. this._webAudioAnalyser.maxDecibels = 0;
  32800. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  32801. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  32802. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  32803. }
  32804. }
  32805. Analyser.prototype.getFrequencyBinCount = function () {
  32806. if (this._audioEngine.canUseWebAudio) {
  32807. return this._webAudioAnalyser.frequencyBinCount;
  32808. }
  32809. else {
  32810. return 0;
  32811. }
  32812. };
  32813. Analyser.prototype.getByteFrequencyData = function () {
  32814. if (this._audioEngine.canUseWebAudio) {
  32815. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  32816. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  32817. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  32818. }
  32819. return this._byteFreqs;
  32820. };
  32821. Analyser.prototype.getByteTimeDomainData = function () {
  32822. if (this._audioEngine.canUseWebAudio) {
  32823. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  32824. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  32825. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  32826. }
  32827. return this._byteTime;
  32828. };
  32829. Analyser.prototype.getFloatFrequencyData = function () {
  32830. if (this._audioEngine.canUseWebAudio) {
  32831. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  32832. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  32833. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  32834. }
  32835. return this._floatFreqs;
  32836. };
  32837. Analyser.prototype.drawDebugCanvas = function () {
  32838. var _this = this;
  32839. if (this._audioEngine.canUseWebAudio) {
  32840. if (!this._debugCanvas) {
  32841. this._debugCanvas = document.createElement("canvas");
  32842. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  32843. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  32844. this._debugCanvas.style.position = "absolute";
  32845. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  32846. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  32847. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  32848. document.body.appendChild(this._debugCanvas);
  32849. this._registerFunc = function () {
  32850. _this.drawDebugCanvas();
  32851. };
  32852. this._scene.registerBeforeRender(this._registerFunc);
  32853. }
  32854. if (this._registerFunc) {
  32855. var workingArray = this.getByteFrequencyData();
  32856. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  32857. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  32858. // Draw the frequency domain chart.
  32859. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  32860. var value = workingArray[i];
  32861. var percent = value / this.BARGRAPHAMPLITUDE;
  32862. var height = this.DEBUGCANVASSIZE.height * percent;
  32863. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  32864. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  32865. var hue = i / this.getFrequencyBinCount() * 360;
  32866. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  32867. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  32868. }
  32869. }
  32870. }
  32871. };
  32872. Analyser.prototype.stopDebugCanvas = function () {
  32873. if (this._debugCanvas) {
  32874. this._scene.unregisterBeforeRender(this._registerFunc);
  32875. this._registerFunc = null;
  32876. document.body.removeChild(this._debugCanvas);
  32877. this._debugCanvas = null;
  32878. this._debugCanvasContext = null;
  32879. }
  32880. };
  32881. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  32882. if (this._audioEngine.canUseWebAudio) {
  32883. inputAudioNode.connect(this._webAudioAnalyser);
  32884. this._webAudioAnalyser.connect(outputAudioNode);
  32885. }
  32886. };
  32887. Analyser.prototype.dispose = function () {
  32888. if (this._audioEngine.canUseWebAudio) {
  32889. this._webAudioAnalyser.disconnect();
  32890. }
  32891. };
  32892. return Analyser;
  32893. })();
  32894. BABYLON.Analyser = Analyser;
  32895. })(BABYLON || (BABYLON = {}));
  32896. var BABYLON;
  32897. (function (BABYLON) {
  32898. var AudioEngine = (function () {
  32899. function AudioEngine() {
  32900. this._audioContext = null;
  32901. this._audioContextInitialized = false;
  32902. this.canUseWebAudio = false;
  32903. this.WarnedWebAudioUnsupported = false;
  32904. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  32905. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  32906. this.canUseWebAudio = true;
  32907. }
  32908. }
  32909. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  32910. get: function () {
  32911. if (!this._audioContextInitialized) {
  32912. this._initializeAudioContext();
  32913. }
  32914. return this._audioContext;
  32915. },
  32916. enumerable: true,
  32917. configurable: true
  32918. });
  32919. AudioEngine.prototype._initializeAudioContext = function () {
  32920. try {
  32921. if (this.canUseWebAudio) {
  32922. this._audioContext = new AudioContext();
  32923. // create a global volume gain node
  32924. this.masterGain = this._audioContext.createGain();
  32925. this.masterGain.gain.value = 1;
  32926. this.masterGain.connect(this._audioContext.destination);
  32927. this._audioContextInitialized = true;
  32928. }
  32929. }
  32930. catch (e) {
  32931. this.canUseWebAudio = false;
  32932. BABYLON.Tools.Error("Web Audio: " + e.message);
  32933. }
  32934. };
  32935. AudioEngine.prototype.dispose = function () {
  32936. if (this.canUseWebAudio && this._audioContextInitialized) {
  32937. if (this._connectedAnalyser) {
  32938. this._connectedAnalyser.stopDebugCanvas();
  32939. this._connectedAnalyser.dispose();
  32940. this.masterGain.disconnect();
  32941. this.masterGain.connect(this._audioContext.destination);
  32942. this._connectedAnalyser = null;
  32943. }
  32944. this.masterGain.gain.value = 1;
  32945. }
  32946. this.WarnedWebAudioUnsupported = false;
  32947. };
  32948. AudioEngine.prototype.getGlobalVolume = function () {
  32949. if (this.canUseWebAudio && this._audioContextInitialized) {
  32950. return this.masterGain.gain.value;
  32951. }
  32952. else {
  32953. return -1;
  32954. }
  32955. };
  32956. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  32957. if (this.canUseWebAudio && this._audioContextInitialized) {
  32958. this.masterGain.gain.value = newVolume;
  32959. }
  32960. };
  32961. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  32962. if (this._connectedAnalyser) {
  32963. this._connectedAnalyser.stopDebugCanvas();
  32964. }
  32965. if (this.canUseWebAudio && this._audioContextInitialized) {
  32966. this._connectedAnalyser = analyser;
  32967. this.masterGain.disconnect();
  32968. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  32969. }
  32970. };
  32971. return AudioEngine;
  32972. })();
  32973. BABYLON.AudioEngine = AudioEngine;
  32974. })(BABYLON || (BABYLON = {}));
  32975. var BABYLON;
  32976. (function (BABYLON) {
  32977. var Sound = (function () {
  32978. /**
  32979. * Create a sound and attach it to a scene
  32980. * @param name Name of your sound
  32981. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer
  32982. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  32983. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel
  32984. */
  32985. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  32986. var _this = this;
  32987. this.autoplay = false;
  32988. this.loop = false;
  32989. this.useCustomAttenuation = false;
  32990. this.spatialSound = false;
  32991. this.refDistance = 1;
  32992. this.rolloffFactor = 1;
  32993. this.maxDistance = 100;
  32994. this.distanceModel = "linear";
  32995. this._panningModel = "equalpower";
  32996. this._playbackRate = 1;
  32997. this._streaming = false;
  32998. this._startTime = 0;
  32999. this._startOffset = 0;
  33000. this._position = BABYLON.Vector3.Zero();
  33001. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  33002. this._volume = 1;
  33003. this._isLoaded = false;
  33004. this._isReadyToPlay = false;
  33005. this.isPlaying = false;
  33006. this.isPaused = false;
  33007. this._isDirectional = false;
  33008. // Used if you'd like to create a directional sound.
  33009. // If not set, the sound will be omnidirectional
  33010. this._coneInnerAngle = 360;
  33011. this._coneOuterAngle = 360;
  33012. this._coneOuterGain = 0;
  33013. this._isOutputConnected = false;
  33014. this.name = name;
  33015. this._scene = scene;
  33016. this._readyToPlayCallback = readyToPlayCallback;
  33017. // Default custom attenuation function is a linear attenuation
  33018. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  33019. if (currentDistance < maxDistance) {
  33020. return currentVolume * (1 - currentDistance / maxDistance);
  33021. }
  33022. else {
  33023. return 0;
  33024. }
  33025. };
  33026. if (options) {
  33027. this.autoplay = options.autoplay || false;
  33028. this.loop = options.loop || false;
  33029. // if volume === 0, we need another way to check this option
  33030. if (options.volume !== undefined) {
  33031. this._volume = options.volume;
  33032. }
  33033. this.spatialSound = options.spatialSound || false;
  33034. this.maxDistance = options.maxDistance || 100;
  33035. this.useCustomAttenuation = options.useCustomAttenuation || false;
  33036. this.rolloffFactor = options.rolloffFactor || 1;
  33037. this.refDistance = options.refDistance || 1;
  33038. this.distanceModel = options.distanceModel || "linear";
  33039. this._playbackRate = options.playbackRate || 1;
  33040. this._streaming = options.streaming || false;
  33041. }
  33042. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  33043. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  33044. this._soundGain.gain.value = this._volume;
  33045. this._inputAudioNode = this._soundGain;
  33046. this._ouputAudioNode = this._soundGain;
  33047. if (this.spatialSound) {
  33048. this._createSpatialParameters();
  33049. }
  33050. this._scene.mainSoundTrack.AddSound(this);
  33051. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  33052. if (urlOrArrayBuffer) {
  33053. // If it's an URL
  33054. if (typeof (urlOrArrayBuffer) === "string") {
  33055. // Loading sound using XHR2
  33056. if (!this._streaming) {
  33057. BABYLON.Tools.LoadFile(urlOrArrayBuffer, function (data) { _this._soundLoaded(data); }, null, null, true);
  33058. }
  33059. else {
  33060. this._htmlAudioElement = new Audio();
  33061. this._htmlAudioElement.src = urlOrArrayBuffer;
  33062. ;
  33063. this._htmlAudioElement.controls = false;
  33064. this._htmlAudioElement.loop = this.loop;
  33065. this._isReadyToPlay = true;
  33066. document.body.appendChild(this._htmlAudioElement);
  33067. if (this.autoplay) {
  33068. this.play();
  33069. }
  33070. }
  33071. }
  33072. else {
  33073. if (urlOrArrayBuffer instanceof ArrayBuffer) {
  33074. this._soundLoaded(urlOrArrayBuffer);
  33075. }
  33076. else {
  33077. BABYLON.Tools.Error("Parameter must be a URL to the sound or an ArrayBuffer of the sound.");
  33078. }
  33079. }
  33080. }
  33081. }
  33082. else {
  33083. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  33084. this._scene.mainSoundTrack.AddSound(this);
  33085. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  33086. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  33087. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  33088. }
  33089. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  33090. if (this._readyToPlayCallback) {
  33091. window.setTimeout(function () {
  33092. _this._readyToPlayCallback();
  33093. }, 1000);
  33094. }
  33095. }
  33096. }
  33097. Sound.prototype.dispose = function () {
  33098. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isReadyToPlay) {
  33099. if (this.isPlaying) {
  33100. this.stop();
  33101. }
  33102. this._isReadyToPlay = false;
  33103. if (this.soundTrackId === -1) {
  33104. this._scene.mainSoundTrack.RemoveSound(this);
  33105. }
  33106. else {
  33107. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  33108. }
  33109. if (this._soundGain) {
  33110. this._soundGain.disconnect();
  33111. this._soundGain = null;
  33112. }
  33113. if (this._soundPanner) {
  33114. this._soundPanner.disconnect();
  33115. this._soundPanner = null;
  33116. }
  33117. if (this._soundSource) {
  33118. this._soundSource.disconnect();
  33119. this._soundSource = null;
  33120. }
  33121. this._audioBuffer = null;
  33122. if (this._connectedMesh) {
  33123. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  33124. this._connectedMesh = null;
  33125. }
  33126. }
  33127. };
  33128. Sound.prototype._soundLoaded = function (audioData) {
  33129. var _this = this;
  33130. this._isLoaded = true;
  33131. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  33132. _this._audioBuffer = buffer;
  33133. _this._isReadyToPlay = true;
  33134. if (_this.autoplay) {
  33135. _this.play();
  33136. }
  33137. if (_this._readyToPlayCallback) {
  33138. _this._readyToPlayCallback();
  33139. }
  33140. }, function () { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name); });
  33141. };
  33142. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  33143. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  33144. this._audioBuffer = audioBuffer;
  33145. this._isReadyToPlay = true;
  33146. }
  33147. };
  33148. Sound.prototype.updateOptions = function (options) {
  33149. if (options) {
  33150. this.loop = options.loop || this.loop;
  33151. this.maxDistance = options.maxDistance || this.maxDistance;
  33152. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  33153. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  33154. this.refDistance = options.refDistance || this.refDistance;
  33155. this.distanceModel = options.distanceModel || this.distanceModel;
  33156. this._playbackRate = options.playbackRate || this._playbackRate;
  33157. this._updateSpatialParameters();
  33158. if (this.isPlaying) {
  33159. if (this._streaming) {
  33160. this._htmlAudioElement.playbackRate = this._playbackRate;
  33161. }
  33162. else {
  33163. this._soundSource.playbackRate.value = this._playbackRate;
  33164. }
  33165. }
  33166. }
  33167. };
  33168. Sound.prototype._createSpatialParameters = function () {
  33169. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  33170. if (this._scene.headphone) {
  33171. this._panningModel = "HRTF";
  33172. }
  33173. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  33174. this._updateSpatialParameters();
  33175. this._soundPanner.connect(this._ouputAudioNode);
  33176. this._inputAudioNode = this._soundPanner;
  33177. }
  33178. };
  33179. Sound.prototype._updateSpatialParameters = function () {
  33180. if (this.spatialSound) {
  33181. if (this.useCustomAttenuation) {
  33182. // Tricks to disable in a way embedded Web Audio attenuation
  33183. this._soundPanner.distanceModel = "linear";
  33184. this._soundPanner.maxDistance = Number.MAX_VALUE;
  33185. this._soundPanner.refDistance = 1;
  33186. this._soundPanner.rolloffFactor = 1;
  33187. this._soundPanner.panningModel = this._panningModel;
  33188. }
  33189. else {
  33190. this._soundPanner.distanceModel = this.distanceModel;
  33191. this._soundPanner.maxDistance = this.maxDistance;
  33192. this._soundPanner.refDistance = this.refDistance;
  33193. this._soundPanner.rolloffFactor = this.rolloffFactor;
  33194. this._soundPanner.panningModel = this._panningModel;
  33195. }
  33196. }
  33197. };
  33198. Sound.prototype.switchPanningModelToHRTF = function () {
  33199. this._panningModel = "HRTF";
  33200. this._switchPanningModel();
  33201. };
  33202. Sound.prototype.switchPanningModelToEqualPower = function () {
  33203. this._panningModel = "equalpower";
  33204. this._switchPanningModel();
  33205. };
  33206. Sound.prototype._switchPanningModel = function () {
  33207. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound) {
  33208. this._soundPanner.panningModel = this._panningModel;
  33209. }
  33210. };
  33211. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  33212. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  33213. if (this._isOutputConnected) {
  33214. this._ouputAudioNode.disconnect();
  33215. }
  33216. this._ouputAudioNode.connect(soundTrackAudioNode);
  33217. this._isOutputConnected = true;
  33218. }
  33219. };
  33220. /**
  33221. * Transform this sound into a directional source
  33222. * @param coneInnerAngle Size of the inner cone in degree
  33223. * @param coneOuterAngle Size of the outer cone in degree
  33224. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  33225. */
  33226. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  33227. if (coneOuterAngle < coneInnerAngle) {
  33228. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  33229. return;
  33230. }
  33231. this._coneInnerAngle = coneInnerAngle;
  33232. this._coneOuterAngle = coneOuterAngle;
  33233. this._coneOuterGain = coneOuterGain;
  33234. this._isDirectional = true;
  33235. if (this.isPlaying && this.loop) {
  33236. this.stop();
  33237. this.play();
  33238. }
  33239. };
  33240. Sound.prototype.setPosition = function (newPosition) {
  33241. this._position = newPosition;
  33242. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound) {
  33243. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  33244. }
  33245. };
  33246. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  33247. this._localDirection = newLocalDirection;
  33248. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.isPlaying) {
  33249. this._updateDirection();
  33250. }
  33251. };
  33252. Sound.prototype._updateDirection = function () {
  33253. var mat = this._connectedMesh.getWorldMatrix();
  33254. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  33255. direction.normalize();
  33256. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  33257. };
  33258. Sound.prototype.updateDistanceFromListener = function () {
  33259. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.useCustomAttenuation) {
  33260. var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera);
  33261. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  33262. }
  33263. };
  33264. Sound.prototype.setAttenuationFunction = function (callback) {
  33265. this._customAttenuationFunction = callback;
  33266. };
  33267. /**
  33268. * Play the sound
  33269. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  33270. */
  33271. Sound.prototype.play = function (time) {
  33272. var _this = this;
  33273. if (this._isReadyToPlay && this._scene.audioEnabled) {
  33274. try {
  33275. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  33276. if (!this._soundSource || !this._streamingSource) {
  33277. if (this.spatialSound) {
  33278. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  33279. if (this._isDirectional) {
  33280. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  33281. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  33282. this._soundPanner.coneOuterGain = this._coneOuterGain;
  33283. if (this._connectedMesh) {
  33284. this._updateDirection();
  33285. }
  33286. else {
  33287. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  33288. }
  33289. }
  33290. }
  33291. }
  33292. if (this._streaming) {
  33293. if (!this.isPaused) {
  33294. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  33295. this._streamingSource.connect(this._inputAudioNode);
  33296. this._htmlAudioElement.onended = function () { _this._onended(); };
  33297. this._htmlAudioElement.playbackRate = this._playbackRate;
  33298. }
  33299. this._htmlAudioElement.play();
  33300. }
  33301. else {
  33302. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  33303. this._soundSource.buffer = this._audioBuffer;
  33304. this._soundSource.connect(this._inputAudioNode);
  33305. this._soundSource.loop = this.loop;
  33306. this._soundSource.playbackRate.value = this._playbackRate;
  33307. this._soundSource.onended = function () { _this._onended(); };
  33308. this._soundSource.start(this._startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : 0);
  33309. }
  33310. this._startTime = startTime;
  33311. this.isPlaying = true;
  33312. this.isPaused = false;
  33313. }
  33314. catch (ex) {
  33315. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  33316. }
  33317. }
  33318. };
  33319. Sound.prototype._onended = function () {
  33320. this.isPlaying = false;
  33321. if (this.onended) {
  33322. this.onended();
  33323. }
  33324. };
  33325. /**
  33326. * Stop the sound
  33327. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  33328. */
  33329. Sound.prototype.stop = function (time) {
  33330. if (this.isPlaying) {
  33331. if (this._streaming) {
  33332. this._htmlAudioElement.pause();
  33333. this._htmlAudioElement.currentTime = 0;
  33334. }
  33335. else {
  33336. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  33337. this._soundSource.stop(stopTime);
  33338. }
  33339. this.isPlaying = false;
  33340. }
  33341. };
  33342. Sound.prototype.pause = function () {
  33343. if (this.isPlaying) {
  33344. if (this._streaming) {
  33345. this._htmlAudioElement.pause();
  33346. }
  33347. else {
  33348. this.stop(0);
  33349. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  33350. }
  33351. this.isPaused = true;
  33352. }
  33353. };
  33354. Sound.prototype.setVolume = function (newVolume, time) {
  33355. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  33356. if (time) {
  33357. this._soundGain.gain.linearRampToValueAtTime(this._volume, BABYLON.Engine.audioEngine.audioContext.currentTime);
  33358. this._soundGain.gain.linearRampToValueAtTime(newVolume, time);
  33359. }
  33360. else {
  33361. this._soundGain.gain.value = newVolume;
  33362. }
  33363. }
  33364. this._volume = newVolume;
  33365. };
  33366. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  33367. this._playbackRate = newPlaybackRate;
  33368. if (this.isPlaying) {
  33369. if (this._streaming) {
  33370. this._htmlAudioElement.playbackRate = this._playbackRate;
  33371. }
  33372. else {
  33373. this._soundSource.playbackRate.value = this._playbackRate;
  33374. }
  33375. }
  33376. };
  33377. Sound.prototype.getVolume = function () {
  33378. return this._volume;
  33379. };
  33380. Sound.prototype.attachToMesh = function (meshToConnectTo) {
  33381. var _this = this;
  33382. this._connectedMesh = meshToConnectTo;
  33383. if (!this.spatialSound) {
  33384. this.spatialSound = true;
  33385. this._createSpatialParameters();
  33386. if (this.isPlaying && this.loop) {
  33387. this.stop();
  33388. this.play();
  33389. }
  33390. }
  33391. this._onRegisterAfterWorldMatrixUpdate(this._connectedMesh);
  33392. this._registerFunc = function (connectedMesh) { return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh); };
  33393. meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc);
  33394. };
  33395. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (connectedMesh) {
  33396. this.setPosition(connectedMesh.getBoundingInfo().boundingSphere.centerWorld);
  33397. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  33398. this._updateDirection();
  33399. }
  33400. };
  33401. return Sound;
  33402. })();
  33403. BABYLON.Sound = Sound;
  33404. })(BABYLON || (BABYLON = {}));
  33405. var BABYLON;
  33406. (function (BABYLON) {
  33407. var SoundTrack = (function () {
  33408. function SoundTrack(scene, options) {
  33409. this.id = -1;
  33410. this._isMainTrack = false;
  33411. this._isInitialized = false;
  33412. this._scene = scene;
  33413. this.soundCollection = new Array();
  33414. this._options = options;
  33415. if (!this._isMainTrack) {
  33416. this._scene.soundTracks.push(this);
  33417. this.id = this._scene.soundTracks.length - 1;
  33418. }
  33419. }
  33420. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  33421. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  33422. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  33423. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  33424. if (this._options) {
  33425. if (this._options.volume) {
  33426. this._outputAudioNode.gain.value = this._options.volume;
  33427. }
  33428. if (this._options.mainTrack) {
  33429. this._isMainTrack = this._options.mainTrack;
  33430. }
  33431. }
  33432. this._isInitialized = true;
  33433. }
  33434. };
  33435. SoundTrack.prototype.dispose = function () {
  33436. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  33437. if (this._connectedAnalyser) {
  33438. this._connectedAnalyser.stopDebugCanvas();
  33439. }
  33440. while (this.soundCollection.length) {
  33441. this.soundCollection[0].dispose();
  33442. }
  33443. if (this._outputAudioNode) {
  33444. this._outputAudioNode.disconnect();
  33445. }
  33446. this._outputAudioNode = null;
  33447. }
  33448. };
  33449. SoundTrack.prototype.AddSound = function (sound) {
  33450. if (!this._isInitialized) {
  33451. this._initializeSoundTrackAudioGraph();
  33452. }
  33453. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  33454. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  33455. }
  33456. if (sound.soundTrackId) {
  33457. if (sound.soundTrackId === -1) {
  33458. this._scene.mainSoundTrack.RemoveSound(sound);
  33459. }
  33460. else {
  33461. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  33462. }
  33463. }
  33464. this.soundCollection.push(sound);
  33465. sound.soundTrackId = this.id;
  33466. };
  33467. SoundTrack.prototype.RemoveSound = function (sound) {
  33468. var index = this.soundCollection.indexOf(sound);
  33469. if (index !== -1) {
  33470. this.soundCollection.splice(index, 1);
  33471. }
  33472. };
  33473. SoundTrack.prototype.setVolume = function (newVolume) {
  33474. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  33475. this._outputAudioNode.gain.value = newVolume;
  33476. }
  33477. };
  33478. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  33479. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  33480. for (var i = 0; i < this.soundCollection.length; i++) {
  33481. this.soundCollection[i].switchPanningModelToHRTF();
  33482. }
  33483. }
  33484. };
  33485. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  33486. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  33487. for (var i = 0; i < this.soundCollection.length; i++) {
  33488. this.soundCollection[i].switchPanningModelToEqualPower();
  33489. }
  33490. }
  33491. };
  33492. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  33493. if (this._connectedAnalyser) {
  33494. this._connectedAnalyser.stopDebugCanvas();
  33495. }
  33496. this._connectedAnalyser = analyser;
  33497. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  33498. this._outputAudioNode.disconnect();
  33499. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  33500. }
  33501. };
  33502. return SoundTrack;
  33503. })();
  33504. BABYLON.SoundTrack = SoundTrack;
  33505. })(BABYLON || (BABYLON = {}));
  33506. var BABYLON;
  33507. (function (BABYLON) {
  33508. var DepthRenderer = (function () {
  33509. function DepthRenderer(scene, type) {
  33510. var _this = this;
  33511. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  33512. this._viewMatrix = BABYLON.Matrix.Zero();
  33513. this._projectionMatrix = BABYLON.Matrix.Zero();
  33514. this._transformMatrix = BABYLON.Matrix.Zero();
  33515. this._worldViewProjection = BABYLON.Matrix.Zero();
  33516. this._scene = scene;
  33517. var engine = scene.getEngine();
  33518. // Render target
  33519. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  33520. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  33521. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  33522. this._depthMap.refreshRate = 1;
  33523. this._depthMap.renderParticles = false;
  33524. this._depthMap.renderList = null;
  33525. // set default depth value to 1.0 (far away)
  33526. this._depthMap.onClear = function (engine) {
  33527. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true);
  33528. };
  33529. // Custom render function
  33530. var renderSubMesh = function (subMesh) {
  33531. var mesh = subMesh.getRenderingMesh();
  33532. var scene = _this._scene;
  33533. var engine = scene.getEngine();
  33534. // Culling
  33535. engine.setState(subMesh.getMaterial().backFaceCulling);
  33536. // Managing instances
  33537. var batch = mesh._getInstancesRenderList(subMesh._id);
  33538. if (batch.mustReturn) {
  33539. return;
  33540. }
  33541. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
  33542. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  33543. engine.enableEffect(_this._effect);
  33544. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  33545. var material = subMesh.getMaterial();
  33546. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  33547. _this._effect.setFloat("far", scene.activeCamera.maxZ);
  33548. // Alpha test
  33549. if (material && material.needAlphaTesting()) {
  33550. var alphaTexture = material.getAlphaTestTexture();
  33551. _this._effect.setTexture("diffuseSampler", alphaTexture);
  33552. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  33553. }
  33554. // Bones
  33555. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  33556. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  33557. }
  33558. // Draw
  33559. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  33560. }
  33561. };
  33562. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes) {
  33563. var index;
  33564. for (index = 0; index < opaqueSubMeshes.length; index++) {
  33565. renderSubMesh(opaqueSubMeshes.data[index]);
  33566. }
  33567. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  33568. renderSubMesh(alphaTestSubMeshes.data[index]);
  33569. }
  33570. };
  33571. }
  33572. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  33573. var defines = [];
  33574. var attribs = [BABYLON.VertexBuffer.PositionKind];
  33575. var mesh = subMesh.getMesh();
  33576. var scene = mesh.getScene();
  33577. var material = subMesh.getMaterial();
  33578. // Alpha test
  33579. if (material && material.needAlphaTesting()) {
  33580. defines.push("#define ALPHATEST");
  33581. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  33582. attribs.push(BABYLON.VertexBuffer.UVKind);
  33583. defines.push("#define UV1");
  33584. }
  33585. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  33586. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  33587. defines.push("#define UV2");
  33588. }
  33589. }
  33590. // Bones
  33591. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  33592. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  33593. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  33594. defines.push("#define BONES");
  33595. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  33596. }
  33597. // Instances
  33598. if (useInstances) {
  33599. defines.push("#define INSTANCES");
  33600. attribs.push("world0");
  33601. attribs.push("world1");
  33602. attribs.push("world2");
  33603. attribs.push("world3");
  33604. }
  33605. // Get correct effect
  33606. var join = defines.join("\n");
  33607. if (this._cachedDefines !== join) {
  33608. this._cachedDefines = join;
  33609. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "far"], ["diffuseSampler"], join);
  33610. }
  33611. return this._effect.isReady();
  33612. };
  33613. DepthRenderer.prototype.getDepthMap = function () {
  33614. return this._depthMap;
  33615. };
  33616. // Methods
  33617. DepthRenderer.prototype.dispose = function () {
  33618. this._depthMap.dispose();
  33619. };
  33620. return DepthRenderer;
  33621. })();
  33622. BABYLON.DepthRenderer = DepthRenderer;
  33623. })(BABYLON || (BABYLON = {}));
  33624. var BABYLON;
  33625. (function (BABYLON) {
  33626. var SSAORenderingPipeline = (function (_super) {
  33627. __extends(SSAORenderingPipeline, _super);
  33628. /**
  33629. * @constructor
  33630. * @param {string} name - The rendering pipeline name
  33631. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  33632. * @param {any} ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  33633. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  33634. */
  33635. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  33636. var _this = this;
  33637. _super.call(this, scene.getEngine(), name);
  33638. // Members
  33639. /**
  33640. * The PassPostProcess id in the pipeline that contains the original scene color
  33641. * @type {string}
  33642. */
  33643. this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  33644. /**
  33645. * The SSAO PostProcess id in the pipeline
  33646. * @type {string}
  33647. */
  33648. this.SSAORenderEffect = "SSAORenderEffect";
  33649. /**
  33650. * The horizontal blur PostProcess id in the pipeline
  33651. * @type {string}
  33652. */
  33653. this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  33654. /**
  33655. * The vertical blur PostProcess id in the pipeline
  33656. * @type {string}
  33657. */
  33658. this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  33659. /**
  33660. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  33661. * @type {string}
  33662. */
  33663. this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  33664. /**
  33665. * The output strength of the SSAO post-process. Default value is 1.0.
  33666. * @type {number}
  33667. */
  33668. this.totalStrength = 1.0;
  33669. /**
  33670. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0002
  33671. * @type {number}
  33672. */
  33673. this.radius = 0.0002;
  33674. /**
  33675. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  33676. * Must not be equal to fallOff and superior to fallOff.
  33677. * Default value is 0.0075
  33678. * @type {number}
  33679. */
  33680. this.area = 0.0075;
  33681. /**
  33682. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  33683. * Must not be equal to area and inferior to area.
  33684. * Default value is 0.0002
  33685. * @type {number}
  33686. */
  33687. this.fallOff = 0.0002;
  33688. this._firstUpdate = true;
  33689. this._scene = scene;
  33690. // Set up assets
  33691. this._createRandomTexture();
  33692. this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  33693. var ssaoRatio = ratio.ssaoRatio || ratio;
  33694. var combineRatio = ratio.combineRatio || ratio;
  33695. this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  33696. this._createSSAOPostProcess(ssaoRatio);
  33697. this._blurHPostProcess = new BABYLON.BlurPostProcess("SSAOBlurH", new BABYLON.Vector2(2.0, 0.0), 2.0, ssaoRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  33698. this._blurVPostProcess = new BABYLON.BlurPostProcess("SSAOBlurV", new BABYLON.Vector2(0.0, 2.0), 2.0, ssaoRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  33699. this._createSSAOCombinePostProcess(combineRatio);
  33700. // Set up pipeline
  33701. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  33702. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  33703. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  33704. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  33705. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  33706. // Finish
  33707. scene.postProcessRenderPipelineManager.addPipeline(this);
  33708. if (cameras)
  33709. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  33710. }
  33711. // Public Methods
  33712. /**
  33713. * Returns the horizontal blur PostProcess
  33714. * @return {BABYLON.BlurPostProcess} The horizontal blur post-process
  33715. */
  33716. SSAORenderingPipeline.prototype.getBlurHPostProcess = function () {
  33717. return this._blurHPostProcess;
  33718. };
  33719. /**
  33720. * Returns the vertical blur PostProcess
  33721. * @return {BABYLON.BlurPostProcess} The vertical blur post-process
  33722. */
  33723. SSAORenderingPipeline.prototype.getBlurVPostProcess = function () {
  33724. return this._blurVPostProcess;
  33725. };
  33726. /**
  33727. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  33728. */
  33729. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  33730. if (disableDepthRender === void 0) { disableDepthRender = false; }
  33731. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  33732. this._originalColorPostProcess = undefined;
  33733. this._ssaoPostProcess = undefined;
  33734. this._blurHPostProcess = undefined;
  33735. this._blurVPostProcess = undefined;
  33736. this._ssaoCombinePostProcess = undefined;
  33737. this._randomTexture.dispose();
  33738. if (disableDepthRender)
  33739. this._scene.disableDepthRenderer();
  33740. };
  33741. // Private Methods
  33742. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  33743. var _this = this;
  33744. var sampleSphere = [
  33745. 0.5381, 0.1856, -0.4319,
  33746. 0.1379, 0.2486, 0.4430,
  33747. 0.3371, 0.5679, -0.0057,
  33748. -0.6999, -0.0451, -0.0019,
  33749. 0.0689, -0.1598, -0.8547,
  33750. 0.0560, 0.0069, -0.1843,
  33751. -0.0146, 0.1402, 0.0762,
  33752. 0.0100, -0.1924, -0.0344,
  33753. -0.3577, -0.5301, -0.4358,
  33754. -0.3169, 0.1063, 0.0158,
  33755. 0.0103, -0.5869, 0.0046,
  33756. -0.0897, -0.4940, 0.3287,
  33757. 0.7119, -0.0154, -0.0918,
  33758. -0.0533, 0.0596, -0.5411,
  33759. 0.0352, -0.0631, 0.5460,
  33760. -0.4776, 0.2847, -0.0271
  33761. ];
  33762. var samplesFactor = 1.0 / 16.0;
  33763. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", ["sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius", "area", "fallOff"], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  33764. this._ssaoPostProcess.onApply = function (effect) {
  33765. if (_this._firstUpdate) {
  33766. effect.setArray3("sampleSphere", sampleSphere);
  33767. effect.setFloat("samplesFactor", samplesFactor);
  33768. effect.setFloat("randTextureTiles", 4.0 / ratio);
  33769. _this._firstUpdate = false;
  33770. }
  33771. effect.setFloat("totalStrength", _this.totalStrength);
  33772. effect.setFloat("radius", _this.radius);
  33773. effect.setFloat("area", _this.area);
  33774. effect.setFloat("fallOff", _this.fallOff);
  33775. effect.setTexture("textureSampler", _this._depthTexture);
  33776. effect.setTexture("randomSampler", _this._randomTexture);
  33777. };
  33778. };
  33779. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  33780. var _this = this;
  33781. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  33782. this._ssaoCombinePostProcess.onApply = function (effect) {
  33783. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  33784. };
  33785. };
  33786. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  33787. var size = 512;
  33788. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  33789. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  33790. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  33791. var context = this._randomTexture.getContext();
  33792. var rand = function (min, max) {
  33793. return Math.random() * (max - min) + min;
  33794. };
  33795. for (var x = 0; x < size; x++) {
  33796. for (var y = 0; y < size; y++) {
  33797. var randVector = BABYLON.Vector3.Zero();
  33798. randVector.x = Math.floor(rand(0.0, 1.0) * 255);
  33799. randVector.y = Math.floor(rand(0.0, 1.0) * 255);
  33800. randVector.z = Math.floor(rand(0.0, 1.0) * 255);
  33801. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  33802. context.fillRect(x, y, 1, 1);
  33803. }
  33804. }
  33805. this._randomTexture.update(false);
  33806. };
  33807. return SSAORenderingPipeline;
  33808. })(BABYLON.PostProcessRenderPipeline);
  33809. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  33810. })(BABYLON || (BABYLON = {}));
  33811. var BABYLON;
  33812. (function (BABYLON) {
  33813. // Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  33814. var VolumetricLightScatteringPostProcess = (function (_super) {
  33815. __extends(VolumetricLightScatteringPostProcess, _super);
  33816. /**
  33817. * @constructor
  33818. * @param {string} name - The post-process name
  33819. * @param {any} ratio - The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  33820. * @param {BABYLON.Camera} camera - The camera that the post-process will be attached to
  33821. * @param {BABYLON.Mesh} mesh - The mesh used to create the light scattering
  33822. * @param {number} samples - The post-process quality, default 100
  33823. * @param {number} samplingMode - The post-process filtering mode
  33824. * @param {BABYLON.Engine} engine - The babylon engine
  33825. * @param {boolean} reusable - If the post-process is reusable
  33826. * @param {BABYLON.Scene} scene - The constructor needs a scene reference to initialize internal components. If "camera" is null (RenderPipelineà, "scene" must be provided
  33827. */
  33828. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  33829. var _this = this;
  33830. if (samples === void 0) { samples = 100; }
  33831. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  33832. _super.call(this, name, "volumetricLightScattering", ["decay", "exposure", "weight", "meshPositionOnScreen", "density"], ["lightScatteringSampler"], ratio.postProcessRatio || ratio, camera, samplingMode, engine, reusable, "#define NUM_SAMPLES " + samples);
  33833. this._screenCoordinates = BABYLON.Vector2.Zero();
  33834. /**
  33835. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  33836. * @type {boolean}
  33837. */
  33838. this.useCustomMeshPosition = false;
  33839. /**
  33840. * If the post-process should inverse the light scattering direction
  33841. * @type {boolean}
  33842. */
  33843. this.invert = true;
  33844. /**
  33845. * Set to true to use the diffuseColor instead of the diffuseTexture
  33846. * @type {boolean}
  33847. */
  33848. this.useDiffuseColor = false;
  33849. /**
  33850. * Array containing the excluded meshes not rendered in the internal pass
  33851. */
  33852. this.excludedMeshes = new Array();
  33853. /**
  33854. * Controls the overall intensity of the post-process
  33855. * @type {number}
  33856. */
  33857. this.exposure = 0.3;
  33858. /**
  33859. * Dissipates each sample's contribution in range [0, 1]
  33860. * @type {number}
  33861. */
  33862. this.decay = 0.96815;
  33863. /**
  33864. * Controls the overall intensity of each sample
  33865. * @type {number}
  33866. */
  33867. this.weight = 0.58767;
  33868. /**
  33869. * Controls the density of each sample
  33870. * @type {number}
  33871. */
  33872. this.density = 0.926;
  33873. scene = (camera === null) ? scene : camera.getScene(); // parameter "scene" can be null.
  33874. this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(scene.getEngine());
  33875. // Configure mesh
  33876. this.mesh = (mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene);
  33877. // Configure
  33878. this._createPass(scene, ratio.passRatio || ratio);
  33879. this.onApply = function (effect) {
  33880. _this._updateMeshScreenCoordinates(scene);
  33881. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  33882. effect.setFloat("exposure", _this.exposure);
  33883. effect.setFloat("decay", _this.decay);
  33884. effect.setFloat("weight", _this.weight);
  33885. effect.setFloat("density", _this.density);
  33886. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  33887. };
  33888. }
  33889. VolumetricLightScatteringPostProcess.prototype.isReady = function (subMesh, useInstances) {
  33890. var mesh = subMesh.getMesh();
  33891. var defines = [];
  33892. var attribs = [BABYLON.VertexBuffer.PositionKind];
  33893. var material = subMesh.getMaterial();
  33894. var needUV = false;
  33895. // Render this.mesh as default
  33896. if (mesh === this.mesh) {
  33897. if (this.useDiffuseColor) {
  33898. defines.push("#define DIFFUSE_COLOR_RENDER");
  33899. }
  33900. else if (material) {
  33901. if (material.diffuseTexture !== undefined) {
  33902. defines.push("#define BASIC_RENDER");
  33903. }
  33904. else {
  33905. defines.push("#define DIFFUSE_COLOR_RENDER");
  33906. }
  33907. }
  33908. defines.push("#define NEED_UV");
  33909. needUV = true;
  33910. }
  33911. // Alpha test
  33912. if (material) {
  33913. if (material.needAlphaTesting()) {
  33914. defines.push("#define ALPHATEST");
  33915. }
  33916. if (material.opacityTexture !== undefined) {
  33917. defines.push("#define OPACITY");
  33918. if (material.opacityTexture.getAlphaFromRGB) {
  33919. defines.push("#define OPACITYRGB");
  33920. }
  33921. if (!needUV) {
  33922. defines.push("#define NEED_UV");
  33923. }
  33924. }
  33925. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  33926. attribs.push(BABYLON.VertexBuffer.UVKind);
  33927. defines.push("#define UV1");
  33928. }
  33929. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  33930. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  33931. defines.push("#define UV2");
  33932. }
  33933. }
  33934. // Bones
  33935. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  33936. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  33937. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  33938. defines.push("#define BONES");
  33939. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  33940. }
  33941. // Instances
  33942. if (useInstances) {
  33943. defines.push("#define INSTANCES");
  33944. attribs.push("world0");
  33945. attribs.push("world1");
  33946. attribs.push("world2");
  33947. attribs.push("world3");
  33948. }
  33949. // Get correct effect
  33950. var join = defines.join("\n");
  33951. if (this._cachedDefines !== join) {
  33952. this._cachedDefines = join;
  33953. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "opacityLevel", "color"], ["diffuseSampler", "opacitySampler"], join);
  33954. }
  33955. return this._volumetricLightScatteringPass.isReady();
  33956. };
  33957. /**
  33958. * Sets the new light position for light scattering effect
  33959. * @param {BABYLON.Vector3} The new custom light position
  33960. */
  33961. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  33962. this._customMeshPosition = position;
  33963. };
  33964. /**
  33965. * Returns the light position for light scattering effect
  33966. * @return {BABYLON.Vector3} The custom light position
  33967. */
  33968. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  33969. return this._customMeshPosition;
  33970. };
  33971. /**
  33972. * Disposes the internal assets and detaches the post-process from the camera
  33973. */
  33974. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  33975. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  33976. if (rttIndex !== -1) {
  33977. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  33978. }
  33979. this._volumetricLightScatteringRTT.dispose();
  33980. _super.prototype.dispose.call(this, camera);
  33981. };
  33982. /**
  33983. * Returns the render target texture used by the post-process
  33984. * @return {BABYLON.RenderTargetTexture} The render target texture used by the post-process
  33985. */
  33986. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  33987. return this._volumetricLightScatteringRTT;
  33988. };
  33989. // Private methods
  33990. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  33991. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  33992. return true;
  33993. }
  33994. return false;
  33995. };
  33996. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  33997. var _this = this;
  33998. var engine = scene.getEngine();
  33999. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  34000. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  34001. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  34002. this._volumetricLightScatteringRTT.renderList = null;
  34003. this._volumetricLightScatteringRTT.renderParticles = false;
  34004. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  34005. // Custom render function for submeshes
  34006. var renderSubMesh = function (subMesh) {
  34007. var mesh = subMesh.getRenderingMesh();
  34008. if (_this._meshExcluded(mesh)) {
  34009. return;
  34010. }
  34011. var scene = mesh.getScene();
  34012. var engine = scene.getEngine();
  34013. // Culling
  34014. engine.setState(subMesh.getMaterial().backFaceCulling);
  34015. // Managing instances
  34016. var batch = mesh._getInstancesRenderList(subMesh._id);
  34017. if (batch.mustReturn) {
  34018. return;
  34019. }
  34020. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
  34021. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  34022. engine.enableEffect(_this._volumetricLightScatteringPass);
  34023. mesh._bind(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode);
  34024. var material = subMesh.getMaterial();
  34025. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  34026. // Alpha test
  34027. if (material && (mesh === _this.mesh || material.needAlphaTesting() || material.opacityTexture !== undefined)) {
  34028. var alphaTexture = material.getAlphaTestTexture();
  34029. if ((_this.useDiffuseColor || alphaTexture === undefined) && mesh === _this.mesh) {
  34030. _this._volumetricLightScatteringPass.setColor3("color", material.diffuseColor);
  34031. }
  34032. if (material.needAlphaTesting() || (mesh === _this.mesh && alphaTexture && !_this.useDiffuseColor)) {
  34033. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  34034. if (alphaTexture) {
  34035. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  34036. }
  34037. }
  34038. if (material.opacityTexture !== undefined) {
  34039. _this._volumetricLightScatteringPass.setTexture("opacitySampler", material.opacityTexture);
  34040. _this._volumetricLightScatteringPass.setFloat("opacityLevel", material.opacityTexture.level);
  34041. }
  34042. }
  34043. // Bones
  34044. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  34045. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  34046. }
  34047. // Draw
  34048. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._volumetricLightScatteringPass.setMatrix("world", world); });
  34049. }
  34050. };
  34051. // Render target texture callbacks
  34052. var savedSceneClearColor;
  34053. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  34054. this._volumetricLightScatteringRTT.onBeforeRender = function () {
  34055. savedSceneClearColor = scene.clearColor;
  34056. scene.clearColor = sceneClearColor;
  34057. };
  34058. this._volumetricLightScatteringRTT.onAfterRender = function () {
  34059. scene.clearColor = savedSceneClearColor;
  34060. };
  34061. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) {
  34062. var engine = scene.getEngine();
  34063. var index;
  34064. for (index = 0; index < opaqueSubMeshes.length; index++) {
  34065. renderSubMesh(opaqueSubMeshes.data[index]);
  34066. }
  34067. engine.setAlphaTesting(true);
  34068. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  34069. renderSubMesh(alphaTestSubMeshes.data[index]);
  34070. }
  34071. engine.setAlphaTesting(false);
  34072. if (transparentSubMeshes.length) {
  34073. // Sort sub meshes
  34074. for (index = 0; index < transparentSubMeshes.length; index++) {
  34075. var submesh = transparentSubMeshes.data[index];
  34076. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  34077. submesh._distanceToCamera = submesh.getBoundingInfo().boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  34078. }
  34079. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  34080. sortedArray.sort(function (a, b) {
  34081. // Alpha index first
  34082. if (a._alphaIndex > b._alphaIndex) {
  34083. return 1;
  34084. }
  34085. if (a._alphaIndex < b._alphaIndex) {
  34086. return -1;
  34087. }
  34088. // Then distance to camera
  34089. if (a._distanceToCamera < b._distanceToCamera) {
  34090. return 1;
  34091. }
  34092. if (a._distanceToCamera > b._distanceToCamera) {
  34093. return -1;
  34094. }
  34095. return 0;
  34096. });
  34097. // Render sub meshes
  34098. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  34099. for (index = 0; index < sortedArray.length; index++) {
  34100. renderSubMesh(sortedArray[index]);
  34101. }
  34102. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  34103. }
  34104. };
  34105. };
  34106. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  34107. var transform = scene.getTransformMatrix();
  34108. var pos = BABYLON.Vector3.Project(this.useCustomMeshPosition ? this._customMeshPosition : this.mesh.position, BABYLON.Matrix.Identity(), transform, this._viewPort);
  34109. this._screenCoordinates.x = pos.x / this._viewPort.width;
  34110. this._screenCoordinates.y = pos.y / this._viewPort.height;
  34111. if (this.invert)
  34112. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  34113. };
  34114. // Static methods
  34115. /**
  34116. * Creates a default mesh for the Volumeric Light Scattering post-process
  34117. * @param {string} The mesh name
  34118. * @param {BABYLON.Scene} The scene where to create the mesh
  34119. * @return {BABYLON.Mesh} the default mesh
  34120. */
  34121. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  34122. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  34123. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  34124. mesh.material = new BABYLON.StandardMaterial(name + "Material", scene);
  34125. return mesh;
  34126. };
  34127. return VolumetricLightScatteringPostProcess;
  34128. })(BABYLON.PostProcess);
  34129. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  34130. })(BABYLON || (BABYLON = {}));
  34131. var BABYLON;
  34132. (function (BABYLON) {
  34133. var LensRenderingPipeline = (function (_super) {
  34134. __extends(LensRenderingPipeline, _super);
  34135. /**
  34136. * @constructor
  34137. *
  34138. * Effect parameters are as follow:
  34139. * {
  34140. * chromatic_aberration: number; // from 0 to x (1 for realism)
  34141. * edge_blur: number; // from 0 to x (1 for realism)
  34142. * distortion: number; // from 0 to x (1 for realism)
  34143. * grain_amount: number; // from 0 to 1
  34144. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  34145. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  34146. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  34147. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  34148. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  34149. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  34150. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  34151. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  34152. * }
  34153. * Note: if an effect parameter is unset, effect is disabled
  34154. *
  34155. * @param {string} name - The rendering pipeline name
  34156. * @param {object} parameters - An object containing all parameters (see above)
  34157. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  34158. * @param {number} ratio - The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  34159. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  34160. */
  34161. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  34162. var _this = this;
  34163. if (ratio === void 0) { ratio = 1.0; }
  34164. _super.call(this, scene.getEngine(), name);
  34165. // Lens effects can be of the following:
  34166. // - chromatic aberration (slight shift of RGB colors)
  34167. // - blur on the edge of the lens
  34168. // - lens distortion
  34169. // - depth-of-field blur & highlights enhancing
  34170. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  34171. // - grain effect (noise or custom texture)
  34172. // Two additional texture samplers are needed:
  34173. // - depth map (for depth-of-field)
  34174. // - grain texture
  34175. /**
  34176. * The chromatic aberration PostProcess id in the pipeline
  34177. * @type {string}
  34178. */
  34179. this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  34180. /**
  34181. * The highlights enhancing PostProcess id in the pipeline
  34182. * @type {string}
  34183. */
  34184. this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  34185. /**
  34186. * The depth-of-field PostProcess id in the pipeline
  34187. * @type {string}
  34188. */
  34189. this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  34190. this._scene = scene;
  34191. // Fetch texture samplers
  34192. this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  34193. if (parameters.grain_texture) {
  34194. this._grainTexture = parameters.grain_texture;
  34195. }
  34196. else {
  34197. this._createGrainTexture();
  34198. }
  34199. // save parameters
  34200. this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  34201. this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  34202. this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  34203. this._distortion = parameters.distortion ? parameters.distortion : 0;
  34204. this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  34205. this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  34206. this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  34207. this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  34208. this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  34209. this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  34210. this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  34211. // Create effects
  34212. this._createChromaticAberrationPostProcess(ratio);
  34213. this._createHighlightsPostProcess(ratio);
  34214. this._createDepthOfFieldPostProcess(ratio / 4);
  34215. // Set up pipeline
  34216. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  34217. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  34218. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  34219. if (this._highlightsGain == -1) {
  34220. this._disableEffect(this.HighlightsEnhancingEffect, null);
  34221. }
  34222. // Finish
  34223. scene.postProcessRenderPipelineManager.addPipeline(this);
  34224. if (cameras) {
  34225. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  34226. }
  34227. }
  34228. // public methods (self explanatory)
  34229. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  34230. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  34231. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  34232. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  34233. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  34234. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  34235. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  34236. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  34237. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  34238. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  34239. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  34240. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  34241. LensRenderingPipeline.prototype.enablePentagonBokeh = function () { this._dofPentagon = true; };
  34242. LensRenderingPipeline.prototype.disablePentagonBokeh = function () { this._dofPentagon = false; };
  34243. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  34244. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  34245. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  34246. this._highlightsGain = amount;
  34247. };
  34248. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  34249. if (this._highlightsGain == -1) {
  34250. this._highlightsGain = 1.0;
  34251. }
  34252. this._highlightsThreshold = amount;
  34253. };
  34254. LensRenderingPipeline.prototype.disableHighlights = function () {
  34255. this._highlightsGain = -1;
  34256. };
  34257. /**
  34258. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  34259. */
  34260. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  34261. if (disableDepthRender === void 0) { disableDepthRender = false; }
  34262. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  34263. this._chromaticAberrationPostProcess = undefined;
  34264. this._highlightsPostProcess = undefined;
  34265. this._depthOfFieldPostProcess = undefined;
  34266. this._grainTexture.dispose();
  34267. if (disableDepthRender)
  34268. this._scene.disableDepthRenderer();
  34269. };
  34270. // colors shifting and distortion
  34271. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  34272. var _this = this;
  34273. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height"], // uniforms
  34274. [], // samplers
  34275. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  34276. this._chromaticAberrationPostProcess.onApply = function (effect) {
  34277. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  34278. effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width);
  34279. effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height);
  34280. };
  34281. };
  34282. // highlights enhancing
  34283. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  34284. var _this = this;
  34285. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["pentagon", "gain", "threshold", "screen_width", "screen_height"], // uniforms
  34286. [], // samplers
  34287. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  34288. this._highlightsPostProcess.onApply = function (effect) {
  34289. effect.setFloat('gain', _this._highlightsGain);
  34290. effect.setFloat('threshold', _this._highlightsThreshold);
  34291. effect.setBool('pentagon', _this._dofPentagon);
  34292. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  34293. effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width);
  34294. effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height);
  34295. };
  34296. };
  34297. // colors shifting and distortion
  34298. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  34299. var _this = this;
  34300. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  34301. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  34302. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  34303. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  34304. this._depthOfFieldPostProcess.onApply = function (effect) {
  34305. effect.setTexture("depthSampler", _this._depthTexture);
  34306. effect.setTexture("grainSampler", _this._grainTexture);
  34307. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  34308. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  34309. effect.setFloat('grain_amount', _this._grainAmount);
  34310. effect.setBool('blur_noise', _this._blurNoise);
  34311. effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width);
  34312. effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height);
  34313. effect.setFloat('distortion', _this._distortion);
  34314. effect.setBool('dof_enabled', (_this._dofDistance != -1));
  34315. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  34316. effect.setFloat('aperture', _this._dofAperture);
  34317. effect.setFloat('darken', _this._dofDarken);
  34318. effect.setFloat('edge_blur', _this._edgeBlur);
  34319. effect.setBool('highlights', (_this._highlightsGain != -1));
  34320. effect.setFloat('near', _this._scene.activeCamera.minZ);
  34321. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  34322. };
  34323. };
  34324. // creates a black and white random noise texture, 512x512
  34325. LensRenderingPipeline.prototype._createGrainTexture = function () {
  34326. var size = 512;
  34327. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  34328. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  34329. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  34330. var context = this._grainTexture.getContext();
  34331. var rand = function (min, max) {
  34332. return Math.random() * (max - min) + min;
  34333. };
  34334. var value;
  34335. for (var x = 0; x < size; x++) {
  34336. for (var y = 0; y < size; y++) {
  34337. value = Math.floor(rand(0.42, 0.58) * 255);
  34338. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  34339. context.fillRect(x, y, 1, 1);
  34340. }
  34341. }
  34342. this._grainTexture.update(false);
  34343. };
  34344. return LensRenderingPipeline;
  34345. })(BABYLON.PostProcessRenderPipeline);
  34346. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  34347. })(BABYLON || (BABYLON = {}));
  34348. //
  34349. // This post-process allows the modification of rendered colors by using
  34350. // a 'look-up table' (LUT). This effect is also called Color Grading.
  34351. //
  34352. // The object needs to be provided an url to a texture containing the color
  34353. // look-up table: the texture must be 256 pixels wide and 16 pixels high.
  34354. // Use an image editing software to tweak the LUT to match your needs.
  34355. //
  34356. // For an example of a color LUT, see here:
  34357. // http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  34358. // For explanations on color grading, see here:
  34359. // http://udn.epicgames.com/Three/ColorGrading.html
  34360. //
  34361. var BABYLON;
  34362. (function (BABYLON) {
  34363. var ColorCorrectionPostProcess = (function (_super) {
  34364. __extends(ColorCorrectionPostProcess, _super);
  34365. function ColorCorrectionPostProcess(name, colorTableUrl, ratio, camera, samplingMode, engine, reusable) {
  34366. var _this = this;
  34367. _super.call(this, name, 'colorCorrection', null, ['colorTable'], ratio, camera, samplingMode, engine, reusable);
  34368. this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  34369. this._colorTableTexture.anisotropicFilteringLevel = 1;
  34370. this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  34371. this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  34372. this.onApply = function (effect) {
  34373. effect.setTexture("colorTable", _this._colorTableTexture);
  34374. };
  34375. }
  34376. return ColorCorrectionPostProcess;
  34377. })(BABYLON.PostProcess);
  34378. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  34379. })(BABYLON || (BABYLON = {}));
  34380. var BABYLON;
  34381. (function (BABYLON) {
  34382. var AnaglyphFreeCamera = (function (_super) {
  34383. __extends(AnaglyphFreeCamera, _super);
  34384. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  34385. _super.call(this, name, position, scene);
  34386. this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  34387. }
  34388. return AnaglyphFreeCamera;
  34389. })(BABYLON.FreeCamera);
  34390. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  34391. var AnaglyphArcRotateCamera = (function (_super) {
  34392. __extends(AnaglyphArcRotateCamera, _super);
  34393. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  34394. _super.call(this, name, alpha, beta, radius, target, scene);
  34395. this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  34396. }
  34397. return AnaglyphArcRotateCamera;
  34398. })(BABYLON.ArcRotateCamera);
  34399. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  34400. var AnaglyphGamepadCamera = (function (_super) {
  34401. __extends(AnaglyphGamepadCamera, _super);
  34402. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  34403. _super.call(this, name, position, scene);
  34404. this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  34405. }
  34406. return AnaglyphGamepadCamera;
  34407. })(BABYLON.GamepadCamera);
  34408. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  34409. var StereoscopicFreeCamera = (function (_super) {
  34410. __extends(StereoscopicFreeCamera, _super);
  34411. function StereoscopicFreeCamera(name, position, interaxialDistance, isSideBySide, scene) {
  34412. _super.call(this, name, position, scene);
  34413. this.setCameraRigMode(isSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  34414. }
  34415. return StereoscopicFreeCamera;
  34416. })(BABYLON.FreeCamera);
  34417. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  34418. var StereoscopicArcRotateCamera = (function (_super) {
  34419. __extends(StereoscopicArcRotateCamera, _super);
  34420. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isSideBySide, scene) {
  34421. _super.call(this, name, alpha, beta, radius, target, scene);
  34422. this.setCameraRigMode(isSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  34423. }
  34424. return StereoscopicArcRotateCamera;
  34425. })(BABYLON.ArcRotateCamera);
  34426. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  34427. var StereoscopicGamepadCamera = (function (_super) {
  34428. __extends(StereoscopicGamepadCamera, _super);
  34429. function StereoscopicGamepadCamera(name, position, interaxialDistance, isSideBySide, scene) {
  34430. _super.call(this, name, position, scene);
  34431. this.setCameraRigMode(isSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  34432. }
  34433. return StereoscopicGamepadCamera;
  34434. })(BABYLON.GamepadCamera);
  34435. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  34436. })(BABYLON || (BABYLON = {}));
  34437. var BABYLON;
  34438. (function (BABYLON) {
  34439. var HDRRenderingPipeline = (function (_super) {
  34440. __extends(HDRRenderingPipeline, _super);
  34441. /**
  34442. * @constructor
  34443. * @param {string} name - The rendering pipeline name
  34444. * @param {BABYLON.Scene} scene - The scene linked to this pipeline
  34445. * @param {any} ratio - The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  34446. * @param {BABYLON.PostProcess} originalPostProcess - the custom original color post-process. Must be "reusable". Can be null.
  34447. * @param {BABYLON.Camera[]} cameras - The array of cameras that the rendering pipeline will be attached to
  34448. */
  34449. function HDRRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  34450. var _this = this;
  34451. if (originalPostProcess === void 0) { originalPostProcess = null; }
  34452. _super.call(this, scene.getEngine(), name);
  34453. /**
  34454. * Public members
  34455. */
  34456. // Gaussian Blur
  34457. /**
  34458. * Gaussian blur coefficient
  34459. * @type {number}
  34460. */
  34461. this.gaussCoeff = 0.3;
  34462. /**
  34463. * Gaussian blur mean
  34464. * @type {number}
  34465. */
  34466. this.gaussMean = 1.0;
  34467. /**
  34468. * Gaussian blur standard deviation
  34469. * @type {number}
  34470. */
  34471. this.gaussStandDev = 0.8;
  34472. // HDR
  34473. /**
  34474. * Exposure, controls the overall intensity of the pipeline
  34475. * @type {number}
  34476. */
  34477. this.exposure = 1.0;
  34478. /**
  34479. * Minimum luminance that the post-process can output. Luminance is >= 0
  34480. * @type {number}
  34481. */
  34482. this.minimumLuminance = 1.0;
  34483. /**
  34484. * Maximum luminance that the post-process can output. Must be suprerior to minimumLuminance
  34485. * @type {number}
  34486. */
  34487. this.maximumLuminance = 1e20;
  34488. /**
  34489. * Increase rate for luminance: eye adaptation speed to dark
  34490. * @type {number}
  34491. */
  34492. this.luminanceIncreaserate = 0.5;
  34493. /**
  34494. * Decrease rate for luminance: eye adaptation speed to bright
  34495. * @type {number}
  34496. */
  34497. this.luminanceDecreaseRate = 0.5;
  34498. // Bright pass
  34499. /**
  34500. * Minimum luminance needed to compute HDR
  34501. * @type {number}
  34502. */
  34503. this.brightThreshold = 0.8;
  34504. this._needUpdate = true;
  34505. this._scene = scene;
  34506. // Bright pass
  34507. this._createBrightPassPostProcess(scene, ratio);
  34508. // Down sample X4
  34509. this._createDownSampleX4PostProcess(scene, ratio);
  34510. // Create gaussian blur post-processes
  34511. this._createGaussianBlurPostProcess(scene, ratio);
  34512. // Texture adder
  34513. this._createTextureAdderPostProcess(scene, ratio);
  34514. // Luminance generator
  34515. this._createLuminanceGeneratorPostProcess(scene);
  34516. // HDR
  34517. this._createHDRPostProcess(scene, ratio);
  34518. // Pass postprocess
  34519. if (originalPostProcess === null) {
  34520. this._originalPostProcess = new BABYLON.PassPostProcess("hdr", ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  34521. }
  34522. else {
  34523. this._originalPostProcess = originalPostProcess;
  34524. }
  34525. // Configure pipeline
  34526. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this._originalPostProcess; }, true));
  34527. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this._brightPassPostProcess; }, true));
  34528. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this._downSampleX4PostProcess; }, true));
  34529. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRGaussianBlurH", function () { return _this._guassianBlurHPostProcess; }, true));
  34530. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRGaussianBlurV", function () { return _this._guassianBlurVPostProcess; }, true));
  34531. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this._textureAdderPostProcess; }, true));
  34532. var addDownSamplerPostProcess = function (id) {
  34533. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampler" + id, function () { return _this._downSamplePostProcesses[id]; }, true));
  34534. };
  34535. for (var i = HDRRenderingPipeline.LUM_STEPS - 1; i >= 0; i--) {
  34536. addDownSamplerPostProcess(i);
  34537. }
  34538. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this._hdrPostProcess; }, true));
  34539. // Finish
  34540. scene.postProcessRenderPipelineManager.addPipeline(this);
  34541. if (cameras !== null) {
  34542. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  34543. }
  34544. this.update();
  34545. }
  34546. /**
  34547. * Tells the pipeline to update its post-processes
  34548. */
  34549. HDRRenderingPipeline.prototype.update = function () {
  34550. this._needUpdate = true;
  34551. };
  34552. /**
  34553. * Returns the current calculated luminance
  34554. */
  34555. HDRRenderingPipeline.prototype.getCurrentLuminance = function () {
  34556. return this._hdrCurrentLuminance;
  34557. };
  34558. /**
  34559. * Returns the currently drawn luminance
  34560. */
  34561. HDRRenderingPipeline.prototype.getOutputLuminance = function () {
  34562. return this._hdrOutputLuminance;
  34563. };
  34564. /**
  34565. * Releases the rendering pipeline and its internal effects. Detaches pipeline from cameras
  34566. */
  34567. HDRRenderingPipeline.prototype.dispose = function () {
  34568. this._originalPostProcess = undefined;
  34569. this._brightPassPostProcess = undefined;
  34570. this._downSampleX4PostProcess = undefined;
  34571. this._guassianBlurHPostProcess = undefined;
  34572. this._guassianBlurVPostProcess = undefined;
  34573. this._textureAdderPostProcess = undefined;
  34574. for (var i = HDRRenderingPipeline.LUM_STEPS - 1; i >= 0; i--) {
  34575. this._downSamplePostProcesses[i] = undefined;
  34576. }
  34577. this._hdrPostProcess = undefined;
  34578. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  34579. };
  34580. /**
  34581. * Creates the HDR post-process and computes the luminance adaptation
  34582. */
  34583. HDRRenderingPipeline.prototype._createHDRPostProcess = function (scene, ratio) {
  34584. var _this = this;
  34585. var hdrLastLuminance = 0.0;
  34586. this._hdrOutputLuminance = -1.0;
  34587. this._hdrCurrentLuminance = 1.0;
  34588. this._hdrPostProcess = new BABYLON.PostProcess("hdr", "hdr", ["exposure", "avgLuminance"], ["otherSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define HDR");
  34589. this._hdrPostProcess.onApply = function (effect) {
  34590. if (_this._hdrOutputLuminance < 0.0) {
  34591. _this._hdrOutputLuminance = _this._hdrCurrentLuminance;
  34592. }
  34593. else {
  34594. var dt = (hdrLastLuminance - (hdrLastLuminance + scene.getEngine().getDeltaTime())) / 1000.0;
  34595. if (_this._hdrCurrentLuminance < _this._hdrOutputLuminance + _this.luminanceDecreaseRate * dt) {
  34596. _this._hdrOutputLuminance += _this.luminanceDecreaseRate * dt;
  34597. }
  34598. else if (_this._hdrCurrentLuminance > _this._hdrOutputLuminance - _this.luminanceIncreaserate * dt) {
  34599. _this._hdrOutputLuminance -= _this.luminanceIncreaserate * dt;
  34600. }
  34601. else {
  34602. _this._hdrOutputLuminance = _this._hdrCurrentLuminance;
  34603. }
  34604. }
  34605. _this._hdrOutputLuminance = BABYLON.Tools.Clamp(_this._hdrOutputLuminance, _this.minimumLuminance, _this.maximumLuminance);
  34606. hdrLastLuminance += scene.getEngine().getDeltaTime();
  34607. effect.setTextureFromPostProcess("textureSampler", _this._textureAdderPostProcess);
  34608. effect.setTextureFromPostProcess("otherSampler", _this._originalPostProcess);
  34609. effect.setFloat("exposure", _this.exposure);
  34610. effect.setFloat("avgLuminance", _this._hdrOutputLuminance);
  34611. _this._needUpdate = false;
  34612. };
  34613. };
  34614. /**
  34615. * Texture Adder post-process
  34616. */
  34617. HDRRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  34618. var _this = this;
  34619. this._textureAdderPostProcess = new BABYLON.PostProcess("hdr", "hdr", [], ["otherSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define TEXTURE_ADDER");
  34620. this._textureAdderPostProcess.onApply = function (effect) {
  34621. effect.setTextureFromPostProcess("otherSampler", _this._originalPostProcess);
  34622. };
  34623. };
  34624. /**
  34625. * Down sample X4 post-process
  34626. */
  34627. HDRRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  34628. var _this = this;
  34629. var downSampleX4Offsets = new Array(32);
  34630. this._downSampleX4PostProcess = new BABYLON.PostProcess("hdr", "hdr", ["dsOffsets"], [], ratio / 4, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define DOWN_SAMPLE_X4");
  34631. this._downSampleX4PostProcess.onApply = function (effect) {
  34632. if (_this._needUpdate) {
  34633. var id = 0;
  34634. for (var i = -2; i < 2; i++) {
  34635. for (var j = -2; j < 2; j++) {
  34636. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / _this._downSampleX4PostProcess.width);
  34637. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / _this._downSampleX4PostProcess.height);
  34638. id += 2;
  34639. }
  34640. }
  34641. }
  34642. effect.setArray2("dsOffsets", downSampleX4Offsets);
  34643. };
  34644. };
  34645. /**
  34646. * Bright pass post-process
  34647. */
  34648. HDRRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  34649. var _this = this;
  34650. var brightOffsets = new Array(8);
  34651. var brightPassCallback = function (effect) {
  34652. if (_this._needUpdate) {
  34653. var sU = (1.0 / _this._brightPassPostProcess.width);
  34654. var sV = (1.0 / _this._brightPassPostProcess.height);
  34655. brightOffsets[0] = -0.5 * sU;
  34656. brightOffsets[1] = 0.5 * sV;
  34657. brightOffsets[2] = 0.5 * sU;
  34658. brightOffsets[3] = 0.5 * sV;
  34659. brightOffsets[4] = -0.5 * sU;
  34660. brightOffsets[5] = -0.5 * sV;
  34661. brightOffsets[6] = 0.5 * sU;
  34662. brightOffsets[7] = -0.5 * sV;
  34663. }
  34664. effect.setArray2("dsOffsets", brightOffsets);
  34665. effect.setFloat("brightThreshold", _this.brightThreshold);
  34666. };
  34667. this._brightPassPostProcess = new BABYLON.PostProcess("hdr", "hdr", ["dsOffsets", "brightThreshold"], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define BRIGHT_PASS");
  34668. this._brightPassPostProcess.onApply = brightPassCallback;
  34669. };
  34670. /**
  34671. * Luminance generator. Creates the luminance post-process and down sample post-processes
  34672. */
  34673. HDRRenderingPipeline.prototype._createLuminanceGeneratorPostProcess = function (scene) {
  34674. var _this = this;
  34675. var lumSteps = HDRRenderingPipeline.LUM_STEPS;
  34676. var luminanceOffsets = new Array(8);
  34677. var downSampleOffsets = new Array(18);
  34678. var halfDestPixelSize;
  34679. this._downSamplePostProcesses = new Array(lumSteps);
  34680. // Utils for luminance
  34681. var luminanceUpdateSourceOffsets = function (width, height) {
  34682. var sU = (1.0 / width);
  34683. var sV = (1.0 / height);
  34684. luminanceOffsets[0] = -0.5 * sU;
  34685. luminanceOffsets[1] = 0.5 * sV;
  34686. luminanceOffsets[2] = 0.5 * sU;
  34687. luminanceOffsets[3] = 0.5 * sV;
  34688. luminanceOffsets[4] = -0.5 * sU;
  34689. luminanceOffsets[5] = -0.5 * sV;
  34690. luminanceOffsets[6] = 0.5 * sU;
  34691. luminanceOffsets[7] = -0.5 * sV;
  34692. };
  34693. var luminanceUpdateDestOffsets = function (width, height) {
  34694. var id = 0;
  34695. for (var x = -1; x < 2; x++) {
  34696. for (var y = -1; y < 2; y++) {
  34697. downSampleOffsets[id] = (x) / width;
  34698. downSampleOffsets[id + 1] = (y) / height;
  34699. id += 2;
  34700. }
  34701. }
  34702. };
  34703. // Luminance callback
  34704. var luminanceCallback = function (effect) {
  34705. if (_this._needUpdate) {
  34706. luminanceUpdateSourceOffsets(_this._textureAdderPostProcess.width, _this._textureAdderPostProcess.height);
  34707. }
  34708. effect.setTextureFromPostProcess("textureSampler", _this._textureAdderPostProcess);
  34709. effect.setArray2("lumOffsets", luminanceOffsets);
  34710. };
  34711. // Down sample callbacks
  34712. var downSampleCallback = function (indice) {
  34713. var i = indice;
  34714. return function (effect) {
  34715. luminanceUpdateSourceOffsets(_this._downSamplePostProcesses[i].width, _this._downSamplePostProcesses[i].height);
  34716. luminanceUpdateDestOffsets(_this._downSamplePostProcesses[i].width, _this._downSamplePostProcesses[i].height);
  34717. halfDestPixelSize = 0.5 / _this._downSamplePostProcesses[i].width;
  34718. effect.setTextureFromPostProcess("textureSampler", _this._downSamplePostProcesses[i + 1]);
  34719. effect.setFloat("halfDestPixelSize", halfDestPixelSize);
  34720. effect.setArray2("dsOffsets", downSampleOffsets);
  34721. };
  34722. };
  34723. var downSampleAfterRenderCallback = function (effect) {
  34724. // Unpack result
  34725. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  34726. var bit_shift = new BABYLON.Vector4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);
  34727. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  34728. };
  34729. // Create luminance post-process
  34730. var ratio = { width: Math.pow(3, lumSteps - 1), height: Math.pow(3, lumSteps - 1) };
  34731. this._downSamplePostProcesses[lumSteps - 1] = new BABYLON.PostProcess("hdr", "hdr", ["lumOffsets"], [], ratio, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE_GENERATOR", BABYLON.Engine.TEXTURETYPE_FLOAT);
  34732. this._downSamplePostProcesses[lumSteps - 1].onApply = luminanceCallback;
  34733. // Create down sample post-processes
  34734. for (var i = lumSteps - 2; i >= 0; i--) {
  34735. var length = Math.pow(3, i);
  34736. ratio = { width: length, height: length };
  34737. var defines = "#define DOWN_SAMPLE\n";
  34738. if (i === 0) {
  34739. defines += "#define FINAL_DOWN_SAMPLE\n"; // To pack the result
  34740. }
  34741. this._downSamplePostProcesses[i] = new BABYLON.PostProcess("hdr", "hdr", ["dsOffsets", "halfDestPixelSize"], [], ratio, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, scene.getEngine(), false, defines, BABYLON.Engine.TEXTURETYPE_FLOAT);
  34742. this._downSamplePostProcesses[i].onApply = downSampleCallback(i);
  34743. if (i === 0) {
  34744. this._downSamplePostProcesses[i].onAfterRender = downSampleAfterRenderCallback;
  34745. }
  34746. }
  34747. };
  34748. /**
  34749. * Gaussian blur post-processes. Horizontal and Vertical
  34750. */
  34751. HDRRenderingPipeline.prototype._createGaussianBlurPostProcess = function (scene, ratio) {
  34752. var _this = this;
  34753. var blurOffsetsW = new Array(9);
  34754. var blurOffsetsH = new Array(9);
  34755. var blurWeights = new Array(9);
  34756. var uniforms = ["blurOffsets", "blurWeights"];
  34757. // Utils for gaussian blur
  34758. var calculateBlurOffsets = function (height) {
  34759. var lastOutputDimensions = {
  34760. width: scene.getEngine().getRenderWidth() * (ratio / 4),
  34761. height: scene.getEngine().getRenderHeight() * (ratio / 4)
  34762. };
  34763. for (var i = 0; i < 9; i++) {
  34764. var value = (i - 4.0) * (1.0 / (height === true ? lastOutputDimensions.height : lastOutputDimensions.width));
  34765. if (height) {
  34766. blurOffsetsH[i] = value;
  34767. }
  34768. else {
  34769. blurOffsetsW[i] = value;
  34770. }
  34771. }
  34772. };
  34773. var calculateWeights = function () {
  34774. var x = 0.0;
  34775. for (var i = 0; i < 9; i++) {
  34776. x = (i - 4.0) / 4.0;
  34777. blurWeights[i] = _this.gaussCoeff * (1.0 / Math.sqrt(2.0 * Math.PI * _this.gaussStandDev)) * Math.exp((-((x - _this.gaussMean) * (x - _this.gaussMean))) / (2.0 * _this.gaussStandDev * _this.gaussStandDev));
  34778. }
  34779. };
  34780. // Callback
  34781. var gaussianBlurCallback = function (height) {
  34782. return function (effect) {
  34783. if (_this._needUpdate) {
  34784. calculateWeights();
  34785. calculateBlurOffsets(height);
  34786. }
  34787. effect.setArray("blurOffsets", height ? blurOffsetsH : blurOffsetsW);
  34788. effect.setArray("blurWeights", blurWeights);
  34789. };
  34790. };
  34791. // Create horizontal gaussian blur post-processes
  34792. this._guassianBlurHPostProcess = new BABYLON.PostProcess("hdr", "hdr", uniforms, [], ratio / 4, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define GAUSSIAN_BLUR_H");
  34793. this._guassianBlurHPostProcess.onApply = gaussianBlurCallback(false);
  34794. // Create vertical gaussian blur post-process
  34795. this._guassianBlurVPostProcess = new BABYLON.PostProcess("hdr", "hdr", uniforms, [], ratio / 4, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define GAUSSIAN_BLUR_V");
  34796. this._guassianBlurVPostProcess.onApply = gaussianBlurCallback(true);
  34797. };
  34798. // Luminance generator
  34799. HDRRenderingPipeline.LUM_STEPS = 6;
  34800. return HDRRenderingPipeline;
  34801. })(BABYLON.PostProcessRenderPipeline);
  34802. BABYLON.HDRRenderingPipeline = HDRRenderingPipeline;
  34803. })(BABYLON || (BABYLON = {}));
  34804. var BABYLON;
  34805. (function (BABYLON) {
  34806. var FaceAdjacencies = (function () {
  34807. function FaceAdjacencies() {
  34808. this.edges = new Array();
  34809. this.edgesConnectedCount = 0;
  34810. }
  34811. return FaceAdjacencies;
  34812. })();
  34813. var EdgesRenderer = (function () {
  34814. // Beware when you use this class with complex objects as the adjacencies computation can be really long
  34815. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  34816. if (epsilon === void 0) { epsilon = 0.95; }
  34817. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  34818. this._linesPositions = new Array();
  34819. this._linesNormals = new Array();
  34820. this._linesIndices = new Array();
  34821. this._buffers = new Array();
  34822. this._checkVerticesInsteadOfIndices = false;
  34823. this._source = source;
  34824. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  34825. this._epsilon = epsilon;
  34826. this._prepareRessources();
  34827. this._generateEdgesLines();
  34828. }
  34829. EdgesRenderer.prototype._prepareRessources = function () {
  34830. if (this._lineShader) {
  34831. return;
  34832. }
  34833. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  34834. attributes: ["position", "normal"],
  34835. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  34836. });
  34837. this._lineShader.disableDepthWrite = true;
  34838. this._lineShader.backFaceCulling = false;
  34839. };
  34840. EdgesRenderer.prototype.dispose = function () {
  34841. this._vb0.dispose();
  34842. this._vb1.dispose();
  34843. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  34844. this._lineShader.dispose();
  34845. };
  34846. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  34847. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  34848. return 0;
  34849. }
  34850. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  34851. return 1;
  34852. }
  34853. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  34854. return 2;
  34855. }
  34856. return -1;
  34857. };
  34858. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  34859. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  34860. return 0;
  34861. }
  34862. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  34863. return 1;
  34864. }
  34865. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  34866. return 2;
  34867. }
  34868. return -1;
  34869. };
  34870. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  34871. var needToCreateLine;
  34872. if (edge === undefined) {
  34873. needToCreateLine = true;
  34874. }
  34875. else {
  34876. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  34877. needToCreateLine = dotProduct < this._epsilon;
  34878. }
  34879. if (needToCreateLine) {
  34880. var offset = this._linesPositions.length / 3;
  34881. var normal = p0.subtract(p1);
  34882. normal.normalize();
  34883. // Positions
  34884. this._linesPositions.push(p0.x);
  34885. this._linesPositions.push(p0.y);
  34886. this._linesPositions.push(p0.z);
  34887. this._linesPositions.push(p0.x);
  34888. this._linesPositions.push(p0.y);
  34889. this._linesPositions.push(p0.z);
  34890. this._linesPositions.push(p1.x);
  34891. this._linesPositions.push(p1.y);
  34892. this._linesPositions.push(p1.z);
  34893. this._linesPositions.push(p1.x);
  34894. this._linesPositions.push(p1.y);
  34895. this._linesPositions.push(p1.z);
  34896. // Normals
  34897. this._linesNormals.push(p1.x);
  34898. this._linesNormals.push(p1.y);
  34899. this._linesNormals.push(p1.z);
  34900. this._linesNormals.push(-1);
  34901. this._linesNormals.push(p1.x);
  34902. this._linesNormals.push(p1.y);
  34903. this._linesNormals.push(p1.z);
  34904. this._linesNormals.push(1);
  34905. this._linesNormals.push(p0.x);
  34906. this._linesNormals.push(p0.y);
  34907. this._linesNormals.push(p0.z);
  34908. this._linesNormals.push(-1);
  34909. this._linesNormals.push(p0.x);
  34910. this._linesNormals.push(p0.y);
  34911. this._linesNormals.push(p0.z);
  34912. this._linesNormals.push(1);
  34913. // Indices
  34914. this._linesIndices.push(offset);
  34915. this._linesIndices.push(offset + 1);
  34916. this._linesIndices.push(offset + 2);
  34917. this._linesIndices.push(offset);
  34918. this._linesIndices.push(offset + 2);
  34919. this._linesIndices.push(offset + 3);
  34920. }
  34921. };
  34922. EdgesRenderer.prototype._generateEdgesLines = function () {
  34923. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34924. var indices = this._source.getIndices();
  34925. // First let's find adjacencies
  34926. var adjacencies = new Array();
  34927. var faceNormals = new Array();
  34928. var index;
  34929. var faceAdjacencies;
  34930. // Prepare faces
  34931. for (index = 0; index < indices.length; index += 3) {
  34932. faceAdjacencies = new FaceAdjacencies();
  34933. var p0Index = indices[index];
  34934. var p1Index = indices[index + 1];
  34935. var p2Index = indices[index + 2];
  34936. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  34937. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  34938. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  34939. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  34940. faceNormal.normalize();
  34941. faceNormals.push(faceNormal);
  34942. adjacencies.push(faceAdjacencies);
  34943. }
  34944. // Scan
  34945. for (index = 0; index < adjacencies.length; index++) {
  34946. faceAdjacencies = adjacencies[index];
  34947. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  34948. var otherFaceAdjacencies = adjacencies[otherIndex];
  34949. if (faceAdjacencies.edgesConnectedCount === 3) {
  34950. break;
  34951. }
  34952. if (otherFaceAdjacencies.edgesConnectedCount === 3) {
  34953. continue;
  34954. }
  34955. var otherP0 = indices[otherIndex * 3];
  34956. var otherP1 = indices[otherIndex * 3 + 1];
  34957. var otherP2 = indices[otherIndex * 3 + 2];
  34958. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  34959. var otherEdgeIndex;
  34960. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  34961. continue;
  34962. }
  34963. switch (edgeIndex) {
  34964. case 0:
  34965. if (this._checkVerticesInsteadOfIndices) {
  34966. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  34967. }
  34968. else {
  34969. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  34970. }
  34971. break;
  34972. case 1:
  34973. if (this._checkVerticesInsteadOfIndices) {
  34974. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  34975. }
  34976. else {
  34977. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  34978. }
  34979. break;
  34980. case 2:
  34981. if (this._checkVerticesInsteadOfIndices) {
  34982. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  34983. }
  34984. else {
  34985. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  34986. }
  34987. break;
  34988. }
  34989. if (otherEdgeIndex === -1) {
  34990. continue;
  34991. }
  34992. faceAdjacencies.edges[edgeIndex] = otherIndex;
  34993. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  34994. faceAdjacencies.edgesConnectedCount++;
  34995. otherFaceAdjacencies.edgesConnectedCount++;
  34996. if (faceAdjacencies.edgesConnectedCount === 3) {
  34997. break;
  34998. }
  34999. }
  35000. }
  35001. }
  35002. // Create lines
  35003. for (index = 0; index < adjacencies.length; index++) {
  35004. // We need a line when a face has no adjacency on a specific edge or if all the adjacencies has an angle greater than epsilon
  35005. var current = adjacencies[index];
  35006. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  35007. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  35008. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  35009. }
  35010. // Merge into a single mesh
  35011. var engine = this._source.getScene().getEngine();
  35012. this._vb0 = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  35013. this._vb1 = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  35014. this._buffers[BABYLON.VertexBuffer.PositionKind] = this._vb0;
  35015. this._buffers[BABYLON.VertexBuffer.NormalKind] = this._vb1;
  35016. this._ib = engine.createIndexBuffer(this._linesIndices);
  35017. this._indicesCount = this._linesIndices.length;
  35018. };
  35019. EdgesRenderer.prototype.render = function () {
  35020. if (!this._lineShader.isReady()) {
  35021. return;
  35022. }
  35023. var scene = this._source.getScene();
  35024. var engine = scene.getEngine();
  35025. this._lineShader._preBind();
  35026. // VBOs
  35027. engine.bindMultiBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  35028. scene.resetCachedMaterial();
  35029. this._lineShader.setColor4("color", this._source.edgesColor);
  35030. this._lineShader.setFloat("width", this._source.edgesWidth / 50.0);
  35031. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  35032. this._lineShader.bind(this._source.getWorldMatrix());
  35033. // Draw order
  35034. engine.draw(true, 0, this._indicesCount);
  35035. this._lineShader.unbind();
  35036. engine.setDepthWrite(true);
  35037. };
  35038. return EdgesRenderer;
  35039. })();
  35040. BABYLON.EdgesRenderer = EdgesRenderer;
  35041. })(BABYLON || (BABYLON = {}));
  35042. var BABYLON;
  35043. (function (BABYLON) {
  35044. (function (TonemappingOperator) {
  35045. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  35046. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  35047. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  35048. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  35049. })(BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  35050. var TonemappingOperator = BABYLON.TonemappingOperator;
  35051. ;
  35052. var TonemapPostProcess = (function (_super) {
  35053. __extends(TonemapPostProcess, _super);
  35054. function TonemapPostProcess(name, operator, exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  35055. var _this = this;
  35056. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  35057. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  35058. this._operator = operator;
  35059. this._exposureAdjustment = exposureAdjustment;
  35060. var params = ["_ExposureAdjustment"];
  35061. var defines = "#define ";
  35062. if (operator === TonemappingOperator.Hable)
  35063. defines += "HABLE_TONEMAPPING";
  35064. else if (operator === TonemappingOperator.Reinhard)
  35065. defines += "REINHARD_TONEMAPPING";
  35066. else if (operator === TonemappingOperator.HejiDawson)
  35067. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  35068. else if (operator === TonemappingOperator.Photographic)
  35069. defines += "PHOTOGRAPHIC_TONEMAPPING";
  35070. _super.call(this, name, "tonemap", params, null, 1.0, camera, samplingMode, engine, true, defines, textureFormat);
  35071. this.onApply = function (effect) {
  35072. effect.setFloat("_ExposureAdjustment", _this._exposureAdjustment);
  35073. };
  35074. }
  35075. return TonemapPostProcess;
  35076. })(BABYLON.PostProcess);
  35077. BABYLON.TonemapPostProcess = TonemapPostProcess;
  35078. })(BABYLON || (BABYLON = {}));
  35079. var BABYLON;
  35080. (function (BABYLON) {
  35081. var maxSimultaneousLights = 4;
  35082. var PBRMaterialDefines = (function (_super) {
  35083. __extends(PBRMaterialDefines, _super);
  35084. function PBRMaterialDefines() {
  35085. _super.call(this);
  35086. this.ALBEDO = false;
  35087. this.CLIPPLANE = false;
  35088. this.ALPHATEST = false;
  35089. this.FOG = false;
  35090. this.NORMAL = false;
  35091. this.UV1 = false;
  35092. this.UV2 = false;
  35093. this.VERTEXCOLOR = false;
  35094. this.VERTEXALPHA = false;
  35095. this.BONES = false;
  35096. this.BONES4 = false;
  35097. this.BonesPerMesh = 0;
  35098. this.INSTANCES = false;
  35099. this.POINTSIZE = false;
  35100. this._keys = Object.keys(this);
  35101. }
  35102. return PBRMaterialDefines;
  35103. })(BABYLON.MaterialDefines);
  35104. var PBRMaterial = (function (_super) {
  35105. __extends(PBRMaterial, _super);
  35106. function PBRMaterial(name, scene) {
  35107. _super.call(this, name, scene);
  35108. this.albedoColor = new BABYLON.Color3(1, 1, 1);
  35109. this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  35110. this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  35111. this._scaledDiffuse = new BABYLON.Color3();
  35112. this._scaledSpecular = new BABYLON.Color3();
  35113. this._defines = new PBRMaterialDefines();
  35114. this._cachedDefines = new PBRMaterialDefines();
  35115. this._cachedDefines.BonesPerMesh = -1;
  35116. }
  35117. PBRMaterial.prototype.needAlphaBlending = function () {
  35118. return this.alpha < 1.0;
  35119. };
  35120. PBRMaterial.prototype.needAlphaTesting = function () {
  35121. return false;
  35122. };
  35123. PBRMaterial.prototype.getAlphaTestTexture = function () {
  35124. return null;
  35125. };
  35126. // Methods
  35127. PBRMaterial.prototype.isReady = function (mesh, useInstances) {
  35128. if (this.checkReadyOnlyOnce) {
  35129. if (this._wasPreviouslyReady) {
  35130. return true;
  35131. }
  35132. }
  35133. var scene = this.getScene();
  35134. if (!this.checkReadyOnEveryCall) {
  35135. if (this._renderId === scene.getRenderId()) {
  35136. return true;
  35137. }
  35138. }
  35139. var engine = scene.getEngine();
  35140. var needNormals = false;
  35141. var needUVs = false;
  35142. this._defines.reset();
  35143. // Textures
  35144. if (scene.texturesEnabled) {
  35145. }
  35146. // Effect
  35147. if (scene.clipPlane) {
  35148. this._defines.CLIPPLANE = true;
  35149. }
  35150. if (engine.getAlphaTesting()) {
  35151. this._defines.ALPHATEST = true;
  35152. }
  35153. // Point size
  35154. if (this.pointsCloud || scene.forcePointsCloud) {
  35155. this._defines.POINTSIZE = true;
  35156. }
  35157. // Fog
  35158. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  35159. this._defines.FOG = true;
  35160. }
  35161. // Lights
  35162. // Attribs
  35163. if (mesh) {
  35164. if (needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35165. this._defines.NORMAL = true;
  35166. }
  35167. if (needUVs) {
  35168. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  35169. this._defines.UV1 = true;
  35170. }
  35171. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  35172. this._defines.UV2 = true;
  35173. }
  35174. }
  35175. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  35176. this._defines.VERTEXCOLOR = true;
  35177. if (mesh.hasVertexAlpha) {
  35178. this._defines.VERTEXALPHA = true;
  35179. }
  35180. }
  35181. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  35182. this._defines.BONES = true;
  35183. this._defines.BonesPerMesh = (mesh.skeleton.bones.length + 1);
  35184. this._defines.BONES4 = true;
  35185. }
  35186. // Instances
  35187. if (useInstances) {
  35188. this._defines.INSTANCES = true;
  35189. }
  35190. }
  35191. // Get correct effect
  35192. if (!this._defines.isEqual(this._cachedDefines)) {
  35193. this._defines.cloneTo(this._cachedDefines);
  35194. scene.resetCachedMaterial();
  35195. // Fallbacks
  35196. var fallbacks = new BABYLON.EffectFallbacks();
  35197. if (this._defines.FOG) {
  35198. fallbacks.addFallback(1, "FOG");
  35199. }
  35200. if (this._defines.BONES4) {
  35201. fallbacks.addFallback(0, "BONES4");
  35202. }
  35203. //Attributes
  35204. var attribs = [BABYLON.VertexBuffer.PositionKind];
  35205. if (this._defines.NORMAL) {
  35206. attribs.push(BABYLON.VertexBuffer.NormalKind);
  35207. }
  35208. if (this._defines.UV1) {
  35209. attribs.push(BABYLON.VertexBuffer.UVKind);
  35210. }
  35211. if (this._defines.UV2) {
  35212. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  35213. }
  35214. if (this._defines.VERTEXCOLOR) {
  35215. attribs.push(BABYLON.VertexBuffer.ColorKind);
  35216. }
  35217. if (this._defines.BONES) {
  35218. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  35219. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  35220. }
  35221. if (this._defines.INSTANCES) {
  35222. attribs.push("world0");
  35223. attribs.push("world1");
  35224. attribs.push("world2");
  35225. attribs.push("world3");
  35226. }
  35227. // Legacy browser patch
  35228. var join = this._defines.toString();
  35229. this._effect = scene.getEngine().createEffect("pbr", attribs, ["world", "view", "viewProjection", "vEyePosition", "vAlbedoColor",
  35230. "vFogInfos", "vFogColor", "pointSize",
  35231. "mBones",
  35232. "vClipPlane",
  35233. ], [], join, fallbacks, this.onCompiled, this.onError);
  35234. }
  35235. if (!this._effect.isReady()) {
  35236. return false;
  35237. }
  35238. this._renderId = scene.getRenderId();
  35239. this._wasPreviouslyReady = true;
  35240. return true;
  35241. };
  35242. PBRMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  35243. this._effect.setMatrix("world", world);
  35244. };
  35245. PBRMaterial.prototype.bind = function (world, mesh) {
  35246. var scene = this.getScene();
  35247. // Matrices
  35248. this.bindOnlyWorldMatrix(world);
  35249. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  35250. // Bones
  35251. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders) {
  35252. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  35253. }
  35254. if (scene.getCachedMaterial() !== this) {
  35255. // Clip plane
  35256. if (scene.clipPlane) {
  35257. var clipPlane = scene.clipPlane;
  35258. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  35259. }
  35260. this._effect.setVector3("vEyePosition", scene.activeCamera.position);
  35261. }
  35262. // Point size
  35263. if (this.pointsCloud) {
  35264. this._effect.setFloat("pointSize", this.pointSize);
  35265. }
  35266. // Colors
  35267. this._effect.setColor4("vAlbedoColor", this.albedoColor, this.alpha * mesh.visibility);
  35268. // View
  35269. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  35270. this._effect.setMatrix("view", scene.getViewMatrix());
  35271. }
  35272. // Fog
  35273. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  35274. this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  35275. this._effect.setColor3("vFogColor", scene.fogColor);
  35276. }
  35277. _super.prototype.bind.call(this, world, mesh);
  35278. };
  35279. PBRMaterial.prototype.getAnimatables = function () {
  35280. var results = [];
  35281. return results;
  35282. };
  35283. PBRMaterial.prototype.dispose = function (forceDisposeEffect) {
  35284. _super.prototype.dispose.call(this, forceDisposeEffect);
  35285. };
  35286. PBRMaterial.prototype.clone = function (name) {
  35287. var newPBRMaterial = new PBRMaterial(name, this.getScene());
  35288. // Base material
  35289. this.copyTo(newPBRMaterial);
  35290. // PBRMaterial material
  35291. newPBRMaterial.albedoColor = this.albedoColor.clone();
  35292. return newPBRMaterial;
  35293. };
  35294. return PBRMaterial;
  35295. })(BABYLON.Material);
  35296. BABYLON.PBRMaterial = PBRMaterial;
  35297. })(BABYLON || (BABYLON = {}));
  35298. var BABYLON;
  35299. (function (BABYLON) {
  35300. var ReflectionProbe = (function () {
  35301. function ReflectionProbe(name, size, scene, generateMipMaps) {
  35302. var _this = this;
  35303. if (generateMipMaps === void 0) { generateMipMaps = true; }
  35304. this.name = name;
  35305. this._viewMatrix = BABYLON.Matrix.Identity();
  35306. this._target = BABYLON.Vector3.Zero();
  35307. this._add = BABYLON.Vector3.Zero();
  35308. this.position = BABYLON.Vector3.Zero();
  35309. this._scene = scene;
  35310. this._scene.reflectionProbes.push(this);
  35311. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  35312. this._renderTargetTexture.onBeforeRender = function (faceIndex) {
  35313. switch (faceIndex) {
  35314. case 0:
  35315. _this._add.copyFromFloats(1, 0, 0);
  35316. break;
  35317. case 1:
  35318. _this._add.copyFromFloats(-1, 0, 0);
  35319. break;
  35320. case 2:
  35321. _this._add.copyFromFloats(0, -1, 0);
  35322. break;
  35323. case 3:
  35324. _this._add.copyFromFloats(0, 1, 0);
  35325. break;
  35326. case 4:
  35327. _this._add.copyFromFloats(0, 0, 1);
  35328. break;
  35329. case 5:
  35330. _this._add.copyFromFloats(0, 0, -1);
  35331. break;
  35332. }
  35333. if (_this._attachedMesh) {
  35334. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  35335. }
  35336. _this.position.addToRef(_this._add, _this._target);
  35337. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  35338. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  35339. };
  35340. this._renderTargetTexture.onAfterUnbind = function () {
  35341. scene.updateTransformMatrix(true);
  35342. };
  35343. this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  35344. }
  35345. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  35346. get: function () {
  35347. return this._renderTargetTexture.refreshRate;
  35348. },
  35349. set: function (value) {
  35350. this._renderTargetTexture.refreshRate = value;
  35351. },
  35352. enumerable: true,
  35353. configurable: true
  35354. });
  35355. ReflectionProbe.prototype.getScene = function () {
  35356. return this._scene;
  35357. };
  35358. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  35359. get: function () {
  35360. return this._renderTargetTexture;
  35361. },
  35362. enumerable: true,
  35363. configurable: true
  35364. });
  35365. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  35366. get: function () {
  35367. return this._renderTargetTexture.renderList;
  35368. },
  35369. enumerable: true,
  35370. configurable: true
  35371. });
  35372. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  35373. this._attachedMesh = mesh;
  35374. };
  35375. ReflectionProbe.prototype.dispose = function () {
  35376. var index = this._scene.reflectionProbes.indexOf(this);
  35377. if (index !== -1) {
  35378. // Remove from the scene if found
  35379. this._scene.reflectionProbes.splice(index, 1);
  35380. }
  35381. };
  35382. return ReflectionProbe;
  35383. })();
  35384. BABYLON.ReflectionProbe = ReflectionProbe;
  35385. })(BABYLON || (BABYLON = {}));
  35386. var BABYLON;
  35387. (function (BABYLON) {
  35388. var SolidParticle = (function () {
  35389. function SolidParticle(particleIndex, positionIndex, model, shapeId, idxInShape) {
  35390. this.color = new BABYLON.Color4(1, 1, 1, 1); // color
  35391. this.position = BABYLON.Vector3.Zero(); // position
  35392. this.rotation = BABYLON.Vector3.Zero(); // rotation
  35393. this.scale = new BABYLON.Vector3(1, 1, 1); // scale
  35394. this.uvs = new BABYLON.Vector4(0, 0, 1, 1); // uvs
  35395. this.velocity = BABYLON.Vector3.Zero(); // velocity
  35396. this.alive = true; // alive
  35397. this.idx = particleIndex;
  35398. this._pos = positionIndex;
  35399. this._model = model;
  35400. this.shapeId = shapeId;
  35401. this.idxInShape = idxInShape;
  35402. }
  35403. return SolidParticle;
  35404. })();
  35405. BABYLON.SolidParticle = SolidParticle;
  35406. var ModelShape = (function () {
  35407. function ModelShape(id, shape, shapeUV, posFunction, vtxFunction) {
  35408. this.shapeID = id;
  35409. this._shape = shape;
  35410. this._shapeUV = shapeUV;
  35411. this._positionFunction = posFunction;
  35412. this._vertexFunction = vtxFunction;
  35413. }
  35414. return ModelShape;
  35415. })();
  35416. BABYLON.ModelShape = ModelShape;
  35417. })(BABYLON || (BABYLON = {}));
  35418. var BABYLON;
  35419. (function (BABYLON) {
  35420. var SolidParticleSystem = (function () {
  35421. function SolidParticleSystem(name, scene, options) {
  35422. // public members
  35423. this.particles = new Array();
  35424. this.nbParticles = 0;
  35425. this.billboard = false;
  35426. this.counter = 0;
  35427. this._positions = new Array();
  35428. this._indices = new Array();
  35429. this._normals = new Array();
  35430. this._colors = new Array();
  35431. this._uvs = new Array();
  35432. this._index = 0; // indices index
  35433. this._updatable = true;
  35434. this._shapeCounter = 0;
  35435. this._copy = new BABYLON.SolidParticle(null, null, null, null, null);
  35436. this._color = new BABYLON.Color4(0, 0, 0, 0);
  35437. this._computeParticleColor = true;
  35438. this._computeParticleTexture = true;
  35439. this._computeParticleRotation = true;
  35440. this._computeParticleVertex = false;
  35441. this._cam_axisZ = BABYLON.Vector3.Zero();
  35442. this._cam_axisY = BABYLON.Vector3.Zero();
  35443. this._cam_axisX = BABYLON.Vector3.Zero();
  35444. this._axisX = BABYLON.Axis.X;
  35445. this._axisY = BABYLON.Axis.Y;
  35446. this._axisZ = BABYLON.Axis.Z;
  35447. this._fakeCamPos = BABYLON.Vector3.Zero();
  35448. this._rotMatrix = new BABYLON.Matrix();
  35449. this._invertedMatrix = new BABYLON.Matrix();
  35450. this._rotated = BABYLON.Vector3.Zero();
  35451. this._quaternion = new BABYLON.Quaternion();
  35452. this._vertex = BABYLON.Vector3.Zero();
  35453. this._yaw = 0.0;
  35454. this._pitch = 0.0;
  35455. this._roll = 0.0;
  35456. this._halfroll = 0.0;
  35457. this._halfpitch = 0.0;
  35458. this._halfyaw = 0.0;
  35459. this._sinRoll = 0.0;
  35460. this._cosRoll = 0.0;
  35461. this._sinPitch = 0.0;
  35462. this._cosPitch = 0.0;
  35463. this._sinYaw = 0.0;
  35464. this._cosYaw = 0.0;
  35465. this.name = name;
  35466. this._scene = scene;
  35467. this._camera = scene.activeCamera;
  35468. if (options && options.updatable) {
  35469. this._updatable = options.updatable;
  35470. }
  35471. else {
  35472. this._updatable = true;
  35473. }
  35474. }
  35475. // build the SPS mesh : returns the mesh
  35476. SolidParticleSystem.prototype.buildMesh = function () {
  35477. if (this.nbParticles === 0) {
  35478. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  35479. this.addShape(triangle, 1);
  35480. triangle.dispose();
  35481. }
  35482. this._positions32 = new Float32Array(this._positions);
  35483. this._uvs32 = new Float32Array(this._uvs);
  35484. this._colors32 = new Float32Array(this._colors);
  35485. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices, this._normals);
  35486. this._normals32 = new Float32Array(this._normals);
  35487. var vertexData = new BABYLON.VertexData();
  35488. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  35489. vertexData.indices = this._indices;
  35490. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  35491. if (this._uvs32) {
  35492. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  35493. ;
  35494. }
  35495. if (this._colors32) {
  35496. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  35497. }
  35498. var mesh = new BABYLON.Mesh(name, this._scene);
  35499. vertexData.applyToMesh(mesh, this._updatable);
  35500. this.mesh = mesh;
  35501. // free memory
  35502. this._positions = null;
  35503. this._normals = null;
  35504. this._uvs = null;
  35505. this._colors = null;
  35506. if (!this._updatable) {
  35507. this.particles.length = 0;
  35508. }
  35509. return mesh;
  35510. };
  35511. //reset copy
  35512. SolidParticleSystem.prototype._resetCopy = function () {
  35513. this._copy.position.x = 0;
  35514. this._copy.position.y = 0;
  35515. this._copy.position.z = 0;
  35516. this._copy.rotation.x = 0;
  35517. this._copy.rotation.y = 0;
  35518. this._copy.rotation.z = 0;
  35519. this._copy.quaternion = null;
  35520. this._copy.scale.x = 1;
  35521. this._copy.scale.y = 1;
  35522. this._copy.scale.z = 1;
  35523. this._copy.uvs.x = 0;
  35524. this._copy.uvs.y = 0;
  35525. this._copy.uvs.z = 1;
  35526. this._copy.uvs.w = 1;
  35527. this._copy.color = null;
  35528. };
  35529. // _meshBuilder : inserts the shape model in the global SPS mesh
  35530. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, idx, idxInShape, options) {
  35531. var i;
  35532. var u = 0;
  35533. var c = 0;
  35534. this._resetCopy();
  35535. if (options && options.positionFunction) {
  35536. options.positionFunction(this._copy, idx, idxInShape);
  35537. }
  35538. if (this._copy.quaternion) {
  35539. this._quaternion.x = this._copy.quaternion.x;
  35540. this._quaternion.y = this._copy.quaternion.y;
  35541. this._quaternion.z = this._copy.quaternion.z;
  35542. this._quaternion.w = this._copy.quaternion.w;
  35543. }
  35544. else {
  35545. this._yaw = this._copy.rotation.y;
  35546. this._pitch = this._copy.rotation.x;
  35547. this._roll = this._copy.rotation.z;
  35548. this._quaternionRotationYPR();
  35549. }
  35550. this._quaternionToRotationMatrix();
  35551. for (i = 0; i < shape.length; i++) {
  35552. this._vertex.x = shape[i].x;
  35553. this._vertex.y = shape[i].y;
  35554. this._vertex.z = shape[i].z;
  35555. if (options && options.vertexFunction) {
  35556. options.vertexFunction(this._copy, this._vertex, i);
  35557. }
  35558. this._vertex.x *= this._copy.scale.x;
  35559. this._vertex.y *= this._copy.scale.y;
  35560. this._vertex.z *= this._copy.scale.z;
  35561. BABYLON.Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated);
  35562. positions.push(this._copy.position.x + this._rotated.x, this._copy.position.y + this._rotated.y, this._copy.position.z + this._rotated.z);
  35563. if (meshUV) {
  35564. uvs.push((this._copy.uvs.z - this._copy.uvs.x) * meshUV[u] + this._copy.uvs.x, (this._copy.uvs.w - this._copy.uvs.y) * meshUV[u + 1] + this._copy.uvs.y);
  35565. u += 2;
  35566. }
  35567. if (this._copy.color) {
  35568. this._color = this._copy.color;
  35569. }
  35570. else if (meshCol && meshCol[c]) {
  35571. this._color.r = meshCol[c];
  35572. this._color.g = meshCol[c + 1];
  35573. this._color.b = meshCol[c + 2];
  35574. this._color.a = meshCol[c + 3];
  35575. }
  35576. else {
  35577. this._color.r = 1;
  35578. this._color.g = 1;
  35579. this._color.b = 1;
  35580. this._color.a = 1;
  35581. }
  35582. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  35583. c += 4;
  35584. }
  35585. for (i = 0; i < meshInd.length; i++) {
  35586. indices.push(p + meshInd[i]);
  35587. }
  35588. };
  35589. // returns a shape array from positions array
  35590. SolidParticleSystem.prototype._posToShape = function (positions) {
  35591. var shape = [];
  35592. for (var i = 0; i < positions.length; i += 3) {
  35593. shape.push(new BABYLON.Vector3(positions[i], positions[i + 1], positions[i + 2]));
  35594. }
  35595. return shape;
  35596. };
  35597. // returns a shapeUV array from a Vector4 uvs
  35598. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  35599. var shapeUV = [];
  35600. if (uvs) {
  35601. for (var i = 0; i < uvs.length; i++)
  35602. shapeUV.push(uvs[i]);
  35603. }
  35604. return shapeUV;
  35605. };
  35606. // adds a new particle object in the particles array
  35607. SolidParticleSystem.prototype._addParticle = function (p, idxpos, model, shapeId, idxInShape) {
  35608. this.particles.push(new BABYLON.SolidParticle(p, idxpos, model, shapeId, idxInShape));
  35609. };
  35610. // add solid particles from a shape model in the particles array
  35611. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  35612. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35613. var meshInd = mesh.getIndices();
  35614. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  35615. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  35616. var shape = this._posToShape(meshPos);
  35617. var shapeUV = this._uvsToShapeUV(meshUV);
  35618. var posfunc = options ? options.positionFunction : null;
  35619. var vtxfunc = options ? options.vertexFunction : null;
  35620. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, shapeUV, posfunc, vtxfunc);
  35621. // particles
  35622. for (var i = 0; i < nb; i++) {
  35623. this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, this.nbParticles + i, i, options);
  35624. if (this._updatable) {
  35625. this._addParticle(this.nbParticles + i, this._positions.length, modelShape, this._shapeCounter, i);
  35626. }
  35627. this._index += shape.length;
  35628. }
  35629. this.nbParticles += nb;
  35630. this._shapeCounter++;
  35631. return this._shapeCounter;
  35632. };
  35633. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  35634. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  35635. this._resetCopy();
  35636. if (particle._model._positionFunction) {
  35637. particle._model._positionFunction(this._copy, particle.idx, particle.idxInShape);
  35638. }
  35639. if (this._copy.quaternion) {
  35640. this._quaternion.x = this._copy.quaternion.x;
  35641. this._quaternion.y = this._copy.quaternion.y;
  35642. this._quaternion.z = this._copy.quaternion.z;
  35643. this._quaternion.w = this._copy.quaternion.w;
  35644. }
  35645. else {
  35646. this._yaw = this._copy.rotation.y;
  35647. this._pitch = this._copy.rotation.x;
  35648. this._roll = this._copy.rotation.z;
  35649. this._quaternionRotationYPR();
  35650. }
  35651. this._quaternionToRotationMatrix();
  35652. this._shape = particle._model._shape;
  35653. for (var pt = 0; pt < this._shape.length; pt++) {
  35654. this._vertex.x = this._shape[pt].x;
  35655. this._vertex.y = this._shape[pt].y;
  35656. this._vertex.z = this._shape[pt].z;
  35657. if (particle._model._vertexFunction) {
  35658. particle._model._vertexFunction(this._copy, this._vertex, pt); // recall to stored vertexFunction
  35659. }
  35660. this._vertex.x *= this._copy.scale.x;
  35661. this._vertex.y *= this._copy.scale.y;
  35662. this._vertex.z *= this._copy.scale.z;
  35663. BABYLON.Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated);
  35664. this._positions32[particle._pos + pt * 3] = this._copy.position.x + this._rotated.x;
  35665. this._positions32[particle._pos + pt * 3 + 1] = this._copy.position.y + this._rotated.y;
  35666. this._positions32[particle._pos + pt * 3 + 2] = this._copy.position.z + this._rotated.z;
  35667. }
  35668. particle.position.x = 0;
  35669. particle.position.y = 0;
  35670. particle.position.z = 0;
  35671. particle.rotation.x = 0;
  35672. particle.rotation.y = 0;
  35673. particle.rotation.z = 0;
  35674. particle.quaternion = null;
  35675. particle.scale.x = 1;
  35676. particle.scale.y = 1;
  35677. particle.scale.z = 1;
  35678. };
  35679. // rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed
  35680. SolidParticleSystem.prototype.rebuildMesh = function () {
  35681. for (var p = 0; p < this.particles.length; p++) {
  35682. this._rebuildParticle(this.particles[p]);
  35683. }
  35684. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  35685. };
  35686. // sets all the particles : updates the VBO
  35687. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  35688. if (start === void 0) { start = 0; }
  35689. if (end === void 0) { end = this.nbParticles - 1; }
  35690. if (update === void 0) { update = true; }
  35691. // custom beforeUpdate
  35692. this.beforeUpdateParticles(start, end, update);
  35693. this._cam_axisX.x = 1;
  35694. this._cam_axisX.y = 0;
  35695. this._cam_axisX.z = 0;
  35696. this._cam_axisY.x = 0;
  35697. this._cam_axisY.y = 1;
  35698. this._cam_axisY.z = 0;
  35699. this._cam_axisZ.x = 0;
  35700. this._cam_axisZ.y = 0;
  35701. this._cam_axisZ.z = 1;
  35702. // if the particles will always face the camera
  35703. if (this.billboard) {
  35704. // compute a fake camera position : un-rotate the camera position by the current mesh rotation
  35705. this._yaw = this.mesh.rotation.y;
  35706. this._pitch = this.mesh.rotation.x;
  35707. this._roll = this.mesh.rotation.z;
  35708. this._quaternionRotationYPR();
  35709. this._quaternionToRotationMatrix();
  35710. this._rotMatrix.invertToRef(this._invertedMatrix);
  35711. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, this._invertedMatrix, this._fakeCamPos);
  35712. // set two orthogonal vectors (_cam_axisX and and _cam_axisY) to the cam-mesh axis (_cam_axisZ)
  35713. (this._fakeCamPos).subtractToRef(this.mesh.position, this._cam_axisZ);
  35714. BABYLON.Vector3.CrossToRef(this._cam_axisZ, this._axisX, this._cam_axisY);
  35715. BABYLON.Vector3.CrossToRef(this._cam_axisZ, this._cam_axisY, this._cam_axisX);
  35716. this._cam_axisY.normalize();
  35717. this._cam_axisX.normalize();
  35718. this._cam_axisZ.normalize();
  35719. }
  35720. BABYLON.Matrix.IdentityToRef(this._rotMatrix);
  35721. var idx = 0;
  35722. var index = 0;
  35723. var colidx = 0;
  35724. var colorIndex = 0;
  35725. var uvidx = 0;
  35726. var uvIndex = 0;
  35727. // particle loop
  35728. end = (end > this.nbParticles - 1) ? this.nbParticles - 1 : end;
  35729. for (var p = start; p <= end; p++) {
  35730. this._particle = this.particles[p];
  35731. this._shape = this._particle._model._shape;
  35732. this._shapeUV = this._particle._model._shapeUV;
  35733. // call to custom user function to update the particle properties
  35734. this.updateParticle(this._particle);
  35735. // particle rotation matrix
  35736. if (this.billboard) {
  35737. this._particle.rotation.x = 0.0;
  35738. this._particle.rotation.y = 0.0;
  35739. }
  35740. if (this._computeParticleRotation) {
  35741. if (this._particle.quaternion) {
  35742. this._quaternion.x = this._particle.quaternion.x;
  35743. this._quaternion.y = this._particle.quaternion.y;
  35744. this._quaternion.z = this._particle.quaternion.z;
  35745. this._quaternion.w = this._particle.quaternion.w;
  35746. }
  35747. else {
  35748. this._yaw = this._particle.rotation.y;
  35749. this._pitch = this._particle.rotation.x;
  35750. this._roll = this._particle.rotation.z;
  35751. this._quaternionRotationYPR();
  35752. }
  35753. this._quaternionToRotationMatrix();
  35754. }
  35755. for (var pt = 0; pt < this._shape.length; pt++) {
  35756. idx = index + pt * 3;
  35757. colidx = colorIndex + pt * 4;
  35758. uvidx = uvIndex + pt * 2;
  35759. this._vertex.x = this._shape[pt].x;
  35760. this._vertex.y = this._shape[pt].y;
  35761. this._vertex.z = this._shape[pt].z;
  35762. if (this._computeParticleVertex) {
  35763. this.updateParticleVertex(this._particle, this._vertex, pt);
  35764. }
  35765. this._vertex.x *= this._particle.scale.x;
  35766. this._vertex.y *= this._particle.scale.y;
  35767. this._vertex.z *= this._particle.scale.z;
  35768. BABYLON.Vector3.TransformCoordinatesToRef(this._vertex, this._rotMatrix, this._rotated);
  35769. this._positions32[idx] = this._particle.position.x + this._cam_axisX.x * this._rotated.x + this._cam_axisY.x * this._rotated.y + this._cam_axisZ.x * this._rotated.z;
  35770. this._positions32[idx + 1] = this._particle.position.y + this._cam_axisX.y * this._rotated.x + this._cam_axisY.y * this._rotated.y + this._cam_axisZ.y * this._rotated.z;
  35771. this._positions32[idx + 2] = this._particle.position.z + this._cam_axisX.z * this._rotated.x + this._cam_axisY.z * this._rotated.y + this._cam_axisZ.z * this._rotated.z;
  35772. if (this._computeParticleColor) {
  35773. this._colors32[colidx] = this._particle.color.r;
  35774. this._colors32[colidx + 1] = this._particle.color.g;
  35775. this._colors32[colidx + 2] = this._particle.color.b;
  35776. this._colors32[colidx + 3] = this._particle.color.a;
  35777. }
  35778. if (this._computeParticleTexture) {
  35779. this._uvs32[uvidx] = this._shapeUV[pt * 2] * (this._particle.uvs.z - this._particle.uvs.x) + this._particle.uvs.x;
  35780. this._uvs32[uvidx + 1] = this._shapeUV[pt * 2 + 1] * (this._particle.uvs.w - this._particle.uvs.y) + this._particle.uvs.y;
  35781. }
  35782. }
  35783. index = idx + 3;
  35784. colorIndex = colidx + 4;
  35785. uvIndex = uvidx + 2;
  35786. }
  35787. if (update) {
  35788. if (this._computeParticleColor) {
  35789. this.mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this._colors32, false, false);
  35790. }
  35791. if (this._computeParticleTexture) {
  35792. this.mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, this._uvs32, false, false);
  35793. }
  35794. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  35795. if (!this.mesh.areNormalsFrozen) {
  35796. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices, this._normals32);
  35797. this.mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this._normals32, false, false);
  35798. }
  35799. }
  35800. this.afterUpdateParticles(start, end, update);
  35801. };
  35802. SolidParticleSystem.prototype._quaternionRotationYPR = function () {
  35803. this._halfroll = this._roll * 0.5;
  35804. this._halfpitch = this._pitch * 0.5;
  35805. this._halfyaw = this._yaw * 0.5;
  35806. this._sinRoll = Math.sin(this._halfroll);
  35807. this._cosRoll = Math.cos(this._halfroll);
  35808. this._sinPitch = Math.sin(this._halfpitch);
  35809. this._cosPitch = Math.cos(this._halfpitch);
  35810. this._sinYaw = Math.sin(this._halfyaw);
  35811. this._cosYaw = Math.cos(this._halfyaw);
  35812. this._quaternion.x = (this._cosYaw * this._sinPitch * this._cosRoll) + (this._sinYaw * this._cosPitch * this._sinRoll);
  35813. this._quaternion.y = (this._sinYaw * this._cosPitch * this._cosRoll) - (this._cosYaw * this._sinPitch * this._sinRoll);
  35814. this._quaternion.z = (this._cosYaw * this._cosPitch * this._sinRoll) - (this._sinYaw * this._sinPitch * this._cosRoll);
  35815. this._quaternion.w = (this._cosYaw * this._cosPitch * this._cosRoll) + (this._sinYaw * this._sinPitch * this._sinRoll);
  35816. };
  35817. SolidParticleSystem.prototype._quaternionToRotationMatrix = function () {
  35818. this._rotMatrix.m[0] = 1.0 - (2.0 * (this._quaternion.y * this._quaternion.y + this._quaternion.z * this._quaternion.z));
  35819. this._rotMatrix.m[1] = 2.0 * (this._quaternion.x * this._quaternion.y + this._quaternion.z * this._quaternion.w);
  35820. this._rotMatrix.m[2] = 2.0 * (this._quaternion.z * this._quaternion.x - this._quaternion.y * this._quaternion.w);
  35821. this._rotMatrix.m[3] = 0;
  35822. this._rotMatrix.m[4] = 2.0 * (this._quaternion.x * this._quaternion.y - this._quaternion.z * this._quaternion.w);
  35823. this._rotMatrix.m[5] = 1.0 - (2.0 * (this._quaternion.z * this._quaternion.z + this._quaternion.x * this._quaternion.x));
  35824. this._rotMatrix.m[6] = 2.0 * (this._quaternion.y * this._quaternion.z + this._quaternion.x * this._quaternion.w);
  35825. this._rotMatrix.m[7] = 0;
  35826. this._rotMatrix.m[8] = 2.0 * (this._quaternion.z * this._quaternion.x + this._quaternion.y * this._quaternion.w);
  35827. this._rotMatrix.m[9] = 2.0 * (this._quaternion.y * this._quaternion.z - this._quaternion.x * this._quaternion.w);
  35828. this._rotMatrix.m[10] = 1.0 - (2.0 * (this._quaternion.y * this._quaternion.y + this._quaternion.x * this._quaternion.x));
  35829. this._rotMatrix.m[11] = 0;
  35830. this._rotMatrix.m[12] = 0;
  35831. this._rotMatrix.m[13] = 0;
  35832. this._rotMatrix.m[14] = 0;
  35833. this._rotMatrix.m[15] = 1.0;
  35834. };
  35835. // dispose the SPS
  35836. SolidParticleSystem.prototype.dispose = function () {
  35837. this.mesh.dispose();
  35838. // drop references to internal big arrays for the GC
  35839. this._positions = null;
  35840. this._indices = null;
  35841. this._normals = null;
  35842. this._uvs = null;
  35843. this._colors = null;
  35844. this._positions32 = null;
  35845. this._normals32 = null;
  35846. this._uvs32 = null;
  35847. this._colors32 = null;
  35848. };
  35849. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  35850. // getters
  35851. get: function () {
  35852. return this._computeParticleRotation;
  35853. },
  35854. // Optimizer setters
  35855. set: function (val) {
  35856. this._computeParticleRotation = val;
  35857. },
  35858. enumerable: true,
  35859. configurable: true
  35860. });
  35861. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  35862. get: function () {
  35863. return this._computeParticleColor;
  35864. },
  35865. set: function (val) {
  35866. this._computeParticleColor = val;
  35867. },
  35868. enumerable: true,
  35869. configurable: true
  35870. });
  35871. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  35872. get: function () {
  35873. return this._computeParticleTexture;
  35874. },
  35875. set: function (val) {
  35876. this._computeParticleTexture = val;
  35877. },
  35878. enumerable: true,
  35879. configurable: true
  35880. });
  35881. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  35882. get: function () {
  35883. return this._computeParticleVertex;
  35884. },
  35885. set: function (val) {
  35886. this._computeParticleVertex = val;
  35887. },
  35888. enumerable: true,
  35889. configurable: true
  35890. });
  35891. // =======================================================================
  35892. // Particle behavior logic
  35893. // these following methods may be overwritten by the user to fit his needs
  35894. // init : sets all particles first values and calls updateParticle to set them in space
  35895. // can be overwritten by the user
  35896. SolidParticleSystem.prototype.initParticles = function () {
  35897. };
  35898. // recycles a particle : can by overwritten by the user
  35899. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  35900. return particle;
  35901. };
  35902. // updates a particle : can be overwritten by the user
  35903. // will be called on each particle by setParticles() :
  35904. // ex : just set a particle position or velocity and recycle conditions
  35905. SolidParticleSystem.prototype.updateParticle = function (particle) {
  35906. return particle;
  35907. };
  35908. // updates a vertex of a particle : can be overwritten by the user
  35909. // will be called on each vertex particle by setParticles() :
  35910. // particle : the current particle
  35911. // vertex : the current index of the current particle
  35912. // pt : the index of the current vertex in the particle shape
  35913. // ex : just set a vertex particle position
  35914. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  35915. return vertex;
  35916. };
  35917. // will be called before any other treatment by setParticles()
  35918. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  35919. };
  35920. // will be called after all setParticles() treatments
  35921. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  35922. };
  35923. return SolidParticleSystem;
  35924. })();
  35925. BABYLON.SolidParticleSystem = SolidParticleSystem;
  35926. })(BABYLON || (BABYLON = {}));
  35927. BABYLON.Effect.ShadersStore={"anaglyphPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D leftSampler;\r\n\r\nvoid main(void)\r\n{\r\n vec4 leftFrag = texture2D(leftSampler, vUV);\r\n leftFrag = vec4(1.0, leftFrag.g, leftFrag.b, 1.0);\r\n\r\n\tvec4 rightFrag = texture2D(textureSampler, vUV);\r\n rightFrag = vec4(rightFrag.r, 1.0, 1.0, 1.0);\r\n\r\n gl_FragColor = vec4(rightFrag.rgb * leftFrag.rgb, 1.0);\r\n}","blackAndWhitePixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\nvoid main(void) \r\n{\r\n\tfloat luminance = dot(texture2D(textureSampler, vUV).rgb, vec3(0.3, 0.59, 0.11));\r\n\tgl_FragColor = vec4(luminance, luminance, luminance, 1.0);\r\n}","blurPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Parameters\r\nuniform vec2 screenSize;\r\nuniform vec2 direction;\r\nuniform float blurWidth;\r\n\r\nvoid main(void)\r\n{\r\n\tfloat weights[7];\r\n\tweights[0] = 0.05;\r\n\tweights[1] = 0.1;\r\n\tweights[2] = 0.2;\r\n\tweights[3] = 0.3;\r\n\tweights[4] = 0.2;\r\n\tweights[5] = 0.1;\r\n\tweights[6] = 0.05;\r\n\r\n\tvec2 texelSize = vec2(1.0 / screenSize.x, 1.0 / screenSize.y);\r\n\tvec2 texelStep = texelSize * direction * blurWidth;\r\n\tvec2 start = vUV - 3.0 * texelStep;\r\n\r\n\tvec4 baseColor = vec4(0., 0., 0., 0.);\r\n\tvec2 texelOffset = vec2(0., 0.);\r\n\r\n\tfor (int i = 0; i < 7; i++)\r\n\t{\r\n\t\tbaseColor += texture2D(textureSampler, start + texelOffset) * weights[i];\r\n\t\ttexelOffset += texelStep;\r\n\t}\r\n\r\n\tgl_FragColor = baseColor;\r\n}","brickPixelShader":"precision highp float;\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform float numberOfBricksHeight;\r\nuniform float numberOfBricksWidth;\r\nuniform vec3 brickColor;\r\nuniform vec3 jointColor;\r\n\r\nfloat rand(vec2 n) {\r\n\treturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n\tconst vec2 d = vec2(0.0, 1.0);\r\n\tvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n\treturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n\tfloat total = 0.0, amplitude = 1.0;\r\n\tfor (int i = 0; i < 4; i++) {\r\n\t\ttotal += noise(n) * amplitude;\r\n\t\tn += n;\r\n\t\tamplitude *= 0.5;\r\n\t}\r\n\treturn total;\r\n}\r\n\r\nfloat round(float number){\r\n\treturn sign(number)*floor(abs(number) + 0.5);\r\n}\r\n\r\nvoid main(void)\r\n{\r\n\tfloat brickW = 1.0 / numberOfBricksWidth;\r\n\tfloat brickH = 1.0 / numberOfBricksHeight;\r\n\tfloat jointWPercentage = 0.01;\r\n\tfloat jointHPercentage = 0.05;\r\n\tvec3 color = brickColor;\r\n\tfloat yi = vUV.y / brickH;\r\n\tfloat nyi = round(yi);\r\n\tfloat xi = vUV.x / brickW;\r\n\r\n\tif (mod(floor(yi), 2.0) == 0.0){\r\n\t\txi = xi - 0.5;\r\n\t}\r\n\r\n\tfloat nxi = round(xi);\r\n\tvec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\r\n\r\n\tif (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\r\n\t\tcolor = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\r\n\t}\r\n\telse if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\r\n\t\tcolor = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\r\n\t}\r\n\telse {\r\n\t\tfloat brickColorSwitch = mod(floor(yi) + floor(xi), 3.0);\r\n\r\n\t\tif (brickColorSwitch == 0.0)\r\n\t\t\tcolor = mix(color, vec3(0.33, 0.33, 0.33), 0.3);\r\n\t\telse if (brickColorSwitch == 2.0)\r\n\t\t\tcolor = mix(color, vec3(0.11, 0.11, 0.11), 0.3);\r\n\t}\r\n\r\n\tgl_FragColor = vec4(color, 1.0);\r\n}","chromaticAberrationPixelShader":"// BABYLON.JS Chromatic Aberration GLSL Shader\r\n// Author: Olivier Guyot\r\n// Separates very slightly R, G and B colors on the edges of the screen\r\n// Inspired by Francois Tarlier & Martins Upitis\r\n\r\nprecision highp float;\r\n\r\n// samplers\r\nuniform sampler2D textureSampler;\t// original color\r\n\r\n// uniforms\r\nuniform float chromatic_aberration;\r\nuniform float screen_width;\r\nuniform float screen_height;\r\n\r\n// varyings\r\nvarying vec2 vUV;\r\n\r\nvoid main(void)\r\n{\r\n\tvec2 centered_screen_pos = vec2(vUV.x - 0.5, vUV.y - 0.5);\r\n\tfloat radius2 = centered_screen_pos.x*centered_screen_pos.x\r\n\t\t+ centered_screen_pos.y*centered_screen_pos.y;\r\n\tfloat radius = sqrt(radius2);\r\n\r\n\tvec4 original = texture2D(textureSampler, vUV);\r\n\r\n\tif (chromatic_aberration > 0.0) {\r\n\t\t//index of refraction of each color channel, causing chromatic dispersion\r\n\t\tvec3 ref_indices = vec3(-0.3, 0.0, 0.3);\r\n\t\tfloat ref_shiftX = chromatic_aberration * radius * 17.0 / screen_width;\r\n\t\tfloat ref_shiftY = chromatic_aberration * radius * 17.0 / screen_height;\r\n\r\n\t\t// shifts for red, green & blue\r\n\t\tvec2 ref_coords_r = vec2(vUV.x + ref_indices.r*ref_shiftX, vUV.y + ref_indices.r*ref_shiftY*0.5);\r\n\t\tvec2 ref_coords_g = vec2(vUV.x + ref_indices.g*ref_shiftX, vUV.y + ref_indices.g*ref_shiftY*0.5);\r\n\t\tvec2 ref_coords_b = vec2(vUV.x + ref_indices.b*ref_shiftX, vUV.y + ref_indices.b*ref_shiftY*0.5);\r\n\r\n\t\toriginal.r = texture2D(textureSampler, ref_coords_r).r;\r\n\t\toriginal.g = texture2D(textureSampler, ref_coords_g).g;\r\n\t\toriginal.b = texture2D(textureSampler, ref_coords_b).b;\r\n\t}\r\n\r\n\tgl_FragColor = original;\r\n}","cloudPixelShader":"precision highp float;\r\n\r\nvarying vec2 vUV;\r\n\r\nuniform vec4 skyColor;\r\nuniform vec4 cloudColor;\r\n\r\nfloat rand(vec2 n) {\r\n\treturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n\tconst vec2 d = vec2(0.0, 1.0);\r\n\tvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n\treturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n\tfloat total = 0.0, amplitude = 1.0;\r\n\tfor (int i = 0; i < 4; i++) {\r\n\t\ttotal += noise(n) * amplitude;\r\n\t\tn += n;\r\n\t\tamplitude *= 0.5;\r\n\t}\r\n\treturn total;\r\n}\r\n\r\nvoid main() {\r\n\r\n\tvec2 p = vUV * 12.0;\r\n\tvec4 c = mix(skyColor, cloudColor, fbm(p));\r\n\tgl_FragColor = c;\r\n\r\n}\r\n\r\n","colorPixelShader":"precision highp float;\r\n\r\nuniform vec4 color;\r\n\r\nvoid main(void) {\r\n\tgl_FragColor = color;\r\n}","colorVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\n\r\n// Uniforms\r\nuniform mat4 worldViewProjection;\r\n\r\nvoid main(void) {\r\n\tgl_Position = worldViewProjection * vec4(position, 1.0);\r\n}","colorCorrectionPixelShader":"precision highp float;\r\n\r\n// samplers\r\nuniform sampler2D textureSampler;\t// screen render\r\nuniform sampler2D colorTable;\t\t// color table with modified colors\r\n\r\n// varyings\r\nvarying vec2 vUV;\r\n\r\n// constants\r\nconst float SLICE_COUNT = 16.0;\t\t// how many slices in the color cube; 1 slice = 1 pixel\r\n// it means the image is 256x16 pixels\r\n\r\nvec4 sampleAs3DTexture(sampler2D texture, vec3 uv, float width) {\r\n\tfloat sliceSize = 1.0 / width; // space of 1 slice\r\n\tfloat slicePixelSize = sliceSize / width; // space of 1 pixel\r\n\tfloat sliceInnerSize = slicePixelSize * (width - 1.0); // space of width pixels\r\n\tfloat zSlice0 = min(floor(uv.z * width), width - 1.0);\r\n\tfloat zSlice1 = min(zSlice0 + 1.0, width - 1.0);\r\n\tfloat xOffset = slicePixelSize * 0.5 + uv.x * sliceInnerSize;\r\n\tfloat s0 = xOffset + (zSlice0 * sliceSize);\r\n\tfloat s1 = xOffset + (zSlice1 * sliceSize);\r\n\tvec4 slice0Color = texture2D(texture, vec2(s0, uv.y));\r\n\tvec4 slice1Color = texture2D(texture, vec2(s1, uv.y));\r\n\tfloat zOffset = mod(uv.z * width, 1.0);\r\n\tvec4 result = mix(slice0Color, slice1Color, zOffset);\r\n\treturn result;\r\n}\r\n\r\nvoid main(void)\r\n{\r\n\tvec4 screen_color = texture2D(textureSampler, vUV);\r\n\tgl_FragColor = sampleAs3DTexture(colorTable, screen_color.rgb, SLICE_COUNT);\r\n\r\n}","convolutionPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\nuniform vec2 screenSize;\r\nuniform float kernel[9];\r\n\r\nvoid main(void)\r\n{\r\n\tvec2 onePixel = vec2(1.0, 1.0) / screenSize;\r\n\tvec4 colorSum =\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(-1, -1)) * kernel[0] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(0, -1)) * kernel[1] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(1, -1)) * kernel[2] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(-1, 0)) * kernel[3] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(0, 0)) * kernel[4] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(1, 0)) * kernel[5] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(-1, 1)) * kernel[6] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(0, 1)) * kernel[7] +\r\n\t\ttexture2D(textureSampler, vUV + onePixel * vec2(1, 1)) * kernel[8];\r\n\r\n\tfloat kernelWeight =\r\n\t\tkernel[0] +\r\n\t\tkernel[1] +\r\n\t\tkernel[2] +\r\n\t\tkernel[3] +\r\n\t\tkernel[4] +\r\n\t\tkernel[5] +\r\n\t\tkernel[6] +\r\n\t\tkernel[7] +\r\n\t\tkernel[8];\r\n\r\n\tif (kernelWeight <= 0.0) {\r\n\t\tkernelWeight = 1.0;\r\n\t}\r\n\r\n\tgl_FragColor = vec4((colorSum / kernelWeight).rgb, 1);\r\n}","defaultPixelShader":"precision highp float;\r\n\r\n// Constants\r\n#define RECIPROCAL_PI2 0.15915494\r\n\r\nuniform vec3 vEyePosition;\r\nuniform vec3 vAmbientColor;\r\nuniform vec4 vDiffuseColor;\r\n#ifdef SPECULARTERM\r\nuniform vec4 vSpecularColor;\r\n#endif\r\nuniform vec3 vEmissiveColor;\r\n\r\n// Input\r\nvarying vec3 vPositionW;\r\n\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n// Lights\r\n#ifdef LIGHT0\r\nuniform vec4 vLightData0;\r\nuniform vec4 vLightDiffuse0;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular0;\r\n#endif\r\n#ifdef SHADOW0\r\nvarying vec4 vPositionFromLight0;\r\nuniform sampler2D shadowSampler0;\r\nuniform vec3 shadowsInfo0;\r\n#endif\r\n#ifdef SPOTLIGHT0\r\nuniform vec4 vLightDirection0;\r\n#endif\r\n#ifdef HEMILIGHT0\r\nuniform vec3 vLightGround0;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\nuniform vec4 vLightData1;\r\nuniform vec4 vLightDiffuse1;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular1;\r\n#endif\r\n#ifdef SHADOW1\r\nvarying vec4 vPositionFromLight1;\r\nuniform sampler2D shadowSampler1;\r\nuniform vec3 shadowsInfo1;\r\n#endif\r\n#ifdef SPOTLIGHT1\r\nuniform vec4 vLightDirection1;\r\n#endif\r\n#ifdef HEMILIGHT1\r\nuniform vec3 vLightGround1;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\nuniform vec4 vLightData2;\r\nuniform vec4 vLightDiffuse2;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular2;\r\n#endif\r\n#ifdef SHADOW2\r\nvarying vec4 vPositionFromLight2;\r\nuniform sampler2D shadowSampler2;\r\nuniform vec3 shadowsInfo2;\r\n#endif\r\n#ifdef SPOTLIGHT2\r\nuniform vec4 vLightDirection2;\r\n#endif\r\n#ifdef HEMILIGHT2\r\nuniform vec3 vLightGround2;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\nuniform vec4 vLightData3;\r\nuniform vec4 vLightDiffuse3;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular3;\r\n#endif\r\n#ifdef SHADOW3\r\nvarying vec4 vPositionFromLight3;\r\nuniform sampler2D shadowSampler3;\r\nuniform vec3 shadowsInfo3;\r\n#endif\r\n#ifdef SPOTLIGHT3\r\nuniform vec4 vLightDirection3;\r\n#endif\r\n#ifdef HEMILIGHT3\r\nuniform vec3 vLightGround3;\r\n#endif\r\n#endif\r\n\r\n// Samplers\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform sampler2D diffuseSampler;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#ifdef AMBIENT\r\nvarying vec2 vAmbientUV;\r\nuniform sampler2D ambientSampler;\r\nuniform vec2 vAmbientInfos;\r\n#endif\r\n\r\n#ifdef OPACITY\t\r\nvarying vec2 vOpacityUV;\r\nuniform sampler2D opacitySampler;\r\nuniform vec2 vOpacityInfos;\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\nvarying vec2 vEmissiveUV;\r\nuniform vec2 vEmissiveInfos;\r\nuniform sampler2D emissiveSampler;\r\n#endif\r\n\r\n#ifdef LIGHTMAP\r\nvarying vec2 vLightmapUV;\r\nuniform vec2 vLightmapInfos;\r\nuniform sampler2D lightmapSampler;\r\n#endif\r\n\r\n#if defined(SPECULAR) && defined(SPECULARTERM)\r\nvarying vec2 vSpecularUV;\r\nuniform vec2 vSpecularInfos;\r\nuniform sampler2D specularSampler;\r\n#endif\r\n\r\n// Fresnel\r\n#ifdef FRESNEL\r\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\r\n{\r\n\tfloat fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\r\n\treturn clamp(fresnelTerm, 0., 1.);\r\n}\r\n#endif\r\n\r\n#ifdef DIFFUSEFRESNEL\r\nuniform vec4 diffuseLeftColor;\r\nuniform vec4 diffuseRightColor;\r\n#endif\r\n\r\n#ifdef OPACITYFRESNEL\r\nuniform vec4 opacityParts;\r\n#endif\r\n\r\n#ifdef EMISSIVEFRESNEL\r\nuniform vec4 emissiveLeftColor;\r\nuniform vec4 emissiveRightColor;\r\n#endif\r\n\r\n// Reflection\r\n#ifdef REFLECTION\r\nuniform vec2 vReflectionInfos;\r\n\r\n#ifdef REFLECTIONMAP_3D\r\nuniform samplerCube reflectionCubeSampler;\r\n#else\r\nuniform sampler2D reflection2DSampler;\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_SKYBOX\r\n\tvarying vec3 vPositionUVW;\r\n#else\r\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\r\n\tvarying vec3 vDirectionW;\r\n#endif\r\n\r\n\t#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION)\r\n\t\tuniform mat4 reflectionMatrix;\r\n\t#endif\r\n\t#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION)\r\n\t\tuniform mat4 view;\r\n\t#endif\r\n#endif\r\n\r\nvec3 computeReflectionCoords(vec4 worldPos, vec3 worldNormal)\r\n{\r\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\r\n\tvec3 direction = normalize(vDirectionW);\r\n\r\n\tfloat t = clamp(direction.y * -0.5 + 0.5, 0., 1.0);\r\n\tfloat s = atan(direction.z, direction.x) * RECIPROCAL_PI2 + 0.5;\r\n\r\n\treturn vec3(s, t, 0);\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_SPHERICAL\r\n\tvec3 viewDir = normalize(vec3(view * worldPos));\r\n\tvec3 viewNormal = normalize(vec3(view * vec4(worldNormal, 0.0)));\r\n\r\n\tvec3 r = reflect(viewDir, viewNormal);\r\n\tr.z = r.z - 1.0;\r\n\r\n\tfloat m = 2.0 * length(r);\r\n\r\n\treturn vec3(r.x / m + 0.5, 1.0 - r.y / m - 0.5, 0);\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_PLANAR\r\n\tvec3 viewDir = worldPos.xyz - vEyePosition;\r\n\tvec3 coords = normalize(reflect(viewDir, worldNormal));\r\n\r\n\treturn vec3(reflectionMatrix * vec4(coords, 1));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_CUBIC\r\n\tvec3 viewDir = worldPos.xyz - vEyePosition;\r\n\tvec3 coords = reflect(viewDir, worldNormal);\r\n#ifdef INVERTCUBICMAP\r\n\tcoords.y = 1.0 - coords.y;\r\n#endif\r\n\treturn vec3(reflectionMatrix * vec4(coords, 0));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_PROJECTION\r\n\treturn vec3(reflectionMatrix * (view * worldPos));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_SKYBOX\r\n\treturn vPositionUVW;\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_EXPLICIT\r\n\treturn vec3(0, 0, 0);\r\n#endif\r\n}\r\n\r\n#ifdef REFLECTIONFRESNEL\r\nuniform vec4 reflectionLeftColor;\r\nuniform vec4 reflectionRightColor;\r\n#endif\r\n\r\n#endif\r\n\r\n// Shadows\r\n#ifdef SHADOWS\r\n\r\nfloat unpack(vec4 color)\r\n{\r\n\tconst vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\r\n\treturn dot(color, bit_shift);\r\n}\r\n\r\nfloat unpackHalf(vec2 color)\r\n{\r\n\treturn color.x + (color.y / 255.0);\r\n}\r\n\r\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness, float bias)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tfloat shadow = unpack(texture2D(shadowSampler, uv)) + bias;\r\n\r\n\tif (depth.z > shadow)\r\n\t{\r\n\t\treturn darkness;\r\n\t}\r\n\treturn 1.;\r\n}\r\n\r\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler, float mapSize, float bias, float darkness)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tfloat visibility = 1.;\r\n\r\n\tvec2 poissonDisk[4];\r\n\tpoissonDisk[0] = vec2(-0.94201624, -0.39906216);\r\n\tpoissonDisk[1] = vec2(0.94558609, -0.76890725);\r\n\tpoissonDisk[2] = vec2(-0.094184101, -0.92938870);\r\n\tpoissonDisk[3] = vec2(0.34495938, 0.29387760);\r\n\r\n\t// Poisson Sampling\r\n\tfloat biasedDepth = depth.z - bias;\r\n\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\tif (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / mapSize)) < biasedDepth) visibility -= 0.25;\r\n\r\n\treturn min(1.0, visibility + darkness);\r\n}\r\n\r\n// Thanks to http://devmaster.net/\r\nfloat linstep(float low, float high, float v) {\r\n\treturn clamp((v - low) / (high - low), 0.0, 1.0);\r\n}\r\n\r\nfloat ChebychevInequality(vec2 moments, float compare, float bias)\r\n{\r\n\tfloat p = smoothstep(compare - bias, compare, moments.x);\r\n\tfloat variance = max(moments.y - moments.x * moments.x, 0.02);\r\n\tfloat d = compare - moments.x;\r\n\tfloat p_max = linstep(0.2, 1.0, variance / (variance + d * d));\r\n\r\n\treturn clamp(max(p, p_max), 0.0, 1.0);\r\n}\r\n\r\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias, float darkness)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tdepth = 0.5 * depth + vec3(0.5);\r\n\tvec2 uv = depth.xy;\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0 || depth.z >= 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tvec4 texel = texture2D(shadowSampler, uv);\r\n\r\n\tvec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\r\n\treturn min(1.0, 1.0 - ChebychevInequality(moments, depth.z, bias) + darkness);\r\n}\r\n#endif\r\n\r\n// Bump\r\n#ifdef BUMP\r\n#extension GL_OES_standard_derivatives : enable\r\nvarying vec2 vBumpUV;\r\nuniform vec2 vBumpInfos;\r\nuniform sampler2D bumpSampler;\r\n\r\n// Thanks to http://www.thetenthplanet.de/archives/1180\r\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\r\n{\r\n\t// get edge vectors of the pixel triangle\r\n\tvec3 dp1 = dFdx(p);\r\n\tvec3 dp2 = dFdy(p);\r\n\tvec2 duv1 = dFdx(uv);\r\n\tvec2 duv2 = dFdy(uv);\r\n\r\n\t// solve the linear system\r\n\tvec3 dp2perp = cross(dp2, normal);\r\n\tvec3 dp1perp = cross(normal, dp1);\r\n\tvec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\r\n\tvec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\r\n\r\n\t// construct a scale-invariant frame \r\n\tfloat invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\r\n\treturn mat3(tangent * invmax, binormal * invmax, normal);\r\n}\r\n\r\nvec3 perturbNormal(vec3 viewDir)\r\n{\r\n\tvec3 map = texture2D(bumpSampler, vBumpUV).xyz;\r\n\tmap = map * 255. / 127. - 128. / 127.;\r\n\tmat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\r\n\treturn normalize(TBN * map);\r\n}\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n\tfloat fogCoeff = 1.0;\r\n\tfloat fogStart = vFogInfos.y;\r\n\tfloat fogEnd = vFogInfos.z;\r\n\tfloat fogDensity = vFogInfos.w;\r\n\r\n\tif (FOGMODE_LINEAR == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n\t}\r\n\telse if (FOGMODE_EXP == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n\t}\r\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n\t}\r\n\r\n\treturn clamp(fogCoeff, 0.0, 1.0);\r\n}\r\n#endif\r\n\r\n// Light Computing\r\nstruct lightingInfo\r\n{\r\n\tvec3 diffuse;\r\n#ifdef SPECULARTERM\r\n\tvec3 specular;\r\n#endif\r\n};\r\n\r\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range, float glossiness) {\r\n\tlightingInfo result;\r\n\r\n\tvec3 lightVectorW;\r\n\tfloat attenuation = 1.0;\r\n\tif (lightData.w == 0.)\r\n\t{\r\n\t\tvec3 direction = lightData.xyz - vPositionW;\r\n\r\n\t\tattenuation = max(0., 1.0 - length(direction) / range);\r\n\t\tlightVectorW = normalize(direction);\r\n\t}\r\n\telse\r\n\t{\r\n\t\tlightVectorW = normalize(-lightData.xyz);\r\n\t}\r\n\r\n\t// diffuse\r\n\tfloat ndl = max(0., dot(vNormal, lightVectorW));\r\n\tresult.diffuse = ndl * diffuseColor * attenuation;\r\n\r\n#ifdef SPECULARTERM\r\n\t// Specular\r\n\tvec3 angleW = normalize(viewDirectionW + lightVectorW);\r\n\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\tspecComp = pow(specComp, max(1., glossiness));\r\n\r\n\tresult.specular = specComp * specularColor * attenuation;\r\n#endif\r\n\treturn result;\r\n}\r\n\r\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range, float glossiness) {\r\n\tlightingInfo result;\r\n\r\n\tvec3 direction = lightData.xyz - vPositionW;\r\n\tvec3 lightVectorW = normalize(direction);\r\n\tfloat attenuation = max(0., 1.0 - length(direction) / range);\r\n\r\n\t// diffuse\r\n\tfloat cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\r\n\tfloat spotAtten = 0.0;\r\n\r\n\tif (cosAngle >= lightDirection.w)\r\n\t{\r\n\t\tcosAngle = max(0., pow(cosAngle, lightData.w));\r\n\t\tspotAtten = clamp((cosAngle - lightDirection.w) / (1. - cosAngle), 0.0, 1.0);\r\n\r\n\t\t// Diffuse\r\n\t\tfloat ndl = max(0., dot(vNormal, -lightDirection.xyz));\r\n\t\tresult.diffuse = ndl * spotAtten * diffuseColor * attenuation;\r\n\r\n#ifdef SPECULARTERM\r\n\t\t// Specular\r\n\t\tvec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\r\n\t\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\t\tspecComp = pow(specComp, max(1., glossiness));\r\n\r\n\t\tresult.specular = specComp * specularColor * spotAtten * attenuation;\r\n#endif\r\n\r\n\t\treturn result;\r\n\t}\r\n\r\n\tresult.diffuse = vec3(0.);\r\n#ifdef SPECULARTERM\r\n\tresult.specular = vec3(0.);\r\n#endif\r\n\r\n\treturn result;\r\n}\r\n\r\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float glossiness) {\r\n\tlightingInfo result;\r\n\r\n\t// Diffuse\r\n\tfloat ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\r\n\tresult.diffuse = mix(groundColor, diffuseColor, ndl);\r\n\r\n#ifdef SPECULARTERM\r\n\t// Specular\r\n\tvec3 angleW = normalize(viewDirectionW + lightData.xyz);\r\n\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\tspecComp = pow(specComp, max(1., glossiness));\r\n\r\n\tresult.specular = specComp * specularColor;\r\n#endif\r\n\r\n\treturn result;\r\n}\r\n\r\nvoid main(void) {\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tif (fClipDistance > 0.0)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\r\n\r\n\t// Base color\r\n\tvec4 baseColor = vec4(1., 1., 1., 1.);\r\n\tvec3 diffuseColor = vDiffuseColor.rgb;\r\n\r\n\t// Alpha\r\n\tfloat alpha = vDiffuseColor.a;\r\n\r\n#ifdef DIFFUSE\r\n\tbaseColor = texture2D(diffuseSampler, vDiffuseUV);\r\n\r\n#ifdef ALPHATEST\r\n\tif (baseColor.a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n#ifdef ALPHAFROMDIFFUSE\r\n\talpha *= baseColor.a;\r\n#endif\r\n\r\n\tbaseColor.rgb *= vDiffuseInfos.y;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\n\tbaseColor.rgb *= vColor.rgb;\r\n#endif\r\n\r\n\t// Bump\r\n#ifdef NORMAL\r\n\tvec3 normalW = normalize(vNormalW);\r\n#else\r\n\tvec3 normalW = vec3(1.0, 1.0, 1.0);\r\n#endif\r\n\r\n\r\n#ifdef BUMP\r\n\tnormalW = perturbNormal(viewDirectionW);\r\n#endif\r\n\r\n\t// Ambient color\r\n\tvec3 baseAmbientColor = vec3(1., 1., 1.);\r\n\r\n#ifdef AMBIENT\r\n\tbaseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\r\n#endif\r\n\r\n\r\n\t// Specular map\r\n#ifdef SPECULARTERM\r\n\tfloat glossiness = vSpecularColor.a;\r\n\tvec3 specularColor = vSpecularColor.rgb;\r\n\r\n#ifdef SPECULAR\r\n\tvec4 specularMapColor = texture2D(specularSampler, vSpecularUV);\r\n\tspecularColor = specularMapColor.rgb;\r\n#ifdef GLOSSINESS\r\n\tglossiness = glossiness * specularMapColor.a;\r\n#endif\r\n#endif\r\n#else\r\n\tfloat glossiness = 0.;\r\n#endif\r\n\r\n\t// Lighting\r\n\tvec3 diffuseBase = vec3(0., 0., 0.);\r\n#ifdef SPECULARTERM\r\n\tvec3 specularBase = vec3(0., 0., 0.);\r\n#endif\r\n\tfloat shadow = 1.;\r\n\r\n#ifdef LIGHT0\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular0 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT0\r\n\tlightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT0\r\n\tlightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0, glossiness);\r\n#endif\r\n#ifdef POINTDIRLIGHT0\r\n\tlightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a, glossiness);\r\n#endif\r\n#ifdef SHADOW0\r\n#ifdef SHADOWVSM0\r\n\tshadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z, shadowsInfo0.x);\r\n#else\r\n#ifdef SHADOWPCF0\r\n\tshadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0, shadowsInfo0.y, shadowsInfo0.z, shadowsInfo0.x);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight0, shadowSampler0, shadowsInfo0.x, shadowsInfo0.z);\r\n#endif\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular1 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT1\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT1\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1, glossiness);\r\n#endif\r\n#ifdef POINTDIRLIGHT1\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a, glossiness);\r\n#endif\r\n#ifdef SHADOW1\r\n#ifdef SHADOWVSM1\r\n\tshadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z, shadowsInfo1.x);\r\n#else\r\n#ifdef SHADOWPCF1\r\n\tshadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1, shadowsInfo1.y, shadowsInfo1.z, shadowsInfo1.x);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight1, shadowSampler1, shadowsInfo1.x, shadowsInfo1.z);\r\n#endif\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular2 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT2\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT2\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2, glossiness);\r\n#endif\r\n#ifdef POINTDIRLIGHT2\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a, glossiness);\r\n#endif\r\n#ifdef SHADOW2\r\n#ifdef SHADOWVSM2\r\n\tshadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);\r\n#else\r\n#ifdef SHADOWPCF2\r\n\tshadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);\r\n#endif\t\r\n#endif\t\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular3 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT3\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness);\r\n#endif\r\n#ifdef HEMILIGHT3\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3, glossiness);\r\n#endif\r\n#ifdef POINTDIRLIGHT3\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a, glossiness);\r\n#endif\r\n#ifdef SHADOW3\r\n#ifdef SHADOWVSM3\r\n\tshadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);\r\n#else\r\n#ifdef SHADOWPCF3\r\n\tshadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);\r\n#endif\t\r\n#endif\t\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info.diffuse * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info.specular * shadow;\r\n#endif\r\n#endif\r\n\r\n\t// Reflection\r\n\tvec3 reflectionColor = vec3(0., 0., 0.);\r\n\r\n\r\n#ifdef REFLECTION\r\n\tvec3 vReflectionUVW = computeReflectionCoords(vec4(vPositionW, 1.0), normalW);\r\n\r\n#ifdef REFLECTIONMAP_3D\r\n\tfloat bias = 0.;\r\n\r\n#ifdef ROUGHNESS\r\n\tbias = vReflectionInfos.y;\r\n#endif\r\n\r\n#ifdef SPECULARTERM\r\n#ifdef SPECULAR\r\n#ifdef GLOSSINESS\r\n\tbias *= (1.0 - specularMapColor.a);\r\n#endif\r\n#endif\r\n#endif\r\n\r\n\treflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW, bias).rgb * vReflectionInfos.x * shadow;\r\n#else\r\n\tvec2 coords = vReflectionUVW.xy;\r\n\r\n#ifdef REFLECTIONMAP_PROJECTION\r\n\tcoords /= vReflectionUVW.z;\r\n#endif\r\n\r\n\tcoords.y = 1.0 - coords.y;\r\n\r\n\treflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.x * shadow;\r\n#endif\r\n\r\n#ifdef REFLECTIONFRESNEL\r\n\tfloat reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\r\n\r\n#ifdef REFLECTIONFRESNELFROMSPECULAR\r\n#ifdef SPECULARTERM\r\n\treflectionColor *= specularColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\r\n#else\r\n\treflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\r\n#endif\r\n#else\r\n\treflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\r\n#endif\r\n#endif\r\n#endif\r\n\r\n\r\n#ifdef OPACITY\r\n\tvec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\r\n\r\n#ifdef OPACITYRGB\r\n\topacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\r\n\talpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\r\n#else\r\n\talpha *= opacityMap.a * vOpacityInfos.y;\r\n#endif\r\n\r\n#endif\r\n\r\n#ifdef VERTEXALPHA\r\n\talpha *= vColor.a;\r\n#endif\r\n\r\n#ifdef OPACITYFRESNEL\r\n\tfloat opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\r\n\r\n\talpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\r\n#endif\r\n\r\n\t// Emissive\r\n\tvec3 emissiveColor = vEmissiveColor;\r\n#ifdef EMISSIVE\r\n\temissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\r\n#endif\r\n\r\n#ifdef EMISSIVEFRESNEL\r\n\tfloat emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\r\n\r\n\temissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\r\n#endif\r\n\r\n\t// Fresnel\r\n#ifdef DIFFUSEFRESNEL\r\n\tfloat diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\r\n\r\n\tdiffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\r\n#endif\r\n\r\n\t// Composition\r\n#ifdef EMISSIVEASILLUMINATION\r\n\tvec3 finalDiffuse = clamp(diffuseBase * diffuseColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\r\n#else\r\n\t#ifdef LINKEMISSIVEWITHDIFFUSE\r\n\tvec3 finalDiffuse = clamp((diffuseBase + emissiveColor) * diffuseColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\r\n\t#else\r\n\tvec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\r\n#endif\r\n#endif\r\n\r\n#ifdef SPECULARTERM\r\n\tvec3 finalSpecular = specularBase * specularColor;\r\n#else\r\n\tvec3 finalSpecular = vec3(0.0);\r\n#endif\r\n\r\n#ifdef SPECULAROVERALPHA\r\n\talpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\r\n#endif\r\n\r\n\t// Composition\r\n#ifdef EMISSIVEASILLUMINATION\r\n\tvec4 color = vec4(clamp(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor + emissiveColor, 0.0, 1.0), alpha);\r\n#else\r\n\tvec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\r\n#endif\r\n\r\n#ifdef LIGHTMAP\r\n\tvec3 lightmapColor = texture2D(lightmapSampler, vLightmapUV).rgb * vLightmapInfos.y;\r\n\r\n\t#ifdef USELIGHTMAPASSHADOWMAP\r\n\t\tcolor.rgb *= lightmapColor;\r\n\t#else\r\n\t\tcolor.rgb += lightmapColor;\r\n\t#endif\r\n#endif\r\n\r\n#ifdef FOG\r\n\tfloat fog = CalcFogFactor();\r\n\tcolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n\tgl_FragColor = color;\r\n}","defaultVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\n#ifdef NORMAL\r\nattribute vec3 normal;\r\n#endif\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#ifdef VERTEXCOLOR\r\nattribute vec4 color;\r\n#endif\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniforms\r\n\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 view;\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform mat4 diffuseMatrix;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#ifdef AMBIENT\r\nvarying vec2 vAmbientUV;\r\nuniform mat4 ambientMatrix;\r\nuniform vec2 vAmbientInfos;\r\n#endif\r\n\r\n#ifdef OPACITY\r\nvarying vec2 vOpacityUV;\r\nuniform mat4 opacityMatrix;\r\nuniform vec2 vOpacityInfos;\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\nvarying vec2 vEmissiveUV;\r\nuniform vec2 vEmissiveInfos;\r\nuniform mat4 emissiveMatrix;\r\n#endif\r\n\r\n#ifdef LIGHTMAP\r\nvarying vec2 vLightmapUV;\r\nuniform vec2 vLightmapInfos;\r\nuniform mat4 lightmapMatrix;\r\n#endif\r\n\r\n#if defined(SPECULAR) && defined(SPECULARTERM)\r\nvarying vec2 vSpecularUV;\r\nuniform vec2 vSpecularInfos;\r\nuniform mat4 specularMatrix;\r\n#endif\r\n\r\n#ifdef BUMP\r\nvarying vec2 vBumpUV;\r\nuniform vec2 vBumpInfos;\r\nuniform mat4 bumpMatrix;\r\n#endif\r\n\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\n#ifdef POINTSIZE\r\nuniform float pointSize;\r\n#endif\r\n\r\n// Output\r\nvarying vec3 vPositionW;\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\n#ifdef SHADOWS\r\n#ifdef LIGHT0\r\nuniform mat4 lightMatrix0;\r\nvarying vec4 vPositionFromLight0;\r\n#endif\r\n#ifdef LIGHT1\r\nuniform mat4 lightMatrix1;\r\nvarying vec4 vPositionFromLight1;\r\n#endif\r\n#ifdef LIGHT2\r\nuniform mat4 lightMatrix2;\r\nvarying vec4 vPositionFromLight2;\r\n#endif\r\n#ifdef LIGHT3\r\nuniform mat4 lightMatrix3;\r\nvarying vec4 vPositionFromLight3;\r\n#endif\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_SKYBOX\r\nvarying vec3 vPositionUVW;\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\r\nvarying vec3 vDirectionW;\r\n#endif\r\n\r\nvoid main(void) {\r\n\tmat4 finalWorld;\r\n\r\n#ifdef REFLECTIONMAP_SKYBOX\r\n\tvPositionUVW = position;\r\n#endif \r\n\r\n#ifdef INSTANCES\r\n\tfinalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n\tfinalWorld = world;\r\n#endif\r\n\r\n#ifdef BONES\r\n\tmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n\tmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n\tmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\r\n#ifdef BONES4\r\n\tmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n#else\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2);\r\n#endif \r\n\r\n#endif\r\n\tgl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n\r\n\tvec4 worldPos = finalWorld * vec4(position, 1.0);\r\n\tvPositionW = vec3(worldPos);\r\n\r\n#ifdef NORMAL\r\n\tvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\r\n\tvDirectionW = normalize(vec3(finalWorld * vec4(position, 0.0)));\r\n#endif\r\n\r\n\t// Texture coordinates\r\n#ifndef UV1\r\n\tvec2 uv = vec2(0., 0.);\r\n#endif\r\n#ifndef UV2\r\n\tvec2 uv2 = vec2(0., 0.);\r\n#endif\r\n\r\n#ifdef DIFFUSE\r\n\tif (vDiffuseInfos.x == 0.)\r\n\t{\r\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef AMBIENT\r\n\tif (vAmbientInfos.x == 0.)\r\n\t{\r\n\t\tvAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef OPACITY\r\n\tif (vOpacityInfos.x == 0.)\r\n\t{\r\n\t\tvOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\n\tif (vEmissiveInfos.x == 0.)\r\n\t{\r\n\t\tvEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef LIGHTMAP\r\n\tif (vLightmapInfos.x == 0.)\r\n\t{\r\n\t\tvLightmapUV = vec2(lightmapMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvLightmapUV = vec2(lightmapMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#if defined(SPECULAR) && defined(SPECULARTERM)\r\n\tif (vSpecularInfos.x == 0.)\r\n\t{\r\n\t\tvSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef BUMP\r\n\tif (vBumpInfos.x == 0.)\r\n\t{\r\n\t\tvBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tfClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n\r\n\t// Fog\r\n#ifdef FOG\r\n\tfFogDistance = (view * worldPos).z;\r\n#endif\r\n\r\n\t// Shadows\r\n#ifdef SHADOWS\r\n#ifdef LIGHT0\r\n\tvPositionFromLight0 = lightMatrix0 * worldPos;\r\n#endif\r\n#ifdef LIGHT1\r\n\tvPositionFromLight1 = lightMatrix1 * worldPos;\r\n#endif\r\n#ifdef LIGHT2\r\n\tvPositionFromLight2 = lightMatrix2 * worldPos;\r\n#endif\r\n#ifdef LIGHT3\r\n\tvPositionFromLight3 = lightMatrix3 * worldPos;\r\n#endif\r\n#endif\r\n\r\n\t// Vertex color\r\n#ifdef VERTEXCOLOR\r\n\tvColor = color;\r\n#endif\r\n\r\n\t// Point size\r\n#ifdef POINTSIZE\r\n\tgl_PointSize = pointSize;\r\n#endif\r\n}","depthPixelShader":"precision highp float;\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform sampler2D diffuseSampler;\r\n#endif\r\n\r\nuniform float far;\r\n\r\nvoid main(void)\r\n{\r\n#ifdef ALPHATEST\r\n\tif (texture2D(diffuseSampler, vUV).a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tfloat depth = (gl_FragCoord.z / gl_FragCoord.w) / far;\r\n\tgl_FragColor = vec4(depth, depth * depth, 0.0, 1.0);\r\n}","depthVertexShader":"precision highp float;\r\n\r\n// Attribute\r\nattribute vec3 position;\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniform\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 viewProjection;\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\n#if defined(ALPHATEST) || defined(NEED_UV)\r\nvarying vec2 vUV;\r\nuniform mat4 diffuseMatrix;\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#ifdef INSTANCES\r\n\tmat4 finalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n\tmat4 finalWorld = world;\r\n#endif\r\n\r\n#ifdef BONES\r\n\tmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n\tmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n\tmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\tmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n\tgl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n#else\r\n\tgl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n#endif\r\n\r\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\r\n#ifdef UV1\r\n\tvUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n#endif\r\n#ifdef UV2\r\n\tvUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n#endif\r\n#endif\r\n}","depthBoxBlurPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Parameters\r\nuniform vec2 screenSize;\r\n\r\nvoid main(void)\r\n{\r\n\tvec4 colorDepth = vec4(0.0);\r\n\r\n\tfor (int x = -OFFSET; x <= OFFSET; x++)\r\n\t\tfor (int y = -OFFSET; y <= OFFSET; y++)\r\n\t\t\tcolorDepth += texture2D(textureSampler, vUV + vec2(x, y) / screenSize);\r\n\r\n\tgl_FragColor = (colorDepth / float((OFFSET * 2 + 1) * (OFFSET * 2 + 1)));\r\n}","depthOfFieldPixelShader":"// BABYLON.JS Depth-of-field GLSL Shader\r\n// Author: Olivier Guyot\r\n// Does depth-of-field blur, edge blur\r\n// Inspired by Francois Tarlier & Martins Upitis\r\n\r\nprecision highp float;\r\n\r\n\r\n// samplers\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D highlightsSampler;\r\nuniform sampler2D depthSampler;\r\nuniform sampler2D grainSampler;\r\n\r\n// uniforms\r\nuniform float grain_amount;\r\nuniform bool blur_noise;\r\nuniform float screen_width;\r\nuniform float screen_height;\r\nuniform float distortion;\r\nuniform bool dof_enabled;\r\n//uniform float focus_distance;\t\t// not needed; already used to compute screen distance\r\nuniform float screen_distance;\t\t// precomputed screen distance from lens center; based on focal length & desired focus distance\r\nuniform float aperture;\r\nuniform float darken;\r\nuniform float edge_blur;\r\nuniform bool highlights;\r\n\r\n// preconputed uniforms (not effect parameters)\r\nuniform float near;\r\nuniform float far;\r\n\r\n// varyings\r\nvarying vec2 vUV;\r\n\r\n// constants\r\n#define PI \t\t3.14159265\r\n#define TWOPI \t6.28318530\r\n#define inverse_focal_length 0.1\t// a property of the lens used\r\n\r\n// common calculations\r\nvec2 centered_screen_pos;\r\nvec2 distorted_coords;\r\nfloat radius2;\r\nfloat radius;\r\n\r\n\r\n// on-the-fly constant noise\r\nvec2 rand(vec2 co)\r\n{\r\n\tfloat noise1 = (fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453));\r\n\tfloat noise2 = (fract(sin(dot(co, vec2(12.9898, 78.233)*2.0)) * 43758.5453));\r\n\treturn clamp(vec2(noise1, noise2), 0.0, 1.0);\r\n}\r\n\r\n// applies edge distortion on texture coords\r\nvec2 getDistortedCoords(vec2 coords) {\r\n\r\n\tif (distortion == 0.0) { return coords; }\r\n\r\n\tvec2 direction = 1.0 * normalize(centered_screen_pos);\r\n\tvec2 dist_coords = vec2(0.5, 0.5);\r\n\tdist_coords.x = 0.5 + direction.x * radius2 * 1.0;\r\n\tdist_coords.y = 0.5 + direction.y * radius2 * 1.0;\r\n\tfloat dist_amount = clamp(distortion*0.23, 0.0, 1.0);\r\n\r\n\tdist_coords = mix(coords, dist_coords, dist_amount);\r\n\r\n\treturn dist_coords;\r\n}\r\n\r\n// sample screen with an offset (randomize offset angle for better smothness), returns partial sample weight\r\nfloat sampleScreen(inout vec4 color, const in vec2 offset, const in float weight) {\r\n\r\n\t// compute coords with offset (a random angle is added)\r\n\tvec2 coords = distorted_coords;\r\n\tfloat angle = rand(coords * 100.0).x * TWOPI;\r\n\tcoords += vec2(offset.x * cos(angle) - offset.y * sin(angle), offset.x * sin(angle) + offset.y * cos(angle));\r\n\r\n\tcolor += texture2D(textureSampler, coords)*weight;\r\n\r\n\treturn weight;\r\n}\r\n\r\n// returns blur level according to blur size required\r\nfloat getBlurLevel(float size) {\r\n\treturn min(3.0, ceil(size / 1.0));\r\n}\r\n\r\n// returns original screen color after blur\r\nvec4 getBlurColor(float size) {\r\n\r\n\tvec4 col = texture2D(textureSampler, distorted_coords);\r\n\tif (size == 0.0) { return col; }\r\n\r\n\t// there are max. 30 samples; the number of samples chosen is dependant on the blur size\r\n\t// there can be 10, 20 or 30 samples chosen; levels of blur are then 1, 2 or 3\r\n\tfloat blur_level = getBlurLevel(size);\r\n\r\n\tfloat w = (size / screen_width);\r\n\tfloat h = (size / screen_height);\r\n\tfloat total_weight = 1.0;\r\n\tvec2 sample_coords;\r\n\r\n\ttotal_weight += sampleScreen(col, vec2(-0.50*w, 0.24*h), 0.93);\r\n\ttotal_weight += sampleScreen(col, vec2(0.30*w, -0.75*h), 0.90);\r\n\ttotal_weight += sampleScreen(col, vec2(0.36*w, 0.96*h), 0.87);\r\n\ttotal_weight += sampleScreen(col, vec2(-1.08*w, -0.55*h), 0.85);\r\n\ttotal_weight += sampleScreen(col, vec2(1.33*w, -0.37*h), 0.83);\r\n\ttotal_weight += sampleScreen(col, vec2(-0.82*w, 1.31*h), 0.80);\r\n\ttotal_weight += sampleScreen(col, vec2(-0.31*w, -1.67*h), 0.78);\r\n\ttotal_weight += sampleScreen(col, vec2(1.47*w, 1.11*h), 0.76);\r\n\ttotal_weight += sampleScreen(col, vec2(-1.97*w, 0.19*h), 0.74);\r\n\ttotal_weight += sampleScreen(col, vec2(1.42*w, -1.57*h), 0.72);\r\n\r\n\tif (blur_level > 1.0) {\r\n\t\ttotal_weight += sampleScreen(col, vec2(0.01*w, 2.25*h), 0.70);\r\n\t\ttotal_weight += sampleScreen(col, vec2(-1.62*w, -1.74*h), 0.67);\r\n\t\ttotal_weight += sampleScreen(col, vec2(2.49*w, 0.20*h), 0.65);\r\n\t\ttotal_weight += sampleScreen(col, vec2(-2.07*w, 1.61*h), 0.63);\r\n\t\ttotal_weight += sampleScreen(col, vec2(0.46*w, -2.70*h), 0.61);\r\n\t\ttotal_weight += sampleScreen(col, vec2(1.55*w, 2.40*h), 0.59);\r\n\t\ttotal_weight += sampleScreen(col, vec2(-2.88*w, -0.75*h), 0.56);\r\n\t\ttotal_weight += sampleScreen(col, vec2(2.73*w, -1.44*h), 0.54);\r\n\t\ttotal_weight += sampleScreen(col, vec2(-1.08*w, 3.02*h), 0.52);\r\n\t\ttotal_weight += sampleScreen(col, vec2(-1.28*w, -3.05*h), 0.49);\r\n\t}\r\n\r\n\tif (blur_level > 2.0) {\r\n\t\ttotal_weight += sampleScreen(col, vec2(3.11*w, 1.43*h), 0.46);\r\n\t\ttotal_weight += sampleScreen(col, vec2(-3.36*w, 1.08*h), 0.44);\r\n\t\ttotal_weight += sampleScreen(col, vec2(1.80*w, -3.16*h), 0.41);\r\n\t\ttotal_weight += sampleScreen(col, vec2(0.83*w, 3.65*h), 0.38);\r\n\t\ttotal_weight += sampleScreen(col, vec2(-3.16*w, -2.19*h), 0.34);\r\n\t\ttotal_weight += sampleScreen(col, vec2(3.92*w, -0.53*h), 0.31);\r\n\t\ttotal_weight += sampleScreen(col, vec2(-2.59*w, 3.12*h), 0.26);\r\n\t\ttotal_weight += sampleScreen(col, vec2(-0.20*w, -4.15*h), 0.22);\r\n\t\ttotal_weight += sampleScreen(col, vec2(3.02*w, 3.00*h), 0.15);\r\n\t}\r\n\r\n\tcol /= total_weight;\t\t// scales color according to weights\r\n\r\n\t\t\t\t\t\t\t\t// darken if out of focus\r\n\tif (darken > 0.0) {\r\n\t\tcol.rgb *= clamp(0.3, 1.0, 1.05 - size*0.5*darken);\r\n\t}\r\n\r\n\t// blur levels debug\r\n\t// if(blur_level == 1.0) { col.b *= 0.5; }\r\n\t// if(blur_level == 2.0) { col.r *= 0.5; }\r\n\t// if(blur_level == 3.0) { col.g *= 0.5; }\r\n\r\n\treturn col;\r\n}\r\n\r\nvoid main(void)\r\n{\r\n\r\n\t// Common calc: position relative to screen center, screen radius, distorted coords, position in texel space\r\n\tcentered_screen_pos = vec2(vUV.x - 0.5, vUV.y - 0.5);\r\n\tradius2 = centered_screen_pos.x*centered_screen_pos.x + centered_screen_pos.y*centered_screen_pos.y;\r\n\tradius = sqrt(radius2);\r\n\tdistorted_coords = getDistortedCoords(vUV);\t\t// we distort the screen coordinates (lens \"magnifying\" effect)\r\n\tvec2 texels_coords = vec2(vUV.x * screen_width, vUV.y * screen_height);\t// varies from 0 to SCREEN_WIDTH or _HEIGHT\r\n\r\n\tfloat depth = texture2D(depthSampler, distorted_coords).r;\t// depth value from DepthRenderer: 0 to 1\r\n\tfloat distance = near + (far - near)*depth;\t\t// actual distance from the lens\r\n\tvec4 color = texture2D(textureSampler, vUV);\t// original raster\r\n\r\n\r\n\t\t\t\t\t\t\t\t\t\t\t\t\t// compute the circle of confusion size (CoC), i.e. blur radius depending on depth\r\n\t\t\t\t\t\t\t\t\t\t\t\t\t// screen_distance is precomputed in code\r\n\tfloat coc = abs(aperture * (screen_distance * (inverse_focal_length - 1.0 / distance) - 1.0));\r\n\r\n\t// disable blur\r\n\tif (dof_enabled == false || coc < 0.07) { coc = 0.0; }\r\n\r\n\t// blur from edge blur effect\r\n\tfloat edge_blur_amount = 0.0;\r\n\tif (edge_blur > 0.0) {\r\n\t\tedge_blur_amount = clamp((radius*2.0 - 1.0 + 0.15*edge_blur) * 1.5, 0.0, 1.0) * 1.3;\r\n\t}\r\n\r\n\t// total blur amount\r\n\tfloat blur_amount = max(edge_blur_amount, coc);\r\n\r\n\t// apply blur if necessary\r\n\tif (blur_amount == 0.0) {\r\n\t\tgl_FragColor = texture2D(textureSampler, distorted_coords);\r\n\t}\r\n\telse {\r\n\r\n\t\t// add blurred color\r\n\t\tgl_FragColor = getBlurColor(blur_amount * 1.7);\r\n\r\n\t\t// if we have computed highlights: enhance highlights\r\n\t\tif (highlights) {\r\n\t\t\tgl_FragColor.rgb += clamp(coc, 0.0, 1.0)*texture2D(highlightsSampler, distorted_coords).rgb;\r\n\t\t}\r\n\r\n\t\tif (blur_noise) {\r\n\t\t\t// we put a slight amount of noise in the blurred color\r\n\t\t\tvec2 noise = rand(distorted_coords) * 0.01 * blur_amount;\r\n\t\t\tvec2 blurred_coord = vec2(distorted_coords.x + noise.x, distorted_coords.y + noise.y);\r\n\t\t\tgl_FragColor = 0.04 * texture2D(textureSampler, blurred_coord) + 0.96 * gl_FragColor;\r\n\t\t}\r\n\t}\r\n\r\n\r\n\t// apply grain\r\n\tif (grain_amount > 0.0) {\r\n\t\tvec4 grain_color = texture2D(grainSampler, texels_coords*0.003);\r\n\t\tgl_FragColor.rgb += (-0.5 + grain_color.rgb) * 0.30 * grain_amount;\r\n\t}\r\n\r\n}\r\n","displayPassPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D passSampler;\r\n\r\nvoid main(void)\r\n{\r\n gl_FragColor = texture2D(passSampler, vUV);\r\n}","filterPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\nuniform mat4 kernelMatrix;\r\n\r\nvoid main(void)\r\n{\r\n\tvec3 baseColor = texture2D(textureSampler, vUV).rgb;\r\n\tvec3 updatedColor = (kernelMatrix * vec4(baseColor, 1.0)).rgb;\r\n\r\n\tgl_FragColor = vec4(updatedColor, 1.0);\r\n}","firePixelShader":"precision highp float;\r\n\r\nuniform float time;\r\nuniform vec3 c1;\r\nuniform vec3 c2;\r\nuniform vec3 c3;\r\nuniform vec3 c4;\r\nuniform vec3 c5;\r\nuniform vec3 c6;\r\nuniform vec2 speed;\r\nuniform float shift;\r\nuniform float alphaThreshold;\r\n\r\nvarying vec2 vUV;\r\n\r\nfloat rand(vec2 n) {\r\n\treturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n\tconst vec2 d = vec2(0.0, 1.0);\r\n\tvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n\treturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n\tfloat total = 0.0, amplitude = 1.0;\r\n\tfor (int i = 0; i < 4; i++) {\r\n\t\ttotal += noise(n) * amplitude;\r\n\t\tn += n;\r\n\t\tamplitude *= 0.5;\r\n\t}\r\n\treturn total;\r\n}\r\n\r\nvoid main() {\r\n\tvec2 p = vUV * 8.0;\r\n\tfloat q = fbm(p - time * 0.1);\r\n\tvec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y));\r\n\tvec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);\r\n\tvec3 color = c * cos(shift * vUV.y);\r\n\tfloat luminance = dot(color.rgb, vec3(0.3, 0.59, 0.11));\r\n\r\n\tgl_FragColor = vec4(color, luminance * alphaThreshold + (1.0 - alphaThreshold));\r\n}","fxaaPixelShader":"precision highp float;\r\n\r\n#define FXAA_REDUCE_MIN (1.0/128.0)\r\n#define FXAA_REDUCE_MUL (1.0/8.0)\r\n#define FXAA_SPAN_MAX 8.0\r\n\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform vec2 texelSize;\r\n\r\nvoid main(){\r\n\tvec2 localTexelSize = texelSize;\r\n\tvec4 rgbNW = texture2D(textureSampler, (vUV + vec2(-1.0, -1.0) * localTexelSize));\r\n\tvec4 rgbNE = texture2D(textureSampler, (vUV + vec2(1.0, -1.0) * localTexelSize));\r\n\tvec4 rgbSW = texture2D(textureSampler, (vUV + vec2(-1.0, 1.0) * localTexelSize));\r\n\tvec4 rgbSE = texture2D(textureSampler, (vUV + vec2(1.0, 1.0) * localTexelSize));\r\n\tvec4 rgbM = texture2D(textureSampler, vUV);\r\n\tvec4 luma = vec4(0.299, 0.587, 0.114, 1.0);\r\n\tfloat lumaNW = dot(rgbNW, luma);\r\n\tfloat lumaNE = dot(rgbNE, luma);\r\n\tfloat lumaSW = dot(rgbSW, luma);\r\n\tfloat lumaSE = dot(rgbSE, luma);\r\n\tfloat lumaM = dot(rgbM, luma);\r\n\tfloat lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\r\n\tfloat lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\r\n\r\n\tvec2 dir = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)), ((lumaNW + lumaSW) - (lumaNE + lumaSE)));\r\n\r\n\tfloat dirReduce = max(\r\n\t\t(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),\r\n\t\tFXAA_REDUCE_MIN);\r\n\r\n\tfloat rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\r\n\tdir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\r\n\t\tmax(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\r\n\t\tdir * rcpDirMin)) * localTexelSize;\r\n\r\n\tvec4 rgbA = 0.5 * (\r\n\t\ttexture2D(textureSampler, vUV + dir * (1.0 / 3.0 - 0.5)) +\r\n\t\ttexture2D(textureSampler, vUV + dir * (2.0 / 3.0 - 0.5)));\r\n\r\n\tvec4 rgbB = rgbA * 0.5 + 0.25 * (\r\n\t\ttexture2D(textureSampler, vUV + dir * -0.5) +\r\n\t\ttexture2D(textureSampler, vUV + dir * 0.5));\r\n\tfloat lumaB = dot(rgbB, luma);\r\n\tif ((lumaB < lumaMin) || (lumaB > lumaMax)) {\r\n\t\tgl_FragColor = rgbA;\r\n\t}\r\n\telse {\r\n\t\tgl_FragColor = rgbB;\r\n\t}\r\n}","grassPixelShader":"precision highp float;\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform vec3 herb1Color;\r\nuniform vec3 herb2Color;\r\nuniform vec3 herb3Color;\r\nuniform vec3 groundColor;\r\n\r\nfloat rand(vec2 n) {\r\n\treturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n\tconst vec2 d = vec2(0.0, 1.0);\r\n\tvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n\treturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n\tfloat total = 0.0, amplitude = 1.0;\r\n\tfor (int i = 0; i < 4; i++) {\r\n\t\ttotal += noise(n) * amplitude;\r\n\t\tn += n;\r\n\t\tamplitude *= 0.5;\r\n\t}\r\n\treturn total;\r\n}\r\n\r\nvoid main(void) {\r\n\tvec3 color = mix(groundColor, herb1Color, rand(gl_FragCoord.xy * 4.0));\r\n\tcolor = mix(color, herb2Color, rand(gl_FragCoord.xy * 8.0));\r\n\tcolor = mix(color, herb3Color, rand(gl_FragCoord.xy));\r\n\tcolor = mix(color, herb1Color, fbm(gl_FragCoord.xy * 16.0));\r\n\tgl_FragColor = vec4(color, 1.0);\r\n}","hdrPixelShader":"precision highp float;\r\n\r\nuniform sampler2D textureSampler;\r\nvarying vec2 vUV;\r\n\r\n#if defined(GAUSSIAN_BLUR_H) || defined(GAUSSIAN_BLUR_V)\r\nuniform float blurOffsets[9];\r\nuniform float blurWeights[9];\r\n\r\nvoid main(void) {\r\n\tvec4 color = vec4(0.0, 0.0, 0.0, 0.0);\r\n\r\n\tfor (int i = 0; i < 9; i++) {\r\n\t\t#ifdef GAUSSIAN_BLUR_H\r\n\t\tcolor += (texture2D(textureSampler, vUV + vec2(blurOffsets[i], 0.0)) * blurWeights[i]);\r\n\t\t#else\r\n\t\tcolor += (texture2D(textureSampler, vUV + vec2(0.0, blurOffsets[i])) * blurWeights[i]);\r\n\t\t#endif\r\n\t}\r\n\r\n\tcolor.a = 1.0;\r\n\tgl_FragColor = color;\r\n}\r\n#endif\r\n\r\n#if defined(TEXTURE_ADDER)\r\nuniform sampler2D otherSampler;\r\n\r\nvoid main() {\r\n\tvec4 sum = texture2D(textureSampler, vUV) + texture2D(otherSampler, vUV);\r\n\tsum.a = clamp(sum.a, 0.0, 1.0);\r\n\r\n\tgl_FragColor = sum;\r\n}\r\n#endif\r\n\r\n#if defined(LUMINANCE_GENERATOR)\r\nuniform vec2 lumOffsets[4];\r\n\r\nvoid main() {\r\n\tfloat average = 0.0;\r\n\tvec4 color = vec4(0.0, 0.0, 0.0, 0.0);\r\n\tfloat maximum = -1e20;\r\n\r\n\tfor (int i = 0; i < 4; i++) {\r\n\t\tcolor = texture2D(textureSampler, vUV + lumOffsets[i]);\r\n\r\n\t\tfloat GreyValue = length(color.rgb);\r\n\r\n\t\tmaximum = max(maximum, GreyValue);\r\n\t\taverage += (0.25 * log(1e-5 + GreyValue));\r\n\t}\r\n\r\n\taverage = exp(average);\r\n\r\n\tgl_FragColor = vec4(average, maximum, 0.0, 1.0);\r\n\r\n}\r\n#endif\r\n\r\n#if defined(DOWN_SAMPLE)\r\nuniform vec2 dsOffsets[9];\r\nuniform float halfDestPixelSize;\r\n\r\n#ifdef FINAL_DOWN_SAMPLE\r\nvec4 pack(float value) {\r\n\tconst vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\r\n\tconst vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\r\n\r\n\tvec4 res = fract(value * bit_shift);\r\n\tres -= res.xxyz * bit_mask;\r\n\r\n\treturn res;\r\n}\r\n#endif\r\n\r\nvoid main() {\r\n\tvec4 color = vec4(0.0, 0.0, 0.0, 0.0);\r\n\tfloat average = 0.0;\r\n\r\n\tfor (int i = 0; i < 9; i++) {\r\n\t\tcolor = texture2D(textureSampler, vUV + vec2(halfDestPixelSize, halfDestPixelSize) + dsOffsets[i]);\r\n\t\taverage += color.r;\r\n\t}\r\n\r\n\taverage /= 9.0;\r\n\r\n\t#ifndef FINAL_DOWN_SAMPLE\r\n\tgl_FragColor = vec4(average, average, 0.0, 1.0);\r\n\t#else\r\n\tgl_FragColor = pack(average);\r\n\t#endif\r\n}\r\n#endif\r\n\r\n#if defined(BRIGHT_PASS)\r\nuniform vec2 dsOffsets[4];\r\nuniform float brightThreshold;\r\n\r\nvoid main() {\r\n\tvec4 average = vec4(0.0, 0.0, 0.0, 0.0);\r\n\r\n\taverage = texture2D(textureSampler, vUV + vec2(dsOffsets[0].x, dsOffsets[0].y));\r\n\taverage += texture2D(textureSampler, vUV + vec2(dsOffsets[1].x, dsOffsets[1].y));\r\n\taverage += texture2D(textureSampler, vUV + vec2(dsOffsets[2].x, dsOffsets[2].y));\r\n\taverage += texture2D(textureSampler, vUV + vec2(dsOffsets[3].x, dsOffsets[3].y));\r\n\r\n\taverage *= 0.25;\r\n\r\n\tfloat luminance = length(average.rgb);\r\n\r\n\tif (luminance < brightThreshold) {\r\n\t\taverage = vec4(0.0, 0.0, 0.0, 1.0);\r\n\t}\r\n\r\n\tgl_FragColor = average;\r\n}\r\n#endif\r\n\r\n#if defined(DOWN_SAMPLE_X4)\r\nuniform vec2 dsOffsets[16];\r\n\r\nvoid main() {\r\n\tvec4 average = vec4(0.0, 0.0, 0.0, 0.0);\r\n\r\n\taverage = texture2D(textureSampler, vUV + dsOffsets[0]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[1]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[2]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[3]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[4]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[5]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[6]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[7]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[8]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[9]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[10]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[11]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[12]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[13]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[14]);\r\n\taverage += texture2D(textureSampler, vUV + dsOffsets[15]);\r\n\r\n\taverage /= 16.0;\r\n\r\n\tgl_FragColor = average;\r\n}\r\n#endif\r\n\r\n#if defined(HDR)\r\nuniform sampler2D otherSampler;\r\n\r\nuniform float exposure;\r\nuniform float avgLuminance;\r\n\r\nvoid main() {\r\n\tvec4 color = texture2D(textureSampler, vUV) + texture2D(otherSampler, vUV);\r\n\tvec4 adjustedColor = color / avgLuminance * exposure;\r\n\r\n\tcolor = adjustedColor;\r\n\tcolor.a = 1.0;\r\n\r\n\tgl_FragColor = color;\r\n}\r\n#endif\r\n","layerPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Color\r\nuniform vec4 color;\r\n\r\nvoid main(void) {\r\n\tvec4 baseColor = texture2D(textureSampler, vUV);\r\n\r\n\tgl_FragColor = baseColor * color;\r\n}","layerVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec2 position;\r\n\r\n// Uniforms\r\nuniform mat4 textureMatrix;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\n\r\nconst vec2 madd = vec2(0.5, 0.5);\r\n\r\nvoid main(void) {\t\r\n\r\n\tvUV = vec2(textureMatrix * vec4(position * madd + madd, 1.0, 0.0));\r\n\tgl_Position = vec4(position, 0.0, 1.0);\r\n}","legacydefaultPixelShader":"precision highp float;\r\n\r\n#define MAP_PROJECTION\t4.\r\n\r\n// Constants\r\nuniform vec3 vEyePosition;\r\nuniform vec3 vAmbientColor;\r\nuniform vec4 vDiffuseColor;\r\n#ifdef SPECULARTERM\r\nuniform vec4 vSpecularColor;\r\n#endif\r\nuniform vec3 vEmissiveColor;\r\n\r\n// Input\r\nvarying vec3 vPositionW;\r\nvarying vec3 vNormalW;\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n// Lights\r\n#ifdef LIGHT0\r\nuniform vec4 vLightData0;\r\nuniform vec4 vLightDiffuse0;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular0;\r\n#endif\r\n#ifdef SHADOW0\r\nvarying vec4 vPositionFromLight0;\r\nuniform sampler2D shadowSampler0;\r\n#endif\r\n#ifdef SPOTLIGHT0\r\nuniform vec4 vLightDirection0;\r\n#endif\r\n#ifdef HEMILIGHT0\r\nuniform vec3 vLightGround0;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\nuniform vec4 vLightData1;\r\nuniform vec4 vLightDiffuse1;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular1;\r\n#endif\r\n#ifdef SHADOW1\r\nvarying vec4 vPositionFromLight1;\r\nuniform sampler2D shadowSampler1;\r\n#endif\r\n#ifdef SPOTLIGHT1\r\nuniform vec4 vLightDirection1;\r\n#endif\r\n#ifdef HEMILIGHT1\r\nuniform vec3 vLightGround1;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\nuniform vec4 vLightData2;\r\nuniform vec4 vLightDiffuse2;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular2;\r\n#endif\r\n#ifdef SHADOW2\r\nvarying vec4 vPositionFromLight2;\r\nuniform sampler2D shadowSampler2;\r\n#endif\r\n#ifdef SPOTLIGHT2\r\nuniform vec4 vLightDirection2;\r\n#endif\r\n#ifdef HEMILIGHT2\r\nuniform vec3 vLightGround2;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\nuniform vec4 vLightData3;\r\nuniform vec4 vLightDiffuse3;\r\n#ifdef SPECULARTERM\r\nuniform vec3 vLightSpecular3;\r\n#endif\r\n#ifdef SHADOW3\r\nvarying vec4 vPositionFromLight3;\r\nuniform sampler2D shadowSampler3;\r\n#endif\r\n#ifdef SPOTLIGHT3\r\nuniform vec4 vLightDirection3;\r\n#endif\r\n#ifdef HEMILIGHT3\r\nuniform vec3 vLightGround3;\r\n#endif\r\n#endif\r\n\r\n// Samplers\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform sampler2D diffuseSampler;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#ifdef AMBIENT\r\nvarying vec2 vAmbientUV;\r\nuniform sampler2D ambientSampler;\r\nuniform vec2 vAmbientInfos;\r\n#endif\r\n\r\n#ifdef OPACITY\t\r\nvarying vec2 vOpacityUV;\r\nuniform sampler2D opacitySampler;\r\nuniform vec2 vOpacityInfos;\r\n#endif\r\n\r\n#ifdef REFLECTION\r\nvarying vec3 vReflectionUVW;\r\n#ifdef REFLECTIONMAP_3D\r\nuniform samplerCube reflectionCubeSampler;\r\n#else\r\nuniform sampler2D reflection2DSampler;\r\n#endif\r\nuniform vec2 vReflectionInfos;\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\nvarying vec2 vEmissiveUV;\r\nuniform vec2 vEmissiveInfos;\r\nuniform sampler2D emissiveSampler;\r\n#endif\r\n\r\n#if defined(SPECULAR) && defined(SPECULARTERM)\r\nvarying vec2 vSpecularUV;\r\nuniform vec2 vSpecularInfos;\r\nuniform sampler2D specularSampler;\r\n#endif\r\n\r\n// Fresnel\r\n#ifdef FRESNEL\r\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\r\n{\r\n\tfloat fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\r\n\treturn clamp(fresnelTerm, 0., 1.);\r\n}\r\n#endif\r\n\r\n#ifdef DIFFUSEFRESNEL\r\nuniform vec4 diffuseLeftColor;\r\nuniform vec4 diffuseRightColor;\r\n#endif\r\n\r\n#ifdef OPACITYFRESNEL\r\nuniform vec4 opacityParts;\r\n#endif\r\n\r\n#ifdef REFLECTIONFRESNEL\r\nuniform vec4 reflectionLeftColor;\r\nuniform vec4 reflectionRightColor;\r\n#endif\r\n\r\n#ifdef EMISSIVEFRESNEL\r\nuniform vec4 emissiveLeftColor;\r\nuniform vec4 emissiveRightColor;\r\n#endif\r\n\r\n// Shadows\r\n#ifdef SHADOWS\r\n\r\nfloat unpack(vec4 color)\r\n{\r\n\tconst vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\r\n\treturn dot(color, bitShift);\r\n}\r\n\r\nfloat unpackHalf(vec2 color)\r\n{\r\n\treturn color.x + (color.y / 255.0);\r\n}\r\n\r\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tvec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tfloat shadow = unpack(texture2D(shadowSampler, uv));\r\n\r\n\tif (depth.z > shadow)\r\n\t{\r\n\t\treturn 0.;\r\n\t}\r\n\treturn 1.;\r\n}\r\n\r\n// Thanks to http://devmaster.net/\r\nfloat ChebychevInequality(vec2 moments, float t)\r\n{\r\n\tif (t <= moments.x)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tfloat variance = moments.y - (moments.x * moments.x);\r\n\tvariance = max(variance, 0.);\r\n\r\n\tfloat d = t - moments.x;\r\n\treturn variance / (variance + d * d);\r\n}\r\n\r\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\r\n{\r\n\tvec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\r\n\tvec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\r\n\r\n\tif (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\r\n\t{\r\n\t\treturn 1.0;\r\n\t}\r\n\r\n\tvec4 texel = texture2D(shadowSampler, uv);\r\n\r\n\tvec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\r\n\treturn clamp(1.3 - ChebychevInequality(moments, depth.z), 0., 1.0);\r\n}\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n\tfloat fogCoeff = 1.0;\r\n\tfloat fogStart = vFogInfos.y;\r\n\tfloat fogEnd = vFogInfos.z;\r\n\tfloat fogDensity = vFogInfos.w;\r\n\r\n\tif (FOGMODE_LINEAR == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n\t}\r\n\telse if (FOGMODE_EXP == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n\t}\r\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n\t}\r\n\r\n\treturn clamp(fogCoeff, 0.0, 1.0);\r\n}\r\n#endif\r\n\r\n// Light Computing\r\nmat3 computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor) {\r\n\tmat3 result;\r\n\r\n\tvec3 lightVectorW;\r\n\tif (lightData.w == 0.)\r\n\t{\r\n\t\tlightVectorW = normalize(lightData.xyz - vPositionW);\r\n\t}\r\n\telse\r\n\t{\r\n\t\tlightVectorW = normalize(-lightData.xyz);\r\n\t}\r\n\r\n\t// diffuse\r\n\tfloat ndl = max(0., dot(vNormal, lightVectorW));\r\n\r\n\tresult[0] = ndl * diffuseColor.rgb;\r\n\r\n#ifdef SPECULARTERM\r\n\t// Specular\r\n\tvec3 angleW = normalize(viewDirectionW + lightVectorW);\r\n\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\tspecComp = max(0., pow(specComp, max(1.0, vSpecularColor.a)));\r\n\tresult[1] = specComp * specularColor;\r\n#else\r\n\tresult[1] = vec3(0.);\r\n#endif\r\n\r\n\tresult[2] = vec3(0.);\r\n\r\n\treturn result;\r\n}\r\n\r\nmat3 computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec4 diffuseColor, vec3 specularColor) {\r\n\tmat3 result;\r\n\r\n\tvec3 lightVectorW = normalize(lightData.xyz - vPositionW);\r\n\r\n\t// diffuse\r\n\tfloat cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\r\n\tfloat spotAtten = 0.0;\r\n\r\n\tif (cosAngle >= lightDirection.w)\r\n\t{\r\n\t\tcosAngle = max(0., pow(cosAngle, lightData.w));\r\n\t\tspotAtten = max(0., (cosAngle - lightDirection.w) / (1. - cosAngle));\r\n\r\n\t\t// Diffuse\r\n\t\tfloat ndl = max(0., dot(vNormal, -lightDirection.xyz));\r\n\t\tresult[0] = ndl * spotAtten * diffuseColor.rgb;\r\n\r\n#ifdef SPECULARTERM\r\n\t\t// Specular\r\n\t\tvec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\r\n\t\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\t\tspecComp = pow(specComp, vSpecularColor.a);\r\n\t\tresult[1] = specComp * specularColor * spotAtten;\r\n#else\r\n\t\tresult[1] = vec3(0.);\r\n#endif\r\n\t\tresult[2] = vec3(0.);\r\n\r\n\t\treturn result;\r\n\t}\r\n\r\n\tresult[0] = vec3(0.);\r\n\tresult[1] = vec3(0.);\r\n\tresult[2] = vec3(0.);\r\n\r\n\treturn result;\r\n}\r\n\r\nmat3 computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor, vec3 groundColor) {\r\n\tmat3 result;\r\n\r\n\t// Diffuse\r\n\tfloat ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\r\n\tresult[0] = mix(groundColor, diffuseColor.rgb, ndl);\r\n\r\n#ifdef SPECULARTERM\r\n\t// Specular\r\n\tvec3 angleW = normalize(viewDirectionW + lightData.xyz);\r\n\tfloat specComp = max(0., dot(vNormal, angleW));\r\n\tspecComp = pow(specComp, vSpecularColor.a);\r\n\tresult[1] = specComp * specularColor;\r\n#else\r\n\tresult[1] = vec3(0.);\r\n#endif\r\n\r\n\tresult[2] = vec3(0.);\r\n\r\n\treturn result;\r\n}\r\n\r\nvoid main(void) {\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tif (fClipDistance > 0.0)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\r\n\r\n\t// Base color\r\n\tvec4 baseColor = vec4(1., 1., 1., 1.);\r\n\tvec3 diffuseColor = vDiffuseColor.rgb;\r\n\r\n#ifdef DIFFUSE\r\n\tbaseColor = texture2D(diffuseSampler, vDiffuseUV);\r\n\r\n#ifdef ALPHATEST\r\n\tif (baseColor.a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tbaseColor.rgb *= vDiffuseInfos.y;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\n\tbaseColor.rgb *= vColor.rgb;\r\n#endif\r\n\r\n\t// Bump\r\n\tvec3 normalW = normalize(vNormalW);\r\n\r\n\t// Ambient color\r\n\tvec3 baseAmbientColor = vec3(1., 1., 1.);\r\n\r\n#ifdef AMBIENT\r\n\tbaseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\r\n#endif\r\n\r\n\t// Lighting\r\n\tvec3 diffuseBase = vec3(0., 0., 0.);\r\n#ifdef SPECULARTERM\r\n\tvec3 specularBase = vec3(0., 0., 0.);\r\n#endif\r\n\tfloat shadow = 1.;\r\n\r\n#ifdef LIGHT0\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular0 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT0\r\n\tmat3 info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0, vLightSpecular0);\r\n#endif\r\n#ifdef HEMILIGHT0\r\n\tmat3 info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0, vLightGround0);\r\n#endif\r\n#ifdef POINTDIRLIGHT0\r\n\tmat3 info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0);\r\n#endif\r\n#ifdef SHADOW0\r\n#ifdef SHADOWVSM0\r\n\tshadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight0, shadowSampler0);\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info[0] * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info[1] * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT1\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular1 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT1\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1, vLightSpecular1);\r\n#endif\r\n#ifdef HEMILIGHT1\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1, vLightGround1);\r\n#endif\r\n#ifdef POINTDIRLIGHT1\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1);\r\n#endif\r\n#ifdef SHADOW1\r\n#ifdef SHADOWVSM1\r\n\tshadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight1, shadowSampler1);\r\n#endif\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info[0] * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info[1] * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT2\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular2 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT2\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2, vLightSpecular2);\r\n#endif\r\n#ifdef HEMILIGHT2\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2, vLightGround2);\r\n#endif\r\n#ifdef POINTDIRLIGHT2\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2);\r\n#endif\r\n#ifdef SHADOW2\r\n#ifdef SHADOWVSM2\r\n\tshadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight2, shadowSampler2);\r\n#endif\t\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info[0] * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info[1] * shadow;\r\n#endif\r\n#endif\r\n\r\n#ifdef LIGHT3\r\n#ifndef SPECULARTERM\r\n\tvec3 vLightSpecular3 = vec3(0.0);\r\n#endif\r\n#ifdef SPOTLIGHT3\r\n\tinfo = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3, vLightSpecular3);\r\n#endif\r\n#ifdef HEMILIGHT3\r\n\tinfo = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3, vLightGround3);\r\n#endif\r\n#ifdef POINTDIRLIGHT3\r\n\tinfo = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3);\r\n#endif\r\n#ifdef SHADOW3\r\n#ifdef SHADOWVSM3\r\n\tshadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\r\n#else\r\n\tshadow = computeShadow(vPositionFromLight3, shadowSampler3);\r\n#endif\t\r\n#else\r\n\tshadow = 1.;\r\n#endif\r\n\tdiffuseBase += info[0] * shadow;\r\n#ifdef SPECULARTERM\r\n\tspecularBase += info[1] * shadow;\r\n#endif\r\n#endif\r\n\r\n\t// Reflection\r\n\tvec3 reflectionColor = vec3(0., 0., 0.);\r\n\r\n#ifdef REFLECTION\r\n#ifdef REFLECTIONMAP_3D\r\n\t\treflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.x;\r\n#else\r\n\t\tvec2 coords = vReflectionUVW.xy;\r\n\r\n#ifdef REFLECTIONMAP_PROJECTION\r\n\t\tcoords /= vReflectionUVW.z;\r\n#endif\r\n\r\n\t\tcoords.y = 1.0 - coords.y;\r\n\r\n\t\treflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.x;\r\n#endif\r\n\r\n#ifdef REFLECTIONFRESNEL\r\n\tfloat reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\r\n\r\n\treflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\r\n#endif\r\n#endif\r\n\r\n\t// Alpha\r\n\tfloat alpha = vDiffuseColor.a;\r\n\r\n#ifdef OPACITY\r\n\tvec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\r\n#ifdef OPACITYRGB\r\n\topacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\r\n\talpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\r\n#else\r\n\talpha *= opacityMap.a * vOpacityInfos.y;\r\n#endif\r\n#endif\r\n\r\n#ifdef VERTEXALPHA\r\n\talpha *= vColor.a;\r\n#endif\r\n\r\n#ifdef OPACITYFRESNEL\r\n\tfloat opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\r\n\r\n\talpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\r\n#endif\r\n\r\n\t// Emissive\r\n\tvec3 emissiveColor = vEmissiveColor;\r\n#ifdef EMISSIVE\r\n\temissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\r\n#endif\r\n\r\n#ifdef EMISSIVEFRESNEL\r\n\tfloat emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\r\n\r\n\temissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\r\n#endif\r\n\r\n\t// Specular map\r\n#ifdef SPECULARTERM\r\n\tvec3 specularColor = vSpecularColor.rgb;\r\n#ifdef SPECULAR\r\n\tspecularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\r\n#endif\r\n#endif\r\n\r\n\t// Fresnel\r\n#ifdef DIFFUSEFRESNEL\r\n\tfloat diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\r\n\r\n\tdiffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\r\n#endif\r\n\r\n\t// Composition\r\n\tvec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\r\n#ifdef SPECULARTERM\r\n\tvec3 finalSpecular = specularBase * specularColor;\r\n#else\r\n\tvec3 finalSpecular = vec3(0.0);\r\n#endif\r\n\r\n\tvec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\r\n\r\n#ifdef FOG\r\n\tfloat fog = CalcFogFactor();\r\n\tcolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n\tgl_FragColor = color;\r\n}","legacydefaultVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\nattribute vec3 normal;\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#ifdef VERTEXCOLOR\r\nattribute vec4 color;\r\n#endif\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniforms\r\nuniform mat4 world;\r\nuniform mat4 view;\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef DIFFUSE\r\nvarying vec2 vDiffuseUV;\r\nuniform mat4 diffuseMatrix;\r\nuniform vec2 vDiffuseInfos;\r\n#endif\r\n\r\n#ifdef AMBIENT\r\nvarying vec2 vAmbientUV;\r\nuniform mat4 ambientMatrix;\r\nuniform vec2 vAmbientInfos;\r\n#endif\r\n\r\n#ifdef OPACITY\r\nvarying vec2 vOpacityUV;\r\nuniform mat4 opacityMatrix;\r\nuniform vec2 vOpacityInfos;\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\nvarying vec2 vEmissiveUV;\r\nuniform vec2 vEmissiveInfos;\r\nuniform mat4 emissiveMatrix;\r\n#endif\r\n\r\n#if defined(SPECULAR) && defined(SPECULARTERM)\r\nvarying vec2 vSpecularUV;\r\nuniform vec2 vSpecularInfos;\r\nuniform mat4 specularMatrix;\r\n#endif\r\n\r\n#ifdef BUMP\r\nvarying vec2 vBumpUV;\r\nuniform vec2 vBumpInfos;\r\nuniform mat4 bumpMatrix;\r\n#endif\r\n\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\n// Output\r\nvarying vec3 vPositionW;\r\nvarying vec3 vNormalW;\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\n#ifdef SHADOWS\r\n#ifdef LIGHT0\r\nuniform mat4 lightMatrix0;\r\nvarying vec4 vPositionFromLight0;\r\n#endif\r\n#ifdef LIGHT1\r\nuniform mat4 lightMatrix1;\r\nvarying vec4 vPositionFromLight1;\r\n#endif\r\n#ifdef LIGHT2\r\nuniform mat4 lightMatrix2;\r\nvarying vec4 vPositionFromLight2;\r\n#endif\r\n#ifdef LIGHT3\r\nuniform mat4 lightMatrix3;\r\nvarying vec4 vPositionFromLight3;\r\n#endif\r\n#endif\r\n\r\n#ifdef REFLECTION\r\nuniform vec3 vEyePosition;\r\nvarying vec3 vReflectionUVW;\r\nuniform mat4 reflectionMatrix;\r\n\r\nvec3 computeReflectionCoords(vec4 worldPos, vec3 worldNormal)\r\n{\r\n#ifdef REFLECTIONMAP_SPHERICAL\r\n\tvec3 coords = vec3(view * vec4(worldNormal, 0.0));\r\n\r\n\treturn vec3(reflectionMatrix * vec4(coords, 1.0));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_PLANAR\r\n\tvec3 viewDir = worldPos.xyz - vEyePosition;\r\n\tvec3 coords = normalize(reflect(viewDir, worldNormal));\r\n\r\n\treturn vec3(reflectionMatrix * vec4(coords, 1));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_CUBIC\r\n\tvec3 viewDir = worldPos.xyz - vEyePosition;\r\n\tvec3 coords = reflect(viewDir, worldNormal);\r\n#ifdef INVERTCUBICMAP\r\n\tcoords.y = 1.0 - coords.y;\r\n#endif\r\n\treturn vec3(reflectionMatrix * vec4(coords, 0));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_PROJECTION\r\n\treturn vec3(reflectionMatrix * (view * worldPos));\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_SKYBOX\r\n\treturn position;\r\n#endif\r\n\r\n#ifdef REFLECTIONMAP_EXPLICIT\r\n\treturn vec3(0, 0, 0);\r\n#endif\r\n}\r\n#endif\r\n\r\nvoid main(void) {\r\n\tmat4 finalWorld;\r\n\r\n#ifdef BONES\r\n\tmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n\tmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n\tmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\r\n#ifdef BONES4\r\n\tmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n\tfinalWorld = world * (m0 + m1 + m2 + m3);\r\n#else\r\n\tfinalWorld = world * (m0 + m1 + m2);\r\n#endif \r\n\r\n#else\r\n\tfinalWorld = world;\r\n#endif\r\n\r\n\tgl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n\r\n\tvec4 worldPos = finalWorld * vec4(position, 1.0);\r\n\tvPositionW = vec3(worldPos);\r\n\tvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\r\n\r\n\t// Texture coordinates\r\n#ifndef UV1\r\n\tvec2 uv = vec2(0., 0.);\r\n#endif\r\n#ifndef UV2\r\n\tvec2 uv2 = vec2(0., 0.);\r\n#endif\r\n\r\n#ifdef DIFFUSE\r\n\tif (vDiffuseInfos.x == 0.)\r\n\t{\r\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef AMBIENT\r\n\tif (vAmbientInfos.x == 0.)\r\n\t{\r\n\t\tvAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef OPACITY\r\n\tif (vOpacityInfos.x == 0.)\r\n\t{\r\n\t\tvOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\t\r\n#ifdef REFLECTION\r\n\tvReflectionUVW = computeReflectionCoords(vec4(vPositionW, 1.0), vNormalW);\r\n#endif\r\n\r\n#ifdef EMISSIVE\r\n\tif (vEmissiveInfos.x == 0.)\r\n\t{\r\n\t\tvEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#if defined(SPECULAR) && defined(SPECULARTERM)\r\n\tif (vSpecularInfos.x == 0.)\r\n\t{\r\n\t\tvSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n#ifdef BUMP\r\n\tif (vBumpInfos.x == 0.)\r\n\t{\r\n\t\tvBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\r\n\t}\r\n\telse\r\n\t{\r\n\t\tvBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\r\n\t}\r\n#endif\r\n\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tfClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n\r\n\t// Fog\r\n#ifdef FOG\r\n\tfFogDistance = (view * worldPos).z;\r\n#endif\r\n\r\n\t// Shadows\r\n#ifdef SHADOWS\r\n#ifdef LIGHT0\r\n\tvPositionFromLight0 = lightMatrix0 * worldPos;\r\n#endif\r\n#ifdef LIGHT1\r\n\tvPositionFromLight1 = lightMatrix1 * worldPos;\r\n#endif\r\n#ifdef LIGHT2\r\n\tvPositionFromLight2 = lightMatrix2 * worldPos;\r\n#endif\r\n#ifdef LIGHT3\r\n\tvPositionFromLight3 = lightMatrix3 * worldPos;\r\n#endif\r\n#endif\r\n\r\n\t// Vertex color\r\n#ifdef VERTEXCOLOR\r\n\tvColor = color;\r\n#endif\r\n}","lensFlarePixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Color\r\nuniform vec4 color;\r\n\r\nvoid main(void) {\r\n\tvec4 baseColor = texture2D(textureSampler, vUV);\r\n\r\n\tgl_FragColor = baseColor * color;\r\n}","lensFlareVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec2 position;\r\n\r\n// Uniforms\r\nuniform mat4 viewportMatrix;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\n\r\nconst vec2 madd = vec2(0.5, 0.5);\r\n\r\nvoid main(void) {\t\r\n\r\n\tvUV = position * madd + madd;\r\n\tgl_Position = viewportMatrix * vec4(position, 0.0, 1.0);\r\n}","lensHighlightsPixelShader":"precision highp float;\r\n\r\n// samplers\r\nuniform sampler2D textureSampler;\t// original color\r\n\r\n// uniforms\r\nuniform float gain;\r\nuniform float threshold;\r\nuniform bool pentagon;\r\nuniform float screen_width;\r\nuniform float screen_height;\r\n\r\n// varyings\r\nvarying vec2 vUV;\r\n\r\n// apply luminance filter\r\nvec4 highlightColor(vec4 color) {\r\n\tvec4 highlight = color;\r\n\tfloat luminance = dot(highlight.rgb, vec3(0.2125, 0.7154, 0.0721));\r\n\tfloat lum_threshold;\r\n\tif (threshold > 1.0) { lum_threshold = 0.94 + 0.01 * threshold; }\r\n\telse { lum_threshold = 0.5 + 0.44 * threshold; }\r\n\r\n\tluminance = clamp((luminance - lum_threshold) * (1.0 / (1.0 - lum_threshold)), 0.0, 1.0);\r\n\r\n\thighlight *= luminance * gain;\r\n\thighlight.a = 1.0;\r\n\r\n\treturn highlight;\r\n}\r\n\r\nvoid main(void)\r\n{\r\n\tvec4 original = texture2D(textureSampler, vUV);\r\n\r\n\t// quick exit if no highlight computing\r\n\tif (gain == -1.0) {\r\n\t\tgl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\r\n\t\treturn;\r\n\t}\r\n\r\n\tfloat w = 2.0 / screen_width;\r\n\tfloat h = 2.0 / screen_height;\r\n\r\n\tfloat weight = 1.0;\r\n\r\n\t// compute blurred color\r\n\tvec4 blurred = vec4(0.0, 0.0, 0.0, 0.0);\r\n\r\n\tif (pentagon) {\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.84*w, 0.43*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.48*w, -1.29*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.61*w, 1.51*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.55*w, -0.74*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.71*w, -0.52*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.94*w, 1.59*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.40*w, -1.87*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.62*w, 1.16*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.09*w, 0.25*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.46*w, -1.71*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.08*w, 2.42*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.85*w, -1.89*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.89*w, 0.16*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.29*w, 1.88*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.40*w, -2.81*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.54*w, 2.26*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.60*w, -0.61*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.31*w, -1.30*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.83*w, 2.53*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.12*w, -2.48*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.60*w, 1.11*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.82*w, 0.99*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.50*w, -2.81*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.85*w, 3.33*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.94*w, -1.92*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.27*w, -0.53*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.95*w, 2.48*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.23*w, -3.04*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.17*w, 2.05*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.97*w, -0.04*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.25*w, -2.00*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.31*w, 3.08*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.94*w, -2.59*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.37*w, 0.64*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.13*w, 1.93*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.03*w, -3.65*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.60*w, 3.17*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.14*w, -1.19*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.00*w, -1.19*h)));\r\n\t}\r\n\telse {\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.85*w, 0.36*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.52*w, -1.14*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.46*w, 1.42*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.46*w, -0.83*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.79*w, -0.42*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.11*w, 1.62*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.29*w, -2.07*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.69*w, 1.39*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.28*w, 0.12*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.65*w, -1.69*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.08*w, 2.44*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.63*w, -1.90*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.55*w, 0.31*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.13*w, 1.52*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.56*w, -2.61*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.38*w, 2.34*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.64*w, -0.81*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.53*w, -1.21*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.06*w, 2.63*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.00*w, -2.69*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.59*w, 1.32*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.82*w, 0.78*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.57*w, -2.50*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(0.54*w, 2.93*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.39*w, -1.81*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.01*w, -0.28*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.04*w, 2.25*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.02*w, -3.05*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.09*w, 2.25*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-3.07*w, -0.25*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.44*w, -1.90*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-0.52*w, 3.05*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-1.68*w, -2.61*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(3.01*w, 0.79*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.76*w, 1.46*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.05*w, -2.94*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(1.21*w, 2.88*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(-2.84*w, -1.30*h)));\r\n\t\tblurred += highlightColor(texture2D(textureSampler, vUV + vec2(2.98*w, -0.96*h)));\r\n\t}\r\n\r\n\tblurred /= 39.0;\r\n\r\n\tgl_FragColor = blurred;\r\n\r\n\t//if(vUV.x > 0.5) { gl_FragColor.rgb *= 0.0; }\r\n}","linePixelShader":"precision highp float;\r\n\r\nuniform vec4 color;\r\n\r\nvoid main(void) {\r\n\tgl_FragColor = color;\r\n}","lineVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\nattribute vec4 normal;\r\n\r\n// Uniforms\r\nuniform mat4 worldViewProjection;\r\n\r\nuniform float width;\r\nuniform float aspectRatio;\r\n\r\nvoid main(void) {\r\n\tvec4 viewPosition = worldViewProjection * vec4(position, 1.0);\r\n\tvec4 viewPositionNext = worldViewProjection * vec4(normal.xyz, 1.0);\r\n\r\n\tvec2 currentScreen = viewPosition.xy / viewPosition.w;\r\n\tvec2 nextScreen = viewPositionNext.xy / viewPositionNext.w;\r\n\r\n\tcurrentScreen.x *= aspectRatio;\r\n\tnextScreen.x *= aspectRatio;\r\n\r\n\tvec2 dir = normalize(nextScreen - currentScreen);\r\n\tvec2 normalDir = vec2(-dir.y, dir.x);\r\n\r\n\tnormalDir *= width / 2.0;\r\n\tnormalDir.x /= aspectRatio;\r\n\r\n\tvec4 offset = vec4(normalDir * normal.w, 0.0, 0.0);\r\n\tgl_Position = viewPosition + offset;\r\n}","marblePixelShader":"precision highp float;\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform float numberOfTilesHeight;\r\nuniform float numberOfTilesWidth;\r\nuniform float amplitude;\r\nuniform vec3 brickColor;\r\nuniform vec3 jointColor;\r\n\r\nconst vec3 tileSize = vec3(1.1, 1.0, 1.1);\r\nconst vec3 tilePct = vec3(0.98, 1.0, 0.98);\r\n\r\nfloat rand(vec2 n) {\r\n\treturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n\tconst vec2 d = vec2(0.0, 1.0);\r\n\tvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n\treturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat turbulence(vec2 P)\r\n{\r\n\tfloat val = 0.0;\r\n\tfloat freq = 1.0;\r\n\tfor (int i = 0; i < 4; i++)\r\n\t{\r\n\t\tval += abs(noise(P*freq) / freq);\r\n\t\tfreq *= 2.07;\r\n\t}\r\n\treturn val;\r\n}\r\n\r\nfloat round(float number){\r\n\treturn sign(number)*floor(abs(number) + 0.5);\r\n}\r\n\r\nvec3 marble_color(float x)\r\n{\r\n\tvec3 col;\r\n\tx = 0.5*(x + 1.);\r\n\tx = sqrt(x); \r\n\tx = sqrt(x);\r\n\tx = sqrt(x);\r\n\tcol = vec3(.2 + .75*x); \r\n\tcol.b *= 0.95; \r\n\treturn col;\r\n}\r\n\r\nvoid main()\r\n{\r\n\tfloat brickW = 1.0 / numberOfTilesWidth;\r\n\tfloat brickH = 1.0 / numberOfTilesHeight;\r\n\tfloat jointWPercentage = 0.01;\r\n\tfloat jointHPercentage = 0.01;\r\n\tvec3 color = brickColor;\r\n\tfloat yi = vUV.y / brickH;\r\n\tfloat nyi = round(yi);\r\n\tfloat xi = vUV.x / brickW;\r\n\r\n\tif (mod(floor(yi), 2.0) == 0.0){\r\n\t\txi = xi - 0.5;\r\n\t}\r\n\r\n\tfloat nxi = round(xi);\r\n\tvec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\r\n\r\n\tif (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\r\n\t\tcolor = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\r\n\t}\r\n\telse if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\r\n\t\tcolor = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\r\n\t}\r\n\telse {\r\n\t\tfloat t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0));\r\n\t\tt += amplitude * turbulence(brickvUV.xy);\r\n\t\tt = sin(t);\r\n\t\tcolor = marble_color(t);\r\n\t}\r\n\r\n\tgl_FragColor = vec4(color, 0.0);\r\n}","outlinePixelShader":"precision highp float;\r\n\r\nuniform vec4 color;\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform sampler2D diffuseSampler;\r\n#endif\r\n\r\nvoid main(void) {\r\n#ifdef ALPHATEST\r\n\tif (texture2D(diffuseSampler, vUV).a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tgl_FragColor = color;\r\n}","outlineVertexShader":"precision highp float;\r\n\r\n// Attribute\r\nattribute vec3 position;\r\nattribute vec3 normal;\r\n\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniform\r\nuniform float offset;\r\n\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 viewProjection;\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform mat4 diffuseMatrix;\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#ifdef INSTANCES\r\n\tmat4 finalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n\tmat4 finalWorld = world;\r\n#endif\r\n\r\n\tvec3 offsetPosition = position + normal * offset;\r\n\r\n#ifdef BONES\r\n\tmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n\tmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n\tmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\tmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n\tgl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\r\n#else\r\n\tgl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\r\n#endif\r\n\r\n#ifdef ALPHATEST\r\n#ifdef UV1\r\n\tvUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n#endif\r\n#ifdef UV2\r\n\tvUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n#endif\r\n#endif\r\n}","particlesPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nvarying vec4 vColor;\r\nuniform vec4 textureMask;\r\nuniform sampler2D diffuseSampler;\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\nvoid main(void) {\r\n#ifdef CLIPPLANE\r\n\tif (fClipDistance > 0.0)\r\n\t\tdiscard;\r\n#endif\r\n\tvec4 baseColor = texture2D(diffuseSampler, vUV);\r\n\r\n\tgl_FragColor = (baseColor * textureMask + (vec4(1., 1., 1., 1.) - textureMask)) * vColor;\r\n}","particlesVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\nattribute vec4 color;\r\nattribute vec4 options;\r\n\r\n// Uniforms\r\nuniform mat4 view;\r\nuniform mat4 projection;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\nvarying vec4 vColor;\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nuniform mat4 invView;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\nvoid main(void) {\t\r\n\tvec3 viewPos = (view * vec4(position, 1.0)).xyz; \r\n\tvec3 cornerPos;\r\n\tfloat size = options.y;\r\n\tfloat angle = options.x;\r\n\tvec2 offset = options.zw;\r\n\r\n\tcornerPos = vec3(offset.x - 0.5, offset.y - 0.5, 0.) * size;\r\n\r\n\t// Rotate\r\n\tvec3 rotatedCorner;\r\n\trotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\r\n\trotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\r\n\trotatedCorner.z = 0.;\r\n\r\n\t// Position\r\n\tviewPos += rotatedCorner;\r\n\tgl_Position = projection * vec4(viewPos, 1.0); \r\n\t\r\n\tvColor = color;\r\n\tvUV = offset;\r\n\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tvec4 worldPos = invView * vec4(viewPos, 1.0);\r\n\tfClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n}","passPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\nvoid main(void) \r\n{\r\n\tgl_FragColor = texture2D(textureSampler, vUV);\r\n}","pbrPixelShader":"precision highp float;\r\n\r\n// Constants\r\nuniform vec3 vEyePosition;\r\nuniform vec4 vAlbedoColor;\r\n\r\n// Input\r\nvarying vec3 vPositionW;\r\n\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n\tfloat fogCoeff = 1.0;\r\n\tfloat fogStart = vFogInfos.y;\r\n\tfloat fogEnd = vFogInfos.z;\r\n\tfloat fogDensity = vFogInfos.w;\r\n\r\n\tif (FOGMODE_LINEAR == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n\t}\r\n\telse if (FOGMODE_EXP == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n\t}\r\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n\t}\r\n\r\n\treturn clamp(fogCoeff, 0.0, 1.0);\r\n}\r\n#endif\r\n\r\nvoid main(void) {\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tif (fClipDistance > 0.0)\r\n\t\tdiscard;\r\n#endif\r\n\r\n\tvec3 viewDirectionW = normalize(vEyePosition - vPositionW);\r\n\r\n\t// Base color\r\n\tvec3 baseColor = vAlbedoColor.rgb;\r\n\r\n\t// Alpha\r\n\tfloat alpha = vAlbedoColor.a;\r\n\r\n#ifdef VERTEXCOLOR\r\n\tbaseColor *= vColor.rgb;\r\n#endif\r\n\r\n#ifdef VERTEXALPHA\r\n\talpha *= vColor.a;\r\n#endif\r\n\r\n\t// Composition\r\n vec4 color = vec4(clamp(baseColor, 0.0, 1.0), alpha);\r\n\r\n#ifdef FOG\r\n\tfloat fog = CalcFogFactor();\r\n\tcolor.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n\tgl_FragColor = color;\r\n}","pbrVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec3 position;\r\n#ifdef NORMAL\r\nattribute vec3 normal;\r\n#endif\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#ifdef VERTEXCOLOR\r\nattribute vec4 color;\r\n#endif\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniforms\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 view;\r\nuniform mat4 viewProjection;\r\n\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\n#ifdef POINTSIZE\r\nuniform float pointSize;\r\n#endif\r\n\r\n// Output\r\nvarying vec3 vPositionW;\r\n#ifdef NORMAL\r\nvarying vec3 vNormalW;\r\n#endif\r\n\r\n#ifdef VERTEXCOLOR\r\nvarying vec4 vColor;\r\n#endif\r\n\r\n#ifdef CLIPPLANE\r\nuniform vec4 vClipPlane;\r\nvarying float fClipDistance;\r\n#endif\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\nvoid main(void) {\r\n\tmat4 finalWorld;\r\n\r\n#ifdef INSTANCES\r\n\tfinalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n\tfinalWorld = world;\r\n#endif\r\n\r\n#ifdef BONES\r\n\tmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n\tmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n\tmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\r\n#ifdef BONES4\r\n\tmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n#else\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2);\r\n#endif \r\n\r\n#endif\r\n\tgl_Position = viewProjection * finalWorld * vec4(position, 1.0);\r\n\r\n\tvec4 worldPos = finalWorld * vec4(position, 1.0);\r\n\tvPositionW = vec3(worldPos);\r\n\r\n#ifdef NORMAL\r\n\tvNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\r\n#endif\r\n\r\n\t// Texture coordinates\r\n#ifndef UV1\r\n\tvec2 uv = vec2(0., 0.);\r\n#endif\r\n#ifndef UV2\r\n\tvec2 uv2 = vec2(0., 0.);\r\n#endif\r\n\r\n\t// Clip plane\r\n#ifdef CLIPPLANE\r\n\tfClipDistance = dot(worldPos, vClipPlane);\r\n#endif\r\n\r\n\t// Fog\r\n#ifdef FOG\r\n\tfFogDistance = (view * worldPos).z;\r\n#endif\r\n\r\n\t// Vertex color\r\n#ifdef VERTEXCOLOR\r\n\tvColor = color;\r\n#endif\r\n\r\n\t// Point size\r\n#ifdef POINTSIZE\r\n\tgl_PointSize = pointSize;\r\n#endif\r\n}","postprocessVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec2 position;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\n\r\nconst vec2 madd = vec2(0.5, 0.5);\r\n\r\nvoid main(void) {\t\r\n\r\n\tvUV = position * madd + madd;\r\n\tgl_Position = vec4(position, 0.0, 1.0);\r\n}","proceduralVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec2 position;\r\n\r\n// Output\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nconst vec2 madd = vec2(0.5, 0.5);\r\n\r\nvoid main(void) {\t\r\n\tvPosition = position;\r\n\tvUV = position * madd + madd;\r\n\tgl_Position = vec4(position, 0.0, 1.0);\r\n}","refractionPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D refractionSampler;\r\n\r\n// Parameters\r\nuniform vec3 baseColor;\r\nuniform float depth;\r\nuniform float colorLevel;\r\n\r\nvoid main() {\r\n\tfloat ref = 1.0 - texture2D(refractionSampler, vUV).r;\r\n\r\n\tvec2 uv = vUV - vec2(0.5);\r\n\tvec2 offset = uv * depth * ref;\r\n\tvec3 sourceColor = texture2D(textureSampler, vUV - offset).rgb;\r\n\r\n\tgl_FragColor = vec4(sourceColor + sourceColor * ref * colorLevel, 1.0);\r\n}","roadPixelShader":"precision highp float;\r\n\r\nvarying vec2 vUV; \r\nuniform vec3 roadColor;\r\n\r\nfloat rand(vec2 n) {\r\n\treturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n\tconst vec2 d = vec2(0.0, 1.0);\r\n\tvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n\treturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n\tfloat total = 0.0, amplitude = 1.0;\r\n\tfor (int i = 0; i < 4; i++) {\r\n\t\ttotal += noise(n) * amplitude;\r\n\t\tn += n;\r\n\t\tamplitude *= 0.5;\r\n\t}\r\n\treturn total;\r\n}\r\n\r\nvoid main(void) {\r\n\tfloat ratioy = mod(gl_FragCoord.y * 100.0 , fbm(vUV * 2.0));\r\n\tvec3 color = roadColor * ratioy;\r\n\tgl_FragColor = vec4(color, 1.0);\r\n}","shadowMapPixelShader":"precision highp float;\r\n\r\nvec4 pack(float depth)\r\n{\r\n\tconst vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\r\n\tconst vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\r\n\r\n\tvec4 res = fract(depth * bit_shift);\r\n\tres -= res.xxyz * bit_mask;\r\n\r\n\treturn res;\r\n}\r\n\r\n// Thanks to http://devmaster.net/\r\nvec2 packHalf(float depth) \r\n{ \r\n\tconst vec2 bitOffset = vec2(1.0 / 255., 0.);\r\n\tvec2 color = vec2(depth, fract(depth * 255.));\r\n\r\n\treturn color - (color.yy * bitOffset);\r\n}\r\n\r\nvarying vec4 vPosition;\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform sampler2D diffuseSampler;\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#ifdef ALPHATEST\r\n\tif (texture2D(diffuseSampler, vUV).a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\tfloat depth = vPosition.z / vPosition.w;\r\n\tdepth = depth * 0.5 + 0.5;\r\n\r\n#ifdef VSM\r\n\tfloat moment1 = depth;\r\n\tfloat moment2 = moment1 * moment1;\r\n\r\n\tgl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\r\n#else\r\n\tgl_FragColor = pack(depth);\r\n#endif\r\n}","shadowMapVertexShader":"precision highp float;\r\n\r\n// Attribute\r\nattribute vec3 position;\r\n#ifdef BONES\r\nattribute vec4 matricesIndices;\r\nattribute vec4 matricesWeights;\r\n#endif\r\n\r\n// Uniform\r\n#ifdef INSTANCES\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\n#else\r\nuniform mat4 world;\r\n#endif\r\n\r\nuniform mat4 viewProjection;\r\n#ifdef BONES\r\nuniform mat4 mBones[BonesPerMesh];\r\n#endif\r\n\r\nvarying vec4 vPosition;\r\n\r\n#ifdef ALPHATEST\r\nvarying vec2 vUV;\r\nuniform mat4 diffuseMatrix;\r\n#ifdef UV1\r\nattribute vec2 uv;\r\n#endif\r\n#ifdef UV2\r\nattribute vec2 uv2;\r\n#endif\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#ifdef INSTANCES\r\n\tmat4 finalWorld = mat4(world0, world1, world2, world3);\r\n#else\r\n\tmat4 finalWorld = world;\r\n#endif\r\n\r\n#ifdef BONES\r\n\tmat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\r\n\tmat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\r\n\tmat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\r\n\tmat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\r\n\tfinalWorld = finalWorld * (m0 + m1 + m2 + m3);\r\n#endif\r\n\r\n\tvPosition = viewProjection * finalWorld * vec4(position, 1.0);\r\n\tgl_Position = vPosition;\r\n\r\n#ifdef ALPHATEST\r\n#ifdef UV1\r\n\tvUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\r\n#endif\r\n#ifdef UV2\r\n\tvUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\r\n#endif\r\n#endif\r\n}","spritesPixelShader":"precision highp float;\r\n\r\nuniform bool alphaTest;\r\n\r\nvarying vec4 vColor;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D diffuseSampler;\r\n\r\n// Fog\r\n#ifdef FOG\r\n\r\n#define FOGMODE_NONE 0.\r\n#define FOGMODE_EXP 1.\r\n#define FOGMODE_EXP2 2.\r\n#define FOGMODE_LINEAR 3.\r\n#define E 2.71828\r\n\r\nuniform vec4 vFogInfos;\r\nuniform vec3 vFogColor;\r\nvarying float fFogDistance;\r\n\r\nfloat CalcFogFactor()\r\n{\r\n\tfloat fogCoeff = 1.0;\r\n\tfloat fogStart = vFogInfos.y;\r\n\tfloat fogEnd = vFogInfos.z;\r\n\tfloat fogDensity = vFogInfos.w;\r\n\r\n\tif (FOGMODE_LINEAR == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\r\n\t}\r\n\telse if (FOGMODE_EXP == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\r\n\t}\r\n\telse if (FOGMODE_EXP2 == vFogInfos.x)\r\n\t{\r\n\t\tfogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\r\n\t}\r\n\r\n\treturn min(1., max(0., fogCoeff));\r\n}\r\n#endif\r\n\r\n\r\nvoid main(void) {\r\n\tvec4 baseColor = texture2D(diffuseSampler, vUV);\r\n\r\n\tif (alphaTest) \r\n\t{\r\n\t\tif (baseColor.a < 0.95)\r\n\t\t\tdiscard;\r\n\t}\r\n\r\n\tbaseColor *= vColor;\r\n\r\n#ifdef FOG\r\n\tfloat fog = CalcFogFactor();\r\n\tbaseColor.rgb = fog * baseColor.rgb + (1.0 - fog) * vFogColor;\r\n#endif\r\n\r\n\tgl_FragColor = baseColor;\r\n}","spritesVertexShader":"precision highp float;\r\n\r\n// Attributes\r\nattribute vec4 position;\r\nattribute vec4 options;\r\nattribute vec4 cellInfo;\r\nattribute vec4 color;\r\n\r\n// Uniforms\r\nuniform vec2 textureInfos;\r\nuniform mat4 view;\r\nuniform mat4 projection;\r\n\r\n// Output\r\nvarying vec2 vUV;\r\nvarying vec4 vColor;\r\n\r\n#ifdef FOG\r\nvarying float fFogDistance;\r\n#endif\r\n\r\nvoid main(void) {\t\r\n\tvec3 viewPos = (view * vec4(position.xyz, 1.0)).xyz; \r\n\tvec2 cornerPos;\r\n\t\r\n\tfloat angle = position.w;\r\n\tvec2 size = vec2(options.x, options.y);\r\n\tvec2 offset = options.zw;\r\n\tvec2 uvScale = textureInfos.xy;\r\n\r\n\tcornerPos = vec2(offset.x - 0.5, offset.y - 0.5) * size;\r\n\r\n\t// Rotate\r\n\tvec3 rotatedCorner;\r\n\trotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\r\n\trotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\r\n\trotatedCorner.z = 0.;\r\n\r\n\t// Position\r\n\tviewPos += rotatedCorner;\r\n\tgl_Position = projection * vec4(viewPos, 1.0); \r\n\r\n\t// Color\r\n\tvColor = color;\r\n\t\r\n\t// Texture\r\n\tvec2 uvOffset = vec2(abs(offset.x - cellInfo.x), 1.0 - abs(offset.y - cellInfo.y));\r\n\r\n\tvUV = (uvOffset + cellInfo.zw) * uvScale;\r\n\r\n\t// Fog\r\n#ifdef FOG\r\n\tfFogDistance = viewPos.z;\r\n#endif\r\n}","ssaoPixelShader":"precision highp float;\r\n\r\n#define SAMPLES 16\r\n\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D randomSampler;\r\n\r\nuniform float randTextureTiles;\r\nuniform float samplesFactor;\r\nuniform vec3 sampleSphere[16];\r\n\r\nuniform float totalStrength;\r\nuniform float radius;\r\nuniform float area;\r\nuniform float fallOff;\r\n\r\nvarying vec2 vUV;\r\n\r\nconst vec2 offset1 = vec2(0.0, 0.001);\r\nconst vec2 offset2 = vec2(0.001, 0.0);\r\n\r\nvec3 normalFromDepth(const float depth, const vec2 coords) {\r\n\tfloat depth1 = texture2D(textureSampler, coords + offset1).r;\r\n\tfloat depth2 = texture2D(textureSampler, coords + offset2).r;\r\n\r\n vec3 p1 = vec3(offset1, depth1 - depth);\r\n vec3 p2 = vec3(offset2, depth2 - depth);\r\n\r\n vec3 normal = cross(p1, p2);\r\n normal.z = -normal.z;\r\n\r\n return normalize(normal);\r\n}\r\n\r\nvoid main(void)\r\n{\r\n\tconst float base = 0.2;\r\n\r\n\tvec3 random = texture2D(randomSampler, vUV * randTextureTiles).rgb;\r\n\tfloat depth = texture2D(textureSampler, vUV).r;\r\n\tvec3 position = vec3(vUV, depth);\r\n\tvec3 normal = normalFromDepth(depth, vUV);\r\n\tfloat radiusDepth = radius / depth;\r\n\tfloat occlusion = 0.0;\r\n\r\n\tvec3 ray;\r\n\tvec3 hemiRay;\r\n\tfloat occlusionDepth;\r\n\tfloat difference;\r\n\r\n\tfor (int i = 0; i < SAMPLES; i++)\r\n\t{\r\n\t\tray = radiusDepth * reflect(sampleSphere[i], random);\r\n\t\themiRay = position + sign(dot(ray, normal)) * ray;\r\n\r\n\t\tocclusionDepth = texture2D(textureSampler, clamp(hemiRay.xy, 0.0, 1.0)).r;\r\n\t\tdifference = depth - occlusionDepth;\r\n\r\n\t\tocclusion += step(fallOff, difference) * (1.0 - smoothstep(fallOff, area, difference));\r\n\t}\r\n\r\n\tfloat ao = 1.0 - totalStrength * occlusion * samplesFactor;\r\n\r\n\tfloat result = clamp(ao + base, 0.0, 1.0);\r\n\tgl_FragColor.r = result;\r\n\tgl_FragColor.g = result;\r\n\tgl_FragColor.b = result;\r\n\tgl_FragColor.a = 1.0;\r\n}\r\n","ssaoCombinePixelShader":"precision highp float;\r\n\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D originalColor;\r\n\r\nvarying vec2 vUV;\r\n\r\nvoid main(void) {\r\n\tgl_FragColor = texture2D(originalColor, vUV) * texture2D(textureSampler, vUV);\r\n}\r\n","stereoscopicInterlacePixelShader":"precision highp float;\r\n\r\nconst vec3 TWO = vec3(2.0, 2.0, 2.0);\r\n\r\nvarying vec2 vUV;\r\nuniform sampler2D camASampler;\r\nuniform sampler2D textureSampler;\r\nuniform vec2 stepSize;\r\n\r\nvoid main(void)\r\n{\r\n bool useCamB;\r\n vec2 texCoord1;\r\n vec2 texCoord2;\r\n \r\n vec3 frag1;\r\n vec3 frag2;\r\n \r\n#ifdef IS_STEREOSCOPIC_HORIZ\r\n\t useCamB = vUV.x > 0.5;\r\n\t texCoord1 = vec2(useCamB ? (vUV.x - 0.5) * 2.0 : vUV.x * 2.0, vUV.y);\r\n\t texCoord2 = vec2(texCoord1.x + stepSize.x, vUV.y);\r\n#else\r\n\t useCamB = vUV.y > 0.5;\r\n\t texCoord1 = vec2(vUV.x, useCamB ? (vUV.y - 0.5) * 2.0 : vUV.y * 2.0);\r\n\t texCoord2 = vec2(vUV.x, texCoord1.y + stepSize.y);\r\n#endif\r\n \r\n // cannot assign a sampler to a variable, so must duplicate texture accesses\r\n if (useCamB){\r\n frag1 = texture2D(textureSampler, texCoord1).rgb;\r\n frag2 = texture2D(textureSampler, texCoord2).rgb;\r\n }else{\r\n frag1 = texture2D(camASampler , texCoord1).rgb;\r\n frag2 = texture2D(camASampler , texCoord2).rgb;\r\n }\r\n \r\n gl_FragColor = vec4((frag1 + frag2) / TWO, 1.0);\r\n}","tonemapPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\n\r\n// Constants\r\nuniform float _ExposureAdjustment;\r\n\r\n#if defined(HABLE_TONEMAPPING)\r\n const float A = 0.15;\r\n const float B = 0.50;\r\n const float C = 0.10;\r\n const float D = 0.20;\r\n const float E = 0.02;\r\n const float F = 0.30;\r\n const float W = 11.2;\r\n#endif\r\n\r\nfloat Luminance(vec3 c)\r\n{\r\n return dot(c, vec3(0.22, 0.707, 0.071));\r\n}\r\n\r\nvoid main(void) \r\n{\r\n vec3 colour = texture2D(textureSampler, vUV).rgb;\r\n\r\n#if defined(REINHARD_TONEMAPPING)\r\n\r\n float lum = Luminance(colour.rgb); \r\n float lumTm = lum * _ExposureAdjustment;\r\n float scale = lumTm / (1.0 + lumTm); \r\n\r\n colour *= scale / lum;\r\n\r\n#elif defined(HABLE_TONEMAPPING)\r\n\r\n colour *= _ExposureAdjustment;\r\n\r\n const float ExposureBias = 2.0;\r\n vec3 x = ExposureBias * colour;\r\n\r\n vec3 curr = ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;\r\n \r\n x = vec3(W, W, W);\r\n vec3 whiteScale = 1.0 / (((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F);\r\n colour = curr * whiteScale;\r\n\r\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\r\n\r\n colour *= _ExposureAdjustment;\r\n \r\n vec3 X = max(vec3(0.0, 0.0, 0.0), colour - 0.004);\r\n vec3 retColor = (X * (6.2 * X + 0.5)) / (X * (6.2 * X + 1.7) + 0.06);\r\n\r\n colour = retColor * retColor;\r\n\r\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\r\n\r\n colour = vec3(1.0, 1.0, 1.0) - exp2(-_ExposureAdjustment * colour);\r\n\r\n#endif\r\n\r\n\tgl_FragColor = vec4(colour.rgb, 1.0);\r\n}","volumetricLightScatteringPixelShader":"precision highp float;\r\n\r\nuniform sampler2D textureSampler;\r\nuniform sampler2D lightScatteringSampler;\r\n\r\nuniform float decay;\r\nuniform float exposure;\r\nuniform float weight;\r\nuniform float density;\r\nuniform vec2 meshPositionOnScreen;\r\n\r\nvarying vec2 vUV;\r\n\r\nvoid main(void) {\r\n vec2 tc = vUV;\r\n\tvec2 deltaTexCoord = (tc - meshPositionOnScreen.xy);\r\n deltaTexCoord *= 1.0 / float(NUM_SAMPLES) * density;\r\n\r\n float illuminationDecay = 1.0;\r\n\r\n\tvec4 color = texture2D(lightScatteringSampler, tc) * 0.4;\r\n\r\n for(int i=0; i < NUM_SAMPLES; i++) {\r\n tc -= deltaTexCoord;\r\n\t\tvec4 sample = texture2D(lightScatteringSampler, tc) * 0.4;\r\n sample *= illuminationDecay * weight;\r\n color += sample;\r\n illuminationDecay *= decay;\r\n }\r\n\r\n vec4 realColor = texture2D(textureSampler, vUV);\r\n gl_FragColor = ((vec4((vec3(color.r, color.g, color.b) * exposure), 1)) + (realColor * (1.5 - 0.4)));\r\n}\r\n","volumetricLightScatteringPassPixelShader":"precision highp float;\r\n\r\n#if defined(ALPHATEST) || defined(NEED_UV)\r\nvarying vec2 vUV;\r\n#endif\r\n\r\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\r\nuniform sampler2D diffuseSampler;\r\n#endif\r\n\r\n#if defined(DIFFUSE_COLOR_RENDER)\r\nuniform vec3 color;\r\n#endif\r\n\r\n#if defined(OPACITY)\r\nuniform sampler2D opacitySampler;\r\nuniform float opacityLevel;\r\n#endif\r\n\r\nvoid main(void)\r\n{\r\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\r\n\tvec4 diffuseColor = texture2D(diffuseSampler, vUV);\r\n#endif\r\n\r\n#ifdef ALPHATEST\r\n\tif (diffuseColor.a < 0.4)\r\n\t\tdiscard;\r\n#endif\r\n\r\n#ifdef OPACITY\r\n\tvec4 opacityColor = texture2D(opacitySampler, vUV);\r\n\tfloat alpha = 1.0;\r\n\r\n\t#ifdef OPACITYRGB\r\n\topacityColor.rgb = opacityColor.rgb * vec3(0.3, 0.59, 0.11);\r\n\talpha *= (opacityColor.x + opacityColor.y + opacityColor.z) * opacityLevel;\r\n\t#else\r\n\talpha *= opacityColor.a * opacityLevel;\r\n\t#endif\r\n\r\n\t#if defined(BASIC_RENDER)\r\n\tgl_FragColor = vec4(diffuseColor.rgb, alpha);\r\n\t#elif defined(DIFFUSE_COLOR_RENDER)\r\n\tgl_FragColor = vec4(color.rgb, alpha);\r\n\t#else\r\n\tgl_FragColor = vec4(0.0, 0.0, 0.0, alpha);\r\n\t#endif\r\n\r\n\tgl_FragColor.a = alpha;\r\n#else\r\n\r\n\t#if defined(BASIC_RENDER)\r\n\tgl_FragColor = diffuseColor;\r\n\t#elif defined(DIFFUSE_COLOR_RENDER)\r\n\tgl_FragColor = vec4(color.rgb, 1.0);\r\n\t#else\r\n\tgl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\r\n\t#endif\r\n#endif\r\n\r\n}\r\n","vrDistortionCorrectionPixelShader":"precision highp float;\r\n\r\n// Samplers\r\nvarying vec2 vUV;\r\nuniform sampler2D textureSampler;\r\nuniform vec2 LensCenter;\r\nuniform vec2 Scale;\r\nuniform vec2 ScaleIn;\r\nuniform vec4 HmdWarpParam;\r\n\r\nvec2 HmdWarp(vec2 in01) {\r\n\r\n\tvec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]\r\n\tfloat rSq = theta.x * theta.x + theta.y * theta.y;\r\n\tvec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\r\n\treturn LensCenter + Scale * rvector;\r\n}\r\n\r\nvoid main(void)\r\n{\r\n\tvec2 tc = HmdWarp(vUV);\r\n\tif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\r\n\t\tgl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\r\n\telse{\r\n\t\tgl_FragColor = vec4(texture2D(textureSampler, tc).rgb, 1.0);\r\n\t}\r\n}","woodPixelShader":"precision highp float;\r\n\r\nvarying vec2 vPosition;\r\nvarying vec2 vUV;\r\n\r\nuniform float ampScale;\r\nuniform vec3 woodColor;\r\n\r\nfloat rand(vec2 n) {\r\n\treturn fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\r\n}\r\n\r\nfloat noise(vec2 n) {\r\n\tconst vec2 d = vec2(0.0, 1.0);\r\n\tvec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\r\n\treturn mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\r\n}\r\n\r\nfloat fbm(vec2 n) {\r\n\tfloat total = 0.0, amplitude = 1.0;\r\n\tfor (int i = 0; i < 4; i++) {\r\n\t\ttotal += noise(n) * amplitude;\r\n\t\tn += n;\r\n\t\tamplitude *= 0.5;\r\n\t}\r\n\treturn total;\r\n}\r\n\r\nvoid main(void) {\r\n\tfloat ratioy = mod(vUV.x * ampScale, 2.0 + fbm(vUV * 0.8));\r\n\tvec3 wood = woodColor * ratioy;\r\n\tgl_FragColor = vec4(wood, 1.0);\r\n}"};
  35928. BABYLON.CollisionWorker="var BABYLON;!function(t){var e=function(t,e,o,i){return t.x>o.x+i?!1:o.x-i>e.x?!1:t.y>o.y+i?!1:o.y-i>e.y?!1:t.z>o.z+i?!1:o.z-i>e.z?!1:!0},o=function(t,e,o,i){var s=e*e-4*t*o,r={root:0,found:!1};if(0>s)return r;var n=Math.sqrt(s),c=(-e-n)/(2*t),h=(-e+n)/(2*t);if(c>h){var a=h;h=c,c=a}return c>0&&i>c?(r.root=c,r.found=!0,r):h>0&&i>h?(r.root=h,r.found=!0,r):r},i=function(){function i(){this.radius=new t.Vector3(1,1,1),this.retry=0,this.basePointWorld=t.Vector3.Zero(),this.velocityWorld=t.Vector3.Zero(),this.normalizedVelocity=t.Vector3.Zero(),this._collisionPoint=t.Vector3.Zero(),this._planeIntersectionPoint=t.Vector3.Zero(),this._tempVector=t.Vector3.Zero(),this._tempVector2=t.Vector3.Zero(),this._tempVector3=t.Vector3.Zero(),this._tempVector4=t.Vector3.Zero(),this._edge=t.Vector3.Zero(),this._baseToVertex=t.Vector3.Zero(),this._destinationPoint=t.Vector3.Zero(),this._slidePlaneNormal=t.Vector3.Zero(),this._displacementVector=t.Vector3.Zero()}return i.prototype._initialize=function(e,o,i){this.velocity=o,t.Vector3.NormalizeToRef(o,this.normalizedVelocity),this.basePoint=e,e.multiplyToRef(this.radius,this.basePointWorld),o.multiplyToRef(this.radius,this.velocityWorld),this.velocityWorldLength=this.velocityWorld.length(),this.epsilon=i,this.collisionFound=!1},i.prototype._checkPointInTriangle=function(e,o,i,s,r){o.subtractToRef(e,this._tempVector),i.subtractToRef(e,this._tempVector2),t.Vector3.CrossToRef(this._tempVector,this._tempVector2,this._tempVector4);var n=t.Vector3.Dot(this._tempVector4,r);return 0>n?!1:(s.subtractToRef(e,this._tempVector3),t.Vector3.CrossToRef(this._tempVector2,this._tempVector3,this._tempVector4),n=t.Vector3.Dot(this._tempVector4,r),0>n?!1:(t.Vector3.CrossToRef(this._tempVector3,this._tempVector,this._tempVector4),n=t.Vector3.Dot(this._tempVector4,r),n>=0))},i.prototype._canDoCollision=function(o,i,s,r){var n=t.Vector3.Distance(this.basePointWorld,o),c=Math.max(this.radius.x,this.radius.y,this.radius.z);return n>this.velocityWorldLength+c+i?!1:e(s,r,this.basePointWorld,this.velocityWorldLength+c)?!0:!1},i.prototype._testTriangle=function(e,i,s,r,n,c){var h,a=!1;i||(i=[]),i[e]||(i[e]=new t.Plane(0,0,0,0),i[e].copyFromPoints(s,r,n));var l=i[e];if(c||l.isFrontFacingTo(this.normalizedVelocity,0)){var _=l.signedDistanceTo(this.basePoint),d=t.Vector3.Dot(l.normal,this.velocity);if(0==d){if(Math.abs(_)>=1)return;a=!0,h=0}else{h=(-1-_)/d;var V=(1-_)/d;if(h>V){var u=V;V=h,h=u}if(h>1||0>V)return;0>h&&(h=0),h>1&&(h=1)}this._collisionPoint.copyFromFloats(0,0,0);var P=!1,p=1;if(a||(this.basePoint.subtractToRef(l.normal,this._planeIntersectionPoint),this.velocity.scaleToRef(h,this._tempVector),this._planeIntersectionPoint.addInPlace(this._tempVector),this._checkPointInTriangle(this._planeIntersectionPoint,s,r,n,l.normal)&&(P=!0,p=h,this._collisionPoint.copyFrom(this._planeIntersectionPoint))),!P){var m=this.velocity.lengthSquared(),f=m;this.basePoint.subtractToRef(s,this._tempVector);var T=2*t.Vector3.Dot(this.velocity,this._tempVector),b=this._tempVector.lengthSquared()-1,y=o(f,T,b,p);y.found&&(p=y.root,P=!0,this._collisionPoint.copyFrom(s)),this.basePoint.subtractToRef(r,this._tempVector),T=2*t.Vector3.Dot(this.velocity,this._tempVector),b=this._tempVector.lengthSquared()-1,y=o(f,T,b,p),y.found&&(p=y.root,P=!0,this._collisionPoint.copyFrom(r)),this.basePoint.subtractToRef(n,this._tempVector),T=2*t.Vector3.Dot(this.velocity,this._tempVector),b=this._tempVector.lengthSquared()-1,y=o(f,T,b,p),y.found&&(p=y.root,P=!0,this._collisionPoint.copyFrom(n)),r.subtractToRef(s,this._edge),s.subtractToRef(this.basePoint,this._baseToVertex);var g=this._edge.lengthSquared(),v=t.Vector3.Dot(this._edge,this.velocity),R=t.Vector3.Dot(this._edge,this._baseToVertex);if(f=g*-m+v*v,T=g*(2*t.Vector3.Dot(this.velocity,this._baseToVertex))-2*v*R,b=g*(1-this._baseToVertex.lengthSquared())+R*R,y=o(f,T,b,p),y.found){var D=(v*y.root-R)/g;D>=0&&1>=D&&(p=y.root,P=!0,this._edge.scaleInPlace(D),s.addToRef(this._edge,this._collisionPoint))}n.subtractToRef(r,this._edge),r.subtractToRef(this.basePoint,this._baseToVertex),g=this._edge.lengthSquared(),v=t.Vector3.Dot(this._edge,this.velocity),R=t.Vector3.Dot(this._edge,this._baseToVertex),f=g*-m+v*v,T=g*(2*t.Vector3.Dot(this.velocity,this._baseToVertex))-2*v*R,b=g*(1-this._baseToVertex.lengthSquared())+R*R,y=o(f,T,b,p),y.found&&(D=(v*y.root-R)/g,D>=0&&1>=D&&(p=y.root,P=!0,this._edge.scaleInPlace(D),r.addToRef(this._edge,this._collisionPoint))),s.subtractToRef(n,this._edge),n.subtractToRef(this.basePoint,this._baseToVertex),g=this._edge.lengthSquared(),v=t.Vector3.Dot(this._edge,this.velocity),R=t.Vector3.Dot(this._edge,this._baseToVertex),f=g*-m+v*v,T=g*(2*t.Vector3.Dot(this.velocity,this._baseToVertex))-2*v*R,b=g*(1-this._baseToVertex.lengthSquared())+R*R,y=o(f,T,b,p),y.found&&(D=(v*y.root-R)/g,D>=0&&1>=D&&(p=y.root,P=!0,this._edge.scaleInPlace(D),n.addToRef(this._edge,this._collisionPoint)))}if(P){var x=p*this.velocity.length();(!this.collisionFound||x<this.nearestDistance)&&(this.intersectionPoint?this.intersectionPoint.copyFrom(this._collisionPoint):this.intersectionPoint=this._collisionPoint.clone(),this.nearestDistance=x,this.collisionFound=!0)}}},i.prototype._collide=function(t,e,o,i,s,r,n){for(var c=i;s>c;c+=3){var h=e[o[c]-r],a=e[o[c+1]-r],l=e[o[c+2]-r];this._testTriangle(c,t,l,a,h,n)}},i.prototype._getResponse=function(e,o){e.addToRef(o,this._destinationPoint),o.scaleInPlace(this.nearestDistance/o.length()),this.basePoint.addToRef(o,e),e.subtractToRef(this.intersectionPoint,this._slidePlaneNormal),this._slidePlaneNormal.normalize(),this._slidePlaneNormal.scaleToRef(this.epsilon,this._displacementVector),e.addInPlace(this._displacementVector),this.intersectionPoint.addInPlace(this._displacementVector),this._slidePlaneNormal.scaleInPlace(t.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint,this._slidePlaneNormal,this._destinationPoint)),this._destinationPoint.subtractInPlace(this._slidePlaneNormal),this._destinationPoint.subtractToRef(this.intersectionPoint,o)},i}();t.Collider=i}(BABYLON||(BABYLON={}));var BABYLON;!function(o){o.WorkerIncluded=!0;var e=function(){function o(){this._meshes={},this._geometries={}}return o.prototype.getMeshes=function(){return this._meshes},o.prototype.getGeometries=function(){return this._geometries},o.prototype.getMesh=function(o){return this._meshes[o]},o.prototype.addMesh=function(o){this._meshes[o.uniqueId]=o},o.prototype.removeMesh=function(o){delete this._meshes[o]},o.prototype.getGeometry=function(o){return this._geometries[o]},o.prototype.addGeometry=function(o){this._geometries[o.id]=o},o.prototype.removeGeometry=function(o){delete this._geometries[o]},o}();o.CollisionCache=e;var i=function(){function e(e,i,r){this.collider=e,this._collisionCache=i,this.finalPosition=r,this.collisionsScalingMatrix=o.Matrix.Zero(),this.collisionTranformationMatrix=o.Matrix.Zero()}return e.prototype.collideWithWorld=function(o,e,i,r){var t=.01;if(this.collider.retry>=i)return void this.finalPosition.copyFrom(o);this.collider._initialize(o,e,t);for(var s,l=this._collisionCache.getMeshes(),n=Object.keys(l),a=n.length,c=0;a>c;++c)if(s=n[c],parseInt(s)!=r){var d=l[s];d.checkCollisions&&this.checkCollision(d)}return this.collider.collisionFound?((0!==e.x||0!==e.y||0!==e.z)&&this.collider._getResponse(o,e),e.length()<=t?void this.finalPosition.copyFrom(o):(this.collider.retry++,void this.collideWithWorld(o,e,i,r))):void o.addToRef(e,this.finalPosition)},e.prototype.checkCollision=function(e){if(this.collider._canDoCollision(o.Vector3.FromArray(e.sphereCenter),e.sphereRadius,o.Vector3.FromArray(e.boxMinimum),o.Vector3.FromArray(e.boxMaximum))){o.Matrix.ScalingToRef(1/this.collider.radius.x,1/this.collider.radius.y,1/this.collider.radius.z,this.collisionsScalingMatrix);var i=o.Matrix.FromArray(e.worldMatrixFromCache);i.multiplyToRef(this.collisionsScalingMatrix,this.collisionTranformationMatrix),this.processCollisionsForSubMeshes(this.collisionTranformationMatrix,e)}},e.prototype.processCollisionsForSubMeshes=function(o,e){var i=e.subMeshes,r=i.length;if(!e.geometryId)return void console.log(\"no mesh geometry id\");var t=this._collisionCache.getGeometry(e.geometryId);if(!t)return void console.log(\"couldn't find geometry\",e.geometryId);for(var s=0;r>s;s++){var l=i[s];r>1&&!this.checkSubmeshCollision(l)||(this.collideForSubMesh(l,o,t),this.collider.collisionFound&&(this.collider.collidedMesh=e.uniqueId))}},e.prototype.collideForSubMesh=function(e,i,r){if(!r.positionsArray){r.positionsArray=[];for(var t=0,s=r.positions.length;s>t;t+=3){var l=o.Vector3.FromArray([r.positions[t],r.positions[t+1],r.positions[t+2]]);r.positionsArray.push(l)}}if(!e._lastColliderWorldVertices||!e._lastColliderTransformMatrix.equals(i)){e._lastColliderTransformMatrix=i.clone(),e._lastColliderWorldVertices=[],e._trianglePlanes=[];for(var n=e.verticesStart,a=e.verticesStart+e.verticesCount,t=n;a>t;t++)e._lastColliderWorldVertices.push(o.Vector3.TransformCoordinates(r.positionsArray[t],i))}this.collider._collide(e._trianglePlanes,e._lastColliderWorldVertices,r.indices,e.indexStart,e.indexStart+e.indexCount,e.verticesStart,e.hasMaterial)},e.prototype.checkSubmeshCollision=function(e){return this.collider._canDoCollision(o.Vector3.FromArray(e.sphereCenter),e.sphereRadius,o.Vector3.FromArray(e.boxMinimum),o.Vector3.FromArray(e.boxMaximum))},e}();o.CollideWorker=i;var r=function(){function r(){}return r.prototype.onInit=function(i){this._collisionCache=new e;var r={error:o.WorkerReplyType.SUCCESS,taskType:o.WorkerTaskType.INIT};postMessage(r,void 0)},r.prototype.onUpdate=function(e){var i=this,r={error:o.WorkerReplyType.SUCCESS,taskType:o.WorkerTaskType.UPDATE};try{for(var t in e.updatedGeometries)e.updatedGeometries.hasOwnProperty(t)&&this._collisionCache.addGeometry(e.updatedGeometries[t]);for(var s in e.updatedMeshes)e.updatedMeshes.hasOwnProperty(s)&&this._collisionCache.addMesh(e.updatedMeshes[s]);e.removedGeometries.forEach(function(o){i._collisionCache.removeGeometry(o)}),e.removedMeshes.forEach(function(o){i._collisionCache.removeMesh(o)})}catch(l){r.error=o.WorkerReplyType.UNKNOWN_ERROR}postMessage(r,void 0)},r.prototype.onCollision=function(e){var r=o.Vector3.Zero(),t=new o.Collider;t.radius=o.Vector3.FromArray(e.collider.radius);var s=new i(t,this._collisionCache,r);s.collideWithWorld(o.Vector3.FromArray(e.collider.position),o.Vector3.FromArray(e.collider.velocity),e.maximumRetry,e.excludedMeshUniqueId);var l={collidedMeshUniqueId:t.collidedMesh,collisionId:e.collisionId,newPosition:r.asArray()},n={error:o.WorkerReplyType.SUCCESS,taskType:o.WorkerTaskType.COLLIDE,payload:l};postMessage(n,void 0)},r}();o.CollisionDetectorTransferable=r;try{if(self&&self instanceof WorkerGlobalScope){window={},o.Collider||(importScripts(\"./babylon.collisionCoordinator.js\"),importScripts(\"./babylon.collider.js\"),importScripts(\"../Math/babylon.math.js\"));var t=new r,s=function(e){var i=e.data;switch(i.taskType){case o.WorkerTaskType.INIT:t.onInit(i.payload);break;case o.WorkerTaskType.COLLIDE:t.onCollision(i.payload);break;case o.WorkerTaskType.UPDATE:t.onUpdate(i.payload)}};self.onmessage=s}}catch(l){console.log(\"single worker init\")}}(BABYLON||(BABYLON={}));var BABYLON;!function(e){e.CollisionWorker=\"\",function(e){e[e.INIT=0]=\"INIT\",e[e.UPDATE=1]=\"UPDATE\",e[e.COLLIDE=2]=\"COLLIDE\"}(e.WorkerTaskType||(e.WorkerTaskType={}));var o=e.WorkerTaskType;!function(e){e[e.SUCCESS=0]=\"SUCCESS\",e[e.UNKNOWN_ERROR=1]=\"UNKNOWN_ERROR\"}(e.WorkerReplyType||(e.WorkerReplyType={}));var i=e.WorkerReplyType,t=function(){function t(){var r=this;this._scaledPosition=e.Vector3.Zero(),this._scaledVelocity=e.Vector3.Zero(),this.onMeshUpdated=function(e){r._addUpdateMeshesList[e.uniqueId]=t.SerializeMesh(e)},this.onGeometryUpdated=function(e){r._addUpdateGeometriesList[e.id]=t.SerializeGeometry(e)},this._afterRender=function(){if(r._init&&!(0==r._toRemoveGeometryArray.length&&0==r._toRemoveMeshesArray.length&&0==Object.keys(r._addUpdateGeometriesList).length&&0==Object.keys(r._addUpdateMeshesList).length||r._runningUpdated>4)){++r._runningUpdated;var e={updatedMeshes:r._addUpdateMeshesList,updatedGeometries:r._addUpdateGeometriesList,removedGeometries:r._toRemoveGeometryArray,removedMeshes:r._toRemoveMeshesArray},i={payload:e,taskType:o.UPDATE},t=[];for(var s in e.updatedGeometries)e.updatedGeometries.hasOwnProperty(s)&&(t.push(i.payload.updatedGeometries[s].indices.buffer),t.push(i.payload.updatedGeometries[s].normals.buffer),t.push(i.payload.updatedGeometries[s].positions.buffer));r._worker.postMessage(i,t),r._addUpdateMeshesList={},r._addUpdateGeometriesList={},r._toRemoveGeometryArray=[],r._toRemoveMeshesArray=[]}},this._onMessageFromWorker=function(t){var s=t.data;if(s.error!=i.SUCCESS)return void e.Tools.Warn(\"error returned from worker!\");switch(s.taskType){case o.INIT:r._init=!0,r._scene.meshes.forEach(function(e){r.onMeshAdded(e)}),r._scene.getGeometries().forEach(function(e){r.onGeometryAdded(e)});break;case o.UPDATE:r._runningUpdated--;break;case o.COLLIDE:r._runningCollisionTask=!1;var n=s.payload;if(!r._collisionsCallbackArray[n.collisionId])return;r._collisionsCallbackArray[n.collisionId](n.collisionId,e.Vector3.FromArray(n.newPosition),r._scene.getMeshByUniqueID(n.collidedMeshUniqueId)),r._collisionsCallbackArray[n.collisionId]=void 0}},this._collisionsCallbackArray=[],this._init=!1,this._runningUpdated=0,this._runningCollisionTask=!1,this._addUpdateMeshesList={},this._addUpdateGeometriesList={},this._toRemoveGeometryArray=[],this._toRemoveMeshesArray=[]}return t.prototype.getNewPosition=function(e,i,t,r,s,n,a){if(this._init&&!this._collisionsCallbackArray[a]&&!this._collisionsCallbackArray[a+1e5]){e.divideToRef(t.radius,this._scaledPosition),i.divideToRef(t.radius,this._scaledVelocity),this._collisionsCallbackArray[a]=n;var d={collider:{position:this._scaledPosition.asArray(),velocity:this._scaledVelocity.asArray(),radius:t.radius.asArray()},collisionId:a,excludedMeshUniqueId:s?s.uniqueId:null,maximumRetry:r},l={payload:d,taskType:o.COLLIDE};this._worker.postMessage(l)}},t.prototype.init=function(i){this._scene=i,this._scene.registerAfterRender(this._afterRender);var t=e.WorkerIncluded?e.Engine.CodeRepository+\"Collisions/babylon.collisionWorker.js\":URL.createObjectURL(new Blob([e.CollisionWorker],{type:\"application/javascript\"}));this._worker=new Worker(t),this._worker.onmessage=this._onMessageFromWorker;var r={payload:{},taskType:o.INIT};this._worker.postMessage(r)},t.prototype.destroy=function(){this._scene.unregisterAfterRender(this._afterRender),this._worker.terminate()},t.prototype.onMeshAdded=function(e){e.registerAfterWorldMatrixUpdate(this.onMeshUpdated),this.onMeshUpdated(e)},t.prototype.onMeshRemoved=function(e){this._toRemoveMeshesArray.push(e.uniqueId)},t.prototype.onGeometryAdded=function(e){e.onGeometryUpdated=this.onGeometryUpdated,this.onGeometryUpdated(e)},t.prototype.onGeometryDeleted=function(e){this._toRemoveGeometryArray.push(e.id)},t.SerializeMesh=function(o){var 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l=this._scene.meshes[d];l.isEnabled()&&l.checkCollisions&&l.subMeshes&&l!==n&&l._checkCollision(t)}return t.collisionFound?((0!==i.x||0!==i.y||0!==i.z)&&t._getResponse(o,i),i.length()<=a?void s.copyFrom(o):(t.retry++,void this._collideWithWorld(o,i,t,r,s,n))):void o.addToRef(i,s)},o}();e.CollisionCoordinatorLegacy=r}(BABYLON||(BABYLON={}));var BABYLON;!function(t){var i=function(){function i(t,i,n){void 0===t&&(t=0),void 0===i&&(i=0),void 0===n&&(n=0),this.r=t,this.g=i,this.b=n}return i.prototype.toString=function(){return\"{R: \"+this.r+\" G:\"+this.g+\" B:\"+this.b+\"}\"},i.prototype.toArray=function(t,i){return void 0===i&&(i=0),t[i]=this.r,t[i+1]=this.g,t[i+2]=this.b,this},i.prototype.toColor4=function(t){return void 0===t&&(t=1),new n(this.r,this.g,this.b,t)},i.prototype.asArray=function(){var t=[];return this.toArray(t,0),t},i.prototype.toLuminance=function(){return.3*this.r+.59*this.g+.11*this.b},i.prototype.multiply=function(t){return new 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0!==f&&1!==f?(t.x=Math.atan2(e+h,u-m),t.y=Math.acos(1-2*f),t.z=Math.atan2(e-h,u+m)):0===f?(t.x=0,t.y=0,t.z=Math.atan2(s-a,.5-c-r*r)):(t.x=Math.atan2(s-a,.5-c-r*r),t.y=Math.PI,t.z=0),this},t.prototype.toRotationMatrix=function(t){var i=this.x*this.x,n=this.y*this.y,r=this.z*this.z,o=this.x*this.y,s=this.z*this.w,e=this.z*this.x,h=this.y*this.w,a=this.y*this.z,u=this.x*this.w;return t.m[0]=1-2*(n+r),t.m[1]=2*(o+s),t.m[2]=2*(e-h),t.m[3]=0,t.m[4]=2*(o-s),t.m[5]=1-2*(r+i),t.m[6]=2*(a+u),t.m[7]=0,t.m[8]=2*(e+h),t.m[9]=2*(a-u),t.m[10]=1-2*(n+i),t.m[11]=0,t.m[12]=0,t.m[13]=0,t.m[14]=0,t.m[15]=1,this},t.prototype.fromRotationMatrix=function(i){return t.FromRotationMatrixToRef(i,this),this},t.FromRotationMatrix=function(i){var n=new t;return t.FromRotationMatrixToRef(i,n),n},t.FromRotationMatrixToRef=function(t,i){var n,r=t.m,o=r[0],s=r[4],e=r[8],h=r[1],a=r[5],u=r[9],m=r[2],y=r[6],c=r[10],f=o+a+c;f>0?(n=.5/Math.sqrt(f+1),i.w=.25/n,i.x=(y-u)*n,i.y=(e-m)*n,i.z=(h-s)*n):o>a&&o>c?(n=2*Math.sqrt(1+o-a-c),i.w=(y-u)/n,i.x=.25*n,i.y=(s+h)/n,i.z=(e+m)/n):a>c?(n=2*Math.sqrt(1+a-o-c),i.w=(e-m)/n,i.x=(s+h)/n,i.y=.25*n,i.z=(u+y)/n):(n=2*Math.sqrt(1+c-o-a),i.w=(h-s)/n,i.x=(e+m)/n,i.y=(u+y)/n,i.z=.25*n)},t.Inverse=function(i){return new t(-i.x,-i.y,-i.z,i.w)},t.Identity=function(){return new t(0,0,0,1)},t.RotationAxis=function(i,n){var r=new t,o=Math.sin(n/2);return i.normalize(),r.w=Math.cos(n/2),r.x=i.x*o,r.y=i.y*o,r.z=i.z*o,r},t.FromArray=function(i,n){return n||(n=0),new t(i[n],i[n+1],i[n+2],i[n+3])},t.RotationYawPitchRoll=function(i,n,r){var o=new t;return t.RotationYawPitchRollToRef(i,n,r,o),o},t.RotationYawPitchRollToRef=function(t,i,n,r){var o=.5*n,s=.5*i,e=.5*t,h=Math.sin(o),a=Math.cos(o),u=Math.sin(s),m=Math.cos(s),y=Math.sin(e),c=Math.cos(e);r.x=c*u*a+y*m*h,r.y=y*m*a-c*u*h,r.z=c*m*h-y*u*a,r.w=c*m*a+y*u*h},t.RotationAlphaBetaGamma=function(i,n,r){var o=new t;return t.RotationAlphaBetaGammaToRef(i,n,r,o),o},t.RotationAlphaBetaGammaToRef=function(t,i,n,r){var o=.5*(n+t),s=.5*(n-t),e=.5*i;r.x=Math.cos(s)*Math.sin(e),r.y=Math.sin(s)*Math.sin(e),r.z=Math.sin(o)*Math.cos(e),r.w=Math.cos(o)*Math.cos(e)},t.Slerp=function(i,n,r){var o,s,e=r,h=i.x*n.x+i.y*n.y+i.z*n.z+i.w*n.w,a=!1;if(0>h&&(a=!0,h=-h),h>.999999)s=1-e,o=a?-e:e;else{var u=Math.acos(h),m=1/Math.sin(u);s=Math.sin((1-e)*u)*m,o=a?-Math.sin(e*u)*m:Math.sin(e*u)*m}return new t(s*i.x+o*n.x,s*i.y+o*n.y,s*i.z+o*n.z,s*i.w+o*n.w)},t}();t.Quaternion=e;var h=function(){function i(){this.m=new Float32Array(16)}return i.prototype.isIdentity=function(){return 1!==this.m[0]||1!==this.m[5]||1!==this.m[10]||1!==this.m[15]?!1:0!==this.m[1]||0!==this.m[2]||0!==this.m[3]||0!==this.m[4]||0!==this.m[6]||0!==this.m[7]||0!==this.m[8]||0!==this.m[9]||0!==this.m[11]||0!==this.m[12]||0!==this.m[13]||0!==this.m[14]?!1:!0},i.prototype.determinant=function(){var t=this.m[10]*this.m[15]-this.m[11]*this.m[14],i=this.m[9]*this.m[15]-this.m[11]*this.m[13],n=this.m[9]*this.m[14]-this.m[10]*this.m[13],r=this.m[8]*this.m[15]-this.m[11]*this.m[12],o=this.m[8]*this.m[14]-this.m[10]*this.m[12],s=this.m[8]*this.m[13]-this.m[9]*this.m[12];return this.m[0]*(this.m[5]*t-this.m[6]*i+this.m[7]*n)-this.m[1]*(this.m[4]*t-this.m[6]*r+this.m[7]*o)+this.m[2]*(this.m[4]*i-this.m[5]*r+this.m[7]*s)-this.m[3]*(this.m[4]*n-this.m[5]*o+this.m[6]*s)},i.prototype.toArray=function(){return this.m},i.prototype.asArray=function(){return this.toArray()},i.prototype.invert=function(){return this.invertToRef(this),this},i.prototype.reset=function(){for(var t=0;16>t;t++)this.m[t]=0;return this},i.prototype.add=function(t){var n=new i;return this.addToRef(t,n),n},i.prototype.addToRef=function(t,i){for(var n=0;16>n;n++)i.m[n]=this.m[n]+t.m[n];return this},i.prototype.addToSelf=function(t){for(var i=0;16>i;i++)this.m[i]+=t.m[i];return this},i.prototype.invertToRef=function(t){var i=this.m[0],n=this.m[1],r=this.m[2],o=this.m[3],s=this.m[4],e=this.m[5],h=this.m[6],a=this.m[7],u=this.m[8],m=this.m[9],y=this.m[10],c=this.m[11],f=this.m[12],p=this.m[13],l=this.m[14],x=this.m[15],z=y*x-c*l,w=m*x-c*p,v=m*l-y*p,g=u*x-c*f,d=u*l-y*f,T=u*p-m*f,R=e*z-h*w+a*v,_=-(s*z-h*g+a*d),M=s*w-e*g+a*T,F=-(s*v-e*d+h*T),A=1/(i*R+n*_+r*M+o*F),b=h*x-a*l,P=e*x-a*p,C=e*l-h*p,I=s*x-a*f,E=s*l-h*f,q=s*p-e*f,L=h*c-a*y,D=e*c-a*m,S=e*y-h*m,Z=s*c-a*u,N=s*y-h*u,W=s*m-e*u;return t.m[0]=R*A,t.m[4]=_*A,t.m[8]=M*A,t.m[12]=F*A,t.m[1]=-(n*z-r*w+o*v)*A,t.m[5]=(i*z-r*g+o*d)*A,t.m[9]=-(i*w-n*g+o*T)*A,t.m[13]=(i*v-n*d+r*T)*A,t.m[2]=(n*b-r*P+o*C)*A,t.m[6]=-(i*b-r*I+o*E)*A,t.m[10]=(i*P-n*I+o*q)*A,t.m[14]=-(i*C-n*E+r*q)*A,t.m[3]=-(n*L-r*D+o*S)*A,t.m[7]=(i*L-r*Z+o*N)*A,t.m[11]=-(i*D-n*Z+o*W)*A,t.m[15]=(i*S-n*N+r*W)*A,this},i.prototype.setTranslation=function(t){return this.m[12]=t.x,this.m[13]=t.y,this.m[14]=t.z,this},i.prototype.multiply=function(t){var n=new i;return this.multiplyToRef(t,n),n},i.prototype.copyFrom=function(t){for(var i=0;16>i;i++)this.m[i]=t.m[i];return this},i.prototype.copyToArray=function(t,i){void 0===i&&(i=0);for(var n=0;16>n;n++)t[i+n]=this.m[n];return this},i.prototype.multiplyToRef=function(t,i){return this.multiplyToArray(t,i.m,0),this},i.prototype.multiplyToArray=function(t,i,n){var r=this.m[0],o=this.m[1],s=this.m[2],e=this.m[3],h=this.m[4],a=this.m[5],u=this.m[6],m=this.m[7],y=this.m[8],c=this.m[9],f=this.m[10],p=this.m[11],l=this.m[12],x=this.m[13],z=this.m[14],w=this.m[15],v=t.m[0],g=t.m[1],d=t.m[2],T=t.m[3],R=t.m[4],_=t.m[5],M=t.m[6],F=t.m[7],A=t.m[8],b=t.m[9],P=t.m[10],C=t.m[11],I=t.m[12],E=t.m[13],q=t.m[14],L=t.m[15];return i[n]=r*v+o*R+s*A+e*I,i[n+1]=r*g+o*_+s*b+e*E,i[n+2]=r*d+o*M+s*P+e*q,i[n+3]=r*T+o*F+s*C+e*L,i[n+4]=h*v+a*R+u*A+m*I,i[n+5]=h*g+a*_+u*b+m*E,i[n+6]=h*d+a*M+u*P+m*q,i[n+7]=h*T+a*F+u*C+m*L,i[n+8]=y*v+c*R+f*A+p*I,i[n+9]=y*g+c*_+f*b+p*E,i[n+10]=y*d+c*M+f*P+p*q,i[n+11]=y*T+c*F+f*C+p*L,i[n+12]=l*v+x*R+z*A+w*I,i[n+13]=l*g+x*_+z*b+w*E,i[n+14]=l*d+x*M+z*P+w*q,i[n+15]=l*T+x*F+z*C+w*L,this},i.prototype.equals=function(t){return t&&this.m[0]===t.m[0]&&this.m[1]===t.m[1]&&this.m[2]===t.m[2]&&this.m[3]===t.m[3]&&this.m[4]===t.m[4]&&this.m[5]===t.m[5]&&this.m[6]===t.m[6]&&this.m[7]===t.m[7]&&this.m[8]===t.m[8]&&this.m[9]===t.m[9]&&this.m[10]===t.m[10]&&this.m[11]===t.m[11]&&this.m[12]===t.m[12]&&this.m[13]===t.m[13]&&this.m[14]===t.m[14]&&this.m[15]===t.m[15]},i.prototype.clone=function(){return i.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])},i.prototype.decompose=function(n,r,o){o.x=this.m[12],o.y=this.m[13],o.z=this.m[14];var s=t.Tools.Sign(this.m[0]*this.m[1]*this.m[2]*this.m[3])<0?-1:1,h=t.Tools.Sign(this.m[4]*this.m[5]*this.m[6]*this.m[7])<0?-1:1,a=t.Tools.Sign(this.m[8]*this.m[9]*this.m[10]*this.m[11])<0?-1:1;if(n.x=s*Math.sqrt(this.m[0]*this.m[0]+this.m[1]*this.m[1]+this.m[2]*this.m[2]),n.y=h*Math.sqrt(this.m[4]*this.m[4]+this.m[5]*this.m[5]+this.m[6]*this.m[6]),n.z=a*Math.sqrt(this.m[8]*this.m[8]+this.m[9]*this.m[9]+this.m[10]*this.m[10]),0===n.x||0===n.y||0===n.z)return r.x=0,r.y=0,r.z=0,r.w=1,!1;var u=i.FromValues(this.m[0]/n.x,this.m[1]/n.x,this.m[2]/n.x,0,this.m[4]/n.y,this.m[5]/n.y,this.m[6]/n.y,0,this.m[8]/n.z,this.m[9]/n.z,this.m[10]/n.z,0,0,0,0,1);return e.FromRotationMatrixToRef(u,r),!0},i.FromArray=function(t,n){var r=new i;return n||(n=0),i.FromArrayToRef(t,n,r),r},i.FromArrayToRef=function(t,i,n){for(var r=0;16>r;r++)n.m[r]=t[r+i]},i.FromFloat32ArrayToRefScaled=function(t,i,n,r){for(var o=0;16>o;o++)r.m[o]=t[o+i]*n},i.FromValuesToRef=function(t,i,n,r,o,s,e,h,a,u,m,y,c,f,p,l,x){x.m[0]=t,x.m[1]=i,x.m[2]=n,x.m[3]=r,x.m[4]=o,x.m[5]=s,x.m[6]=e,x.m[7]=h,x.m[8]=a,x.m[9]=u,x.m[10]=m,x.m[11]=y,x.m[12]=c,x.m[13]=f,x.m[14]=p,x.m[15]=l},i.FromValues=function(t,n,r,o,s,e,h,a,u,m,y,c,f,p,l,x){var z=new i;return z.m[0]=t,z.m[1]=n,z.m[2]=r,z.m[3]=o,z.m[4]=s,z.m[5]=e,z.m[6]=h,z.m[7]=a,z.m[8]=u,z.m[9]=m,z.m[10]=y,z.m[11]=c,z.m[12]=f,z.m[13]=p,z.m[14]=l,z.m[15]=x,z},i.Compose=function(t,n,r){var o=i.FromValues(t.x,0,0,0,0,t.y,0,0,0,0,t.z,0,0,0,0,1),s=i.Identity();return n.toRotationMatrix(s),o=o.multiply(s),o.setTranslation(r),o},i.Identity=function(){return i.FromValues(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1)},i.IdentityToRef=function(t){i.FromValuesToRef(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,t)},i.Zero=function(){return i.FromValues(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)},i.RotationX=function(t){var n=new i;return i.RotationXToRef(t,n),n},i.Invert=function(t){var n=new i;return t.invertToRef(n),n},i.RotationXToRef=function(t,i){var n=Math.sin(t),r=Math.cos(t);i.m[0]=1,i.m[15]=1,i.m[5]=r,i.m[10]=r,i.m[9]=-n,i.m[6]=n,i.m[1]=0,i.m[2]=0,i.m[3]=0,i.m[4]=0,i.m[7]=0,i.m[8]=0,i.m[11]=0,i.m[12]=0,i.m[13]=0,i.m[14]=0},i.RotationY=function(t){var n=new i;return i.RotationYToRef(t,n),n},i.RotationYToRef=function(t,i){var n=Math.sin(t),r=Math.cos(t);i.m[5]=1,i.m[15]=1,i.m[0]=r,i.m[2]=-n,i.m[8]=n,i.m[10]=r,i.m[1]=0,i.m[3]=0,i.m[4]=0,i.m[6]=0,i.m[7]=0,i.m[9]=0,i.m[11]=0,i.m[12]=0,i.m[13]=0,i.m[14]=0},i.RotationZ=function(t){var n=new i;return i.RotationZToRef(t,n),n},i.RotationZToRef=function(t,i){var n=Math.sin(t),r=Math.cos(t);i.m[10]=1,i.m[15]=1,i.m[0]=r,i.m[1]=n,i.m[4]=-n,i.m[5]=r,i.m[2]=0,i.m[3]=0,i.m[6]=0,i.m[7]=0,i.m[8]=0,i.m[9]=0,i.m[11]=0,i.m[12]=0,i.m[13]=0,i.m[14]=0},i.RotationAxis=function(t,n){var r=i.Zero();return i.RotationAxisToRef(t,n,r),r},i.RotationAxisToRef=function(t,i,n){var r=Math.sin(-i),o=Math.cos(-i),s=1-o;t.normalize(),n.m[0]=t.x*t.x*s+o,n.m[1]=t.x*t.y*s-t.z*r,n.m[2]=t.x*t.z*s+t.y*r,n.m[3]=0,n.m[4]=t.y*t.x*s+t.z*r,n.m[5]=t.y*t.y*s+o,n.m[6]=t.y*t.z*s-t.x*r,n.m[7]=0,n.m[8]=t.z*t.x*s-t.y*r,n.m[9]=t.z*t.y*s+t.x*r,n.m[10]=t.z*t.z*s+o,n.m[11]=0,n.m[15]=1},i.RotationYawPitchRoll=function(t,n,r){var o=new i;return i.RotationYawPitchRollToRef(t,n,r,o),o},i.RotationYawPitchRollToRef=function(t,i,n,r){e.RotationYawPitchRollToRef(t,i,n,this._tempQuaternion),this._tempQuaternion.toRotationMatrix(r)},i.Scaling=function(t,n,r){var o=i.Zero();return i.ScalingToRef(t,n,r,o),o},i.ScalingToRef=function(t,i,n,r){\nr.m[0]=t,r.m[1]=0,r.m[2]=0,r.m[3]=0,r.m[4]=0,r.m[5]=i,r.m[6]=0,r.m[7]=0,r.m[8]=0,r.m[9]=0,r.m[10]=n,r.m[11]=0,r.m[12]=0,r.m[13]=0,r.m[14]=0,r.m[15]=1},i.Translation=function(t,n,r){var o=i.Identity();return i.TranslationToRef(t,n,r,o),o},i.TranslationToRef=function(t,n,r,o){i.FromValuesToRef(1,0,0,0,0,1,0,0,0,0,1,0,t,n,r,1,o)},i.LookAtLH=function(t,n,r){var o=i.Zero();return i.LookAtLHToRef(t,n,r,o),o},i.LookAtLHToRef=function(t,n,r,s){n.subtractToRef(t,this._zAxis),this._zAxis.normalize(),o.CrossToRef(r,this._zAxis,this._xAxis),0===this._xAxis.lengthSquared()?this._xAxis.x=1:this._xAxis.normalize(),o.CrossToRef(this._zAxis,this._xAxis,this._yAxis),this._yAxis.normalize();var e=-o.Dot(this._xAxis,t),h=-o.Dot(this._yAxis,t),a=-o.Dot(this._zAxis,t);return i.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,e,h,a,1,s)},i.OrthoLH=function(t,n,r,o){var s=i.Zero();return i.OrthoLHToRef(t,n,r,o,s),s},i.OrthoLHToRef=function(t,n,r,o,s){var e=2/t,h=2/n,a=1/(o-r),u=r/(r-o);i.FromValuesToRef(e,0,0,0,0,h,0,0,0,0,a,0,0,0,u,1,s)},i.OrthoOffCenterLH=function(t,n,r,o,s,e){var h=i.Zero();return i.OrthoOffCenterLHToRef(t,n,r,o,s,e,h),h},i.OrthoOffCenterLHToRef=function(t,i,n,r,o,s,e){e.m[0]=2/(i-t),e.m[1]=e.m[2]=e.m[3]=0,e.m[5]=2/(r-n),e.m[4]=e.m[6]=e.m[7]=0,e.m[10]=-1/(o-s),e.m[8]=e.m[9]=e.m[11]=0,e.m[12]=(t+i)/(t-i),e.m[13]=(r+n)/(n-r),e.m[14]=o/(o-s),e.m[15]=1},i.PerspectiveLH=function(t,n,r,o){var s=i.Zero();return s.m[0]=2*r/t,s.m[1]=s.m[2]=s.m[3]=0,s.m[5]=2*r/n,s.m[4]=s.m[6]=s.m[7]=0,s.m[10]=-o/(r-o),s.m[8]=s.m[9]=0,s.m[11]=1,s.m[12]=s.m[13]=s.m[15]=0,s.m[14]=r*o/(r-o),s},i.PerspectiveFovLH=function(t,n,r,o){var s=i.Zero();return i.PerspectiveFovLHToRef(t,n,r,o,s),s},i.PerspectiveFovLHToRef=function(i,n,r,o,s,e){void 0===e&&(e=t.Camera.FOVMODE_VERTICAL_FIXED);var h=1/Math.tan(.5*i),a=e===t.Camera.FOVMODE_VERTICAL_FIXED;a?s.m[0]=h/n:s.m[0]=h,s.m[1]=s.m[2]=s.m[3]=0,a?s.m[5]=h:s.m[5]=h*n,s.m[4]=s.m[6]=s.m[7]=0,s.m[8]=s.m[9]=0,s.m[10]=-o/(r-o),s.m[11]=1,s.m[12]=s.m[13]=s.m[15]=0,s.m[14]=r*o/(r-o)},i.GetFinalMatrix=function(t,n,r,o,s,e){var h=t.width,a=t.height,u=t.x,m=t.y,y=i.FromValues(h/2,0,0,0,0,-a/2,0,0,0,0,e-s,0,u+h/2,a/2+m,s,1);return n.multiply(r).multiply(o).multiply(y)},i.GetAsMatrix2x2=function(t){return new Float32Array([t.m[0],t.m[1],t.m[4],t.m[5]])},i.GetAsMatrix3x3=function(t){return new Float32Array([t.m[0],t.m[1],t.m[2],t.m[4],t.m[5],t.m[6],t.m[8],t.m[9],t.m[10]])},i.Transpose=function(t){var n=new i;return n.m[0]=t.m[0],n.m[1]=t.m[4],n.m[2]=t.m[8],n.m[3]=t.m[12],n.m[4]=t.m[1],n.m[5]=t.m[5],n.m[6]=t.m[9],n.m[7]=t.m[13],n.m[8]=t.m[2],n.m[9]=t.m[6],n.m[10]=t.m[10],n.m[11]=t.m[14],n.m[12]=t.m[3],n.m[13]=t.m[7],n.m[14]=t.m[11],n.m[15]=t.m[15],n},i.Reflection=function(t){var n=new i;return i.ReflectionToRef(t,n),n},i.ReflectionToRef=function(t,i){t.normalize();var n=t.normal.x,r=t.normal.y,o=t.normal.z,s=-2*n,e=-2*r,h=-2*o;i.m[0]=s*n+1,i.m[1]=e*n,i.m[2]=h*n,i.m[3]=0,i.m[4]=s*r,i.m[5]=e*r+1,i.m[6]=h*r,i.m[7]=0,i.m[8]=s*o,i.m[9]=e*o,i.m[10]=h*o+1,i.m[11]=0,i.m[12]=s*t.d,i.m[13]=e*t.d,i.m[14]=h*t.d,i.m[15]=1},i._tempQuaternion=new e,i._xAxis=o.Zero(),i._yAxis=o.Zero(),i._zAxis=o.Zero(),i}();t.Matrix=h;var a=function(){function t(t,i,n,r){this.normal=new o(t,i,n),this.d=r}return t.prototype.asArray=function(){return[this.normal.x,this.normal.y,this.normal.z,this.d]},t.prototype.clone=function(){return new t(this.normal.x,this.normal.y,this.normal.z,this.d)},t.prototype.normalize=function(){var t=Math.sqrt(this.normal.x*this.normal.x+this.normal.y*this.normal.y+this.normal.z*this.normal.z),i=0;return 0!==t&&(i=1/t),this.normal.x*=i,this.normal.y*=i,this.normal.z*=i,this.d*=i,this},t.prototype.transform=function(i){var n=h.Transpose(i),r=this.normal.x,o=this.normal.y,s=this.normal.z,e=this.d,a=r*n.m[0]+o*n.m[1]+s*n.m[2]+e*n.m[3],u=r*n.m[4]+o*n.m[5]+s*n.m[6]+e*n.m[7],m=r*n.m[8]+o*n.m[9]+s*n.m[10]+e*n.m[11],y=r*n.m[12]+o*n.m[13]+s*n.m[14]+e*n.m[15];return new t(a,u,m,y)},t.prototype.dotCoordinate=function(t){return this.normal.x*t.x+this.normal.y*t.y+this.normal.z*t.z+this.d},t.prototype.copyFromPoints=function(t,i,n){var r,o=i.x-t.x,s=i.y-t.y,e=i.z-t.z,h=n.x-t.x,a=n.y-t.y,u=n.z-t.z,m=s*u-e*a,y=e*h-o*u,c=o*a-s*h,f=Math.sqrt(m*m+y*y+c*c);return r=0!==f?1/f:0,this.normal.x=m*r,this.normal.y=y*r,this.normal.z=c*r,this.d=-(this.normal.x*t.x+this.normal.y*t.y+this.normal.z*t.z),this},t.prototype.isFrontFacingTo=function(t,i){var n=o.Dot(this.normal,t);return i>=n},t.prototype.signedDistanceTo=function(t){return o.Dot(t,this.normal)+this.d},t.FromArray=function(i){return new t(i[0],i[1],i[2],i[3])},t.FromPoints=function(i,n,r){var o=new t(0,0,0,0);return o.copyFromPoints(i,n,r),o},t.FromPositionAndNormal=function(i,n){var r=new t(0,0,0,0);return n.normalize(),r.normal=n,r.d=-(n.x*i.x+n.y*i.y+n.z*i.z),r},t.SignedDistanceToPlaneFromPositionAndNormal=function(t,i,n){var r=-(i.x*t.x+i.y*t.y+i.z*t.z);return o.Dot(n,i)+r},t}();t.Plane=a;var u=function(){function t(t,i,n,r){this.x=t,this.y=i,this.width=n,this.height=r}return t.prototype.toGlobal=function(i){var n=i.getRenderWidth(),r=i.getRenderHeight();return new t(this.x*n,this.y*r,this.width*n,this.height*r)},t}();t.Viewport=u;var m=function(){function t(){}return t.GetPlanes=function(i){for(var n=[],r=0;6>r;r++)n.push(new a(0,0,0,0));return t.GetPlanesToRef(i,n),n},t.GetPlanesToRef=function(t,i){i[0].normal.x=t.m[3]+t.m[2],i[0].normal.y=t.m[7]+t.m[6],i[0].normal.z=t.m[11]+t.m[10],i[0].d=t.m[15]+t.m[14],i[0].normalize(),i[1].normal.x=t.m[3]-t.m[2],i[1].normal.y=t.m[7]-t.m[6],i[1].normal.z=t.m[11]-t.m[10],i[1].d=t.m[15]-t.m[14],i[1].normalize(),i[2].normal.x=t.m[3]+t.m[0],i[2].normal.y=t.m[7]+t.m[4],i[2].normal.z=t.m[11]+t.m[8],i[2].d=t.m[15]+t.m[12],i[2].normalize(),i[3].normal.x=t.m[3]-t.m[0],i[3].normal.y=t.m[7]-t.m[4],i[3].normal.z=t.m[11]-t.m[8],i[3].d=t.m[15]-t.m[12],i[3].normalize(),i[4].normal.x=t.m[3]-t.m[1],i[4].normal.y=t.m[7]-t.m[5],i[4].normal.z=t.m[11]-t.m[9],i[4].d=t.m[15]-t.m[13],i[4].normalize(),i[5].normal.x=t.m[3]+t.m[1],i[5].normal.y=t.m[7]+t.m[5],i[5].normal.z=t.m[11]+t.m[9],i[5].d=t.m[15]+t.m[13],i[5].normalize()},t}();t.Frustum=m;var y=function(){function i(t,i,n){void 0===n&&(n=Number.MAX_VALUE),this.origin=t,this.direction=i,this.length=n}return i.prototype.intersectsBoxMinMax=function(t,i){var n,r,o,s,e=0,h=Number.MAX_VALUE;if(Math.abs(this.direction.x)<1e-7){if(this.origin.x<t.x||this.origin.x>i.x)return!1}else if(n=1/this.direction.x,r=(t.x-this.origin.x)*n,o=(i.x-this.origin.x)*n,o===-(1/0)&&(o=1/0),r>o&&(s=r,r=o,o=s),e=Math.max(r,e),h=Math.min(o,h),e>h)return!1;if(Math.abs(this.direction.y)<1e-7){if(this.origin.y<t.y||this.origin.y>i.y)return!1}else if(n=1/this.direction.y,r=(t.y-this.origin.y)*n,o=(i.y-this.origin.y)*n,o===-(1/0)&&(o=1/0),r>o&&(s=r,r=o,o=s),e=Math.max(r,e),h=Math.min(o,h),e>h)return!1;if(Math.abs(this.direction.z)<1e-7){if(this.origin.z<t.z||this.origin.z>i.z)return!1}else if(n=1/this.direction.z,r=(t.z-this.origin.z)*n,o=(i.z-this.origin.z)*n,o===-(1/0)&&(o=1/0),r>o&&(s=r,r=o,o=s),e=Math.max(r,e),h=Math.min(o,h),e>h)return!1;return!0},i.prototype.intersectsBox=function(t){return this.intersectsBoxMinMax(t.minimum,t.maximum)},i.prototype.intersectsSphere=function(t){var i=t.center.x-this.origin.x,n=t.center.y-this.origin.y,r=t.center.z-this.origin.z,o=i*i+n*n+r*r,s=t.radius*t.radius;if(s>=o)return!0;var e=i*this.direction.x+n*this.direction.y+r*this.direction.z;if(0>e)return!1;var h=o-e*e;return s>=h},i.prototype.intersectsTriangle=function(i,n,r){this._edge1||(this._edge1=o.Zero(),this._edge2=o.Zero(),this._pvec=o.Zero(),this._tvec=o.Zero(),this._qvec=o.Zero()),n.subtractToRef(i,this._edge1),r.subtractToRef(i,this._edge2),o.CrossToRef(this.direction,this._edge2,this._pvec);var s=o.Dot(this._edge1,this._pvec);if(0===s)return null;var e=1/s;this.origin.subtractToRef(i,this._tvec);var h=o.Dot(this._tvec,this._pvec)*e;if(0>h||h>1)return null;o.CrossToRef(this._tvec,this._edge1,this._qvec);var a=o.Dot(this.direction,this._qvec)*e;if(0>a||h+a>1)return null;var u=o.Dot(this._edge2,this._qvec)*e;return u>this.length?null:new t.IntersectionInfo(h,a,u)},i.CreateNew=function(t,n,r,s,e,h,a){var u=o.Unproject(new o(t,n,0),r,s,e,h,a),m=o.Unproject(new o(t,n,1),r,s,e,h,a),y=m.subtract(u);return y.normalize(),new i(u,y)},i.CreateNewFromTo=function(t,n,r){void 0===r&&(r=h.Identity());var o=n.subtract(t),s=Math.sqrt(o.x*o.x+o.y*o.y+o.z*o.z);return o.normalize(),i.Transform(new i(t,o,s),r)},i.Transform=function(t,n){var r=o.TransformCoordinates(t.origin,n),s=o.TransformNormal(t.direction,n);return new i(r,s,t.length)},i}();t.Ray=y,function(t){t[t.LOCAL=0]=\"LOCAL\",t[t.WORLD=1]=\"WORLD\"}(t.Space||(t.Space={}));var c=(t.Space,function(){function t(){}return t.X=new o(1,0,0),t.Y=new o(0,1,0),t.Z=new o(0,0,1),t}());t.Axis=c;var f=function(){function t(){}return t.interpolate=function(t,i,n,r,o){for(var s=1-3*r+3*i,e=3*r-6*i,h=3*i,a=t,u=0;5>u;u++){var m=a*a,y=m*a,c=s*y+e*m+h*a,f=1/(3*s*m+2*e*a+h);a-=(c-t)*f,a=Math.min(1,Math.max(0,a))}return 3*Math.pow(1-a,2)*a*n+3*(1-a)*Math.pow(a,2)*o+Math.pow(a,3)},t}();t.BezierCurve=f,function(t){t[t.CW=0]=\"CW\",t[t.CCW=1]=\"CCW\"}(t.Orientation||(t.Orientation={}));var p=t.Orientation,l=function(){function t(t){var i=this;this.degrees=function(){return 180*i._radians/Math.PI},this.radians=function(){return i._radians},this._radians=t,this._radians<0&&(this._radians+=2*Math.PI)}return t.BetweenTwoPoints=function(i,n){var r=n.subtract(i),o=Math.atan2(r.y,r.x);return new t(o)},t.FromRadians=function(i){return new t(i)},t.FromDegrees=function(i){return new t(i*Math.PI/180)},t}();t.Angle=l;var x=function(){function t(t,i,n){this.startPoint=t,this.midPoint=i,this.endPoint=n;var o=Math.pow(i.x,2)+Math.pow(i.y,2),s=(Math.pow(t.x,2)+Math.pow(t.y,2)-o)/2,e=(o-Math.pow(n.x,2)-Math.pow(n.y,2))/2,h=(t.x-i.x)*(i.y-n.y)-(i.x-n.x)*(t.y-i.y);this.centerPoint=new r((s*(i.y-n.y)-e*(t.y-i.y))/h,((t.x-i.x)*e-(i.x-n.x)*s)/h),this.radius=this.centerPoint.subtract(this.startPoint).length(),this.startAngle=l.BetweenTwoPoints(this.centerPoint,this.startPoint);var a=this.startAngle.degrees(),u=l.BetweenTwoPoints(this.centerPoint,this.midPoint).degrees(),m=l.BetweenTwoPoints(this.centerPoint,this.endPoint).degrees();u-a>180&&(u-=360),-180>u-a&&(u+=360),m-u>180&&(m-=360),-180>m-u&&(m+=360),this.orientation=0>u-a?p.CW:p.CCW,this.angle=l.FromDegrees(this.orientation===p.CW?a-m:m-a)}return t}();t.Arc2=x;var z=function(){function t(t){this.path=t,this._onchange=new Array,this.value=0,this.animations=new Array}return t.prototype.getPoint=function(){var t=this.path.getPointAtLengthPosition(this.value);return new o(t.x,0,t.y)},t.prototype.moveAhead=function(t){return void 0===t&&(t=.002),this.move(t),this},t.prototype.moveBack=function(t){return void 0===t&&(t=.002),this.move(-t),this},t.prototype.move=function(t){if(Math.abs(t)>1)throw\"step size should be less than 1.\";return this.value+=t,this.ensureLimits(),this.raiseOnChange(),this},t.prototype.ensureLimits=function(){for(;this.value>1;)this.value-=1;for(;this.value<0;)this.value+=1;return this},t.prototype.markAsDirty=function(t){return this.ensureLimits(),this.raiseOnChange(),this},t.prototype.raiseOnChange=function(){var t=this;return this._onchange.forEach(function(i){return i(t)}),this},t.prototype.onchange=function(t){return this._onchange.push(t),this},t}();t.PathCursor=z;var w=function(){function i(t,i){this._points=new Array,this._length=0,this.closed=!1,this._points.push(new r(t,i))}return i.prototype.addLineTo=function(i,n){if(closed)return t.Tools.Error(\"cannot add lines to closed paths\"),this;var o=new r(i,n),s=this._points[this._points.length-1];return this._points.push(o),this._length+=o.subtract(s).length(),this},i.prototype.addArcTo=function(i,n,o,s,e){if(void 0===e&&(e=36),closed)return t.Tools.Error(\"cannot add arcs to closed paths\"),this;var h=this._points[this._points.length-1],a=new r(i,n),u=new r(o,s),m=new x(h,a,u),y=m.angle.radians()/e;m.orientation===p.CW&&(y*=-1);for(var c=m.startAngle.radians()+y,f=0;e>f;f++){var l=Math.cos(c)*m.radius+m.centerPoint.x,z=Math.sin(c)*m.radius+m.centerPoint.y;this.addLineTo(l,z),c+=y}return this},i.prototype.close=function(){return this.closed=!0,this},i.prototype.length=function(){var t=this._length;if(!this.closed){var i=this._points[this._points.length-1],n=this._points[0];t+=n.subtract(i).length()}return t},i.prototype.getPoints=function(){return this._points},i.prototype.getPointAtLengthPosition=function(i){if(0>i||i>1)return t.Tools.Error(\"normalized length position should be between 0 and 1.\"),r.Zero();for(var n=i*this.length(),o=0,s=0;s<this._points.length;s++){var e=(s+1)%this._points.length,h=this._points[s],a=this._points[e],u=a.subtract(h),m=u.length()+o;if(n>=o&&m>=n){var y=u.normalize(),c=n-o;return new r(h.x+y.x*c,h.y+y.y*c)}o=m}return t.Tools.Error(\"internal error\"),r.Zero()},i.StartingAt=function(t,n){return new i(t,n)},i}();t.Path2=w;var v=function(){function i(t,i,n){this.path=t,this._curve=new Array,this._distances=new Array,this._tangents=new Array,this._normals=new Array,this._binormals=new Array;for(var r=0;r<t.length;r++)this._curve[r]=t[r].clone();this._raw=n||!1,this._compute(i)}return i.prototype.getCurve=function(){return this._curve},i.prototype.getTangents=function(){return this._tangents},i.prototype.getNormals=function(){return this._normals},i.prototype.getBinormals=function(){return this._binormals},i.prototype.getDistances=function(){return this._distances},i.prototype.update=function(t,i){for(var n=0;n<t.length;n++)this._curve[n].x=t[n].x,this._curve[n].y=t[n].y,this._curve[n].z=t[n].z;return this._compute(i),this},i.prototype._compute=function(t){var i=this._curve.length;this._tangents[0]=this._getFirstNonNullVector(0),this._raw||this._tangents[0].normalize(),this._tangents[i-1]=this._curve[i-1].subtract(this._curve[i-2]),this._raw||this._tangents[i-1].normalize();var n=this._tangents[0],r=this._normalVector(this._curve[0],n,t);this._normals[0]=r,this._raw||this._normals[0].normalize(),this._binormals[0]=o.Cross(n,this._normals[0]),this._raw||this._binormals[0].normalize(),this._distances[0]=0;for(var s,e,h,a,u=1;i>u;u++)s=this._getLastNonNullVector(u),i-1>u&&(e=this._getFirstNonNullVector(u),this._tangents[u]=s.add(e),this._tangents[u].normalize()),this._distances[u]=this._distances[u-1]+s.length(),h=this._tangents[u],a=this._binormals[u-1],this._normals[u]=o.Cross(a,h),this._raw||this._normals[u].normalize(),this._binormals[u]=o.Cross(h,this._normals[u]),this._raw||this._binormals[u].normalize()},i.prototype._getFirstNonNullVector=function(t){for(var i=1,n=this._curve[t+i].subtract(this._curve[t]);0===n.length()&&t+i+1<this._curve.length;)i++,n=this._curve[t+i].subtract(this._curve[t]);return n},i.prototype._getLastNonNullVector=function(t){for(var i=1,n=this._curve[t].subtract(this._curve[t-i]);0===n.length()&&t>i+1;)i++,n=this._curve[t].subtract(this._curve[t-i]);return n},i.prototype._normalVector=function(i,n,r){var s;if(void 0===r||null===r){var e;t.Tools.WithinEpsilon(n.y,1,t.Engine.Epsilon)?t.Tools.WithinEpsilon(n.x,1,t.Engine.Epsilon)?t.Tools.WithinEpsilon(n.z,1,t.Engine.Epsilon)||(e=new o(0,0,1)):e=new o(1,0,0):e=new o(0,-1,0),s=o.Cross(n,e)}else s=o.Cross(n,r),o.CrossToRef(s,n,s);return s.normalize(),s},i}();t.Path3D=v;var g=function(){function t(t){this._length=0,this._points=t,this._length=this._computeLength(t)}return t.CreateQuadraticBezier=function(i,n,r,s){s=s>2?s:3;for(var e=new Array,h=function(t,i,n,r){var o=(1-t)*(1-t)*i+2*t*(1-t)*n+t*t*r;return o},a=0;s>=a;a++)e.push(new o(h(a/s,i.x,n.x,r.x),h(a/s,i.y,n.y,r.y),h(a/s,i.z,n.z,r.z)));return new t(e)},t.CreateCubicBezier=function(i,n,r,s,e){e=e>3?e:4;for(var h=new Array,a=function(t,i,n,r,o){var s=(1-t)*(1-t)*(1-t)*i+3*t*(1-t)*(1-t)*n+3*t*t*(1-t)*r+t*t*t*o;return s},u=0;e>=u;u++)h.push(new o(a(u/e,i.x,n.x,r.x,s.x),a(u/e,i.y,n.y,r.y,s.y),a(u/e,i.z,n.z,r.z,s.z)));return new t(h)},t.CreateHermiteSpline=function(i,n,r,s,e){for(var h=new Array,a=1/e,u=0;e>=u;u++)h.push(o.Hermite(i,n,r,s,u*a));return new t(h)},t.prototype.getPoints=function(){return this._points},t.prototype.length=function(){return this._length},t.prototype[\"continue\"]=function(i){for(var n=this._points[this._points.length-1],r=this._points.slice(),o=i.getPoints(),s=1;s<o.length;s++)r.push(o[s].subtract(o[0]).add(n));var e=new t(r);return e},t.prototype._computeLength=function(t){for(var i=0,n=1;n<t.length;n++)i+=t[n].subtract(t[n-1]).length();return i},t}();t.Curve3=g;var d=function(){function t(t,i){void 0===t&&(t=o.Zero()),void 0===i&&(i=o.Up()),this.position=t,this.normal=i}return t.prototype.clone=function(){return new t(this.position.clone(),this.normal.clone())},t}();t.PositionNormalVertex=d;var T=function(){function t(t,i,n){void 0===t&&(t=o.Zero()),void 0===i&&(i=o.Up()),void 0===n&&(n=r.Zero()),this.position=t,this.normal=i,this.uv=n}return t.prototype.clone=function(){return new t(this.position.clone(),this.normal.clone(),this.uv.clone())},t}();t.PositionNormalTextureVertex=T}(BABYLON||(BABYLON={}));";
  35929. if (((typeof window != "undefined" && window.module) || (typeof module != "undefined")) && typeof module.exports != "undefined") {
  35930. module.exports = BABYLON;
  35931. };