babylon.2.0-alpha.debug.js 1.2 MB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. var Color3 = (function () {
  4. function Color3(r, g, b) {
  5. if (typeof r === "undefined") { r = 0; }
  6. if (typeof g === "undefined") { g = 0; }
  7. if (typeof b === "undefined") { b = 0; }
  8. this.r = r;
  9. this.g = g;
  10. this.b = b;
  11. }
  12. Color3.prototype.toString = function () {
  13. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  14. };
  15. Color3.prototype.toArray = function (array, index) {
  16. if (index === undefined) {
  17. index = 0;
  18. }
  19. array[index] = this.r;
  20. array[index + 1] = this.g;
  21. array[index + 2] = this.b;
  22. };
  23. Color3.prototype.toColor4 = function (alpha) {
  24. if (typeof alpha === "undefined") { alpha = 1; }
  25. return new Color4(this.r, this.g, this.b, alpha);
  26. };
  27. Color3.prototype.asArray = function () {
  28. var result = [];
  29. this.toArray(result, 0);
  30. return result;
  31. };
  32. Color3.prototype.toLuminance = function () {
  33. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  34. };
  35. Color3.prototype.multiply = function (otherColor) {
  36. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  37. };
  38. Color3.prototype.multiplyToRef = function (otherColor, result) {
  39. result.r = this.r * otherColor.r;
  40. result.g = this.g * otherColor.g;
  41. result.b = this.b * otherColor.b;
  42. };
  43. Color3.prototype.equals = function (otherColor) {
  44. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  45. };
  46. Color3.prototype.scale = function (scale) {
  47. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  48. };
  49. Color3.prototype.scaleToRef = function (scale, result) {
  50. result.r = this.r * scale;
  51. result.g = this.g * scale;
  52. result.b = this.b * scale;
  53. };
  54. Color3.prototype.add = function (otherColor) {
  55. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  56. };
  57. Color3.prototype.addToRef = function (otherColor, result) {
  58. result.r = this.r + otherColor.r;
  59. result.g = this.g + otherColor.g;
  60. result.b = this.b + otherColor.b;
  61. };
  62. Color3.prototype.subtract = function (otherColor) {
  63. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  64. };
  65. Color3.prototype.subtractToRef = function (otherColor, result) {
  66. result.r = this.r - otherColor.r;
  67. result.g = this.g - otherColor.g;
  68. result.b = this.b - otherColor.b;
  69. };
  70. Color3.prototype.clone = function () {
  71. return new Color3(this.r, this.g, this.b);
  72. };
  73. Color3.prototype.copyFrom = function (source) {
  74. this.r = source.r;
  75. this.g = source.g;
  76. this.b = source.b;
  77. };
  78. Color3.prototype.copyFromFloats = function (r, g, b) {
  79. this.r = r;
  80. this.g = g;
  81. this.b = b;
  82. };
  83. Color3.FromArray = function (array) {
  84. return new Color3(array[0], array[1], array[2]);
  85. };
  86. Color3.FromInts = function (r, g, b) {
  87. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  88. };
  89. Color3.Lerp = function (start, end, amount) {
  90. var r = start.r + ((end.r - start.r) * amount);
  91. var g = start.g + ((end.g - start.g) * amount);
  92. var b = start.b + ((end.b - start.b) * amount);
  93. return new Color3(r, g, b);
  94. };
  95. Color3.Red = function () {
  96. return new Color3(1, 0, 0);
  97. };
  98. Color3.Green = function () {
  99. return new Color3(0, 1, 0);
  100. };
  101. Color3.Blue = function () {
  102. return new Color3(0, 0, 1);
  103. };
  104. Color3.Black = function () {
  105. return new Color3(0, 0, 0);
  106. };
  107. Color3.White = function () {
  108. return new Color3(1, 1, 1);
  109. };
  110. Color3.Purple = function () {
  111. return new Color3(0.5, 0, 0.5);
  112. };
  113. Color3.Magenta = function () {
  114. return new Color3(1, 0, 1);
  115. };
  116. Color3.Yellow = function () {
  117. return new Color3(1, 1, 0);
  118. };
  119. Color3.Gray = function () {
  120. return new Color3(0.5, 0.5, 0.5);
  121. };
  122. return Color3;
  123. })();
  124. BABYLON.Color3 = Color3;
  125. var Color4 = (function () {
  126. function Color4(r, g, b, a) {
  127. this.r = r;
  128. this.g = g;
  129. this.b = b;
  130. this.a = a;
  131. }
  132. Color4.prototype.addInPlace = function (right) {
  133. this.r += right.r;
  134. this.g += right.g;
  135. this.b += right.b;
  136. this.a += right.a;
  137. };
  138. Color4.prototype.asArray = function () {
  139. var result = [];
  140. this.toArray(result, 0);
  141. return result;
  142. };
  143. Color4.prototype.toArray = function (array, index) {
  144. if (index === undefined) {
  145. index = 0;
  146. }
  147. array[index] = this.r;
  148. array[index + 1] = this.g;
  149. array[index + 2] = this.b;
  150. array[index + 3] = this.a;
  151. };
  152. Color4.prototype.add = function (right) {
  153. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  154. };
  155. Color4.prototype.subtract = function (right) {
  156. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  157. };
  158. Color4.prototype.subtractToRef = function (right, result) {
  159. result.r = this.r - right.r;
  160. result.g = this.g - right.g;
  161. result.b = this.b - right.b;
  162. result.a = this.a - right.a;
  163. };
  164. Color4.prototype.scale = function (scale) {
  165. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  166. };
  167. Color4.prototype.scaleToRef = function (scale, result) {
  168. result.r = this.r * scale;
  169. result.g = this.g * scale;
  170. result.b = this.b * scale;
  171. result.a = this.a * scale;
  172. };
  173. Color4.prototype.toString = function () {
  174. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  175. };
  176. Color4.prototype.clone = function () {
  177. return new Color4(this.r, this.g, this.b, this.a);
  178. };
  179. Color4.Lerp = function (left, right, amount) {
  180. var result = new Color4(0, 0, 0, 0);
  181. BABYLON.Color4.LerpToRef(left, right, amount, result);
  182. return result;
  183. };
  184. Color4.LerpToRef = function (left, right, amount, result) {
  185. result.r = left.r + (right.r - left.r) * amount;
  186. result.g = left.g + (right.g - left.g) * amount;
  187. result.b = left.b + (right.b - left.b) * amount;
  188. result.a = left.a + (right.a - left.a) * amount;
  189. };
  190. Color4.FromArray = function (array, offset) {
  191. if (typeof offset === "undefined") { offset = 0; }
  192. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  193. };
  194. Color4.FromInts = function (r, g, b, a) {
  195. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  196. };
  197. return Color4;
  198. })();
  199. BABYLON.Color4 = Color4;
  200. var Vector2 = (function () {
  201. function Vector2(x, y) {
  202. this.x = x;
  203. this.y = y;
  204. }
  205. Vector2.prototype.toString = function () {
  206. return "{X: " + this.x + " Y:" + this.y + "}";
  207. };
  208. Vector2.prototype.toArray = function (array, index) {
  209. if (index === undefined) {
  210. index = 0;
  211. }
  212. array[index] = this.x;
  213. array[index + 1] = this.y;
  214. };
  215. Vector2.prototype.asArray = function () {
  216. var result = [];
  217. this.toArray(result, 0);
  218. return result;
  219. };
  220. Vector2.prototype.copyFrom = function (source) {
  221. this.x = source.x;
  222. this.y = source.y;
  223. };
  224. Vector2.prototype.copyFromFloats = function (x, y) {
  225. this.x = x;
  226. this.y = y;
  227. };
  228. Vector2.prototype.add = function (otherVector) {
  229. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  230. };
  231. Vector2.prototype.addVector3 = function (otherVector) {
  232. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  233. };
  234. Vector2.prototype.subtract = function (otherVector) {
  235. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  236. };
  237. Vector2.prototype.subtractInPlace = function (otherVector) {
  238. this.x -= otherVector.x;
  239. this.y -= otherVector.y;
  240. };
  241. Vector2.prototype.multiplyInPlace = function (otherVector) {
  242. this.x *= otherVector.x;
  243. this.y *= otherVector.y;
  244. };
  245. Vector2.prototype.multiply = function (otherVector) {
  246. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  247. };
  248. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  249. result.x = this.x * otherVector.x;
  250. result.y = this.y * otherVector.y;
  251. };
  252. Vector2.prototype.multiplyByFloats = function (x, y) {
  253. return new Vector2(this.x * x, this.y * y);
  254. };
  255. Vector2.prototype.divide = function (otherVector) {
  256. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  257. };
  258. Vector2.prototype.divideToRef = function (otherVector, result) {
  259. result.x = this.x / otherVector.x;
  260. result.y = this.y / otherVector.y;
  261. };
  262. Vector2.prototype.negate = function () {
  263. return new Vector2(-this.x, -this.y);
  264. };
  265. Vector2.prototype.scaleInPlace = function (scale) {
  266. this.x *= scale;
  267. this.y *= scale;
  268. return this;
  269. };
  270. Vector2.prototype.scale = function (scale) {
  271. return new Vector2(this.x * scale, this.y * scale);
  272. };
  273. Vector2.prototype.equals = function (otherVector) {
  274. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  275. };
  276. Vector2.prototype.length = function () {
  277. return Math.sqrt(this.x * this.x + this.y * this.y);
  278. };
  279. Vector2.prototype.lengthSquared = function () {
  280. return (this.x * this.x + this.y * this.y);
  281. };
  282. Vector2.prototype.normalize = function () {
  283. var len = this.length();
  284. if (len === 0)
  285. return this;
  286. var num = 1.0 / len;
  287. this.x *= num;
  288. this.y *= num;
  289. return this;
  290. };
  291. Vector2.prototype.clone = function () {
  292. return new Vector2(this.x, this.y);
  293. };
  294. Vector2.Zero = function () {
  295. return new Vector2(0, 0);
  296. };
  297. Vector2.FromArray = function (array, offset) {
  298. if (!offset) {
  299. offset = 0;
  300. }
  301. return new Vector2(array[offset], array[offset + 1]);
  302. };
  303. Vector2.FromArrayToRef = function (array, offset, result) {
  304. result.x = array[offset];
  305. result.y = array[offset + 1];
  306. };
  307. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  308. var squared = amount * amount;
  309. var cubed = amount * squared;
  310. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) + (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) + ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  311. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) + (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) + ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  312. return new Vector2(x, y);
  313. };
  314. Vector2.Clamp = function (value, min, max) {
  315. var x = value.x;
  316. x = (x > max.x) ? max.x : x;
  317. x = (x < min.x) ? min.x : x;
  318. var y = value.y;
  319. y = (y > max.y) ? max.y : y;
  320. y = (y < min.y) ? min.y : y;
  321. return new Vector2(x, y);
  322. };
  323. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  324. var squared = amount * amount;
  325. var cubed = amount * squared;
  326. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  327. var part2 = (-2.0 * cubed) + (3.0 * squared);
  328. var part3 = (cubed - (2.0 * squared)) + amount;
  329. var part4 = cubed - squared;
  330. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  331. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  332. return new Vector2(x, y);
  333. };
  334. Vector2.Lerp = function (start, end, amount) {
  335. var x = start.x + ((end.x - start.x) * amount);
  336. var y = start.y + ((end.y - start.y) * amount);
  337. return new Vector2(x, y);
  338. };
  339. Vector2.Dot = function (left, right) {
  340. return left.x * right.x + left.y * right.y;
  341. };
  342. Vector2.Normalize = function (vector) {
  343. var newVector = vector.clone();
  344. newVector.normalize();
  345. return newVector;
  346. };
  347. Vector2.Minimize = function (left, right) {
  348. var x = (left.x < right.x) ? left.x : right.x;
  349. var y = (left.y < right.y) ? left.y : right.y;
  350. return new Vector2(x, y);
  351. };
  352. Vector2.Maximize = function (left, right) {
  353. var x = (left.x > right.x) ? left.x : right.x;
  354. var y = (left.y > right.y) ? left.y : right.y;
  355. return new Vector2(x, y);
  356. };
  357. Vector2.Transform = function (vector, transformation) {
  358. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]);
  359. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]);
  360. return new Vector2(x, y);
  361. };
  362. Vector2.Distance = function (value1, value2) {
  363. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  364. };
  365. Vector2.DistanceSquared = function (value1, value2) {
  366. var x = value1.x - value2.x;
  367. var y = value1.y - value2.y;
  368. return (x * x) + (y * y);
  369. };
  370. return Vector2;
  371. })();
  372. BABYLON.Vector2 = Vector2;
  373. var Vector3 = (function () {
  374. function Vector3(x, y, z) {
  375. this.x = x;
  376. this.y = y;
  377. this.z = z;
  378. }
  379. Vector3.prototype.toString = function () {
  380. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  381. };
  382. Vector3.prototype.asArray = function () {
  383. var result = [];
  384. this.toArray(result, 0);
  385. return result;
  386. };
  387. Vector3.prototype.toArray = function (array, index) {
  388. if (index === undefined) {
  389. index = 0;
  390. }
  391. array[index] = this.x;
  392. array[index + 1] = this.y;
  393. array[index + 2] = this.z;
  394. };
  395. Vector3.prototype.addInPlace = function (otherVector) {
  396. this.x += otherVector.x;
  397. this.y += otherVector.y;
  398. this.z += otherVector.z;
  399. };
  400. Vector3.prototype.add = function (otherVector) {
  401. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  402. };
  403. Vector3.prototype.addToRef = function (otherVector, result) {
  404. result.x = this.x + otherVector.x;
  405. result.y = this.y + otherVector.y;
  406. result.z = this.z + otherVector.z;
  407. };
  408. Vector3.prototype.subtractInPlace = function (otherVector) {
  409. this.x -= otherVector.x;
  410. this.y -= otherVector.y;
  411. this.z -= otherVector.z;
  412. };
  413. Vector3.prototype.subtract = function (otherVector) {
  414. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  415. };
  416. Vector3.prototype.subtractToRef = function (otherVector, result) {
  417. result.x = this.x - otherVector.x;
  418. result.y = this.y - otherVector.y;
  419. result.z = this.z - otherVector.z;
  420. };
  421. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  422. return new Vector3(this.x - x, this.y - y, this.z - z);
  423. };
  424. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  425. result.x = this.x - x;
  426. result.y = this.y - y;
  427. result.z = this.z - z;
  428. };
  429. Vector3.prototype.negate = function () {
  430. return new Vector3(-this.x, -this.y, -this.z);
  431. };
  432. Vector3.prototype.scaleInPlace = function (scale) {
  433. this.x *= scale;
  434. this.y *= scale;
  435. this.z *= scale;
  436. return this;
  437. };
  438. Vector3.prototype.scale = function (scale) {
  439. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  440. };
  441. Vector3.prototype.scaleToRef = function (scale, result) {
  442. result.x = this.x * scale;
  443. result.y = this.y * scale;
  444. result.z = this.z * scale;
  445. };
  446. Vector3.prototype.equals = function (otherVector) {
  447. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  448. };
  449. Vector3.prototype.equalsWithEpsilon = function (otherVector) {
  450. return Math.abs(this.x - otherVector.x) < BABYLON.Engine.Epsilon && Math.abs(this.y - otherVector.y) < BABYLON.Engine.Epsilon && Math.abs(this.z - otherVector.z) < BABYLON.Engine.Epsilon;
  451. };
  452. Vector3.prototype.equalsToFloats = function (x, y, z) {
  453. return this.x === x && this.y === y && this.z === z;
  454. };
  455. Vector3.prototype.multiplyInPlace = function (otherVector) {
  456. this.x *= otherVector.x;
  457. this.y *= otherVector.y;
  458. this.z *= otherVector.z;
  459. };
  460. Vector3.prototype.multiply = function (otherVector) {
  461. return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  462. };
  463. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  464. result.x = this.x * otherVector.x;
  465. result.y = this.y * otherVector.y;
  466. result.z = this.z * otherVector.z;
  467. };
  468. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  469. return new Vector3(this.x * x, this.y * y, this.z * z);
  470. };
  471. Vector3.prototype.divide = function (otherVector) {
  472. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  473. };
  474. Vector3.prototype.divideToRef = function (otherVector, result) {
  475. result.x = this.x / otherVector.x;
  476. result.y = this.y / otherVector.y;
  477. result.z = this.z / otherVector.z;
  478. };
  479. Vector3.prototype.MinimizeInPlace = function (other) {
  480. if (other.x < this.x)
  481. this.x = other.x;
  482. if (other.y < this.y)
  483. this.y = other.y;
  484. if (other.z < this.z)
  485. this.z = other.z;
  486. };
  487. Vector3.prototype.MaximizeInPlace = function (other) {
  488. if (other.x > this.x)
  489. this.x = other.x;
  490. if (other.y > this.y)
  491. this.y = other.y;
  492. if (other.z > this.z)
  493. this.z = other.z;
  494. };
  495. Vector3.prototype.length = function () {
  496. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  497. };
  498. Vector3.prototype.lengthSquared = function () {
  499. return (this.x * this.x + this.y * this.y + this.z * this.z);
  500. };
  501. Vector3.prototype.normalize = function () {
  502. var len = this.length();
  503. if (len === 0)
  504. return this;
  505. var num = 1.0 / len;
  506. this.x *= num;
  507. this.y *= num;
  508. this.z *= num;
  509. return this;
  510. };
  511. Vector3.prototype.clone = function () {
  512. return new Vector3(this.x, this.y, this.z);
  513. };
  514. Vector3.prototype.copyFrom = function (source) {
  515. this.x = source.x;
  516. this.y = source.y;
  517. this.z = source.z;
  518. };
  519. Vector3.prototype.copyFromFloats = function (x, y, z) {
  520. this.x = x;
  521. this.y = y;
  522. this.z = z;
  523. };
  524. Vector3.FromArray = function (array, offset) {
  525. if (!offset) {
  526. offset = 0;
  527. }
  528. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  529. };
  530. Vector3.FromArrayToRef = function (array, offset, result) {
  531. result.x = array[offset];
  532. result.y = array[offset + 1];
  533. result.z = array[offset + 2];
  534. };
  535. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  536. result.x = array[offset];
  537. result.y = array[offset + 1];
  538. result.z = array[offset + 2];
  539. };
  540. Vector3.FromFloatsToRef = function (x, y, z, result) {
  541. result.x = x;
  542. result.y = y;
  543. result.z = z;
  544. };
  545. Vector3.Zero = function () {
  546. return new Vector3(0, 0, 0);
  547. };
  548. Vector3.Up = function () {
  549. return new Vector3(0, 1.0, 0);
  550. };
  551. Vector3.TransformCoordinates = function (vector, transformation) {
  552. var result = Vector3.Zero();
  553. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  554. return result;
  555. };
  556. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  557. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12];
  558. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13];
  559. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14];
  560. var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15];
  561. result.x = x / w;
  562. result.y = y / w;
  563. result.z = z / w;
  564. };
  565. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  566. var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12];
  567. var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13];
  568. var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14];
  569. var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15];
  570. result.x = rx / rw;
  571. result.y = ry / rw;
  572. result.z = rz / rw;
  573. };
  574. Vector3.TransformNormal = function (vector, transformation) {
  575. var result = Vector3.Zero();
  576. Vector3.TransformNormalToRef(vector, transformation, result);
  577. return result;
  578. };
  579. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  580. result.x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
  581. result.y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
  582. result.z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
  583. };
  584. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  585. result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]);
  586. result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]);
  587. result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]);
  588. };
  589. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  590. var squared = amount * amount;
  591. var cubed = amount * squared;
  592. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) + (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) + ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  593. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) + (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) + ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  594. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) + (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) + ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  595. return new Vector3(x, y, z);
  596. };
  597. Vector3.Clamp = function (value, min, max) {
  598. var x = value.x;
  599. x = (x > max.x) ? max.x : x;
  600. x = (x < min.x) ? min.x : x;
  601. var y = value.y;
  602. y = (y > max.y) ? max.y : y;
  603. y = (y < min.y) ? min.y : y;
  604. var z = value.z;
  605. z = (z > max.z) ? max.z : z;
  606. z = (z < min.z) ? min.z : z;
  607. return new Vector3(x, y, z);
  608. };
  609. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  610. var squared = amount * amount;
  611. var cubed = amount * squared;
  612. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  613. var part2 = (-2.0 * cubed) + (3.0 * squared);
  614. var part3 = (cubed - (2.0 * squared)) + amount;
  615. var part4 = cubed - squared;
  616. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  617. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  618. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  619. return new Vector3(x, y, z);
  620. };
  621. Vector3.Lerp = function (start, end, amount) {
  622. var x = start.x + ((end.x - start.x) * amount);
  623. var y = start.y + ((end.y - start.y) * amount);
  624. var z = start.z + ((end.z - start.z) * amount);
  625. return new Vector3(x, y, z);
  626. };
  627. Vector3.Dot = function (left, right) {
  628. return (left.x * right.x + left.y * right.y + left.z * right.z);
  629. };
  630. Vector3.Cross = function (left, right) {
  631. var result = Vector3.Zero();
  632. Vector3.CrossToRef(left, right, result);
  633. return result;
  634. };
  635. Vector3.CrossToRef = function (left, right, result) {
  636. result.x = left.y * right.z - left.z * right.y;
  637. result.y = left.z * right.x - left.x * right.z;
  638. result.z = left.x * right.y - left.y * right.x;
  639. };
  640. Vector3.Normalize = function (vector) {
  641. var result = Vector3.Zero();
  642. Vector3.NormalizeToRef(vector, result);
  643. return result;
  644. };
  645. Vector3.NormalizeToRef = function (vector, result) {
  646. result.copyFrom(vector);
  647. result.normalize();
  648. };
  649. Vector3.Project = function (vector, world, transform, viewport) {
  650. var cw = viewport.width;
  651. var ch = viewport.height;
  652. var cx = viewport.x;
  653. var cy = viewport.y;
  654. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, 1, 0, cx + cw / 2.0, ch / 2.0 + cy, 0, 1);
  655. var finalMatrix = world.multiply(transform).multiply(viewportMatrix);
  656. return Vector3.TransformCoordinates(vector, finalMatrix);
  657. };
  658. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  659. var matrix = world.multiply(transform);
  660. matrix.invert();
  661. source.x = source.x / viewportWidth * 2 - 1;
  662. source.y = -(source.y / viewportHeight * 2 - 1);
  663. var vector = BABYLON.Vector3.TransformCoordinates(source, matrix);
  664. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  665. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  666. vector = vector.scale(1.0 / num);
  667. }
  668. return vector;
  669. };
  670. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  671. var matrix = world.multiply(view).multiply(projection);
  672. matrix.invert();
  673. source.x = source.x / viewportWidth * 2 - 1;
  674. source.y = -(source.y / viewportHeight * 2 - 1);
  675. var vector = BABYLON.Vector3.TransformCoordinates(source, matrix);
  676. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  677. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  678. vector = vector.scale(1.0 / num);
  679. }
  680. return vector;
  681. };
  682. Vector3.Minimize = function (left, right) {
  683. var min = left.clone();
  684. min.MinimizeInPlace(right);
  685. return min;
  686. };
  687. Vector3.Maximize = function (left, right) {
  688. var max = left.clone();
  689. max.MaximizeInPlace(right);
  690. return max;
  691. };
  692. Vector3.Distance = function (value1, value2) {
  693. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  694. };
  695. Vector3.DistanceSquared = function (value1, value2) {
  696. var x = value1.x - value2.x;
  697. var y = value1.y - value2.y;
  698. var z = value1.z - value2.z;
  699. return (x * x) + (y * y) + (z * z);
  700. };
  701. Vector3.Center = function (value1, value2) {
  702. var center = value1.add(value2);
  703. center.scaleInPlace(0.5);
  704. return center;
  705. };
  706. return Vector3;
  707. })();
  708. BABYLON.Vector3 = Vector3;
  709. var Vector4 = (function () {
  710. function Vector4(x, y, z, w) {
  711. this.x = x;
  712. this.y = y;
  713. this.z = z;
  714. this.w = w;
  715. }
  716. Vector4.prototype.toString = function () {
  717. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "W:" + this.w + "}";
  718. };
  719. Vector4.prototype.asArray = function () {
  720. var result = [];
  721. this.toArray(result, 0);
  722. return result;
  723. };
  724. Vector4.prototype.toArray = function (array, index) {
  725. if (index === undefined) {
  726. index = 0;
  727. }
  728. array[index] = this.x;
  729. array[index + 1] = this.y;
  730. array[index + 2] = this.z;
  731. array[index + 3] = this.w;
  732. };
  733. Vector4.prototype.addInPlace = function (otherVector) {
  734. this.x += otherVector.x;
  735. this.y += otherVector.y;
  736. this.z += otherVector.z;
  737. this.w += otherVector.w;
  738. };
  739. Vector4.prototype.add = function (otherVector) {
  740. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  741. };
  742. Vector4.prototype.addToRef = function (otherVector, result) {
  743. result.x = this.x + otherVector.x;
  744. result.y = this.y + otherVector.y;
  745. result.z = this.z + otherVector.z;
  746. result.w = this.w + otherVector.w;
  747. };
  748. Vector4.prototype.subtractInPlace = function (otherVector) {
  749. this.x -= otherVector.x;
  750. this.y -= otherVector.y;
  751. this.z -= otherVector.z;
  752. this.w -= otherVector.w;
  753. };
  754. Vector4.prototype.subtract = function (otherVector) {
  755. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  756. };
  757. Vector4.prototype.subtractToRef = function (otherVector, result) {
  758. result.x = this.x - otherVector.x;
  759. result.y = this.y - otherVector.y;
  760. result.z = this.z - otherVector.z;
  761. result.w = this.w - otherVector.w;
  762. };
  763. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  764. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  765. };
  766. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  767. result.x = this.x - x;
  768. result.y = this.y - y;
  769. result.z = this.z - z;
  770. result.w = this.w - w;
  771. };
  772. Vector4.prototype.negate = function () {
  773. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  774. };
  775. Vector4.prototype.scaleInPlace = function (scale) {
  776. this.x *= scale;
  777. this.y *= scale;
  778. this.z *= scale;
  779. this.w *= scale;
  780. return this;
  781. };
  782. Vector4.prototype.scale = function (scale) {
  783. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  784. };
  785. Vector4.prototype.scaleToRef = function (scale, result) {
  786. result.x = this.x * scale;
  787. result.y = this.y * scale;
  788. result.z = this.z * scale;
  789. result.w = this.w * scale;
  790. };
  791. Vector4.prototype.equals = function (otherVector) {
  792. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  793. };
  794. Vector4.prototype.equalsWithEpsilon = function (otherVector) {
  795. return Math.abs(this.x - otherVector.x) < BABYLON.Engine.Epsilon && Math.abs(this.y - otherVector.y) < BABYLON.Engine.Epsilon && Math.abs(this.z - otherVector.z) < BABYLON.Engine.Epsilon && Math.abs(this.w - otherVector.w) < BABYLON.Engine.Epsilon;
  796. };
  797. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  798. return this.x === x && this.y === y && this.z === z && this.w === w;
  799. };
  800. Vector4.prototype.multiplyInPlace = function (otherVector) {
  801. this.x *= otherVector.x;
  802. this.y *= otherVector.y;
  803. this.z *= otherVector.z;
  804. this.w *= otherVector.w;
  805. };
  806. Vector4.prototype.multiply = function (otherVector) {
  807. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  808. };
  809. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  810. result.x = this.x * otherVector.x;
  811. result.y = this.y * otherVector.y;
  812. result.z = this.z * otherVector.z;
  813. result.w = this.w * otherVector.w;
  814. };
  815. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  816. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  817. };
  818. Vector4.prototype.divide = function (otherVector) {
  819. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  820. };
  821. Vector4.prototype.divideToRef = function (otherVector, result) {
  822. result.x = this.x / otherVector.x;
  823. result.y = this.y / otherVector.y;
  824. result.z = this.z / otherVector.z;
  825. result.w = this.w / otherVector.w;
  826. };
  827. Vector4.prototype.MinimizeInPlace = function (other) {
  828. if (other.x < this.x)
  829. this.x = other.x;
  830. if (other.y < this.y)
  831. this.y = other.y;
  832. if (other.z < this.z)
  833. this.z = other.z;
  834. if (other.w < this.w)
  835. this.w = other.w;
  836. };
  837. Vector4.prototype.MaximizeInPlace = function (other) {
  838. if (other.x > this.x)
  839. this.x = other.x;
  840. if (other.y > this.y)
  841. this.y = other.y;
  842. if (other.z > this.z)
  843. this.z = other.z;
  844. if (other.w > this.w)
  845. this.w = other.w;
  846. };
  847. Vector4.prototype.length = function () {
  848. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  849. };
  850. Vector4.prototype.lengthSquared = function () {
  851. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  852. };
  853. Vector4.prototype.normalize = function () {
  854. var len = this.length();
  855. if (len === 0)
  856. return this;
  857. var num = 1.0 / len;
  858. this.x *= num;
  859. this.y *= num;
  860. this.z *= num;
  861. this.w *= num;
  862. return this;
  863. };
  864. Vector4.prototype.clone = function () {
  865. return new Vector4(this.x, this.y, this.z, this.w);
  866. };
  867. Vector4.prototype.copyFrom = function (source) {
  868. this.x = source.x;
  869. this.y = source.y;
  870. this.z = source.z;
  871. this.w = source.w;
  872. };
  873. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  874. this.x = x;
  875. this.y = y;
  876. this.z = z;
  877. this.w = w;
  878. };
  879. Vector4.FromArray = function (array, offset) {
  880. if (!offset) {
  881. offset = 0;
  882. }
  883. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  884. };
  885. Vector4.FromArrayToRef = function (array, offset, result) {
  886. result.x = array[offset];
  887. result.y = array[offset + 1];
  888. result.z = array[offset + 2];
  889. result.w = array[offset + 3];
  890. };
  891. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  892. result.x = array[offset];
  893. result.y = array[offset + 1];
  894. result.z = array[offset + 2];
  895. result.w = array[offset + 3];
  896. };
  897. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  898. result.x = x;
  899. result.y = y;
  900. result.z = z;
  901. result.w = w;
  902. };
  903. Vector4.Zero = function () {
  904. return new Vector4(0, 0, 0, 0);
  905. };
  906. Vector4.Normalize = function (vector) {
  907. var result = Vector4.Zero();
  908. Vector4.NormalizeToRef(vector, result);
  909. return result;
  910. };
  911. Vector4.NormalizeToRef = function (vector, result) {
  912. result.copyFrom(vector);
  913. result.normalize();
  914. };
  915. Vector4.Minimize = function (left, right) {
  916. var min = left.clone();
  917. min.MinimizeInPlace(right);
  918. return min;
  919. };
  920. Vector4.Maximize = function (left, right) {
  921. var max = left.clone();
  922. max.MaximizeInPlace(right);
  923. return max;
  924. };
  925. Vector4.Distance = function (value1, value2) {
  926. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  927. };
  928. Vector4.DistanceSquared = function (value1, value2) {
  929. var x = value1.x - value2.x;
  930. var y = value1.y - value2.y;
  931. var z = value1.z - value2.z;
  932. var w = value1.w - value2.w;
  933. return (x * x) + (y * y) + (z * z) + (w * w);
  934. };
  935. Vector4.Center = function (value1, value2) {
  936. var center = value1.add(value2);
  937. center.scaleInPlace(0.5);
  938. return center;
  939. };
  940. return Vector4;
  941. })();
  942. BABYLON.Vector4 = Vector4;
  943. var Quaternion = (function () {
  944. function Quaternion(x, y, z, w) {
  945. if (typeof x === "undefined") { x = 0; }
  946. if (typeof y === "undefined") { y = 0; }
  947. if (typeof z === "undefined") { z = 0; }
  948. if (typeof w === "undefined") { w = 1; }
  949. this.x = x;
  950. this.y = y;
  951. this.z = z;
  952. this.w = w;
  953. }
  954. Quaternion.prototype.toString = function () {
  955. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  956. };
  957. Quaternion.prototype.asArray = function () {
  958. return [this.x, this.y, this.z, this.w];
  959. };
  960. Quaternion.prototype.equals = function (otherQuaternion) {
  961. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  962. };
  963. Quaternion.prototype.clone = function () {
  964. return new Quaternion(this.x, this.y, this.z, this.w);
  965. };
  966. Quaternion.prototype.copyFrom = function (other) {
  967. this.x = other.x;
  968. this.y = other.y;
  969. this.z = other.z;
  970. this.w = other.w;
  971. };
  972. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  973. this.x = x;
  974. this.y = y;
  975. this.z = z;
  976. this.w = w;
  977. };
  978. Quaternion.prototype.add = function (other) {
  979. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  980. };
  981. Quaternion.prototype.subtract = function (other) {
  982. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  983. };
  984. Quaternion.prototype.scale = function (value) {
  985. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  986. };
  987. Quaternion.prototype.multiply = function (q1) {
  988. var result = new Quaternion(0, 0, 0, 1.0);
  989. this.multiplyToRef(q1, result);
  990. return result;
  991. };
  992. Quaternion.prototype.multiplyToRef = function (q1, result) {
  993. result.x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  994. result.y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  995. result.z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  996. result.w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  997. };
  998. Quaternion.prototype.length = function () {
  999. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  1000. };
  1001. Quaternion.prototype.normalize = function () {
  1002. var length = 1.0 / this.length();
  1003. this.x *= length;
  1004. this.y *= length;
  1005. this.z *= length;
  1006. this.w *= length;
  1007. };
  1008. Quaternion.prototype.toEulerAngles = function () {
  1009. var result = Vector3.Zero();
  1010. this.toEulerAnglesToRef(result);
  1011. return result;
  1012. };
  1013. Quaternion.prototype.toEulerAnglesToRef = function (result) {
  1014. var qx = this.x;
  1015. var qy = this.y;
  1016. var qz = this.z;
  1017. var qw = this.w;
  1018. var qxy = qx * qy;
  1019. var qxz = qx * qz;
  1020. var qwy = qw * qy;
  1021. var qwz = qw * qz;
  1022. var qwx = qw * qx;
  1023. var qyz = qy * qz;
  1024. var sqx = qx * qx;
  1025. var sqy = qy * qy;
  1026. var determinant = sqx + sqy;
  1027. if (determinant != 0.000 && determinant != 1.000) {
  1028. result.x = Math.atan2(qxz + qwy, qwx - qyz);
  1029. result.y = Math.acos(1 - 2 * determinant);
  1030. result.z = Math.atan2(qxz - qwy, qwx + qyz);
  1031. } else {
  1032. if (determinant == 0.000) {
  1033. result.x = 0.0;
  1034. result.y = 0.0;
  1035. result.z = Math.atan2(qxy - qwz, 0.5 - sqy - qz * qz);
  1036. } else {
  1037. result.x = Math.atan2(qxy - qwz, 0.5 - sqy - qz * qz);
  1038. result.y = Math.PI;
  1039. result.z = 0.0;
  1040. }
  1041. }
  1042. };
  1043. Quaternion.prototype.toRotationMatrix = function (result) {
  1044. var xx = this.x * this.x;
  1045. var yy = this.y * this.y;
  1046. var zz = this.z * this.z;
  1047. var xy = this.x * this.y;
  1048. var zw = this.z * this.w;
  1049. var zx = this.z * this.x;
  1050. var yw = this.y * this.w;
  1051. var yz = this.y * this.z;
  1052. var xw = this.x * this.w;
  1053. result.m[0] = 1.0 - (2.0 * (yy + zz));
  1054. result.m[1] = 2.0 * (xy + zw);
  1055. result.m[2] = 2.0 * (zx - yw);
  1056. result.m[3] = 0;
  1057. result.m[4] = 2.0 * (xy - zw);
  1058. result.m[5] = 1.0 - (2.0 * (zz + xx));
  1059. result.m[6] = 2.0 * (yz + xw);
  1060. result.m[7] = 0;
  1061. result.m[8] = 2.0 * (zx + yw);
  1062. result.m[9] = 2.0 * (yz - xw);
  1063. result.m[10] = 1.0 - (2.0 * (yy + xx));
  1064. result.m[11] = 0;
  1065. result.m[12] = 0;
  1066. result.m[13] = 0;
  1067. result.m[14] = 0;
  1068. result.m[15] = 1.0;
  1069. };
  1070. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  1071. var data = matrix.m;
  1072. var m11 = data[0], m12 = data[4], m13 = data[8];
  1073. var m21 = data[1], m22 = data[5], m23 = data[9];
  1074. var m31 = data[2], m32 = data[6], m33 = data[10];
  1075. var trace = m11 + m22 + m33;
  1076. var s;
  1077. if (trace > 0) {
  1078. s = 0.5 / Math.sqrt(trace + 1.0);
  1079. this.w = 0.25 / s;
  1080. this.x = (m32 - m23) * s;
  1081. this.y = (m13 - m31) * s;
  1082. this.z = (m21 - m12) * s;
  1083. return;
  1084. }
  1085. if (m11 > m22 && m11 > m33) {
  1086. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  1087. this.w = (m32 - m23) / s;
  1088. this.x = 0.25 * s;
  1089. this.y = (m12 + m21) / s;
  1090. this.z = (m13 + m31) / s;
  1091. return;
  1092. }
  1093. if (m22 > m33) {
  1094. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  1095. this.w = (m13 - m31) / s;
  1096. this.x = (m12 + m21) / s;
  1097. this.y = 0.25 * s;
  1098. this.z = (m23 + m32) / s;
  1099. return;
  1100. }
  1101. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  1102. this.w = (m21 - m12) / s;
  1103. this.x = (m13 + m31) / s;
  1104. this.y = (m23 + m32) / s;
  1105. this.z = 0.25 * s;
  1106. };
  1107. Quaternion.Inverse = function (q) {
  1108. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  1109. };
  1110. Quaternion.RotationAxis = function (axis, angle) {
  1111. var result = new Quaternion();
  1112. var sin = Math.sin(angle / 2);
  1113. result.w = Math.cos(angle / 2);
  1114. result.x = axis.x * sin;
  1115. result.y = axis.y * sin;
  1116. result.z = axis.z * sin;
  1117. return result;
  1118. };
  1119. Quaternion.FromArray = function (array, offset) {
  1120. if (!offset) {
  1121. offset = 0;
  1122. }
  1123. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  1124. };
  1125. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  1126. var result = new Quaternion();
  1127. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1128. return result;
  1129. };
  1130. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  1131. var halfRoll = roll * 0.5;
  1132. var halfPitch = pitch * 0.5;
  1133. var halfYaw = yaw * 0.5;
  1134. var sinRoll = Math.sin(halfRoll);
  1135. var cosRoll = Math.cos(halfRoll);
  1136. var sinPitch = Math.sin(halfPitch);
  1137. var cosPitch = Math.cos(halfPitch);
  1138. var sinYaw = Math.sin(halfYaw);
  1139. var cosYaw = Math.cos(halfYaw);
  1140. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  1141. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  1142. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  1143. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  1144. };
  1145. Quaternion.Slerp = function (left, right, amount) {
  1146. var num2;
  1147. var num3;
  1148. var num = amount;
  1149. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  1150. var flag = false;
  1151. if (num4 < 0) {
  1152. flag = true;
  1153. num4 = -num4;
  1154. }
  1155. if (num4 > 0.999999) {
  1156. num3 = 1 - num;
  1157. num2 = flag ? -num : num;
  1158. } else {
  1159. var num5 = Math.acos(num4);
  1160. var num6 = (1.0 / Math.sin(num5));
  1161. num3 = (Math.sin((1.0 - num) * num5)) * num6;
  1162. num2 = flag ? ((-Math.sin(num * num5)) * num6) : ((Math.sin(num * num5)) * num6);
  1163. }
  1164. 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));
  1165. };
  1166. return Quaternion;
  1167. })();
  1168. BABYLON.Quaternion = Quaternion;
  1169. var Matrix = (function () {
  1170. function Matrix() {
  1171. this.m = new Float32Array(16);
  1172. }
  1173. Matrix.prototype.isIdentity = function () {
  1174. if (this.m[0] != 1.0 || this.m[5] != 1.0 || this.m[10] != 1.0 || this.m[15] != 1.0)
  1175. return false;
  1176. if (this.m[1] != 0.0 || this.m[2] != 0.0 || this.m[3] != 0.0 || this.m[4] != 0.0 || this.m[6] != 0.0 || this.m[7] != 0.0 || this.m[8] != 0.0 || this.m[9] != 0.0 || this.m[11] != 0.0 || this.m[12] != 0.0 || this.m[13] != 0.0 || this.m[14] != 0.0)
  1177. return false;
  1178. return true;
  1179. };
  1180. Matrix.prototype.determinant = function () {
  1181. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  1182. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  1183. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  1184. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  1185. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  1186. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  1187. return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) - (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) - (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6))));
  1188. };
  1189. Matrix.prototype.toArray = function () {
  1190. return this.m;
  1191. };
  1192. Matrix.prototype.asArray = function () {
  1193. return this.toArray();
  1194. };
  1195. Matrix.prototype.invert = function () {
  1196. this.invertToRef(this);
  1197. };
  1198. Matrix.prototype.invertToRef = function (other) {
  1199. var l1 = this.m[0];
  1200. var l2 = this.m[1];
  1201. var l3 = this.m[2];
  1202. var l4 = this.m[3];
  1203. var l5 = this.m[4];
  1204. var l6 = this.m[5];
  1205. var l7 = this.m[6];
  1206. var l8 = this.m[7];
  1207. var l9 = this.m[8];
  1208. var l10 = this.m[9];
  1209. var l11 = this.m[10];
  1210. var l12 = this.m[11];
  1211. var l13 = this.m[12];
  1212. var l14 = this.m[13];
  1213. var l15 = this.m[14];
  1214. var l16 = this.m[15];
  1215. var l17 = (l11 * l16) - (l12 * l15);
  1216. var l18 = (l10 * l16) - (l12 * l14);
  1217. var l19 = (l10 * l15) - (l11 * l14);
  1218. var l20 = (l9 * l16) - (l12 * l13);
  1219. var l21 = (l9 * l15) - (l11 * l13);
  1220. var l22 = (l9 * l14) - (l10 * l13);
  1221. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  1222. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  1223. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  1224. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  1225. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  1226. var l28 = (l7 * l16) - (l8 * l15);
  1227. var l29 = (l6 * l16) - (l8 * l14);
  1228. var l30 = (l6 * l15) - (l7 * l14);
  1229. var l31 = (l5 * l16) - (l8 * l13);
  1230. var l32 = (l5 * l15) - (l7 * l13);
  1231. var l33 = (l5 * l14) - (l6 * l13);
  1232. var l34 = (l7 * l12) - (l8 * l11);
  1233. var l35 = (l6 * l12) - (l8 * l10);
  1234. var l36 = (l6 * l11) - (l7 * l10);
  1235. var l37 = (l5 * l12) - (l8 * l9);
  1236. var l38 = (l5 * l11) - (l7 * l9);
  1237. var l39 = (l5 * l10) - (l6 * l9);
  1238. other.m[0] = l23 * l27;
  1239. other.m[4] = l24 * l27;
  1240. other.m[8] = l25 * l27;
  1241. other.m[12] = l26 * l27;
  1242. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  1243. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  1244. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  1245. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  1246. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  1247. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  1248. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  1249. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  1250. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  1251. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  1252. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  1253. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  1254. };
  1255. Matrix.prototype.setTranslation = function (vector3) {
  1256. this.m[12] = vector3.x;
  1257. this.m[13] = vector3.y;
  1258. this.m[14] = vector3.z;
  1259. };
  1260. Matrix.prototype.multiply = function (other) {
  1261. var result = new Matrix();
  1262. this.multiplyToRef(other, result);
  1263. return result;
  1264. };
  1265. Matrix.prototype.copyFrom = function (other) {
  1266. for (var index = 0; index < 16; index++) {
  1267. this.m[index] = other.m[index];
  1268. }
  1269. };
  1270. Matrix.prototype.copyToArray = function (array, offset) {
  1271. if (typeof offset === "undefined") { offset = 0; }
  1272. for (var index = 0; index < 16; index++) {
  1273. array[offset + index] = this.m[index];
  1274. }
  1275. };
  1276. Matrix.prototype.multiplyToRef = function (other, result) {
  1277. this.multiplyToArray(other, result.m, 0);
  1278. };
  1279. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  1280. var tm0 = this.m[0];
  1281. var tm1 = this.m[1];
  1282. var tm2 = this.m[2];
  1283. var tm3 = this.m[3];
  1284. var tm4 = this.m[4];
  1285. var tm5 = this.m[5];
  1286. var tm6 = this.m[6];
  1287. var tm7 = this.m[7];
  1288. var tm8 = this.m[8];
  1289. var tm9 = this.m[9];
  1290. var tm10 = this.m[10];
  1291. var tm11 = this.m[11];
  1292. var tm12 = this.m[12];
  1293. var tm13 = this.m[13];
  1294. var tm14 = this.m[14];
  1295. var tm15 = this.m[15];
  1296. var om0 = other.m[0];
  1297. var om1 = other.m[1];
  1298. var om2 = other.m[2];
  1299. var om3 = other.m[3];
  1300. var om4 = other.m[4];
  1301. var om5 = other.m[5];
  1302. var om6 = other.m[6];
  1303. var om7 = other.m[7];
  1304. var om8 = other.m[8];
  1305. var om9 = other.m[9];
  1306. var om10 = other.m[10];
  1307. var om11 = other.m[11];
  1308. var om12 = other.m[12];
  1309. var om13 = other.m[13];
  1310. var om14 = other.m[14];
  1311. var om15 = other.m[15];
  1312. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  1313. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  1314. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  1315. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  1316. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  1317. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  1318. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  1319. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  1320. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  1321. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  1322. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  1323. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  1324. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  1325. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  1326. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  1327. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  1328. };
  1329. Matrix.prototype.equals = function (value) {
  1330. return value && (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] && this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] && this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] && this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]);
  1331. };
  1332. Matrix.prototype.clone = function () {
  1333. 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]);
  1334. };
  1335. Matrix.FromArray = function (array, offset) {
  1336. var result = new Matrix();
  1337. if (!offset) {
  1338. offset = 0;
  1339. }
  1340. Matrix.FromArrayToRef(array, offset, result);
  1341. return result;
  1342. };
  1343. Matrix.FromArrayToRef = function (array, offset, result) {
  1344. for (var index = 0; index < 16; index++) {
  1345. result.m[index] = array[index + offset];
  1346. }
  1347. };
  1348. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  1349. result.m[0] = initialM11;
  1350. result.m[1] = initialM12;
  1351. result.m[2] = initialM13;
  1352. result.m[3] = initialM14;
  1353. result.m[4] = initialM21;
  1354. result.m[5] = initialM22;
  1355. result.m[6] = initialM23;
  1356. result.m[7] = initialM24;
  1357. result.m[8] = initialM31;
  1358. result.m[9] = initialM32;
  1359. result.m[10] = initialM33;
  1360. result.m[11] = initialM34;
  1361. result.m[12] = initialM41;
  1362. result.m[13] = initialM42;
  1363. result.m[14] = initialM43;
  1364. result.m[15] = initialM44;
  1365. };
  1366. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  1367. var result = new Matrix();
  1368. result.m[0] = initialM11;
  1369. result.m[1] = initialM12;
  1370. result.m[2] = initialM13;
  1371. result.m[3] = initialM14;
  1372. result.m[4] = initialM21;
  1373. result.m[5] = initialM22;
  1374. result.m[6] = initialM23;
  1375. result.m[7] = initialM24;
  1376. result.m[8] = initialM31;
  1377. result.m[9] = initialM32;
  1378. result.m[10] = initialM33;
  1379. result.m[11] = initialM34;
  1380. result.m[12] = initialM41;
  1381. result.m[13] = initialM42;
  1382. result.m[14] = initialM43;
  1383. result.m[15] = initialM44;
  1384. return result;
  1385. };
  1386. Matrix.Identity = function () {
  1387. return Matrix.FromValues(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0);
  1388. };
  1389. Matrix.IdentityToRef = function (result) {
  1390. Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, result);
  1391. };
  1392. Matrix.Zero = function () {
  1393. return Matrix.FromValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
  1394. };
  1395. Matrix.RotationX = function (angle) {
  1396. var result = new Matrix();
  1397. Matrix.RotationXToRef(angle, result);
  1398. return result;
  1399. };
  1400. Matrix.Invert = function (source) {
  1401. var result = new Matrix();
  1402. source.invertToRef(result);
  1403. return result;
  1404. };
  1405. Matrix.RotationXToRef = function (angle, result) {
  1406. var s = Math.sin(angle);
  1407. var c = Math.cos(angle);
  1408. result.m[0] = 1.0;
  1409. result.m[15] = 1.0;
  1410. result.m[5] = c;
  1411. result.m[10] = c;
  1412. result.m[9] = -s;
  1413. result.m[6] = s;
  1414. result.m[1] = 0;
  1415. result.m[2] = 0;
  1416. result.m[3] = 0;
  1417. result.m[4] = 0;
  1418. result.m[7] = 0;
  1419. result.m[8] = 0;
  1420. result.m[11] = 0;
  1421. result.m[12] = 0;
  1422. result.m[13] = 0;
  1423. result.m[14] = 0;
  1424. };
  1425. Matrix.RotationY = function (angle) {
  1426. var result = new Matrix();
  1427. Matrix.RotationYToRef(angle, result);
  1428. return result;
  1429. };
  1430. Matrix.RotationYToRef = function (angle, result) {
  1431. var s = Math.sin(angle);
  1432. var c = Math.cos(angle);
  1433. result.m[5] = 1.0;
  1434. result.m[15] = 1.0;
  1435. result.m[0] = c;
  1436. result.m[2] = -s;
  1437. result.m[8] = s;
  1438. result.m[10] = c;
  1439. result.m[1] = 0;
  1440. result.m[3] = 0;
  1441. result.m[4] = 0;
  1442. result.m[6] = 0;
  1443. result.m[7] = 0;
  1444. result.m[9] = 0;
  1445. result.m[11] = 0;
  1446. result.m[12] = 0;
  1447. result.m[13] = 0;
  1448. result.m[14] = 0;
  1449. };
  1450. Matrix.RotationZ = function (angle) {
  1451. var result = new Matrix();
  1452. Matrix.RotationZToRef(angle, result);
  1453. return result;
  1454. };
  1455. Matrix.RotationZToRef = function (angle, result) {
  1456. var s = Math.sin(angle);
  1457. var c = Math.cos(angle);
  1458. result.m[10] = 1.0;
  1459. result.m[15] = 1.0;
  1460. result.m[0] = c;
  1461. result.m[1] = s;
  1462. result.m[4] = -s;
  1463. result.m[5] = c;
  1464. result.m[2] = 0;
  1465. result.m[3] = 0;
  1466. result.m[6] = 0;
  1467. result.m[7] = 0;
  1468. result.m[8] = 0;
  1469. result.m[9] = 0;
  1470. result.m[11] = 0;
  1471. result.m[12] = 0;
  1472. result.m[13] = 0;
  1473. result.m[14] = 0;
  1474. };
  1475. Matrix.RotationAxis = function (axis, angle) {
  1476. var s = Math.sin(-angle);
  1477. var c = Math.cos(-angle);
  1478. var c1 = 1 - c;
  1479. axis.normalize();
  1480. var result = Matrix.Zero();
  1481. result.m[0] = (axis.x * axis.x) * c1 + c;
  1482. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  1483. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  1484. result.m[3] = 0.0;
  1485. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  1486. result.m[5] = (axis.y * axis.y) * c1 + c;
  1487. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  1488. result.m[7] = 0.0;
  1489. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  1490. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  1491. result.m[10] = (axis.z * axis.z) * c1 + c;
  1492. result.m[11] = 0.0;
  1493. result.m[15] = 1.0;
  1494. return result;
  1495. };
  1496. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  1497. var result = new Matrix();
  1498. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1499. return result;
  1500. };
  1501. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  1502. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  1503. this._tempQuaternion.toRotationMatrix(result);
  1504. };
  1505. Matrix.Scaling = function (x, y, z) {
  1506. var result = Matrix.Zero();
  1507. Matrix.ScalingToRef(x, y, z, result);
  1508. return result;
  1509. };
  1510. Matrix.ScalingToRef = function (x, y, z, result) {
  1511. result.m[0] = x;
  1512. result.m[1] = 0;
  1513. result.m[2] = 0;
  1514. result.m[3] = 0;
  1515. result.m[4] = 0;
  1516. result.m[5] = y;
  1517. result.m[6] = 0;
  1518. result.m[7] = 0;
  1519. result.m[8] = 0;
  1520. result.m[9] = 0;
  1521. result.m[10] = z;
  1522. result.m[11] = 0;
  1523. result.m[12] = 0;
  1524. result.m[13] = 0;
  1525. result.m[14] = 0;
  1526. result.m[15] = 1.0;
  1527. };
  1528. Matrix.Translation = function (x, y, z) {
  1529. var result = Matrix.Identity();
  1530. Matrix.TranslationToRef(x, y, z, result);
  1531. return result;
  1532. };
  1533. Matrix.TranslationToRef = function (x, y, z, result) {
  1534. Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, x, y, z, 1.0, result);
  1535. };
  1536. Matrix.LookAtLH = function (eye, target, up) {
  1537. var result = Matrix.Zero();
  1538. Matrix.LookAtLHToRef(eye, target, up, result);
  1539. return result;
  1540. };
  1541. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  1542. target.subtractToRef(eye, this._zAxis);
  1543. this._zAxis.normalize();
  1544. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  1545. this._xAxis.normalize();
  1546. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  1547. this._yAxis.normalize();
  1548. var ex = -Vector3.Dot(this._xAxis, eye);
  1549. var ey = -Vector3.Dot(this._yAxis, eye);
  1550. var ez = -Vector3.Dot(this._zAxis, eye);
  1551. 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);
  1552. };
  1553. Matrix.OrthoLH = function (width, height, znear, zfar) {
  1554. var hw = 2.0 / width;
  1555. var hh = 2.0 / height;
  1556. var id = 1.0 / (zfar - znear);
  1557. var nid = znear / (znear - zfar);
  1558. return Matrix.FromValues(hw, 0, 0, 0, 0, hh, 0, 0, 0, 0, id, 0, 0, 0, nid, 1);
  1559. };
  1560. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  1561. var matrix = Matrix.Zero();
  1562. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  1563. return matrix;
  1564. };
  1565. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  1566. result.m[0] = 2.0 / (right - left);
  1567. result.m[1] = result.m[2] = result.m[3] = 0;
  1568. result.m[5] = 2.0 / (top - bottom);
  1569. result.m[4] = result.m[6] = result.m[7] = 0;
  1570. result.m[10] = -1.0 / (znear - zfar);
  1571. result.m[8] = result.m[9] = result.m[11] = 0;
  1572. result.m[12] = (left + right) / (left - right);
  1573. result.m[13] = (top + bottom) / (bottom - top);
  1574. result.m[14] = znear / (znear - zfar);
  1575. result.m[15] = 1.0;
  1576. };
  1577. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  1578. var matrix = Matrix.Zero();
  1579. matrix.m[0] = (2.0 * znear) / width;
  1580. matrix.m[1] = matrix.m[2] = matrix.m[3] = 0.0;
  1581. matrix.m[5] = (2.0 * znear) / height;
  1582. matrix.m[4] = matrix.m[6] = matrix.m[7] = 0.0;
  1583. matrix.m[10] = -zfar / (znear - zfar);
  1584. matrix.m[8] = matrix.m[9] = 0.0;
  1585. matrix.m[11] = 1.0;
  1586. matrix.m[12] = matrix.m[13] = matrix.m[15] = 0.0;
  1587. matrix.m[14] = (znear * zfar) / (znear - zfar);
  1588. return matrix;
  1589. };
  1590. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  1591. var matrix = Matrix.Zero();
  1592. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  1593. return matrix;
  1594. };
  1595. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result) {
  1596. var tan = 1.0 / (Math.tan(fov * 0.5));
  1597. result.m[0] = tan / aspect;
  1598. result.m[1] = result.m[2] = result.m[3] = 0.0;
  1599. result.m[5] = tan;
  1600. result.m[4] = result.m[6] = result.m[7] = 0.0;
  1601. result.m[8] = result.m[9] = 0.0;
  1602. result.m[10] = -zfar / (znear - zfar);
  1603. result.m[11] = 1.0;
  1604. result.m[12] = result.m[13] = result.m[15] = 0.0;
  1605. result.m[14] = (znear * zfar) / (znear - zfar);
  1606. };
  1607. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  1608. var cw = viewport.width;
  1609. var ch = viewport.height;
  1610. var cx = viewport.x;
  1611. var cy = viewport.y;
  1612. 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);
  1613. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  1614. };
  1615. Matrix.Transpose = function (matrix) {
  1616. var result = new Matrix();
  1617. result.m[0] = matrix.m[0];
  1618. result.m[1] = matrix.m[4];
  1619. result.m[2] = matrix.m[8];
  1620. result.m[3] = matrix.m[12];
  1621. result.m[4] = matrix.m[1];
  1622. result.m[5] = matrix.m[5];
  1623. result.m[6] = matrix.m[9];
  1624. result.m[7] = matrix.m[13];
  1625. result.m[8] = matrix.m[2];
  1626. result.m[9] = matrix.m[6];
  1627. result.m[10] = matrix.m[10];
  1628. result.m[11] = matrix.m[14];
  1629. result.m[12] = matrix.m[3];
  1630. result.m[13] = matrix.m[7];
  1631. result.m[14] = matrix.m[11];
  1632. result.m[15] = matrix.m[15];
  1633. return result;
  1634. };
  1635. Matrix.Reflection = function (plane) {
  1636. var matrix = new Matrix();
  1637. Matrix.ReflectionToRef(plane, matrix);
  1638. return matrix;
  1639. };
  1640. Matrix.ReflectionToRef = function (plane, result) {
  1641. plane.normalize();
  1642. var x = plane.normal.x;
  1643. var y = plane.normal.y;
  1644. var z = plane.normal.z;
  1645. var temp = -2 * x;
  1646. var temp2 = -2 * y;
  1647. var temp3 = -2 * z;
  1648. result.m[0] = (temp * x) + 1;
  1649. result.m[1] = temp2 * x;
  1650. result.m[2] = temp3 * x;
  1651. result.m[3] = 0.0;
  1652. result.m[4] = temp * y;
  1653. result.m[5] = (temp2 * y) + 1;
  1654. result.m[6] = temp3 * y;
  1655. result.m[7] = 0.0;
  1656. result.m[8] = temp * z;
  1657. result.m[9] = temp2 * z;
  1658. result.m[10] = (temp3 * z) + 1;
  1659. result.m[11] = 0.0;
  1660. result.m[12] = temp * plane.d;
  1661. result.m[13] = temp2 * plane.d;
  1662. result.m[14] = temp3 * plane.d;
  1663. result.m[15] = 1.0;
  1664. };
  1665. Matrix._tempQuaternion = new Quaternion();
  1666. Matrix._xAxis = Vector3.Zero();
  1667. Matrix._yAxis = Vector3.Zero();
  1668. Matrix._zAxis = Vector3.Zero();
  1669. return Matrix;
  1670. })();
  1671. BABYLON.Matrix = Matrix;
  1672. var Plane = (function () {
  1673. function Plane(a, b, c, d) {
  1674. this.normal = new Vector3(a, b, c);
  1675. this.d = d;
  1676. }
  1677. Plane.prototype.asArray = function () {
  1678. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  1679. };
  1680. Plane.prototype.clone = function () {
  1681. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  1682. };
  1683. Plane.prototype.normalize = function () {
  1684. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  1685. var magnitude = 0;
  1686. if (norm != 0) {
  1687. magnitude = 1.0 / norm;
  1688. }
  1689. this.normal.x *= magnitude;
  1690. this.normal.y *= magnitude;
  1691. this.normal.z *= magnitude;
  1692. this.d *= magnitude;
  1693. };
  1694. Plane.prototype.transform = function (transformation) {
  1695. var transposedMatrix = BABYLON.Matrix.Transpose(transformation);
  1696. var x = this.normal.x;
  1697. var y = this.normal.y;
  1698. var z = this.normal.z;
  1699. var d = this.d;
  1700. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  1701. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  1702. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  1703. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  1704. return new BABYLON.Plane(normalX, normalY, normalZ, finalD);
  1705. };
  1706. Plane.prototype.dotCoordinate = function (point) {
  1707. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  1708. };
  1709. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  1710. var x1 = point2.x - point1.x;
  1711. var y1 = point2.y - point1.y;
  1712. var z1 = point2.z - point1.z;
  1713. var x2 = point3.x - point1.x;
  1714. var y2 = point3.y - point1.y;
  1715. var z2 = point3.z - point1.z;
  1716. var yz = (y1 * z2) - (z1 * y2);
  1717. var xz = (z1 * x2) - (x1 * z2);
  1718. var xy = (x1 * y2) - (y1 * x2);
  1719. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  1720. var invPyth;
  1721. if (pyth != 0) {
  1722. invPyth = 1.0 / pyth;
  1723. } else {
  1724. invPyth = 0;
  1725. }
  1726. this.normal.x = yz * invPyth;
  1727. this.normal.y = xz * invPyth;
  1728. this.normal.z = xy * invPyth;
  1729. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  1730. };
  1731. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  1732. var dot = Vector3.Dot(this.normal, direction);
  1733. return (dot <= epsilon);
  1734. };
  1735. Plane.prototype.signedDistanceTo = function (point) {
  1736. return Vector3.Dot(point, this.normal) + this.d;
  1737. };
  1738. Plane.FromArray = function (array) {
  1739. return new BABYLON.Plane(array[0], array[1], array[2], array[3]);
  1740. };
  1741. Plane.FromPoints = function (point1, point2, point3) {
  1742. var result = new BABYLON.Plane(0, 0, 0, 0);
  1743. result.copyFromPoints(point1, point2, point3);
  1744. return result;
  1745. };
  1746. Plane.FromPositionAndNormal = function (origin, normal) {
  1747. var result = new BABYLON.Plane(0, 0, 0, 0);
  1748. normal.normalize();
  1749. result.normal = normal;
  1750. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1751. return result;
  1752. };
  1753. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  1754. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1755. return Vector3.Dot(point, normal) + d;
  1756. };
  1757. return Plane;
  1758. })();
  1759. BABYLON.Plane = Plane;
  1760. var Viewport = (function () {
  1761. function Viewport(x, y, width, height) {
  1762. this.x = x;
  1763. this.y = y;
  1764. this.width = width;
  1765. this.height = height;
  1766. }
  1767. Viewport.prototype.toGlobal = function (engine) {
  1768. var width = engine.getRenderWidth();
  1769. var height = engine.getRenderHeight();
  1770. return new Viewport(this.x * width, this.y * height, this.width * width, this.height * height);
  1771. };
  1772. return Viewport;
  1773. })();
  1774. BABYLON.Viewport = Viewport;
  1775. var Frustum = (function () {
  1776. function Frustum() {
  1777. }
  1778. Frustum.GetPlanes = function (transform) {
  1779. var frustumPlanes = [];
  1780. for (var index = 0; index < 6; index++) {
  1781. frustumPlanes.push(new Plane(0, 0, 0, 0));
  1782. }
  1783. Frustum.GetPlanesToRef(transform, frustumPlanes);
  1784. return frustumPlanes;
  1785. };
  1786. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  1787. frustumPlanes[0].normal.x = transform.m[3] + transform.m[2];
  1788. frustumPlanes[0].normal.y = transform.m[7] + transform.m[6];
  1789. frustumPlanes[0].normal.z = transform.m[10] + transform.m[10];
  1790. frustumPlanes[0].d = transform.m[15] + transform.m[14];
  1791. frustumPlanes[0].normalize();
  1792. frustumPlanes[1].normal.x = transform.m[3] - transform.m[2];
  1793. frustumPlanes[1].normal.y = transform.m[7] - transform.m[6];
  1794. frustumPlanes[1].normal.z = transform.m[11] - transform.m[10];
  1795. frustumPlanes[1].d = transform.m[15] - transform.m[14];
  1796. frustumPlanes[1].normalize();
  1797. frustumPlanes[2].normal.x = transform.m[3] + transform.m[0];
  1798. frustumPlanes[2].normal.y = transform.m[7] + transform.m[4];
  1799. frustumPlanes[2].normal.z = transform.m[11] + transform.m[8];
  1800. frustumPlanes[2].d = transform.m[15] + transform.m[12];
  1801. frustumPlanes[2].normalize();
  1802. frustumPlanes[3].normal.x = transform.m[3] - transform.m[0];
  1803. frustumPlanes[3].normal.y = transform.m[7] - transform.m[4];
  1804. frustumPlanes[3].normal.z = transform.m[11] - transform.m[8];
  1805. frustumPlanes[3].d = transform.m[15] - transform.m[12];
  1806. frustumPlanes[3].normalize();
  1807. frustumPlanes[4].normal.x = transform.m[3] - transform.m[1];
  1808. frustumPlanes[4].normal.y = transform.m[7] - transform.m[5];
  1809. frustumPlanes[4].normal.z = transform.m[11] - transform.m[9];
  1810. frustumPlanes[4].d = transform.m[15] - transform.m[13];
  1811. frustumPlanes[4].normalize();
  1812. frustumPlanes[5].normal.x = transform.m[3] + transform.m[1];
  1813. frustumPlanes[5].normal.y = transform.m[7] + transform.m[5];
  1814. frustumPlanes[5].normal.z = transform.m[11] + transform.m[9];
  1815. frustumPlanes[5].d = transform.m[15] + transform.m[13];
  1816. frustumPlanes[5].normalize();
  1817. };
  1818. return Frustum;
  1819. })();
  1820. BABYLON.Frustum = Frustum;
  1821. var Ray = (function () {
  1822. function Ray(origin, direction, length) {
  1823. if (typeof length === "undefined") { length = Number.MAX_VALUE; }
  1824. this.origin = origin;
  1825. this.direction = direction;
  1826. this.length = length;
  1827. }
  1828. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) {
  1829. var d = 0.0;
  1830. var maxValue = Number.MAX_VALUE;
  1831. if (Math.abs(this.direction.x) < 0.0000001) {
  1832. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  1833. return false;
  1834. }
  1835. } else {
  1836. var inv = 1.0 / this.direction.x;
  1837. var min = (minimum.x - this.origin.x) * inv;
  1838. var max = (maximum.x - this.origin.x) * inv;
  1839. if (max == -Infinity) {
  1840. max = Infinity;
  1841. }
  1842. if (min > max) {
  1843. var temp = min;
  1844. min = max;
  1845. max = temp;
  1846. }
  1847. d = Math.max(min, d);
  1848. maxValue = Math.min(max, maxValue);
  1849. if (d > maxValue) {
  1850. return false;
  1851. }
  1852. }
  1853. if (Math.abs(this.direction.y) < 0.0000001) {
  1854. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  1855. return false;
  1856. }
  1857. } else {
  1858. inv = 1.0 / this.direction.y;
  1859. min = (minimum.y - this.origin.y) * inv;
  1860. max = (maximum.y - this.origin.y) * inv;
  1861. if (max == -Infinity) {
  1862. max = Infinity;
  1863. }
  1864. if (min > max) {
  1865. temp = min;
  1866. min = max;
  1867. max = temp;
  1868. }
  1869. d = Math.max(min, d);
  1870. maxValue = Math.min(max, maxValue);
  1871. if (d > maxValue) {
  1872. return false;
  1873. }
  1874. }
  1875. if (Math.abs(this.direction.z) < 0.0000001) {
  1876. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  1877. return false;
  1878. }
  1879. } else {
  1880. inv = 1.0 / this.direction.z;
  1881. min = (minimum.z - this.origin.z) * inv;
  1882. max = (maximum.z - this.origin.z) * inv;
  1883. if (max == -Infinity) {
  1884. max = Infinity;
  1885. }
  1886. if (min > max) {
  1887. temp = min;
  1888. min = max;
  1889. max = temp;
  1890. }
  1891. d = Math.max(min, d);
  1892. maxValue = Math.min(max, maxValue);
  1893. if (d > maxValue) {
  1894. return false;
  1895. }
  1896. }
  1897. return true;
  1898. };
  1899. Ray.prototype.intersectsBox = function (box) {
  1900. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  1901. };
  1902. Ray.prototype.intersectsSphere = function (sphere) {
  1903. var x = sphere.center.x - this.origin.x;
  1904. var y = sphere.center.y - this.origin.y;
  1905. var z = sphere.center.z - this.origin.z;
  1906. var pyth = (x * x) + (y * y) + (z * z);
  1907. var rr = sphere.radius * sphere.radius;
  1908. if (pyth <= rr) {
  1909. return true;
  1910. }
  1911. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  1912. if (dot < 0.0) {
  1913. return false;
  1914. }
  1915. var temp = pyth - (dot * dot);
  1916. return temp <= rr;
  1917. };
  1918. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  1919. if (!this._edge1) {
  1920. this._edge1 = BABYLON.Vector3.Zero();
  1921. this._edge2 = BABYLON.Vector3.Zero();
  1922. this._pvec = BABYLON.Vector3.Zero();
  1923. this._tvec = BABYLON.Vector3.Zero();
  1924. this._qvec = BABYLON.Vector3.Zero();
  1925. }
  1926. vertex1.subtractToRef(vertex0, this._edge1);
  1927. vertex2.subtractToRef(vertex0, this._edge2);
  1928. BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  1929. var det = Vector3.Dot(this._edge1, this._pvec);
  1930. if (det === 0) {
  1931. return null;
  1932. }
  1933. var invdet = 1 / det;
  1934. this.origin.subtractToRef(vertex0, this._tvec);
  1935. var bu = Vector3.Dot(this._tvec, this._pvec) * invdet;
  1936. if (bu < 0 || bu > 1.0) {
  1937. return null;
  1938. }
  1939. Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  1940. var bv = Vector3.Dot(this.direction, this._qvec) * invdet;
  1941. if (bv < 0 || bu + bv > 1.0) {
  1942. return null;
  1943. }
  1944. var distance = Vector3.Dot(this._edge2, this._qvec) * invdet;
  1945. if (distance > this.length) {
  1946. return null;
  1947. }
  1948. return new BABYLON.IntersectionInfo(bu, bv, distance);
  1949. };
  1950. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  1951. var start = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection);
  1952. var end = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection);
  1953. var direction = end.subtract(start);
  1954. direction.normalize();
  1955. return new Ray(start, direction);
  1956. };
  1957. /**
  1958. * 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
  1959. * transformed to the given world matrix.
  1960. * @param origin The origin point
  1961. * @param end The end point
  1962. * @param world a matrix to transform the ray to. Default is the identity matrix.
  1963. */
  1964. Ray.CreateNewFromTo = function (origin, end, world) {
  1965. if (typeof world === "undefined") { world = BABYLON.Matrix.Identity(); }
  1966. var direction = end.subtract(origin);
  1967. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  1968. direction.normalize();
  1969. return Ray.Transform(new Ray(origin, direction, length), world);
  1970. };
  1971. Ray.Transform = function (ray, matrix) {
  1972. var newOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, matrix);
  1973. var newDirection = BABYLON.Vector3.TransformNormal(ray.direction, matrix);
  1974. return new Ray(newOrigin, newDirection, ray.length);
  1975. };
  1976. return Ray;
  1977. })();
  1978. BABYLON.Ray = Ray;
  1979. (function (Space) {
  1980. Space[Space["LOCAL"] = 0] = "LOCAL";
  1981. Space[Space["WORLD"] = 1] = "WORLD";
  1982. })(BABYLON.Space || (BABYLON.Space = {}));
  1983. var Space = BABYLON.Space;
  1984. var Axis = (function () {
  1985. function Axis() {
  1986. }
  1987. Axis.X = new BABYLON.Vector3(1, 0, 0);
  1988. Axis.Y = new BABYLON.Vector3(0, 1, 0);
  1989. Axis.Z = new BABYLON.Vector3(0, 0, 1);
  1990. return Axis;
  1991. })();
  1992. BABYLON.Axis = Axis;
  1993. ;
  1994. var BezierCurve = (function () {
  1995. function BezierCurve() {
  1996. }
  1997. BezierCurve.interpolate = function (t, x1, y1, x2, y2) {
  1998. var f0 = 1 - 3 * x2 + 3 * x1;
  1999. var f1 = 3 * x2 - 6 * x1;
  2000. var f2 = 3 * x1;
  2001. var refinedT = t;
  2002. for (var i = 0; i < 5; i++) {
  2003. var refinedT2 = refinedT * refinedT;
  2004. var refinedT3 = refinedT2 * refinedT;
  2005. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  2006. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  2007. refinedT -= (x - t) * slope;
  2008. refinedT = Math.min(1, Math.max(0, refinedT));
  2009. }
  2010. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 + 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 + Math.pow(refinedT, 3);
  2011. };
  2012. return BezierCurve;
  2013. })();
  2014. BABYLON.BezierCurve = BezierCurve;
  2015. })(BABYLON || (BABYLON = {}));
  2016. var BABYLON;
  2017. (function (BABYLON) {
  2018. var screenshotCanvas;
  2019. var fpsRange = 60;
  2020. var previousFramesDuration = [];
  2021. var fps = 60;
  2022. var deltaTime = 0;
  2023. var cloneValue = function (source, destinationObject) {
  2024. if (!source)
  2025. return null;
  2026. if (source instanceof BABYLON.Mesh) {
  2027. return null;
  2028. }
  2029. if (source instanceof BABYLON.SubMesh) {
  2030. return source.clone(destinationObject);
  2031. } else if (source.clone) {
  2032. return source.clone();
  2033. }
  2034. return null;
  2035. };
  2036. var Tools = (function () {
  2037. function Tools() {
  2038. }
  2039. Tools.GetFilename = function (path) {
  2040. var index = path.lastIndexOf("/");
  2041. if (index < 0)
  2042. return path;
  2043. return path.substring(index + 1);
  2044. };
  2045. Tools.GetDOMTextContent = function (element) {
  2046. var result = "";
  2047. var child = element.firstChild;
  2048. while (child) {
  2049. if (child.nodeType == 3) {
  2050. result += child.textContent;
  2051. }
  2052. child = child.nextSibling;
  2053. }
  2054. return result;
  2055. };
  2056. Tools.ToDegrees = function (angle) {
  2057. return angle * 180 / Math.PI;
  2058. };
  2059. Tools.ToRadians = function (angle) {
  2060. return angle * Math.PI / 180;
  2061. };
  2062. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount) {
  2063. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  2064. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  2065. for (var index = indexStart; index < indexStart + indexCount; index++) {
  2066. var current = new BABYLON.Vector3(positions[indices[index] * 3], positions[indices[index] * 3 + 1], positions[indices[index] * 3 + 2]);
  2067. minimum = BABYLON.Vector3.Minimize(current, minimum);
  2068. maximum = BABYLON.Vector3.Maximize(current, maximum);
  2069. }
  2070. return {
  2071. minimum: minimum,
  2072. maximum: maximum
  2073. };
  2074. };
  2075. Tools.ExtractMinAndMax = function (positions, start, count) {
  2076. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  2077. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  2078. for (var index = start; index < start + count; index++) {
  2079. var current = new BABYLON.Vector3(positions[index * 3], positions[index * 3 + 1], positions[index * 3 + 2]);
  2080. minimum = BABYLON.Vector3.Minimize(current, minimum);
  2081. maximum = BABYLON.Vector3.Maximize(current, maximum);
  2082. }
  2083. return {
  2084. minimum: minimum,
  2085. maximum: maximum
  2086. };
  2087. };
  2088. Tools.MakeArray = function (obj, allowsNullUndefined) {
  2089. if (allowsNullUndefined !== true && (obj === undefined || obj == null))
  2090. return undefined;
  2091. return Array.isArray(obj) ? obj : [obj];
  2092. };
  2093. Tools.GetPointerPrefix = function () {
  2094. var eventPrefix = "pointer";
  2095. if (!navigator.pointerEnabled) {
  2096. eventPrefix = "mouse";
  2097. }
  2098. return eventPrefix;
  2099. };
  2100. Tools.QueueNewFrame = function (func) {
  2101. if (window.requestAnimationFrame)
  2102. window.requestAnimationFrame(func);
  2103. else if (window.msRequestAnimationFrame)
  2104. window.msRequestAnimationFrame(func);
  2105. else if (window.webkitRequestAnimationFrame)
  2106. window.webkitRequestAnimationFrame(func);
  2107. else if (window.mozRequestAnimationFrame)
  2108. window.mozRequestAnimationFrame(func);
  2109. else if (window.oRequestAnimationFrame)
  2110. window.oRequestAnimationFrame(func);
  2111. else {
  2112. window.setTimeout(func, 16);
  2113. }
  2114. };
  2115. Tools.RequestFullscreen = function (element) {
  2116. if (element.requestFullscreen)
  2117. element.requestFullscreen();
  2118. else if (element.msRequestFullscreen)
  2119. element.msRequestFullscreen();
  2120. else if (element.webkitRequestFullscreen)
  2121. element.webkitRequestFullscreen();
  2122. else if (element.mozRequestFullScreen)
  2123. element.mozRequestFullScreen();
  2124. };
  2125. Tools.ExitFullscreen = function () {
  2126. if (document.exitFullscreen) {
  2127. document.exitFullscreen();
  2128. } else if (document.mozCancelFullScreen) {
  2129. document.mozCancelFullScreen();
  2130. } else if (document.webkitCancelFullScreen) {
  2131. document.webkitCancelFullScreen();
  2132. } else if (document.msCancelFullScreen) {
  2133. document.msCancelFullScreen();
  2134. }
  2135. };
  2136. Tools.CleanUrl = function (url) {
  2137. url = url.replace(/#/mg, "%23");
  2138. return url;
  2139. };
  2140. Tools.LoadImage = function (url, onload, onerror, database) {
  2141. url = Tools.CleanUrl(url);
  2142. var img = new Image();
  2143. if (url.substr(0, 5) != "data:")
  2144. img.crossOrigin = 'anonymous';
  2145. img.onload = function () {
  2146. onload(img);
  2147. };
  2148. img.onerror = function (err) {
  2149. onerror(img, err);
  2150. };
  2151. var noIndexedDB = function () {
  2152. img.src = url;
  2153. };
  2154. var loadFromIndexedDB = function () {
  2155. database.loadImageFromDB(url, img);
  2156. };
  2157. if (database && database.enableTexturesOffline && BABYLON.Database.isUASupportingBlobStorage) {
  2158. database.openAsync(loadFromIndexedDB, noIndexedDB);
  2159. } else {
  2160. if (url.indexOf("file:") === -1) {
  2161. noIndexedDB();
  2162. } else {
  2163. try {
  2164. var textureName = url.substring(5);
  2165. var blobURL;
  2166. try {
  2167. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName], { oneTimeOnly: true });
  2168. } catch (ex) {
  2169. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName]);
  2170. }
  2171. img.src = blobURL;
  2172. } catch (e) {
  2173. Tools.Log("Error while trying to load texture: " + textureName);
  2174. img.src = null;
  2175. }
  2176. }
  2177. }
  2178. return img;
  2179. };
  2180. Tools.LoadFile = function (url, callback, progressCallBack, database, useArrayBuffer, onError) {
  2181. url = Tools.CleanUrl(url);
  2182. var noIndexedDB = function () {
  2183. var request = new XMLHttpRequest();
  2184. var loadUrl = Tools.BaseUrl + url;
  2185. request.open('GET', loadUrl, true);
  2186. if (useArrayBuffer) {
  2187. request.responseType = "arraybuffer";
  2188. }
  2189. request.onprogress = progressCallBack;
  2190. request.onreadystatechange = function () {
  2191. if (request.readyState == 4) {
  2192. if (request.status == 200 || BABYLON.Tools.ValidateXHRData(request, !useArrayBuffer ? 1 : 6)) {
  2193. callback(!useArrayBuffer ? request.responseText : request.response);
  2194. } else {
  2195. if (onError) {
  2196. onError();
  2197. } else {
  2198. throw new Error("Error status: " + request.status + " - Unable to load " + loadUrl);
  2199. }
  2200. }
  2201. }
  2202. };
  2203. request.send(null);
  2204. };
  2205. var loadFromIndexedDB = function () {
  2206. database.loadFileFromDB(url, callback, progressCallBack, noIndexedDB, useArrayBuffer);
  2207. };
  2208. if (url.indexOf("file:") !== -1) {
  2209. var fileName = url.substring(5);
  2210. BABYLON.Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], callback, progressCallBack, true);
  2211. } else {
  2212. if (database && database.enableSceneOffline) {
  2213. database.openAsync(loadFromIndexedDB, noIndexedDB);
  2214. } else {
  2215. noIndexedDB();
  2216. }
  2217. }
  2218. };
  2219. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2220. var reader = new FileReader();
  2221. reader.onload = function (e) {
  2222. callback(e.target.result);
  2223. };
  2224. reader.onprogress = progressCallback;
  2225. reader.readAsDataURL(fileToLoad);
  2226. };
  2227. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2228. var reader = new FileReader();
  2229. reader.onload = function (e) {
  2230. callback(e.target.result);
  2231. };
  2232. reader.onprogress = progressCallBack;
  2233. if (!useArrayBuffer) {
  2234. reader.readAsText(fileToLoad);
  2235. } else {
  2236. reader.readAsArrayBuffer(fileToLoad);
  2237. }
  2238. };
  2239. Tools.Clamp = function (value, min, max) {
  2240. if (typeof min === "undefined") { min = 0; }
  2241. if (typeof max === "undefined") { max = 1; }
  2242. return Math.min(max, Math.max(min, value));
  2243. };
  2244. Tools.Format = function (value, decimals) {
  2245. if (typeof decimals === "undefined") { decimals = 2; }
  2246. return value.toFixed(decimals);
  2247. };
  2248. Tools.CheckExtends = function (v, min, max) {
  2249. if (v.x < min.x)
  2250. min.x = v.x;
  2251. if (v.y < min.y)
  2252. min.y = v.y;
  2253. if (v.z < min.z)
  2254. min.z = v.z;
  2255. if (v.x > max.x)
  2256. max.x = v.x;
  2257. if (v.y > max.y)
  2258. max.y = v.y;
  2259. if (v.z > max.z)
  2260. max.z = v.z;
  2261. };
  2262. Tools.WithinEpsilon = function (a, b) {
  2263. var num = a - b;
  2264. return -1.401298E-45 <= num && num <= 1.401298E-45;
  2265. };
  2266. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2267. for (var prop in source) {
  2268. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2269. continue;
  2270. }
  2271. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2272. continue;
  2273. }
  2274. var sourceValue = source[prop];
  2275. var typeOfSourceValue = typeof sourceValue;
  2276. if (typeOfSourceValue == "function") {
  2277. continue;
  2278. }
  2279. if (typeOfSourceValue == "object") {
  2280. if (sourceValue instanceof Array) {
  2281. destination[prop] = [];
  2282. if (sourceValue.length > 0) {
  2283. if (typeof sourceValue[0] == "object") {
  2284. for (var index = 0; index < sourceValue.length; index++) {
  2285. var clonedValue = cloneValue(sourceValue[index], destination);
  2286. if (destination[prop].indexOf(clonedValue) === -1) {
  2287. destination[prop].push(clonedValue);
  2288. }
  2289. }
  2290. } else {
  2291. destination[prop] = sourceValue.slice(0);
  2292. }
  2293. }
  2294. } else {
  2295. destination[prop] = cloneValue(sourceValue, destination);
  2296. }
  2297. } else {
  2298. destination[prop] = sourceValue;
  2299. }
  2300. }
  2301. };
  2302. Tools.IsEmpty = function (obj) {
  2303. for (var i in obj) {
  2304. return false;
  2305. }
  2306. return true;
  2307. };
  2308. Tools.RegisterTopRootEvents = function (events) {
  2309. for (var index = 0; index < events.length; index++) {
  2310. var event = events[index];
  2311. window.addEventListener(event.name, event.handler, false);
  2312. try {
  2313. if (window.parent) {
  2314. window.parent.addEventListener(event.name, event.handler, false);
  2315. }
  2316. } catch (e) {
  2317. }
  2318. }
  2319. };
  2320. Tools.UnregisterTopRootEvents = function (events) {
  2321. for (var index = 0; index < events.length; index++) {
  2322. var event = events[index];
  2323. window.removeEventListener(event.name, event.handler);
  2324. try {
  2325. if (window.parent) {
  2326. window.parent.removeEventListener(event.name, event.handler);
  2327. }
  2328. } catch (e) {
  2329. }
  2330. }
  2331. };
  2332. Tools.GetFps = function () {
  2333. return fps;
  2334. };
  2335. Tools.GetDeltaTime = function () {
  2336. return deltaTime;
  2337. };
  2338. Tools._MeasureFps = function () {
  2339. previousFramesDuration.push(Tools.Now);
  2340. var length = previousFramesDuration.length;
  2341. if (length >= 2) {
  2342. deltaTime = previousFramesDuration[length - 1] - previousFramesDuration[length - 2];
  2343. }
  2344. if (length >= fpsRange) {
  2345. if (length > fpsRange) {
  2346. previousFramesDuration.splice(0, 1);
  2347. length = previousFramesDuration.length;
  2348. }
  2349. var sum = 0;
  2350. for (var id = 0; id < length - 1; id++) {
  2351. sum += previousFramesDuration[id + 1] - previousFramesDuration[id];
  2352. }
  2353. fps = 1000.0 / (sum / (length - 1));
  2354. }
  2355. };
  2356. Tools.CreateScreenshot = function (engine, camera, size) {
  2357. var width;
  2358. var height;
  2359. var scene = camera.getScene();
  2360. var previousCamera = null;
  2361. if (scene.activeCamera !== camera) {
  2362. previousCamera = scene.activeCamera;
  2363. scene.activeCamera = camera;
  2364. }
  2365. if (size.precision) {
  2366. width = Math.round(engine.getRenderWidth() * size.precision);
  2367. height = Math.round(width / engine.getAspectRatio(camera));
  2368. size = { width: width, height: height };
  2369. } else if (size.width && size.height) {
  2370. width = size.width;
  2371. height = size.height;
  2372. } else if (size.width && !size.height) {
  2373. width = size.width;
  2374. height = Math.round(width / engine.getAspectRatio(camera));
  2375. size = { width: width, height: height };
  2376. } else if (size.height && !size.width) {
  2377. height = size.height;
  2378. width = Math.round(height * engine.getAspectRatio(camera));
  2379. size = { width: width, height: height };
  2380. } else if (!isNaN(size)) {
  2381. height = size;
  2382. width = size;
  2383. } else {
  2384. Tools.Error("Invalid 'size' parameter !");
  2385. return;
  2386. }
  2387. var texture = new BABYLON.RenderTargetTexture("screenShot", size, engine.scenes[0], false, false);
  2388. texture.renderList = engine.scenes[0].meshes;
  2389. texture.onAfterRender = function () {
  2390. var numberOfChannelsByLine = width * 4;
  2391. var halfHeight = height / 2;
  2392. var data = engine.readPixels(0, 0, width, height);
  2393. for (var i = 0; i < halfHeight; i++) {
  2394. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2395. var currentCell = j + i * numberOfChannelsByLine;
  2396. var targetLine = height - i - 1;
  2397. var targetCell = j + targetLine * numberOfChannelsByLine;
  2398. var temp = data[currentCell];
  2399. data[currentCell] = data[targetCell];
  2400. data[targetCell] = temp;
  2401. }
  2402. }
  2403. if (!screenshotCanvas) {
  2404. screenshotCanvas = document.createElement('canvas');
  2405. }
  2406. screenshotCanvas.width = width;
  2407. screenshotCanvas.height = height;
  2408. var context = screenshotCanvas.getContext('2d');
  2409. var imageData = context.createImageData(width, height);
  2410. imageData.data.set(data);
  2411. context.putImageData(imageData, 0, 0);
  2412. var base64Image = screenshotCanvas.toDataURL();
  2413. if (("download" in document.createElement("a"))) {
  2414. var a = window.document.createElement("a");
  2415. a.href = base64Image;
  2416. var date = new Date();
  2417. var stringDate = date.getFullYear() + "/" + date.getMonth() + "/" + date.getDate() + "-" + date.getHours() + ":" + date.getMinutes();
  2418. a.setAttribute("download", "screenshot-" + stringDate + ".png");
  2419. window.document.body.appendChild(a);
  2420. a.addEventListener("click", function () {
  2421. a.parentElement.removeChild(a);
  2422. });
  2423. a.click();
  2424. } else {
  2425. var newWindow = window.open("");
  2426. var img = newWindow.document.createElement("img");
  2427. img.src = base64Image;
  2428. newWindow.document.body.appendChild(img);
  2429. }
  2430. };
  2431. texture.render(true);
  2432. texture.dispose();
  2433. if (previousCamera) {
  2434. scene.activeCamera = previousCamera;
  2435. }
  2436. };
  2437. Tools.ValidateXHRData = function (xhr, dataType) {
  2438. if (typeof dataType === "undefined") { dataType = 7; }
  2439. try {
  2440. if (dataType & 1) {
  2441. if (xhr.responseText && xhr.responseText.length > 0) {
  2442. return true;
  2443. } else if (dataType === 1) {
  2444. return false;
  2445. }
  2446. }
  2447. if (dataType & 2) {
  2448. var tgaHeader = BABYLON.Internals.TGATools.GetTGAHeader(xhr.response);
  2449. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2450. return true;
  2451. } else if (dataType === 2) {
  2452. return false;
  2453. }
  2454. }
  2455. if (dataType & 4) {
  2456. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2457. if (ddsHeader[0] == 68 && ddsHeader[1] == 68 && ddsHeader[2] == 83) {
  2458. return true;
  2459. } else {
  2460. return false;
  2461. }
  2462. }
  2463. } catch (e) {
  2464. }
  2465. return false;
  2466. };
  2467. Object.defineProperty(Tools, "NoneLogLevel", {
  2468. get: function () {
  2469. return Tools._NoneLogLevel;
  2470. },
  2471. enumerable: true,
  2472. configurable: true
  2473. });
  2474. Object.defineProperty(Tools, "MessageLogLevel", {
  2475. get: function () {
  2476. return Tools._MessageLogLevel;
  2477. },
  2478. enumerable: true,
  2479. configurable: true
  2480. });
  2481. Object.defineProperty(Tools, "WarningLogLevel", {
  2482. get: function () {
  2483. return Tools._WarningLogLevel;
  2484. },
  2485. enumerable: true,
  2486. configurable: true
  2487. });
  2488. Object.defineProperty(Tools, "ErrorLogLevel", {
  2489. get: function () {
  2490. return Tools._ErrorLogLevel;
  2491. },
  2492. enumerable: true,
  2493. configurable: true
  2494. });
  2495. Object.defineProperty(Tools, "AllLogLevel", {
  2496. get: function () {
  2497. return Tools._MessageLogLevel | Tools._WarningLogLevel | Tools._ErrorLogLevel;
  2498. },
  2499. enumerable: true,
  2500. configurable: true
  2501. });
  2502. Tools._AddLogEntry = function (entry) {
  2503. Tools._LogCache = entry + Tools._LogCache;
  2504. if (Tools.OnNewCacheEntry) {
  2505. Tools.OnNewCacheEntry(entry);
  2506. }
  2507. };
  2508. Tools._FormatMessage = function (message) {
  2509. var padStr = function (i) {
  2510. return (i < 10) ? "0" + i : "" + i;
  2511. };
  2512. var date = new Date();
  2513. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2514. };
  2515. Tools._LogDisabled = function (message) {
  2516. };
  2517. Tools._LogEnabled = function (message) {
  2518. var formattedMessage = Tools._FormatMessage(message);
  2519. console.log("BJS - " + formattedMessage);
  2520. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2521. Tools._AddLogEntry(entry);
  2522. };
  2523. Tools._WarnDisabled = function (message) {
  2524. };
  2525. Tools._WarnEnabled = function (message) {
  2526. var formattedMessage = Tools._FormatMessage(message);
  2527. console.warn("BJS - " + formattedMessage);
  2528. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2529. Tools._AddLogEntry(entry);
  2530. };
  2531. Tools._ErrorDisabled = function (message) {
  2532. };
  2533. Tools._ErrorEnabled = function (message) {
  2534. var formattedMessage = Tools._FormatMessage(message);
  2535. console.error("BJS - " + formattedMessage);
  2536. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2537. Tools._AddLogEntry(entry);
  2538. };
  2539. Object.defineProperty(Tools, "LogCache", {
  2540. get: function () {
  2541. return Tools._LogCache;
  2542. },
  2543. enumerable: true,
  2544. configurable: true
  2545. });
  2546. Object.defineProperty(Tools, "LogLevels", {
  2547. set: function (level) {
  2548. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2549. Tools.Log = Tools._LogEnabled;
  2550. } else {
  2551. Tools.Log = Tools._LogDisabled;
  2552. }
  2553. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2554. Tools.Warn = Tools._WarnEnabled;
  2555. } else {
  2556. Tools.Warn = Tools._WarnDisabled;
  2557. }
  2558. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2559. Tools.Error = Tools._ErrorEnabled;
  2560. } else {
  2561. Tools.Error = Tools._ErrorDisabled;
  2562. }
  2563. },
  2564. enumerable: true,
  2565. configurable: true
  2566. });
  2567. Object.defineProperty(Tools, "PerformanceNoneLogLevel", {
  2568. get: function () {
  2569. return Tools._PerformanceNoneLogLevel;
  2570. },
  2571. enumerable: true,
  2572. configurable: true
  2573. });
  2574. Object.defineProperty(Tools, "PerformanceUserMarkLogLevel", {
  2575. get: function () {
  2576. return Tools._PerformanceUserMarkLogLevel;
  2577. },
  2578. enumerable: true,
  2579. configurable: true
  2580. });
  2581. Object.defineProperty(Tools, "PerformanceConsoleLogLevel", {
  2582. get: function () {
  2583. return Tools._PerformanceConsoleLogLevel;
  2584. },
  2585. enumerable: true,
  2586. configurable: true
  2587. });
  2588. Object.defineProperty(Tools, "PerformanceLogLevel", {
  2589. set: function (level) {
  2590. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  2591. Tools.StartPerformanceCounter = Tools._StartUserMark;
  2592. Tools.EndPerformanceCounter = Tools._EndUserMark;
  2593. return;
  2594. }
  2595. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  2596. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  2597. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  2598. return;
  2599. }
  2600. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  2601. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  2602. },
  2603. enumerable: true,
  2604. configurable: true
  2605. });
  2606. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  2607. };
  2608. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  2609. };
  2610. Tools._StartUserMark = function (counterName, condition) {
  2611. if (typeof condition === "undefined") { condition = true; }
  2612. if (!condition || !Tools._performance.mark) {
  2613. return;
  2614. }
  2615. Tools._performance.mark(counterName + "-Begin");
  2616. };
  2617. Tools._EndUserMark = function (counterName, condition) {
  2618. if (typeof condition === "undefined") { condition = true; }
  2619. if (!condition || !Tools._performance.mark) {
  2620. return;
  2621. }
  2622. Tools._performance.mark(counterName + "-End");
  2623. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  2624. };
  2625. Tools._StartPerformanceConsole = function (counterName, condition) {
  2626. if (typeof condition === "undefined") { condition = true; }
  2627. if (!condition) {
  2628. return;
  2629. }
  2630. Tools._StartUserMark(counterName, condition);
  2631. if (console.time) {
  2632. console.time(counterName);
  2633. }
  2634. };
  2635. Tools._EndPerformanceConsole = function (counterName, condition) {
  2636. if (typeof condition === "undefined") { condition = true; }
  2637. if (!condition) {
  2638. return;
  2639. }
  2640. Tools._EndUserMark(counterName, condition);
  2641. if (console.time) {
  2642. console.timeEnd(counterName);
  2643. }
  2644. };
  2645. Object.defineProperty(Tools, "Now", {
  2646. get: function () {
  2647. if (window.performance && window.performance.now) {
  2648. return window.performance.now();
  2649. }
  2650. return new Date().getTime();
  2651. },
  2652. enumerable: true,
  2653. configurable: true
  2654. });
  2655. Tools.BaseUrl = "";
  2656. Tools.GetExponantOfTwo = function (value, max) {
  2657. var count = 1;
  2658. do {
  2659. count *= 2;
  2660. } while(count < value);
  2661. if (count > max)
  2662. count = max;
  2663. return count;
  2664. };
  2665. Tools._NoneLogLevel = 0;
  2666. Tools._MessageLogLevel = 1;
  2667. Tools._WarningLogLevel = 2;
  2668. Tools._ErrorLogLevel = 4;
  2669. Tools._LogCache = "";
  2670. Tools.Log = Tools._LogEnabled;
  2671. Tools.Warn = Tools._WarnEnabled;
  2672. Tools.Error = Tools._ErrorEnabled;
  2673. Tools._PerformanceNoneLogLevel = 0;
  2674. Tools._PerformanceUserMarkLogLevel = 1;
  2675. Tools._PerformanceConsoleLogLevel = 2;
  2676. Tools._performance = window.performance;
  2677. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  2678. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  2679. return Tools;
  2680. })();
  2681. BABYLON.Tools = Tools;
  2682. })(BABYLON || (BABYLON = {}));
  2683. var BABYLON;
  2684. (function (BABYLON) {
  2685. var _DepthCullingState = (function () {
  2686. function _DepthCullingState() {
  2687. this._isDepthTestDirty = false;
  2688. this._isDepthMaskDirty = false;
  2689. this._isDepthFuncDirty = false;
  2690. this._isCullFaceDirty = false;
  2691. this._isCullDirty = false;
  2692. }
  2693. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  2694. get: function () {
  2695. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty;
  2696. },
  2697. enumerable: true,
  2698. configurable: true
  2699. });
  2700. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  2701. get: function () {
  2702. return this._cullFace;
  2703. },
  2704. set: function (value) {
  2705. if (this._cullFace === value) {
  2706. return;
  2707. }
  2708. this._cullFace = value;
  2709. this._isCullFaceDirty = true;
  2710. },
  2711. enumerable: true,
  2712. configurable: true
  2713. });
  2714. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  2715. get: function () {
  2716. return this._cull;
  2717. },
  2718. set: function (value) {
  2719. if (this._cull === value) {
  2720. return;
  2721. }
  2722. this._cull = value;
  2723. this._isCullDirty = true;
  2724. },
  2725. enumerable: true,
  2726. configurable: true
  2727. });
  2728. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  2729. get: function () {
  2730. return this._depthFunc;
  2731. },
  2732. set: function (value) {
  2733. if (this._depthFunc === value) {
  2734. return;
  2735. }
  2736. this._depthFunc = value;
  2737. this._isDepthFuncDirty = true;
  2738. },
  2739. enumerable: true,
  2740. configurable: true
  2741. });
  2742. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  2743. get: function () {
  2744. return this._depthMask;
  2745. },
  2746. set: function (value) {
  2747. if (this._depthMask === value) {
  2748. return;
  2749. }
  2750. this._depthMask = value;
  2751. this._isDepthMaskDirty = true;
  2752. },
  2753. enumerable: true,
  2754. configurable: true
  2755. });
  2756. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  2757. get: function () {
  2758. return this._depthTest;
  2759. },
  2760. set: function (value) {
  2761. if (this._depthTest === value) {
  2762. return;
  2763. }
  2764. this._depthTest = value;
  2765. this._isDepthTestDirty = true;
  2766. },
  2767. enumerable: true,
  2768. configurable: true
  2769. });
  2770. _DepthCullingState.prototype.reset = function () {
  2771. this._depthMask = true;
  2772. this._depthTest = true;
  2773. this._depthFunc = null;
  2774. this._cull = null;
  2775. this._cullFace = null;
  2776. this._isDepthTestDirty = true;
  2777. this._isDepthMaskDirty = true;
  2778. this._isDepthFuncDirty = false;
  2779. this._isCullFaceDirty = false;
  2780. this._isCullDirty = false;
  2781. };
  2782. _DepthCullingState.prototype.apply = function (gl) {
  2783. if (!this.isDirty) {
  2784. return;
  2785. }
  2786. if (this._isCullDirty) {
  2787. if (this.cull === true) {
  2788. gl.enable(gl.CULL_FACE);
  2789. } else if (this.cull === false) {
  2790. gl.disable(gl.CULL_FACE);
  2791. }
  2792. this._isCullDirty = false;
  2793. }
  2794. if (this._isCullFaceDirty) {
  2795. gl.cullFace(this.cullFace);
  2796. this._isCullFaceDirty = false;
  2797. }
  2798. if (this._isDepthMaskDirty) {
  2799. gl.depthMask(this.depthMask);
  2800. this._isDepthMaskDirty = false;
  2801. }
  2802. if (this._isDepthTestDirty) {
  2803. if (this.depthTest === true) {
  2804. gl.enable(gl.DEPTH_TEST);
  2805. } else if (this.depthTest === false) {
  2806. gl.disable(gl.DEPTH_TEST);
  2807. }
  2808. this._isDepthTestDirty = false;
  2809. }
  2810. if (this._isDepthFuncDirty) {
  2811. gl.depthFunc(this.depthFunc);
  2812. this._isDepthFuncDirty = false;
  2813. }
  2814. };
  2815. return _DepthCullingState;
  2816. })();
  2817. BABYLON._DepthCullingState = _DepthCullingState;
  2818. var _AlphaState = (function () {
  2819. function _AlphaState() {
  2820. this._isAlphaBlendDirty = false;
  2821. this._isBlendFunctionParametersDirty = false;
  2822. this._alphaBlend = false;
  2823. this._blendFunctionParameters = new Array(4);
  2824. }
  2825. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  2826. get: function () {
  2827. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  2828. },
  2829. enumerable: true,
  2830. configurable: true
  2831. });
  2832. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  2833. get: function () {
  2834. return this._alphaBlend;
  2835. },
  2836. set: function (value) {
  2837. if (this._alphaBlend === value) {
  2838. return;
  2839. }
  2840. this._alphaBlend = value;
  2841. this._isAlphaBlendDirty = true;
  2842. },
  2843. enumerable: true,
  2844. configurable: true
  2845. });
  2846. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  2847. if (this._blendFunctionParameters[0] === value0 && this._blendFunctionParameters[1] === value1 && this._blendFunctionParameters[2] === value2 && this._blendFunctionParameters[3] === value3) {
  2848. return;
  2849. }
  2850. this._blendFunctionParameters[0] = value0;
  2851. this._blendFunctionParameters[1] = value1;
  2852. this._blendFunctionParameters[2] = value2;
  2853. this._blendFunctionParameters[3] = value3;
  2854. this._isBlendFunctionParametersDirty = true;
  2855. };
  2856. _AlphaState.prototype.reset = function () {
  2857. this._alphaBlend = false;
  2858. this._blendFunctionParameters[0] = null;
  2859. this._blendFunctionParameters[1] = null;
  2860. this._blendFunctionParameters[2] = null;
  2861. this._blendFunctionParameters[3] = null;
  2862. this._isAlphaBlendDirty = true;
  2863. this._isBlendFunctionParametersDirty = false;
  2864. };
  2865. _AlphaState.prototype.apply = function (gl) {
  2866. if (!this.isDirty) {
  2867. return;
  2868. }
  2869. if (this._isAlphaBlendDirty) {
  2870. if (this._alphaBlend === true) {
  2871. gl.enable(gl.BLEND);
  2872. } else if (this._alphaBlend === false) {
  2873. gl.disable(gl.BLEND);
  2874. }
  2875. this._isAlphaBlendDirty = false;
  2876. }
  2877. if (this._isBlendFunctionParametersDirty) {
  2878. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  2879. this._isBlendFunctionParametersDirty = false;
  2880. }
  2881. };
  2882. return _AlphaState;
  2883. })();
  2884. BABYLON._AlphaState = _AlphaState;
  2885. var compileShader = function (gl, source, type, defines) {
  2886. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  2887. gl.shaderSource(shader, (defines ? defines + "\n" : "") + source);
  2888. gl.compileShader(shader);
  2889. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  2890. throw new Error(gl.getShaderInfoLog(shader));
  2891. }
  2892. return shader;
  2893. };
  2894. var getSamplingParameters = function (samplingMode, generateMipMaps, gl) {
  2895. var magFilter = gl.NEAREST;
  2896. var minFilter = gl.NEAREST;
  2897. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  2898. magFilter = gl.LINEAR;
  2899. if (generateMipMaps) {
  2900. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  2901. } else {
  2902. minFilter = gl.LINEAR;
  2903. }
  2904. } else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  2905. magFilter = gl.LINEAR;
  2906. if (generateMipMaps) {
  2907. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  2908. } else {
  2909. minFilter = gl.LINEAR;
  2910. }
  2911. } else if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  2912. magFilter = gl.NEAREST;
  2913. if (generateMipMaps) {
  2914. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  2915. } else {
  2916. minFilter = gl.NEAREST;
  2917. }
  2918. }
  2919. return {
  2920. min: minFilter,
  2921. mag: magFilter
  2922. };
  2923. };
  2924. var prepareWebGLTexture = function (texture, gl, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  2925. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  2926. var engine = scene.getEngine();
  2927. var potWidth = BABYLON.Tools.GetExponantOfTwo(width, engine.getCaps().maxTextureSize);
  2928. var potHeight = BABYLON.Tools.GetExponantOfTwo(height, engine.getCaps().maxTextureSize);
  2929. gl.bindTexture(gl.TEXTURE_2D, texture);
  2930. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  2931. processFunction(potWidth, potHeight);
  2932. var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
  2933. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  2934. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  2935. if (!noMipmap && !isCompressed) {
  2936. gl.generateMipmap(gl.TEXTURE_2D);
  2937. }
  2938. gl.bindTexture(gl.TEXTURE_2D, null);
  2939. engine._activeTexturesCache = [];
  2940. texture._baseWidth = width;
  2941. texture._baseHeight = height;
  2942. texture._width = potWidth;
  2943. texture._height = potHeight;
  2944. texture.isReady = true;
  2945. scene._removePendingData(texture);
  2946. };
  2947. var partialLoad = function (url, index, loadedImages, scene, onfinish) {
  2948. var img;
  2949. var onload = function () {
  2950. loadedImages[index] = img;
  2951. loadedImages._internalCount++;
  2952. scene._removePendingData(img);
  2953. if (loadedImages._internalCount == 6) {
  2954. onfinish(loadedImages);
  2955. }
  2956. };
  2957. var onerror = function () {
  2958. scene._removePendingData(img);
  2959. };
  2960. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  2961. scene._addPendingData(img);
  2962. };
  2963. var cascadeLoad = function (rootUrl, scene, onfinish, extensions) {
  2964. var loadedImages = [];
  2965. loadedImages._internalCount = 0;
  2966. for (var index = 0; index < 6; index++) {
  2967. partialLoad(rootUrl + extensions[index], index, loadedImages, scene, onfinish);
  2968. }
  2969. };
  2970. var EngineCapabilities = (function () {
  2971. function EngineCapabilities() {
  2972. }
  2973. return EngineCapabilities;
  2974. })();
  2975. BABYLON.EngineCapabilities = EngineCapabilities;
  2976. var Engine = (function () {
  2977. function Engine(canvas, antialias, options) {
  2978. var _this = this;
  2979. this.isFullscreen = false;
  2980. this.isPointerLock = false;
  2981. this.cullBackFaces = true;
  2982. this.renderEvenInBackground = true;
  2983. this.scenes = new Array();
  2984. this._windowIsBackground = false;
  2985. this._runningLoop = false;
  2986. this._loadingDivBackgroundColor = "black";
  2987. this._drawCalls = 0;
  2988. this._depthCullingState = new _DepthCullingState();
  2989. this._alphaState = new _AlphaState();
  2990. this._alphaMode = Engine.ALPHA_DISABLE;
  2991. this._loadedTexturesCache = new Array();
  2992. this._activeTexturesCache = new Array();
  2993. this._compiledEffects = {};
  2994. this._uintIndicesCurrentlySet = false;
  2995. this._renderingCanvas = canvas;
  2996. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  2997. options = options || {};
  2998. options.antialias = antialias;
  2999. try {
  3000. this._gl = canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options);
  3001. } catch (e) {
  3002. throw new Error("WebGL not supported");
  3003. }
  3004. if (!this._gl) {
  3005. throw new Error("WebGL not supported");
  3006. }
  3007. this._onBlur = function () {
  3008. _this._windowIsBackground = true;
  3009. };
  3010. this._onFocus = function () {
  3011. _this._windowIsBackground = false;
  3012. };
  3013. window.addEventListener("blur", this._onBlur);
  3014. window.addEventListener("focus", this._onFocus);
  3015. this._workingCanvas = document.createElement("canvas");
  3016. this._workingContext = this._workingCanvas.getContext("2d");
  3017. this._hardwareScalingLevel = 1.0 / (window.devicePixelRatio || 1.0);
  3018. this.resize();
  3019. this._caps = new EngineCapabilities();
  3020. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  3021. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  3022. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  3023. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  3024. this._caps.standardDerivatives = (this._gl.getExtension('OES_standard_derivatives') !== null);
  3025. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc');
  3026. this._caps.textureFloat = (this._gl.getExtension('OES_texture_float') !== null);
  3027. 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');
  3028. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  3029. this._caps.instancedArrays = this._gl.getExtension('ANGLE_instanced_arrays');
  3030. this._caps.uintIndices = this._gl.getExtension('OES_element_index_uint') !== null;
  3031. this.setDepthBuffer(true);
  3032. this.setDepthFunctionToLessOrEqual();
  3033. this.setDepthWrite(true);
  3034. this._onFullscreenChange = function () {
  3035. if (document.fullscreen !== undefined) {
  3036. _this.isFullscreen = document.fullscreen;
  3037. } else if (document.mozFullScreen !== undefined) {
  3038. _this.isFullscreen = document.mozFullScreen;
  3039. } else if (document.webkitIsFullScreen !== undefined) {
  3040. _this.isFullscreen = document.webkitIsFullScreen;
  3041. } else if (document.msIsFullScreen !== undefined) {
  3042. _this.isFullscreen = document.msIsFullScreen;
  3043. }
  3044. if (_this.isFullscreen && _this._pointerLockRequested) {
  3045. canvas.requestPointerLock = canvas.requestPointerLock || canvas.msRequestPointerLock || canvas.mozRequestPointerLock || canvas.webkitRequestPointerLock;
  3046. if (canvas.requestPointerLock) {
  3047. canvas.requestPointerLock();
  3048. }
  3049. }
  3050. };
  3051. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  3052. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  3053. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  3054. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  3055. this._onPointerLockChange = function () {
  3056. _this.isPointerLock = (document.mozPointerLockElement === canvas || document.webkitPointerLockElement === canvas || document.msPointerLockElement === canvas || document.pointerLockElement === canvas);
  3057. };
  3058. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  3059. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  3060. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  3061. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  3062. this._audioEngine = new BABYLON.AudioEngine();
  3063. BABYLON.Tools.Log("Babylon.js engine (v" + Engine.Version + ") launched");
  3064. }
  3065. Object.defineProperty(Engine, "ALPHA_DISABLE", {
  3066. get: function () {
  3067. return Engine._ALPHA_DISABLE;
  3068. },
  3069. enumerable: true,
  3070. configurable: true
  3071. });
  3072. Object.defineProperty(Engine, "ALPHA_ADD", {
  3073. get: function () {
  3074. return Engine._ALPHA_ADD;
  3075. },
  3076. enumerable: true,
  3077. configurable: true
  3078. });
  3079. Object.defineProperty(Engine, "ALPHA_COMBINE", {
  3080. get: function () {
  3081. return Engine._ALPHA_COMBINE;
  3082. },
  3083. enumerable: true,
  3084. configurable: true
  3085. });
  3086. Object.defineProperty(Engine, "DELAYLOADSTATE_NONE", {
  3087. get: function () {
  3088. return Engine._DELAYLOADSTATE_NONE;
  3089. },
  3090. enumerable: true,
  3091. configurable: true
  3092. });
  3093. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADED", {
  3094. get: function () {
  3095. return Engine._DELAYLOADSTATE_LOADED;
  3096. },
  3097. enumerable: true,
  3098. configurable: true
  3099. });
  3100. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADING", {
  3101. get: function () {
  3102. return Engine._DELAYLOADSTATE_LOADING;
  3103. },
  3104. enumerable: true,
  3105. configurable: true
  3106. });
  3107. Object.defineProperty(Engine, "DELAYLOADSTATE_NOTLOADED", {
  3108. get: function () {
  3109. return Engine._DELAYLOADSTATE_NOTLOADED;
  3110. },
  3111. enumerable: true,
  3112. configurable: true
  3113. });
  3114. Object.defineProperty(Engine, "Version", {
  3115. get: function () {
  3116. return "2.0.0";
  3117. },
  3118. enumerable: true,
  3119. configurable: true
  3120. });
  3121. Engine.prototype.getAudioEngine = function () {
  3122. return this._audioEngine;
  3123. };
  3124. Engine.prototype.getAspectRatio = function (camera) {
  3125. var viewport = camera.viewport;
  3126. return (this.getRenderWidth() * viewport.width) / (this.getRenderHeight() * viewport.height);
  3127. };
  3128. Engine.prototype.getRenderWidth = function () {
  3129. if (this._currentRenderTarget) {
  3130. return this._currentRenderTarget._width;
  3131. }
  3132. return this._renderingCanvas.width;
  3133. };
  3134. Engine.prototype.getRenderHeight = function () {
  3135. if (this._currentRenderTarget) {
  3136. return this._currentRenderTarget._height;
  3137. }
  3138. return this._renderingCanvas.height;
  3139. };
  3140. Engine.prototype.getRenderingCanvas = function () {
  3141. return this._renderingCanvas;
  3142. };
  3143. Engine.prototype.getRenderingCanvasClientRect = function () {
  3144. return this._renderingCanvas.getBoundingClientRect();
  3145. };
  3146. Engine.prototype.setHardwareScalingLevel = function (level) {
  3147. this._hardwareScalingLevel = level;
  3148. this.resize();
  3149. };
  3150. Engine.prototype.getHardwareScalingLevel = function () {
  3151. return this._hardwareScalingLevel;
  3152. };
  3153. Engine.prototype.getLoadedTexturesCache = function () {
  3154. return this._loadedTexturesCache;
  3155. };
  3156. Engine.prototype.getCaps = function () {
  3157. return this._caps;
  3158. };
  3159. Object.defineProperty(Engine.prototype, "drawCalls", {
  3160. get: function () {
  3161. return this._drawCalls;
  3162. },
  3163. enumerable: true,
  3164. configurable: true
  3165. });
  3166. Engine.prototype.resetDrawCalls = function () {
  3167. this._drawCalls = 0;
  3168. };
  3169. Engine.prototype.setDepthFunctionToGreater = function () {
  3170. this._depthCullingState.depthFunc = this._gl.GREATER;
  3171. };
  3172. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  3173. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  3174. };
  3175. Engine.prototype.setDepthFunctionToLess = function () {
  3176. this._depthCullingState.depthFunc = this._gl.LESS;
  3177. };
  3178. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  3179. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  3180. };
  3181. Engine.prototype.stopRenderLoop = function () {
  3182. this._renderFunction = null;
  3183. this._runningLoop = false;
  3184. };
  3185. Engine.prototype._renderLoop = function () {
  3186. var _this = this;
  3187. var shouldRender = true;
  3188. if (!this.renderEvenInBackground && this._windowIsBackground) {
  3189. shouldRender = false;
  3190. }
  3191. if (shouldRender) {
  3192. this.beginFrame();
  3193. if (this._renderFunction) {
  3194. this._renderFunction();
  3195. }
  3196. this.endFrame();
  3197. }
  3198. if (this._runningLoop) {
  3199. BABYLON.Tools.QueueNewFrame(function () {
  3200. _this._renderLoop();
  3201. });
  3202. }
  3203. };
  3204. Engine.prototype.runRenderLoop = function (renderFunction) {
  3205. var _this = this;
  3206. this._runningLoop = true;
  3207. this._renderFunction = renderFunction;
  3208. BABYLON.Tools.QueueNewFrame(function () {
  3209. _this._renderLoop();
  3210. });
  3211. };
  3212. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  3213. if (this.isFullscreen) {
  3214. BABYLON.Tools.ExitFullscreen();
  3215. } else {
  3216. this._pointerLockRequested = requestPointerLock;
  3217. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  3218. }
  3219. };
  3220. Engine.prototype.clear = function (color, backBuffer, depthStencil) {
  3221. this.applyStates();
  3222. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  3223. if (this._depthCullingState.depthMask) {
  3224. this._gl.clearDepth(1.0);
  3225. }
  3226. var mode = 0;
  3227. if (backBuffer)
  3228. mode |= this._gl.COLOR_BUFFER_BIT;
  3229. if (depthStencil && this._depthCullingState.depthMask)
  3230. mode |= this._gl.DEPTH_BUFFER_BIT;
  3231. this._gl.clear(mode);
  3232. };
  3233. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  3234. var width = requiredWidth || this._renderingCanvas.width;
  3235. var height = requiredHeight || this._renderingCanvas.height;
  3236. var x = viewport.x || 0;
  3237. var y = viewport.y || 0;
  3238. this._cachedViewport = viewport;
  3239. this._gl.viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  3240. };
  3241. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  3242. this._cachedViewport = null;
  3243. this._gl.viewport(x, y, width, height);
  3244. };
  3245. Engine.prototype.beginFrame = function () {
  3246. BABYLON.Tools._MeasureFps();
  3247. };
  3248. Engine.prototype.endFrame = function () {
  3249. this.flushFramebuffer();
  3250. };
  3251. Engine.prototype.resize = function () {
  3252. this.setSize(this._renderingCanvas.clientWidth / this._hardwareScalingLevel, this._renderingCanvas.clientHeight / this._hardwareScalingLevel);
  3253. };
  3254. Engine.prototype.setSize = function (width, height) {
  3255. this._renderingCanvas.width = width;
  3256. this._renderingCanvas.height = height;
  3257. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  3258. };
  3259. Engine.prototype.bindFramebuffer = function (texture) {
  3260. this._currentRenderTarget = texture;
  3261. var gl = this._gl;
  3262. gl.bindFramebuffer(gl.FRAMEBUFFER, texture._framebuffer);
  3263. this._gl.viewport(0, 0, texture._width, texture._height);
  3264. this.wipeCaches();
  3265. };
  3266. Engine.prototype.unBindFramebuffer = function (texture) {
  3267. this._currentRenderTarget = null;
  3268. if (texture.generateMipMaps) {
  3269. var gl = this._gl;
  3270. gl.bindTexture(gl.TEXTURE_2D, texture);
  3271. gl.generateMipmap(gl.TEXTURE_2D);
  3272. gl.bindTexture(gl.TEXTURE_2D, null);
  3273. }
  3274. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  3275. };
  3276. Engine.prototype.flushFramebuffer = function () {
  3277. };
  3278. Engine.prototype.restoreDefaultFramebuffer = function () {
  3279. this._currentRenderTarget = null;
  3280. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  3281. this.setViewport(this._cachedViewport);
  3282. this.wipeCaches();
  3283. };
  3284. Engine.prototype._resetVertexBufferBinding = function () {
  3285. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, null);
  3286. this._cachedVertexBuffers = null;
  3287. };
  3288. Engine.prototype.createVertexBuffer = function (vertices) {
  3289. var vbo = this._gl.createBuffer();
  3290. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  3291. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(vertices), this._gl.STATIC_DRAW);
  3292. this._resetVertexBufferBinding();
  3293. vbo.references = 1;
  3294. return vbo;
  3295. };
  3296. Engine.prototype.createDynamicVertexBuffer = function (capacity) {
  3297. var vbo = this._gl.createBuffer();
  3298. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  3299. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  3300. this._resetVertexBufferBinding();
  3301. vbo.references = 1;
  3302. return vbo;
  3303. };
  3304. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, offset) {
  3305. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  3306. if (offset === undefined) {
  3307. offset = 0;
  3308. }
  3309. if (vertices instanceof Float32Array) {
  3310. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, vertices);
  3311. } else {
  3312. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, offset, new Float32Array(vertices));
  3313. }
  3314. this._resetVertexBufferBinding();
  3315. };
  3316. Engine.prototype._resetIndexBufferBinding = function () {
  3317. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, null);
  3318. this._cachedIndexBuffer = null;
  3319. };
  3320. Engine.prototype.createIndexBuffer = function (indices) {
  3321. var vbo = this._gl.createBuffer();
  3322. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, vbo);
  3323. var arrayBuffer;
  3324. var need32Bits = false;
  3325. if (this._caps.uintIndices) {
  3326. for (var index = 0; index < indices.length; index++) {
  3327. if (indices[index] > 65535) {
  3328. need32Bits = true;
  3329. break;
  3330. }
  3331. }
  3332. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  3333. } else {
  3334. arrayBuffer = new Uint16Array(indices);
  3335. }
  3336. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.STATIC_DRAW);
  3337. this._resetIndexBufferBinding();
  3338. vbo.references = 1;
  3339. vbo.is32Bits = need32Bits;
  3340. return vbo;
  3341. };
  3342. Engine.prototype.bindBuffers = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  3343. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  3344. this._cachedVertexBuffers = vertexBuffer;
  3345. this._cachedEffectForVertexBuffers = effect;
  3346. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  3347. var offset = 0;
  3348. for (var index = 0; index < vertexDeclaration.length; index++) {
  3349. var order = effect.getAttributeLocation(index);
  3350. if (order >= 0) {
  3351. this._gl.vertexAttribPointer(order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  3352. }
  3353. offset += vertexDeclaration[index] * 4;
  3354. }
  3355. }
  3356. if (this._cachedIndexBuffer !== indexBuffer) {
  3357. this._cachedIndexBuffer = indexBuffer;
  3358. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  3359. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  3360. }
  3361. };
  3362. Engine.prototype.bindMultiBuffers = function (vertexBuffers, indexBuffer, effect) {
  3363. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  3364. this._cachedVertexBuffers = vertexBuffers;
  3365. this._cachedEffectForVertexBuffers = effect;
  3366. var attributes = effect.getAttributesNames();
  3367. for (var index = 0; index < attributes.length; index++) {
  3368. var order = effect.getAttributeLocation(index);
  3369. if (order >= 0) {
  3370. var vertexBuffer = vertexBuffers[attributes[index]];
  3371. if (!vertexBuffer) {
  3372. continue;
  3373. }
  3374. var stride = vertexBuffer.getStrideSize();
  3375. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer.getBuffer());
  3376. this._gl.vertexAttribPointer(order, stride, this._gl.FLOAT, false, stride * 4, 0);
  3377. }
  3378. }
  3379. }
  3380. if (indexBuffer != null && this._cachedIndexBuffer !== indexBuffer) {
  3381. this._cachedIndexBuffer = indexBuffer;
  3382. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  3383. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  3384. }
  3385. };
  3386. Engine.prototype._releaseBuffer = function (buffer) {
  3387. buffer.references--;
  3388. if (buffer.references === 0) {
  3389. this._gl.deleteBuffer(buffer);
  3390. return true;
  3391. }
  3392. return false;
  3393. };
  3394. Engine.prototype.createInstancesBuffer = function (capacity) {
  3395. var buffer = this._gl.createBuffer();
  3396. buffer.capacity = capacity;
  3397. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, buffer);
  3398. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  3399. return buffer;
  3400. };
  3401. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  3402. this._gl.deleteBuffer(buffer);
  3403. };
  3404. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  3405. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  3406. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  3407. for (var index = 0; index < 4; index++) {
  3408. var offsetLocation = offsetLocations[index];
  3409. this._gl.enableVertexAttribArray(offsetLocation);
  3410. this._gl.vertexAttribPointer(offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  3411. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 1);
  3412. }
  3413. };
  3414. Engine.prototype.unBindInstancesBuffer = function (instancesBuffer, offsetLocations) {
  3415. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  3416. for (var index = 0; index < 4; index++) {
  3417. var offsetLocation = offsetLocations[index];
  3418. this._gl.disableVertexAttribArray(offsetLocation);
  3419. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 0);
  3420. }
  3421. };
  3422. Engine.prototype.applyStates = function () {
  3423. this._depthCullingState.apply(this._gl);
  3424. this._alphaState.apply(this._gl);
  3425. };
  3426. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  3427. this.applyStates();
  3428. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  3429. if (instancesCount) {
  3430. this._caps.instancedArrays.drawElementsInstancedANGLE(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * 2, instancesCount);
  3431. return;
  3432. }
  3433. this._gl.drawElements(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * 2);
  3434. this._drawCalls++;
  3435. };
  3436. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  3437. this.applyStates();
  3438. if (instancesCount) {
  3439. this._caps.instancedArrays.drawArraysInstancedANGLE(this._gl.POINTS, verticesStart, verticesCount, instancesCount);
  3440. return;
  3441. }
  3442. this._gl.drawArrays(this._gl.POINTS, verticesStart, verticesCount);
  3443. this._drawCalls++;
  3444. };
  3445. Engine.prototype._releaseEffect = function (effect) {
  3446. if (this._compiledEffects[effect._key]) {
  3447. delete this._compiledEffects[effect._key];
  3448. if (effect.getProgram()) {
  3449. this._gl.deleteProgram(effect.getProgram());
  3450. }
  3451. }
  3452. };
  3453. Engine.prototype.createEffect = function (baseName, attributesNames, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  3454. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  3455. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  3456. var name = vertex + "+" + fragment + "@" + defines;
  3457. if (this._compiledEffects[name]) {
  3458. return this._compiledEffects[name];
  3459. }
  3460. var effect = new BABYLON.Effect(baseName, attributesNames, uniformsNames, samplers, this, defines, fallbacks, onCompiled, onError);
  3461. effect._key = name;
  3462. this._compiledEffects[name] = effect;
  3463. return effect;
  3464. };
  3465. Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  3466. if (typeof uniformsNames === "undefined") { uniformsNames = []; }
  3467. if (typeof samplers === "undefined") { samplers = []; }
  3468. if (typeof defines === "undefined") { defines = ""; }
  3469. return this.createEffect({
  3470. vertex: "particles",
  3471. fragmentElement: fragmentName
  3472. }, ["position", "color", "options"], ["view", "projection"].concat(uniformsNames), ["diffuseSampler"].concat(samplers), defines, fallbacks, onCompiled, onError);
  3473. };
  3474. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines) {
  3475. var vertexShader = compileShader(this._gl, vertexCode, "vertex", defines);
  3476. var fragmentShader = compileShader(this._gl, fragmentCode, "fragment", defines);
  3477. var shaderProgram = this._gl.createProgram();
  3478. this._gl.attachShader(shaderProgram, vertexShader);
  3479. this._gl.attachShader(shaderProgram, fragmentShader);
  3480. this._gl.linkProgram(shaderProgram);
  3481. var linked = this._gl.getProgramParameter(shaderProgram, this._gl.LINK_STATUS);
  3482. if (!linked) {
  3483. var error = this._gl.getProgramInfoLog(shaderProgram);
  3484. if (error) {
  3485. throw new Error(error);
  3486. }
  3487. }
  3488. this._gl.deleteShader(vertexShader);
  3489. this._gl.deleteShader(fragmentShader);
  3490. return shaderProgram;
  3491. };
  3492. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  3493. var results = [];
  3494. for (var index = 0; index < uniformsNames.length; index++) {
  3495. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  3496. }
  3497. return results;
  3498. };
  3499. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  3500. var results = [];
  3501. for (var index = 0; index < attributesNames.length; index++) {
  3502. try {
  3503. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  3504. } catch (e) {
  3505. results.push(-1);
  3506. }
  3507. }
  3508. return results;
  3509. };
  3510. Engine.prototype.enableEffect = function (effect) {
  3511. if (!effect || !effect.getAttributesCount() || this._currentEffect === effect) {
  3512. if (effect && effect.onBind) {
  3513. effect.onBind(effect);
  3514. }
  3515. return;
  3516. }
  3517. this._vertexAttribArrays = this._vertexAttribArrays || [];
  3518. this._gl.useProgram(effect.getProgram());
  3519. for (var i in this._vertexAttribArrays) {
  3520. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  3521. continue;
  3522. }
  3523. this._vertexAttribArrays[i] = false;
  3524. this._gl.disableVertexAttribArray(i);
  3525. }
  3526. var attributesCount = effect.getAttributesCount();
  3527. for (var index = 0; index < attributesCount; index++) {
  3528. var order = effect.getAttributeLocation(index);
  3529. if (order >= 0) {
  3530. this._vertexAttribArrays[order] = true;
  3531. this._gl.enableVertexAttribArray(order);
  3532. }
  3533. }
  3534. this._currentEffect = effect;
  3535. if (effect.onBind) {
  3536. effect.onBind(effect);
  3537. }
  3538. };
  3539. Engine.prototype.setArray = function (uniform, array) {
  3540. if (!uniform)
  3541. return;
  3542. this._gl.uniform1fv(uniform, array);
  3543. };
  3544. Engine.prototype.setMatrices = function (uniform, matrices) {
  3545. if (!uniform)
  3546. return;
  3547. this._gl.uniformMatrix4fv(uniform, false, matrices);
  3548. };
  3549. Engine.prototype.setMatrix = function (uniform, matrix) {
  3550. if (!uniform)
  3551. return;
  3552. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  3553. };
  3554. Engine.prototype.setFloat = function (uniform, value) {
  3555. if (!uniform)
  3556. return;
  3557. this._gl.uniform1f(uniform, value);
  3558. };
  3559. Engine.prototype.setFloat2 = function (uniform, x, y) {
  3560. if (!uniform)
  3561. return;
  3562. this._gl.uniform2f(uniform, x, y);
  3563. };
  3564. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  3565. if (!uniform)
  3566. return;
  3567. this._gl.uniform3f(uniform, x, y, z);
  3568. };
  3569. Engine.prototype.setBool = function (uniform, bool) {
  3570. if (!uniform)
  3571. return;
  3572. this._gl.uniform1i(uniform, bool);
  3573. };
  3574. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  3575. if (!uniform)
  3576. return;
  3577. this._gl.uniform4f(uniform, x, y, z, w);
  3578. };
  3579. Engine.prototype.setColor3 = function (uniform, color3) {
  3580. if (!uniform)
  3581. return;
  3582. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  3583. };
  3584. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  3585. if (!uniform)
  3586. return;
  3587. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  3588. };
  3589. Engine.prototype.setState = function (culling, force) {
  3590. if (this._depthCullingState.cull !== culling || force) {
  3591. if (culling) {
  3592. this._depthCullingState.cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  3593. this._depthCullingState.cull = true;
  3594. } else {
  3595. this._depthCullingState.cull = false;
  3596. }
  3597. }
  3598. };
  3599. Engine.prototype.setDepthBuffer = function (enable) {
  3600. this._depthCullingState.depthTest = enable;
  3601. };
  3602. Engine.prototype.getDepthWrite = function () {
  3603. return this._depthCullingState.depthMask;
  3604. };
  3605. Engine.prototype.setDepthWrite = function (enable) {
  3606. this._depthCullingState.depthMask = enable;
  3607. };
  3608. Engine.prototype.setColorWrite = function (enable) {
  3609. this._gl.colorMask(enable, enable, enable, enable);
  3610. };
  3611. Engine.prototype.setAlphaMode = function (mode) {
  3612. switch (mode) {
  3613. case BABYLON.Engine.ALPHA_DISABLE:
  3614. this.setDepthWrite(true);
  3615. this._alphaState.alphaBlend = false;
  3616. break;
  3617. case BABYLON.Engine.ALPHA_COMBINE:
  3618. this.setDepthWrite(false);
  3619. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  3620. this._alphaState.alphaBlend = true;
  3621. break;
  3622. case BABYLON.Engine.ALPHA_ADD:
  3623. this.setDepthWrite(false);
  3624. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  3625. this._alphaState.alphaBlend = true;
  3626. break;
  3627. }
  3628. this._alphaMode = mode;
  3629. };
  3630. Engine.prototype.getAlphaMode = function () {
  3631. return this._alphaMode;
  3632. };
  3633. Engine.prototype.setAlphaTesting = function (enable) {
  3634. this._alphaTest = enable;
  3635. };
  3636. Engine.prototype.getAlphaTesting = function () {
  3637. return this._alphaTest;
  3638. };
  3639. Engine.prototype.wipeCaches = function () {
  3640. this._activeTexturesCache = [];
  3641. this._currentEffect = null;
  3642. this._depthCullingState.reset();
  3643. this._alphaState.reset();
  3644. this._cachedVertexBuffers = null;
  3645. this._cachedIndexBuffer = null;
  3646. this._cachedEffectForVertexBuffers = null;
  3647. };
  3648. Engine.prototype.setSamplingMode = function (texture, samplingMode) {
  3649. var gl = this._gl;
  3650. gl.bindTexture(gl.TEXTURE_2D, texture);
  3651. var magFilter = gl.NEAREST;
  3652. var minFilter = gl.NEAREST;
  3653. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  3654. magFilter = gl.LINEAR;
  3655. minFilter = gl.LINEAR;
  3656. } else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  3657. magFilter = gl.LINEAR;
  3658. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  3659. }
  3660. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
  3661. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
  3662. gl.bindTexture(gl.TEXTURE_2D, null);
  3663. };
  3664. Engine.prototype.createTexture = function (url, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer) {
  3665. var _this = this;
  3666. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  3667. if (typeof onLoad === "undefined") { onLoad = null; }
  3668. if (typeof onError === "undefined") { onError = null; }
  3669. if (typeof buffer === "undefined") { buffer = null; }
  3670. var texture = this._gl.createTexture();
  3671. var extension;
  3672. var fromData = false;
  3673. if (url.substr(0, 5) === "data:") {
  3674. fromData = true;
  3675. }
  3676. if (!fromData)
  3677. extension = url.substr(url.length - 4, 4).toLowerCase();
  3678. else {
  3679. var oldUrl = url;
  3680. fromData = oldUrl.split(':');
  3681. url = oldUrl;
  3682. extension = fromData[1].substr(fromData[1].length - 4, 4).toLowerCase();
  3683. }
  3684. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  3685. var isTGA = (extension === ".tga");
  3686. scene._addPendingData(texture);
  3687. texture.url = url;
  3688. texture.noMipmap = noMipmap;
  3689. texture.references = 1;
  3690. this._loadedTexturesCache.push(texture);
  3691. var onerror = function () {
  3692. scene._removePendingData(texture);
  3693. if (onError) {
  3694. onError();
  3695. }
  3696. };
  3697. if (isTGA) {
  3698. var callback = function (arrayBuffer) {
  3699. var data = new Uint8Array(arrayBuffer);
  3700. var header = BABYLON.Internals.TGATools.GetTGAHeader(data);
  3701. prepareWebGLTexture(texture, _this._gl, scene, header.width, header.height, invertY, noMipmap, false, function () {
  3702. BABYLON.Internals.TGATools.UploadContent(_this._gl, data);
  3703. if (onLoad) {
  3704. onLoad();
  3705. }
  3706. }, samplingMode);
  3707. };
  3708. if (!(fromData instanceof Array))
  3709. BABYLON.Tools.LoadFile(url, function (arrayBuffer) {
  3710. callback(arrayBuffer);
  3711. }, onerror, scene.database, true);
  3712. else
  3713. callback(buffer);
  3714. } else if (isDDS) {
  3715. callback = function (data) {
  3716. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  3717. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap && ((info.width >> (info.mipmapCount - 1)) == 1);
  3718. prepareWebGLTexture(texture, _this._gl, scene, info.width, info.height, invertY, !loadMipmap, info.isFourCC, function () {
  3719. BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 1);
  3720. if (onLoad) {
  3721. onLoad();
  3722. }
  3723. }, samplingMode);
  3724. };
  3725. if (!(fromData instanceof Array))
  3726. BABYLON.Tools.LoadFile(url, function (data) {
  3727. callback(data);
  3728. }, onerror, scene.database, true);
  3729. else
  3730. callback(buffer);
  3731. } else {
  3732. var onload = function (img) {
  3733. prepareWebGLTexture(texture, _this._gl, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight) {
  3734. var isPot = (img.width == potWidth && img.height == potHeight);
  3735. if (!isPot) {
  3736. _this._workingCanvas.width = potWidth;
  3737. _this._workingCanvas.height = potHeight;
  3738. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  3739. }
  3740. _this._gl.texImage2D(_this._gl.TEXTURE_2D, 0, _this._gl.RGBA, _this._gl.RGBA, _this._gl.UNSIGNED_BYTE, isPot ? img : _this._workingCanvas);
  3741. if (onLoad) {
  3742. onLoad();
  3743. }
  3744. }, samplingMode);
  3745. };
  3746. if (!(fromData instanceof Array))
  3747. BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  3748. else
  3749. BABYLON.Tools.LoadImage(buffer, onload, onerror, scene.database);
  3750. }
  3751. return texture;
  3752. };
  3753. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  3754. var texture = this._gl.createTexture();
  3755. width = BABYLON.Tools.GetExponantOfTwo(width, this._caps.maxTextureSize);
  3756. height = BABYLON.Tools.GetExponantOfTwo(height, this._caps.maxTextureSize);
  3757. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  3758. var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl);
  3759. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  3760. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  3761. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3762. this._activeTexturesCache = [];
  3763. texture._baseWidth = width;
  3764. texture._baseHeight = height;
  3765. texture._width = width;
  3766. texture._height = height;
  3767. texture.isReady = false;
  3768. texture.generateMipMaps = generateMipMaps;
  3769. texture.references = 1;
  3770. this._loadedTexturesCache.push(texture);
  3771. return texture;
  3772. };
  3773. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY) {
  3774. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  3775. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 1 : 0);
  3776. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, canvas);
  3777. if (texture.generateMipMaps) {
  3778. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  3779. }
  3780. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3781. this._activeTexturesCache = [];
  3782. texture.isReady = true;
  3783. };
  3784. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  3785. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  3786. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 0 : 1);
  3787. if (video.videoWidth !== texture._width || video.videoHeight !== texture._height) {
  3788. if (!texture._workingCanvas) {
  3789. texture._workingCanvas = document.createElement("canvas");
  3790. texture._workingContext = texture._workingCanvas.getContext("2d");
  3791. texture._workingCanvas.width = texture._width;
  3792. texture._workingCanvas.height = texture._height;
  3793. }
  3794. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture._width, texture._height);
  3795. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  3796. } else {
  3797. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  3798. }
  3799. if (texture.generateMipMaps) {
  3800. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  3801. }
  3802. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3803. this._activeTexturesCache = [];
  3804. texture.isReady = true;
  3805. };
  3806. Engine.prototype.createRenderTargetTexture = function (size, options) {
  3807. var generateMipMaps = false;
  3808. var generateDepthBuffer = true;
  3809. var samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  3810. if (options !== undefined) {
  3811. generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipmaps;
  3812. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  3813. if (options.samplingMode !== undefined) {
  3814. samplingMode = options.samplingMode;
  3815. }
  3816. }
  3817. var gl = this._gl;
  3818. var texture = gl.createTexture();
  3819. gl.bindTexture(gl.TEXTURE_2D, texture);
  3820. var width = size.width || size;
  3821. var height = size.height || size;
  3822. var filters = getSamplingParameters(samplingMode, generateMipMaps, gl);
  3823. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  3824. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  3825. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  3826. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  3827. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  3828. var depthBuffer;
  3829. if (generateDepthBuffer) {
  3830. depthBuffer = gl.createRenderbuffer();
  3831. gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
  3832. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  3833. }
  3834. var framebuffer = gl.createFramebuffer();
  3835. gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
  3836. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  3837. if (generateDepthBuffer) {
  3838. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
  3839. }
  3840. gl.bindTexture(gl.TEXTURE_2D, null);
  3841. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  3842. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  3843. texture._framebuffer = framebuffer;
  3844. if (generateDepthBuffer) {
  3845. texture._depthBuffer = depthBuffer;
  3846. }
  3847. texture._width = width;
  3848. texture._height = height;
  3849. texture.isReady = true;
  3850. texture.generateMipMaps = generateMipMaps;
  3851. texture.references = 1;
  3852. this._activeTexturesCache = [];
  3853. this._loadedTexturesCache.push(texture);
  3854. return texture;
  3855. };
  3856. Engine.prototype.createCubeTexture = function (rootUrl, scene, extensions, noMipmap) {
  3857. var _this = this;
  3858. var gl = this._gl;
  3859. var texture = gl.createTexture();
  3860. texture.isCube = true;
  3861. texture.url = rootUrl;
  3862. texture.references = 1;
  3863. this._loadedTexturesCache.push(texture);
  3864. var extension = rootUrl.substr(rootUrl.length - 4, 4).toLowerCase();
  3865. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  3866. if (isDDS) {
  3867. BABYLON.Tools.LoadFile(rootUrl, function (data) {
  3868. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  3869. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap;
  3870. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  3871. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
  3872. BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 6);
  3873. if (!noMipmap && !info.isFourCC && info.mipmapCount == 1) {
  3874. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  3875. }
  3876. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  3877. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  3878. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  3879. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  3880. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  3881. _this._activeTexturesCache = [];
  3882. texture._width = info.width;
  3883. texture._height = info.height;
  3884. texture.isReady = true;
  3885. }, null, null, true);
  3886. } else {
  3887. cascadeLoad(rootUrl, scene, function (imgs) {
  3888. var width = BABYLON.Tools.GetExponantOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize);
  3889. var height = width;
  3890. _this._workingCanvas.width = width;
  3891. _this._workingCanvas.height = height;
  3892. var faces = [
  3893. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  3894. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  3895. ];
  3896. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  3897. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
  3898. for (var index = 0; index < faces.length; index++) {
  3899. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  3900. gl.texImage2D(faces[index], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, _this._workingCanvas);
  3901. }
  3902. if (!noMipmap) {
  3903. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  3904. }
  3905. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  3906. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, noMipmap ? gl.LINEAR : gl.LINEAR_MIPMAP_LINEAR);
  3907. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  3908. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  3909. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  3910. _this._activeTexturesCache = [];
  3911. texture._width = width;
  3912. texture._height = height;
  3913. texture.isReady = true;
  3914. }, extensions);
  3915. }
  3916. return texture;
  3917. };
  3918. Engine.prototype._releaseTexture = function (texture) {
  3919. var gl = this._gl;
  3920. if (texture._framebuffer) {
  3921. gl.deleteFramebuffer(texture._framebuffer);
  3922. }
  3923. if (texture._depthBuffer) {
  3924. gl.deleteRenderbuffer(texture._depthBuffer);
  3925. }
  3926. gl.deleteTexture(texture);
  3927. for (var channel = 0; channel < this._caps.maxTexturesImageUnits; channel++) {
  3928. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  3929. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3930. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  3931. this._activeTexturesCache[channel] = null;
  3932. }
  3933. var index = this._loadedTexturesCache.indexOf(texture);
  3934. if (index !== -1) {
  3935. this._loadedTexturesCache.splice(index, 1);
  3936. }
  3937. };
  3938. Engine.prototype.bindSamplers = function (effect) {
  3939. this._gl.useProgram(effect.getProgram());
  3940. var samplers = effect.getSamplers();
  3941. for (var index = 0; index < samplers.length; index++) {
  3942. var uniform = effect.getUniform(samplers[index]);
  3943. this._gl.uniform1i(uniform, index);
  3944. }
  3945. this._currentEffect = null;
  3946. };
  3947. Engine.prototype._bindTexture = function (channel, texture) {
  3948. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  3949. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  3950. this._activeTexturesCache[channel] = null;
  3951. };
  3952. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  3953. this._bindTexture(channel, postProcess._textures.data[postProcess._currentRenderTextureInd]);
  3954. };
  3955. Engine.prototype.setTexture = function (channel, texture) {
  3956. if (channel < 0) {
  3957. return;
  3958. }
  3959. if (!texture || !texture.isReady()) {
  3960. if (this._activeTexturesCache[channel] != null) {
  3961. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  3962. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3963. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  3964. this._activeTexturesCache[channel] = null;
  3965. }
  3966. return;
  3967. }
  3968. if (texture instanceof BABYLON.VideoTexture) {
  3969. if (texture.update()) {
  3970. this._activeTexturesCache[channel] = null;
  3971. }
  3972. } else if (texture.delayLoadState == BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  3973. texture.delayLoad();
  3974. return;
  3975. }
  3976. if (this._activeTexturesCache[channel] == texture) {
  3977. return;
  3978. }
  3979. this._activeTexturesCache[channel] = texture;
  3980. var internalTexture = texture.getInternalTexture();
  3981. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  3982. if (internalTexture.isCube) {
  3983. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, internalTexture);
  3984. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  3985. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  3986. var textureWrapMode = (texture.coordinatesMode !== BABYLON.Texture.CUBIC_MODE && texture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  3987. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode);
  3988. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  3989. }
  3990. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  3991. } else {
  3992. this._gl.bindTexture(this._gl.TEXTURE_2D, internalTexture);
  3993. if (internalTexture._cachedWrapU !== texture.wrapU) {
  3994. internalTexture._cachedWrapU = texture.wrapU;
  3995. switch (texture.wrapU) {
  3996. case BABYLON.Texture.WRAP_ADDRESSMODE:
  3997. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.REPEAT);
  3998. break;
  3999. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  4000. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);
  4001. break;
  4002. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  4003. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.MIRRORED_REPEAT);
  4004. break;
  4005. }
  4006. }
  4007. if (internalTexture._cachedWrapV !== texture.wrapV) {
  4008. internalTexture._cachedWrapV = texture.wrapV;
  4009. switch (texture.wrapV) {
  4010. case BABYLON.Texture.WRAP_ADDRESSMODE:
  4011. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.REPEAT);
  4012. break;
  4013. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  4014. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);
  4015. break;
  4016. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  4017. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.MIRRORED_REPEAT);
  4018. break;
  4019. }
  4020. }
  4021. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  4022. }
  4023. };
  4024. Engine.prototype._setAnisotropicLevel = function (key, texture) {
  4025. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  4026. if (anisotropicFilterExtension && texture._cachedAnisotropicFilteringLevel !== texture.anisotropicFilteringLevel) {
  4027. this._gl.texParameterf(key, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropicFilteringLevel, this._caps.maxAnisotropy));
  4028. texture._cachedAnisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  4029. }
  4030. };
  4031. Engine.prototype.readPixels = function (x, y, width, height) {
  4032. var data = new Uint8Array(height * width * 4);
  4033. this._gl.readPixels(0, 0, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  4034. return data;
  4035. };
  4036. Engine.prototype.dispose = function () {
  4037. this.hideLoadingUI();
  4038. this.stopRenderLoop();
  4039. while (this.scenes.length) {
  4040. this.scenes[0].dispose();
  4041. }
  4042. for (var name in this._compiledEffects) {
  4043. this._gl.deleteProgram(this._compiledEffects[name]._program);
  4044. }
  4045. for (var i in this._vertexAttribArrays) {
  4046. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  4047. continue;
  4048. }
  4049. this._gl.disableVertexAttribArray(i);
  4050. }
  4051. window.removeEventListener("blur", this._onBlur);
  4052. window.removeEventListener("focus", this._onFocus);
  4053. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  4054. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  4055. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  4056. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  4057. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  4058. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  4059. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  4060. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  4061. };
  4062. Engine.prototype.displayLoadingUI = function () {
  4063. var _this = this;
  4064. this._loadingDiv = document.createElement("div");
  4065. this._loadingDiv.style.opacity = "0";
  4066. this._loadingDiv.style.transition = "opacity 1.5s ease";
  4067. this._loadingTextDiv = document.createElement("div");
  4068. this._loadingTextDiv.style.position = "absolute";
  4069. this._loadingTextDiv.style.left = "0";
  4070. this._loadingTextDiv.style.top = "50%";
  4071. this._loadingTextDiv.style.marginTop = "80px";
  4072. this._loadingTextDiv.style.width = "100%";
  4073. this._loadingTextDiv.style.height = "20px";
  4074. this._loadingTextDiv.style.fontFamily = "Arial";
  4075. this._loadingTextDiv.style.fontSize = "14px";
  4076. this._loadingTextDiv.style.color = "white";
  4077. this._loadingTextDiv.style.textAlign = "center";
  4078. this._loadingTextDiv.innerHTML = "Loading";
  4079. this._loadingDiv.appendChild(this._loadingTextDiv);
  4080. var imgBack = new Image();
  4081. 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==";
  4082. imgBack.style.position = "absolute";
  4083. imgBack.style.left = "50%";
  4084. imgBack.style.top = "50%";
  4085. imgBack.style.marginLeft = "-50px";
  4086. imgBack.style.marginTop = "-50px";
  4087. imgBack.style.transition = "transform 1.0s ease";
  4088. imgBack.style.webkitTransition = "-webkit-transform 1.0s ease";
  4089. var deg = 360;
  4090. var onTransitionEnd = function () {
  4091. deg += 360;
  4092. imgBack.style.transform = "rotateZ(" + deg + "deg)";
  4093. imgBack.style.webkitTransform = "rotateZ(" + deg + "deg)";
  4094. };
  4095. imgBack.addEventListener("transitionend", onTransitionEnd);
  4096. imgBack.addEventListener("webkitTransitionEnd", onTransitionEnd);
  4097. this._loadingDiv.appendChild(imgBack);
  4098. var imgFront = new Image();
  4099. imgFront.src = "data:image/png;base64,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";
  4100. imgFront.style.position = "absolute";
  4101. imgFront.style.left = "50%";
  4102. imgFront.style.top = "50%";
  4103. imgFront.style.marginLeft = "-50px";
  4104. imgFront.style.marginTop = "-50px";
  4105. this._loadingDiv.appendChild(imgFront);
  4106. this._resizeLoadingUI = function () {
  4107. var canvasRect = _this.getRenderingCanvasClientRect();
  4108. _this._loadingDiv.style.position = "absolute";
  4109. _this._loadingDiv.style.left = canvasRect.left + "px";
  4110. _this._loadingDiv.style.top = canvasRect.top + "px";
  4111. _this._loadingDiv.style.width = canvasRect.width + "px";
  4112. _this._loadingDiv.style.height = canvasRect.height + "px";
  4113. };
  4114. this._resizeLoadingUI();
  4115. window.addEventListener("resize", this._resizeLoadingUI);
  4116. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  4117. document.body.appendChild(this._loadingDiv);
  4118. setTimeout(function () {
  4119. _this._loadingDiv.style.opacity = "1";
  4120. imgBack.style.transform = "rotateZ(360deg)";
  4121. imgBack.style.webkitTransform = "rotateZ(360deg)";
  4122. }, 0);
  4123. };
  4124. Object.defineProperty(Engine.prototype, "loadingUIText", {
  4125. set: function (text) {
  4126. if (!this._loadingDiv) {
  4127. return;
  4128. }
  4129. this._loadingTextDiv.innerHTML = text;
  4130. },
  4131. enumerable: true,
  4132. configurable: true
  4133. });
  4134. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  4135. get: function () {
  4136. return this._loadingDivBackgroundColor;
  4137. },
  4138. set: function (color) {
  4139. this._loadingDivBackgroundColor = color;
  4140. if (!this._loadingDiv) {
  4141. return;
  4142. }
  4143. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  4144. },
  4145. enumerable: true,
  4146. configurable: true
  4147. });
  4148. Engine.prototype.hideLoadingUI = function () {
  4149. var _this = this;
  4150. if (!this._loadingDiv) {
  4151. return;
  4152. }
  4153. var onTransitionEnd = function () {
  4154. if (!_this._loadingDiv) {
  4155. return;
  4156. }
  4157. document.body.removeChild(_this._loadingDiv);
  4158. window.removeEventListener("resize", _this._resizeLoadingUI);
  4159. _this._loadingDiv = null;
  4160. };
  4161. this._loadingDiv.style.opacity = "0";
  4162. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  4163. };
  4164. Engine.isSupported = function () {
  4165. try {
  4166. if (navigator.isCocoonJS) {
  4167. return true;
  4168. }
  4169. var tempcanvas = document.createElement("canvas");
  4170. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  4171. return gl != null && !!window.WebGLRenderingContext;
  4172. } catch (e) {
  4173. return false;
  4174. }
  4175. };
  4176. Engine._ALPHA_DISABLE = 0;
  4177. Engine._ALPHA_ADD = 1;
  4178. Engine._ALPHA_COMBINE = 2;
  4179. Engine._DELAYLOADSTATE_NONE = 0;
  4180. Engine._DELAYLOADSTATE_LOADED = 1;
  4181. Engine._DELAYLOADSTATE_LOADING = 2;
  4182. Engine._DELAYLOADSTATE_NOTLOADED = 4;
  4183. Engine.Epsilon = 0.001;
  4184. Engine.CollisionsEpsilon = 0.001;
  4185. Engine.ShadersRepository = "Babylon/Shaders/";
  4186. return Engine;
  4187. })();
  4188. BABYLON.Engine = Engine;
  4189. })(BABYLON || (BABYLON = {}));
  4190. var BABYLON;
  4191. (function (BABYLON) {
  4192. var Node = (function () {
  4193. function Node(name, scene) {
  4194. this.state = "";
  4195. this.animations = new Array();
  4196. this._childrenFlag = -1;
  4197. this._isEnabled = true;
  4198. this._isReady = true;
  4199. this._currentRenderId = -1;
  4200. this.name = name;
  4201. this.id = name;
  4202. this._scene = scene;
  4203. this._initCache();
  4204. }
  4205. Node.prototype.getScene = function () {
  4206. return this._scene;
  4207. };
  4208. Node.prototype.getEngine = function () {
  4209. return this._scene.getEngine();
  4210. };
  4211. Node.prototype.getWorldMatrix = function () {
  4212. return BABYLON.Matrix.Identity();
  4213. };
  4214. Node.prototype._initCache = function () {
  4215. this._cache = {};
  4216. this._cache.parent = undefined;
  4217. };
  4218. Node.prototype.updateCache = function (force) {
  4219. if (!force && this.isSynchronized())
  4220. return;
  4221. this._cache.parent = this.parent;
  4222. this._updateCache();
  4223. };
  4224. Node.prototype._updateCache = function (ignoreParentClass) {
  4225. };
  4226. Node.prototype._isSynchronized = function () {
  4227. return true;
  4228. };
  4229. Node.prototype.isSynchronizedWithParent = function () {
  4230. return this.parent ? this.parent._currentRenderId <= this._currentRenderId : true;
  4231. };
  4232. Node.prototype.isSynchronized = function (updateCache) {
  4233. var check = this.hasNewParent();
  4234. check = check || !this.isSynchronizedWithParent();
  4235. check = check || !this._isSynchronized();
  4236. if (updateCache)
  4237. this.updateCache(true);
  4238. return !check;
  4239. };
  4240. Node.prototype.hasNewParent = function (update) {
  4241. if (this._cache.parent === this.parent)
  4242. return false;
  4243. if (update)
  4244. this._cache.parent = this.parent;
  4245. return true;
  4246. };
  4247. Node.prototype.isReady = function () {
  4248. return this._isReady;
  4249. };
  4250. Node.prototype.isEnabled = function () {
  4251. if (!this._isEnabled) {
  4252. return false;
  4253. }
  4254. if (this.parent) {
  4255. return this.parent.isEnabled();
  4256. }
  4257. return true;
  4258. };
  4259. Node.prototype.setEnabled = function (value) {
  4260. this._isEnabled = value;
  4261. };
  4262. Node.prototype.isDescendantOf = function (ancestor) {
  4263. if (this.parent) {
  4264. if (this.parent === ancestor) {
  4265. return true;
  4266. }
  4267. return this.parent.isDescendantOf(ancestor);
  4268. }
  4269. return false;
  4270. };
  4271. Node.prototype._getDescendants = function (list, results) {
  4272. for (var index = 0; index < list.length; index++) {
  4273. var item = list[index];
  4274. if (item.isDescendantOf(this)) {
  4275. results.push(item);
  4276. }
  4277. }
  4278. };
  4279. Node.prototype.getDescendants = function () {
  4280. var results = [];
  4281. this._getDescendants(this._scene.meshes, results);
  4282. this._getDescendants(this._scene.lights, results);
  4283. this._getDescendants(this._scene.cameras, results);
  4284. return results;
  4285. };
  4286. Node.prototype._setReady = function (state) {
  4287. if (state == this._isReady) {
  4288. return;
  4289. }
  4290. if (!state) {
  4291. this._isReady = false;
  4292. return;
  4293. }
  4294. this._isReady = true;
  4295. if (this.onReady) {
  4296. this.onReady(this);
  4297. }
  4298. };
  4299. return Node;
  4300. })();
  4301. BABYLON.Node = Node;
  4302. })(BABYLON || (BABYLON = {}));
  4303. var BABYLON;
  4304. (function (BABYLON) {
  4305. var BoundingSphere = (function () {
  4306. function BoundingSphere(minimum, maximum) {
  4307. this.minimum = minimum;
  4308. this.maximum = maximum;
  4309. this._tempRadiusVector = BABYLON.Vector3.Zero();
  4310. var distance = BABYLON.Vector3.Distance(minimum, maximum);
  4311. this.center = BABYLON.Vector3.Lerp(minimum, maximum, 0.5);
  4312. this.radius = distance * 0.5;
  4313. this.centerWorld = BABYLON.Vector3.Zero();
  4314. this._update(BABYLON.Matrix.Identity());
  4315. }
  4316. BoundingSphere.prototype._update = function (world) {
  4317. BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
  4318. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
  4319. this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
  4320. };
  4321. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  4322. for (var i = 0; i < 6; i++) {
  4323. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
  4324. return false;
  4325. }
  4326. return true;
  4327. };
  4328. BoundingSphere.prototype.intersectsPoint = function (point) {
  4329. var x = this.centerWorld.x - point.x;
  4330. var y = this.centerWorld.y - point.y;
  4331. var z = this.centerWorld.z - point.z;
  4332. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  4333. if (Math.abs(this.radiusWorld - distance) < BABYLON.Engine.Epsilon)
  4334. return false;
  4335. return true;
  4336. };
  4337. BoundingSphere.Intersects = function (sphere0, sphere1) {
  4338. var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
  4339. var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
  4340. var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
  4341. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  4342. if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
  4343. return false;
  4344. return true;
  4345. };
  4346. return BoundingSphere;
  4347. })();
  4348. BABYLON.BoundingSphere = BoundingSphere;
  4349. })(BABYLON || (BABYLON = {}));
  4350. var BABYLON;
  4351. (function (BABYLON) {
  4352. var BoundingBox = (function () {
  4353. function BoundingBox(minimum, maximum) {
  4354. this.minimum = minimum;
  4355. this.maximum = maximum;
  4356. this.vectors = new Array();
  4357. this.vectorsWorld = new Array();
  4358. this.vectors.push(this.minimum.clone());
  4359. this.vectors.push(this.maximum.clone());
  4360. this.vectors.push(this.minimum.clone());
  4361. this.vectors[2].x = this.maximum.x;
  4362. this.vectors.push(this.minimum.clone());
  4363. this.vectors[3].y = this.maximum.y;
  4364. this.vectors.push(this.minimum.clone());
  4365. this.vectors[4].z = this.maximum.z;
  4366. this.vectors.push(this.maximum.clone());
  4367. this.vectors[5].z = this.minimum.z;
  4368. this.vectors.push(this.maximum.clone());
  4369. this.vectors[6].x = this.minimum.x;
  4370. this.vectors.push(this.maximum.clone());
  4371. this.vectors[7].y = this.minimum.y;
  4372. this.center = this.maximum.add(this.minimum).scale(0.5);
  4373. this.extendSize = this.maximum.subtract(this.minimum).scale(0.5);
  4374. this.directions = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  4375. for (var index = 0; index < this.vectors.length; index++) {
  4376. this.vectorsWorld[index] = BABYLON.Vector3.Zero();
  4377. }
  4378. this.minimumWorld = BABYLON.Vector3.Zero();
  4379. this.maximumWorld = BABYLON.Vector3.Zero();
  4380. this._update(BABYLON.Matrix.Identity());
  4381. }
  4382. BoundingBox.prototype.getWorldMatrix = function () {
  4383. return this._worldMatrix;
  4384. };
  4385. BoundingBox.prototype._update = function (world) {
  4386. BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this.minimumWorld);
  4387. BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this.maximumWorld);
  4388. for (var index = 0; index < this.vectors.length; index++) {
  4389. var v = this.vectorsWorld[index];
  4390. BABYLON.Vector3.TransformCoordinatesToRef(this.vectors[index], world, v);
  4391. if (v.x < this.minimumWorld.x)
  4392. this.minimumWorld.x = v.x;
  4393. if (v.y < this.minimumWorld.y)
  4394. this.minimumWorld.y = v.y;
  4395. if (v.z < this.minimumWorld.z)
  4396. this.minimumWorld.z = v.z;
  4397. if (v.x > this.maximumWorld.x)
  4398. this.maximumWorld.x = v.x;
  4399. if (v.y > this.maximumWorld.y)
  4400. this.maximumWorld.y = v.y;
  4401. if (v.z > this.maximumWorld.z)
  4402. this.maximumWorld.z = v.z;
  4403. }
  4404. this.maximumWorld.addToRef(this.minimumWorld, this.center);
  4405. this.center.scaleInPlace(0.5);
  4406. BABYLON.Vector3.FromFloatArrayToRef(world.m, 0, this.directions[0]);
  4407. BABYLON.Vector3.FromFloatArrayToRef(world.m, 4, this.directions[1]);
  4408. BABYLON.Vector3.FromFloatArrayToRef(world.m, 8, this.directions[2]);
  4409. this._worldMatrix = world;
  4410. };
  4411. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  4412. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  4413. };
  4414. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  4415. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  4416. };
  4417. BoundingBox.prototype.intersectsPoint = function (point) {
  4418. var delta = BABYLON.Engine.Epsilon;
  4419. if (this.maximumWorld.x - point.x < delta || delta > point.x - this.minimumWorld.x)
  4420. return false;
  4421. if (this.maximumWorld.y - point.y < delta || delta > point.y - this.minimumWorld.y)
  4422. return false;
  4423. if (this.maximumWorld.z - point.z < delta || delta > point.z - this.minimumWorld.z)
  4424. return false;
  4425. return true;
  4426. };
  4427. BoundingBox.prototype.intersectsSphere = function (sphere) {
  4428. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  4429. };
  4430. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  4431. if (this.maximumWorld.x < min.x || this.minimumWorld.x > max.x)
  4432. return false;
  4433. if (this.maximumWorld.y < min.y || this.minimumWorld.y > max.y)
  4434. return false;
  4435. if (this.maximumWorld.z < min.z || this.minimumWorld.z > max.z)
  4436. return false;
  4437. return true;
  4438. };
  4439. BoundingBox.Intersects = function (box0, box1) {
  4440. if (box0.maximumWorld.x < box1.minimumWorld.x || box0.minimumWorld.x > box1.maximumWorld.x)
  4441. return false;
  4442. if (box0.maximumWorld.y < box1.minimumWorld.y || box0.minimumWorld.y > box1.maximumWorld.y)
  4443. return false;
  4444. if (box0.maximumWorld.z < box1.minimumWorld.z || box0.minimumWorld.z > box1.maximumWorld.z)
  4445. return false;
  4446. return true;
  4447. };
  4448. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  4449. var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint);
  4450. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  4451. return (num <= (sphereRadius * sphereRadius));
  4452. };
  4453. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  4454. for (var p = 0; p < 6; p++) {
  4455. for (var i = 0; i < 8; i++) {
  4456. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  4457. return false;
  4458. }
  4459. }
  4460. }
  4461. return true;
  4462. };
  4463. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  4464. for (var p = 0; p < 6; p++) {
  4465. var inCount = 8;
  4466. for (var i = 0; i < 8; i++) {
  4467. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  4468. --inCount;
  4469. } else {
  4470. break;
  4471. }
  4472. }
  4473. if (inCount == 0)
  4474. return false;
  4475. }
  4476. return true;
  4477. };
  4478. return BoundingBox;
  4479. })();
  4480. BABYLON.BoundingBox = BoundingBox;
  4481. })(BABYLON || (BABYLON = {}));
  4482. var BABYLON;
  4483. (function (BABYLON) {
  4484. var computeBoxExtents = function (axis, box) {
  4485. var p = BABYLON.Vector3.Dot(box.center, axis);
  4486. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  4487. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  4488. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  4489. var r = r0 + r1 + r2;
  4490. return {
  4491. min: p - r,
  4492. max: p + r
  4493. };
  4494. };
  4495. var extentsOverlap = function (min0, max0, min1, max1) {
  4496. return !(min0 > max1 || min1 > max0);
  4497. };
  4498. var axisOverlap = function (axis, box0, box1) {
  4499. var result0 = computeBoxExtents(axis, box0);
  4500. var result1 = computeBoxExtents(axis, box1);
  4501. return extentsOverlap(result0.min, result0.max, result1.min, result1.max);
  4502. };
  4503. var BoundingInfo = (function () {
  4504. function BoundingInfo(minimum, maximum) {
  4505. this.minimum = minimum;
  4506. this.maximum = maximum;
  4507. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum);
  4508. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum);
  4509. }
  4510. BoundingInfo.prototype._update = function (world) {
  4511. this.boundingBox._update(world);
  4512. this.boundingSphere._update(world);
  4513. };
  4514. BoundingInfo.prototype.isInFrustum = function (frustumPlanes) {
  4515. if (!this.boundingSphere.isInFrustum(frustumPlanes))
  4516. return false;
  4517. return this.boundingBox.isInFrustum(frustumPlanes);
  4518. };
  4519. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  4520. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  4521. };
  4522. BoundingInfo.prototype._checkCollision = function (collider) {
  4523. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  4524. };
  4525. BoundingInfo.prototype.intersectsPoint = function (point) {
  4526. if (!this.boundingSphere.centerWorld) {
  4527. return false;
  4528. }
  4529. if (!this.boundingSphere.intersectsPoint(point)) {
  4530. return false;
  4531. }
  4532. if (!this.boundingBox.intersectsPoint(point)) {
  4533. return false;
  4534. }
  4535. return true;
  4536. };
  4537. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  4538. if (!this.boundingSphere.centerWorld || !boundingInfo.boundingSphere.centerWorld) {
  4539. return false;
  4540. }
  4541. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  4542. return false;
  4543. }
  4544. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  4545. return false;
  4546. }
  4547. if (!precise) {
  4548. return true;
  4549. }
  4550. var box0 = this.boundingBox;
  4551. var box1 = boundingInfo.boundingBox;
  4552. if (!axisOverlap(box0.directions[0], box0, box1))
  4553. return false;
  4554. if (!axisOverlap(box0.directions[1], box0, box1))
  4555. return false;
  4556. if (!axisOverlap(box0.directions[2], box0, box1))
  4557. return false;
  4558. if (!axisOverlap(box1.directions[0], box0, box1))
  4559. return false;
  4560. if (!axisOverlap(box1.directions[1], box0, box1))
  4561. return false;
  4562. if (!axisOverlap(box1.directions[2], box0, box1))
  4563. return false;
  4564. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1))
  4565. return false;
  4566. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1))
  4567. return false;
  4568. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1))
  4569. return false;
  4570. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1))
  4571. return false;
  4572. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1))
  4573. return false;
  4574. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1))
  4575. return false;
  4576. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1))
  4577. return false;
  4578. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1))
  4579. return false;
  4580. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1))
  4581. return false;
  4582. return true;
  4583. };
  4584. return BoundingInfo;
  4585. })();
  4586. BABYLON.BoundingInfo = BoundingInfo;
  4587. })(BABYLON || (BABYLON = {}));
  4588. var __extends = this.__extends || function (d, b) {
  4589. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4590. function __() { this.constructor = d; }
  4591. __.prototype = b.prototype;
  4592. d.prototype = new __();
  4593. };
  4594. var BABYLON;
  4595. (function (BABYLON) {
  4596. var Light = (function (_super) {
  4597. __extends(Light, _super);
  4598. function Light(name, scene) {
  4599. _super.call(this, name, scene);
  4600. this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  4601. this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  4602. this.intensity = 1.0;
  4603. this.range = Number.MAX_VALUE;
  4604. this.includedOnlyMeshes = new Array();
  4605. this.excludedMeshes = new Array();
  4606. this._excludedMeshesIds = new Array();
  4607. this._includedOnlyMeshesIds = new Array();
  4608. scene.lights.push(this);
  4609. }
  4610. Light.prototype.getShadowGenerator = function () {
  4611. return this._shadowGenerator;
  4612. };
  4613. Light.prototype.transferToEffect = function (effect, uniformName0, uniformName1) {
  4614. };
  4615. Light.prototype._getWorldMatrix = function () {
  4616. return BABYLON.Matrix.Identity();
  4617. };
  4618. Light.prototype.canAffectMesh = function (mesh) {
  4619. if (!mesh) {
  4620. return true;
  4621. }
  4622. if (this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  4623. return false;
  4624. }
  4625. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  4626. return false;
  4627. }
  4628. return true;
  4629. };
  4630. Light.prototype.getWorldMatrix = function () {
  4631. this._currentRenderId = this.getScene().getRenderId();
  4632. var worldMatrix = this._getWorldMatrix();
  4633. if (this.parent && this.parent.getWorldMatrix) {
  4634. if (!this._parentedWorldMatrix) {
  4635. this._parentedWorldMatrix = BABYLON.Matrix.Identity();
  4636. }
  4637. worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._parentedWorldMatrix);
  4638. return this._parentedWorldMatrix;
  4639. }
  4640. return worldMatrix;
  4641. };
  4642. Light.prototype.dispose = function () {
  4643. if (this._shadowGenerator) {
  4644. this._shadowGenerator.dispose();
  4645. this._shadowGenerator = null;
  4646. }
  4647. var index = this.getScene().lights.indexOf(this);
  4648. this.getScene().lights.splice(index, 1);
  4649. };
  4650. return Light;
  4651. })(BABYLON.Node);
  4652. BABYLON.Light = Light;
  4653. })(BABYLON || (BABYLON = {}));
  4654. var __extends = this.__extends || function (d, b) {
  4655. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4656. function __() { this.constructor = d; }
  4657. __.prototype = b.prototype;
  4658. d.prototype = new __();
  4659. };
  4660. var BABYLON;
  4661. (function (BABYLON) {
  4662. var PointLight = (function (_super) {
  4663. __extends(PointLight, _super);
  4664. function PointLight(name, position, scene) {
  4665. _super.call(this, name, scene);
  4666. this.position = position;
  4667. }
  4668. PointLight.prototype.transferToEffect = function (effect, positionUniformName) {
  4669. if (this.parent && this.parent.getWorldMatrix) {
  4670. if (!this._transformedPosition) {
  4671. this._transformedPosition = BABYLON.Vector3.Zero();
  4672. }
  4673. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this._transformedPosition);
  4674. effect.setFloat4(positionUniformName, this._transformedPosition.x, this._transformedPosition.y, this._transformedPosition.z, 0);
  4675. return;
  4676. }
  4677. effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, 0);
  4678. };
  4679. PointLight.prototype.getShadowGenerator = function () {
  4680. return null;
  4681. };
  4682. PointLight.prototype._getWorldMatrix = function () {
  4683. if (!this._worldMatrix) {
  4684. this._worldMatrix = BABYLON.Matrix.Identity();
  4685. }
  4686. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  4687. return this._worldMatrix;
  4688. };
  4689. return PointLight;
  4690. })(BABYLON.Light);
  4691. BABYLON.PointLight = PointLight;
  4692. })(BABYLON || (BABYLON = {}));
  4693. var __extends = this.__extends || function (d, b) {
  4694. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4695. function __() { this.constructor = d; }
  4696. __.prototype = b.prototype;
  4697. d.prototype = new __();
  4698. };
  4699. var BABYLON;
  4700. (function (BABYLON) {
  4701. var SpotLight = (function (_super) {
  4702. __extends(SpotLight, _super);
  4703. function SpotLight(name, position, direction, angle, exponent, scene) {
  4704. _super.call(this, name, scene);
  4705. this.position = position;
  4706. this.direction = direction;
  4707. this.angle = angle;
  4708. this.exponent = exponent;
  4709. }
  4710. SpotLight.prototype.setDirectionToTarget = function (target) {
  4711. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  4712. return this.direction;
  4713. };
  4714. SpotLight.prototype.transferToEffect = function (effect, positionUniformName, directionUniformName) {
  4715. var normalizeDirection;
  4716. if (this.parent && this.parent.getWorldMatrix) {
  4717. if (!this._transformedDirection) {
  4718. this._transformedDirection = BABYLON.Vector3.Zero();
  4719. }
  4720. if (!this._transformedPosition) {
  4721. this._transformedPosition = BABYLON.Vector3.Zero();
  4722. }
  4723. var parentWorldMatrix = this.parent.getWorldMatrix();
  4724. BABYLON.Vector3.TransformCoordinatesToRef(this.position, parentWorldMatrix, this._transformedPosition);
  4725. BABYLON.Vector3.TransformNormalToRef(this.direction, parentWorldMatrix, this._transformedDirection);
  4726. effect.setFloat4(positionUniformName, this._transformedPosition.x, this._transformedPosition.y, this._transformedPosition.z, this.exponent);
  4727. normalizeDirection = BABYLON.Vector3.Normalize(this._transformedDirection);
  4728. } else {
  4729. effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, this.exponent);
  4730. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  4731. }
  4732. effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, Math.cos(this.angle * 0.5));
  4733. };
  4734. SpotLight.prototype._getWorldMatrix = function () {
  4735. if (!this._worldMatrix) {
  4736. this._worldMatrix = BABYLON.Matrix.Identity();
  4737. }
  4738. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  4739. return this._worldMatrix;
  4740. };
  4741. return SpotLight;
  4742. })(BABYLON.Light);
  4743. BABYLON.SpotLight = SpotLight;
  4744. })(BABYLON || (BABYLON = {}));
  4745. var __extends = this.__extends || function (d, b) {
  4746. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4747. function __() { this.constructor = d; }
  4748. __.prototype = b.prototype;
  4749. d.prototype = new __();
  4750. };
  4751. var BABYLON;
  4752. (function (BABYLON) {
  4753. var DirectionalLight = (function (_super) {
  4754. __extends(DirectionalLight, _super);
  4755. function DirectionalLight(name, direction, scene) {
  4756. _super.call(this, name, scene);
  4757. this.direction = direction;
  4758. this.position = direction.scale(-1);
  4759. }
  4760. DirectionalLight.prototype.setDirectionToTarget = function (target) {
  4761. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  4762. return this.direction;
  4763. };
  4764. DirectionalLight.prototype._computeTransformedPosition = function () {
  4765. if (this.parent && this.parent.getWorldMatrix) {
  4766. if (!this._transformedPosition) {
  4767. this._transformedPosition = BABYLON.Vector3.Zero();
  4768. }
  4769. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this._transformedPosition);
  4770. return true;
  4771. }
  4772. return false;
  4773. };
  4774. DirectionalLight.prototype.transferToEffect = function (effect, directionUniformName) {
  4775. if (this.parent && this.parent.getWorldMatrix) {
  4776. if (!this._transformedDirection) {
  4777. this._transformedDirection = BABYLON.Vector3.Zero();
  4778. }
  4779. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection);
  4780. effect.setFloat4(directionUniformName, this._transformedDirection.x, this._transformedDirection.y, this._transformedDirection.z, 1);
  4781. return;
  4782. }
  4783. effect.setFloat4(directionUniformName, this.direction.x, this.direction.y, this.direction.z, 1);
  4784. };
  4785. DirectionalLight.prototype._getWorldMatrix = function () {
  4786. if (!this._worldMatrix) {
  4787. this._worldMatrix = BABYLON.Matrix.Identity();
  4788. }
  4789. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  4790. return this._worldMatrix;
  4791. };
  4792. return DirectionalLight;
  4793. })(BABYLON.Light);
  4794. BABYLON.DirectionalLight = DirectionalLight;
  4795. })(BABYLON || (BABYLON = {}));
  4796. var BABYLON;
  4797. (function (BABYLON) {
  4798. var ShadowGenerator = (function () {
  4799. function ShadowGenerator(mapSize, light) {
  4800. var _this = this;
  4801. this.filter = ShadowGenerator.FILTER_VARIANCESHADOWMAP;
  4802. this._darkness = 0;
  4803. this._transparencyShadow = false;
  4804. this._viewMatrix = BABYLON.Matrix.Zero();
  4805. this._projectionMatrix = BABYLON.Matrix.Zero();
  4806. this._transformMatrix = BABYLON.Matrix.Zero();
  4807. this._worldViewProjection = BABYLON.Matrix.Zero();
  4808. this._light = light;
  4809. this._scene = light.getScene();
  4810. light._shadowGenerator = this;
  4811. this._shadowMap = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, this._scene, false);
  4812. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  4813. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  4814. this._shadowMap.renderParticles = false;
  4815. var renderSubMesh = function (subMesh) {
  4816. var mesh = subMesh.getRenderingMesh();
  4817. var scene = _this._scene;
  4818. var engine = scene.getEngine();
  4819. engine.setState(subMesh.getMaterial().backFaceCulling);
  4820. var batch = mesh._getInstancesRenderList(subMesh._id);
  4821. if (batch.mustReturn) {
  4822. return;
  4823. }
  4824. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
  4825. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  4826. engine.enableEffect(_this._effect);
  4827. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  4828. var material = subMesh.getMaterial();
  4829. _this._effect.setMatrix("viewProjection", _this.getTransformMatrix());
  4830. if (material && material.needAlphaTesting()) {
  4831. var alphaTexture = material.getAlphaTestTexture();
  4832. _this._effect.setTexture("diffuseSampler", alphaTexture);
  4833. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  4834. }
  4835. var useBones = mesh.skeleton && scene.skeletonsEnabled && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind);
  4836. if (useBones) {
  4837. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  4838. }
  4839. if (hardwareInstancedRendering) {
  4840. mesh._renderWithInstances(subMesh, BABYLON.Material.TriangleFillMode, batch, _this._effect, engine);
  4841. } else {
  4842. if (batch.renderSelf[subMesh._id]) {
  4843. _this._effect.setMatrix("world", mesh.getWorldMatrix());
  4844. mesh._draw(subMesh, BABYLON.Material.TriangleFillMode);
  4845. }
  4846. if (batch.visibleInstances[subMesh._id]) {
  4847. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  4848. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  4849. _this._effect.setMatrix("world", instance.getWorldMatrix());
  4850. mesh._draw(subMesh, BABYLON.Material.TriangleFillMode);
  4851. }
  4852. }
  4853. }
  4854. } else {
  4855. _this._shadowMap.resetRefreshCounter();
  4856. }
  4857. };
  4858. this._shadowMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) {
  4859. var index;
  4860. for (index = 0; index < opaqueSubMeshes.length; index++) {
  4861. renderSubMesh(opaqueSubMeshes.data[index]);
  4862. }
  4863. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  4864. renderSubMesh(alphaTestSubMeshes.data[index]);
  4865. }
  4866. if (_this._transparencyShadow) {
  4867. for (index = 0; index < transparentSubMeshes.length; index++) {
  4868. renderSubMesh(transparentSubMeshes.data[index]);
  4869. }
  4870. }
  4871. };
  4872. }
  4873. Object.defineProperty(ShadowGenerator, "FILTER_NONE", {
  4874. get: function () {
  4875. return ShadowGenerator._FILTER_NONE;
  4876. },
  4877. enumerable: true,
  4878. configurable: true
  4879. });
  4880. Object.defineProperty(ShadowGenerator, "FILTER_VARIANCESHADOWMAP", {
  4881. get: function () {
  4882. return ShadowGenerator._FILTER_VARIANCESHADOWMAP;
  4883. },
  4884. enumerable: true,
  4885. configurable: true
  4886. });
  4887. Object.defineProperty(ShadowGenerator, "FILTER_POISSONSAMPLING", {
  4888. get: function () {
  4889. return ShadowGenerator._FILTER_POISSONSAMPLING;
  4890. },
  4891. enumerable: true,
  4892. configurable: true
  4893. });
  4894. Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
  4895. get: function () {
  4896. return this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP;
  4897. },
  4898. set: function (value) {
  4899. this.filter = (value ? ShadowGenerator.FILTER_VARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
  4900. },
  4901. enumerable: true,
  4902. configurable: true
  4903. });
  4904. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  4905. get: function () {
  4906. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  4907. },
  4908. set: function (value) {
  4909. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  4910. },
  4911. enumerable: true,
  4912. configurable: true
  4913. });
  4914. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  4915. var defines = [];
  4916. if (this.useVarianceShadowMap) {
  4917. defines.push("#define VSM");
  4918. }
  4919. var attribs = [BABYLON.VertexBuffer.PositionKind];
  4920. var mesh = subMesh.getMesh();
  4921. var scene = mesh.getScene();
  4922. var material = subMesh.getMaterial();
  4923. if (material && material.needAlphaTesting()) {
  4924. defines.push("#define ALPHATEST");
  4925. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  4926. attribs.push(BABYLON.VertexBuffer.UVKind);
  4927. defines.push("#define UV1");
  4928. }
  4929. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  4930. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  4931. defines.push("#define UV2");
  4932. }
  4933. }
  4934. if (mesh.skeleton && scene.skeletonsEnabled && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  4935. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  4936. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  4937. defines.push("#define BONES");
  4938. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  4939. }
  4940. if (useInstances) {
  4941. defines.push("#define INSTANCES");
  4942. attribs.push("world0");
  4943. attribs.push("world1");
  4944. attribs.push("world2");
  4945. attribs.push("world3");
  4946. }
  4947. var join = defines.join("\n");
  4948. if (this._cachedDefines != join) {
  4949. this._cachedDefines = join;
  4950. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  4951. }
  4952. return this._effect.isReady();
  4953. };
  4954. ShadowGenerator.prototype.getShadowMap = function () {
  4955. return this._shadowMap;
  4956. };
  4957. ShadowGenerator.prototype.getLight = function () {
  4958. return this._light;
  4959. };
  4960. ShadowGenerator.prototype.getTransformMatrix = function () {
  4961. var lightPosition = this._light.position;
  4962. var lightDirection = this._light.direction;
  4963. if (this._light._computeTransformedPosition()) {
  4964. lightPosition = this._light._transformedPosition;
  4965. }
  4966. if (!this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !lightDirection.equals(this._cachedDirection)) {
  4967. this._cachedPosition = lightPosition.clone();
  4968. this._cachedDirection = lightDirection.clone();
  4969. var activeCamera = this._scene.activeCamera;
  4970. BABYLON.Matrix.LookAtLHToRef(lightPosition, this._light.position.add(lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  4971. BABYLON.Matrix.PerspectiveFovLHToRef(Math.PI / 2.0, 1.0, activeCamera.minZ, activeCamera.maxZ, this._projectionMatrix);
  4972. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  4973. }
  4974. return this._transformMatrix;
  4975. };
  4976. ShadowGenerator.prototype.getDarkness = function () {
  4977. return this._darkness;
  4978. };
  4979. ShadowGenerator.prototype.setDarkness = function (darkness) {
  4980. if (darkness >= 1.0)
  4981. this._darkness = 1.0;
  4982. else if (darkness <= 0.0)
  4983. this._darkness = 0.0;
  4984. else
  4985. this._darkness = darkness;
  4986. };
  4987. ShadowGenerator.prototype.setTransparencyShadow = function (hasShadow) {
  4988. this._transparencyShadow = hasShadow;
  4989. };
  4990. ShadowGenerator.prototype.dispose = function () {
  4991. this._shadowMap.dispose();
  4992. };
  4993. ShadowGenerator._FILTER_NONE = 0;
  4994. ShadowGenerator._FILTER_VARIANCESHADOWMAP = 1;
  4995. ShadowGenerator._FILTER_POISSONSAMPLING = 2;
  4996. return ShadowGenerator;
  4997. })();
  4998. BABYLON.ShadowGenerator = ShadowGenerator;
  4999. })(BABYLON || (BABYLON = {}));
  5000. var __extends = this.__extends || function (d, b) {
  5001. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5002. function __() { this.constructor = d; }
  5003. __.prototype = b.prototype;
  5004. d.prototype = new __();
  5005. };
  5006. var BABYLON;
  5007. (function (BABYLON) {
  5008. var HemisphericLight = (function (_super) {
  5009. __extends(HemisphericLight, _super);
  5010. function HemisphericLight(name, direction, scene) {
  5011. _super.call(this, name, scene);
  5012. this.direction = direction;
  5013. this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  5014. }
  5015. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  5016. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  5017. return this.direction;
  5018. };
  5019. HemisphericLight.prototype.getShadowGenerator = function () {
  5020. return null;
  5021. };
  5022. HemisphericLight.prototype.transferToEffect = function (effect, directionUniformName, groundColorUniformName) {
  5023. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  5024. effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0);
  5025. effect.setColor3(groundColorUniformName, this.groundColor.scale(this.intensity));
  5026. };
  5027. HemisphericLight.prototype._getWorldMatrix = function () {
  5028. if (!this._worldMatrix) {
  5029. this._worldMatrix = BABYLON.Matrix.Identity();
  5030. }
  5031. return this._worldMatrix;
  5032. };
  5033. return HemisphericLight;
  5034. })(BABYLON.Light);
  5035. BABYLON.HemisphericLight = HemisphericLight;
  5036. })(BABYLON || (BABYLON = {}));
  5037. var BABYLON;
  5038. (function (BABYLON) {
  5039. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  5040. if (boxMin.x > sphereCenter.x + sphereRadius)
  5041. return false;
  5042. if (sphereCenter.x - sphereRadius > boxMax.x)
  5043. return false;
  5044. if (boxMin.y > sphereCenter.y + sphereRadius)
  5045. return false;
  5046. if (sphereCenter.y - sphereRadius > boxMax.y)
  5047. return false;
  5048. if (boxMin.z > sphereCenter.z + sphereRadius)
  5049. return false;
  5050. if (sphereCenter.z - sphereRadius > boxMax.z)
  5051. return false;
  5052. return true;
  5053. };
  5054. var getLowestRoot = function (a, b, c, maxR) {
  5055. var determinant = b * b - 4.0 * a * c;
  5056. var result = { root: 0, found: false };
  5057. if (determinant < 0)
  5058. return result;
  5059. var sqrtD = Math.sqrt(determinant);
  5060. var r1 = (-b - sqrtD) / (2.0 * a);
  5061. var r2 = (-b + sqrtD) / (2.0 * a);
  5062. if (r1 > r2) {
  5063. var temp = r2;
  5064. r2 = r1;
  5065. r1 = temp;
  5066. }
  5067. if (r1 > 0 && r1 < maxR) {
  5068. result.root = r1;
  5069. result.found = true;
  5070. return result;
  5071. }
  5072. if (r2 > 0 && r2 < maxR) {
  5073. result.root = r2;
  5074. result.found = true;
  5075. return result;
  5076. }
  5077. return result;
  5078. };
  5079. var Collider = (function () {
  5080. function Collider() {
  5081. this.radius = new BABYLON.Vector3(1, 1, 1);
  5082. this.retry = 0;
  5083. this.basePointWorld = BABYLON.Vector3.Zero();
  5084. this.velocityWorld = BABYLON.Vector3.Zero();
  5085. this.normalizedVelocity = BABYLON.Vector3.Zero();
  5086. this._collisionPoint = BABYLON.Vector3.Zero();
  5087. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  5088. this._tempVector = BABYLON.Vector3.Zero();
  5089. this._tempVector2 = BABYLON.Vector3.Zero();
  5090. this._tempVector3 = BABYLON.Vector3.Zero();
  5091. this._tempVector4 = BABYLON.Vector3.Zero();
  5092. this._edge = BABYLON.Vector3.Zero();
  5093. this._baseToVertex = BABYLON.Vector3.Zero();
  5094. this._destinationPoint = BABYLON.Vector3.Zero();
  5095. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  5096. this._displacementVector = BABYLON.Vector3.Zero();
  5097. }
  5098. Collider.prototype._initialize = function (source, dir, e) {
  5099. this.velocity = dir;
  5100. BABYLON.Vector3.NormalizeToRef(dir, this.normalizedVelocity);
  5101. this.basePoint = source;
  5102. source.multiplyToRef(this.radius, this.basePointWorld);
  5103. dir.multiplyToRef(this.radius, this.velocityWorld);
  5104. this.velocityWorldLength = this.velocityWorld.length();
  5105. this.epsilon = e;
  5106. this.collisionFound = false;
  5107. };
  5108. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  5109. pa.subtractToRef(point, this._tempVector);
  5110. pb.subtractToRef(point, this._tempVector2);
  5111. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  5112. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  5113. if (d < 0)
  5114. return false;
  5115. pc.subtractToRef(point, this._tempVector3);
  5116. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  5117. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  5118. if (d < 0)
  5119. return false;
  5120. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  5121. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  5122. return d >= 0;
  5123. };
  5124. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  5125. var distance = BABYLON.Vector3.Distance(this.basePointWorld, sphereCenter);
  5126. var max = Math.max(this.radius.x, this.radius.y, this.radius.z);
  5127. if (distance > this.velocityWorldLength + max + sphereRadius) {
  5128. return false;
  5129. }
  5130. if (!intersectBoxAASphere(vecMin, vecMax, this.basePointWorld, this.velocityWorldLength + max))
  5131. return false;
  5132. return true;
  5133. };
  5134. Collider.prototype._testTriangle = function (faceIndex, subMesh, p1, p2, p3) {
  5135. var t0;
  5136. var embeddedInPlane = false;
  5137. if (!subMesh._trianglePlanes) {
  5138. subMesh._trianglePlanes = [];
  5139. }
  5140. if (!subMesh._trianglePlanes[faceIndex]) {
  5141. subMesh._trianglePlanes[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  5142. subMesh._trianglePlanes[faceIndex].copyFromPoints(p1, p2, p3);
  5143. }
  5144. var trianglePlane = subMesh._trianglePlanes[faceIndex];
  5145. if ((!subMesh.getMaterial()) && !trianglePlane.isFrontFacingTo(this.normalizedVelocity, 0))
  5146. return;
  5147. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this.basePoint);
  5148. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this.velocity);
  5149. if (normalDotVelocity == 0) {
  5150. if (Math.abs(signedDistToTrianglePlane) >= 1.0)
  5151. return;
  5152. embeddedInPlane = true;
  5153. t0 = 0;
  5154. } else {
  5155. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  5156. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  5157. if (t0 > t1) {
  5158. var temp = t1;
  5159. t1 = t0;
  5160. t0 = temp;
  5161. }
  5162. if (t0 > 1.0 || t1 < 0.0)
  5163. return;
  5164. if (t0 < 0)
  5165. t0 = 0;
  5166. if (t0 > 1.0)
  5167. t0 = 1.0;
  5168. }
  5169. this._collisionPoint.copyFromFloats(0, 0, 0);
  5170. var found = false;
  5171. var t = 1.0;
  5172. if (!embeddedInPlane) {
  5173. this.basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  5174. this.velocity.scaleToRef(t0, this._tempVector);
  5175. this._planeIntersectionPoint.addInPlace(this._tempVector);
  5176. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  5177. found = true;
  5178. t = t0;
  5179. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  5180. }
  5181. }
  5182. if (!found) {
  5183. var velocitySquaredLength = this.velocity.lengthSquared();
  5184. var a = velocitySquaredLength;
  5185. this.basePoint.subtractToRef(p1, this._tempVector);
  5186. var b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  5187. var c = this._tempVector.lengthSquared() - 1.0;
  5188. var lowestRoot = getLowestRoot(a, b, c, t);
  5189. if (lowestRoot.found) {
  5190. t = lowestRoot.root;
  5191. found = true;
  5192. this._collisionPoint.copyFrom(p1);
  5193. }
  5194. this.basePoint.subtractToRef(p2, this._tempVector);
  5195. b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  5196. c = this._tempVector.lengthSquared() - 1.0;
  5197. lowestRoot = getLowestRoot(a, b, c, t);
  5198. if (lowestRoot.found) {
  5199. t = lowestRoot.root;
  5200. found = true;
  5201. this._collisionPoint.copyFrom(p2);
  5202. }
  5203. this.basePoint.subtractToRef(p3, this._tempVector);
  5204. b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  5205. c = this._tempVector.lengthSquared() - 1.0;
  5206. lowestRoot = getLowestRoot(a, b, c, t);
  5207. if (lowestRoot.found) {
  5208. t = lowestRoot.root;
  5209. found = true;
  5210. this._collisionPoint.copyFrom(p3);
  5211. }
  5212. p2.subtractToRef(p1, this._edge);
  5213. p1.subtractToRef(this.basePoint, this._baseToVertex);
  5214. var edgeSquaredLength = this._edge.lengthSquared();
  5215. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  5216. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  5217. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  5218. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  5219. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  5220. lowestRoot = getLowestRoot(a, b, c, t);
  5221. if (lowestRoot.found) {
  5222. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  5223. if (f >= 0.0 && f <= 1.0) {
  5224. t = lowestRoot.root;
  5225. found = true;
  5226. this._edge.scaleInPlace(f);
  5227. p1.addToRef(this._edge, this._collisionPoint);
  5228. }
  5229. }
  5230. p3.subtractToRef(p2, this._edge);
  5231. p2.subtractToRef(this.basePoint, this._baseToVertex);
  5232. edgeSquaredLength = this._edge.lengthSquared();
  5233. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  5234. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  5235. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  5236. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  5237. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  5238. lowestRoot = getLowestRoot(a, b, c, t);
  5239. if (lowestRoot.found) {
  5240. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  5241. if (f >= 0.0 && f <= 1.0) {
  5242. t = lowestRoot.root;
  5243. found = true;
  5244. this._edge.scaleInPlace(f);
  5245. p2.addToRef(this._edge, this._collisionPoint);
  5246. }
  5247. }
  5248. p1.subtractToRef(p3, this._edge);
  5249. p3.subtractToRef(this.basePoint, this._baseToVertex);
  5250. edgeSquaredLength = this._edge.lengthSquared();
  5251. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  5252. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  5253. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  5254. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  5255. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  5256. lowestRoot = getLowestRoot(a, b, c, t);
  5257. if (lowestRoot.found) {
  5258. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  5259. if (f >= 0.0 && f <= 1.0) {
  5260. t = lowestRoot.root;
  5261. found = true;
  5262. this._edge.scaleInPlace(f);
  5263. p3.addToRef(this._edge, this._collisionPoint);
  5264. }
  5265. }
  5266. }
  5267. if (found) {
  5268. var distToCollision = t * this.velocity.length();
  5269. if (!this.collisionFound || distToCollision < this.nearestDistance) {
  5270. if (!this.intersectionPoint) {
  5271. this.intersectionPoint = this._collisionPoint.clone();
  5272. } else {
  5273. this.intersectionPoint.copyFrom(this._collisionPoint);
  5274. }
  5275. this.nearestDistance = distToCollision;
  5276. this.collisionFound = true;
  5277. this.collidedMesh = subMesh.getMesh();
  5278. }
  5279. }
  5280. };
  5281. Collider.prototype._collide = function (subMesh, pts, indices, indexStart, indexEnd, decal) {
  5282. for (var i = indexStart; i < indexEnd; i += 3) {
  5283. var p1 = pts[indices[i] - decal];
  5284. var p2 = pts[indices[i + 1] - decal];
  5285. var p3 = pts[indices[i + 2] - decal];
  5286. this._testTriangle(i, subMesh, p3, p2, p1);
  5287. }
  5288. };
  5289. Collider.prototype._getResponse = function (pos, vel) {
  5290. pos.addToRef(vel, this._destinationPoint);
  5291. vel.scaleInPlace((this.nearestDistance / vel.length()));
  5292. this.basePoint.addToRef(vel, pos);
  5293. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  5294. this._slidePlaneNormal.normalize();
  5295. this._slidePlaneNormal.scaleToRef(this.epsilon, this._displacementVector);
  5296. pos.addInPlace(this._displacementVector);
  5297. this.intersectionPoint.addInPlace(this._displacementVector);
  5298. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  5299. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  5300. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  5301. };
  5302. return Collider;
  5303. })();
  5304. BABYLON.Collider = Collider;
  5305. })(BABYLON || (BABYLON = {}));
  5306. var __extends = this.__extends || function (d, b) {
  5307. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5308. function __() { this.constructor = d; }
  5309. __.prototype = b.prototype;
  5310. d.prototype = new __();
  5311. };
  5312. var BABYLON;
  5313. (function (BABYLON) {
  5314. var Camera = (function (_super) {
  5315. __extends(Camera, _super);
  5316. function Camera(name, position, scene) {
  5317. _super.call(this, name, scene);
  5318. this.position = position;
  5319. this.upVector = BABYLON.Vector3.Up();
  5320. this.orthoLeft = null;
  5321. this.orthoRight = null;
  5322. this.orthoBottom = null;
  5323. this.orthoTop = null;
  5324. this.fov = 0.8;
  5325. this.minZ = 1.0;
  5326. this.maxZ = 10000.0;
  5327. this.inertia = 0.9;
  5328. this.mode = Camera.PERSPECTIVE_CAMERA;
  5329. this.isIntermediate = false;
  5330. this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  5331. this.subCameras = [];
  5332. this.layerMask = 0xFFFFFFFF;
  5333. this._computedViewMatrix = BABYLON.Matrix.Identity();
  5334. this._projectionMatrix = new BABYLON.Matrix();
  5335. this._postProcesses = new Array();
  5336. this._postProcessesTakenIndices = [];
  5337. scene.cameras.push(this);
  5338. if (!scene.activeCamera) {
  5339. scene.activeCamera = this;
  5340. }
  5341. }
  5342. Camera.prototype._initCache = function () {
  5343. _super.prototype._initCache.call(this);
  5344. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  5345. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  5346. this._cache.mode = undefined;
  5347. this._cache.minZ = undefined;
  5348. this._cache.maxZ = undefined;
  5349. this._cache.fov = undefined;
  5350. this._cache.aspectRatio = undefined;
  5351. this._cache.orthoLeft = undefined;
  5352. this._cache.orthoRight = undefined;
  5353. this._cache.orthoBottom = undefined;
  5354. this._cache.orthoTop = undefined;
  5355. this._cache.renderWidth = undefined;
  5356. this._cache.renderHeight = undefined;
  5357. };
  5358. Camera.prototype._updateCache = function (ignoreParentClass) {
  5359. if (!ignoreParentClass) {
  5360. _super.prototype._updateCache.call(this);
  5361. }
  5362. var engine = this.getEngine();
  5363. this._cache.position.copyFrom(this.position);
  5364. this._cache.upVector.copyFrom(this.upVector);
  5365. this._cache.mode = this.mode;
  5366. this._cache.minZ = this.minZ;
  5367. this._cache.maxZ = this.maxZ;
  5368. this._cache.fov = this.fov;
  5369. this._cache.aspectRatio = engine.getAspectRatio(this);
  5370. this._cache.orthoLeft = this.orthoLeft;
  5371. this._cache.orthoRight = this.orthoRight;
  5372. this._cache.orthoBottom = this.orthoBottom;
  5373. this._cache.orthoTop = this.orthoTop;
  5374. this._cache.renderWidth = engine.getRenderWidth();
  5375. this._cache.renderHeight = engine.getRenderHeight();
  5376. };
  5377. Camera.prototype._updateFromScene = function () {
  5378. this.updateCache();
  5379. this._update();
  5380. };
  5381. Camera.prototype._isSynchronized = function () {
  5382. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  5383. };
  5384. Camera.prototype._isSynchronizedViewMatrix = function () {
  5385. if (!_super.prototype._isSynchronized.call(this))
  5386. return false;
  5387. return this._cache.position.equals(this.position) && this._cache.upVector.equals(this.upVector) && this.isSynchronizedWithParent();
  5388. };
  5389. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  5390. var check = this._cache.mode === this.mode && this._cache.minZ === this.minZ && this._cache.maxZ === this.maxZ;
  5391. if (!check) {
  5392. return false;
  5393. }
  5394. var engine = this.getEngine();
  5395. if (this.mode === BABYLON.Camera.PERSPECTIVE_CAMERA) {
  5396. check = this._cache.fov === this.fov && this._cache.aspectRatio === engine.getAspectRatio(this);
  5397. } else {
  5398. check = this._cache.orthoLeft === this.orthoLeft && this._cache.orthoRight === this.orthoRight && this._cache.orthoBottom === this.orthoBottom && this._cache.orthoTop === this.orthoTop && this._cache.renderWidth === engine.getRenderWidth() && this._cache.renderHeight === engine.getRenderHeight();
  5399. }
  5400. return check;
  5401. };
  5402. Camera.prototype.attachControl = function (element) {
  5403. };
  5404. Camera.prototype.detachControl = function (element) {
  5405. };
  5406. Camera.prototype._update = function () {
  5407. };
  5408. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  5409. if (typeof insertAt === "undefined") { insertAt = null; }
  5410. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  5411. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  5412. return 0;
  5413. }
  5414. if (insertAt == null || insertAt < 0) {
  5415. this._postProcesses.push(postProcess);
  5416. this._postProcessesTakenIndices.push(this._postProcesses.length - 1);
  5417. return this._postProcesses.length - 1;
  5418. }
  5419. var add = 0;
  5420. if (this._postProcesses[insertAt]) {
  5421. var start = this._postProcesses.length - 1;
  5422. for (var i = start; i >= insertAt + 1; --i) {
  5423. this._postProcesses[i + 1] = this._postProcesses[i];
  5424. }
  5425. add = 1;
  5426. }
  5427. for (i = 0; i < this._postProcessesTakenIndices.length; ++i) {
  5428. if (this._postProcessesTakenIndices[i] < insertAt) {
  5429. continue;
  5430. }
  5431. start = this._postProcessesTakenIndices.length - 1;
  5432. for (var j = start; j >= i; --j) {
  5433. this._postProcessesTakenIndices[j + 1] = this._postProcessesTakenIndices[j] + add;
  5434. }
  5435. this._postProcessesTakenIndices[i] = insertAt;
  5436. break;
  5437. }
  5438. if (!add && this._postProcessesTakenIndices.indexOf(insertAt) == -1) {
  5439. this._postProcessesTakenIndices.push(insertAt);
  5440. }
  5441. var result = insertAt + add;
  5442. this._postProcesses[result] = postProcess;
  5443. return result;
  5444. };
  5445. Camera.prototype.detachPostProcess = function (postProcess, atIndices) {
  5446. if (typeof atIndices === "undefined") { atIndices = null; }
  5447. var result = [];
  5448. if (!atIndices) {
  5449. var length = this._postProcesses.length;
  5450. for (var i = 0; i < length; i++) {
  5451. if (this._postProcesses[i] !== postProcess) {
  5452. continue;
  5453. }
  5454. delete this._postProcesses[i];
  5455. var index = this._postProcessesTakenIndices.indexOf(i);
  5456. this._postProcessesTakenIndices.splice(index, 1);
  5457. }
  5458. } else {
  5459. atIndices = (atIndices instanceof Array) ? atIndices : [atIndices];
  5460. for (i = 0; i < atIndices.length; i++) {
  5461. var foundPostProcess = this._postProcesses[atIndices[i]];
  5462. if (foundPostProcess !== postProcess) {
  5463. result.push(i);
  5464. continue;
  5465. }
  5466. delete this._postProcesses[atIndices[i]];
  5467. index = this._postProcessesTakenIndices.indexOf(atIndices[i]);
  5468. this._postProcessesTakenIndices.splice(index, 1);
  5469. }
  5470. }
  5471. return result;
  5472. };
  5473. Camera.prototype.getWorldMatrix = function () {
  5474. if (!this._worldMatrix) {
  5475. this._worldMatrix = BABYLON.Matrix.Identity();
  5476. }
  5477. var viewMatrix = this.getViewMatrix();
  5478. viewMatrix.invertToRef(this._worldMatrix);
  5479. return this._worldMatrix;
  5480. };
  5481. Camera.prototype._getViewMatrix = function () {
  5482. return BABYLON.Matrix.Identity();
  5483. };
  5484. Camera.prototype.getViewMatrix = function () {
  5485. this._computedViewMatrix = this._computeViewMatrix();
  5486. if (!this.parent || !this.parent.getWorldMatrix || this.isSynchronized()) {
  5487. return this._computedViewMatrix;
  5488. }
  5489. if (!this._worldMatrix) {
  5490. this._worldMatrix = BABYLON.Matrix.Identity();
  5491. }
  5492. this._computedViewMatrix.invertToRef(this._worldMatrix);
  5493. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._computedViewMatrix);
  5494. this._computedViewMatrix.invert();
  5495. this._currentRenderId = this.getScene().getRenderId();
  5496. return this._computedViewMatrix;
  5497. };
  5498. Camera.prototype._computeViewMatrix = function (force) {
  5499. if (!force && this._isSynchronizedViewMatrix()) {
  5500. return this._computedViewMatrix;
  5501. }
  5502. this._computedViewMatrix = this._getViewMatrix();
  5503. if (!this.parent || !this.parent.getWorldMatrix) {
  5504. this._currentRenderId = this.getScene().getRenderId();
  5505. }
  5506. return this._computedViewMatrix;
  5507. };
  5508. Camera.prototype.getProjectionMatrix = function (force) {
  5509. if (!force && this._isSynchronizedProjectionMatrix()) {
  5510. return this._projectionMatrix;
  5511. }
  5512. var engine = this.getEngine();
  5513. if (this.mode === BABYLON.Camera.PERSPECTIVE_CAMERA) {
  5514. if (this.minZ <= 0) {
  5515. this.minZ = 0.1;
  5516. }
  5517. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix);
  5518. return this._projectionMatrix;
  5519. }
  5520. var halfWidth = engine.getRenderWidth() / 2.0;
  5521. var halfHeight = engine.getRenderHeight() / 2.0;
  5522. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  5523. return this._projectionMatrix;
  5524. };
  5525. Camera.prototype.dispose = function () {
  5526. var index = this.getScene().cameras.indexOf(this);
  5527. this.getScene().cameras.splice(index, 1);
  5528. for (var i = 0; i < this._postProcessesTakenIndices.length; ++i) {
  5529. this._postProcesses[this._postProcessesTakenIndices[i]].dispose(this);
  5530. }
  5531. };
  5532. Camera.PERSPECTIVE_CAMERA = 0;
  5533. Camera.ORTHOGRAPHIC_CAMERA = 1;
  5534. return Camera;
  5535. })(BABYLON.Node);
  5536. BABYLON.Camera = Camera;
  5537. })(BABYLON || (BABYLON = {}));
  5538. var __extends = this.__extends || function (d, b) {
  5539. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5540. function __() { this.constructor = d; }
  5541. __.prototype = b.prototype;
  5542. d.prototype = new __();
  5543. };
  5544. var BABYLON;
  5545. (function (BABYLON) {
  5546. var TargetCamera = (function (_super) {
  5547. __extends(TargetCamera, _super);
  5548. function TargetCamera(name, position, scene) {
  5549. _super.call(this, name, position, scene);
  5550. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  5551. this.cameraRotation = new BABYLON.Vector2(0, 0);
  5552. this.rotation = new BABYLON.Vector3(0, 0, 0);
  5553. this.speed = 2.0;
  5554. this.noRotationConstraint = false;
  5555. this.lockedTarget = null;
  5556. this._currentTarget = BABYLON.Vector3.Zero();
  5557. this._viewMatrix = BABYLON.Matrix.Zero();
  5558. this._camMatrix = BABYLON.Matrix.Zero();
  5559. this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  5560. this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  5561. this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  5562. this._transformedReferencePoint = BABYLON.Vector3.Zero();
  5563. this._lookAtTemp = BABYLON.Matrix.Zero();
  5564. this._tempMatrix = BABYLON.Matrix.Zero();
  5565. }
  5566. TargetCamera.prototype._getLockedTargetPosition = function () {
  5567. if (!this.lockedTarget) {
  5568. return null;
  5569. }
  5570. return this.lockedTarget.position || this.lockedTarget;
  5571. };
  5572. TargetCamera.prototype._initCache = function () {
  5573. _super.prototype._initCache.call(this);
  5574. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  5575. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  5576. };
  5577. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  5578. if (!ignoreParentClass) {
  5579. _super.prototype._updateCache.call(this);
  5580. }
  5581. var lockedTargetPosition = this._getLockedTargetPosition();
  5582. if (!lockedTargetPosition) {
  5583. this._cache.lockedTarget = null;
  5584. } else {
  5585. if (!this._cache.lockedTarget) {
  5586. this._cache.lockedTarget = lockedTargetPosition.clone();
  5587. } else {
  5588. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  5589. }
  5590. }
  5591. this._cache.rotation.copyFrom(this.rotation);
  5592. };
  5593. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  5594. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  5595. return false;
  5596. }
  5597. var lockedTargetPosition = this._getLockedTargetPosition();
  5598. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) && this._cache.rotation.equals(this.rotation);
  5599. };
  5600. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  5601. return this.speed * ((BABYLON.Tools.GetDeltaTime() / (BABYLON.Tools.GetFps() * 10.0)));
  5602. };
  5603. TargetCamera.prototype.setTarget = function (target) {
  5604. this.upVector.normalize();
  5605. BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._camMatrix);
  5606. this._camMatrix.invert();
  5607. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  5608. var vDir = target.subtract(this.position);
  5609. if (vDir.x >= 0.0) {
  5610. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  5611. } else {
  5612. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  5613. }
  5614. this.rotation.z = -Math.acos(BABYLON.Vector3.Dot(new BABYLON.Vector3(0, 1.0, 0), this.upVector));
  5615. if (isNaN(this.rotation.x)) {
  5616. this.rotation.x = 0;
  5617. }
  5618. if (isNaN(this.rotation.y)) {
  5619. this.rotation.y = 0;
  5620. }
  5621. if (isNaN(this.rotation.z)) {
  5622. this.rotation.z = 0;
  5623. }
  5624. };
  5625. TargetCamera.prototype.getTarget = function () {
  5626. return this._currentTarget;
  5627. };
  5628. TargetCamera.prototype._decideIfNeedsToMove = function () {
  5629. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  5630. };
  5631. TargetCamera.prototype._updatePosition = function () {
  5632. this.position.addInPlace(this.cameraDirection);
  5633. };
  5634. TargetCamera.prototype._update = function () {
  5635. var needToMove = this._decideIfNeedsToMove();
  5636. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  5637. if (needToMove) {
  5638. this._updatePosition();
  5639. }
  5640. if (needToRotate) {
  5641. this.rotation.x += this.cameraRotation.x;
  5642. this.rotation.y += this.cameraRotation.y;
  5643. if (!this.noRotationConstraint) {
  5644. var limit = (Math.PI / 2) * 0.95;
  5645. if (this.rotation.x > limit)
  5646. this.rotation.x = limit;
  5647. if (this.rotation.x < -limit)
  5648. this.rotation.x = -limit;
  5649. }
  5650. }
  5651. if (needToMove) {
  5652. if (Math.abs(this.cameraDirection.x) < BABYLON.Engine.Epsilon) {
  5653. this.cameraDirection.x = 0;
  5654. }
  5655. if (Math.abs(this.cameraDirection.y) < BABYLON.Engine.Epsilon) {
  5656. this.cameraDirection.y = 0;
  5657. }
  5658. if (Math.abs(this.cameraDirection.z) < BABYLON.Engine.Epsilon) {
  5659. this.cameraDirection.z = 0;
  5660. }
  5661. this.cameraDirection.scaleInPlace(this.inertia);
  5662. }
  5663. if (needToRotate) {
  5664. if (Math.abs(this.cameraRotation.x) < BABYLON.Engine.Epsilon) {
  5665. this.cameraRotation.x = 0;
  5666. }
  5667. if (Math.abs(this.cameraRotation.y) < BABYLON.Engine.Epsilon) {
  5668. this.cameraRotation.y = 0;
  5669. }
  5670. this.cameraRotation.scaleInPlace(this.inertia);
  5671. }
  5672. };
  5673. TargetCamera.prototype._getViewMatrix = function () {
  5674. if (!this.lockedTarget) {
  5675. if (this.upVector.x != 0 || this.upVector.y != 1.0 || this.upVector.z != 0) {
  5676. BABYLON.Matrix.LookAtLHToRef(BABYLON.Vector3.Zero(), this._referencePoint, this.upVector, this._lookAtTemp);
  5677. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  5678. this._lookAtTemp.multiplyToRef(this._cameraRotationMatrix, this._tempMatrix);
  5679. this._lookAtTemp.invert();
  5680. this._tempMatrix.multiplyToRef(this._lookAtTemp, this._cameraRotationMatrix);
  5681. } else {
  5682. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  5683. }
  5684. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  5685. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  5686. } else {
  5687. this._currentTarget.copyFrom(this._getLockedTargetPosition());
  5688. }
  5689. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this.upVector, this._viewMatrix);
  5690. return this._viewMatrix;
  5691. };
  5692. return TargetCamera;
  5693. })(BABYLON.Camera);
  5694. BABYLON.TargetCamera = TargetCamera;
  5695. })(BABYLON || (BABYLON = {}));
  5696. var __extends = this.__extends || function (d, b) {
  5697. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5698. function __() { this.constructor = d; }
  5699. __.prototype = b.prototype;
  5700. d.prototype = new __();
  5701. };
  5702. var BABYLON;
  5703. (function (BABYLON) {
  5704. var FollowCamera = (function (_super) {
  5705. __extends(FollowCamera, _super);
  5706. function FollowCamera(name, position, scene) {
  5707. _super.call(this, name, position, scene);
  5708. this.radius = 12;
  5709. this.rotationOffset = 0;
  5710. this.heightOffset = 4;
  5711. this.cameraAcceleration = 0.05;
  5712. this.maxCameraSpeed = 20;
  5713. }
  5714. FollowCamera.prototype.getRadians = function (degrees) {
  5715. return degrees * Math.PI / 180;
  5716. };
  5717. FollowCamera.prototype.follow = function (cameraTarget) {
  5718. if (!cameraTarget)
  5719. return;
  5720. var radians = this.getRadians(this.rotationOffset) + cameraTarget.rotation.y;
  5721. var targetX = cameraTarget.position.x + Math.sin(radians) * this.radius;
  5722. var targetZ = cameraTarget.position.z + Math.cos(radians) * this.radius;
  5723. var dx = targetX - this.position.x;
  5724. var dy = (cameraTarget.position.y + this.heightOffset) - this.position.y;
  5725. var dz = (targetZ) - this.position.z;
  5726. var vx = dx * this.cameraAcceleration * 2;
  5727. var vy = dy * this.cameraAcceleration;
  5728. var vz = dz * this.cameraAcceleration * 2;
  5729. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  5730. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  5731. }
  5732. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  5733. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  5734. }
  5735. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  5736. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  5737. }
  5738. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  5739. this.setTarget(cameraTarget.position);
  5740. };
  5741. FollowCamera.prototype._update = function () {
  5742. _super.prototype._update.call(this);
  5743. this.follow(this.target);
  5744. };
  5745. return FollowCamera;
  5746. })(BABYLON.TargetCamera);
  5747. BABYLON.FollowCamera = FollowCamera;
  5748. })(BABYLON || (BABYLON = {}));
  5749. var __extends = this.__extends || function (d, b) {
  5750. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5751. function __() { this.constructor = d; }
  5752. __.prototype = b.prototype;
  5753. d.prototype = new __();
  5754. };
  5755. var BABYLON;
  5756. (function (BABYLON) {
  5757. var FreeCamera = (function (_super) {
  5758. __extends(FreeCamera, _super);
  5759. function FreeCamera(name, position, scene) {
  5760. _super.call(this, name, position, scene);
  5761. this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  5762. this.keysUp = [38];
  5763. this.keysDown = [40];
  5764. this.keysLeft = [37];
  5765. this.keysRight = [39];
  5766. this.checkCollisions = false;
  5767. this.applyGravity = false;
  5768. this.angularSensibility = 2000.0;
  5769. this._keys = [];
  5770. this._collider = new BABYLON.Collider();
  5771. this._needMoveForGravity = true;
  5772. this._oldPosition = BABYLON.Vector3.Zero();
  5773. this._diffPosition = BABYLON.Vector3.Zero();
  5774. this._newPosition = BABYLON.Vector3.Zero();
  5775. }
  5776. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  5777. var _this = this;
  5778. var previousPosition;
  5779. var engine = this.getEngine();
  5780. if (this._attachedElement) {
  5781. return;
  5782. }
  5783. this._attachedElement = element;
  5784. if (this._onMouseDown === undefined) {
  5785. this._onMouseDown = function (evt) {
  5786. previousPosition = {
  5787. x: evt.clientX,
  5788. y: evt.clientY
  5789. };
  5790. if (!noPreventDefault) {
  5791. evt.preventDefault();
  5792. }
  5793. };
  5794. this._onMouseUp = function (evt) {
  5795. previousPosition = null;
  5796. if (!noPreventDefault) {
  5797. evt.preventDefault();
  5798. }
  5799. };
  5800. this._onMouseOut = function (evt) {
  5801. previousPosition = null;
  5802. _this._keys = [];
  5803. if (!noPreventDefault) {
  5804. evt.preventDefault();
  5805. }
  5806. };
  5807. this._onMouseMove = function (evt) {
  5808. if (!previousPosition && !engine.isPointerLock) {
  5809. return;
  5810. }
  5811. var offsetX;
  5812. var offsetY;
  5813. if (!engine.isPointerLock) {
  5814. offsetX = evt.clientX - previousPosition.x;
  5815. offsetY = evt.clientY - previousPosition.y;
  5816. } else {
  5817. offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  5818. offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  5819. }
  5820. _this.cameraRotation.y += offsetX / _this.angularSensibility;
  5821. _this.cameraRotation.x += offsetY / _this.angularSensibility;
  5822. previousPosition = {
  5823. x: evt.clientX,
  5824. y: evt.clientY
  5825. };
  5826. if (!noPreventDefault) {
  5827. evt.preventDefault();
  5828. }
  5829. };
  5830. this._onKeyDown = function (evt) {
  5831. if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) {
  5832. var index = _this._keys.indexOf(evt.keyCode);
  5833. if (index === -1) {
  5834. _this._keys.push(evt.keyCode);
  5835. }
  5836. if (!noPreventDefault) {
  5837. evt.preventDefault();
  5838. }
  5839. }
  5840. };
  5841. this._onKeyUp = function (evt) {
  5842. if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) {
  5843. var index = _this._keys.indexOf(evt.keyCode);
  5844. if (index >= 0) {
  5845. _this._keys.splice(index, 1);
  5846. }
  5847. if (!noPreventDefault) {
  5848. evt.preventDefault();
  5849. }
  5850. }
  5851. };
  5852. this._onLostFocus = function () {
  5853. _this._keys = [];
  5854. };
  5855. this._reset = function () {
  5856. _this._keys = [];
  5857. previousPosition = null;
  5858. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  5859. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  5860. };
  5861. }
  5862. element.addEventListener("mousedown", this._onMouseDown, false);
  5863. element.addEventListener("mouseup", this._onMouseUp, false);
  5864. element.addEventListener("mouseout", this._onMouseOut, false);
  5865. element.addEventListener("mousemove", this._onMouseMove, false);
  5866. BABYLON.Tools.RegisterTopRootEvents([
  5867. { name: "keydown", handler: this._onKeyDown },
  5868. { name: "keyup", handler: this._onKeyUp },
  5869. { name: "blur", handler: this._onLostFocus }
  5870. ]);
  5871. };
  5872. FreeCamera.prototype.detachControl = function (element) {
  5873. if (this._attachedElement != element) {
  5874. return;
  5875. }
  5876. element.removeEventListener("mousedown", this._onMouseDown);
  5877. element.removeEventListener("mouseup", this._onMouseUp);
  5878. element.removeEventListener("mouseout", this._onMouseOut);
  5879. element.removeEventListener("mousemove", this._onMouseMove);
  5880. BABYLON.Tools.UnregisterTopRootEvents([
  5881. { name: "keydown", handler: this._onKeyDown },
  5882. { name: "keyup", handler: this._onKeyUp },
  5883. { name: "blur", handler: this._onLostFocus }
  5884. ]);
  5885. this._attachedElement = null;
  5886. if (this._reset) {
  5887. this._reset();
  5888. }
  5889. };
  5890. FreeCamera.prototype._collideWithWorld = function (velocity) {
  5891. var globalPosition;
  5892. if (this.parent) {
  5893. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  5894. } else {
  5895. globalPosition = this.position;
  5896. }
  5897. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  5898. this._collider.radius = this.ellipsoid;
  5899. this.getScene()._getNewPosition(this._oldPosition, velocity, this._collider, 3, this._newPosition);
  5900. this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);
  5901. if (this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  5902. this.position.addInPlace(this._diffPosition);
  5903. if (this.onCollide) {
  5904. this.onCollide(this._collider.collidedMesh);
  5905. }
  5906. }
  5907. };
  5908. FreeCamera.prototype._checkInputs = function () {
  5909. if (!this._localDirection) {
  5910. this._localDirection = BABYLON.Vector3.Zero();
  5911. this._transformedDirection = BABYLON.Vector3.Zero();
  5912. }
  5913. for (var index = 0; index < this._keys.length; index++) {
  5914. var keyCode = this._keys[index];
  5915. var speed = this._computeLocalCameraSpeed();
  5916. if (this.keysLeft.indexOf(keyCode) !== -1) {
  5917. this._localDirection.copyFromFloats(-speed, 0, 0);
  5918. } else if (this.keysUp.indexOf(keyCode) !== -1) {
  5919. this._localDirection.copyFromFloats(0, 0, speed);
  5920. } else if (this.keysRight.indexOf(keyCode) !== -1) {
  5921. this._localDirection.copyFromFloats(speed, 0, 0);
  5922. } else if (this.keysDown.indexOf(keyCode) !== -1) {
  5923. this._localDirection.copyFromFloats(0, 0, -speed);
  5924. }
  5925. this.getViewMatrix().invertToRef(this._cameraTransformMatrix);
  5926. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  5927. this.cameraDirection.addInPlace(this._transformedDirection);
  5928. }
  5929. };
  5930. FreeCamera.prototype._decideIfNeedsToMove = function () {
  5931. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  5932. };
  5933. FreeCamera.prototype._updatePosition = function () {
  5934. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  5935. this._collideWithWorld(this.cameraDirection);
  5936. if (this.applyGravity) {
  5937. var oldPosition = this.position;
  5938. this._collideWithWorld(this.getScene().gravity);
  5939. this._needMoveForGravity = (BABYLON.Vector3.DistanceSquared(oldPosition, this.position) != 0);
  5940. }
  5941. } else {
  5942. this.position.addInPlace(this.cameraDirection);
  5943. }
  5944. };
  5945. FreeCamera.prototype._update = function () {
  5946. this._checkInputs();
  5947. _super.prototype._update.call(this);
  5948. };
  5949. return FreeCamera;
  5950. })(BABYLON.TargetCamera);
  5951. BABYLON.FreeCamera = FreeCamera;
  5952. })(BABYLON || (BABYLON = {}));
  5953. var __extends = this.__extends || function (d, b) {
  5954. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5955. function __() { this.constructor = d; }
  5956. __.prototype = b.prototype;
  5957. d.prototype = new __();
  5958. };
  5959. var BABYLON;
  5960. (function (BABYLON) {
  5961. var TouchCamera = (function (_super) {
  5962. __extends(TouchCamera, _super);
  5963. function TouchCamera(name, position, scene) {
  5964. _super.call(this, name, position, scene);
  5965. this._offsetX = null;
  5966. this._offsetY = null;
  5967. this._pointerCount = 0;
  5968. this._pointerPressed = [];
  5969. this.angularSensibility = 200000.0;
  5970. this.moveSensibility = 500.0;
  5971. }
  5972. TouchCamera.prototype.attachControl = function (canvas, noPreventDefault) {
  5973. var _this = this;
  5974. var previousPosition;
  5975. if (this._attachedCanvas) {
  5976. return;
  5977. }
  5978. this._attachedCanvas = canvas;
  5979. if (this._onPointerDown === undefined) {
  5980. this._onPointerDown = function (evt) {
  5981. if (!noPreventDefault) {
  5982. evt.preventDefault();
  5983. }
  5984. _this._pointerPressed.push(evt.pointerId);
  5985. if (_this._pointerPressed.length !== 1) {
  5986. return;
  5987. }
  5988. previousPosition = {
  5989. x: evt.clientX,
  5990. y: evt.clientY
  5991. };
  5992. };
  5993. this._onPointerUp = function (evt) {
  5994. if (!noPreventDefault) {
  5995. evt.preventDefault();
  5996. }
  5997. var index = _this._pointerPressed.indexOf(evt.pointerId);
  5998. if (index === -1) {
  5999. return;
  6000. }
  6001. _this._pointerPressed.splice(index, 1);
  6002. if (index != 0) {
  6003. return;
  6004. }
  6005. previousPosition = null;
  6006. _this._offsetX = null;
  6007. _this._offsetY = null;
  6008. };
  6009. this._onPointerMove = function (evt) {
  6010. if (!noPreventDefault) {
  6011. evt.preventDefault();
  6012. }
  6013. if (!previousPosition) {
  6014. return;
  6015. }
  6016. var index = _this._pointerPressed.indexOf(evt.pointerId);
  6017. if (index != 0) {
  6018. return;
  6019. }
  6020. _this._offsetX = evt.clientX - previousPosition.x;
  6021. _this._offsetY = -(evt.clientY - previousPosition.y);
  6022. };
  6023. this._onLostFocus = function () {
  6024. _this._offsetX = null;
  6025. _this._offsetY = null;
  6026. };
  6027. }
  6028. canvas.addEventListener("pointerdown", this._onPointerDown);
  6029. canvas.addEventListener("pointerup", this._onPointerUp);
  6030. canvas.addEventListener("pointerout", this._onPointerUp);
  6031. canvas.addEventListener("pointermove", this._onPointerMove);
  6032. BABYLON.Tools.RegisterTopRootEvents([
  6033. { name: "blur", handler: this._onLostFocus }
  6034. ]);
  6035. };
  6036. TouchCamera.prototype.detachControl = function (canvas) {
  6037. if (this._attachedCanvas != canvas) {
  6038. return;
  6039. }
  6040. canvas.removeEventListener("pointerdown", this._onPointerDown);
  6041. canvas.removeEventListener("pointerup", this._onPointerUp);
  6042. canvas.removeEventListener("pointerout", this._onPointerUp);
  6043. canvas.removeEventListener("pointermove", this._onPointerMove);
  6044. BABYLON.Tools.UnregisterTopRootEvents([
  6045. { name: "blur", handler: this._onLostFocus }
  6046. ]);
  6047. this._attachedCanvas = null;
  6048. };
  6049. TouchCamera.prototype._checkInputs = function () {
  6050. if (!this._offsetX) {
  6051. return;
  6052. }
  6053. this.cameraRotation.y += this._offsetX / this.angularSensibility;
  6054. if (this._pointerPressed.length > 1) {
  6055. this.cameraRotation.x += -this._offsetY / this.angularSensibility;
  6056. } else {
  6057. var speed = this._computeLocalCameraSpeed();
  6058. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
  6059. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
  6060. this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
  6061. }
  6062. };
  6063. return TouchCamera;
  6064. })(BABYLON.FreeCamera);
  6065. BABYLON.TouchCamera = TouchCamera;
  6066. })(BABYLON || (BABYLON = {}));
  6067. var __extends = this.__extends || function (d, b) {
  6068. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  6069. function __() { this.constructor = d; }
  6070. __.prototype = b.prototype;
  6071. d.prototype = new __();
  6072. };
  6073. var BABYLON;
  6074. (function (BABYLON) {
  6075. var DeviceOrientationCamera = (function (_super) {
  6076. __extends(DeviceOrientationCamera, _super);
  6077. function DeviceOrientationCamera(name, position, scene) {
  6078. var _this = this;
  6079. _super.call(this, name, position, scene);
  6080. this._offsetX = null;
  6081. this._offsetY = null;
  6082. this._orientationGamma = 0;
  6083. this._orientationBeta = 0;
  6084. this._initialOrientationGamma = 0;
  6085. this._initialOrientationBeta = 0;
  6086. this.angularSensibility = 10000.0;
  6087. this.moveSensibility = 50.0;
  6088. window.addEventListener("resize", function () {
  6089. _this._initialOrientationGamma = null;
  6090. }, false);
  6091. }
  6092. DeviceOrientationCamera.prototype.attachControl = function (canvas, noPreventDefault) {
  6093. var _this = this;
  6094. if (this._attachedCanvas) {
  6095. return;
  6096. }
  6097. this._attachedCanvas = canvas;
  6098. if (!this._orientationChanged) {
  6099. this._orientationChanged = function (evt) {
  6100. if (!_this._initialOrientationGamma) {
  6101. _this._initialOrientationGamma = evt.gamma;
  6102. _this._initialOrientationBeta = evt.beta;
  6103. }
  6104. _this._orientationGamma = evt.gamma;
  6105. _this._orientationBeta = evt.beta;
  6106. _this._offsetY = (_this._initialOrientationBeta - _this._orientationBeta);
  6107. _this._offsetX = (_this._initialOrientationGamma - _this._orientationGamma);
  6108. };
  6109. }
  6110. window.addEventListener("deviceorientation", this._orientationChanged);
  6111. };
  6112. DeviceOrientationCamera.prototype.detachControl = function (canvas) {
  6113. if (this._attachedCanvas != canvas) {
  6114. return;
  6115. }
  6116. window.removeEventListener("deviceorientation", this._orientationChanged);
  6117. this._attachedCanvas = null;
  6118. this._orientationGamma = 0;
  6119. this._orientationBeta = 0;
  6120. this._initialOrientationGamma = 0;
  6121. this._initialOrientationBeta = 0;
  6122. };
  6123. DeviceOrientationCamera.prototype._checkInputs = function () {
  6124. if (!this._offsetX) {
  6125. return;
  6126. }
  6127. this.cameraRotation.y -= this._offsetX / this.angularSensibility;
  6128. var speed = this._computeLocalCameraSpeed();
  6129. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
  6130. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
  6131. this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
  6132. };
  6133. return DeviceOrientationCamera;
  6134. })(BABYLON.FreeCamera);
  6135. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  6136. })(BABYLON || (BABYLON = {}));
  6137. var __extends = this.__extends || function (d, b) {
  6138. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  6139. function __() { this.constructor = d; }
  6140. __.prototype = b.prototype;
  6141. d.prototype = new __();
  6142. };
  6143. var BABYLON;
  6144. (function (BABYLON) {
  6145. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  6146. var ArcRotateCamera = (function (_super) {
  6147. __extends(ArcRotateCamera, _super);
  6148. function ArcRotateCamera(name, alpha, beta, radius, target, scene) {
  6149. _super.call(this, name, BABYLON.Vector3.Zero(), scene);
  6150. this.alpha = alpha;
  6151. this.beta = beta;
  6152. this.radius = radius;
  6153. this.target = target;
  6154. this.inertialAlphaOffset = 0;
  6155. this.inertialBetaOffset = 0;
  6156. this.inertialRadiusOffset = 0;
  6157. this.lowerAlphaLimit = null;
  6158. this.upperAlphaLimit = null;
  6159. this.lowerBetaLimit = 0.01;
  6160. this.upperBetaLimit = Math.PI;
  6161. this.lowerRadiusLimit = null;
  6162. this.upperRadiusLimit = null;
  6163. this.angularSensibility = 1000.0;
  6164. this.wheelPrecision = 3.0;
  6165. this.keysUp = [38];
  6166. this.keysDown = [40];
  6167. this.keysLeft = [37];
  6168. this.keysRight = [39];
  6169. this.zoomOnFactor = 1;
  6170. this.targetScreenOffset = BABYLON.Vector2.Zero();
  6171. this._keys = [];
  6172. this._viewMatrix = new BABYLON.Matrix();
  6173. this.checkCollisions = false;
  6174. this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  6175. this._collider = new BABYLON.Collider();
  6176. this._previousPosition = BABYLON.Vector3.Zero();
  6177. this._collisionVelocity = BABYLON.Vector3.Zero();
  6178. this._newPosition = BABYLON.Vector3.Zero();
  6179. this.pinchPrecision = 20;
  6180. this.getViewMatrix();
  6181. }
  6182. ArcRotateCamera.prototype._getTargetPosition = function () {
  6183. return this.target.position || this.target;
  6184. };
  6185. ArcRotateCamera.prototype._initCache = function () {
  6186. _super.prototype._initCache.call(this);
  6187. this._cache.target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  6188. this._cache.alpha = undefined;
  6189. this._cache.beta = undefined;
  6190. this._cache.radius = undefined;
  6191. this._cache.targetScreenOffset = undefined;
  6192. };
  6193. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  6194. if (!ignoreParentClass) {
  6195. _super.prototype._updateCache.call(this);
  6196. }
  6197. this._cache.target.copyFrom(this._getTargetPosition());
  6198. this._cache.alpha = this.alpha;
  6199. this._cache.beta = this.beta;
  6200. this._cache.radius = this.radius;
  6201. this._cache.targetScreenOffset = this.targetScreenOffset.clone();
  6202. };
  6203. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  6204. if (!_super.prototype._isSynchronizedViewMatrix.call(this))
  6205. return false;
  6206. return this._cache.target.equals(this._getTargetPosition()) && this._cache.alpha === this.alpha && this._cache.beta === this.beta && this._cache.radius === this.radius && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  6207. };
  6208. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault) {
  6209. var _this = this;
  6210. var previousPosition;
  6211. var pointerId;
  6212. var pinchStarted = false;
  6213. var pinchPointX1, pinchPointX2;
  6214. if (this._attachedElement) {
  6215. return;
  6216. }
  6217. this._attachedElement = element;
  6218. var engine = this.getEngine();
  6219. if (this._onPointerDown === undefined) {
  6220. this._onPointerDown = function (evt) {
  6221. if (pointerId) {
  6222. return;
  6223. }
  6224. pointerId = evt.pointerId;
  6225. previousPosition = {
  6226. x: evt.clientX,
  6227. y: evt.clientY
  6228. };
  6229. if (!noPreventDefault) {
  6230. evt.preventDefault();
  6231. }
  6232. };
  6233. this._onPointerUp = function (evt) {
  6234. previousPosition = null;
  6235. pointerId = null;
  6236. if (!noPreventDefault) {
  6237. evt.preventDefault();
  6238. }
  6239. };
  6240. this._onPointerMove = function (evt) {
  6241. if (!previousPosition) {
  6242. return;
  6243. }
  6244. if (pointerId !== evt.pointerId) {
  6245. return;
  6246. }
  6247. if (pinchStarted) {
  6248. return;
  6249. }
  6250. var offsetX = evt.clientX - previousPosition.x;
  6251. var offsetY = evt.clientY - previousPosition.y;
  6252. _this.inertialAlphaOffset -= offsetX / _this.angularSensibility;
  6253. _this.inertialBetaOffset -= offsetY / _this.angularSensibility;
  6254. previousPosition = {
  6255. x: evt.clientX,
  6256. y: evt.clientY
  6257. };
  6258. if (!noPreventDefault) {
  6259. evt.preventDefault();
  6260. }
  6261. };
  6262. this._onMouseMove = function (evt) {
  6263. if (!engine.isPointerLock) {
  6264. return;
  6265. }
  6266. if (pinchStarted) {
  6267. return;
  6268. }
  6269. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  6270. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  6271. _this.inertialAlphaOffset -= offsetX / _this.angularSensibility;
  6272. _this.inertialBetaOffset -= offsetY / _this.angularSensibility;
  6273. if (!noPreventDefault) {
  6274. evt.preventDefault();
  6275. }
  6276. };
  6277. this._wheel = function (event) {
  6278. var delta = 0;
  6279. if (event.wheelDelta) {
  6280. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  6281. } else if (event.detail) {
  6282. delta = -event.detail / _this.wheelPrecision;
  6283. }
  6284. if (delta)
  6285. _this.inertialRadiusOffset += delta;
  6286. if (event.preventDefault) {
  6287. if (!noPreventDefault) {
  6288. event.preventDefault();
  6289. }
  6290. }
  6291. };
  6292. this._onKeyDown = function (evt) {
  6293. if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) {
  6294. var index = _this._keys.indexOf(evt.keyCode);
  6295. if (index === -1) {
  6296. _this._keys.push(evt.keyCode);
  6297. }
  6298. if (evt.preventDefault) {
  6299. if (!noPreventDefault) {
  6300. evt.preventDefault();
  6301. }
  6302. }
  6303. }
  6304. };
  6305. this._onKeyUp = function (evt) {
  6306. if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) {
  6307. var index = _this._keys.indexOf(evt.keyCode);
  6308. if (index >= 0) {
  6309. _this._keys.splice(index, 1);
  6310. }
  6311. if (evt.preventDefault) {
  6312. if (!noPreventDefault) {
  6313. evt.preventDefault();
  6314. }
  6315. }
  6316. }
  6317. };
  6318. this._onLostFocus = function () {
  6319. _this._keys = [];
  6320. pointerId = null;
  6321. };
  6322. this._onGestureStart = function (e) {
  6323. if (window.MSGesture === undefined) {
  6324. return;
  6325. }
  6326. if (!_this._MSGestureHandler) {
  6327. _this._MSGestureHandler = new MSGesture();
  6328. _this._MSGestureHandler.target = element;
  6329. }
  6330. _this._MSGestureHandler.addPointer(e.pointerId);
  6331. };
  6332. this._onGesture = function (e) {
  6333. _this.radius *= e.scale;
  6334. if (e.preventDefault) {
  6335. if (!noPreventDefault) {
  6336. e.stopPropagation();
  6337. e.preventDefault();
  6338. }
  6339. }
  6340. };
  6341. this._reset = function () {
  6342. _this._keys = [];
  6343. _this.inertialAlphaOffset = 0;
  6344. _this.inertialBetaOffset = 0;
  6345. _this.inertialRadiusOffset = 0;
  6346. previousPosition = null;
  6347. pointerId = null;
  6348. };
  6349. this._touchStart = function (event) {
  6350. if (event.touches.length == 2) {
  6351. pinchStarted = true;
  6352. _this._pinchStart(event);
  6353. }
  6354. };
  6355. this._touchMove = function (event) {
  6356. if (pinchStarted) {
  6357. _this._pinchMove(event);
  6358. }
  6359. };
  6360. this._touchEnd = function (event) {
  6361. if (pinchStarted) {
  6362. _this._pinchEnd(event);
  6363. }
  6364. };
  6365. this._pinchStart = function (event) {
  6366. pinchPointX1 = event.touches[0].clientX;
  6367. pinchPointX2 = event.touches[1].clientX;
  6368. pinchStarted = true;
  6369. };
  6370. this._pinchMove = function (event) {
  6371. var delta = 0;
  6372. var direction = 1;
  6373. var distanceXOrigine, distanceXNow;
  6374. if (event.touches.length != 2)
  6375. return;
  6376. distanceXOrigine = Math.abs(pinchPointX1 - pinchPointX2);
  6377. distanceXNow = Math.abs(event.touches[0].clientX - event.touches[1].clientX);
  6378. if (distanceXNow < distanceXOrigine) {
  6379. direction = -1;
  6380. }
  6381. delta = (_this.pinchPrecision / (_this.wheelPrecision * 40)) * direction;
  6382. _this.inertialRadiusOffset += delta;
  6383. pinchPointX1 = event.touches[0].clientX;
  6384. pinchPointX2 = event.touches[1].clientX;
  6385. };
  6386. this._pinchEnd = function (event) {
  6387. pinchStarted = false;
  6388. };
  6389. }
  6390. element.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  6391. element.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  6392. element.addEventListener(eventPrefix + "out", this._onPointerUp, false);
  6393. element.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  6394. element.addEventListener("mousemove", this._onMouseMove, false);
  6395. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  6396. element.addEventListener("MSGestureChange", this._onGesture, false);
  6397. element.addEventListener('mousewheel', this._wheel, false);
  6398. element.addEventListener('DOMMouseScroll', this._wheel, false);
  6399. element.addEventListener('touchstart', this._touchStart, false);
  6400. element.addEventListener('touchmove', this._touchMove, false);
  6401. element.addEventListener('touchend', this._touchEnd, false);
  6402. BABYLON.Tools.RegisterTopRootEvents([
  6403. { name: "keydown", handler: this._onKeyDown },
  6404. { name: "keyup", handler: this._onKeyUp },
  6405. { name: "blur", handler: this._onLostFocus }
  6406. ]);
  6407. };
  6408. ArcRotateCamera.prototype.detachControl = function (element) {
  6409. if (this._attachedElement != element) {
  6410. return;
  6411. }
  6412. element.removeEventListener(eventPrefix + "down", this._onPointerDown);
  6413. element.removeEventListener(eventPrefix + "up", this._onPointerUp);
  6414. element.removeEventListener(eventPrefix + "out", this._onPointerUp);
  6415. element.removeEventListener(eventPrefix + "move", this._onPointerMove);
  6416. element.removeEventListener("mousemove", this._onMouseMove);
  6417. element.removeEventListener("MSPointerDown", this._onGestureStart);
  6418. element.removeEventListener("MSGestureChange", this._onGesture);
  6419. element.removeEventListener('mousewheel', this._wheel);
  6420. element.removeEventListener('DOMMouseScroll', this._wheel);
  6421. element.removeEventListener('touchstart', this._touchStart);
  6422. element.removeEventListener('touchmove', this._touchMove);
  6423. element.removeEventListener('touchend', this._touchEnd);
  6424. BABYLON.Tools.UnregisterTopRootEvents([
  6425. { name: "keydown", handler: this._onKeyDown },
  6426. { name: "keyup", handler: this._onKeyUp },
  6427. { name: "blur", handler: this._onLostFocus }
  6428. ]);
  6429. this._MSGestureHandler = null;
  6430. this._attachedElement = null;
  6431. if (this._reset) {
  6432. this._reset();
  6433. }
  6434. };
  6435. ArcRotateCamera.prototype._update = function () {
  6436. for (var index = 0; index < this._keys.length; index++) {
  6437. var keyCode = this._keys[index];
  6438. if (this.keysLeft.indexOf(keyCode) !== -1) {
  6439. this.inertialAlphaOffset -= 0.01;
  6440. } else if (this.keysUp.indexOf(keyCode) !== -1) {
  6441. this.inertialBetaOffset -= 0.01;
  6442. } else if (this.keysRight.indexOf(keyCode) !== -1) {
  6443. this.inertialAlphaOffset += 0.01;
  6444. } else if (this.keysDown.indexOf(keyCode) !== -1) {
  6445. this.inertialBetaOffset += 0.01;
  6446. }
  6447. }
  6448. if (this.inertialAlphaOffset != 0 || this.inertialBetaOffset != 0 || this.inertialRadiusOffset != 0) {
  6449. this.alpha += this.inertialAlphaOffset;
  6450. this.beta += this.inertialBetaOffset;
  6451. this.radius -= this.inertialRadiusOffset;
  6452. this.inertialAlphaOffset *= this.inertia;
  6453. this.inertialBetaOffset *= this.inertia;
  6454. this.inertialRadiusOffset *= this.inertia;
  6455. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Engine.Epsilon)
  6456. this.inertialAlphaOffset = 0;
  6457. if (Math.abs(this.inertialBetaOffset) < BABYLON.Engine.Epsilon)
  6458. this.inertialBetaOffset = 0;
  6459. if (Math.abs(this.inertialRadiusOffset) < BABYLON.Engine.Epsilon)
  6460. this.inertialRadiusOffset = 0;
  6461. }
  6462. if (this.lowerAlphaLimit && this.alpha < this.lowerAlphaLimit) {
  6463. this.alpha = this.lowerAlphaLimit;
  6464. }
  6465. if (this.upperAlphaLimit && this.alpha > this.upperAlphaLimit) {
  6466. this.alpha = this.upperAlphaLimit;
  6467. }
  6468. if (this.lowerBetaLimit && this.beta < this.lowerBetaLimit) {
  6469. this.beta = this.lowerBetaLimit;
  6470. }
  6471. if (this.upperBetaLimit && this.beta > this.upperBetaLimit) {
  6472. this.beta = this.upperBetaLimit;
  6473. }
  6474. if (this.lowerRadiusLimit && this.radius < this.lowerRadiusLimit) {
  6475. this.radius = this.lowerRadiusLimit;
  6476. }
  6477. if (this.upperRadiusLimit && this.radius > this.upperRadiusLimit) {
  6478. this.radius = this.upperRadiusLimit;
  6479. }
  6480. };
  6481. ArcRotateCamera.prototype.setPosition = function (position) {
  6482. var radiusv3 = position.subtract(this._getTargetPosition());
  6483. this.radius = radiusv3.length();
  6484. this.alpha = Math.acos(radiusv3.x / Math.sqrt(Math.pow(radiusv3.x, 2) + Math.pow(radiusv3.z, 2)));
  6485. if (radiusv3.z < 0) {
  6486. this.alpha = 2 * Math.PI - this.alpha;
  6487. }
  6488. this.beta = Math.acos(radiusv3.y / this.radius);
  6489. };
  6490. ArcRotateCamera.prototype._getViewMatrix = function () {
  6491. var cosa = Math.cos(this.alpha);
  6492. var sina = Math.sin(this.alpha);
  6493. var cosb = Math.cos(this.beta);
  6494. var sinb = Math.sin(this.beta);
  6495. var target = this._getTargetPosition();
  6496. target.addToRef(new BABYLON.Vector3(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb), this.position);
  6497. if (this.checkCollisions) {
  6498. this._collider.radius = this.collisionRadius;
  6499. this.position.subtractToRef(this._previousPosition, this._collisionVelocity);
  6500. this.getScene()._getNewPosition(this._previousPosition, this._collisionVelocity, this._collider, 3, this._newPosition);
  6501. if (!this._newPosition.equalsWithEpsilon(this.position)) {
  6502. this.position.copyFrom(this._previousPosition);
  6503. this.alpha = this._previousAlpha;
  6504. this.beta = this._previousBeta;
  6505. this.radius = this._previousRadius;
  6506. if (this.onCollide) {
  6507. this.onCollide(this._collider.collidedMesh);
  6508. }
  6509. }
  6510. }
  6511. BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._viewMatrix);
  6512. this._previousAlpha = this.alpha;
  6513. this._previousBeta = this.beta;
  6514. this._previousRadius = this.radius;
  6515. this._previousPosition.copyFrom(this.position);
  6516. this._viewMatrix.m[12] += this.targetScreenOffset.x;
  6517. this._viewMatrix.m[13] += this.targetScreenOffset.y;
  6518. return this._viewMatrix;
  6519. };
  6520. ArcRotateCamera.prototype.zoomOn = function (meshes) {
  6521. meshes = meshes || this.getScene().meshes;
  6522. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  6523. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  6524. this.radius = distance * this.zoomOnFactor;
  6525. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance });
  6526. };
  6527. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance) {
  6528. var meshesOrMinMaxVector;
  6529. var distance;
  6530. if (meshesOrMinMaxVectorAndDistance.min === undefined) {
  6531. meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  6532. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
  6533. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  6534. } else {
  6535. meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance;
  6536. distance = meshesOrMinMaxVectorAndDistance.distance;
  6537. }
  6538. this.target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  6539. this.maxZ = distance * 2;
  6540. };
  6541. return ArcRotateCamera;
  6542. })(BABYLON.Camera);
  6543. BABYLON.ArcRotateCamera = ArcRotateCamera;
  6544. })(BABYLON || (BABYLON = {}));
  6545. var BABYLON;
  6546. (function (BABYLON) {
  6547. var Scene = (function () {
  6548. function Scene(engine) {
  6549. this.autoClear = true;
  6550. this.clearColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  6551. this.ambientColor = new BABYLON.Color3(0, 0, 0);
  6552. this.forceWireframe = false;
  6553. this.forcePointsCloud = false;
  6554. this.forceShowBoundingBoxes = false;
  6555. this.animationsEnabled = true;
  6556. this.cameraToUseForPointers = null;
  6557. this.fogEnabled = true;
  6558. this.fogMode = Scene.FOGMODE_NONE;
  6559. this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  6560. this.fogDensity = 0.1;
  6561. this.fogStart = 0;
  6562. this.fogEnd = 1000.0;
  6563. this.shadowsEnabled = true;
  6564. this.lightsEnabled = true;
  6565. this.lights = new Array();
  6566. this.cameras = new Array();
  6567. this.activeCameras = new Array();
  6568. this.meshes = new Array();
  6569. this._geometries = new Array();
  6570. this.materials = new Array();
  6571. this.multiMaterials = new Array();
  6572. this.defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  6573. this.texturesEnabled = true;
  6574. this.textures = new Array();
  6575. this.particlesEnabled = true;
  6576. this.particleSystems = new Array();
  6577. this.spriteManagers = new Array();
  6578. this.layers = new Array();
  6579. this.skeletonsEnabled = true;
  6580. this.skeletons = new Array();
  6581. this.lensFlaresEnabled = true;
  6582. this.lensFlareSystems = new Array();
  6583. this.collisionsEnabled = true;
  6584. this.gravity = new BABYLON.Vector3(0, -9.0, 0);
  6585. this.postProcessesEnabled = true;
  6586. this.renderTargetsEnabled = true;
  6587. this.customRenderTargets = new Array();
  6588. this.importedMeshesFiles = new Array();
  6589. this._actionManagers = new Array();
  6590. this._meshesForIntersections = new BABYLON.SmartArray(256);
  6591. this.proceduralTexturesEnabled = true;
  6592. this._proceduralTextures = new Array();
  6593. this.soundTracks = new Array();
  6594. this._totalVertices = 0;
  6595. this._activeVertices = 0;
  6596. this._activeParticles = 0;
  6597. this._lastFrameDuration = 0;
  6598. this._evaluateActiveMeshesDuration = 0;
  6599. this._renderTargetsDuration = 0;
  6600. this._particlesDuration = 0;
  6601. this._renderDuration = 0;
  6602. this._spritesDuration = 0;
  6603. this._animationRatio = 0;
  6604. this._renderId = 0;
  6605. this._executeWhenReadyTimeoutId = -1;
  6606. this._toBeDisposed = new BABYLON.SmartArray(256);
  6607. this._onReadyCallbacks = new Array();
  6608. this._pendingData = [];
  6609. this._onBeforeRenderCallbacks = new Array();
  6610. this._onAfterRenderCallbacks = new Array();
  6611. this._activeMeshes = new BABYLON.SmartArray(256);
  6612. this._processedMaterials = new BABYLON.SmartArray(256);
  6613. this._renderTargets = new BABYLON.SmartArray(256);
  6614. this._activeParticleSystems = new BABYLON.SmartArray(256);
  6615. this._activeSkeletons = new BABYLON.SmartArray(32);
  6616. this._activeBones = 0;
  6617. this._activeAnimatables = new Array();
  6618. this._transformMatrix = BABYLON.Matrix.Zero();
  6619. this._scaledPosition = BABYLON.Vector3.Zero();
  6620. this._scaledVelocity = BABYLON.Vector3.Zero();
  6621. this._engine = engine;
  6622. engine.scenes.push(this);
  6623. this._renderingManager = new BABYLON.RenderingManager(this);
  6624. this.postProcessManager = new BABYLON.PostProcessManager(this);
  6625. this.postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  6626. this._boundingBoxRenderer = new BABYLON.BoundingBoxRenderer(this);
  6627. this._outlineRenderer = new BABYLON.OutlineRenderer(this);
  6628. this.attachControl();
  6629. this._debugLayer = new BABYLON.DebugLayer(this);
  6630. this.mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  6631. }
  6632. Object.defineProperty(Scene.prototype, "debugLayer", {
  6633. get: function () {
  6634. return this._debugLayer;
  6635. },
  6636. enumerable: true,
  6637. configurable: true
  6638. });
  6639. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  6640. get: function () {
  6641. return this._meshUnderPointer;
  6642. },
  6643. enumerable: true,
  6644. configurable: true
  6645. });
  6646. Object.defineProperty(Scene.prototype, "pointerX", {
  6647. get: function () {
  6648. return this._pointerX;
  6649. },
  6650. enumerable: true,
  6651. configurable: true
  6652. });
  6653. Object.defineProperty(Scene.prototype, "pointerY", {
  6654. get: function () {
  6655. return this._pointerY;
  6656. },
  6657. enumerable: true,
  6658. configurable: true
  6659. });
  6660. Scene.prototype.getCachedMaterial = function () {
  6661. return this._cachedMaterial;
  6662. };
  6663. Scene.prototype.getBoundingBoxRenderer = function () {
  6664. return this._boundingBoxRenderer;
  6665. };
  6666. Scene.prototype.getOutlineRenderer = function () {
  6667. return this._outlineRenderer;
  6668. };
  6669. Scene.prototype.getEngine = function () {
  6670. return this._engine;
  6671. };
  6672. Scene.prototype.getTotalVertices = function () {
  6673. return this._totalVertices;
  6674. };
  6675. Scene.prototype.getActiveVertices = function () {
  6676. return this._activeVertices;
  6677. };
  6678. Scene.prototype.getActiveParticles = function () {
  6679. return this._activeParticles;
  6680. };
  6681. Scene.prototype.getActiveBones = function () {
  6682. return this._activeBones;
  6683. };
  6684. Scene.prototype.getLastFrameDuration = function () {
  6685. return this._lastFrameDuration;
  6686. };
  6687. Scene.prototype.getEvaluateActiveMeshesDuration = function () {
  6688. return this._evaluateActiveMeshesDuration;
  6689. };
  6690. Scene.prototype.getActiveMeshes = function () {
  6691. return this._activeMeshes;
  6692. };
  6693. Scene.prototype.getRenderTargetsDuration = function () {
  6694. return this._renderTargetsDuration;
  6695. };
  6696. Scene.prototype.getRenderDuration = function () {
  6697. return this._renderDuration;
  6698. };
  6699. Scene.prototype.getParticlesDuration = function () {
  6700. return this._particlesDuration;
  6701. };
  6702. Scene.prototype.getSpritesDuration = function () {
  6703. return this._spritesDuration;
  6704. };
  6705. Scene.prototype.getAnimationRatio = function () {
  6706. return this._animationRatio;
  6707. };
  6708. Scene.prototype.getRenderId = function () {
  6709. return this._renderId;
  6710. };
  6711. Scene.prototype._updatePointerPosition = function (evt) {
  6712. var canvasRect = this._engine.getRenderingCanvasClientRect();
  6713. this._pointerX = evt.clientX - canvasRect.left;
  6714. this._pointerY = evt.clientY - canvasRect.top;
  6715. if (this.cameraToUseForPointers) {
  6716. this._pointerX = this._pointerX - this.cameraToUseForPointers.viewport.x * this._engine.getRenderWidth();
  6717. this._pointerY = this._pointerY - this.cameraToUseForPointers.viewport.y * this._engine.getRenderHeight();
  6718. }
  6719. };
  6720. Scene.prototype.attachControl = function () {
  6721. var _this = this;
  6722. this._onPointerMove = function (evt) {
  6723. var canvas = _this._engine.getRenderingCanvas();
  6724. _this._updatePointerPosition(evt);
  6725. var pickResult = _this.pick(_this._pointerX, _this._pointerY, function (mesh) {
  6726. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPointerTriggers;
  6727. }, false, _this.cameraToUseForPointers);
  6728. if (pickResult.hit) {
  6729. _this._meshUnderPointer = pickResult.pickedMesh;
  6730. _this.setPointerOverMesh(pickResult.pickedMesh);
  6731. canvas.style.cursor = "pointer";
  6732. } else {
  6733. _this.setPointerOverMesh(null);
  6734. canvas.style.cursor = "";
  6735. _this._meshUnderPointer = null;
  6736. }
  6737. };
  6738. this._onPointerDown = function (evt) {
  6739. var predicate = null;
  6740. if (!_this.onPointerDown) {
  6741. predicate = function (mesh) {
  6742. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPickTriggers;
  6743. };
  6744. }
  6745. _this._updatePointerPosition(evt);
  6746. var pickResult = _this.pick(_this._pointerX, _this._pointerY, predicate, false, _this.cameraToUseForPointers);
  6747. if (pickResult.hit) {
  6748. if (pickResult.pickedMesh.actionManager) {
  6749. switch (evt.button) {
  6750. case 0:
  6751. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh));
  6752. break;
  6753. case 1:
  6754. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh));
  6755. break;
  6756. case 2:
  6757. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh));
  6758. break;
  6759. }
  6760. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh));
  6761. }
  6762. }
  6763. if (_this.onPointerDown) {
  6764. _this.onPointerDown(evt, pickResult);
  6765. }
  6766. };
  6767. this._onKeyDown = function (evt) {
  6768. if (_this.actionManager) {
  6769. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  6770. }
  6771. };
  6772. this._onKeyUp = function (evt) {
  6773. if (_this.actionManager) {
  6774. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  6775. }
  6776. };
  6777. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  6778. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "move", this._onPointerMove, false);
  6779. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "down", this._onPointerDown, false);
  6780. window.addEventListener("keydown", this._onKeyDown, false);
  6781. window.addEventListener("keyup", this._onKeyUp, false);
  6782. };
  6783. Scene.prototype.detachControl = function () {
  6784. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  6785. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "move", this._onPointerMove);
  6786. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "down", this._onPointerDown);
  6787. window.removeEventListener("keydown", this._onKeyDown);
  6788. window.removeEventListener("keyup", this._onKeyUp);
  6789. };
  6790. Scene.prototype.isReady = function () {
  6791. if (this._pendingData.length > 0) {
  6792. return false;
  6793. }
  6794. for (var index = 0; index < this._geometries.length; index++) {
  6795. var geometry = this._geometries[index];
  6796. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  6797. return false;
  6798. }
  6799. }
  6800. for (index = 0; index < this.meshes.length; index++) {
  6801. var mesh = this.meshes[index];
  6802. if (!mesh.isReady()) {
  6803. return false;
  6804. }
  6805. var mat = mesh.material;
  6806. if (mat) {
  6807. if (!mat.isReady(mesh)) {
  6808. return false;
  6809. }
  6810. }
  6811. }
  6812. return true;
  6813. };
  6814. Scene.prototype.resetCachedMaterial = function () {
  6815. this._cachedMaterial = null;
  6816. };
  6817. Scene.prototype.registerBeforeRender = function (func) {
  6818. this._onBeforeRenderCallbacks.push(func);
  6819. };
  6820. Scene.prototype.unregisterBeforeRender = function (func) {
  6821. var index = this._onBeforeRenderCallbacks.indexOf(func);
  6822. if (index > -1) {
  6823. this._onBeforeRenderCallbacks.splice(index, 1);
  6824. }
  6825. };
  6826. Scene.prototype.registerAfterRender = function (func) {
  6827. this._onAfterRenderCallbacks.push(func);
  6828. };
  6829. Scene.prototype.unregisterAfterRender = function (func) {
  6830. var index = this._onAfterRenderCallbacks.indexOf(func);
  6831. if (index > -1) {
  6832. this._onAfterRenderCallbacks.splice(index, 1);
  6833. }
  6834. };
  6835. Scene.prototype._addPendingData = function (data) {
  6836. this._pendingData.push(data);
  6837. };
  6838. Scene.prototype._removePendingData = function (data) {
  6839. var index = this._pendingData.indexOf(data);
  6840. if (index !== -1) {
  6841. this._pendingData.splice(index, 1);
  6842. }
  6843. };
  6844. Scene.prototype.getWaitingItemsCount = function () {
  6845. return this._pendingData.length;
  6846. };
  6847. Scene.prototype.executeWhenReady = function (func) {
  6848. var _this = this;
  6849. this._onReadyCallbacks.push(func);
  6850. if (this._executeWhenReadyTimeoutId !== -1) {
  6851. return;
  6852. }
  6853. this._executeWhenReadyTimeoutId = setTimeout(function () {
  6854. _this._checkIsReady();
  6855. }, 150);
  6856. };
  6857. Scene.prototype._checkIsReady = function () {
  6858. var _this = this;
  6859. if (this.isReady()) {
  6860. this._onReadyCallbacks.forEach(function (func) {
  6861. func();
  6862. });
  6863. this._onReadyCallbacks = [];
  6864. this._executeWhenReadyTimeoutId = -1;
  6865. return;
  6866. }
  6867. this._executeWhenReadyTimeoutId = setTimeout(function () {
  6868. _this._checkIsReady();
  6869. }, 150);
  6870. };
  6871. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable) {
  6872. if (speedRatio === undefined) {
  6873. speedRatio = 1.0;
  6874. }
  6875. this.stopAnimation(target);
  6876. if (!animatable) {
  6877. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  6878. }
  6879. if (target.animations) {
  6880. animatable.appendAnimations(target, target.animations);
  6881. }
  6882. if (target.getAnimatables) {
  6883. var animatables = target.getAnimatables();
  6884. for (var index = 0; index < animatables.length; index++) {
  6885. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable);
  6886. }
  6887. }
  6888. return animatable;
  6889. };
  6890. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  6891. if (speedRatio === undefined) {
  6892. speedRatio = 1.0;
  6893. }
  6894. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  6895. return animatable;
  6896. };
  6897. Scene.prototype.getAnimatableByTarget = function (target) {
  6898. for (var index = 0; index < this._activeAnimatables.length; index++) {
  6899. if (this._activeAnimatables[index].target === target) {
  6900. return this._activeAnimatables[index];
  6901. }
  6902. }
  6903. return null;
  6904. };
  6905. Scene.prototype.stopAnimation = function (target) {
  6906. var animatable = this.getAnimatableByTarget(target);
  6907. if (animatable) {
  6908. animatable.stop();
  6909. }
  6910. };
  6911. Scene.prototype._animate = function () {
  6912. if (!this.animationsEnabled) {
  6913. return;
  6914. }
  6915. if (!this._animationStartDate) {
  6916. this._animationStartDate = BABYLON.Tools.Now;
  6917. }
  6918. var now = BABYLON.Tools.Now;
  6919. var delay = now - this._animationStartDate;
  6920. for (var index = 0; index < this._activeAnimatables.length; index++) {
  6921. if (!this._activeAnimatables[index]._animate(delay)) {
  6922. this._activeAnimatables.splice(index, 1);
  6923. index--;
  6924. }
  6925. }
  6926. };
  6927. Scene.prototype.getViewMatrix = function () {
  6928. return this._viewMatrix;
  6929. };
  6930. Scene.prototype.getProjectionMatrix = function () {
  6931. return this._projectionMatrix;
  6932. };
  6933. Scene.prototype.getTransformMatrix = function () {
  6934. return this._transformMatrix;
  6935. };
  6936. Scene.prototype.setTransformMatrix = function (view, projection) {
  6937. this._viewMatrix = view;
  6938. this._projectionMatrix = projection;
  6939. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  6940. };
  6941. Scene.prototype.setActiveCameraByID = function (id) {
  6942. var camera = this.getCameraByID(id);
  6943. if (camera) {
  6944. this.activeCamera = camera;
  6945. return camera;
  6946. }
  6947. return null;
  6948. };
  6949. Scene.prototype.setActiveCameraByName = function (name) {
  6950. var camera = this.getCameraByName(name);
  6951. if (camera) {
  6952. this.activeCamera = camera;
  6953. return camera;
  6954. }
  6955. return null;
  6956. };
  6957. Scene.prototype.getMaterialByID = function (id) {
  6958. for (var index = 0; index < this.materials.length; index++) {
  6959. if (this.materials[index].id === id) {
  6960. return this.materials[index];
  6961. }
  6962. }
  6963. return null;
  6964. };
  6965. Scene.prototype.getMaterialByName = function (name) {
  6966. for (var index = 0; index < this.materials.length; index++) {
  6967. if (this.materials[index].name === name) {
  6968. return this.materials[index];
  6969. }
  6970. }
  6971. return null;
  6972. };
  6973. Scene.prototype.getCameraByID = function (id) {
  6974. for (var index = 0; index < this.cameras.length; index++) {
  6975. if (this.cameras[index].id === id) {
  6976. return this.cameras[index];
  6977. }
  6978. }
  6979. return null;
  6980. };
  6981. Scene.prototype.getCameraByName = function (name) {
  6982. for (var index = 0; index < this.cameras.length; index++) {
  6983. if (this.cameras[index].name === name) {
  6984. return this.cameras[index];
  6985. }
  6986. }
  6987. return null;
  6988. };
  6989. Scene.prototype.getLightByName = function (name) {
  6990. for (var index = 0; index < this.lights.length; index++) {
  6991. if (this.lights[index].name === name) {
  6992. return this.lights[index];
  6993. }
  6994. }
  6995. return null;
  6996. };
  6997. Scene.prototype.getLightByID = function (id) {
  6998. for (var index = 0; index < this.lights.length; index++) {
  6999. if (this.lights[index].id === id) {
  7000. return this.lights[index];
  7001. }
  7002. }
  7003. return null;
  7004. };
  7005. Scene.prototype.getGeometryByID = function (id) {
  7006. for (var index = 0; index < this._geometries.length; index++) {
  7007. if (this._geometries[index].id === id) {
  7008. return this._geometries[index];
  7009. }
  7010. }
  7011. return null;
  7012. };
  7013. Scene.prototype.pushGeometry = function (geometry, force) {
  7014. if (!force && this.getGeometryByID(geometry.id)) {
  7015. return false;
  7016. }
  7017. this._geometries.push(geometry);
  7018. return true;
  7019. };
  7020. Scene.prototype.getGeometries = function () {
  7021. return this._geometries;
  7022. };
  7023. Scene.prototype.getMeshByID = function (id) {
  7024. for (var index = 0; index < this.meshes.length; index++) {
  7025. if (this.meshes[index].id === id) {
  7026. return this.meshes[index];
  7027. }
  7028. }
  7029. return null;
  7030. };
  7031. Scene.prototype.getLastMeshByID = function (id) {
  7032. for (var index = this.meshes.length - 1; index >= 0; index--) {
  7033. if (this.meshes[index].id === id) {
  7034. return this.meshes[index];
  7035. }
  7036. }
  7037. return null;
  7038. };
  7039. Scene.prototype.getLastEntryByID = function (id) {
  7040. for (var index = this.meshes.length - 1; index >= 0; index--) {
  7041. if (this.meshes[index].id === id) {
  7042. return this.meshes[index];
  7043. }
  7044. }
  7045. for (index = this.cameras.length - 1; index >= 0; index--) {
  7046. if (this.cameras[index].id === id) {
  7047. return this.cameras[index];
  7048. }
  7049. }
  7050. for (index = this.lights.length - 1; index >= 0; index--) {
  7051. if (this.lights[index].id === id) {
  7052. return this.lights[index];
  7053. }
  7054. }
  7055. return null;
  7056. };
  7057. Scene.prototype.getMeshByName = function (name) {
  7058. for (var index = 0; index < this.meshes.length; index++) {
  7059. if (this.meshes[index].name === name) {
  7060. return this.meshes[index];
  7061. }
  7062. }
  7063. return null;
  7064. };
  7065. Scene.prototype.getLastSkeletonByID = function (id) {
  7066. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  7067. if (this.skeletons[index].id === id) {
  7068. return this.skeletons[index];
  7069. }
  7070. }
  7071. return null;
  7072. };
  7073. Scene.prototype.getSkeletonById = function (id) {
  7074. for (var index = 0; index < this.skeletons.length; index++) {
  7075. if (this.skeletons[index].id === id) {
  7076. return this.skeletons[index];
  7077. }
  7078. }
  7079. return null;
  7080. };
  7081. Scene.prototype.getSkeletonByName = function (name) {
  7082. for (var index = 0; index < this.skeletons.length; index++) {
  7083. if (this.skeletons[index].name === name) {
  7084. return this.skeletons[index];
  7085. }
  7086. }
  7087. return null;
  7088. };
  7089. Scene.prototype.isActiveMesh = function (mesh) {
  7090. return (this._activeMeshes.indexOf(mesh) !== -1);
  7091. };
  7092. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  7093. if (mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  7094. var material = subMesh.getMaterial();
  7095. if (mesh.showSubMeshesBoundingBox) {
  7096. this._boundingBoxRenderer.renderList.push(subMesh.getBoundingInfo().boundingBox);
  7097. }
  7098. if (material) {
  7099. if (material.getRenderTargetTextures) {
  7100. if (this._processedMaterials.indexOf(material) === -1) {
  7101. this._processedMaterials.push(material);
  7102. this._renderTargets.concat(material.getRenderTargetTextures());
  7103. }
  7104. }
  7105. this._activeVertices += subMesh.indexCount;
  7106. this._renderingManager.dispatch(subMesh);
  7107. }
  7108. }
  7109. };
  7110. Scene.prototype._evaluateActiveMeshes = function () {
  7111. this._activeMeshes.reset();
  7112. this._renderingManager.reset();
  7113. this._processedMaterials.reset();
  7114. this._activeParticleSystems.reset();
  7115. this._activeSkeletons.reset();
  7116. this._boundingBoxRenderer.reset();
  7117. if (!this._frustumPlanes) {
  7118. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  7119. } else {
  7120. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  7121. }
  7122. var meshes;
  7123. var len;
  7124. if (this._selectionOctree) {
  7125. var selection = this._selectionOctree.select(this._frustumPlanes);
  7126. meshes = selection.data;
  7127. len = selection.length;
  7128. } else {
  7129. len = this.meshes.length;
  7130. meshes = this.meshes;
  7131. }
  7132. for (var meshIndex = 0; meshIndex < len; meshIndex++) {
  7133. var mesh = meshes[meshIndex];
  7134. if (mesh.isBlocked) {
  7135. continue;
  7136. }
  7137. this._totalVertices += mesh.getTotalVertices();
  7138. if (!mesh.isReady()) {
  7139. continue;
  7140. }
  7141. mesh.computeWorldMatrix();
  7142. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger])) {
  7143. this._meshesForIntersections.pushNoDuplicate(mesh);
  7144. }
  7145. var meshLOD = mesh.getLOD(this.activeCamera);
  7146. if (!meshLOD) {
  7147. continue;
  7148. }
  7149. mesh._preActivate();
  7150. if (mesh.isEnabled() && mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && mesh.isInFrustum(this._frustumPlanes)) {
  7151. this._activeMeshes.push(mesh);
  7152. mesh._activate(this._renderId);
  7153. this._activeMesh(meshLOD);
  7154. }
  7155. }
  7156. var beforeParticlesDate = BABYLON.Tools.Now;
  7157. if (this.particlesEnabled) {
  7158. BABYLON.Tools.StartPerformanceCounter("Particles", this.particleSystems.length > 0);
  7159. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  7160. var particleSystem = this.particleSystems[particleIndex];
  7161. if (!particleSystem.isStarted()) {
  7162. continue;
  7163. }
  7164. if (!particleSystem.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) {
  7165. this._activeParticleSystems.push(particleSystem);
  7166. particleSystem.animate();
  7167. }
  7168. }
  7169. BABYLON.Tools.EndPerformanceCounter("Particles", this.particleSystems.length > 0);
  7170. }
  7171. this._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate;
  7172. };
  7173. Scene.prototype._activeMesh = function (mesh) {
  7174. if (mesh.skeleton && this.skeletonsEnabled) {
  7175. this._activeSkeletons.pushNoDuplicate(mesh.skeleton);
  7176. }
  7177. if (mesh.showBoundingBox || this.forceShowBoundingBoxes) {
  7178. this._boundingBoxRenderer.renderList.push(mesh.getBoundingInfo().boundingBox);
  7179. }
  7180. if (mesh && mesh.subMeshes) {
  7181. var len;
  7182. var subMeshes;
  7183. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  7184. var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
  7185. len = intersections.length;
  7186. subMeshes = intersections.data;
  7187. } else {
  7188. subMeshes = mesh.subMeshes;
  7189. len = subMeshes.length;
  7190. }
  7191. for (var subIndex = 0; subIndex < len; subIndex++) {
  7192. var subMesh = subMeshes[subIndex];
  7193. this._evaluateSubMesh(subMesh, mesh);
  7194. }
  7195. }
  7196. };
  7197. Scene.prototype.updateTransformMatrix = function (force) {
  7198. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  7199. };
  7200. Scene.prototype._renderForCamera = function (camera) {
  7201. var engine = this._engine;
  7202. this.activeCamera = camera;
  7203. if (!this.activeCamera)
  7204. throw new Error("Active camera not set");
  7205. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + this.activeCamera.name);
  7206. engine.setViewport(this.activeCamera.viewport);
  7207. this._renderId++;
  7208. this.updateTransformMatrix();
  7209. if (this.beforeCameraRender) {
  7210. this.beforeCameraRender(this.activeCamera);
  7211. }
  7212. var beforeEvaluateActiveMeshesDate = BABYLON.Tools.Now;
  7213. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  7214. this._evaluateActiveMeshes();
  7215. this._evaluateActiveMeshesDuration += BABYLON.Tools.Now - beforeEvaluateActiveMeshesDate;
  7216. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  7217. for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
  7218. var skeleton = this._activeSkeletons.data[skeletonIndex];
  7219. skeleton.prepare();
  7220. this._activeBones += skeleton.bones.length;
  7221. }
  7222. var beforeRenderTargetDate = BABYLON.Tools.Now;
  7223. if (this.renderTargetsEnabled) {
  7224. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  7225. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  7226. var renderTarget = this._renderTargets.data[renderIndex];
  7227. if (renderTarget._shouldRender()) {
  7228. this._renderId++;
  7229. renderTarget.render();
  7230. }
  7231. }
  7232. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  7233. this._renderId++;
  7234. }
  7235. if (this._renderTargets.length > 0) {
  7236. engine.restoreDefaultFramebuffer();
  7237. }
  7238. this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate;
  7239. this.postProcessManager._prepareFrame();
  7240. var beforeRenderDate = BABYLON.Tools.Now;
  7241. if (this.layers.length) {
  7242. engine.setDepthBuffer(false);
  7243. var layerIndex;
  7244. var layer;
  7245. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  7246. layer = this.layers[layerIndex];
  7247. if (layer.isBackground) {
  7248. layer.render();
  7249. }
  7250. }
  7251. engine.setDepthBuffer(true);
  7252. }
  7253. BABYLON.Tools.StartPerformanceCounter("Main render");
  7254. this._renderingManager.render(null, null, true, true);
  7255. BABYLON.Tools.EndPerformanceCounter("Main render");
  7256. this._boundingBoxRenderer.render();
  7257. if (this.lensFlaresEnabled) {
  7258. BABYLON.Tools.StartPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  7259. for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) {
  7260. this.lensFlareSystems[lensFlareSystemIndex].render();
  7261. }
  7262. BABYLON.Tools.EndPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  7263. }
  7264. if (this.layers.length) {
  7265. engine.setDepthBuffer(false);
  7266. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  7267. layer = this.layers[layerIndex];
  7268. if (!layer.isBackground) {
  7269. layer.render();
  7270. }
  7271. }
  7272. engine.setDepthBuffer(true);
  7273. }
  7274. this._renderDuration += BABYLON.Tools.Now - beforeRenderDate;
  7275. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  7276. this.activeCamera._updateFromScene();
  7277. this._renderTargets.reset();
  7278. if (this.afterCameraRender) {
  7279. this.afterCameraRender(this.activeCamera);
  7280. }
  7281. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + this.activeCamera.name);
  7282. };
  7283. Scene.prototype._processSubCameras = function (camera) {
  7284. if (camera.subCameras.length === 0) {
  7285. this._renderForCamera(camera);
  7286. return;
  7287. }
  7288. for (var index = 0; index < camera.subCameras.length; index++) {
  7289. this._renderForCamera(camera.subCameras[index]);
  7290. }
  7291. this.activeCamera = camera;
  7292. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  7293. this.activeCamera._updateFromScene();
  7294. };
  7295. Scene.prototype._checkIntersections = function () {
  7296. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  7297. var sourceMesh = this._meshesForIntersections.data[index];
  7298. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  7299. var action = sourceMesh.actionManager.actions[actionIndex];
  7300. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  7301. var otherMesh = action.getTriggerParameter();
  7302. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, false);
  7303. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  7304. if (areIntersecting && currentIntersectionInProgress === -1 && action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  7305. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh));
  7306. sourceMesh._intersectionsInProgress.push(otherMesh);
  7307. } else if (!areIntersecting && currentIntersectionInProgress > -1 && action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  7308. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh));
  7309. var indexOfOther = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  7310. if (indexOfOther > -1) {
  7311. sourceMesh._intersectionsInProgress.splice(indexOfOther, 1);
  7312. }
  7313. }
  7314. }
  7315. }
  7316. }
  7317. };
  7318. Scene.prototype.render = function () {
  7319. var startDate = BABYLON.Tools.Now;
  7320. this._particlesDuration = 0;
  7321. this._spritesDuration = 0;
  7322. this._activeParticles = 0;
  7323. this._renderDuration = 0;
  7324. this._renderTargetsDuration = 0;
  7325. this._evaluateActiveMeshesDuration = 0;
  7326. this._totalVertices = 0;
  7327. this._activeVertices = 0;
  7328. this._activeBones = 0;
  7329. this.getEngine().resetDrawCalls();
  7330. this._meshesForIntersections.reset();
  7331. this.resetCachedMaterial();
  7332. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  7333. if (this.actionManager) {
  7334. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger, null);
  7335. }
  7336. if (this.beforeRender) {
  7337. this.beforeRender();
  7338. }
  7339. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  7340. this._onBeforeRenderCallbacks[callbackIndex]();
  7341. }
  7342. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(BABYLON.Tools.GetDeltaTime(), Scene.MaxDeltaTime));
  7343. this._animationRatio = deltaTime * (60.0 / 1000.0);
  7344. this._animate();
  7345. if (this._physicsEngine) {
  7346. BABYLON.Tools.StartPerformanceCounter("Physics");
  7347. this._physicsEngine._runOneStep(deltaTime / 1000.0);
  7348. BABYLON.Tools.EndPerformanceCounter("Physics");
  7349. }
  7350. var beforeRenderTargetDate = BABYLON.Tools.Now;
  7351. var engine = this.getEngine();
  7352. if (this.renderTargetsEnabled) {
  7353. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  7354. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  7355. var renderTarget = this.customRenderTargets[customIndex];
  7356. if (renderTarget._shouldRender()) {
  7357. this._renderId++;
  7358. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  7359. if (!this.activeCamera)
  7360. throw new Error("Active camera not set");
  7361. engine.setViewport(this.activeCamera.viewport);
  7362. this.updateTransformMatrix();
  7363. renderTarget.render();
  7364. }
  7365. }
  7366. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  7367. this._renderId++;
  7368. }
  7369. if (this.customRenderTargets.length > 0) {
  7370. engine.restoreDefaultFramebuffer();
  7371. }
  7372. this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate;
  7373. if (this.proceduralTexturesEnabled) {
  7374. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
  7375. for (var proceduralIndex = 0; proceduralIndex < this._proceduralTextures.length; proceduralIndex++) {
  7376. var proceduralTexture = this._proceduralTextures[proceduralIndex];
  7377. if (proceduralTexture._shouldRender()) {
  7378. proceduralTexture.render();
  7379. }
  7380. }
  7381. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
  7382. }
  7383. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, true);
  7384. if (this.shadowsEnabled) {
  7385. for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) {
  7386. var light = this.lights[lightIndex];
  7387. var shadowGenerator = light.getShadowGenerator();
  7388. if (light.isEnabled() && shadowGenerator && shadowGenerator.getShadowMap().getScene().textures.indexOf(shadowGenerator.getShadowMap()) !== -1) {
  7389. this._renderTargets.push(shadowGenerator.getShadowMap());
  7390. }
  7391. }
  7392. }
  7393. this.postProcessRenderPipelineManager.update();
  7394. if (this.activeCameras.length > 0) {
  7395. var currentRenderId = this._renderId;
  7396. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  7397. this._renderId = currentRenderId;
  7398. this._processSubCameras(this.activeCameras[cameraIndex]);
  7399. }
  7400. } else {
  7401. if (!this.activeCamera) {
  7402. throw new Error("No camera defined");
  7403. }
  7404. this._processSubCameras(this.activeCamera);
  7405. }
  7406. this._checkIntersections();
  7407. this._updateAudioParameters();
  7408. if (this.afterRender) {
  7409. this.afterRender();
  7410. }
  7411. for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
  7412. this._onAfterRenderCallbacks[callbackIndex]();
  7413. }
  7414. for (var index = 0; index < this._toBeDisposed.length; index++) {
  7415. this._toBeDisposed.data[index].dispose();
  7416. this._toBeDisposed[index] = null;
  7417. }
  7418. this._toBeDisposed.reset();
  7419. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  7420. this._lastFrameDuration = BABYLON.Tools.Now - startDate;
  7421. };
  7422. Scene.prototype._updateAudioParameters = function () {
  7423. var listeningCamera;
  7424. var audioEngine = this._engine.getAudioEngine();
  7425. if (this.activeCameras.length > 0) {
  7426. listeningCamera = this.activeCameras[0];
  7427. } else {
  7428. listeningCamera = this.activeCamera;
  7429. }
  7430. if (listeningCamera && audioEngine.canUseWebAudio) {
  7431. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  7432. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  7433. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  7434. cameraDirection.normalize();
  7435. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  7436. for (var i = 0; i < this.mainSoundTrack.soundCollection.length; i++) {
  7437. var sound = this.mainSoundTrack.soundCollection[i];
  7438. if (sound.useBabylonJSAttenuation) {
  7439. sound.updateDistanceFromListener();
  7440. }
  7441. }
  7442. for (var i = 0; i < this.soundTracks.length; i++) {
  7443. for (var j = 0; i < this.soundTracks[i].soundCollection.length; j++) {
  7444. var sound = this.soundTracks[i].soundCollection[j];
  7445. if (sound.useBabylonJSAttenuation) {
  7446. sound.updateDistanceFromListener();
  7447. }
  7448. }
  7449. }
  7450. }
  7451. };
  7452. Scene.prototype.dispose = function () {
  7453. this.beforeRender = null;
  7454. this.afterRender = null;
  7455. this.skeletons = [];
  7456. this._boundingBoxRenderer.dispose();
  7457. this.debugLayer.hide();
  7458. if (this.onDispose) {
  7459. this.onDispose();
  7460. }
  7461. this._onBeforeRenderCallbacks = [];
  7462. this._onAfterRenderCallbacks = [];
  7463. this.detachControl();
  7464. var canvas = this._engine.getRenderingCanvas();
  7465. var index;
  7466. for (index = 0; index < this.cameras.length; index++) {
  7467. this.cameras[index].detachControl(canvas);
  7468. }
  7469. while (this.lights.length) {
  7470. this.lights[0].dispose();
  7471. }
  7472. while (this.meshes.length) {
  7473. this.meshes[0].dispose(true);
  7474. }
  7475. while (this.cameras.length) {
  7476. this.cameras[0].dispose();
  7477. }
  7478. while (this.materials.length) {
  7479. this.materials[0].dispose();
  7480. }
  7481. while (this.particleSystems.length) {
  7482. this.particleSystems[0].dispose();
  7483. }
  7484. while (this.spriteManagers.length) {
  7485. this.spriteManagers[0].dispose();
  7486. }
  7487. while (this.layers.length) {
  7488. this.layers[0].dispose();
  7489. }
  7490. while (this.textures.length) {
  7491. this.textures[0].dispose();
  7492. }
  7493. this.postProcessManager.dispose();
  7494. if (this._physicsEngine) {
  7495. this.disablePhysicsEngine();
  7496. }
  7497. index = this._engine.scenes.indexOf(this);
  7498. if (index > -1) {
  7499. this._engine.scenes.splice(index, 1);
  7500. }
  7501. this._engine.wipeCaches();
  7502. };
  7503. Scene.prototype._getNewPosition = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  7504. if (typeof excludedMesh === "undefined") { excludedMesh = null; }
  7505. position.divideToRef(collider.radius, this._scaledPosition);
  7506. velocity.divideToRef(collider.radius, this._scaledVelocity);
  7507. collider.retry = 0;
  7508. collider.initialVelocity = this._scaledVelocity;
  7509. collider.initialPosition = this._scaledPosition;
  7510. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, finalPosition, excludedMesh);
  7511. finalPosition.multiplyInPlace(collider.radius);
  7512. };
  7513. Scene.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  7514. if (typeof excludedMesh === "undefined") { excludedMesh = null; }
  7515. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  7516. if (collider.retry >= maximumRetry) {
  7517. finalPosition.copyFrom(position);
  7518. return;
  7519. }
  7520. collider._initialize(position, velocity, closeDistance);
  7521. for (var index = 0; index < this.meshes.length; index++) {
  7522. var mesh = this.meshes[index];
  7523. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh) {
  7524. mesh._checkCollision(collider);
  7525. }
  7526. }
  7527. if (!collider.collisionFound) {
  7528. position.addToRef(velocity, finalPosition);
  7529. return;
  7530. }
  7531. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  7532. collider._getResponse(position, velocity);
  7533. }
  7534. if (velocity.length() <= closeDistance) {
  7535. finalPosition.copyFrom(position);
  7536. return;
  7537. }
  7538. collider.retry++;
  7539. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  7540. };
  7541. Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  7542. if (typeof maxCapacity === "undefined") { maxCapacity = 64; }
  7543. if (typeof maxDepth === "undefined") { maxDepth = 2; }
  7544. if (!this._selectionOctree) {
  7545. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  7546. }
  7547. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  7548. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  7549. for (var index = 0; index < this.meshes.length; index++) {
  7550. var mesh = this.meshes[index];
  7551. mesh.computeWorldMatrix(true);
  7552. var minBox = mesh.getBoundingInfo().boundingBox.minimumWorld;
  7553. var maxBox = mesh.getBoundingInfo().boundingBox.maximumWorld;
  7554. BABYLON.Tools.CheckExtends(minBox, min, max);
  7555. BABYLON.Tools.CheckExtends(maxBox, min, max);
  7556. }
  7557. this._selectionOctree.update(min, max, this.meshes);
  7558. return this._selectionOctree;
  7559. };
  7560. Scene.prototype.createPickingRay = function (x, y, world, camera) {
  7561. var engine = this._engine;
  7562. if (!camera) {
  7563. if (!this.activeCamera)
  7564. throw new Error("Active camera not set");
  7565. camera = this.activeCamera;
  7566. }
  7567. var cameraViewport = camera.viewport;
  7568. var viewport = cameraViewport.toGlobal(engine);
  7569. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  7570. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  7571. return BABYLON.Ray.CreateNew(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
  7572. };
  7573. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  7574. var pickingInfo = null;
  7575. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  7576. var mesh = this.meshes[meshIndex];
  7577. if (predicate) {
  7578. if (!predicate(mesh)) {
  7579. continue;
  7580. }
  7581. } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  7582. continue;
  7583. }
  7584. var world = mesh.getWorldMatrix();
  7585. var ray = rayFunction(world);
  7586. var result = mesh.intersects(ray, fastCheck);
  7587. if (!result || !result.hit)
  7588. continue;
  7589. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  7590. continue;
  7591. pickingInfo = result;
  7592. if (fastCheck) {
  7593. break;
  7594. }
  7595. }
  7596. return pickingInfo || new BABYLON.PickingInfo();
  7597. };
  7598. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  7599. var _this = this;
  7600. return this._internalPick(function (world) {
  7601. return _this.createPickingRay(x, y, world, camera);
  7602. }, predicate, fastCheck);
  7603. };
  7604. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  7605. var _this = this;
  7606. return this._internalPick(function (world) {
  7607. if (!_this._pickWithRayInverseMatrix) {
  7608. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  7609. }
  7610. world.invertToRef(_this._pickWithRayInverseMatrix);
  7611. return BABYLON.Ray.Transform(ray, _this._pickWithRayInverseMatrix);
  7612. }, predicate, fastCheck);
  7613. };
  7614. Scene.prototype.setPointerOverMesh = function (mesh) {
  7615. if (this._pointerOverMesh === mesh) {
  7616. return;
  7617. }
  7618. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  7619. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  7620. }
  7621. this._pointerOverMesh = mesh;
  7622. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  7623. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  7624. }
  7625. };
  7626. Scene.prototype.getPointerOverMesh = function () {
  7627. return this._pointerOverMesh;
  7628. };
  7629. Scene.prototype.getPhysicsEngine = function () {
  7630. return this._physicsEngine;
  7631. };
  7632. Scene.prototype.enablePhysics = function (gravity, plugin) {
  7633. if (this._physicsEngine) {
  7634. return true;
  7635. }
  7636. this._physicsEngine = new BABYLON.PhysicsEngine(plugin);
  7637. if (!this._physicsEngine.isSupported()) {
  7638. this._physicsEngine = null;
  7639. return false;
  7640. }
  7641. this._physicsEngine._initialize(gravity);
  7642. return true;
  7643. };
  7644. Scene.prototype.disablePhysicsEngine = function () {
  7645. if (!this._physicsEngine) {
  7646. return;
  7647. }
  7648. this._physicsEngine.dispose();
  7649. this._physicsEngine = undefined;
  7650. };
  7651. Scene.prototype.isPhysicsEnabled = function () {
  7652. return this._physicsEngine !== undefined;
  7653. };
  7654. Scene.prototype.setGravity = function (gravity) {
  7655. if (!this._physicsEngine) {
  7656. return;
  7657. }
  7658. this._physicsEngine._setGravity(gravity);
  7659. };
  7660. Scene.prototype.createCompoundImpostor = function (parts, options) {
  7661. if (parts.parts) {
  7662. options = parts;
  7663. parts = parts.parts;
  7664. }
  7665. if (!this._physicsEngine) {
  7666. return null;
  7667. }
  7668. for (var index = 0; index < parts.length; index++) {
  7669. var mesh = parts[index].mesh;
  7670. mesh._physicImpostor = parts[index].impostor;
  7671. mesh._physicsMass = options.mass / parts.length;
  7672. mesh._physicsFriction = options.friction;
  7673. mesh._physicRestitution = options.restitution;
  7674. }
  7675. return this._physicsEngine._registerMeshesAsCompound(parts, options);
  7676. };
  7677. Scene.prototype.deleteCompoundImpostor = function (compound) {
  7678. for (var index = 0; index < compound.parts.length; index++) {
  7679. var mesh = compound.parts[index].mesh;
  7680. mesh._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
  7681. this._physicsEngine._unregisterMesh(mesh);
  7682. }
  7683. };
  7684. Scene.prototype._getByTags = function (list, tagsQuery) {
  7685. if (tagsQuery === undefined) {
  7686. return list;
  7687. }
  7688. var listByTags = [];
  7689. for (var i in list) {
  7690. var item = list[i];
  7691. if (BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  7692. listByTags.push(item);
  7693. }
  7694. }
  7695. return listByTags;
  7696. };
  7697. Scene.prototype.getMeshesByTags = function (tagsQuery) {
  7698. return this._getByTags(this.meshes, tagsQuery);
  7699. };
  7700. Scene.prototype.getCamerasByTags = function (tagsQuery) {
  7701. return this._getByTags(this.cameras, tagsQuery);
  7702. };
  7703. Scene.prototype.getLightsByTags = function (tagsQuery) {
  7704. return this._getByTags(this.lights, tagsQuery);
  7705. };
  7706. Scene.prototype.getMaterialByTags = function (tagsQuery) {
  7707. return this._getByTags(this.materials, tagsQuery).concat(this._getByTags(this.multiMaterials, tagsQuery));
  7708. };
  7709. Scene.FOGMODE_NONE = 0;
  7710. Scene.FOGMODE_EXP = 1;
  7711. Scene.FOGMODE_EXP2 = 2;
  7712. Scene.FOGMODE_LINEAR = 3;
  7713. Scene.MinDeltaTime = 1.0;
  7714. Scene.MaxDeltaTime = 1000.0;
  7715. return Scene;
  7716. })();
  7717. BABYLON.Scene = Scene;
  7718. })(BABYLON || (BABYLON = {}));
  7719. var BABYLON;
  7720. (function (BABYLON) {
  7721. var VertexBuffer = (function () {
  7722. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride) {
  7723. if (engine instanceof BABYLON.Mesh) {
  7724. this._engine = engine.getScene().getEngine();
  7725. } else {
  7726. this._engine = engine;
  7727. }
  7728. this._updatable = updatable;
  7729. this._data = data;
  7730. if (!postponeInternalCreation) {
  7731. this.create();
  7732. }
  7733. this._kind = kind;
  7734. if (stride) {
  7735. this._strideSize = stride;
  7736. return;
  7737. }
  7738. switch (kind) {
  7739. case VertexBuffer.PositionKind:
  7740. this._strideSize = 3;
  7741. break;
  7742. case VertexBuffer.NormalKind:
  7743. this._strideSize = 3;
  7744. break;
  7745. case VertexBuffer.UVKind:
  7746. this._strideSize = 2;
  7747. break;
  7748. case VertexBuffer.UV2Kind:
  7749. this._strideSize = 2;
  7750. break;
  7751. case VertexBuffer.ColorKind:
  7752. this._strideSize = 4;
  7753. break;
  7754. case VertexBuffer.MatricesIndicesKind:
  7755. this._strideSize = 4;
  7756. break;
  7757. case VertexBuffer.MatricesWeightsKind:
  7758. this._strideSize = 4;
  7759. break;
  7760. }
  7761. }
  7762. VertexBuffer.prototype.isUpdatable = function () {
  7763. return this._updatable;
  7764. };
  7765. VertexBuffer.prototype.getData = function () {
  7766. return this._data;
  7767. };
  7768. VertexBuffer.prototype.getBuffer = function () {
  7769. return this._buffer;
  7770. };
  7771. VertexBuffer.prototype.getStrideSize = function () {
  7772. return this._strideSize;
  7773. };
  7774. VertexBuffer.prototype.create = function (data) {
  7775. if (!data && this._buffer) {
  7776. return;
  7777. }
  7778. data = data || this._data;
  7779. if (!this._buffer) {
  7780. if (this._updatable) {
  7781. this._buffer = this._engine.createDynamicVertexBuffer(data.length * 4);
  7782. } else {
  7783. this._buffer = this._engine.createVertexBuffer(data);
  7784. }
  7785. }
  7786. if (this._updatable) {
  7787. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  7788. this._data = data;
  7789. }
  7790. };
  7791. VertexBuffer.prototype.update = function (data) {
  7792. this.create(data);
  7793. };
  7794. VertexBuffer.prototype.updateDirectly = function (data, offset) {
  7795. if (!this._buffer) {
  7796. return;
  7797. }
  7798. if (this._updatable) {
  7799. this._engine.updateDynamicVertexBuffer(this._buffer, data, offset);
  7800. this._data = null;
  7801. }
  7802. };
  7803. VertexBuffer.prototype.dispose = function () {
  7804. if (!this._buffer) {
  7805. return;
  7806. }
  7807. if (this._engine._releaseBuffer(this._buffer)) {
  7808. this._buffer = null;
  7809. }
  7810. };
  7811. Object.defineProperty(VertexBuffer, "PositionKind", {
  7812. get: function () {
  7813. return VertexBuffer._PositionKind;
  7814. },
  7815. enumerable: true,
  7816. configurable: true
  7817. });
  7818. Object.defineProperty(VertexBuffer, "NormalKind", {
  7819. get: function () {
  7820. return VertexBuffer._NormalKind;
  7821. },
  7822. enumerable: true,
  7823. configurable: true
  7824. });
  7825. Object.defineProperty(VertexBuffer, "UVKind", {
  7826. get: function () {
  7827. return VertexBuffer._UVKind;
  7828. },
  7829. enumerable: true,
  7830. configurable: true
  7831. });
  7832. Object.defineProperty(VertexBuffer, "UV2Kind", {
  7833. get: function () {
  7834. return VertexBuffer._UV2Kind;
  7835. },
  7836. enumerable: true,
  7837. configurable: true
  7838. });
  7839. Object.defineProperty(VertexBuffer, "ColorKind", {
  7840. get: function () {
  7841. return VertexBuffer._ColorKind;
  7842. },
  7843. enumerable: true,
  7844. configurable: true
  7845. });
  7846. Object.defineProperty(VertexBuffer, "MatricesIndicesKind", {
  7847. get: function () {
  7848. return VertexBuffer._MatricesIndicesKind;
  7849. },
  7850. enumerable: true,
  7851. configurable: true
  7852. });
  7853. Object.defineProperty(VertexBuffer, "MatricesWeightsKind", {
  7854. get: function () {
  7855. return VertexBuffer._MatricesWeightsKind;
  7856. },
  7857. enumerable: true,
  7858. configurable: true
  7859. });
  7860. VertexBuffer._PositionKind = "position";
  7861. VertexBuffer._NormalKind = "normal";
  7862. VertexBuffer._UVKind = "uv";
  7863. VertexBuffer._UV2Kind = "uv2";
  7864. VertexBuffer._ColorKind = "color";
  7865. VertexBuffer._MatricesIndicesKind = "matricesIndices";
  7866. VertexBuffer._MatricesWeightsKind = "matricesWeights";
  7867. return VertexBuffer;
  7868. })();
  7869. BABYLON.VertexBuffer = VertexBuffer;
  7870. })(BABYLON || (BABYLON = {}));
  7871. var __extends = this.__extends || function (d, b) {
  7872. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  7873. function __() { this.constructor = d; }
  7874. __.prototype = b.prototype;
  7875. d.prototype = new __();
  7876. };
  7877. var BABYLON;
  7878. (function (BABYLON) {
  7879. var AbstractMesh = (function (_super) {
  7880. __extends(AbstractMesh, _super);
  7881. function AbstractMesh(name, scene) {
  7882. _super.call(this, name, scene);
  7883. this.position = new BABYLON.Vector3(0, 0, 0);
  7884. this.rotation = new BABYLON.Vector3(0, 0, 0);
  7885. this.scaling = new BABYLON.Vector3(1, 1, 1);
  7886. this.billboardMode = AbstractMesh.BILLBOARDMODE_NONE;
  7887. this.visibility = 1.0;
  7888. this.alphaIndex = Number.MAX_VALUE;
  7889. this.infiniteDistance = false;
  7890. this.isVisible = true;
  7891. this.isPickable = true;
  7892. this.showBoundingBox = false;
  7893. this.showSubMeshesBoundingBox = false;
  7894. this.onDispose = null;
  7895. this.checkCollisions = false;
  7896. this.isBlocker = false;
  7897. this.renderingGroupId = 0;
  7898. this.receiveShadows = false;
  7899. this.renderOutline = false;
  7900. this.outlineColor = BABYLON.Color3.Red();
  7901. this.outlineWidth = 0.02;
  7902. this.renderOverlay = false;
  7903. this.overlayColor = BABYLON.Color3.Red();
  7904. this.overlayAlpha = 0.5;
  7905. this.hasVertexAlpha = false;
  7906. this.useVertexColors = true;
  7907. this.applyFog = true;
  7908. this.useOctreeForRenderingSelection = true;
  7909. this.useOctreeForPicking = true;
  7910. this.useOctreeForCollisions = true;
  7911. this.layerMask = 0xFFFFFFFF;
  7912. this._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
  7913. this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  7914. this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  7915. this._collider = new BABYLON.Collider();
  7916. this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  7917. this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  7918. this._newPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  7919. this._localScaling = BABYLON.Matrix.Zero();
  7920. this._localRotation = BABYLON.Matrix.Zero();
  7921. this._localTranslation = BABYLON.Matrix.Zero();
  7922. this._localBillboard = BABYLON.Matrix.Zero();
  7923. this._localPivotScaling = BABYLON.Matrix.Zero();
  7924. this._localPivotScalingRotation = BABYLON.Matrix.Zero();
  7925. this._localWorld = BABYLON.Matrix.Zero();
  7926. this._worldMatrix = BABYLON.Matrix.Zero();
  7927. this._rotateYByPI = BABYLON.Matrix.RotationY(Math.PI);
  7928. this._absolutePosition = BABYLON.Vector3.Zero();
  7929. this._collisionsTransformMatrix = BABYLON.Matrix.Zero();
  7930. this._collisionsScalingMatrix = BABYLON.Matrix.Zero();
  7931. this._isDirty = false;
  7932. this._pivotMatrix = BABYLON.Matrix.Identity();
  7933. this._isDisposed = false;
  7934. this._renderId = 0;
  7935. this._intersectionsInProgress = new Array();
  7936. this._onAfterWorldMatrixUpdate = new Array();
  7937. scene.meshes.push(this);
  7938. }
  7939. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  7940. get: function () {
  7941. return AbstractMesh._BILLBOARDMODE_NONE;
  7942. },
  7943. enumerable: true,
  7944. configurable: true
  7945. });
  7946. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  7947. get: function () {
  7948. return AbstractMesh._BILLBOARDMODE_X;
  7949. },
  7950. enumerable: true,
  7951. configurable: true
  7952. });
  7953. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  7954. get: function () {
  7955. return AbstractMesh._BILLBOARDMODE_Y;
  7956. },
  7957. enumerable: true,
  7958. configurable: true
  7959. });
  7960. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  7961. get: function () {
  7962. return AbstractMesh._BILLBOARDMODE_Z;
  7963. },
  7964. enumerable: true,
  7965. configurable: true
  7966. });
  7967. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  7968. get: function () {
  7969. return AbstractMesh._BILLBOARDMODE_ALL;
  7970. },
  7971. enumerable: true,
  7972. configurable: true
  7973. });
  7974. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  7975. get: function () {
  7976. return false;
  7977. },
  7978. enumerable: true,
  7979. configurable: true
  7980. });
  7981. AbstractMesh.prototype.getLOD = function (camera) {
  7982. return this;
  7983. };
  7984. AbstractMesh.prototype.getTotalVertices = function () {
  7985. return 0;
  7986. };
  7987. AbstractMesh.prototype.getIndices = function () {
  7988. return null;
  7989. };
  7990. AbstractMesh.prototype.getVerticesData = function (kind) {
  7991. return null;
  7992. };
  7993. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  7994. return false;
  7995. };
  7996. AbstractMesh.prototype.getBoundingInfo = function () {
  7997. if (this._masterMesh) {
  7998. return this._masterMesh.getBoundingInfo();
  7999. }
  8000. if (!this._boundingInfo) {
  8001. this._updateBoundingInfo();
  8002. }
  8003. return this._boundingInfo;
  8004. };
  8005. AbstractMesh.prototype._preActivate = function () {
  8006. };
  8007. AbstractMesh.prototype._activate = function (renderId) {
  8008. this._renderId = renderId;
  8009. };
  8010. AbstractMesh.prototype.getWorldMatrix = function () {
  8011. if (this._masterMesh) {
  8012. return this._masterMesh.getWorldMatrix();
  8013. }
  8014. if (this._currentRenderId !== this.getScene().getRenderId()) {
  8015. this.computeWorldMatrix();
  8016. }
  8017. return this._worldMatrix;
  8018. };
  8019. Object.defineProperty(AbstractMesh.prototype, "worldMatrixFromCache", {
  8020. get: function () {
  8021. return this._worldMatrix;
  8022. },
  8023. enumerable: true,
  8024. configurable: true
  8025. });
  8026. Object.defineProperty(AbstractMesh.prototype, "absolutePosition", {
  8027. get: function () {
  8028. return this._absolutePosition;
  8029. },
  8030. enumerable: true,
  8031. configurable: true
  8032. });
  8033. AbstractMesh.prototype.rotate = function (axis, amount, space) {
  8034. if (!this.rotationQuaternion) {
  8035. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  8036. this.rotation = BABYLON.Vector3.Zero();
  8037. }
  8038. if (!space || space == 0 /* LOCAL */) {
  8039. var rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
  8040. this.rotationQuaternion = this.rotationQuaternion.multiply(rotationQuaternion);
  8041. } else {
  8042. if (this.parent) {
  8043. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  8044. invertParentWorldMatrix.invert();
  8045. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  8046. }
  8047. rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
  8048. this.rotationQuaternion = rotationQuaternion.multiply(this.rotationQuaternion);
  8049. }
  8050. };
  8051. AbstractMesh.prototype.translate = function (axis, distance, space) {
  8052. var displacementVector = axis.scale(distance);
  8053. if (!space || space == 0 /* LOCAL */) {
  8054. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  8055. this.setPositionWithLocalVector(tempV3);
  8056. } else {
  8057. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  8058. }
  8059. };
  8060. AbstractMesh.prototype.getAbsolutePosition = function () {
  8061. this.computeWorldMatrix();
  8062. return this._absolutePosition;
  8063. };
  8064. AbstractMesh.prototype.setAbsolutePosition = function (absolutePosition) {
  8065. if (!absolutePosition) {
  8066. return;
  8067. }
  8068. var absolutePositionX;
  8069. var absolutePositionY;
  8070. var absolutePositionZ;
  8071. if (absolutePosition.x === undefined) {
  8072. if (arguments.length < 3) {
  8073. return;
  8074. }
  8075. absolutePositionX = arguments[0];
  8076. absolutePositionY = arguments[1];
  8077. absolutePositionZ = arguments[2];
  8078. } else {
  8079. absolutePositionX = absolutePosition.x;
  8080. absolutePositionY = absolutePosition.y;
  8081. absolutePositionZ = absolutePosition.z;
  8082. }
  8083. if (this.parent) {
  8084. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  8085. invertParentWorldMatrix.invert();
  8086. var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ);
  8087. this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix);
  8088. } else {
  8089. this.position.x = absolutePositionX;
  8090. this.position.y = absolutePositionY;
  8091. this.position.z = absolutePositionZ;
  8092. }
  8093. };
  8094. AbstractMesh.prototype.setPivotMatrix = function (matrix) {
  8095. this._pivotMatrix = matrix;
  8096. this._cache.pivotMatrixUpdated = true;
  8097. };
  8098. AbstractMesh.prototype.getPivotMatrix = function () {
  8099. return this._pivotMatrix;
  8100. };
  8101. AbstractMesh.prototype._isSynchronized = function () {
  8102. if (this._isDirty) {
  8103. return false;
  8104. }
  8105. if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE)
  8106. return false;
  8107. if (this._cache.pivotMatrixUpdated) {
  8108. return false;
  8109. }
  8110. if (this.infiniteDistance) {
  8111. return false;
  8112. }
  8113. if (!this._cache.position.equals(this.position))
  8114. return false;
  8115. if (this.rotationQuaternion) {
  8116. if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion))
  8117. return false;
  8118. } else {
  8119. if (!this._cache.rotation.equals(this.rotation))
  8120. return false;
  8121. }
  8122. if (!this._cache.scaling.equals(this.scaling))
  8123. return false;
  8124. return true;
  8125. };
  8126. AbstractMesh.prototype._initCache = function () {
  8127. _super.prototype._initCache.call(this);
  8128. this._cache.localMatrixUpdated = false;
  8129. this._cache.position = BABYLON.Vector3.Zero();
  8130. this._cache.scaling = BABYLON.Vector3.Zero();
  8131. this._cache.rotation = BABYLON.Vector3.Zero();
  8132. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  8133. };
  8134. AbstractMesh.prototype.markAsDirty = function (property) {
  8135. if (property === "rotation") {
  8136. this.rotationQuaternion = null;
  8137. }
  8138. this._currentRenderId = Number.MAX_VALUE;
  8139. this._isDirty = true;
  8140. };
  8141. AbstractMesh.prototype._updateBoundingInfo = function () {
  8142. this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition);
  8143. this._boundingInfo._update(this.worldMatrixFromCache);
  8144. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  8145. };
  8146. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  8147. if (!this.subMeshes) {
  8148. return;
  8149. }
  8150. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  8151. var subMesh = this.subMeshes[subIndex];
  8152. subMesh.updateBoundingInfo(matrix);
  8153. }
  8154. };
  8155. AbstractMesh.prototype.computeWorldMatrix = function (force) {
  8156. if (!force && (this._currentRenderId == this.getScene().getRenderId() || this.isSynchronized(true))) {
  8157. return this._worldMatrix;
  8158. }
  8159. this._cache.position.copyFrom(this.position);
  8160. this._cache.scaling.copyFrom(this.scaling);
  8161. this._cache.pivotMatrixUpdated = false;
  8162. this._currentRenderId = this.getScene().getRenderId();
  8163. this._isDirty = false;
  8164. BABYLON.Matrix.ScalingToRef(this.scaling.x, this.scaling.y, this.scaling.z, this._localScaling);
  8165. if (this.rotationQuaternion) {
  8166. this.rotationQuaternion.toRotationMatrix(this._localRotation);
  8167. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  8168. } else {
  8169. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._localRotation);
  8170. this._cache.rotation.copyFrom(this.rotation);
  8171. }
  8172. if (this.infiniteDistance && !this.parent) {
  8173. var camera = this.getScene().activeCamera;
  8174. var cameraWorldMatrix = camera.getWorldMatrix();
  8175. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  8176. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, this._localTranslation);
  8177. } else {
  8178. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._localTranslation);
  8179. }
  8180. this._pivotMatrix.multiplyToRef(this._localScaling, this._localPivotScaling);
  8181. this._localPivotScaling.multiplyToRef(this._localRotation, this._localPivotScalingRotation);
  8182. if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE && this.getScene().activeCamera) {
  8183. var localPosition = this.position.clone();
  8184. var zero = this.getScene().activeCamera.position.clone();
  8185. if (this.parent && this.parent.position) {
  8186. localPosition.addInPlace(this.parent.position);
  8187. BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, this._localTranslation);
  8188. }
  8189. if ((this.billboardMode & AbstractMesh.BILLBOARDMODE_ALL) === AbstractMesh.BILLBOARDMODE_ALL) {
  8190. zero = this.getScene().activeCamera.position;
  8191. } else {
  8192. if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_X)
  8193. zero.x = localPosition.x + BABYLON.Engine.Epsilon;
  8194. if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_Y)
  8195. zero.y = localPosition.y + 0.001;
  8196. if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_Z)
  8197. zero.z = localPosition.z + 0.001;
  8198. }
  8199. BABYLON.Matrix.LookAtLHToRef(localPosition, zero, BABYLON.Vector3.Up(), this._localBillboard);
  8200. this._localBillboard.m[12] = this._localBillboard.m[13] = this._localBillboard.m[14] = 0;
  8201. this._localBillboard.invert();
  8202. this._localPivotScalingRotation.multiplyToRef(this._localBillboard, this._localWorld);
  8203. this._rotateYByPI.multiplyToRef(this._localWorld, this._localPivotScalingRotation);
  8204. }
  8205. this._localPivotScalingRotation.multiplyToRef(this._localTranslation, this._localWorld);
  8206. if (this.parent && this.parent.getWorldMatrix && this.billboardMode === BABYLON.AbstractMesh.BILLBOARDMODE_NONE) {
  8207. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  8208. } else {
  8209. this._worldMatrix.copyFrom(this._localWorld);
  8210. }
  8211. this._updateBoundingInfo();
  8212. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  8213. for (var callbackIndex = 0; callbackIndex < this._onAfterWorldMatrixUpdate.length; callbackIndex++) {
  8214. this._onAfterWorldMatrixUpdate[callbackIndex](this);
  8215. }
  8216. return this._worldMatrix;
  8217. };
  8218. /**
  8219. * If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
  8220. * @param func: callback function to add
  8221. */
  8222. AbstractMesh.prototype.registerAfterWorldMatrixUpdate = function (func) {
  8223. this._onAfterWorldMatrixUpdate.push(func);
  8224. };
  8225. AbstractMesh.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  8226. var index = this._onAfterWorldMatrixUpdate.indexOf(func);
  8227. if (index > -1) {
  8228. this._onAfterWorldMatrixUpdate.splice(index, 1);
  8229. }
  8230. };
  8231. AbstractMesh.prototype.setPositionWithLocalVector = function (vector3) {
  8232. this.computeWorldMatrix();
  8233. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  8234. };
  8235. AbstractMesh.prototype.getPositionExpressedInLocalSpace = function () {
  8236. this.computeWorldMatrix();
  8237. var invLocalWorldMatrix = this._localWorld.clone();
  8238. invLocalWorldMatrix.invert();
  8239. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  8240. };
  8241. AbstractMesh.prototype.locallyTranslate = function (vector3) {
  8242. this.computeWorldMatrix();
  8243. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  8244. };
  8245. AbstractMesh.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor) {
  8246. yawCor = yawCor || 0;
  8247. pitchCor = pitchCor || 0;
  8248. rollCor = rollCor || 0;
  8249. var dv = targetPoint.subtract(this.position);
  8250. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  8251. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  8252. var pitch = Math.atan2(dv.y, len);
  8253. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(yaw + yawCor, pitch + pitchCor, rollCor);
  8254. };
  8255. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  8256. if (!this._boundingInfo.isInFrustum(frustumPlanes)) {
  8257. return false;
  8258. }
  8259. return true;
  8260. };
  8261. AbstractMesh.prototype.isCompletelyInFrustum = function (camera) {
  8262. if (!camera) {
  8263. camera = this.getScene().activeCamera;
  8264. }
  8265. var transformMatrix = camera.getViewMatrix().multiply(camera.getProjectionMatrix());
  8266. if (!this._boundingInfo.isCompletelyInFrustum(BABYLON.Frustum.GetPlanes(transformMatrix))) {
  8267. return false;
  8268. }
  8269. return true;
  8270. };
  8271. AbstractMesh.prototype.intersectsMesh = function (mesh, precise) {
  8272. if (!this._boundingInfo || !mesh._boundingInfo) {
  8273. return false;
  8274. }
  8275. return this._boundingInfo.intersects(mesh._boundingInfo, precise);
  8276. };
  8277. AbstractMesh.prototype.intersectsPoint = function (point) {
  8278. if (!this._boundingInfo) {
  8279. return false;
  8280. }
  8281. return this._boundingInfo.intersectsPoint(point);
  8282. };
  8283. AbstractMesh.prototype.setPhysicsState = function (impostor, options) {
  8284. var physicsEngine = this.getScene().getPhysicsEngine();
  8285. if (!physicsEngine) {
  8286. return;
  8287. }
  8288. if (impostor.impostor) {
  8289. options = impostor;
  8290. impostor = impostor.impostor;
  8291. }
  8292. impostor = impostor || BABYLON.PhysicsEngine.NoImpostor;
  8293. if (impostor === BABYLON.PhysicsEngine.NoImpostor) {
  8294. physicsEngine._unregisterMesh(this);
  8295. return;
  8296. }
  8297. options.mass = options.mass || 0;
  8298. options.friction = options.friction || 0.2;
  8299. options.restitution = options.restitution || 0.2;
  8300. this._physicImpostor = impostor;
  8301. this._physicsMass = options.mass;
  8302. this._physicsFriction = options.friction;
  8303. this._physicRestitution = options.restitution;
  8304. physicsEngine._registerMesh(this, impostor, options);
  8305. };
  8306. AbstractMesh.prototype.getPhysicsImpostor = function () {
  8307. if (!this._physicImpostor) {
  8308. return BABYLON.PhysicsEngine.NoImpostor;
  8309. }
  8310. return this._physicImpostor;
  8311. };
  8312. AbstractMesh.prototype.getPhysicsMass = function () {
  8313. if (!this._physicsMass) {
  8314. return 0;
  8315. }
  8316. return this._physicsMass;
  8317. };
  8318. AbstractMesh.prototype.getPhysicsFriction = function () {
  8319. if (!this._physicsFriction) {
  8320. return 0;
  8321. }
  8322. return this._physicsFriction;
  8323. };
  8324. AbstractMesh.prototype.getPhysicsRestitution = function () {
  8325. if (!this._physicRestitution) {
  8326. return 0;
  8327. }
  8328. return this._physicRestitution;
  8329. };
  8330. AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
  8331. if (!camera) {
  8332. camera = this.getScene().activeCamera;
  8333. }
  8334. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  8335. };
  8336. AbstractMesh.prototype.getDistanceToCamera = function (camera) {
  8337. if (!camera) {
  8338. camera = this.getScene().activeCamera;
  8339. }
  8340. return this.absolutePosition.subtract(camera.position).length();
  8341. };
  8342. AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  8343. if (!this._physicImpostor) {
  8344. return;
  8345. }
  8346. this.getScene().getPhysicsEngine()._applyImpulse(this, force, contactPoint);
  8347. };
  8348. AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  8349. if (!this._physicImpostor) {
  8350. return;
  8351. }
  8352. this.getScene().getPhysicsEngine()._createLink(this, otherMesh, pivot1, pivot2, options);
  8353. };
  8354. AbstractMesh.prototype.updatePhysicsBodyPosition = function () {
  8355. if (!this._physicImpostor) {
  8356. return;
  8357. }
  8358. this.getScene().getPhysicsEngine()._updateBodyPosition(this);
  8359. };
  8360. AbstractMesh.prototype.moveWithCollisions = function (velocity) {
  8361. var globalPosition = this.getAbsolutePosition();
  8362. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPositionForCollisions);
  8363. this._oldPositionForCollisions.addInPlace(this.ellipsoidOffset);
  8364. this._collider.radius = this.ellipsoid;
  8365. this.getScene()._getNewPosition(this._oldPositionForCollisions, velocity, this._collider, 3, this._newPositionForCollisions, this);
  8366. this._newPositionForCollisions.subtractToRef(this._oldPositionForCollisions, this._diffPositionForCollisions);
  8367. if (this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  8368. this.position.addInPlace(this._diffPositionForCollisions);
  8369. }
  8370. };
  8371. /**
  8372. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  8373. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  8374. */
  8375. AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  8376. if (typeof maxCapacity === "undefined") { maxCapacity = 64; }
  8377. if (typeof maxDepth === "undefined") { maxDepth = 2; }
  8378. if (!this._submeshesOctree) {
  8379. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  8380. }
  8381. this.computeWorldMatrix(true);
  8382. var bbox = this.getBoundingInfo().boundingBox;
  8383. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  8384. return this._submeshesOctree;
  8385. };
  8386. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  8387. this._generatePointsArray();
  8388. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  8389. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  8390. subMesh._lastColliderWorldVertices = [];
  8391. subMesh._trianglePlanes = [];
  8392. var start = subMesh.verticesStart;
  8393. var end = (subMesh.verticesStart + subMesh.verticesCount);
  8394. for (var i = start; i < end; i++) {
  8395. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  8396. }
  8397. }
  8398. collider._collide(subMesh, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart);
  8399. };
  8400. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  8401. var subMeshes;
  8402. var len;
  8403. if (this._submeshesOctree && this.useOctreeForCollisions) {
  8404. var radius = collider.velocityWorldLength + Math.max(collider.radius.x, collider.radius.y, collider.radius.z);
  8405. var intersections = this._submeshesOctree.intersects(collider.basePointWorld, radius);
  8406. len = intersections.length;
  8407. subMeshes = intersections.data;
  8408. } else {
  8409. subMeshes = this.subMeshes;
  8410. len = subMeshes.length;
  8411. }
  8412. for (var index = 0; index < len; index++) {
  8413. var subMesh = subMeshes[index];
  8414. if (len > 1 && !subMesh._checkCollision(collider))
  8415. continue;
  8416. this._collideForSubMesh(subMesh, transformMatrix, collider);
  8417. }
  8418. };
  8419. AbstractMesh.prototype._checkCollision = function (collider) {
  8420. if (!this._boundingInfo._checkCollision(collider))
  8421. return;
  8422. BABYLON.Matrix.ScalingToRef(1.0 / collider.radius.x, 1.0 / collider.radius.y, 1.0 / collider.radius.z, this._collisionsScalingMatrix);
  8423. this.worldMatrixFromCache.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix);
  8424. this._processCollisionsForSubMeshes(collider, this._collisionsTransformMatrix);
  8425. };
  8426. AbstractMesh.prototype._generatePointsArray = function () {
  8427. return false;
  8428. };
  8429. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  8430. var pickingInfo = new BABYLON.PickingInfo();
  8431. if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
  8432. return pickingInfo;
  8433. }
  8434. if (!this._generatePointsArray()) {
  8435. return pickingInfo;
  8436. }
  8437. var intersectInfo = null;
  8438. var subMeshes;
  8439. var len;
  8440. if (this._submeshesOctree && this.useOctreeForPicking) {
  8441. var worldRay = BABYLON.Ray.Transform(ray, this.getWorldMatrix());
  8442. var intersections = this._submeshesOctree.intersectsRay(worldRay);
  8443. len = intersections.length;
  8444. subMeshes = intersections.data;
  8445. } else {
  8446. subMeshes = this.subMeshes;
  8447. len = subMeshes.length;
  8448. }
  8449. for (var index = 0; index < len; index++) {
  8450. var subMesh = subMeshes[index];
  8451. if (len > 1 && !subMesh.canIntersects(ray))
  8452. continue;
  8453. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  8454. if (currentIntersectInfo) {
  8455. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  8456. intersectInfo = currentIntersectInfo;
  8457. if (fastCheck) {
  8458. break;
  8459. }
  8460. }
  8461. }
  8462. }
  8463. if (intersectInfo) {
  8464. var world = this.getWorldMatrix();
  8465. var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
  8466. var direction = ray.direction.clone();
  8467. direction.normalize();
  8468. direction = direction.scale(intersectInfo.distance);
  8469. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  8470. var pickedPoint = worldOrigin.add(worldDirection);
  8471. pickingInfo.hit = true;
  8472. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  8473. pickingInfo.pickedPoint = pickedPoint;
  8474. pickingInfo.pickedMesh = this;
  8475. pickingInfo.bu = intersectInfo.bu;
  8476. pickingInfo.bv = intersectInfo.bv;
  8477. pickingInfo.faceId = intersectInfo.faceId;
  8478. return pickingInfo;
  8479. }
  8480. return pickingInfo;
  8481. };
  8482. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  8483. return null;
  8484. };
  8485. AbstractMesh.prototype.releaseSubMeshes = function () {
  8486. if (this.subMeshes) {
  8487. while (this.subMeshes.length) {
  8488. this.subMeshes[0].dispose();
  8489. }
  8490. } else {
  8491. this.subMeshes = new Array();
  8492. }
  8493. };
  8494. AbstractMesh.prototype.dispose = function (doNotRecurse) {
  8495. if (this.getPhysicsImpostor() != BABYLON.PhysicsEngine.NoImpostor) {
  8496. this.setPhysicsState(BABYLON.PhysicsEngine.NoImpostor);
  8497. }
  8498. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  8499. var other = this._intersectionsInProgress[index];
  8500. var pos = other._intersectionsInProgress.indexOf(this);
  8501. other._intersectionsInProgress.splice(pos, 1);
  8502. }
  8503. this._intersectionsInProgress = [];
  8504. this.releaseSubMeshes();
  8505. var index = this.getScene().meshes.indexOf(this);
  8506. if (index != -1) {
  8507. this.getScene().meshes.splice(index, 1);
  8508. }
  8509. if (!doNotRecurse) {
  8510. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  8511. if (this.getScene().particleSystems[index].emitter == this) {
  8512. this.getScene().particleSystems[index].dispose();
  8513. index--;
  8514. }
  8515. }
  8516. var objects = this.getScene().meshes.slice(0);
  8517. for (index = 0; index < objects.length; index++) {
  8518. if (objects[index].parent == this) {
  8519. objects[index].dispose();
  8520. }
  8521. }
  8522. } else {
  8523. for (index = 0; index < this.getScene().meshes.length; index++) {
  8524. var obj = this.getScene().meshes[index];
  8525. if (obj.parent === this) {
  8526. obj.parent = null;
  8527. obj.computeWorldMatrix(true);
  8528. }
  8529. }
  8530. }
  8531. this._onAfterWorldMatrixUpdate = [];
  8532. this._isDisposed = true;
  8533. if (this.onDispose) {
  8534. this.onDispose();
  8535. }
  8536. };
  8537. AbstractMesh._BILLBOARDMODE_NONE = 0;
  8538. AbstractMesh._BILLBOARDMODE_X = 1;
  8539. AbstractMesh._BILLBOARDMODE_Y = 2;
  8540. AbstractMesh._BILLBOARDMODE_Z = 4;
  8541. AbstractMesh._BILLBOARDMODE_ALL = 7;
  8542. return AbstractMesh;
  8543. })(BABYLON.Node);
  8544. BABYLON.AbstractMesh = AbstractMesh;
  8545. })(BABYLON || (BABYLON = {}));
  8546. var __extends = this.__extends || function (d, b) {
  8547. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  8548. function __() { this.constructor = d; }
  8549. __.prototype = b.prototype;
  8550. d.prototype = new __();
  8551. };
  8552. var BABYLON;
  8553. (function (BABYLON) {
  8554. var _InstancesBatch = (function () {
  8555. function _InstancesBatch() {
  8556. this.mustReturn = false;
  8557. this.visibleInstances = new Array();
  8558. this.renderSelf = new Array();
  8559. }
  8560. return _InstancesBatch;
  8561. })();
  8562. BABYLON._InstancesBatch = _InstancesBatch;
  8563. var Mesh = (function (_super) {
  8564. __extends(Mesh, _super);
  8565. function Mesh(name, scene) {
  8566. _super.call(this, name, scene);
  8567. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  8568. this.instances = new Array();
  8569. this._LODLevels = new Array();
  8570. this._onBeforeRenderCallbacks = new Array();
  8571. this._onAfterRenderCallbacks = new Array();
  8572. this._visibleInstances = {};
  8573. this._renderIdForInstances = new Array();
  8574. this._batchCache = new _InstancesBatch();
  8575. this._instancesBufferSize = 32 * 16 * 4;
  8576. }
  8577. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  8578. get: function () {
  8579. return this._LODLevels.length > 0;
  8580. },
  8581. enumerable: true,
  8582. configurable: true
  8583. });
  8584. Mesh.prototype._sortLODLevels = function () {
  8585. this._LODLevels.sort(function (a, b) {
  8586. if (a.distance < b.distance) {
  8587. return 1;
  8588. }
  8589. if (a.distance > b.distance) {
  8590. return -1;
  8591. }
  8592. return 0;
  8593. });
  8594. };
  8595. Mesh.prototype.addLODLevel = function (distance, mesh) {
  8596. if (mesh && mesh._masterMesh) {
  8597. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  8598. return this;
  8599. }
  8600. var level = new BABYLON.Internals.MeshLODLevel(distance, mesh);
  8601. this._LODLevels.push(level);
  8602. if (mesh) {
  8603. mesh._masterMesh = this;
  8604. }
  8605. this._sortLODLevels();
  8606. return this;
  8607. };
  8608. Mesh.prototype.removeLODLevel = function (mesh) {
  8609. for (var index = 0; index < this._LODLevels.length; index++) {
  8610. if (this._LODLevels[index].mesh === mesh) {
  8611. this._LODLevels.splice(index, 1);
  8612. if (mesh) {
  8613. mesh._masterMesh = null;
  8614. }
  8615. }
  8616. }
  8617. this._sortLODLevels();
  8618. return this;
  8619. };
  8620. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  8621. if (!this._LODLevels || this._LODLevels.length === 0) {
  8622. return this;
  8623. }
  8624. var distanceToCamera = (boundingSphere ? boundingSphere : this.getBoundingInfo().boundingSphere).centerWorld.subtract(camera.position).length();
  8625. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  8626. return this;
  8627. }
  8628. for (var index = 0; index < this._LODLevels.length; index++) {
  8629. var level = this._LODLevels[index];
  8630. if (level.distance < distanceToCamera) {
  8631. if (level.mesh) {
  8632. level.mesh._preActivate();
  8633. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  8634. }
  8635. return level.mesh;
  8636. }
  8637. }
  8638. return this;
  8639. };
  8640. Object.defineProperty(Mesh.prototype, "geometry", {
  8641. get: function () {
  8642. return this._geometry;
  8643. },
  8644. enumerable: true,
  8645. configurable: true
  8646. });
  8647. Mesh.prototype.getTotalVertices = function () {
  8648. if (!this._geometry) {
  8649. return 0;
  8650. }
  8651. return this._geometry.getTotalVertices();
  8652. };
  8653. Mesh.prototype.getVerticesData = function (kind) {
  8654. if (!this._geometry) {
  8655. return null;
  8656. }
  8657. return this._geometry.getVerticesData(kind);
  8658. };
  8659. Mesh.prototype.getVertexBuffer = function (kind) {
  8660. if (!this._geometry) {
  8661. return undefined;
  8662. }
  8663. return this._geometry.getVertexBuffer(kind);
  8664. };
  8665. Mesh.prototype.isVerticesDataPresent = function (kind) {
  8666. if (!this._geometry) {
  8667. if (this._delayInfo) {
  8668. return this._delayInfo.indexOf(kind) !== -1;
  8669. }
  8670. return false;
  8671. }
  8672. return this._geometry.isVerticesDataPresent(kind);
  8673. };
  8674. Mesh.prototype.getVerticesDataKinds = function () {
  8675. if (!this._geometry) {
  8676. var result = [];
  8677. if (this._delayInfo) {
  8678. for (var kind in this._delayInfo) {
  8679. result.push(kind);
  8680. }
  8681. }
  8682. return result;
  8683. }
  8684. return this._geometry.getVerticesDataKinds();
  8685. };
  8686. Mesh.prototype.getTotalIndices = function () {
  8687. if (!this._geometry) {
  8688. return 0;
  8689. }
  8690. return this._geometry.getTotalIndices();
  8691. };
  8692. Mesh.prototype.getIndices = function () {
  8693. if (!this._geometry) {
  8694. return [];
  8695. }
  8696. return this._geometry.getIndices();
  8697. };
  8698. Object.defineProperty(Mesh.prototype, "isBlocked", {
  8699. get: function () {
  8700. return this._masterMesh !== null && this._masterMesh !== undefined;
  8701. },
  8702. enumerable: true,
  8703. configurable: true
  8704. });
  8705. Mesh.prototype.isReady = function () {
  8706. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  8707. return false;
  8708. }
  8709. return _super.prototype.isReady.call(this);
  8710. };
  8711. Mesh.prototype.isDisposed = function () {
  8712. return this._isDisposed;
  8713. };
  8714. Mesh.prototype._preActivate = function () {
  8715. var sceneRenderId = this.getScene().getRenderId();
  8716. if (this._preActivateId == sceneRenderId) {
  8717. return;
  8718. }
  8719. this._preActivateId = sceneRenderId;
  8720. this._visibleInstances = null;
  8721. };
  8722. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  8723. if (!this._visibleInstances) {
  8724. this._visibleInstances = {};
  8725. this._visibleInstances.defaultRenderId = renderId;
  8726. this._visibleInstances.selfDefaultRenderId = this._renderId;
  8727. }
  8728. if (!this._visibleInstances[renderId]) {
  8729. this._visibleInstances[renderId] = new Array();
  8730. }
  8731. this._visibleInstances[renderId].push(instance);
  8732. };
  8733. Mesh.prototype.refreshBoundingInfo = function () {
  8734. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  8735. if (data) {
  8736. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices());
  8737. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  8738. }
  8739. if (this.subMeshes) {
  8740. for (var index = 0; index < this.subMeshes.length; index++) {
  8741. this.subMeshes[index].refreshBoundingInfo();
  8742. }
  8743. }
  8744. this._updateBoundingInfo();
  8745. };
  8746. Mesh.prototype._createGlobalSubMesh = function () {
  8747. var totalVertices = this.getTotalVertices();
  8748. if (!totalVertices || !this.getIndices()) {
  8749. return null;
  8750. }
  8751. this.releaseSubMeshes();
  8752. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  8753. };
  8754. Mesh.prototype.subdivide = function (count) {
  8755. if (count < 1) {
  8756. return;
  8757. }
  8758. var totalIndices = this.getTotalIndices();
  8759. var subdivisionSize = (totalIndices / count) | 0;
  8760. var offset = 0;
  8761. while (subdivisionSize % 3 != 0) {
  8762. subdivisionSize++;
  8763. }
  8764. this.releaseSubMeshes();
  8765. for (var index = 0; index < count; index++) {
  8766. if (offset >= totalIndices) {
  8767. break;
  8768. }
  8769. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  8770. offset += subdivisionSize;
  8771. }
  8772. this.synchronizeInstances();
  8773. };
  8774. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  8775. if (kind instanceof Array) {
  8776. var temp = data;
  8777. data = kind;
  8778. kind = temp;
  8779. BABYLON.Tools.Warn("Deprecated usage of setVerticesData detected (since v1.12). Current signature is setVerticesData(kind, data, updatable).");
  8780. }
  8781. if (!this._geometry) {
  8782. var vertexData = new BABYLON.VertexData();
  8783. vertexData.set(data, kind);
  8784. var scene = this.getScene();
  8785. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  8786. } else {
  8787. this._geometry.setVerticesData(kind, data, updatable, stride);
  8788. }
  8789. };
  8790. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  8791. if (!this._geometry) {
  8792. return;
  8793. }
  8794. if (!makeItUnique) {
  8795. this._geometry.updateVerticesData(kind, data, updateExtends);
  8796. } else {
  8797. this.makeGeometryUnique();
  8798. this.updateVerticesData(kind, data, updateExtends, false);
  8799. }
  8800. };
  8801. Mesh.prototype.updateVerticesDataDirectly = function (kind, data, offset, makeItUnique) {
  8802. if (!this._geometry) {
  8803. return;
  8804. }
  8805. if (!makeItUnique) {
  8806. this._geometry.updateVerticesDataDirectly(kind, data, offset);
  8807. } else {
  8808. this.makeGeometryUnique();
  8809. this.updateVerticesDataDirectly(kind, data, offset, false);
  8810. }
  8811. };
  8812. Mesh.prototype.makeGeometryUnique = function () {
  8813. if (!this._geometry) {
  8814. return;
  8815. }
  8816. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  8817. geometry.applyToMesh(this);
  8818. };
  8819. Mesh.prototype.setIndices = function (indices, totalVertices) {
  8820. if (!this._geometry) {
  8821. var vertexData = new BABYLON.VertexData();
  8822. vertexData.indices = indices;
  8823. var scene = this.getScene();
  8824. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, false, this);
  8825. } else {
  8826. this._geometry.setIndices(indices, totalVertices);
  8827. }
  8828. };
  8829. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  8830. var engine = this.getScene().getEngine();
  8831. var indexToBind;
  8832. switch (fillMode) {
  8833. case BABYLON.Material.PointFillMode:
  8834. indexToBind = null;
  8835. break;
  8836. case BABYLON.Material.WireFrameFillMode:
  8837. indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine);
  8838. break;
  8839. default:
  8840. case BABYLON.Material.TriangleFillMode:
  8841. indexToBind = this._geometry.getIndexBuffer();
  8842. break;
  8843. }
  8844. engine.bindMultiBuffers(this._geometry.getVertexBuffers(), indexToBind, effect);
  8845. };
  8846. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  8847. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  8848. return;
  8849. }
  8850. var engine = this.getScene().getEngine();
  8851. switch (fillMode) {
  8852. case BABYLON.Material.PointFillMode:
  8853. engine.drawPointClouds(subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  8854. break;
  8855. case BABYLON.Material.WireFrameFillMode:
  8856. engine.draw(false, 0, subMesh.linesIndexCount, instancesCount);
  8857. break;
  8858. default:
  8859. engine.draw(true, subMesh.indexStart, subMesh.indexCount, instancesCount);
  8860. }
  8861. };
  8862. Mesh.prototype.registerBeforeRender = function (func) {
  8863. this._onBeforeRenderCallbacks.push(func);
  8864. };
  8865. Mesh.prototype.unregisterBeforeRender = function (func) {
  8866. var index = this._onBeforeRenderCallbacks.indexOf(func);
  8867. if (index > -1) {
  8868. this._onBeforeRenderCallbacks.splice(index, 1);
  8869. }
  8870. };
  8871. Mesh.prototype.registerAfterRender = function (func) {
  8872. this._onAfterRenderCallbacks.push(func);
  8873. };
  8874. Mesh.prototype.unregisterAfterRender = function (func) {
  8875. var index = this._onAfterRenderCallbacks.indexOf(func);
  8876. if (index > -1) {
  8877. this._onAfterRenderCallbacks.splice(index, 1);
  8878. }
  8879. };
  8880. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  8881. var scene = this.getScene();
  8882. this._batchCache.mustReturn = false;
  8883. this._batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  8884. this._batchCache.visibleInstances[subMeshId] = null;
  8885. if (this._visibleInstances) {
  8886. var currentRenderId = scene.getRenderId();
  8887. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[currentRenderId];
  8888. var selfRenderId = this._renderId;
  8889. if (!this._batchCache.visibleInstances[subMeshId] && this._visibleInstances.defaultRenderId) {
  8890. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[this._visibleInstances.defaultRenderId];
  8891. currentRenderId = this._visibleInstances.defaultRenderId;
  8892. selfRenderId = this._visibleInstances.selfDefaultRenderId;
  8893. }
  8894. if (this._batchCache.visibleInstances[subMeshId] && this._batchCache.visibleInstances[subMeshId].length) {
  8895. if (this._renderIdForInstances[subMeshId] === currentRenderId) {
  8896. this._batchCache.mustReturn = true;
  8897. return this._batchCache;
  8898. }
  8899. if (currentRenderId !== selfRenderId) {
  8900. this._batchCache.renderSelf[subMeshId] = false;
  8901. }
  8902. }
  8903. this._renderIdForInstances[subMeshId] = currentRenderId;
  8904. }
  8905. return this._batchCache;
  8906. };
  8907. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  8908. var visibleInstances = batch.visibleInstances[subMesh._id];
  8909. var matricesCount = visibleInstances.length + 1;
  8910. var bufferSize = matricesCount * 16 * 4;
  8911. while (this._instancesBufferSize < bufferSize) {
  8912. this._instancesBufferSize *= 2;
  8913. }
  8914. if (!this._worldMatricesInstancesBuffer || this._worldMatricesInstancesBuffer.capacity < this._instancesBufferSize) {
  8915. if (this._worldMatricesInstancesBuffer) {
  8916. engine.deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  8917. }
  8918. this._worldMatricesInstancesBuffer = engine.createInstancesBuffer(this._instancesBufferSize);
  8919. this._worldMatricesInstancesArray = new Float32Array(this._instancesBufferSize / 4);
  8920. }
  8921. var offset = 0;
  8922. var instancesCount = 0;
  8923. var world = this.getWorldMatrix();
  8924. if (batch.renderSelf[subMesh._id]) {
  8925. world.copyToArray(this._worldMatricesInstancesArray, offset);
  8926. offset += 16;
  8927. instancesCount++;
  8928. }
  8929. if (visibleInstances) {
  8930. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  8931. var instance = visibleInstances[instanceIndex];
  8932. instance.getWorldMatrix().copyToArray(this._worldMatricesInstancesArray, offset);
  8933. offset += 16;
  8934. instancesCount++;
  8935. }
  8936. }
  8937. var offsetLocation0 = effect.getAttributeLocationByName("world0");
  8938. var offsetLocation1 = effect.getAttributeLocationByName("world1");
  8939. var offsetLocation2 = effect.getAttributeLocationByName("world2");
  8940. var offsetLocation3 = effect.getAttributeLocationByName("world3");
  8941. var offsetLocations = [offsetLocation0, offsetLocation1, offsetLocation2, offsetLocation3];
  8942. engine.updateAndBindInstancesBuffer(this._worldMatricesInstancesBuffer, this._worldMatricesInstancesArray, offsetLocations);
  8943. this._draw(subMesh, fillMode, instancesCount);
  8944. engine.unBindInstancesBuffer(this._worldMatricesInstancesBuffer, offsetLocations);
  8945. };
  8946. Mesh.prototype.render = function (subMesh) {
  8947. var scene = this.getScene();
  8948. var batch = this._getInstancesRenderList(subMesh._id);
  8949. if (batch.mustReturn) {
  8950. return;
  8951. }
  8952. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  8953. return;
  8954. }
  8955. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  8956. this._onBeforeRenderCallbacks[callbackIndex]();
  8957. }
  8958. var engine = scene.getEngine();
  8959. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  8960. var effectiveMaterial = subMesh.getMaterial();
  8961. if (!effectiveMaterial || !effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  8962. return;
  8963. }
  8964. var savedDepthWrite = engine.getDepthWrite();
  8965. if (this.renderOutline) {
  8966. engine.setDepthWrite(false);
  8967. scene.getOutlineRenderer().render(subMesh, batch);
  8968. engine.setDepthWrite(savedDepthWrite);
  8969. }
  8970. effectiveMaterial._preBind();
  8971. var effect = effectiveMaterial.getEffect();
  8972. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : effectiveMaterial.fillMode);
  8973. this._bind(subMesh, effect, fillMode);
  8974. var world = this.getWorldMatrix();
  8975. effectiveMaterial.bind(world, this);
  8976. if (hardwareInstancedRendering) {
  8977. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  8978. } else {
  8979. if (batch.renderSelf[subMesh._id]) {
  8980. this._draw(subMesh, fillMode);
  8981. }
  8982. if (batch.visibleInstances[subMesh._id]) {
  8983. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  8984. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  8985. world = instance.getWorldMatrix();
  8986. effectiveMaterial.bindOnlyWorldMatrix(world);
  8987. this._draw(subMesh, fillMode);
  8988. }
  8989. }
  8990. }
  8991. effectiveMaterial.unbind();
  8992. if (this.renderOutline && savedDepthWrite) {
  8993. engine.setDepthWrite(true);
  8994. engine.setColorWrite(false);
  8995. scene.getOutlineRenderer().render(subMesh, batch);
  8996. engine.setColorWrite(true);
  8997. }
  8998. if (this.renderOverlay) {
  8999. var currentMode = engine.getAlphaMode();
  9000. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  9001. scene.getOutlineRenderer().render(subMesh, batch, true);
  9002. engine.setAlphaMode(currentMode);
  9003. }
  9004. for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
  9005. this._onAfterRenderCallbacks[callbackIndex]();
  9006. }
  9007. };
  9008. Mesh.prototype.getEmittedParticleSystems = function () {
  9009. var results = new Array();
  9010. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  9011. var particleSystem = this.getScene().particleSystems[index];
  9012. if (particleSystem.emitter === this) {
  9013. results.push(particleSystem);
  9014. }
  9015. }
  9016. return results;
  9017. };
  9018. Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  9019. var results = new Array();
  9020. var descendants = this.getDescendants();
  9021. descendants.push(this);
  9022. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  9023. var particleSystem = this.getScene().particleSystems[index];
  9024. if (descendants.indexOf(particleSystem.emitter) !== -1) {
  9025. results.push(particleSystem);
  9026. }
  9027. }
  9028. return results;
  9029. };
  9030. Mesh.prototype.getChildren = function () {
  9031. var results = [];
  9032. for (var index = 0; index < this.getScene().meshes.length; index++) {
  9033. var mesh = this.getScene().meshes[index];
  9034. if (mesh.parent == this) {
  9035. results.push(mesh);
  9036. }
  9037. }
  9038. return results;
  9039. };
  9040. Mesh.prototype._checkDelayState = function () {
  9041. var _this = this;
  9042. var that = this;
  9043. var scene = this.getScene();
  9044. if (this._geometry) {
  9045. this._geometry.load(scene);
  9046. } else if (that.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  9047. that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  9048. scene._addPendingData(that);
  9049. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1) ? true : false;
  9050. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  9051. if (data instanceof ArrayBuffer) {
  9052. _this._delayLoadingFunction(data, _this);
  9053. } else {
  9054. _this._delayLoadingFunction(JSON.parse(data), _this);
  9055. }
  9056. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  9057. scene._removePendingData(_this);
  9058. }, function () {
  9059. }, scene.database, getBinaryData);
  9060. }
  9061. };
  9062. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  9063. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  9064. return false;
  9065. }
  9066. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  9067. return false;
  9068. }
  9069. this._checkDelayState();
  9070. return true;
  9071. };
  9072. Mesh.prototype.setMaterialByID = function (id) {
  9073. var materials = this.getScene().materials;
  9074. for (var index = 0; index < materials.length; index++) {
  9075. if (materials[index].id == id) {
  9076. this.material = materials[index];
  9077. return;
  9078. }
  9079. }
  9080. var multiMaterials = this.getScene().multiMaterials;
  9081. for (index = 0; index < multiMaterials.length; index++) {
  9082. if (multiMaterials[index].id == id) {
  9083. this.material = multiMaterials[index];
  9084. return;
  9085. }
  9086. }
  9087. };
  9088. Mesh.prototype.getAnimatables = function () {
  9089. var results = [];
  9090. if (this.material) {
  9091. results.push(this.material);
  9092. }
  9093. if (this.skeleton) {
  9094. results.push(this.skeleton);
  9095. }
  9096. return results;
  9097. };
  9098. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  9099. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  9100. return;
  9101. }
  9102. this._resetPointsArrayCache();
  9103. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  9104. var temp = [];
  9105. for (var index = 0; index < data.length; index += 3) {
  9106. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  9107. }
  9108. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  9109. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  9110. return;
  9111. }
  9112. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  9113. for (index = 0; index < data.length; index += 3) {
  9114. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  9115. }
  9116. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  9117. };
  9118. Mesh.prototype._resetPointsArrayCache = function () {
  9119. this._positions = null;
  9120. };
  9121. Mesh.prototype._generatePointsArray = function () {
  9122. if (this._positions)
  9123. return true;
  9124. this._positions = [];
  9125. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  9126. if (!data) {
  9127. return false;
  9128. }
  9129. for (var index = 0; index < data.length; index += 3) {
  9130. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  9131. }
  9132. return true;
  9133. };
  9134. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  9135. var result = new BABYLON.Mesh(name, this.getScene());
  9136. this._geometry.applyToMesh(result);
  9137. BABYLON.Tools.DeepCopy(this, result, ["name", "material", "skeleton"], []);
  9138. result.material = this.material;
  9139. if (newParent) {
  9140. result.parent = newParent;
  9141. }
  9142. if (!doNotCloneChildren) {
  9143. for (var index = 0; index < this.getScene().meshes.length; index++) {
  9144. var mesh = this.getScene().meshes[index];
  9145. if (mesh.parent == this) {
  9146. mesh.clone(mesh.name, result);
  9147. }
  9148. }
  9149. }
  9150. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  9151. var system = this.getScene().particleSystems[index];
  9152. if (system.emitter == this) {
  9153. system.clone(system.name, result);
  9154. }
  9155. }
  9156. result.computeWorldMatrix(true);
  9157. return result;
  9158. };
  9159. Mesh.prototype.dispose = function (doNotRecurse) {
  9160. if (this._geometry) {
  9161. this._geometry.releaseForMesh(this, true);
  9162. }
  9163. if (this._worldMatricesInstancesBuffer) {
  9164. this.getEngine().deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  9165. this._worldMatricesInstancesBuffer = null;
  9166. }
  9167. while (this.instances.length) {
  9168. this.instances[0].dispose();
  9169. }
  9170. _super.prototype.dispose.call(this, doNotRecurse);
  9171. };
  9172. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight) {
  9173. var _this = this;
  9174. var scene = this.getScene();
  9175. var onload = function (img) {
  9176. var canvas = document.createElement("canvas");
  9177. var context = canvas.getContext("2d");
  9178. var heightMapWidth = img.width;
  9179. var heightMapHeight = img.height;
  9180. canvas.width = heightMapWidth;
  9181. canvas.height = heightMapHeight;
  9182. context.drawImage(img, 0, 0);
  9183. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  9184. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight);
  9185. };
  9186. BABYLON.Tools.LoadImage(url, onload, function () {
  9187. }, scene.database);
  9188. };
  9189. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight) {
  9190. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  9191. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  9192. return;
  9193. }
  9194. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  9195. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  9196. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  9197. var position = BABYLON.Vector3.Zero();
  9198. var normal = BABYLON.Vector3.Zero();
  9199. var uv = BABYLON.Vector2.Zero();
  9200. for (var index = 0; index < positions.length; index += 3) {
  9201. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  9202. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  9203. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  9204. var u = ((Math.abs(uv.x) * heightMapWidth) % heightMapWidth) | 0;
  9205. var v = ((Math.abs(uv.y) * heightMapHeight) % heightMapHeight) | 0;
  9206. var pos = (u + v * heightMapWidth) * 4;
  9207. var r = buffer[pos] / 255.0;
  9208. var g = buffer[pos + 1] / 255.0;
  9209. var b = buffer[pos + 2] / 255.0;
  9210. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  9211. normal.normalize();
  9212. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  9213. position = position.add(normal);
  9214. position.toArray(positions, index);
  9215. }
  9216. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  9217. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  9218. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  9219. };
  9220. Mesh.prototype.convertToFlatShadedMesh = function () {
  9221. var kinds = this.getVerticesDataKinds();
  9222. var vbs = [];
  9223. var data = [];
  9224. var newdata = [];
  9225. var updatableNormals = false;
  9226. for (var kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  9227. var kind = kinds[kindIndex];
  9228. var vertexBuffer = this.getVertexBuffer(kind);
  9229. if (kind === BABYLON.VertexBuffer.NormalKind) {
  9230. updatableNormals = vertexBuffer.isUpdatable();
  9231. kinds.splice(kindIndex, 1);
  9232. kindIndex--;
  9233. continue;
  9234. }
  9235. vbs[kind] = vertexBuffer;
  9236. data[kind] = vbs[kind].getData();
  9237. newdata[kind] = [];
  9238. }
  9239. var previousSubmeshes = this.subMeshes.slice(0);
  9240. var indices = this.getIndices();
  9241. var totalIndices = this.getTotalIndices();
  9242. for (index = 0; index < totalIndices; index++) {
  9243. var vertexIndex = indices[index];
  9244. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  9245. kind = kinds[kindIndex];
  9246. var stride = vbs[kind].getStrideSize();
  9247. for (var offset = 0; offset < stride; offset++) {
  9248. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  9249. }
  9250. }
  9251. }
  9252. var normals = [];
  9253. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  9254. for (var index = 0; index < totalIndices; index += 3) {
  9255. indices[index] = index;
  9256. indices[index + 1] = index + 1;
  9257. indices[index + 2] = index + 2;
  9258. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  9259. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  9260. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  9261. var p1p2 = p1.subtract(p2);
  9262. var p3p2 = p3.subtract(p2);
  9263. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  9264. for (var localIndex = 0; localIndex < 3; localIndex++) {
  9265. normals.push(normal.x);
  9266. normals.push(normal.y);
  9267. normals.push(normal.z);
  9268. }
  9269. }
  9270. this.setIndices(indices);
  9271. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  9272. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  9273. kind = kinds[kindIndex];
  9274. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  9275. }
  9276. this.releaseSubMeshes();
  9277. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  9278. var previousOne = previousSubmeshes[submeshIndex];
  9279. var subMesh = new BABYLON.SubMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  9280. }
  9281. this.synchronizeInstances();
  9282. };
  9283. Mesh.prototype.createInstance = function (name) {
  9284. return new BABYLON.InstancedMesh(name, this);
  9285. };
  9286. Mesh.prototype.synchronizeInstances = function () {
  9287. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  9288. var instance = this.instances[instanceIndex];
  9289. instance._syncSubMeshes();
  9290. }
  9291. };
  9292. Mesh.CreateBox = function (name, size, scene, updatable) {
  9293. var box = new BABYLON.Mesh(name, scene);
  9294. var vertexData = BABYLON.VertexData.CreateBox(size);
  9295. vertexData.applyToMesh(box, updatable);
  9296. return box;
  9297. };
  9298. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable) {
  9299. var sphere = new BABYLON.Mesh(name, scene);
  9300. var vertexData = BABYLON.VertexData.CreateSphere(segments, diameter);
  9301. vertexData.applyToMesh(sphere, updatable);
  9302. return sphere;
  9303. };
  9304. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable) {
  9305. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  9306. if (scene !== undefined) {
  9307. updatable = scene;
  9308. }
  9309. scene = subdivisions;
  9310. subdivisions = 1;
  9311. }
  9312. var cylinder = new BABYLON.Mesh(name, scene);
  9313. var vertexData = BABYLON.VertexData.CreateCylinder(height, diameterTop, diameterBottom, tessellation, subdivisions);
  9314. vertexData.applyToMesh(cylinder, updatable);
  9315. return cylinder;
  9316. };
  9317. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable) {
  9318. var torus = new BABYLON.Mesh(name, scene);
  9319. var vertexData = BABYLON.VertexData.CreateTorus(diameter, thickness, tessellation);
  9320. vertexData.applyToMesh(torus, updatable);
  9321. return torus;
  9322. };
  9323. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable) {
  9324. var torusKnot = new BABYLON.Mesh(name, scene);
  9325. var vertexData = BABYLON.VertexData.CreateTorusKnot(radius, tube, radialSegments, tubularSegments, p, q);
  9326. vertexData.applyToMesh(torusKnot, updatable);
  9327. return torusKnot;
  9328. };
  9329. Mesh.CreateLines = function (name, points, scene, updatable) {
  9330. var lines = new BABYLON.LinesMesh(name, scene, updatable);
  9331. var vertexData = BABYLON.VertexData.CreateLines(points);
  9332. vertexData.applyToMesh(lines, updatable);
  9333. return lines;
  9334. };
  9335. Mesh.CreatePlane = function (name, size, scene, updatable) {
  9336. var plane = new BABYLON.Mesh(name, scene);
  9337. var vertexData = BABYLON.VertexData.CreatePlane(size);
  9338. vertexData.applyToMesh(plane, updatable);
  9339. return plane;
  9340. };
  9341. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  9342. var ground = new BABYLON.GroundMesh(name, scene);
  9343. ground._setReady(false);
  9344. ground._subdivisions = subdivisions;
  9345. var vertexData = BABYLON.VertexData.CreateGround(width, height, subdivisions);
  9346. vertexData.applyToMesh(ground, updatable);
  9347. ground._setReady(true);
  9348. return ground;
  9349. };
  9350. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  9351. var tiledGround = new BABYLON.Mesh(name, scene);
  9352. var vertexData = BABYLON.VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision);
  9353. vertexData.applyToMesh(tiledGround, updatable);
  9354. return tiledGround;
  9355. };
  9356. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable) {
  9357. var ground = new BABYLON.GroundMesh(name, scene);
  9358. ground._subdivisions = subdivisions;
  9359. ground._setReady(false);
  9360. var onload = function (img) {
  9361. var canvas = document.createElement("canvas");
  9362. var context = canvas.getContext("2d");
  9363. var heightMapWidth = img.width;
  9364. var heightMapHeight = img.height;
  9365. canvas.width = heightMapWidth;
  9366. canvas.height = heightMapHeight;
  9367. context.drawImage(img, 0, 0);
  9368. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  9369. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap(width, height, subdivisions, minHeight, maxHeight, buffer, heightMapWidth, heightMapHeight);
  9370. vertexData.applyToMesh(ground, updatable);
  9371. ground._setReady(true);
  9372. };
  9373. BABYLON.Tools.LoadImage(url, onload, function () {
  9374. }, scene.database);
  9375. return ground;
  9376. };
  9377. Mesh.MinMax = function (meshes) {
  9378. var minVector = null;
  9379. var maxVector = null;
  9380. for (var i in meshes) {
  9381. var mesh = meshes[i];
  9382. var boundingBox = mesh.getBoundingInfo().boundingBox;
  9383. if (!minVector) {
  9384. minVector = boundingBox.minimumWorld;
  9385. maxVector = boundingBox.maximumWorld;
  9386. continue;
  9387. }
  9388. minVector.MinimizeInPlace(boundingBox.minimumWorld);
  9389. maxVector.MaximizeInPlace(boundingBox.maximumWorld);
  9390. }
  9391. return {
  9392. min: minVector,
  9393. max: maxVector
  9394. };
  9395. };
  9396. Mesh.Center = function (meshesOrMinMaxVector) {
  9397. var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
  9398. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  9399. };
  9400. return Mesh;
  9401. })(BABYLON.AbstractMesh);
  9402. BABYLON.Mesh = Mesh;
  9403. })(BABYLON || (BABYLON = {}));
  9404. var __extends = this.__extends || function (d, b) {
  9405. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  9406. function __() { this.constructor = d; }
  9407. __.prototype = b.prototype;
  9408. d.prototype = new __();
  9409. };
  9410. var BABYLON;
  9411. (function (BABYLON) {
  9412. var GroundMesh = (function (_super) {
  9413. __extends(GroundMesh, _super);
  9414. function GroundMesh(name, scene) {
  9415. _super.call(this, name, scene);
  9416. this.generateOctree = false;
  9417. this._worldInverse = new BABYLON.Matrix();
  9418. }
  9419. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  9420. get: function () {
  9421. return this._subdivisions;
  9422. },
  9423. enumerable: true,
  9424. configurable: true
  9425. });
  9426. GroundMesh.prototype.optimize = function (chunksCount) {
  9427. this.subdivide(this._subdivisions);
  9428. this.createOrUpdateSubmeshesOctree(32);
  9429. };
  9430. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  9431. var ray = new BABYLON.Ray(new BABYLON.Vector3(x, this.getBoundingInfo().boundingBox.maximumWorld.y + 1, z), new BABYLON.Vector3(0, -1, 0));
  9432. this.getWorldMatrix().invertToRef(this._worldInverse);
  9433. ray = BABYLON.Ray.Transform(ray, this._worldInverse);
  9434. var pickInfo = this.intersects(ray);
  9435. if (pickInfo.hit) {
  9436. return pickInfo.pickedPoint.y;
  9437. }
  9438. return 0;
  9439. };
  9440. return GroundMesh;
  9441. })(BABYLON.Mesh);
  9442. BABYLON.GroundMesh = GroundMesh;
  9443. })(BABYLON || (BABYLON = {}));
  9444. var __extends = this.__extends || function (d, b) {
  9445. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  9446. function __() { this.constructor = d; }
  9447. __.prototype = b.prototype;
  9448. d.prototype = new __();
  9449. };
  9450. var BABYLON;
  9451. (function (BABYLON) {
  9452. var InstancedMesh = (function (_super) {
  9453. __extends(InstancedMesh, _super);
  9454. function InstancedMesh(name, source) {
  9455. _super.call(this, name, source.getScene());
  9456. source.instances.push(this);
  9457. this._sourceMesh = source;
  9458. this.position.copyFrom(source.position);
  9459. this.rotation.copyFrom(source.rotation);
  9460. this.scaling.copyFrom(source.scaling);
  9461. if (source.rotationQuaternion) {
  9462. this.rotationQuaternion = source.rotationQuaternion.clone();
  9463. }
  9464. this.infiniteDistance = source.infiniteDistance;
  9465. this.setPivotMatrix(source.getPivotMatrix());
  9466. this.refreshBoundingInfo();
  9467. this._syncSubMeshes();
  9468. }
  9469. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  9470. get: function () {
  9471. return this._sourceMesh.receiveShadows;
  9472. },
  9473. enumerable: true,
  9474. configurable: true
  9475. });
  9476. Object.defineProperty(InstancedMesh.prototype, "material", {
  9477. get: function () {
  9478. return this._sourceMesh.material;
  9479. },
  9480. enumerable: true,
  9481. configurable: true
  9482. });
  9483. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  9484. get: function () {
  9485. return this._sourceMesh.visibility;
  9486. },
  9487. enumerable: true,
  9488. configurable: true
  9489. });
  9490. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  9491. get: function () {
  9492. return this._sourceMesh.skeleton;
  9493. },
  9494. enumerable: true,
  9495. configurable: true
  9496. });
  9497. InstancedMesh.prototype.getTotalVertices = function () {
  9498. return this._sourceMesh.getTotalVertices();
  9499. };
  9500. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  9501. get: function () {
  9502. return this._sourceMesh;
  9503. },
  9504. enumerable: true,
  9505. configurable: true
  9506. });
  9507. InstancedMesh.prototype.getVerticesData = function (kind) {
  9508. return this._sourceMesh.getVerticesData(kind);
  9509. };
  9510. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  9511. return this._sourceMesh.isVerticesDataPresent(kind);
  9512. };
  9513. InstancedMesh.prototype.getIndices = function () {
  9514. return this._sourceMesh.getIndices();
  9515. };
  9516. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  9517. get: function () {
  9518. return this._sourceMesh._positions;
  9519. },
  9520. enumerable: true,
  9521. configurable: true
  9522. });
  9523. InstancedMesh.prototype.refreshBoundingInfo = function () {
  9524. var data = this._sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  9525. if (data) {
  9526. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._sourceMesh.getTotalVertices());
  9527. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  9528. }
  9529. this._updateBoundingInfo();
  9530. };
  9531. InstancedMesh.prototype._preActivate = function () {
  9532. if (this._currentLOD) {
  9533. this._currentLOD._preActivate();
  9534. }
  9535. };
  9536. InstancedMesh.prototype._activate = function (renderId) {
  9537. if (this._currentLOD) {
  9538. this._currentLOD._registerInstanceForRenderId(this, renderId);
  9539. }
  9540. };
  9541. InstancedMesh.prototype.getLOD = function (camera) {
  9542. this._currentLOD = this.sourceMesh.getLOD(this.getScene().activeCamera, this.getBoundingInfo().boundingSphere);
  9543. return this._currentLOD;
  9544. };
  9545. InstancedMesh.prototype._syncSubMeshes = function () {
  9546. this.releaseSubMeshes();
  9547. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  9548. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  9549. }
  9550. };
  9551. InstancedMesh.prototype._generatePointsArray = function () {
  9552. return this._sourceMesh._generatePointsArray();
  9553. };
  9554. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  9555. var result = this._sourceMesh.createInstance(name);
  9556. BABYLON.Tools.DeepCopy(this, result, ["name"], []);
  9557. this.refreshBoundingInfo();
  9558. if (newParent) {
  9559. result.parent = newParent;
  9560. }
  9561. if (!doNotCloneChildren) {
  9562. for (var index = 0; index < this.getScene().meshes.length; index++) {
  9563. var mesh = this.getScene().meshes[index];
  9564. if (mesh.parent == this) {
  9565. mesh.clone(mesh.name, result);
  9566. }
  9567. }
  9568. }
  9569. result.computeWorldMatrix(true);
  9570. return result;
  9571. };
  9572. InstancedMesh.prototype.dispose = function (doNotRecurse) {
  9573. var index = this._sourceMesh.instances.indexOf(this);
  9574. this._sourceMesh.instances.splice(index, 1);
  9575. _super.prototype.dispose.call(this, doNotRecurse);
  9576. };
  9577. return InstancedMesh;
  9578. })(BABYLON.AbstractMesh);
  9579. BABYLON.InstancedMesh = InstancedMesh;
  9580. })(BABYLON || (BABYLON = {}));
  9581. var BABYLON;
  9582. (function (BABYLON) {
  9583. var SubMesh = (function () {
  9584. function SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  9585. if (typeof createBoundingBox === "undefined") { createBoundingBox = true; }
  9586. this.materialIndex = materialIndex;
  9587. this.verticesStart = verticesStart;
  9588. this.verticesCount = verticesCount;
  9589. this.indexStart = indexStart;
  9590. this.indexCount = indexCount;
  9591. this._renderId = 0;
  9592. this._mesh = mesh;
  9593. this._renderingMesh = renderingMesh || mesh;
  9594. mesh.subMeshes.push(this);
  9595. this._id = mesh.subMeshes.length - 1;
  9596. if (createBoundingBox) {
  9597. this.refreshBoundingInfo();
  9598. }
  9599. }
  9600. SubMesh.prototype.getBoundingInfo = function () {
  9601. return this._boundingInfo;
  9602. };
  9603. SubMesh.prototype.getMesh = function () {
  9604. return this._mesh;
  9605. };
  9606. SubMesh.prototype.getRenderingMesh = function () {
  9607. return this._renderingMesh;
  9608. };
  9609. SubMesh.prototype.getMaterial = function () {
  9610. var rootMaterial = this._renderingMesh.material;
  9611. if (rootMaterial && rootMaterial instanceof BABYLON.MultiMaterial) {
  9612. var multiMaterial = rootMaterial;
  9613. return multiMaterial.getSubMaterial(this.materialIndex);
  9614. }
  9615. if (!rootMaterial) {
  9616. return this._mesh.getScene().defaultMaterial;
  9617. }
  9618. return rootMaterial;
  9619. };
  9620. SubMesh.prototype.refreshBoundingInfo = function () {
  9621. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  9622. if (!data) {
  9623. this._boundingInfo = this._mesh._boundingInfo;
  9624. return;
  9625. }
  9626. var indices = this._renderingMesh.getIndices();
  9627. var extend;
  9628. if (this.indexStart === 0 && this.indexCount === indices.length) {
  9629. extend = BABYLON.Tools.ExtractMinAndMax(data, this.verticesStart, this.verticesCount);
  9630. } else {
  9631. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount);
  9632. }
  9633. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  9634. };
  9635. SubMesh.prototype._checkCollision = function (collider) {
  9636. return this._boundingInfo._checkCollision(collider);
  9637. };
  9638. SubMesh.prototype.updateBoundingInfo = function (world) {
  9639. if (!this._boundingInfo) {
  9640. this.refreshBoundingInfo();
  9641. }
  9642. this._boundingInfo._update(world);
  9643. };
  9644. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  9645. return this._boundingInfo.isInFrustum(frustumPlanes);
  9646. };
  9647. SubMesh.prototype.render = function () {
  9648. this._renderingMesh.render(this);
  9649. };
  9650. SubMesh.prototype.getLinesIndexBuffer = function (indices, engine) {
  9651. if (!this._linesIndexBuffer) {
  9652. var linesIndices = [];
  9653. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  9654. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  9655. }
  9656. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  9657. this.linesIndexCount = linesIndices.length;
  9658. }
  9659. return this._linesIndexBuffer;
  9660. };
  9661. SubMesh.prototype.canIntersects = function (ray) {
  9662. return ray.intersectsBox(this._boundingInfo.boundingBox);
  9663. };
  9664. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  9665. var intersectInfo = null;
  9666. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  9667. var p0 = positions[indices[index]];
  9668. var p1 = positions[indices[index + 1]];
  9669. var p2 = positions[indices[index + 2]];
  9670. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  9671. if (currentIntersectInfo) {
  9672. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  9673. intersectInfo = currentIntersectInfo;
  9674. intersectInfo.faceId = index / 3;
  9675. if (fastCheck) {
  9676. break;
  9677. }
  9678. }
  9679. }
  9680. }
  9681. return intersectInfo;
  9682. };
  9683. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  9684. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  9685. result._boundingInfo = new BABYLON.BoundingInfo(this._boundingInfo.minimum, this._boundingInfo.maximum);
  9686. return result;
  9687. };
  9688. SubMesh.prototype.dispose = function () {
  9689. if (this._linesIndexBuffer) {
  9690. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  9691. this._linesIndexBuffer = null;
  9692. }
  9693. var index = this._mesh.subMeshes.indexOf(this);
  9694. this._mesh.subMeshes.splice(index, 1);
  9695. };
  9696. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  9697. var minVertexIndex = Number.MAX_VALUE;
  9698. var maxVertexIndex = -Number.MAX_VALUE;
  9699. renderingMesh = renderingMesh || mesh;
  9700. var indices = renderingMesh.getIndices();
  9701. for (var index = startIndex; index < startIndex + indexCount; index++) {
  9702. var vertexIndex = indices[index];
  9703. if (vertexIndex < minVertexIndex)
  9704. minVertexIndex = vertexIndex;
  9705. if (vertexIndex > maxVertexIndex)
  9706. maxVertexIndex = vertexIndex;
  9707. }
  9708. return new BABYLON.SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  9709. };
  9710. return SubMesh;
  9711. })();
  9712. BABYLON.SubMesh = SubMesh;
  9713. })(BABYLON || (BABYLON = {}));
  9714. var BABYLON;
  9715. (function (BABYLON) {
  9716. var BaseTexture = (function () {
  9717. function BaseTexture(scene) {
  9718. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  9719. this.hasAlpha = false;
  9720. this.getAlphaFromRGB = false;
  9721. this.level = 1;
  9722. this.isCube = false;
  9723. this.isRenderTarget = false;
  9724. this.animations = new Array();
  9725. this.coordinatesIndex = 0;
  9726. this.coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  9727. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  9728. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  9729. this.anisotropicFilteringLevel = 4;
  9730. this._scene = scene;
  9731. this._scene.textures.push(this);
  9732. }
  9733. BaseTexture.prototype.getScene = function () {
  9734. return this._scene;
  9735. };
  9736. BaseTexture.prototype.getTextureMatrix = function () {
  9737. return null;
  9738. };
  9739. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  9740. return null;
  9741. };
  9742. BaseTexture.prototype.getInternalTexture = function () {
  9743. return this._texture;
  9744. };
  9745. BaseTexture.prototype.isReady = function () {
  9746. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  9747. return true;
  9748. }
  9749. if (this._texture) {
  9750. return this._texture.isReady;
  9751. }
  9752. return false;
  9753. };
  9754. BaseTexture.prototype.getSize = function () {
  9755. if (this._texture._width) {
  9756. return { width: this._texture._width, height: this._texture._height };
  9757. }
  9758. if (this._texture._size) {
  9759. return { width: this._texture._size, height: this._texture._size };
  9760. }
  9761. return { width: 0, height: 0 };
  9762. };
  9763. BaseTexture.prototype.getBaseSize = function () {
  9764. if (!this.isReady())
  9765. return { width: 0, height: 0 };
  9766. if (this._texture._size) {
  9767. return { width: this._texture._size, height: this._texture._size };
  9768. }
  9769. return { width: this._texture._baseWidth, height: this._texture._baseHeight };
  9770. };
  9771. BaseTexture.prototype.scale = function (ratio) {
  9772. };
  9773. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  9774. get: function () {
  9775. return false;
  9776. },
  9777. enumerable: true,
  9778. configurable: true
  9779. });
  9780. BaseTexture.prototype._removeFromCache = function (url, noMipmap) {
  9781. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  9782. for (var index = 0; index < texturesCache.length; index++) {
  9783. var texturesCacheEntry = texturesCache[index];
  9784. if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) {
  9785. texturesCache.splice(index, 1);
  9786. return;
  9787. }
  9788. }
  9789. };
  9790. BaseTexture.prototype._getFromCache = function (url, noMipmap) {
  9791. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  9792. for (var index = 0; index < texturesCache.length; index++) {
  9793. var texturesCacheEntry = texturesCache[index];
  9794. if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) {
  9795. texturesCacheEntry.references++;
  9796. return texturesCacheEntry;
  9797. }
  9798. }
  9799. return null;
  9800. };
  9801. BaseTexture.prototype.delayLoad = function () {
  9802. };
  9803. BaseTexture.prototype.releaseInternalTexture = function () {
  9804. if (!this._texture) {
  9805. return;
  9806. }
  9807. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  9808. this._texture.references--;
  9809. if (this._texture.references === 0) {
  9810. var index = texturesCache.indexOf(this._texture);
  9811. texturesCache.splice(index, 1);
  9812. this._scene.getEngine()._releaseTexture(this._texture);
  9813. delete this._texture;
  9814. }
  9815. };
  9816. BaseTexture.prototype.clone = function () {
  9817. return null;
  9818. };
  9819. BaseTexture.prototype.dispose = function () {
  9820. var index = this._scene.textures.indexOf(this);
  9821. if (index >= 0) {
  9822. this._scene.textures.splice(index, 1);
  9823. }
  9824. if (this._texture === undefined) {
  9825. return;
  9826. }
  9827. this.releaseInternalTexture();
  9828. if (this.onDispose) {
  9829. this.onDispose();
  9830. }
  9831. };
  9832. return BaseTexture;
  9833. })();
  9834. BABYLON.BaseTexture = BaseTexture;
  9835. })(BABYLON || (BABYLON = {}));
  9836. var BABYLON;
  9837. (function (BABYLON) {
  9838. var RenderingGroup = (function () {
  9839. function RenderingGroup(index, scene) {
  9840. this.index = index;
  9841. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  9842. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  9843. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  9844. this._scene = scene;
  9845. }
  9846. RenderingGroup.prototype.render = function (customRenderFunction, beforeTransparents) {
  9847. if (customRenderFunction) {
  9848. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, beforeTransparents);
  9849. return true;
  9850. }
  9851. if (this._opaqueSubMeshes.length === 0 && this._alphaTestSubMeshes.length === 0 && this._transparentSubMeshes.length === 0) {
  9852. return false;
  9853. }
  9854. var engine = this._scene.getEngine();
  9855. var subIndex;
  9856. var submesh;
  9857. for (subIndex = 0; subIndex < this._opaqueSubMeshes.length; subIndex++) {
  9858. submesh = this._opaqueSubMeshes.data[subIndex];
  9859. submesh.render();
  9860. }
  9861. engine.setAlphaTesting(true);
  9862. for (subIndex = 0; subIndex < this._alphaTestSubMeshes.length; subIndex++) {
  9863. submesh = this._alphaTestSubMeshes.data[subIndex];
  9864. submesh.render();
  9865. }
  9866. engine.setAlphaTesting(false);
  9867. if (beforeTransparents) {
  9868. beforeTransparents();
  9869. }
  9870. if (this._transparentSubMeshes.length) {
  9871. for (subIndex = 0; subIndex < this._transparentSubMeshes.length; subIndex++) {
  9872. submesh = this._transparentSubMeshes.data[subIndex];
  9873. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  9874. submesh._distanceToCamera = submesh.getBoundingInfo().boundingSphere.centerWorld.subtract(this._scene.activeCamera.position).length();
  9875. }
  9876. var sortedArray = this._transparentSubMeshes.data.slice(0, this._transparentSubMeshes.length);
  9877. sortedArray.sort(function (a, b) {
  9878. if (a._alphaIndex > b._alphaIndex) {
  9879. return 1;
  9880. }
  9881. if (a._alphaIndex < b._alphaIndex) {
  9882. return -1;
  9883. }
  9884. if (a._distanceToCamera < b._distanceToCamera) {
  9885. return 1;
  9886. }
  9887. if (a._distanceToCamera > b._distanceToCamera) {
  9888. return -1;
  9889. }
  9890. return 0;
  9891. });
  9892. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  9893. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  9894. submesh = sortedArray[subIndex];
  9895. submesh.render();
  9896. }
  9897. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  9898. }
  9899. return true;
  9900. };
  9901. RenderingGroup.prototype.prepare = function () {
  9902. this._opaqueSubMeshes.reset();
  9903. this._transparentSubMeshes.reset();
  9904. this._alphaTestSubMeshes.reset();
  9905. };
  9906. RenderingGroup.prototype.dispatch = function (subMesh) {
  9907. var material = subMesh.getMaterial();
  9908. var mesh = subMesh.getMesh();
  9909. if (material.needAlphaBlending() || mesh.visibility < 1.0 || mesh.hasVertexAlpha) {
  9910. this._transparentSubMeshes.push(subMesh);
  9911. } else if (material.needAlphaTesting()) {
  9912. this._alphaTestSubMeshes.push(subMesh);
  9913. } else {
  9914. this._opaqueSubMeshes.push(subMesh);
  9915. }
  9916. };
  9917. return RenderingGroup;
  9918. })();
  9919. BABYLON.RenderingGroup = RenderingGroup;
  9920. })(BABYLON || (BABYLON = {}));
  9921. var BABYLON;
  9922. (function (BABYLON) {
  9923. var RenderingManager = (function () {
  9924. function RenderingManager(scene) {
  9925. this._renderingGroups = new Array();
  9926. this._scene = scene;
  9927. }
  9928. RenderingManager.prototype._renderParticles = function (index, activeMeshes) {
  9929. if (this._scene._activeParticleSystems.length === 0) {
  9930. return;
  9931. }
  9932. var beforeParticlesDate = BABYLON.Tools.Now;
  9933. for (var particleIndex = 0; particleIndex < this._scene._activeParticleSystems.length; particleIndex++) {
  9934. var particleSystem = this._scene._activeParticleSystems.data[particleIndex];
  9935. if (particleSystem.renderingGroupId !== index) {
  9936. continue;
  9937. }
  9938. this._clearDepthBuffer();
  9939. if (!particleSystem.emitter.position || !activeMeshes || activeMeshes.indexOf(particleSystem.emitter) !== -1) {
  9940. this._scene._activeParticles += particleSystem.render();
  9941. }
  9942. }
  9943. this._scene._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate;
  9944. };
  9945. RenderingManager.prototype._renderSprites = function (index) {
  9946. if (this._scene.spriteManagers.length === 0) {
  9947. return;
  9948. }
  9949. var beforeSpritessDate = BABYLON.Tools.Now;
  9950. for (var id = 0; id < this._scene.spriteManagers.length; id++) {
  9951. var spriteManager = this._scene.spriteManagers[id];
  9952. if (spriteManager.renderingGroupId === index) {
  9953. this._clearDepthBuffer();
  9954. spriteManager.render();
  9955. }
  9956. }
  9957. this._scene._spritesDuration += BABYLON.Tools.Now - beforeSpritessDate;
  9958. };
  9959. RenderingManager.prototype._clearDepthBuffer = function () {
  9960. if (this._depthBufferAlreadyCleaned) {
  9961. return;
  9962. }
  9963. this._scene.getEngine().clear(0, false, true);
  9964. this._depthBufferAlreadyCleaned = true;
  9965. };
  9966. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  9967. var _this = this;
  9968. for (var index = 0; index < BABYLON.RenderingManager.MAX_RENDERINGGROUPS; index++) {
  9969. this._depthBufferAlreadyCleaned = false;
  9970. var renderingGroup = this._renderingGroups[index];
  9971. if (renderingGroup) {
  9972. this._clearDepthBuffer();
  9973. if (!renderingGroup.render(customRenderFunction, function () {
  9974. if (renderSprites) {
  9975. _this._renderSprites(index);
  9976. }
  9977. })) {
  9978. this._renderingGroups.splice(index, 1);
  9979. } else if (renderSprites) {
  9980. this._renderSprites(index);
  9981. }
  9982. }
  9983. if (renderParticles) {
  9984. this._renderParticles(index, activeMeshes);
  9985. }
  9986. }
  9987. };
  9988. RenderingManager.prototype.reset = function () {
  9989. for (var index in this._renderingGroups) {
  9990. var renderingGroup = this._renderingGroups[index];
  9991. renderingGroup.prepare();
  9992. }
  9993. };
  9994. RenderingManager.prototype.dispatch = function (subMesh) {
  9995. var mesh = subMesh.getMesh();
  9996. var renderingGroupId = mesh.renderingGroupId || 0;
  9997. if (!this._renderingGroups[renderingGroupId]) {
  9998. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene);
  9999. }
  10000. this._renderingGroups[renderingGroupId].dispatch(subMesh);
  10001. };
  10002. RenderingManager.MAX_RENDERINGGROUPS = 4;
  10003. return RenderingManager;
  10004. })();
  10005. BABYLON.RenderingManager = RenderingManager;
  10006. })(BABYLON || (BABYLON = {}));
  10007. var __extends = this.__extends || function (d, b) {
  10008. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  10009. function __() { this.constructor = d; }
  10010. __.prototype = b.prototype;
  10011. d.prototype = new __();
  10012. };
  10013. var BABYLON;
  10014. (function (BABYLON) {
  10015. var Texture = (function (_super) {
  10016. __extends(Texture, _super);
  10017. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer) {
  10018. if (typeof samplingMode === "undefined") { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  10019. if (typeof onLoad === "undefined") { onLoad = null; }
  10020. if (typeof onError === "undefined") { onError = null; }
  10021. if (typeof buffer === "undefined") { buffer = null; }
  10022. if (typeof deleteBuffer === "undefined") { deleteBuffer = false; }
  10023. _super.call(this, scene);
  10024. this.uOffset = 0;
  10025. this.vOffset = 0;
  10026. this.uScale = 1.0;
  10027. this.vScale = 1.0;
  10028. this.uAng = 0;
  10029. this.vAng = 0;
  10030. this.wAng = 0;
  10031. this.name = url;
  10032. this.url = url;
  10033. this._noMipmap = noMipmap;
  10034. this._invertY = invertY;
  10035. this._samplingMode = samplingMode;
  10036. this._buffer = buffer;
  10037. this._deleteBuffer = deleteBuffer;
  10038. if (!url) {
  10039. return;
  10040. }
  10041. this._texture = this._getFromCache(url, noMipmap);
  10042. if (!this._texture) {
  10043. if (!scene.useDelayedTextureLoading) {
  10044. this._texture = scene.getEngine().createTexture(url, noMipmap, invertY, scene, this._samplingMode, onLoad, onError, this._buffer);
  10045. if (deleteBuffer) {
  10046. delete this._buffer;
  10047. }
  10048. } else {
  10049. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  10050. }
  10051. }
  10052. }
  10053. Texture.prototype.delayLoad = function () {
  10054. if (this.delayLoadState != BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  10055. return;
  10056. }
  10057. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  10058. this._texture = this._getFromCache(this.url, this._noMipmap);
  10059. if (!this._texture) {
  10060. this._texture = this.getScene().getEngine().createTexture(this.url, this._noMipmap, this._invertY, this.getScene(), this._samplingMode, null, null, this._buffer);
  10061. if (this._deleteBuffer) {
  10062. delete this._buffer;
  10063. }
  10064. }
  10065. };
  10066. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  10067. x -= this.uOffset + 0.5;
  10068. y -= this.vOffset + 0.5;
  10069. z -= 0.5;
  10070. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  10071. t.x *= this.uScale;
  10072. t.y *= this.vScale;
  10073. t.x += 0.5;
  10074. t.y += 0.5;
  10075. t.z += 0.5;
  10076. };
  10077. Texture.prototype.getTextureMatrix = function () {
  10078. if (this.uOffset === this._cachedUOffset && this.vOffset === this._cachedVOffset && this.uScale === this._cachedUScale && this.vScale === this._cachedVScale && this.uAng === this._cachedUAng && this.vAng === this._cachedVAng && this.wAng === this._cachedWAng) {
  10079. return this._cachedTextureMatrix;
  10080. }
  10081. this._cachedUOffset = this.uOffset;
  10082. this._cachedVOffset = this.vOffset;
  10083. this._cachedUScale = this.uScale;
  10084. this._cachedVScale = this.vScale;
  10085. this._cachedUAng = this.uAng;
  10086. this._cachedVAng = this.vAng;
  10087. this._cachedWAng = this.wAng;
  10088. if (!this._cachedTextureMatrix) {
  10089. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  10090. this._rowGenerationMatrix = new BABYLON.Matrix();
  10091. this._t0 = BABYLON.Vector3.Zero();
  10092. this._t1 = BABYLON.Vector3.Zero();
  10093. this._t2 = BABYLON.Vector3.Zero();
  10094. }
  10095. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  10096. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  10097. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  10098. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  10099. this._t1.subtractInPlace(this._t0);
  10100. this._t2.subtractInPlace(this._t0);
  10101. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  10102. this._cachedTextureMatrix.m[0] = this._t1.x;
  10103. this._cachedTextureMatrix.m[1] = this._t1.y;
  10104. this._cachedTextureMatrix.m[2] = this._t1.z;
  10105. this._cachedTextureMatrix.m[4] = this._t2.x;
  10106. this._cachedTextureMatrix.m[5] = this._t2.y;
  10107. this._cachedTextureMatrix.m[6] = this._t2.z;
  10108. this._cachedTextureMatrix.m[8] = this._t0.x;
  10109. this._cachedTextureMatrix.m[9] = this._t0.y;
  10110. this._cachedTextureMatrix.m[10] = this._t0.z;
  10111. return this._cachedTextureMatrix;
  10112. };
  10113. Texture.prototype.getReflectionTextureMatrix = function () {
  10114. if (this.uOffset === this._cachedUOffset && this.vOffset === this._cachedVOffset && this.uScale === this._cachedUScale && this.vScale === this._cachedVScale && this.coordinatesMode === this._cachedCoordinatesMode) {
  10115. return this._cachedTextureMatrix;
  10116. }
  10117. if (!this._cachedTextureMatrix) {
  10118. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  10119. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  10120. }
  10121. this._cachedCoordinatesMode = this.coordinatesMode;
  10122. switch (this.coordinatesMode) {
  10123. case BABYLON.Texture.SPHERICAL_MODE:
  10124. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  10125. this._cachedTextureMatrix[0] = -0.5 * this.uScale;
  10126. this._cachedTextureMatrix[5] = -0.5 * this.vScale;
  10127. this._cachedTextureMatrix[12] = 0.5 + this.uOffset;
  10128. this._cachedTextureMatrix[13] = 0.5 + this.vOffset;
  10129. break;
  10130. case BABYLON.Texture.PLANAR_MODE:
  10131. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  10132. this._cachedTextureMatrix[0] = this.uScale;
  10133. this._cachedTextureMatrix[5] = this.vScale;
  10134. this._cachedTextureMatrix[12] = this.uOffset;
  10135. this._cachedTextureMatrix[13] = this.vOffset;
  10136. break;
  10137. case BABYLON.Texture.PROJECTION_MODE:
  10138. BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix);
  10139. this._projectionModeMatrix.m[0] = 0.5;
  10140. this._projectionModeMatrix.m[5] = -0.5;
  10141. this._projectionModeMatrix.m[10] = 0.0;
  10142. this._projectionModeMatrix.m[12] = 0.5;
  10143. this._projectionModeMatrix.m[13] = 0.5;
  10144. this._projectionModeMatrix.m[14] = 1.0;
  10145. this._projectionModeMatrix.m[15] = 1.0;
  10146. this.getScene().getProjectionMatrix().multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  10147. break;
  10148. default:
  10149. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  10150. break;
  10151. }
  10152. return this._cachedTextureMatrix;
  10153. };
  10154. Texture.prototype.clone = function () {
  10155. var newTexture = new BABYLON.Texture(this._texture.url, this.getScene(), this._noMipmap, this._invertY);
  10156. newTexture.hasAlpha = this.hasAlpha;
  10157. newTexture.level = this.level;
  10158. newTexture.wrapU = this.wrapU;
  10159. newTexture.wrapV = this.wrapV;
  10160. newTexture.coordinatesIndex = this.coordinatesIndex;
  10161. newTexture.coordinatesMode = this.coordinatesMode;
  10162. newTexture.uOffset = this.uOffset;
  10163. newTexture.vOffset = this.vOffset;
  10164. newTexture.uScale = this.uScale;
  10165. newTexture.vScale = this.vScale;
  10166. newTexture.uAng = this.uAng;
  10167. newTexture.vAng = this.vAng;
  10168. newTexture.wAng = this.wAng;
  10169. return newTexture;
  10170. };
  10171. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError) {
  10172. if (typeof samplingMode === "undefined") { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  10173. if (typeof onLoad === "undefined") { onLoad = null; }
  10174. if (typeof onError === "undefined") { onError = null; }
  10175. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data);
  10176. };
  10177. Texture.NEAREST_SAMPLINGMODE = 1;
  10178. Texture.BILINEAR_SAMPLINGMODE = 2;
  10179. Texture.TRILINEAR_SAMPLINGMODE = 3;
  10180. Texture.EXPLICIT_MODE = 0;
  10181. Texture.SPHERICAL_MODE = 1;
  10182. Texture.PLANAR_MODE = 2;
  10183. Texture.CUBIC_MODE = 3;
  10184. Texture.PROJECTION_MODE = 4;
  10185. Texture.SKYBOX_MODE = 5;
  10186. Texture.CLAMP_ADDRESSMODE = 0;
  10187. Texture.WRAP_ADDRESSMODE = 1;
  10188. Texture.MIRROR_ADDRESSMODE = 2;
  10189. return Texture;
  10190. })(BABYLON.BaseTexture);
  10191. BABYLON.Texture = Texture;
  10192. })(BABYLON || (BABYLON = {}));
  10193. var __extends = this.__extends || function (d, b) {
  10194. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  10195. function __() { this.constructor = d; }
  10196. __.prototype = b.prototype;
  10197. d.prototype = new __();
  10198. };
  10199. var BABYLON;
  10200. (function (BABYLON) {
  10201. var CubeTexture = (function (_super) {
  10202. __extends(CubeTexture, _super);
  10203. function CubeTexture(rootUrl, scene, extensions, noMipmap) {
  10204. _super.call(this, scene);
  10205. this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  10206. this.name = rootUrl;
  10207. this.url = rootUrl;
  10208. this._noMipmap = noMipmap;
  10209. this.hasAlpha = false;
  10210. this._texture = this._getFromCache(rootUrl, noMipmap);
  10211. if (!extensions) {
  10212. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  10213. }
  10214. this._extensions = extensions;
  10215. if (!this._texture) {
  10216. if (!scene.useDelayedTextureLoading) {
  10217. this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, extensions, noMipmap);
  10218. } else {
  10219. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  10220. }
  10221. }
  10222. this.isCube = true;
  10223. this._textureMatrix = BABYLON.Matrix.Identity();
  10224. }
  10225. CubeTexture.prototype.clone = function () {
  10226. var newTexture = new BABYLON.CubeTexture(this.url, this.getScene(), this._extensions, this._noMipmap);
  10227. newTexture.level = this.level;
  10228. newTexture.wrapU = this.wrapU;
  10229. newTexture.wrapV = this.wrapV;
  10230. newTexture.coordinatesIndex = this.coordinatesIndex;
  10231. newTexture.coordinatesMode = this.coordinatesMode;
  10232. return newTexture;
  10233. };
  10234. CubeTexture.prototype.delayLoad = function () {
  10235. if (this.delayLoadState != BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  10236. return;
  10237. }
  10238. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  10239. this._texture = this._getFromCache(this.url, this._noMipmap);
  10240. if (!this._texture) {
  10241. this._texture = this.getScene().getEngine().createCubeTexture(this.url, this.getScene(), this._extensions);
  10242. }
  10243. };
  10244. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  10245. return this._textureMatrix;
  10246. };
  10247. return CubeTexture;
  10248. })(BABYLON.BaseTexture);
  10249. BABYLON.CubeTexture = CubeTexture;
  10250. })(BABYLON || (BABYLON = {}));
  10251. var __extends = this.__extends || function (d, b) {
  10252. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  10253. function __() { this.constructor = d; }
  10254. __.prototype = b.prototype;
  10255. d.prototype = new __();
  10256. };
  10257. var BABYLON;
  10258. (function (BABYLON) {
  10259. var RenderTargetTexture = (function (_super) {
  10260. __extends(RenderTargetTexture, _super);
  10261. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio) {
  10262. if (typeof doNotChangeAspectRatio === "undefined") { doNotChangeAspectRatio = true; }
  10263. _super.call(this, null, scene, !generateMipMaps);
  10264. this.renderList = new Array();
  10265. this.renderParticles = true;
  10266. this.renderSprites = false;
  10267. this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  10268. this._currentRefreshId = -1;
  10269. this._refreshRate = 1;
  10270. this.name = name;
  10271. this.isRenderTarget = true;
  10272. this._size = size;
  10273. this._generateMipMaps = generateMipMaps;
  10274. this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  10275. this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
  10276. this._renderingManager = new BABYLON.RenderingManager(scene);
  10277. }
  10278. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  10279. this._currentRefreshId = -1;
  10280. };
  10281. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  10282. get: function () {
  10283. return this._refreshRate;
  10284. },
  10285. set: function (value) {
  10286. this._refreshRate = value;
  10287. this.resetRefreshCounter();
  10288. },
  10289. enumerable: true,
  10290. configurable: true
  10291. });
  10292. RenderTargetTexture.prototype._shouldRender = function () {
  10293. if (this._currentRefreshId === -1) {
  10294. this._currentRefreshId = 1;
  10295. return true;
  10296. }
  10297. if (this.refreshRate == this._currentRefreshId) {
  10298. this._currentRefreshId = 1;
  10299. return true;
  10300. }
  10301. this._currentRefreshId++;
  10302. return false;
  10303. };
  10304. RenderTargetTexture.prototype.isReady = function () {
  10305. if (!this.getScene().renderTargetsEnabled) {
  10306. return false;
  10307. }
  10308. return _super.prototype.isReady.call(this);
  10309. };
  10310. RenderTargetTexture.prototype.getRenderSize = function () {
  10311. return this._size;
  10312. };
  10313. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  10314. get: function () {
  10315. return true;
  10316. },
  10317. enumerable: true,
  10318. configurable: true
  10319. });
  10320. RenderTargetTexture.prototype.scale = function (ratio) {
  10321. var newSize = this._size * ratio;
  10322. this.resize(newSize, this._generateMipMaps);
  10323. };
  10324. RenderTargetTexture.prototype.resize = function (size, generateMipMaps) {
  10325. this.releaseInternalTexture();
  10326. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  10327. };
  10328. RenderTargetTexture.prototype.render = function (useCameraPostProcess) {
  10329. var scene = this.getScene();
  10330. var engine = scene.getEngine();
  10331. if (this._waitingRenderList) {
  10332. this.renderList = [];
  10333. for (var index = 0; index < this._waitingRenderList.length; index++) {
  10334. var id = this._waitingRenderList[index];
  10335. this.renderList.push(scene.getMeshByID(id));
  10336. }
  10337. delete this._waitingRenderList;
  10338. }
  10339. if (!this.renderList) {
  10340. return;
  10341. }
  10342. if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  10343. engine.bindFramebuffer(this._texture);
  10344. }
  10345. engine.clear(scene.clearColor, true, true);
  10346. this._renderingManager.reset();
  10347. for (var meshIndex = 0; meshIndex < this.renderList.length; meshIndex++) {
  10348. var mesh = this.renderList[meshIndex];
  10349. if (mesh) {
  10350. if (!mesh.isReady() || (mesh.material && !mesh.material.isReady())) {
  10351. this.resetRefreshCounter();
  10352. continue;
  10353. }
  10354. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) != 0)) {
  10355. mesh._activate(scene.getRenderId());
  10356. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  10357. var subMesh = mesh.subMeshes[subIndex];
  10358. scene._activeVertices += subMesh.indexCount;
  10359. this._renderingManager.dispatch(subMesh);
  10360. }
  10361. }
  10362. }
  10363. }
  10364. if (!this._doNotChangeAspectRatio) {
  10365. scene.updateTransformMatrix(true);
  10366. }
  10367. if (this.onBeforeRender) {
  10368. this.onBeforeRender();
  10369. }
  10370. this._renderingManager.render(this.customRenderFunction, this.renderList, this.renderParticles, this.renderSprites);
  10371. if (useCameraPostProcess) {
  10372. scene.postProcessManager._finalizeFrame(false, this._texture);
  10373. }
  10374. if (this.onAfterRender) {
  10375. this.onAfterRender();
  10376. }
  10377. engine.unBindFramebuffer(this._texture);
  10378. if (!this._doNotChangeAspectRatio) {
  10379. scene.updateTransformMatrix(true);
  10380. }
  10381. };
  10382. RenderTargetTexture.prototype.clone = function () {
  10383. var textureSize = this.getSize();
  10384. var newTexture = new BABYLON.RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  10385. newTexture.hasAlpha = this.hasAlpha;
  10386. newTexture.level = this.level;
  10387. newTexture.coordinatesMode = this.coordinatesMode;
  10388. newTexture.renderList = this.renderList.slice(0);
  10389. return newTexture;
  10390. };
  10391. return RenderTargetTexture;
  10392. })(BABYLON.Texture);
  10393. BABYLON.RenderTargetTexture = RenderTargetTexture;
  10394. })(BABYLON || (BABYLON = {}));
  10395. var __extends = this.__extends || function (d, b) {
  10396. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  10397. function __() { this.constructor = d; }
  10398. __.prototype = b.prototype;
  10399. d.prototype = new __();
  10400. };
  10401. var BABYLON;
  10402. (function (BABYLON) {
  10403. var ProceduralTexture = (function (_super) {
  10404. __extends(ProceduralTexture, _super);
  10405. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps) {
  10406. if (typeof generateMipMaps === "undefined") { generateMipMaps = true; }
  10407. _super.call(this, null, scene, !generateMipMaps);
  10408. this._currentRefreshId = -1;
  10409. this._refreshRate = 1;
  10410. this._vertexDeclaration = [2];
  10411. this._vertexStrideSize = 2 * 4;
  10412. this._uniforms = new Array();
  10413. this._samplers = new Array();
  10414. this._textures = new Array();
  10415. this._floats = new Array();
  10416. this._floatsArrays = {};
  10417. this._colors3 = new Array();
  10418. this._colors4 = new Array();
  10419. this._vectors2 = new Array();
  10420. this._vectors3 = new Array();
  10421. this._matrices = new Array();
  10422. this._fallbackTextureUsed = false;
  10423. scene._proceduralTextures.push(this);
  10424. this.name = name;
  10425. this.isRenderTarget = true;
  10426. this._size = size;
  10427. this._generateMipMaps = generateMipMaps;
  10428. this.setFragment(fragment);
  10429. this._fallbackTexture = fallbackTexture;
  10430. this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
  10431. var vertices = [];
  10432. vertices.push(1, 1);
  10433. vertices.push(-1, 1);
  10434. vertices.push(-1, -1);
  10435. vertices.push(1, -1);
  10436. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  10437. var indices = [];
  10438. indices.push(0);
  10439. indices.push(1);
  10440. indices.push(2);
  10441. indices.push(0);
  10442. indices.push(2);
  10443. indices.push(3);
  10444. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  10445. }
  10446. ProceduralTexture.prototype.reset = function () {
  10447. if (this._effect === undefined) {
  10448. return;
  10449. }
  10450. var engine = this.getScene().getEngine();
  10451. engine._releaseEffect(this._effect);
  10452. };
  10453. ProceduralTexture.prototype.isReady = function () {
  10454. var _this = this;
  10455. var engine = this.getScene().getEngine();
  10456. var shaders;
  10457. if (!this._fragment) {
  10458. return false;
  10459. }
  10460. if (this._fallbackTextureUsed) {
  10461. return true;
  10462. }
  10463. if (this._fragment.fragmentElement !== undefined) {
  10464. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  10465. } else {
  10466. shaders = { vertex: "procedural", fragment: this._fragment };
  10467. }
  10468. this._effect = engine.createEffect(shaders, ["position"], this._uniforms, this._samplers, "", null, null, function () {
  10469. _this.releaseInternalTexture();
  10470. if (_this._fallbackTexture) {
  10471. _this._texture = _this._fallbackTexture._texture;
  10472. _this._texture.references++;
  10473. }
  10474. _this._fallbackTextureUsed = true;
  10475. });
  10476. return this._effect.isReady();
  10477. };
  10478. ProceduralTexture.prototype.resetRefreshCounter = function () {
  10479. this._currentRefreshId = -1;
  10480. };
  10481. ProceduralTexture.prototype.setFragment = function (fragment) {
  10482. this._fragment = fragment;
  10483. };
  10484. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  10485. get: function () {
  10486. return this._refreshRate;
  10487. },
  10488. set: function (value) {
  10489. this._refreshRate = value;
  10490. this.resetRefreshCounter();
  10491. },
  10492. enumerable: true,
  10493. configurable: true
  10494. });
  10495. ProceduralTexture.prototype._shouldRender = function () {
  10496. if (!this.isReady() || !this._texture) {
  10497. return false;
  10498. }
  10499. if (this._fallbackTextureUsed) {
  10500. return false;
  10501. }
  10502. if (this._currentRefreshId === -1) {
  10503. this._currentRefreshId = 1;
  10504. return true;
  10505. }
  10506. if (this.refreshRate === this._currentRefreshId) {
  10507. this._currentRefreshId = 1;
  10508. return true;
  10509. }
  10510. this._currentRefreshId++;
  10511. return false;
  10512. };
  10513. ProceduralTexture.prototype.getRenderSize = function () {
  10514. return this._size;
  10515. };
  10516. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  10517. if (this._fallbackTextureUsed) {
  10518. return;
  10519. }
  10520. this.releaseInternalTexture();
  10521. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  10522. };
  10523. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  10524. if (this._uniforms.indexOf(uniformName) === -1) {
  10525. this._uniforms.push(uniformName);
  10526. }
  10527. };
  10528. ProceduralTexture.prototype.setTexture = function (name, texture) {
  10529. if (this._samplers.indexOf(name) === -1) {
  10530. this._samplers.push(name);
  10531. }
  10532. this._textures[name] = texture;
  10533. return this;
  10534. };
  10535. ProceduralTexture.prototype.setFloat = function (name, value) {
  10536. this._checkUniform(name);
  10537. this._floats[name] = value;
  10538. return this;
  10539. };
  10540. ProceduralTexture.prototype.setFloats = function (name, value) {
  10541. this._checkUniform(name);
  10542. this._floatsArrays[name] = value;
  10543. return this;
  10544. };
  10545. ProceduralTexture.prototype.setColor3 = function (name, value) {
  10546. this._checkUniform(name);
  10547. this._colors3[name] = value;
  10548. return this;
  10549. };
  10550. ProceduralTexture.prototype.setColor4 = function (name, value) {
  10551. this._checkUniform(name);
  10552. this._colors4[name] = value;
  10553. return this;
  10554. };
  10555. ProceduralTexture.prototype.setVector2 = function (name, value) {
  10556. this._checkUniform(name);
  10557. this._vectors2[name] = value;
  10558. return this;
  10559. };
  10560. ProceduralTexture.prototype.setVector3 = function (name, value) {
  10561. this._checkUniform(name);
  10562. this._vectors3[name] = value;
  10563. return this;
  10564. };
  10565. ProceduralTexture.prototype.setMatrix = function (name, value) {
  10566. this._checkUniform(name);
  10567. this._matrices[name] = value;
  10568. return this;
  10569. };
  10570. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  10571. var scene = this.getScene();
  10572. var engine = scene.getEngine();
  10573. engine.bindFramebuffer(this._texture);
  10574. engine.clear(scene.clearColor, true, true);
  10575. engine.enableEffect(this._effect);
  10576. engine.setState(false);
  10577. for (var name in this._textures) {
  10578. this._effect.setTexture(name, this._textures[name]);
  10579. }
  10580. for (name in this._floats) {
  10581. this._effect.setFloat(name, this._floats[name]);
  10582. }
  10583. for (name in this._floatsArrays) {
  10584. this._effect.setArray(name, this._floatsArrays[name]);
  10585. }
  10586. for (name in this._colors3) {
  10587. this._effect.setColor3(name, this._colors3[name]);
  10588. }
  10589. for (name in this._colors4) {
  10590. var color = this._colors4[name];
  10591. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  10592. }
  10593. for (name in this._vectors2) {
  10594. this._effect.setVector2(name, this._vectors2[name]);
  10595. }
  10596. for (name in this._vectors3) {
  10597. this._effect.setVector3(name, this._vectors3[name]);
  10598. }
  10599. for (name in this._matrices) {
  10600. this._effect.setMatrix(name, this._matrices[name]);
  10601. }
  10602. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  10603. engine.draw(true, 0, 6);
  10604. engine.unBindFramebuffer(this._texture);
  10605. };
  10606. ProceduralTexture.prototype.clone = function () {
  10607. var textureSize = this.getSize();
  10608. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  10609. newTexture.hasAlpha = this.hasAlpha;
  10610. newTexture.level = this.level;
  10611. newTexture.coordinatesMode = this.coordinatesMode;
  10612. return newTexture;
  10613. };
  10614. ProceduralTexture.prototype.dispose = function () {
  10615. var index = this.getScene()._proceduralTextures.indexOf(this);
  10616. if (index >= 0) {
  10617. this.getScene()._proceduralTextures.splice(index, 1);
  10618. }
  10619. _super.prototype.dispose.call(this);
  10620. };
  10621. return ProceduralTexture;
  10622. })(BABYLON.Texture);
  10623. BABYLON.ProceduralTexture = ProceduralTexture;
  10624. })(BABYLON || (BABYLON = {}));
  10625. var __extends = this.__extends || function (d, b) {
  10626. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  10627. function __() { this.constructor = d; }
  10628. __.prototype = b.prototype;
  10629. d.prototype = new __();
  10630. };
  10631. var BABYLON;
  10632. (function (BABYLON) {
  10633. var WoodProceduralTexture = (function (_super) {
  10634. __extends(WoodProceduralTexture, _super);
  10635. function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  10636. _super.call(this, name, size, "wood", scene, fallbackTexture, generateMipMaps);
  10637. this._ampScale = 100.0;
  10638. this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
  10639. this.updateShaderUniforms();
  10640. this.refreshRate = 0;
  10641. }
  10642. WoodProceduralTexture.prototype.updateShaderUniforms = function () {
  10643. this.setFloat("ampScale", this._ampScale);
  10644. this.setColor3("woodColor", this._woodColor);
  10645. };
  10646. Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
  10647. get: function () {
  10648. return this._ampScale;
  10649. },
  10650. set: function (value) {
  10651. this._ampScale = value;
  10652. this.updateShaderUniforms();
  10653. },
  10654. enumerable: true,
  10655. configurable: true
  10656. });
  10657. Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
  10658. get: function () {
  10659. return this._woodColor;
  10660. },
  10661. set: function (value) {
  10662. this._woodColor = value;
  10663. this.updateShaderUniforms();
  10664. },
  10665. enumerable: true,
  10666. configurable: true
  10667. });
  10668. return WoodProceduralTexture;
  10669. })(BABYLON.ProceduralTexture);
  10670. BABYLON.WoodProceduralTexture = WoodProceduralTexture;
  10671. var FireProceduralTexture = (function (_super) {
  10672. __extends(FireProceduralTexture, _super);
  10673. function FireProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  10674. _super.call(this, name, size, "fire", scene, fallbackTexture, generateMipMaps);
  10675. this._time = 0.0;
  10676. this._speed = new BABYLON.Vector2(0.5, 0.3);
  10677. this._shift = 1.6;
  10678. this._autoGenerateTime = true;
  10679. this._alphaThreshold = 0.5;
  10680. this._fireColors = FireProceduralTexture.RedFireColors;
  10681. this.updateShaderUniforms();
  10682. this.refreshRate = 1;
  10683. }
  10684. FireProceduralTexture.prototype.updateShaderUniforms = function () {
  10685. this.setFloat("time", this._time);
  10686. this.setVector2("speed", this._speed);
  10687. this.setFloat("shift", this._shift);
  10688. this.setColor3("c1", this._fireColors[0]);
  10689. this.setColor3("c2", this._fireColors[1]);
  10690. this.setColor3("c3", this._fireColors[2]);
  10691. this.setColor3("c4", this._fireColors[3]);
  10692. this.setColor3("c5", this._fireColors[4]);
  10693. this.setColor3("c6", this._fireColors[5]);
  10694. this.setFloat("alphaThreshold", this._alphaThreshold);
  10695. };
  10696. FireProceduralTexture.prototype.render = function (useCameraPostProcess) {
  10697. if (this._autoGenerateTime) {
  10698. this._time += this.getScene().getAnimationRatio() * 0.03;
  10699. this.updateShaderUniforms();
  10700. }
  10701. _super.prototype.render.call(this, useCameraPostProcess);
  10702. };
  10703. Object.defineProperty(FireProceduralTexture, "PurpleFireColors", {
  10704. get: function () {
  10705. return [
  10706. new BABYLON.Color3(0.5, 0.0, 1.0),
  10707. new BABYLON.Color3(0.9, 0.0, 1.0),
  10708. new BABYLON.Color3(0.2, 0.0, 1.0),
  10709. new BABYLON.Color3(1.0, 0.9, 1.0),
  10710. new BABYLON.Color3(0.1, 0.1, 1.0),
  10711. new BABYLON.Color3(0.9, 0.9, 1.0)
  10712. ];
  10713. },
  10714. enumerable: true,
  10715. configurable: true
  10716. });
  10717. Object.defineProperty(FireProceduralTexture, "GreenFireColors", {
  10718. get: function () {
  10719. return [
  10720. new BABYLON.Color3(0.5, 1.0, 0.0),
  10721. new BABYLON.Color3(0.5, 1.0, 0.0),
  10722. new BABYLON.Color3(0.3, 0.4, 0.0),
  10723. new BABYLON.Color3(0.5, 1.0, 0.0),
  10724. new BABYLON.Color3(0.2, 0.0, 0.0),
  10725. new BABYLON.Color3(0.5, 1.0, 0.0)
  10726. ];
  10727. },
  10728. enumerable: true,
  10729. configurable: true
  10730. });
  10731. Object.defineProperty(FireProceduralTexture, "RedFireColors", {
  10732. get: function () {
  10733. return [
  10734. new BABYLON.Color3(0.5, 0.0, 0.1),
  10735. new BABYLON.Color3(0.9, 0.0, 0.0),
  10736. new BABYLON.Color3(0.2, 0.0, 0.0),
  10737. new BABYLON.Color3(1.0, 0.9, 0.0),
  10738. new BABYLON.Color3(0.1, 0.1, 0.1),
  10739. new BABYLON.Color3(0.9, 0.9, 0.9)
  10740. ];
  10741. },
  10742. enumerable: true,
  10743. configurable: true
  10744. });
  10745. Object.defineProperty(FireProceduralTexture, "BlueFireColors", {
  10746. get: function () {
  10747. return [
  10748. new BABYLON.Color3(0.1, 0.0, 0.5),
  10749. new BABYLON.Color3(0.0, 0.0, 0.5),
  10750. new BABYLON.Color3(0.1, 0.0, 0.2),
  10751. new BABYLON.Color3(0.0, 0.0, 1.0),
  10752. new BABYLON.Color3(0.1, 0.2, 0.3),
  10753. new BABYLON.Color3(0.0, 0.2, 0.9)
  10754. ];
  10755. },
  10756. enumerable: true,
  10757. configurable: true
  10758. });
  10759. Object.defineProperty(FireProceduralTexture.prototype, "fireColors", {
  10760. get: function () {
  10761. return this._fireColors;
  10762. },
  10763. set: function (value) {
  10764. this._fireColors = value;
  10765. this.updateShaderUniforms();
  10766. },
  10767. enumerable: true,
  10768. configurable: true
  10769. });
  10770. Object.defineProperty(FireProceduralTexture.prototype, "time", {
  10771. get: function () {
  10772. return this._time;
  10773. },
  10774. set: function (value) {
  10775. this._time = value;
  10776. this.updateShaderUniforms();
  10777. },
  10778. enumerable: true,
  10779. configurable: true
  10780. });
  10781. Object.defineProperty(FireProceduralTexture.prototype, "speed", {
  10782. get: function () {
  10783. return this._speed;
  10784. },
  10785. set: function (value) {
  10786. this._speed = value;
  10787. this.updateShaderUniforms();
  10788. },
  10789. enumerable: true,
  10790. configurable: true
  10791. });
  10792. Object.defineProperty(FireProceduralTexture.prototype, "shift", {
  10793. get: function () {
  10794. return this._shift;
  10795. },
  10796. set: function (value) {
  10797. this._shift = value;
  10798. this.updateShaderUniforms();
  10799. },
  10800. enumerable: true,
  10801. configurable: true
  10802. });
  10803. Object.defineProperty(FireProceduralTexture.prototype, "alphaThreshold", {
  10804. get: function () {
  10805. return this._alphaThreshold;
  10806. },
  10807. set: function (value) {
  10808. this._alphaThreshold = value;
  10809. this.updateShaderUniforms();
  10810. },
  10811. enumerable: true,
  10812. configurable: true
  10813. });
  10814. return FireProceduralTexture;
  10815. })(BABYLON.ProceduralTexture);
  10816. BABYLON.FireProceduralTexture = FireProceduralTexture;
  10817. var CloudProceduralTexture = (function (_super) {
  10818. __extends(CloudProceduralTexture, _super);
  10819. function CloudProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  10820. _super.call(this, name, size, "cloud", scene, fallbackTexture, generateMipMaps);
  10821. this._skyColor = new BABYLON.Color3(0.15, 0.68, 1.0);
  10822. this._cloudColor = new BABYLON.Color3(1, 1, 1);
  10823. this.updateShaderUniforms();
  10824. this.refreshRate = 0;
  10825. }
  10826. CloudProceduralTexture.prototype.updateShaderUniforms = function () {
  10827. this.setColor3("skyColor", this._skyColor);
  10828. this.setColor3("cloudColor", this._cloudColor);
  10829. };
  10830. Object.defineProperty(CloudProceduralTexture.prototype, "skyColor", {
  10831. get: function () {
  10832. return this._skyColor;
  10833. },
  10834. set: function (value) {
  10835. this._skyColor = value;
  10836. this.updateShaderUniforms();
  10837. },
  10838. enumerable: true,
  10839. configurable: true
  10840. });
  10841. Object.defineProperty(CloudProceduralTexture.prototype, "cloudColor", {
  10842. get: function () {
  10843. return this._cloudColor;
  10844. },
  10845. set: function (value) {
  10846. this._cloudColor = value;
  10847. this.updateShaderUniforms();
  10848. },
  10849. enumerable: true,
  10850. configurable: true
  10851. });
  10852. return CloudProceduralTexture;
  10853. })(BABYLON.ProceduralTexture);
  10854. BABYLON.CloudProceduralTexture = CloudProceduralTexture;
  10855. var GrassProceduralTexture = (function (_super) {
  10856. __extends(GrassProceduralTexture, _super);
  10857. function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  10858. _super.call(this, name, size, "grass", scene, fallbackTexture, generateMipMaps);
  10859. this._herb1 = new BABYLON.Color3(0.29, 0.38, 0.02);
  10860. this._herb2 = new BABYLON.Color3(0.36, 0.49, 0.09);
  10861. this._herb3 = new BABYLON.Color3(0.51, 0.6, 0.28);
  10862. this._groundColor = new BABYLON.Color3(1, 1, 1);
  10863. this._grassColors = [
  10864. new BABYLON.Color3(0.29, 0.38, 0.02),
  10865. new BABYLON.Color3(0.36, 0.49, 0.09),
  10866. new BABYLON.Color3(0.51, 0.6, 0.28)
  10867. ];
  10868. this.updateShaderUniforms();
  10869. this.refreshRate = 0;
  10870. }
  10871. GrassProceduralTexture.prototype.updateShaderUniforms = function () {
  10872. this.setColor3("herb1Color", this._grassColors[0]);
  10873. this.setColor3("herb2Color", this._grassColors[1]);
  10874. this.setColor3("herb3Color", this._grassColors[2]);
  10875. this.setColor3("groundColor", this._groundColor);
  10876. };
  10877. Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", {
  10878. get: function () {
  10879. return this._grassColors;
  10880. },
  10881. set: function (value) {
  10882. this._grassColors = value;
  10883. this.updateShaderUniforms();
  10884. },
  10885. enumerable: true,
  10886. configurable: true
  10887. });
  10888. Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", {
  10889. get: function () {
  10890. return this._groundColor;
  10891. },
  10892. set: function (value) {
  10893. this.groundColor = value;
  10894. this.updateShaderUniforms();
  10895. },
  10896. enumerable: true,
  10897. configurable: true
  10898. });
  10899. return GrassProceduralTexture;
  10900. })(BABYLON.ProceduralTexture);
  10901. BABYLON.GrassProceduralTexture = GrassProceduralTexture;
  10902. var RoadProceduralTexture = (function (_super) {
  10903. __extends(RoadProceduralTexture, _super);
  10904. function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  10905. _super.call(this, name, size, "road", scene, fallbackTexture, generateMipMaps);
  10906. this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
  10907. this.updateShaderUniforms();
  10908. this.refreshRate = 0;
  10909. }
  10910. RoadProceduralTexture.prototype.updateShaderUniforms = function () {
  10911. this.setColor3("roadColor", this._roadColor);
  10912. };
  10913. Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
  10914. get: function () {
  10915. return this._roadColor;
  10916. },
  10917. set: function (value) {
  10918. this._roadColor = value;
  10919. this.updateShaderUniforms();
  10920. },
  10921. enumerable: true,
  10922. configurable: true
  10923. });
  10924. return RoadProceduralTexture;
  10925. })(BABYLON.ProceduralTexture);
  10926. BABYLON.RoadProceduralTexture = RoadProceduralTexture;
  10927. var BrickProceduralTexture = (function (_super) {
  10928. __extends(BrickProceduralTexture, _super);
  10929. function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  10930. _super.call(this, name, size, "brick", scene, fallbackTexture, generateMipMaps);
  10931. this._numberOfBricksHeight = 15;
  10932. this._numberOfBricksWidth = 5;
  10933. this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  10934. this._brickColor = new BABYLON.Color3(0.77, 0.47, 0.40);
  10935. this.updateShaderUniforms();
  10936. this.refreshRate = 0;
  10937. }
  10938. BrickProceduralTexture.prototype.updateShaderUniforms = function () {
  10939. this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
  10940. this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
  10941. this.setColor3("brickColor", this._brickColor);
  10942. this.setColor3("jointColor", this._jointColor);
  10943. };
  10944. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
  10945. get: function () {
  10946. return this._numberOfBricksHeight;
  10947. },
  10948. enumerable: true,
  10949. configurable: true
  10950. });
  10951. Object.defineProperty(BrickProceduralTexture.prototype, "cloudColor", {
  10952. set: function (value) {
  10953. this._numberOfBricksHeight = value;
  10954. this.updateShaderUniforms();
  10955. },
  10956. enumerable: true,
  10957. configurable: true
  10958. });
  10959. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
  10960. get: function () {
  10961. return this._numberOfBricksWidth;
  10962. },
  10963. set: function (value) {
  10964. this._numberOfBricksHeight = value;
  10965. this.updateShaderUniforms();
  10966. },
  10967. enumerable: true,
  10968. configurable: true
  10969. });
  10970. Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
  10971. get: function () {
  10972. return this._jointColor;
  10973. },
  10974. set: function (value) {
  10975. this._jointColor = value;
  10976. this.updateShaderUniforms();
  10977. },
  10978. enumerable: true,
  10979. configurable: true
  10980. });
  10981. Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
  10982. get: function () {
  10983. return this._brickColor;
  10984. },
  10985. set: function (value) {
  10986. this._brickColor = value;
  10987. this.updateShaderUniforms();
  10988. },
  10989. enumerable: true,
  10990. configurable: true
  10991. });
  10992. return BrickProceduralTexture;
  10993. })(BABYLON.ProceduralTexture);
  10994. BABYLON.BrickProceduralTexture = BrickProceduralTexture;
  10995. var MarbleProceduralTexture = (function (_super) {
  10996. __extends(MarbleProceduralTexture, _super);
  10997. function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  10998. _super.call(this, name, size, "marble", scene, fallbackTexture, generateMipMaps);
  10999. this._numberOfTilesHeight = 3;
  11000. this._numberOfTilesWidth = 3;
  11001. this._amplitude = 9.0;
  11002. this._marbleColor = new BABYLON.Color3(0.77, 0.47, 0.40);
  11003. this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  11004. this.updateShaderUniforms();
  11005. this.refreshRate = 0;
  11006. }
  11007. MarbleProceduralTexture.prototype.updateShaderUniforms = function () {
  11008. this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
  11009. this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
  11010. this.setFloat("amplitude", this._amplitude);
  11011. this.setColor3("marbleColor", this._marbleColor);
  11012. this.setColor3("jointColor", this._jointColor);
  11013. };
  11014. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
  11015. get: function () {
  11016. return this._numberOfTilesHeight;
  11017. },
  11018. set: function (value) {
  11019. this._numberOfTilesHeight = value;
  11020. this.updateShaderUniforms();
  11021. },
  11022. enumerable: true,
  11023. configurable: true
  11024. });
  11025. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesWidth", {
  11026. get: function () {
  11027. return this._numberOfTilesWidth;
  11028. },
  11029. set: function (value) {
  11030. this._numberOfTilesWidth = value;
  11031. this.updateShaderUniforms();
  11032. },
  11033. enumerable: true,
  11034. configurable: true
  11035. });
  11036. Object.defineProperty(MarbleProceduralTexture.prototype, "jointColor", {
  11037. get: function () {
  11038. return this._jointColor;
  11039. },
  11040. set: function (value) {
  11041. this._jointColor = value;
  11042. this.updateShaderUniforms();
  11043. },
  11044. enumerable: true,
  11045. configurable: true
  11046. });
  11047. Object.defineProperty(MarbleProceduralTexture.prototype, "marbleColor", {
  11048. get: function () {
  11049. return this._marbleColor;
  11050. },
  11051. set: function (value) {
  11052. this._marbleColor = value;
  11053. this.updateShaderUniforms();
  11054. },
  11055. enumerable: true,
  11056. configurable: true
  11057. });
  11058. return MarbleProceduralTexture;
  11059. })(BABYLON.ProceduralTexture);
  11060. BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
  11061. })(BABYLON || (BABYLON = {}));
  11062. var __extends = this.__extends || function (d, b) {
  11063. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  11064. function __() { this.constructor = d; }
  11065. __.prototype = b.prototype;
  11066. d.prototype = new __();
  11067. };
  11068. var BABYLON;
  11069. (function (BABYLON) {
  11070. var CustomProceduralTexture = (function (_super) {
  11071. __extends(CustomProceduralTexture, _super);
  11072. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  11073. _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps);
  11074. this._animate = true;
  11075. this._time = 0;
  11076. this._texturePath = texturePath;
  11077. this.loadJson(texturePath);
  11078. this.refreshRate = 1;
  11079. }
  11080. CustomProceduralTexture.prototype.loadJson = function (jsonUrl) {
  11081. var _this = this;
  11082. var that = this;
  11083. function noConfigFile() {
  11084. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShaderStore or DOM element");
  11085. try {
  11086. that.setFragment(that._texturePath);
  11087. } catch (ex) {
  11088. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  11089. }
  11090. }
  11091. var configFileUrl = jsonUrl + "/config.json";
  11092. var xhr = new XMLHttpRequest();
  11093. xhr.open("GET", configFileUrl, true);
  11094. xhr.addEventListener("load", function () {
  11095. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  11096. try {
  11097. _this._config = JSON.parse(xhr.response);
  11098. _this.updateShaderUniforms();
  11099. _this.updateTextures();
  11100. _this.setFragment(_this._texturePath + "/custom");
  11101. _this._animate = _this._config.animate;
  11102. _this.refreshRate = _this._config.refreshrate;
  11103. } catch (ex) {
  11104. noConfigFile();
  11105. }
  11106. } else {
  11107. noConfigFile();
  11108. }
  11109. }, false);
  11110. xhr.addEventListener("error", function (event) {
  11111. noConfigFile();
  11112. }, false);
  11113. try {
  11114. xhr.send();
  11115. } catch (ex) {
  11116. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  11117. }
  11118. };
  11119. CustomProceduralTexture.prototype.isReady = function () {
  11120. if (!_super.prototype.isReady.call(this)) {
  11121. return false;
  11122. }
  11123. for (var name in this._textures) {
  11124. var texture = this._textures[name];
  11125. if (!texture.isReady()) {
  11126. return false;
  11127. }
  11128. }
  11129. return true;
  11130. };
  11131. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  11132. if (this._animate) {
  11133. this._time += this.getScene().getAnimationRatio() * 0.03;
  11134. this.updateShaderUniforms();
  11135. }
  11136. _super.prototype.render.call(this, useCameraPostProcess);
  11137. };
  11138. CustomProceduralTexture.prototype.updateTextures = function () {
  11139. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  11140. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  11141. }
  11142. };
  11143. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  11144. if (this._config) {
  11145. for (var j = 0; j < this._config.uniforms.length; j++) {
  11146. var uniform = this._config.uniforms[j];
  11147. switch (uniform.type) {
  11148. case "float":
  11149. this.setFloat(uniform.name, uniform.value);
  11150. break;
  11151. case "color3":
  11152. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  11153. break;
  11154. case "color4":
  11155. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  11156. break;
  11157. case "vector2":
  11158. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  11159. break;
  11160. case "vector3":
  11161. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  11162. break;
  11163. }
  11164. }
  11165. }
  11166. this.setFloat("time", this._time);
  11167. };
  11168. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  11169. get: function () {
  11170. return this._animate;
  11171. },
  11172. set: function (value) {
  11173. this._animate = value;
  11174. },
  11175. enumerable: true,
  11176. configurable: true
  11177. });
  11178. return CustomProceduralTexture;
  11179. })(BABYLON.ProceduralTexture);
  11180. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  11181. })(BABYLON || (BABYLON = {}));
  11182. var __extends = this.__extends || function (d, b) {
  11183. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  11184. function __() { this.constructor = d; }
  11185. __.prototype = b.prototype;
  11186. d.prototype = new __();
  11187. };
  11188. var BABYLON;
  11189. (function (BABYLON) {
  11190. var MirrorTexture = (function (_super) {
  11191. __extends(MirrorTexture, _super);
  11192. function MirrorTexture(name, size, scene, generateMipMaps) {
  11193. var _this = this;
  11194. _super.call(this, name, size, scene, generateMipMaps, true);
  11195. this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  11196. this._transformMatrix = BABYLON.Matrix.Zero();
  11197. this._mirrorMatrix = BABYLON.Matrix.Zero();
  11198. this.onBeforeRender = function () {
  11199. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  11200. _this._savedViewMatrix = scene.getViewMatrix();
  11201. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  11202. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  11203. scene.clipPlane = _this.mirrorPlane;
  11204. scene.getEngine().cullBackFaces = false;
  11205. };
  11206. this.onAfterRender = function () {
  11207. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  11208. scene.getEngine().cullBackFaces = true;
  11209. delete scene.clipPlane;
  11210. };
  11211. }
  11212. MirrorTexture.prototype.clone = function () {
  11213. var textureSize = this.getSize();
  11214. var newTexture = new BABYLON.MirrorTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  11215. newTexture.hasAlpha = this.hasAlpha;
  11216. newTexture.level = this.level;
  11217. newTexture.mirrorPlane = this.mirrorPlane.clone();
  11218. newTexture.renderList = this.renderList.slice(0);
  11219. return newTexture;
  11220. };
  11221. return MirrorTexture;
  11222. })(BABYLON.RenderTargetTexture);
  11223. BABYLON.MirrorTexture = MirrorTexture;
  11224. })(BABYLON || (BABYLON = {}));
  11225. var __extends = this.__extends || function (d, b) {
  11226. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  11227. function __() { this.constructor = d; }
  11228. __.prototype = b.prototype;
  11229. d.prototype = new __();
  11230. };
  11231. var BABYLON;
  11232. (function (BABYLON) {
  11233. var DynamicTexture = (function (_super) {
  11234. __extends(DynamicTexture, _super);
  11235. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode) {
  11236. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  11237. _super.call(this, null, scene, !generateMipMaps);
  11238. this.name = name;
  11239. this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  11240. this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  11241. this._generateMipMaps = generateMipMaps;
  11242. if (options.getContext) {
  11243. this._canvas = options;
  11244. this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  11245. } else {
  11246. this._canvas = document.createElement("canvas");
  11247. if (options.width) {
  11248. this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  11249. } else {
  11250. this._texture = scene.getEngine().createDynamicTexture(options, options, generateMipMaps, samplingMode);
  11251. }
  11252. }
  11253. var textureSize = this.getSize();
  11254. this._canvas.width = textureSize.width;
  11255. this._canvas.height = textureSize.height;
  11256. this._context = this._canvas.getContext("2d");
  11257. }
  11258. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  11259. get: function () {
  11260. return true;
  11261. },
  11262. enumerable: true,
  11263. configurable: true
  11264. });
  11265. DynamicTexture.prototype.scale = function (ratio) {
  11266. var textureSize = this.getSize();
  11267. textureSize.width *= ratio;
  11268. textureSize.height *= ratio;
  11269. this._canvas.width = textureSize.width;
  11270. this._canvas.height = textureSize.height;
  11271. this.releaseInternalTexture();
  11272. this._texture = this.getScene().getEngine().createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  11273. };
  11274. DynamicTexture.prototype.getContext = function () {
  11275. return this._context;
  11276. };
  11277. DynamicTexture.prototype.update = function (invertY) {
  11278. this.getScene().getEngine().updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY);
  11279. };
  11280. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY) {
  11281. var size = this.getSize();
  11282. if (clearColor) {
  11283. this._context.fillStyle = clearColor;
  11284. this._context.fillRect(0, 0, size.width, size.height);
  11285. }
  11286. this._context.font = font;
  11287. if (x === null) {
  11288. var textSize = this._context.measureText(text);
  11289. x = (size.width - textSize.width) / 2;
  11290. }
  11291. this._context.fillStyle = color;
  11292. this._context.fillText(text, x, y);
  11293. this.update(invertY);
  11294. };
  11295. DynamicTexture.prototype.clone = function () {
  11296. var textureSize = this.getSize();
  11297. var newTexture = new BABYLON.DynamicTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  11298. newTexture.hasAlpha = this.hasAlpha;
  11299. newTexture.level = this.level;
  11300. newTexture.wrapU = this.wrapU;
  11301. newTexture.wrapV = this.wrapV;
  11302. return newTexture;
  11303. };
  11304. return DynamicTexture;
  11305. })(BABYLON.Texture);
  11306. BABYLON.DynamicTexture = DynamicTexture;
  11307. })(BABYLON || (BABYLON = {}));
  11308. var __extends = this.__extends || function (d, b) {
  11309. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  11310. function __() { this.constructor = d; }
  11311. __.prototype = b.prototype;
  11312. d.prototype = new __();
  11313. };
  11314. var BABYLON;
  11315. (function (BABYLON) {
  11316. var VideoTexture = (function (_super) {
  11317. __extends(VideoTexture, _super);
  11318. function VideoTexture(name, urls, size, scene, generateMipMaps, invertY, samplingMode) {
  11319. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  11320. var _this = this;
  11321. _super.call(this, null, scene, !generateMipMaps, invertY);
  11322. this._autoLaunch = true;
  11323. this.name = name;
  11324. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  11325. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  11326. var requiredWidth = size.width || size;
  11327. var requiredHeight = size.height || size;
  11328. this._texture = scene.getEngine().createDynamicTexture(requiredWidth, requiredHeight, generateMipMaps, samplingMode);
  11329. var textureSize = this.getSize();
  11330. this.video = document.createElement("video");
  11331. this.video.width = textureSize.width;
  11332. this.video.height = textureSize.height;
  11333. this.video.autoplay = false;
  11334. this.video.loop = true;
  11335. this.video.addEventListener("canplaythrough", function () {
  11336. if (_this._texture) {
  11337. _this._texture.isReady = true;
  11338. }
  11339. });
  11340. urls.forEach(function (url) {
  11341. var source = document.createElement("source");
  11342. source.src = url;
  11343. _this.video.appendChild(source);
  11344. });
  11345. this._lastUpdate = BABYLON.Tools.Now;
  11346. }
  11347. VideoTexture.prototype.update = function () {
  11348. if (this._autoLaunch) {
  11349. this._autoLaunch = false;
  11350. this.video.play();
  11351. }
  11352. var now = BABYLON.Tools.Now;
  11353. if (now - this._lastUpdate < 15) {
  11354. return false;
  11355. }
  11356. this._lastUpdate = now;
  11357. this.getScene().getEngine().updateVideoTexture(this._texture, this.video, this._invertY);
  11358. return true;
  11359. };
  11360. return VideoTexture;
  11361. })(BABYLON.Texture);
  11362. BABYLON.VideoTexture = VideoTexture;
  11363. })(BABYLON || (BABYLON = {}));
  11364. var BABYLON;
  11365. (function (BABYLON) {
  11366. var EffectFallbacks = (function () {
  11367. function EffectFallbacks() {
  11368. this._defines = {};
  11369. this._currentRank = 32;
  11370. this._maxRank = -1;
  11371. }
  11372. EffectFallbacks.prototype.addFallback = function (rank, define) {
  11373. if (!this._defines[rank]) {
  11374. if (rank < this._currentRank) {
  11375. this._currentRank = rank;
  11376. }
  11377. if (rank > this._maxRank) {
  11378. this._maxRank = rank;
  11379. }
  11380. this._defines[rank] = new Array();
  11381. }
  11382. this._defines[rank].push(define);
  11383. };
  11384. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  11385. get: function () {
  11386. return this._currentRank <= this._maxRank;
  11387. },
  11388. enumerable: true,
  11389. configurable: true
  11390. });
  11391. EffectFallbacks.prototype.reduce = function (currentDefines) {
  11392. var currentFallbacks = this._defines[this._currentRank];
  11393. for (var index = 0; index < currentFallbacks.length; index++) {
  11394. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  11395. }
  11396. this._currentRank++;
  11397. return currentDefines;
  11398. };
  11399. return EffectFallbacks;
  11400. })();
  11401. BABYLON.EffectFallbacks = EffectFallbacks;
  11402. var Effect = (function () {
  11403. function Effect(baseName, attributesNames, uniformsNames, samplers, engine, defines, fallbacks, onCompiled, onError) {
  11404. var _this = this;
  11405. this._isReady = false;
  11406. this._compilationError = "";
  11407. this._valueCache = [];
  11408. this._engine = engine;
  11409. this.name = baseName;
  11410. this.defines = defines;
  11411. this._uniformsNames = uniformsNames.concat(samplers);
  11412. this._samplers = samplers;
  11413. this._attributesNames = attributesNames;
  11414. this.onError = onError;
  11415. this.onCompiled = onCompiled;
  11416. var vertexSource;
  11417. var fragmentSource;
  11418. if (baseName.vertexElement) {
  11419. vertexSource = document.getElementById(baseName.vertexElement);
  11420. if (!vertexSource) {
  11421. vertexSource = baseName.vertexElement;
  11422. }
  11423. } else {
  11424. vertexSource = baseName.vertex || baseName;
  11425. }
  11426. if (baseName.fragmentElement) {
  11427. fragmentSource = document.getElementById(baseName.fragmentElement);
  11428. if (!fragmentSource) {
  11429. fragmentSource = baseName.fragmentElement;
  11430. }
  11431. } else {
  11432. fragmentSource = baseName.fragment || baseName;
  11433. }
  11434. this._loadVertexShader(vertexSource, function (vertexCode) {
  11435. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  11436. _this._prepareEffect(vertexCode, fragmentCode, attributesNames, defines, fallbacks);
  11437. });
  11438. });
  11439. }
  11440. Effect.prototype.isReady = function () {
  11441. return this._isReady;
  11442. };
  11443. Effect.prototype.getProgram = function () {
  11444. return this._program;
  11445. };
  11446. Effect.prototype.getAttributesNames = function () {
  11447. return this._attributesNames;
  11448. };
  11449. Effect.prototype.getAttributeLocation = function (index) {
  11450. return this._attributes[index];
  11451. };
  11452. Effect.prototype.getAttributeLocationByName = function (name) {
  11453. var index = this._attributesNames.indexOf(name);
  11454. return this._attributes[index];
  11455. };
  11456. Effect.prototype.getAttributesCount = function () {
  11457. return this._attributes.length;
  11458. };
  11459. Effect.prototype.getUniformIndex = function (uniformName) {
  11460. return this._uniformsNames.indexOf(uniformName);
  11461. };
  11462. Effect.prototype.getUniform = function (uniformName) {
  11463. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  11464. };
  11465. Effect.prototype.getSamplers = function () {
  11466. return this._samplers;
  11467. };
  11468. Effect.prototype.getCompilationError = function () {
  11469. return this._compilationError;
  11470. };
  11471. Effect.prototype._loadVertexShader = function (vertex, callback) {
  11472. if (vertex instanceof HTMLElement) {
  11473. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  11474. callback(vertexCode);
  11475. return;
  11476. }
  11477. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  11478. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  11479. return;
  11480. }
  11481. var vertexShaderUrl;
  11482. if (vertex[0] === ".") {
  11483. vertexShaderUrl = vertex;
  11484. } else {
  11485. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  11486. }
  11487. BABYLON.Tools.LoadFile(vertexShaderUrl + ".vertex.fx", callback);
  11488. };
  11489. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  11490. if (fragment instanceof HTMLElement) {
  11491. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  11492. callback(fragmentCode);
  11493. return;
  11494. }
  11495. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  11496. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  11497. return;
  11498. }
  11499. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  11500. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  11501. return;
  11502. }
  11503. var fragmentShaderUrl;
  11504. if (fragment[0] === ".") {
  11505. fragmentShaderUrl = fragment;
  11506. } else {
  11507. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  11508. }
  11509. BABYLON.Tools.LoadFile(fragmentShaderUrl + ".fragment.fx", callback);
  11510. };
  11511. Effect.prototype._prepareEffect = function (vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks) {
  11512. try {
  11513. var engine = this._engine;
  11514. this._program = engine.createShaderProgram(vertexSourceCode, fragmentSourceCode, defines);
  11515. this._uniforms = engine.getUniforms(this._program, this._uniformsNames);
  11516. this._attributes = engine.getAttributes(this._program, attributesNames);
  11517. for (var index = 0; index < this._samplers.length; index++) {
  11518. var sampler = this.getUniform(this._samplers[index]);
  11519. if (sampler == null) {
  11520. this._samplers.splice(index, 1);
  11521. index--;
  11522. }
  11523. }
  11524. engine.bindSamplers(this);
  11525. this._isReady = true;
  11526. if (this.onCompiled) {
  11527. this.onCompiled(this);
  11528. }
  11529. } catch (e) {
  11530. if (e.message.indexOf("highp") !== -1) {
  11531. vertexSourceCode = vertexSourceCode.replace("precision highp float", "precision mediump float");
  11532. fragmentSourceCode = fragmentSourceCode.replace("precision highp float", "precision mediump float");
  11533. this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks);
  11534. return;
  11535. }
  11536. if (fallbacks && fallbacks.isMoreFallbacks) {
  11537. defines = fallbacks.reduce(defines);
  11538. this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks);
  11539. } else {
  11540. BABYLON.Tools.Error("Unable to compile effect: " + this.name);
  11541. BABYLON.Tools.Error("Defines: " + defines);
  11542. BABYLON.Tools.Error("Error: " + e.message);
  11543. this._compilationError = e.message;
  11544. if (this.onError) {
  11545. this.onError(this, this._compilationError);
  11546. }
  11547. }
  11548. }
  11549. };
  11550. Effect.prototype._bindTexture = function (channel, texture) {
  11551. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  11552. };
  11553. Effect.prototype.setTexture = function (channel, texture) {
  11554. this._engine.setTexture(this._samplers.indexOf(channel), texture);
  11555. };
  11556. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  11557. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  11558. };
  11559. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  11560. if (!this._valueCache[uniformName]) {
  11561. this._valueCache[uniformName] = [x, y];
  11562. return;
  11563. }
  11564. this._valueCache[uniformName][0] = x;
  11565. this._valueCache[uniformName][1] = y;
  11566. };
  11567. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  11568. if (!this._valueCache[uniformName]) {
  11569. this._valueCache[uniformName] = [x, y, z];
  11570. return;
  11571. }
  11572. this._valueCache[uniformName][0] = x;
  11573. this._valueCache[uniformName][1] = y;
  11574. this._valueCache[uniformName][2] = z;
  11575. };
  11576. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  11577. if (!this._valueCache[uniformName]) {
  11578. this._valueCache[uniformName] = [x, y, z, w];
  11579. return;
  11580. }
  11581. this._valueCache[uniformName][0] = x;
  11582. this._valueCache[uniformName][1] = y;
  11583. this._valueCache[uniformName][2] = z;
  11584. this._valueCache[uniformName][3] = w;
  11585. };
  11586. Effect.prototype.setArray = function (uniformName, array) {
  11587. this._engine.setArray(this.getUniform(uniformName), array);
  11588. return this;
  11589. };
  11590. Effect.prototype.setMatrices = function (uniformName, matrices) {
  11591. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  11592. return this;
  11593. };
  11594. Effect.prototype.setMatrix = function (uniformName, matrix) {
  11595. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  11596. return this;
  11597. };
  11598. Effect.prototype.setFloat = function (uniformName, value) {
  11599. if (this._valueCache[uniformName] && this._valueCache[uniformName] === value)
  11600. return this;
  11601. this._valueCache[uniformName] = value;
  11602. this._engine.setFloat(this.getUniform(uniformName), value);
  11603. return this;
  11604. };
  11605. Effect.prototype.setBool = function (uniformName, bool) {
  11606. if (this._valueCache[uniformName] && this._valueCache[uniformName] === bool)
  11607. return this;
  11608. this._valueCache[uniformName] = bool;
  11609. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  11610. return this;
  11611. };
  11612. Effect.prototype.setVector2 = function (uniformName, vector2) {
  11613. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector2.x && this._valueCache[uniformName][1] === vector2.y)
  11614. return this;
  11615. this._cacheFloat2(uniformName, vector2.x, vector2.y);
  11616. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  11617. return this;
  11618. };
  11619. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  11620. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y)
  11621. return this;
  11622. this._cacheFloat2(uniformName, x, y);
  11623. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  11624. return this;
  11625. };
  11626. Effect.prototype.setVector3 = function (uniformName, vector3) {
  11627. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector3.x && this._valueCache[uniformName][1] === vector3.y && this._valueCache[uniformName][2] === vector3.z)
  11628. return this;
  11629. this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z);
  11630. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  11631. return this;
  11632. };
  11633. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  11634. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z)
  11635. return this;
  11636. this._cacheFloat3(uniformName, x, y, z);
  11637. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  11638. return this;
  11639. };
  11640. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  11641. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z && this._valueCache[uniformName][3] === w)
  11642. return this;
  11643. this._cacheFloat4(uniformName, x, y, z, w);
  11644. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  11645. return this;
  11646. };
  11647. Effect.prototype.setColor3 = function (uniformName, color3) {
  11648. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === color3.r && this._valueCache[uniformName][1] === color3.g && this._valueCache[uniformName][2] === color3.b)
  11649. return this;
  11650. this._cacheFloat3(uniformName, color3.r, color3.g, color3.b);
  11651. this._engine.setColor3(this.getUniform(uniformName), color3);
  11652. return this;
  11653. };
  11654. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  11655. 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)
  11656. return this;
  11657. this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha);
  11658. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  11659. return this;
  11660. };
  11661. Effect.ShadersStore={anaglyphPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\n\nvoid main(void)\n{\n vec4 leftFrag = texture2D(leftSampler, vUV);\n leftFrag = vec4(1.0, leftFrag.g, leftFrag.b, 1.0);\n\n vec4 rightFrag = texture2D(textureSampler, vUV);\n rightFrag = vec4(rightFrag.r, 1.0, 1.0, 1.0);\n\n gl_FragColor = vec4(rightFrag.rgb * leftFrag.rgb, 1.0);\n}",
  11662. blackAndWhitePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nvoid main(void) \n{\n float luminance = dot(texture2D(textureSampler, vUV).rgb, vec3(0.3, 0.59, 0.11));\n gl_FragColor = vec4(luminance, luminance, luminance, 1.0);\n}",
  11663. blurPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\n// Parameters\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nvoid main(void)\n{\n float weights[7];\n weights[0] = 0.05;\n weights[1] = 0.1;\n weights[2] = 0.2;\n weights[3] = 0.3;\n weights[4] = 0.2;\n weights[5] = 0.1;\n weights[6] = 0.05;\n\n vec2 texelSize = vec2(1.0 / screenSize.x, 1.0 / screenSize.y);\n vec2 texelStep = texelSize * direction * blurWidth;\n vec2 start = vUV - 3.0 * texelStep;\n\n vec4 baseColor = vec4(0., 0., 0., 0.);\n vec2 texelOffset = vec2(0., 0.);\n\n for (int i = 0; i < 7; i++)\n {\n baseColor += texture2D(textureSampler, start + texelOffset) * weights[i];\n texelOffset += texelStep;\n }\n\n gl_FragColor = baseColor;\n}",
  11664. brickPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\n\nuniform float numberOfBricksHeight;\nuniform float numberOfBricksWidth;\nuniform vec3 brickColor;\nuniform vec3 jointColor;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nfloat round(float number){\n return sign(number)*floor(abs(number) + 0.5);\n}\n\nvoid main(void)\n{\n float brickW = 1.0 / numberOfBricksWidth;\n float brickH = 1.0 / numberOfBricksHeight;\n float jointWPercentage = 0.01;\n float jointHPercentage = 0.05;\n vec3 color = brickColor;\n float yi = vUV.y / brickH;\n float nyi = round(yi);\n float xi = vUV.x / brickW;\n\n if (mod(floor(yi), 2.0) == 0.0){\n xi = xi - 0.5;\n }\n\n float nxi = round(xi);\n vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\n\n if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\n color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\n }\n else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\n color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\n }\n else {\n float brickColorSwitch = mod(floor(yi) + floor(xi), 3.0);\n\n if (brickColorSwitch == 0.0)\n color = mix(color, vec3(0.33, 0.33, 0.33), 0.3);\n else if (brickColorSwitch == 2.0)\n color = mix(color, vec3(0.11, 0.11, 0.11), 0.3);\n }\n\n gl_FragColor = vec4(color, 1.0);\n}",
  11665. cloudPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\n\nuniform vec3 skyColor;\nuniform vec3 cloudColor;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main() {\n\n vec2 p = vUV * 12.0;\n vec3 c = mix(skyColor, cloudColor, fbm(p));\n gl_FragColor = vec4(c, 1);\n\n}",
  11666. colorPixelShader:"precision highp float;\n\nuniform vec4 color;\n\nvoid main(void) {\n gl_FragColor = color;\n}",
  11667. colorVertexShader:"precision highp float;\n\n// Attributes\nattribute vec3 position;\n\n// Uniforms\nuniform mat4 worldViewProjection;\n\nvoid main(void) {\n gl_Position = worldViewProjection * vec4(position, 1.0);\n}",
  11668. convolutionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform float kernel[9];\n\nvoid main(void)\n{\n vec2 onePixel = vec2(1.0, 1.0) / screenSize;\n vec4 colorSum =\n texture2D(textureSampler, vUV + onePixel * vec2(-1, -1)) * kernel[0] +\n texture2D(textureSampler, vUV + onePixel * vec2(0, -1)) * kernel[1] +\n texture2D(textureSampler, vUV + onePixel * vec2(1, -1)) * kernel[2] +\n texture2D(textureSampler, vUV + onePixel * vec2(-1, 0)) * kernel[3] +\n texture2D(textureSampler, vUV + onePixel * vec2(0, 0)) * kernel[4] +\n texture2D(textureSampler, vUV + onePixel * vec2(1, 0)) * kernel[5] +\n texture2D(textureSampler, vUV + onePixel * vec2(-1, 1)) * kernel[6] +\n texture2D(textureSampler, vUV + onePixel * vec2(0, 1)) * kernel[7] +\n texture2D(textureSampler, vUV + onePixel * vec2(1, 1)) * kernel[8];\n\n float kernelWeight =\n kernel[0] +\n kernel[1] +\n kernel[2] +\n kernel[3] +\n kernel[4] +\n kernel[5] +\n kernel[6] +\n kernel[7] +\n kernel[8];\n\n if (kernelWeight <= 0.0) {\n kernelWeight = 1.0;\n }\n\n gl_FragColor = vec4((colorSum / kernelWeight).rgb, 1);\n}",
  11669. defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform float darkness0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform float darkness1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform float darkness2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform float darkness3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv));\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / 1500.0)) < depth.z) visibility -= 0.2;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / 1500.0)) < depth.z) visibility -= 0.2;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / 1500.0)) < depth.z) visibility -= 0.2;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / 1500.0)) < depth.z) visibility -= 0.2;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.);\n\n float d = t - moments.x;\n return variance / (variance + d * d);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return clamp(1.3 - ChebychevInequality(moments, depth.z), 0., 1.0);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = max(0., (cosAngle - lightDirection.w) / (1. - cosAngle));\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n vec3 normalW = normalize(vNormalW);\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, darkness0);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, darkness1);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, darkness2);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, darkness3);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
  11670. defaultVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec3 position;\nattribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniforms\n\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 view;\nuniform mat4 viewProjection;\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n\n#ifdef BUMP\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n// Output\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\n#ifdef SHADOWS\n#ifdef LIGHT0\nuniform mat4 lightMatrix0;\nvarying vec4 vPositionFromLight0;\n#endif\n#ifdef LIGHT1\nuniform mat4 lightMatrix1;\nvarying vec4 vPositionFromLight1;\n#endif\n#ifdef LIGHT2\nuniform mat4 lightMatrix2;\nvarying vec4 vPositionFromLight2;\n#endif\n#ifdef LIGHT3\nuniform mat4 lightMatrix3;\nvarying vec4 vPositionFromLight3;\n#endif\n#endif\n\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\n#endif\n\nvoid main(void) {\n mat4 finalWorld;\n\n#ifdef REFLECTION\n vPositionUVW = position;\n#endif \n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n\n#ifdef BONES4\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = world * (m0 + m1 + m2 + m3);\n#else\n finalWorld = world * (m0 + m1 + m2);\n#endif \n\n#else\n#ifdef INSTANCES\n finalWorld = mat4(world0, world1, world2, world3);\n#else\n finalWorld = world;\n#endif\n#endif\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\n vec4 worldPos = finalWorld * vec4(position, 1.0);\n vPositionW = vec3(worldPos);\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n\n // Texture coordinates\n#ifndef UV1\n vec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\n vec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\n if (vDiffuseInfos.x == 0.)\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef AMBIENT\n if (vAmbientInfos.x == 0.)\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef OPACITY\n if (vOpacityInfos.x == 0.)\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef EMISSIVE\n if (vEmissiveInfos.x == 0.)\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef SPECULAR\n if (vSpecularInfos.x == 0.)\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef BUMP\n if (vBumpInfos.x == 0.)\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n // Clip plane\n#ifdef CLIPPLANE\n fClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n // Fog\n#ifdef FOG\n fFogDistance = (view * worldPos).z;\n#endif\n\n // Shadows\n#ifdef SHADOWS\n#ifdef LIGHT0\n vPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#ifdef LIGHT1\n vPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#ifdef LIGHT2\n vPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#ifdef LIGHT3\n vPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n\n // Vertex color\n#ifdef VERTEXCOLOR\n vColor = color;\n#endif\n\n // Point size\n#ifdef POINTSIZE\n gl_PointSize = pointSize;\n#endif\n}",
  11671. displayPassPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(passSampler, vUV);\n}",
  11672. filterPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform mat4 kernelMatrix;\n\nvoid main(void)\n{\n vec3 baseColor = texture2D(textureSampler, vUV).rgb;\n vec3 updatedColor = (kernelMatrix * vec4(baseColor, 1.0)).rgb;\n\n gl_FragColor = vec4(updatedColor, 1.0);\n}",
  11673. firePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform float time;\nuniform vec3 c1;\nuniform vec3 c2;\nuniform vec3 c3;\nuniform vec3 c4;\nuniform vec3 c5;\nuniform vec3 c6;\nuniform vec2 speed;\nuniform float shift;\nuniform float alphaThreshold;\n\nvarying vec2 vUV;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main() {\n vec2 p = vUV * 8.0;\n float q = fbm(p - time * 0.1);\n vec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y));\n vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);\n vec3 color = c * cos(shift * vUV.y);\n float luminance = dot(color.rgb, vec3(0.3, 0.59, 0.11));\n\n gl_FragColor = vec4(color, luminance * alphaThreshold + (1.0 - alphaThreshold));\n}",
  11674. fxaaPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define FXAA_REDUCE_MIN (1.0/128.0)\n#define FXAA_REDUCE_MUL (1.0/8.0)\n#define FXAA_SPAN_MAX 8.0\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 texelSize;\n\nvoid main(){\n vec2 localTexelSize = texelSize;\n vec4 rgbNW = texture2D(textureSampler, (vUV + vec2(-1.0, -1.0) * localTexelSize));\n vec4 rgbNE = texture2D(textureSampler, (vUV + vec2(1.0, -1.0) * localTexelSize));\n vec4 rgbSW = texture2D(textureSampler, (vUV + vec2(-1.0, 1.0) * localTexelSize));\n vec4 rgbSE = texture2D(textureSampler, (vUV + vec2(1.0, 1.0) * localTexelSize));\n vec4 rgbM = texture2D(textureSampler, vUV);\n vec4 luma = vec4(0.299, 0.587, 0.114, 1.0);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n vec2 dir = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)), ((lumaNW + lumaSW) - (lumaNE + lumaSE)));\n\n float dirReduce = max(\n (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),\n FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * localTexelSize;\n\n vec4 rgbA = 0.5 * (\n texture2D(textureSampler, vUV + dir * (1.0 / 3.0 - 0.5)) +\n texture2D(textureSampler, vUV + dir * (2.0 / 3.0 - 0.5)));\n\n vec4 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(textureSampler, vUV + dir * -0.5) +\n texture2D(textureSampler, vUV + dir * 0.5));\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax)) {\n gl_FragColor = rgbA;\n }\n else {\n gl_FragColor = rgbB;\n }\n}",
  11675. grassPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\n\nuniform vec3 herb1Color;\nuniform vec3 herb2Color;\nuniform vec3 herb3Color;\nuniform vec3 groundColor;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main(void) {\n vec3 color = mix(groundColor, herb1Color, rand(gl_FragCoord.xy * 4.0));\n color = mix(color, herb2Color, rand(gl_FragCoord.xy * 8.0));\n color = mix(color, herb3Color, rand(gl_FragCoord.xy));\n color = mix(color, herb1Color, fbm(gl_FragCoord.xy * 16.0));\n gl_FragColor = vec4(color, 1.0);\n}",
  11676. layerPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\n// Color\nuniform vec4 color;\n\nvoid main(void) {\n vec4 baseColor = texture2D(textureSampler, vUV);\n\n gl_FragColor = baseColor * color;\n}",
  11677. layerVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Uniforms\nuniform mat4 textureMatrix;\n\n// Output\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n\n vUV = vec2(textureMatrix * vec4(position * madd + madd, 1.0, 0.0));\n gl_Position = vec4(position, 0.0, 1.0);\n}",
  11678. legacydefaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_PROJECTION 4.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef REFLECTION\nvarying vec3 vReflectionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv));\n\n if (depth.z > shadow)\n {\n return 0.;\n }\n return 1.;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.);\n\n float d = t - moments.x;\n return variance / (variance + d * d);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return clamp(1.3 - ChebychevInequality(moments, depth.z), 0., 1.0);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nmat3 computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor) {\n mat3 result;\n\n vec3 lightVectorW;\n if (lightData.w == 0.)\n {\n lightVectorW = normalize(lightData.xyz - vPositionW);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = max(0., pow(specComp, max(1.0, vSpecularColor.a)));\n\n result[0] = ndl * diffuseColor.rgb;\n result[1] = specComp * specularColor;\n result[2] = vec3(0.);\n\n return result;\n}\n\nmat3 computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec4 diffuseColor, vec3 specularColor) {\n mat3 result;\n\n vec3 lightVectorW = normalize(lightData.xyz - vPositionW);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = max(0., (cosAngle - lightDirection.w) / (1. - cosAngle));\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result[0] = ndl * spotAtten * diffuseColor.rgb;\n result[1] = specComp * specularColor * spotAtten;\n result[2] = vec3(0.);\n\n return result;\n }\n\n result[0] = vec3(0.);\n result[1] = vec3(0.);\n result[2] = vec3(0.);\n\n return result;\n}\n\nmat3 computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor, vec3 groundColor) {\n mat3 result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result[0] = mix(groundColor, diffuseColor.rgb, ndl);\n result[1] = specComp * specularColor;\n result[2] = vec3(0.);\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n vec3 normalW = normalize(vNormalW);\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n mat3 info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0, vLightSpecular0);\n#endif\n#ifdef HEMILIGHT0\n mat3 info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n mat3 info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0);\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info[0] * shadow;\n specularBase += info[1] * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1, vLightSpecular1);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1);\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info[0] * shadow;\n specularBase += info[1] * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2, vLightSpecular2);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2);\n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info[0] * shadow;\n specularBase += info[1] * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3, vLightSpecular3);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3);\n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info[0] * shadow;\n specularBase += info[1] * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
  11679. legacydefaultVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Attributes\nattribute vec3 position;\nattribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniforms\nuniform mat4 world;\nuniform mat4 view;\nuniform mat4 viewProjection;\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef REFLECTION\nuniform vec3 vEyePosition;\nvarying vec3 vReflectionUVW;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n\n#ifdef BUMP\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n// Output\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\n#ifdef SHADOWS\n#ifdef LIGHT0\nuniform mat4 lightMatrix0;\nvarying vec4 vPositionFromLight0;\n#endif\n#ifdef LIGHT1\nuniform mat4 lightMatrix1;\nvarying vec4 vPositionFromLight1;\n#endif\n#ifdef LIGHT2\nuniform mat4 lightMatrix2;\nvarying vec4 vPositionFromLight2;\n#endif\n#ifdef LIGHT3\nuniform mat4 lightMatrix3;\nvarying vec4 vPositionFromLight3;\n#endif\n#endif\n\n#ifdef REFLECTION\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return position;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\nvoid main(void) {\n mat4 finalWorld;\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n\n#ifdef BONES4\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = world * (m0 + m1 + m2 + m3);\n#else\n finalWorld = world * (m0 + m1 + m2);\n#endif \n\n#else\n finalWorld = world;\n#endif\n\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\n vec4 worldPos = finalWorld * vec4(position, 1.0);\n vPositionW = vec3(worldPos);\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n\n // Texture coordinates\n#ifndef UV1\n vec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\n vec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\n if (vDiffuseInfos.x == 0.)\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef AMBIENT\n if (vAmbientInfos.x == 0.)\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef OPACITY\n if (vOpacityInfos.x == 0.)\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef REFLECTION\n vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), vNormalW);\n#endif\n\n#ifdef EMISSIVE\n if (vEmissiveInfos.x == 0.)\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef SPECULAR\n if (vSpecularInfos.x == 0.)\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef BUMP\n if (vBumpInfos.x == 0.)\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n // Clip plane\n#ifdef CLIPPLANE\n fClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n // Fog\n#ifdef FOG\n fFogDistance = (view * worldPos).z;\n#endif\n\n // Shadows\n#ifdef SHADOWS\n#ifdef LIGHT0\n vPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#ifdef LIGHT1\n vPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#ifdef LIGHT2\n vPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#ifdef LIGHT3\n vPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n\n // Vertex color\n#ifdef VERTEXCOLOR\n vColor = color;\n#endif\n}",
  11680. lensFlarePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\n// Color\nuniform vec4 color;\n\nvoid main(void) {\n vec4 baseColor = texture2D(textureSampler, vUV);\n\n gl_FragColor = baseColor * color;\n}",
  11681. lensFlareVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Uniforms\nuniform mat4 viewportMatrix;\n\n// Output\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n\n vUV = position * madd + madd;\n gl_Position = viewportMatrix * vec4(position, 0.0, 1.0);\n}",
  11682. marblePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\n\nuniform float numberOfTilesHeight;\nuniform float numberOfTilesWidth;\nuniform float amplitude;\nuniform vec3 brickColor;\nuniform vec3 jointColor;\n\nconst vec3 tileSize = vec3(1.1, 1.0, 1.1);\nconst vec3 tilePct = vec3(0.98, 1.0, 0.98);\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat turbulence(vec2 P)\n{\n float val = 0.0;\n float freq = 1.0;\n for (int i = 0; i < 4; i++)\n {\n val += abs(noise(P*freq) / freq);\n freq *= 2.07;\n }\n return val;\n}\n\nfloat round(float number){\n return sign(number)*floor(abs(number) + 0.5);\n}\n\nvec3 marble_color(float x)\n{\n vec3 col;\n x = 0.5*(x + 1.);\n x = sqrt(x); \n x = sqrt(x);\n x = sqrt(x);\n col = vec3(.2 + .75*x); \n col.b *= 0.95; \n return col;\n}\n\nvoid main()\n{\n float brickW = 1.0 / numberOfTilesWidth;\n float brickH = 1.0 / numberOfTilesHeight;\n float jointWPercentage = 0.01;\n float jointHPercentage = 0.01;\n vec3 color = brickColor;\n float yi = vUV.y / brickH;\n float nyi = round(yi);\n float xi = vUV.x / brickW;\n\n if (mod(floor(yi), 2.0) == 0.0){\n xi = xi - 0.5;\n }\n\n float nxi = round(xi);\n vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\n\n if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\n color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\n }\n else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\n color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\n }\n else {\n float t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0));\n t += amplitude * turbulence(brickvUV.xy);\n t = sin(t);\n color = marble_color(t);\n }\n\n gl_FragColor = vec4(color, 0.0);\n}",
  11683. oculusDistortionCorrectionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\n\nvec2 HmdWarp(vec2 in01) {\n\n vec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]\n float rSq = theta.x * theta.x + theta.y * theta.y;\n vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n return LensCenter + Scale * rvector;\n}\n\nvoid main(void)\n{\n vec2 tc = HmdWarp(vUV);\n if (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n else{\n gl_FragColor = vec4(texture2D(textureSampler, tc).rgb, 1.0);\n }\n}",
  11684. outlinePixelShader:"precision highp float;\n\nuniform vec4 color;\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void) {\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n gl_FragColor = color;\n}",
  11685. outlineVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attribute\nattribute vec3 position;\nattribute vec3 normal;\n\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniform\nuniform float offset;\n\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 viewProjection;\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n\nvoid main(void)\n{\n#ifdef INSTANCES\n mat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\n mat4 finalWorld = world;\n#endif\n\n vec3 offsetPosition = position + normal * offset;\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\n gl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\n#else\n gl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\n#endif\n\n#ifdef ALPHATEST\n#ifdef UV1\n vUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n#endif\n#ifdef UV2\n vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n#endif\n#endif\n}",
  11686. particlesPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nvarying vec4 vColor;\nuniform vec4 textureMask;\nuniform sampler2D diffuseSampler;\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\nvoid main(void) {\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n vec4 baseColor = texture2D(diffuseSampler, vUV);\n\n gl_FragColor = (baseColor * textureMask + (vec4(1., 1., 1., 1.) - textureMask)) * vColor;\n}",
  11687. particlesVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec3 position;\nattribute vec4 color;\nattribute vec4 options;\n\n// Uniforms\nuniform mat4 view;\nuniform mat4 projection;\n\n// Output\nvarying vec2 vUV;\nvarying vec4 vColor;\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nuniform mat4 invView;\nvarying float fClipDistance;\n#endif\n\nvoid main(void) { \n vec3 viewPos = (view * vec4(position, 1.0)).xyz; \n vec3 cornerPos;\n float size = options.y;\n float angle = options.x;\n vec2 offset = options.zw;\n\n cornerPos = vec3(offset.x - 0.5, offset.y - 0.5, 0.) * size;\n\n // Rotate\n vec3 rotatedCorner;\n rotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\n rotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\n rotatedCorner.z = 0.;\n\n // Position\n viewPos += rotatedCorner;\n gl_Position = projection * vec4(viewPos, 1.0); \n \n vColor = color;\n vUV = offset;\n\n // Clip plane\n#ifdef CLIPPLANE\n vec4 worldPos = invView * vec4(viewPos, 1.0);\n fClipDistance = dot(worldPos, vClipPlane);\n#endif\n}",
  11688. passPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nvoid main(void) \n{\n gl_FragColor = texture2D(textureSampler, vUV);\n}",
  11689. postprocessVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Output\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n\n vUV = position * madd + madd;\n gl_Position = vec4(position, 0.0, 1.0);\n}",
  11690. proceduralVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Output\nvarying vec2 vPosition;\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n vPosition = position;\n vUV = position * madd + madd;\n gl_Position = vec4(position, 0.0, 1.0);\n}",
  11691. refractionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\n// Parameters\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\n\nvoid main() {\n float ref = 1.0 - texture2D(refractionSampler, vUV).r;\n\n vec2 uv = vUV - vec2(0.5);\n vec2 offset = uv * depth * ref;\n vec3 sourceColor = texture2D(textureSampler, vUV - offset).rgb;\n\n gl_FragColor = vec4(sourceColor + sourceColor * ref * colorLevel, 1.0);\n}",
  11692. roadPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV; \nuniform vec3 roadColor;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main(void) {\n float ratioy = mod(gl_FragCoord.y * 100.0 , fbm(vUV * 2.0));\n vec3 color = roadColor * ratioy;\n gl_FragColor = vec4(color, 1.0);\n}",
  11693. shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod(depth * bitOffset * vec4(254.), vec4(255.)) / vec4(254.);\n comp -= comp.xxyz * bitMask;\n \n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z / gl_FragCoord.w;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}",
  11694. shadowMapVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attribute\nattribute vec3 position;\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniform\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 viewProjection;\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n\nvoid main(void)\n{\n#ifdef INSTANCES\n mat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\n mat4 finalWorld = world;\n#endif\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n#else\n#ifndef VSM\n vPosition = viewProjection * finalWorld * vec4(position, 1.0);\n#endif\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n#endif\n\n#ifdef ALPHATEST\n#ifdef UV1\n vUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n#endif\n#ifdef UV2\n vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n#endif\n#endif\n}",
  11695. spritesPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform bool alphaTest;\n\nvarying vec4 vColor;\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return min(1., max(0., fogCoeff));\n}\n#endif\n\n\nvoid main(void) {\n vec4 baseColor = texture2D(diffuseSampler, vUV);\n\n if (alphaTest) \n {\n if (baseColor.a < 0.95)\n discard;\n }\n\n baseColor *= vColor;\n\n#ifdef FOG\n float fog = CalcFogFactor();\n baseColor.rgb = fog * baseColor.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = baseColor;\n}",
  11696. spritesVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec3 position;\nattribute vec4 options;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\n// Uniforms\nuniform vec2 textureInfos;\nuniform mat4 view;\nuniform mat4 projection;\n\n// Output\nvarying vec2 vUV;\nvarying vec4 vColor;\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\nvoid main(void) { \n vec3 viewPos = (view * vec4(position, 1.0)).xyz; \n vec3 cornerPos;\n \n float angle = options.x;\n float size = options.y;\n vec2 offset = options.zw;\n vec2 uvScale = textureInfos.xy;\n\n cornerPos = vec3(offset.x - 0.5, offset.y - 0.5, 0.) * size;\n\n // Rotate\n vec3 rotatedCorner;\n rotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\n rotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\n rotatedCorner.z = 0.;\n\n // Position\n viewPos += rotatedCorner;\n gl_Position = projection * vec4(viewPos, 1.0); \n\n // Color\n vColor = color;\n \n // Texture\n vec2 uvOffset = vec2(abs(offset.x - cellInfo.x), 1.0 - abs(offset.y - cellInfo.y));\n\n vUV = (uvOffset + cellInfo.zw) * uvScale;\n\n // Fog\n#ifdef FOG\n fFogDistance = viewPos.z;\n#endif\n}",
  11697. woodPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\n\nuniform float ampScale;\nuniform vec3 woodColor;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main(void) {\n float ratioy = mod(vUV.x * ampScale, 2.0 + fbm(vUV * 0.8));\n vec3 wood = woodColor * ratioy;\n gl_FragColor = vec4(wood, 1.0);\n}",
  11698. };
  11699. return Effect;
  11700. })();
  11701. BABYLON.Effect = Effect;
  11702. })(BABYLON || (BABYLON = {}));
  11703. var BABYLON;
  11704. (function (BABYLON) {
  11705. var Material = (function () {
  11706. function Material(name, scene, doNotAdd) {
  11707. this.name = name;
  11708. this.checkReadyOnEveryCall = true;
  11709. this.checkReadyOnlyOnce = false;
  11710. this.state = "";
  11711. this.alpha = 1.0;
  11712. this.backFaceCulling = true;
  11713. this._wasPreviouslyReady = false;
  11714. this._fillMode = Material.TriangleFillMode;
  11715. this.pointSize = 1.0;
  11716. this.id = name;
  11717. this._scene = scene;
  11718. if (!doNotAdd) {
  11719. scene.materials.push(this);
  11720. }
  11721. }
  11722. Object.defineProperty(Material, "TriangleFillMode", {
  11723. get: function () {
  11724. return Material._TriangleFillMode;
  11725. },
  11726. enumerable: true,
  11727. configurable: true
  11728. });
  11729. Object.defineProperty(Material, "WireFrameFillMode", {
  11730. get: function () {
  11731. return Material._WireFrameFillMode;
  11732. },
  11733. enumerable: true,
  11734. configurable: true
  11735. });
  11736. Object.defineProperty(Material, "PointFillMode", {
  11737. get: function () {
  11738. return Material._PointFillMode;
  11739. },
  11740. enumerable: true,
  11741. configurable: true
  11742. });
  11743. Object.defineProperty(Material.prototype, "wireframe", {
  11744. get: function () {
  11745. return this._fillMode === Material.WireFrameFillMode;
  11746. },
  11747. set: function (value) {
  11748. this._fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  11749. },
  11750. enumerable: true,
  11751. configurable: true
  11752. });
  11753. Object.defineProperty(Material.prototype, "pointsCloud", {
  11754. get: function () {
  11755. return this._fillMode === Material.PointFillMode;
  11756. },
  11757. set: function (value) {
  11758. this._fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  11759. },
  11760. enumerable: true,
  11761. configurable: true
  11762. });
  11763. Object.defineProperty(Material.prototype, "fillMode", {
  11764. get: function () {
  11765. return this._fillMode;
  11766. },
  11767. set: function (value) {
  11768. this._fillMode = value;
  11769. },
  11770. enumerable: true,
  11771. configurable: true
  11772. });
  11773. Material.prototype.isReady = function (mesh, useInstances) {
  11774. return true;
  11775. };
  11776. Material.prototype.getEffect = function () {
  11777. return this._effect;
  11778. };
  11779. Material.prototype.getScene = function () {
  11780. return this._scene;
  11781. };
  11782. Material.prototype.needAlphaBlending = function () {
  11783. return (this.alpha < 1.0);
  11784. };
  11785. Material.prototype.needAlphaTesting = function () {
  11786. return false;
  11787. };
  11788. Material.prototype.getAlphaTestTexture = function () {
  11789. return null;
  11790. };
  11791. Material.prototype.trackCreation = function (onCompiled, onError) {
  11792. };
  11793. Material.prototype._preBind = function () {
  11794. var engine = this._scene.getEngine();
  11795. engine.enableEffect(this._effect);
  11796. engine.setState(this.backFaceCulling);
  11797. };
  11798. Material.prototype.bind = function (world, mesh) {
  11799. this._scene._cachedMaterial = this;
  11800. if (this.onBind) {
  11801. this.onBind(this);
  11802. }
  11803. };
  11804. Material.prototype.bindOnlyWorldMatrix = function (world) {
  11805. };
  11806. Material.prototype.unbind = function () {
  11807. };
  11808. Material.prototype.dispose = function (forceDisposeEffect) {
  11809. var index = this._scene.materials.indexOf(this);
  11810. this._scene.materials.splice(index, 1);
  11811. if (forceDisposeEffect && this._effect) {
  11812. this._scene.getEngine()._releaseEffect(this._effect);
  11813. this._effect = null;
  11814. }
  11815. if (this.onDispose) {
  11816. this.onDispose();
  11817. }
  11818. };
  11819. Material._TriangleFillMode = 0;
  11820. Material._WireFrameFillMode = 1;
  11821. Material._PointFillMode = 2;
  11822. return Material;
  11823. })();
  11824. BABYLON.Material = Material;
  11825. })(BABYLON || (BABYLON = {}));
  11826. var __extends = this.__extends || function (d, b) {
  11827. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  11828. function __() { this.constructor = d; }
  11829. __.prototype = b.prototype;
  11830. d.prototype = new __();
  11831. };
  11832. var BABYLON;
  11833. (function (BABYLON) {
  11834. var maxSimultaneousLights = 4;
  11835. var FresnelParameters = (function () {
  11836. function FresnelParameters() {
  11837. this.isEnabled = true;
  11838. this.leftColor = BABYLON.Color3.White();
  11839. this.rightColor = BABYLON.Color3.Black();
  11840. this.bias = 0;
  11841. this.power = 1;
  11842. }
  11843. return FresnelParameters;
  11844. })();
  11845. BABYLON.FresnelParameters = FresnelParameters;
  11846. var StandardMaterial = (function (_super) {
  11847. __extends(StandardMaterial, _super);
  11848. function StandardMaterial(name, scene) {
  11849. var _this = this;
  11850. _super.call(this, name, scene);
  11851. this.ambientColor = new BABYLON.Color3(0, 0, 0);
  11852. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  11853. this.specularColor = new BABYLON.Color3(1, 1, 1);
  11854. this.specularPower = 64;
  11855. this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  11856. this.useAlphaFromDiffuseTexture = false;
  11857. this.useSpecularOverAlpha = true;
  11858. this.fogEnabled = true;
  11859. this._cachedDefines = null;
  11860. this._renderTargets = new BABYLON.SmartArray(16);
  11861. this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  11862. this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  11863. this._scaledDiffuse = new BABYLON.Color3();
  11864. this._scaledSpecular = new BABYLON.Color3();
  11865. this.getRenderTargetTextures = function () {
  11866. _this._renderTargets.reset();
  11867. if (_this.reflectionTexture && _this.reflectionTexture.isRenderTarget) {
  11868. _this._renderTargets.push(_this.reflectionTexture);
  11869. }
  11870. return _this._renderTargets;
  11871. };
  11872. }
  11873. StandardMaterial.prototype.needAlphaBlending = function () {
  11874. return (this.alpha < 1.0) || (this.opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled;
  11875. };
  11876. StandardMaterial.prototype.needAlphaTesting = function () {
  11877. return this.diffuseTexture != null && this.diffuseTexture.hasAlpha && !this.diffuseTexture.getAlphaFromRGB;
  11878. };
  11879. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  11880. return this.diffuseTexture != null && this.diffuseTexture.hasAlpha && this.useAlphaFromDiffuseTexture;
  11881. };
  11882. StandardMaterial.prototype.getAlphaTestTexture = function () {
  11883. return this.diffuseTexture;
  11884. };
  11885. StandardMaterial.prototype.isReady = function (mesh, useInstances) {
  11886. if (this.checkReadyOnlyOnce) {
  11887. if (this._wasPreviouslyReady) {
  11888. return true;
  11889. }
  11890. }
  11891. var scene = this.getScene();
  11892. if (!this.checkReadyOnEveryCall) {
  11893. if (this._renderId === scene.getRenderId()) {
  11894. return true;
  11895. }
  11896. }
  11897. var engine = scene.getEngine();
  11898. var defines = [];
  11899. var fallbacks = new BABYLON.EffectFallbacks();
  11900. if (scene.texturesEnabled) {
  11901. if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  11902. if (!this.diffuseTexture.isReady()) {
  11903. return false;
  11904. } else {
  11905. defines.push("#define DIFFUSE");
  11906. }
  11907. }
  11908. if (this.ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  11909. if (!this.ambientTexture.isReady()) {
  11910. return false;
  11911. } else {
  11912. defines.push("#define AMBIENT");
  11913. }
  11914. }
  11915. if (this.opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  11916. if (!this.opacityTexture.isReady()) {
  11917. return false;
  11918. } else {
  11919. defines.push("#define OPACITY");
  11920. if (this.opacityTexture.getAlphaFromRGB) {
  11921. defines.push("#define OPACITYRGB");
  11922. }
  11923. }
  11924. }
  11925. if (this.reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  11926. if (!this.reflectionTexture.isReady()) {
  11927. return false;
  11928. } else {
  11929. defines.push("#define REFLECTION");
  11930. fallbacks.addFallback(0, "REFLECTION");
  11931. }
  11932. }
  11933. if (this.emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  11934. if (!this.emissiveTexture.isReady()) {
  11935. return false;
  11936. } else {
  11937. defines.push("#define EMISSIVE");
  11938. }
  11939. }
  11940. if (this.specularTexture && StandardMaterial.SpecularTextureEnabled) {
  11941. if (!this.specularTexture.isReady()) {
  11942. return false;
  11943. } else {
  11944. defines.push("#define SPECULAR");
  11945. fallbacks.addFallback(0, "SPECULAR");
  11946. }
  11947. }
  11948. }
  11949. if (scene.getEngine().getCaps().standardDerivatives && this.bumpTexture && StandardMaterial.BumpTextureEnabled) {
  11950. if (!this.bumpTexture.isReady()) {
  11951. return false;
  11952. } else {
  11953. defines.push("#define BUMP");
  11954. fallbacks.addFallback(0, "BUMP");
  11955. }
  11956. }
  11957. if (this.useSpecularOverAlpha) {
  11958. defines.push("#define SPECULAROVERALPHA");
  11959. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  11960. }
  11961. if (scene.clipPlane) {
  11962. defines.push("#define CLIPPLANE");
  11963. }
  11964. if (engine.getAlphaTesting()) {
  11965. defines.push("#define ALPHATEST");
  11966. }
  11967. if (this._shouldUseAlphaFromDiffuseTexture()) {
  11968. defines.push("#define ALPHAFROMDIFFUSE");
  11969. }
  11970. if (this.pointsCloud || scene.forcePointsCloud) {
  11971. defines.push("#define POINTSIZE");
  11972. }
  11973. if (scene.fogEnabled && mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  11974. defines.push("#define FOG");
  11975. fallbacks.addFallback(1, "FOG");
  11976. }
  11977. var shadowsActivated = false;
  11978. var lightIndex = 0;
  11979. if (scene.lightsEnabled) {
  11980. for (var index = 0; index < scene.lights.length; index++) {
  11981. var light = scene.lights[index];
  11982. if (!light.isEnabled()) {
  11983. continue;
  11984. }
  11985. if (light._excludedMeshesIds.length > 0) {
  11986. for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
  11987. var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
  11988. if (excludedMesh) {
  11989. light.excludedMeshes.push(excludedMesh);
  11990. }
  11991. }
  11992. light._excludedMeshesIds = [];
  11993. }
  11994. if (light._includedOnlyMeshesIds.length > 0) {
  11995. for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  11996. var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
  11997. if (includedOnlyMesh) {
  11998. light.includedOnlyMeshes.push(includedOnlyMesh);
  11999. }
  12000. }
  12001. light._includedOnlyMeshesIds = [];
  12002. }
  12003. if (!light.canAffectMesh(mesh)) {
  12004. continue;
  12005. }
  12006. defines.push("#define LIGHT" + lightIndex);
  12007. if (lightIndex > 0) {
  12008. fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
  12009. }
  12010. var type;
  12011. if (light instanceof BABYLON.SpotLight) {
  12012. type = "#define SPOTLIGHT" + lightIndex;
  12013. } else if (light instanceof BABYLON.HemisphericLight) {
  12014. type = "#define HEMILIGHT" + lightIndex;
  12015. } else {
  12016. type = "#define POINTDIRLIGHT" + lightIndex;
  12017. }
  12018. defines.push(type);
  12019. if (lightIndex > 0) {
  12020. fallbacks.addFallback(lightIndex, type.replace("#define ", ""));
  12021. }
  12022. if (scene.shadowsEnabled) {
  12023. var shadowGenerator = light.getShadowGenerator();
  12024. if (mesh && mesh.receiveShadows && shadowGenerator) {
  12025. defines.push("#define SHADOW" + lightIndex);
  12026. fallbacks.addFallback(0, "SHADOW" + lightIndex);
  12027. if (!shadowsActivated) {
  12028. defines.push("#define SHADOWS");
  12029. shadowsActivated = true;
  12030. }
  12031. if (shadowGenerator.useVarianceShadowMap) {
  12032. defines.push("#define SHADOWVSM" + lightIndex);
  12033. if (lightIndex > 0) {
  12034. fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
  12035. }
  12036. }
  12037. if (shadowGenerator.usePoissonSampling) {
  12038. defines.push("#define SHADOWPCF" + lightIndex);
  12039. if (lightIndex > 0) {
  12040. fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
  12041. }
  12042. }
  12043. }
  12044. }
  12045. lightIndex++;
  12046. if (lightIndex === maxSimultaneousLights)
  12047. break;
  12048. }
  12049. }
  12050. if (StandardMaterial.FresnelEnabled) {
  12051. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled || this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled || this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  12052. var fresnelRank = 1;
  12053. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  12054. defines.push("#define DIFFUSEFRESNEL");
  12055. fallbacks.addFallback(fresnelRank, "DIFFUSEFRESNEL");
  12056. fresnelRank++;
  12057. }
  12058. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  12059. defines.push("#define OPACITYFRESNEL");
  12060. fallbacks.addFallback(fresnelRank, "OPACITYFRESNEL");
  12061. fresnelRank++;
  12062. }
  12063. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  12064. defines.push("#define REFLECTIONFRESNEL");
  12065. fallbacks.addFallback(fresnelRank, "REFLECTIONFRESNEL");
  12066. fresnelRank++;
  12067. }
  12068. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  12069. defines.push("#define EMISSIVEFRESNEL");
  12070. fallbacks.addFallback(fresnelRank, "EMISSIVEFRESNEL");
  12071. fresnelRank++;
  12072. }
  12073. defines.push("#define FRESNEL");
  12074. fallbacks.addFallback(fresnelRank - 1, "FRESNEL");
  12075. }
  12076. }
  12077. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  12078. if (mesh) {
  12079. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  12080. attribs.push(BABYLON.VertexBuffer.UVKind);
  12081. defines.push("#define UV1");
  12082. }
  12083. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  12084. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  12085. defines.push("#define UV2");
  12086. }
  12087. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  12088. attribs.push(BABYLON.VertexBuffer.ColorKind);
  12089. defines.push("#define VERTEXCOLOR");
  12090. if (mesh.hasVertexAlpha) {
  12091. defines.push("#define VERTEXALPHA");
  12092. }
  12093. }
  12094. if (mesh.skeleton && scene.skeletonsEnabled && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  12095. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  12096. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  12097. defines.push("#define BONES");
  12098. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  12099. defines.push("#define BONES4");
  12100. fallbacks.addFallback(0, "BONES4");
  12101. }
  12102. if (useInstances) {
  12103. defines.push("#define INSTANCES");
  12104. attribs.push("world0");
  12105. attribs.push("world1");
  12106. attribs.push("world2");
  12107. attribs.push("world3");
  12108. }
  12109. }
  12110. var join = defines.join("\n");
  12111. if (this._cachedDefines !== join) {
  12112. this._cachedDefines = join;
  12113. scene.resetCachedMaterial();
  12114. var shaderName = "default";
  12115. if (!scene.getEngine().getCaps().standardDerivatives) {
  12116. shaderName = "legacydefault";
  12117. }
  12118. this._effect = scene.getEngine().createEffect(shaderName, attribs, [
  12119. "world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  12120. "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0",
  12121. "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1",
  12122. "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2",
  12123. "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3",
  12124. "vFogInfos", "vFogColor", "pointSize",
  12125. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos",
  12126. "mBones",
  12127. "vClipPlane", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix",
  12128. "darkness0", "darkness1", "darkness2", "darkness3",
  12129. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor"
  12130. ], [
  12131. "diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler", "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler",
  12132. "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3"
  12133. ], join, fallbacks, this.onCompiled, this.onError);
  12134. }
  12135. if (!this._effect.isReady()) {
  12136. return false;
  12137. }
  12138. this._renderId = scene.getRenderId();
  12139. this._wasPreviouslyReady = true;
  12140. return true;
  12141. };
  12142. StandardMaterial.prototype.unbind = function () {
  12143. if (this.reflectionTexture && this.reflectionTexture.isRenderTarget) {
  12144. this._effect.setTexture("reflection2DSampler", null);
  12145. }
  12146. };
  12147. StandardMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  12148. this._effect.setMatrix("world", world);
  12149. };
  12150. StandardMaterial.prototype.bind = function (world, mesh) {
  12151. var scene = this.getScene();
  12152. this.bindOnlyWorldMatrix(world);
  12153. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  12154. if (mesh.skeleton && scene.skeletonsEnabled && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  12155. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  12156. }
  12157. if (scene.getCachedMaterial() !== this) {
  12158. if (StandardMaterial.FresnelEnabled) {
  12159. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  12160. this._effect.setColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  12161. this._effect.setColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  12162. }
  12163. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  12164. this._effect.setColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  12165. }
  12166. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  12167. this._effect.setColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  12168. this._effect.setColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  12169. }
  12170. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  12171. this._effect.setColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  12172. this._effect.setColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  12173. }
  12174. }
  12175. if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  12176. this._effect.setTexture("diffuseSampler", this.diffuseTexture);
  12177. this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
  12178. this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
  12179. }
  12180. if (this.ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  12181. this._effect.setTexture("ambientSampler", this.ambientTexture);
  12182. this._effect.setFloat2("vAmbientInfos", this.ambientTexture.coordinatesIndex, this.ambientTexture.level);
  12183. this._effect.setMatrix("ambientMatrix", this.ambientTexture.getTextureMatrix());
  12184. }
  12185. if (this.opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  12186. this._effect.setTexture("opacitySampler", this.opacityTexture);
  12187. this._effect.setFloat2("vOpacityInfos", this.opacityTexture.coordinatesIndex, this.opacityTexture.level);
  12188. this._effect.setMatrix("opacityMatrix", this.opacityTexture.getTextureMatrix());
  12189. }
  12190. if (this.reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  12191. if (this.reflectionTexture.isCube) {
  12192. this._effect.setTexture("reflectionCubeSampler", this.reflectionTexture);
  12193. } else {
  12194. this._effect.setTexture("reflection2DSampler", this.reflectionTexture);
  12195. }
  12196. this._effect.setMatrix("reflectionMatrix", this.reflectionTexture.getReflectionTextureMatrix());
  12197. this._effect.setFloat3("vReflectionInfos", this.reflectionTexture.coordinatesMode, this.reflectionTexture.level, this.reflectionTexture.isCube ? 1 : 0);
  12198. }
  12199. if (this.emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  12200. this._effect.setTexture("emissiveSampler", this.emissiveTexture);
  12201. this._effect.setFloat2("vEmissiveInfos", this.emissiveTexture.coordinatesIndex, this.emissiveTexture.level);
  12202. this._effect.setMatrix("emissiveMatrix", this.emissiveTexture.getTextureMatrix());
  12203. }
  12204. if (this.specularTexture && StandardMaterial.SpecularTextureEnabled) {
  12205. this._effect.setTexture("specularSampler", this.specularTexture);
  12206. this._effect.setFloat2("vSpecularInfos", this.specularTexture.coordinatesIndex, this.specularTexture.level);
  12207. this._effect.setMatrix("specularMatrix", this.specularTexture.getTextureMatrix());
  12208. }
  12209. if (this.bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  12210. this._effect.setTexture("bumpSampler", this.bumpTexture);
  12211. this._effect.setFloat2("vBumpInfos", this.bumpTexture.coordinatesIndex, 1.0 / this.bumpTexture.level);
  12212. this._effect.setMatrix("bumpMatrix", this.bumpTexture.getTextureMatrix());
  12213. }
  12214. if (scene.clipPlane) {
  12215. var clipPlane = scene.clipPlane;
  12216. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  12217. }
  12218. if (this.pointsCloud) {
  12219. this._effect.setFloat("pointSize", this.pointSize);
  12220. }
  12221. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  12222. this._scaledSpecular.r = this.specularColor.r * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.r);
  12223. this._scaledSpecular.g = this.specularColor.g * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.g);
  12224. this._scaledSpecular.b = this.specularColor.b * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.b);
  12225. this._effect.setVector3("vEyePosition", scene.activeCamera.position);
  12226. this._effect.setColor3("vAmbientColor", this._globalAmbientColor);
  12227. this._effect.setColor4("vSpecularColor", this._scaledSpecular, this.specularPower);
  12228. this._effect.setColor3("vEmissiveColor", this.emissiveColor);
  12229. }
  12230. this._scaledDiffuse.r = this.diffuseColor.r * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.r);
  12231. this._scaledDiffuse.g = this.diffuseColor.g * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.g);
  12232. this._scaledDiffuse.b = this.diffuseColor.b * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.b);
  12233. this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
  12234. if (scene.lightsEnabled) {
  12235. var lightIndex = 0;
  12236. for (var index = 0; index < scene.lights.length; index++) {
  12237. var light = scene.lights[index];
  12238. if (!light.isEnabled()) {
  12239. continue;
  12240. }
  12241. if (!light.canAffectMesh(mesh)) {
  12242. continue;
  12243. }
  12244. if (light instanceof BABYLON.PointLight) {
  12245. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  12246. } else if (light instanceof BABYLON.DirectionalLight) {
  12247. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  12248. } else if (light instanceof BABYLON.SpotLight) {
  12249. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
  12250. } else if (light instanceof BABYLON.HemisphericLight) {
  12251. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
  12252. }
  12253. light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
  12254. light.specular.scaleToRef(light.intensity, this._scaledSpecular);
  12255. this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
  12256. this._effect.setColor3("vLightSpecular" + lightIndex, this._scaledSpecular);
  12257. if (scene.shadowsEnabled) {
  12258. var shadowGenerator = light.getShadowGenerator();
  12259. if (mesh.receiveShadows && shadowGenerator) {
  12260. this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
  12261. this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMap());
  12262. this._effect.setFloat("darkness" + lightIndex, shadowGenerator.getDarkness());
  12263. }
  12264. }
  12265. lightIndex++;
  12266. if (lightIndex === maxSimultaneousLights)
  12267. break;
  12268. }
  12269. }
  12270. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this.reflectionTexture) {
  12271. this._effect.setMatrix("view", scene.getViewMatrix());
  12272. }
  12273. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  12274. this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  12275. this._effect.setColor3("vFogColor", scene.fogColor);
  12276. }
  12277. _super.prototype.bind.call(this, world, mesh);
  12278. };
  12279. StandardMaterial.prototype.getAnimatables = function () {
  12280. var results = [];
  12281. if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
  12282. results.push(this.diffuseTexture);
  12283. }
  12284. if (this.ambientTexture && this.ambientTexture.animations && this.ambientTexture.animations.length > 0) {
  12285. results.push(this.ambientTexture);
  12286. }
  12287. if (this.opacityTexture && this.opacityTexture.animations && this.opacityTexture.animations.length > 0) {
  12288. results.push(this.opacityTexture);
  12289. }
  12290. if (this.reflectionTexture && this.reflectionTexture.animations && this.reflectionTexture.animations.length > 0) {
  12291. results.push(this.reflectionTexture);
  12292. }
  12293. if (this.emissiveTexture && this.emissiveTexture.animations && this.emissiveTexture.animations.length > 0) {
  12294. results.push(this.emissiveTexture);
  12295. }
  12296. if (this.specularTexture && this.specularTexture.animations && this.specularTexture.animations.length > 0) {
  12297. results.push(this.specularTexture);
  12298. }
  12299. if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
  12300. results.push(this.bumpTexture);
  12301. }
  12302. return results;
  12303. };
  12304. StandardMaterial.prototype.dispose = function (forceDisposeEffect) {
  12305. if (this.diffuseTexture) {
  12306. this.diffuseTexture.dispose();
  12307. }
  12308. if (this.ambientTexture) {
  12309. this.ambientTexture.dispose();
  12310. }
  12311. if (this.opacityTexture) {
  12312. this.opacityTexture.dispose();
  12313. }
  12314. if (this.reflectionTexture) {
  12315. this.reflectionTexture.dispose();
  12316. }
  12317. if (this.emissiveTexture) {
  12318. this.emissiveTexture.dispose();
  12319. }
  12320. if (this.specularTexture) {
  12321. this.specularTexture.dispose();
  12322. }
  12323. if (this.bumpTexture) {
  12324. this.bumpTexture.dispose();
  12325. }
  12326. _super.prototype.dispose.call(this, forceDisposeEffect);
  12327. };
  12328. StandardMaterial.prototype.clone = function (name) {
  12329. var newStandardMaterial = new StandardMaterial(name, this.getScene());
  12330. newStandardMaterial.checkReadyOnEveryCall = this.checkReadyOnEveryCall;
  12331. newStandardMaterial.alpha = this.alpha;
  12332. newStandardMaterial.fillMode = this.fillMode;
  12333. newStandardMaterial.backFaceCulling = this.backFaceCulling;
  12334. if (this.diffuseTexture && this.diffuseTexture.clone) {
  12335. newStandardMaterial.diffuseTexture = this.diffuseTexture.clone();
  12336. }
  12337. if (this.ambientTexture && this.ambientTexture.clone) {
  12338. newStandardMaterial.ambientTexture = this.ambientTexture.clone();
  12339. }
  12340. if (this.opacityTexture && this.opacityTexture.clone) {
  12341. newStandardMaterial.opacityTexture = this.opacityTexture.clone();
  12342. }
  12343. if (this.reflectionTexture && this.reflectionTexture.clone) {
  12344. newStandardMaterial.reflectionTexture = this.reflectionTexture.clone();
  12345. }
  12346. if (this.emissiveTexture && this.emissiveTexture.clone) {
  12347. newStandardMaterial.emissiveTexture = this.emissiveTexture.clone();
  12348. }
  12349. if (this.specularTexture && this.specularTexture.clone) {
  12350. newStandardMaterial.specularTexture = this.specularTexture.clone();
  12351. }
  12352. if (this.bumpTexture && this.bumpTexture.clone) {
  12353. newStandardMaterial.bumpTexture = this.bumpTexture.clone();
  12354. }
  12355. newStandardMaterial.ambientColor = this.ambientColor.clone();
  12356. newStandardMaterial.diffuseColor = this.diffuseColor.clone();
  12357. newStandardMaterial.specularColor = this.specularColor.clone();
  12358. newStandardMaterial.specularPower = this.specularPower;
  12359. newStandardMaterial.emissiveColor = this.emissiveColor.clone();
  12360. return newStandardMaterial;
  12361. };
  12362. StandardMaterial.DiffuseTextureEnabled = true;
  12363. StandardMaterial.AmbientTextureEnabled = true;
  12364. StandardMaterial.OpacityTextureEnabled = true;
  12365. StandardMaterial.ReflectionTextureEnabled = true;
  12366. StandardMaterial.EmissiveTextureEnabled = true;
  12367. StandardMaterial.SpecularTextureEnabled = true;
  12368. StandardMaterial.BumpTextureEnabled = true;
  12369. StandardMaterial.FresnelEnabled = true;
  12370. return StandardMaterial;
  12371. })(BABYLON.Material);
  12372. BABYLON.StandardMaterial = StandardMaterial;
  12373. })(BABYLON || (BABYLON = {}));
  12374. var __extends = this.__extends || function (d, b) {
  12375. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  12376. function __() { this.constructor = d; }
  12377. __.prototype = b.prototype;
  12378. d.prototype = new __();
  12379. };
  12380. var BABYLON;
  12381. (function (BABYLON) {
  12382. var MultiMaterial = (function (_super) {
  12383. __extends(MultiMaterial, _super);
  12384. function MultiMaterial(name, scene) {
  12385. _super.call(this, name, scene, true);
  12386. this.subMaterials = new Array();
  12387. scene.multiMaterials.push(this);
  12388. }
  12389. MultiMaterial.prototype.getSubMaterial = function (index) {
  12390. if (index < 0 || index >= this.subMaterials.length) {
  12391. return this.getScene().defaultMaterial;
  12392. }
  12393. return this.subMaterials[index];
  12394. };
  12395. MultiMaterial.prototype.isReady = function (mesh) {
  12396. for (var index = 0; index < this.subMaterials.length; index++) {
  12397. var subMaterial = this.subMaterials[index];
  12398. if (subMaterial) {
  12399. if (!this.subMaterials[index].isReady(mesh)) {
  12400. return false;
  12401. }
  12402. }
  12403. }
  12404. return true;
  12405. };
  12406. return MultiMaterial;
  12407. })(BABYLON.Material);
  12408. BABYLON.MultiMaterial = MultiMaterial;
  12409. })(BABYLON || (BABYLON = {}));
  12410. var BABYLON;
  12411. (function (BABYLON) {
  12412. var Database = (function () {
  12413. function Database(urlToScene, callbackManifestChecked) {
  12414. this.idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  12415. this.callbackManifestChecked = callbackManifestChecked;
  12416. this.currentSceneUrl = BABYLON.Database.ReturnFullUrlLocation(urlToScene);
  12417. this.db = null;
  12418. this.enableSceneOffline = false;
  12419. this.enableTexturesOffline = false;
  12420. this.manifestVersionFound = 0;
  12421. this.mustUpdateRessources = false;
  12422. this.hasReachedQuota = false;
  12423. this.checkManifestFile();
  12424. }
  12425. Database.prototype.checkManifestFile = function () {
  12426. var _this = this;
  12427. function noManifestFile() {
  12428. BABYLON.Tools.Log("Valid manifest file not found. Scene & textures will be loaded directly from the web server.");
  12429. that.enableSceneOffline = false;
  12430. that.enableTexturesOffline = false;
  12431. that.callbackManifestChecked(false);
  12432. }
  12433. var that = this;
  12434. var manifestURL = this.currentSceneUrl + ".manifest";
  12435. var xhr = new XMLHttpRequest();
  12436. var manifestURLTimeStamped = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + (new Date()).getTime();
  12437. xhr.open("GET", manifestURLTimeStamped, true);
  12438. xhr.addEventListener("load", function () {
  12439. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  12440. try {
  12441. var manifestFile = JSON.parse(xhr.response);
  12442. _this.enableSceneOffline = manifestFile.enableSceneOffline;
  12443. _this.enableTexturesOffline = manifestFile.enableTexturesOffline;
  12444. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  12445. _this.manifestVersionFound = manifestFile.version;
  12446. }
  12447. if (_this.callbackManifestChecked) {
  12448. _this.callbackManifestChecked(true);
  12449. }
  12450. } catch (ex) {
  12451. noManifestFile();
  12452. }
  12453. } else {
  12454. noManifestFile();
  12455. }
  12456. }, false);
  12457. xhr.addEventListener("error", function (event) {
  12458. noManifestFile();
  12459. }, false);
  12460. try {
  12461. xhr.send();
  12462. } catch (ex) {
  12463. BABYLON.Tools.Error("Error on XHR send request.");
  12464. that.callbackManifestChecked(false);
  12465. }
  12466. };
  12467. Database.prototype.openAsync = function (successCallback, errorCallback) {
  12468. var _this = this;
  12469. function handleError() {
  12470. that.isSupported = false;
  12471. if (errorCallback)
  12472. errorCallback();
  12473. }
  12474. var that = this;
  12475. if (!this.idbFactory || !(this.enableSceneOffline || this.enableTexturesOffline)) {
  12476. this.isSupported = false;
  12477. if (errorCallback)
  12478. errorCallback();
  12479. } else {
  12480. if (!this.db) {
  12481. this.hasReachedQuota = false;
  12482. this.isSupported = true;
  12483. var request = this.idbFactory.open("babylonjs", 1);
  12484. request.onerror = function (event) {
  12485. handleError();
  12486. };
  12487. request.onblocked = function (event) {
  12488. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  12489. handleError();
  12490. };
  12491. request.onsuccess = function (event) {
  12492. _this.db = request.result;
  12493. successCallback();
  12494. };
  12495. request.onupgradeneeded = function (event) {
  12496. _this.db = (event.target).result;
  12497. try {
  12498. var scenesStore = _this.db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  12499. var versionsStore = _this.db.createObjectStore("versions", { keyPath: "sceneUrl" });
  12500. var texturesStore = _this.db.createObjectStore("textures", { keyPath: "textureUrl" });
  12501. } catch (ex) {
  12502. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  12503. handleError();
  12504. }
  12505. };
  12506. } else {
  12507. if (successCallback)
  12508. successCallback();
  12509. }
  12510. }
  12511. };
  12512. Database.prototype.loadImageFromDB = function (url, image) {
  12513. var _this = this;
  12514. var completeURL = BABYLON.Database.ReturnFullUrlLocation(url);
  12515. var saveAndLoadImage = function () {
  12516. if (!_this.hasReachedQuota && _this.db !== null) {
  12517. _this._saveImageIntoDBAsync(completeURL, image);
  12518. } else {
  12519. image.src = url;
  12520. }
  12521. };
  12522. if (!this.mustUpdateRessources) {
  12523. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  12524. } else {
  12525. saveAndLoadImage();
  12526. }
  12527. };
  12528. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  12529. if (this.isSupported && this.db !== null) {
  12530. var texture;
  12531. var transaction = this.db.transaction(["textures"]);
  12532. transaction.onabort = function (event) {
  12533. image.src = url;
  12534. };
  12535. transaction.oncomplete = function (event) {
  12536. var blobTextureURL;
  12537. if (texture) {
  12538. var URL = window.URL || window.webkitURL;
  12539. blobTextureURL = URL.createObjectURL(texture.data, { oneTimeOnly: true });
  12540. image.onerror = function () {
  12541. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  12542. image.src = url;
  12543. };
  12544. image.src = blobTextureURL;
  12545. } else {
  12546. notInDBCallback();
  12547. }
  12548. };
  12549. var getRequest = transaction.objectStore("textures").get(url);
  12550. getRequest.onsuccess = function (event) {
  12551. texture = (event.target).result;
  12552. };
  12553. getRequest.onerror = function (event) {
  12554. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  12555. image.src = url;
  12556. };
  12557. } else {
  12558. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  12559. image.src = url;
  12560. }
  12561. };
  12562. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  12563. var _this = this;
  12564. if (this.isSupported) {
  12565. var generateBlobUrl = function () {
  12566. var blobTextureURL;
  12567. if (blob) {
  12568. var URL = window.URL || window.webkitURL;
  12569. try {
  12570. blobTextureURL = URL.createObjectURL(blob, { oneTimeOnly: true });
  12571. } catch (ex) {
  12572. blobTextureURL = URL.createObjectURL(blob);
  12573. }
  12574. }
  12575. image.src = blobTextureURL;
  12576. };
  12577. if (BABYLON.Database.isUASupportingBlobStorage) {
  12578. var xhr = new XMLHttpRequest(), blob;
  12579. xhr.open("GET", url, true);
  12580. xhr.responseType = "blob";
  12581. xhr.addEventListener("load", function () {
  12582. if (xhr.status === 200) {
  12583. blob = xhr.response;
  12584. var transaction = _this.db.transaction(["textures"], "readwrite");
  12585. transaction.onabort = function (event) {
  12586. try {
  12587. if (event.srcElement.error.name === "QuotaExceededError") {
  12588. this.hasReachedQuota = true;
  12589. }
  12590. } catch (ex) {
  12591. }
  12592. generateBlobUrl();
  12593. };
  12594. transaction.oncomplete = function (event) {
  12595. generateBlobUrl();
  12596. };
  12597. var newTexture = { textureUrl: url, data: blob };
  12598. try {
  12599. var addRequest = transaction.objectStore("textures").put(newTexture);
  12600. addRequest.onsuccess = function (event) {
  12601. };
  12602. addRequest.onerror = function (event) {
  12603. generateBlobUrl();
  12604. };
  12605. } catch (ex) {
  12606. if (ex.code === 25) {
  12607. BABYLON.Database.isUASupportingBlobStorage = false;
  12608. }
  12609. image.src = url;
  12610. }
  12611. } else {
  12612. image.src = url;
  12613. }
  12614. }, false);
  12615. xhr.addEventListener("error", function (event) {
  12616. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  12617. image.src = url;
  12618. }, false);
  12619. xhr.send();
  12620. } else {
  12621. image.src = url;
  12622. }
  12623. } else {
  12624. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  12625. image.src = url;
  12626. }
  12627. };
  12628. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  12629. var _this = this;
  12630. var updateVersion = function (event) {
  12631. _this._saveVersionIntoDBAsync(url, versionLoaded);
  12632. };
  12633. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  12634. };
  12635. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  12636. var _this = this;
  12637. if (this.isSupported) {
  12638. var version;
  12639. try {
  12640. var transaction = this.db.transaction(["versions"]);
  12641. transaction.oncomplete = function (event) {
  12642. if (version) {
  12643. if (_this.manifestVersionFound > version.data) {
  12644. _this.mustUpdateRessources = true;
  12645. updateInDBCallback();
  12646. } else {
  12647. callback(version.data);
  12648. }
  12649. } else {
  12650. _this.mustUpdateRessources = true;
  12651. updateInDBCallback();
  12652. }
  12653. };
  12654. transaction.onabort = function (event) {
  12655. callback(-1);
  12656. };
  12657. var getRequest = transaction.objectStore("versions").get(url);
  12658. getRequest.onsuccess = function (event) {
  12659. version = (event.target).result;
  12660. };
  12661. getRequest.onerror = function (event) {
  12662. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  12663. callback(-1);
  12664. };
  12665. } catch (ex) {
  12666. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  12667. callback(-1);
  12668. }
  12669. } else {
  12670. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  12671. callback(-1);
  12672. }
  12673. };
  12674. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  12675. var _this = this;
  12676. if (this.isSupported && !this.hasReachedQuota) {
  12677. try {
  12678. var transaction = this.db.transaction(["versions"], "readwrite");
  12679. transaction.onabort = function (event) {
  12680. try {
  12681. if (event.srcElement.error.name === "QuotaExceededError") {
  12682. _this.hasReachedQuota = true;
  12683. }
  12684. } catch (ex) {
  12685. }
  12686. callback(-1);
  12687. };
  12688. transaction.oncomplete = function (event) {
  12689. callback(_this.manifestVersionFound);
  12690. };
  12691. var newVersion = { sceneUrl: url, data: this.manifestVersionFound };
  12692. var addRequest = transaction.objectStore("versions").put(newVersion);
  12693. addRequest.onsuccess = function (event) {
  12694. };
  12695. addRequest.onerror = function (event) {
  12696. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  12697. };
  12698. } catch (ex) {
  12699. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  12700. callback(-1);
  12701. }
  12702. } else {
  12703. callback(-1);
  12704. }
  12705. };
  12706. Database.prototype.loadFileFromDB = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  12707. var _this = this;
  12708. var completeUrl = BABYLON.Database.ReturnFullUrlLocation(url);
  12709. var saveAndLoadFile = function (event) {
  12710. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack);
  12711. };
  12712. this._checkVersionFromDB(completeUrl, function (version) {
  12713. if (version !== -1) {
  12714. if (!_this.mustUpdateRessources) {
  12715. _this._loadFileFromDBAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  12716. } else {
  12717. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer);
  12718. }
  12719. } else {
  12720. errorCallback();
  12721. }
  12722. });
  12723. };
  12724. Database.prototype._loadFileFromDBAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  12725. if (this.isSupported) {
  12726. var targetStore;
  12727. if (url.indexOf(".babylon") !== -1) {
  12728. targetStore = "scenes";
  12729. } else {
  12730. targetStore = "textures";
  12731. }
  12732. var file;
  12733. var transaction = this.db.transaction([targetStore]);
  12734. transaction.oncomplete = function (event) {
  12735. if (file) {
  12736. callback(file.data);
  12737. } else {
  12738. notInDBCallback();
  12739. }
  12740. };
  12741. transaction.onabort = function (event) {
  12742. notInDBCallback();
  12743. };
  12744. var getRequest = transaction.objectStore(targetStore).get(url);
  12745. getRequest.onsuccess = function (event) {
  12746. file = (event.target).result;
  12747. };
  12748. getRequest.onerror = function (event) {
  12749. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  12750. notInDBCallback();
  12751. };
  12752. } else {
  12753. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  12754. callback();
  12755. }
  12756. };
  12757. Database.prototype._saveFileIntoDBAsync = function (url, callback, progressCallback, useArrayBuffer) {
  12758. var _this = this;
  12759. if (this.isSupported) {
  12760. var targetStore;
  12761. if (url.indexOf(".babylon") !== -1) {
  12762. targetStore = "scenes";
  12763. } else {
  12764. targetStore = "textures";
  12765. }
  12766. var xhr = new XMLHttpRequest(), fileData;
  12767. xhr.open("GET", url, true);
  12768. if (useArrayBuffer) {
  12769. xhr.responseType = "arraybuffer";
  12770. }
  12771. xhr.onprogress = progressCallback;
  12772. xhr.addEventListener("load", function () {
  12773. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6)) {
  12774. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  12775. if (!_this.hasReachedQuota) {
  12776. var transaction = _this.db.transaction([targetStore], "readwrite");
  12777. transaction.onabort = function (event) {
  12778. try {
  12779. if (event.srcElement.error.name === "QuotaExceededError") {
  12780. this.hasReachedQuota = true;
  12781. }
  12782. } catch (ex) {
  12783. }
  12784. callback(fileData);
  12785. };
  12786. transaction.oncomplete = function (event) {
  12787. callback(fileData);
  12788. };
  12789. var newFile;
  12790. if (targetStore === "scenes") {
  12791. newFile = { sceneUrl: url, data: fileData, version: _this.manifestVersionFound };
  12792. } else {
  12793. newFile = { textureUrl: url, data: fileData };
  12794. }
  12795. try {
  12796. var addRequest = transaction.objectStore(targetStore).put(newFile);
  12797. addRequest.onsuccess = function (event) {
  12798. };
  12799. addRequest.onerror = function (event) {
  12800. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  12801. };
  12802. } catch (ex) {
  12803. callback(fileData);
  12804. }
  12805. } else {
  12806. callback(fileData);
  12807. }
  12808. } else {
  12809. callback();
  12810. }
  12811. }, false);
  12812. xhr.addEventListener("error", function (event) {
  12813. BABYLON.Tools.Error("error on XHR request.");
  12814. callback();
  12815. }, false);
  12816. xhr.send();
  12817. } else {
  12818. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  12819. callback();
  12820. }
  12821. };
  12822. Database.isUASupportingBlobStorage = true;
  12823. Database.parseURL = function (url) {
  12824. var a = document.createElement('a');
  12825. a.href = url;
  12826. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  12827. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  12828. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  12829. return absLocation;
  12830. };
  12831. Database.ReturnFullUrlLocation = function (url) {
  12832. if (url.indexOf("http:/") === -1) {
  12833. return (BABYLON.Database.parseURL(window.location.href) + url);
  12834. } else {
  12835. return url;
  12836. }
  12837. };
  12838. return Database;
  12839. })();
  12840. BABYLON.Database = Database;
  12841. })(BABYLON || (BABYLON = {}));
  12842. var BABYLON;
  12843. (function (BABYLON) {
  12844. var SpriteManager = (function () {
  12845. function SpriteManager(name, imgUrl, capacity, cellSize, scene, epsilon) {
  12846. this.name = name;
  12847. this.cellSize = cellSize;
  12848. this.sprites = new Array();
  12849. this.renderingGroupId = 0;
  12850. this.fogEnabled = true;
  12851. this._vertexDeclaration = [3, 4, 4, 4];
  12852. this._vertexStrideSize = 15 * 4;
  12853. this._capacity = capacity;
  12854. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false);
  12855. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  12856. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  12857. this._epsilon = epsilon === undefined ? 0.01 : epsilon;
  12858. this._scene = scene;
  12859. this._scene.spriteManagers.push(this);
  12860. this._vertexDeclaration = [3, 4, 4, 4];
  12861. this._vertexStrideSize = 15 * 4;
  12862. this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
  12863. var indices = [];
  12864. var index = 0;
  12865. for (var count = 0; count < capacity; count++) {
  12866. indices.push(index);
  12867. indices.push(index + 1);
  12868. indices.push(index + 2);
  12869. indices.push(index);
  12870. indices.push(index + 2);
  12871. indices.push(index + 3);
  12872. index += 4;
  12873. }
  12874. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  12875. this._vertices = new Float32Array(capacity * this._vertexStrideSize);
  12876. this._effectBase = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  12877. this._effectFog = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  12878. }
  12879. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  12880. var arrayOffset = index * 15;
  12881. if (offsetX == 0)
  12882. offsetX = this._epsilon;
  12883. else if (offsetX == 1)
  12884. offsetX = 1 - this._epsilon;
  12885. if (offsetY == 0)
  12886. offsetY = this._epsilon;
  12887. else if (offsetY == 1)
  12888. offsetY = 1 - this._epsilon;
  12889. this._vertices[arrayOffset] = sprite.position.x;
  12890. this._vertices[arrayOffset + 1] = sprite.position.y;
  12891. this._vertices[arrayOffset + 2] = sprite.position.z;
  12892. this._vertices[arrayOffset + 3] = sprite.angle;
  12893. this._vertices[arrayOffset + 4] = sprite.size;
  12894. this._vertices[arrayOffset + 5] = offsetX;
  12895. this._vertices[arrayOffset + 6] = offsetY;
  12896. this._vertices[arrayOffset + 7] = sprite.invertU ? 1 : 0;
  12897. this._vertices[arrayOffset + 8] = sprite.invertV ? 1 : 0;
  12898. var offset = (sprite.cellIndex / rowSize) >> 0;
  12899. this._vertices[arrayOffset + 9] = sprite.cellIndex - offset * rowSize;
  12900. this._vertices[arrayOffset + 10] = offset;
  12901. this._vertices[arrayOffset + 11] = sprite.color.r;
  12902. this._vertices[arrayOffset + 12] = sprite.color.g;
  12903. this._vertices[arrayOffset + 13] = sprite.color.b;
  12904. this._vertices[arrayOffset + 14] = sprite.color.a;
  12905. };
  12906. SpriteManager.prototype.render = function () {
  12907. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady())
  12908. return;
  12909. var engine = this._scene.getEngine();
  12910. var baseSize = this._spriteTexture.getBaseSize();
  12911. var deltaTime = BABYLON.Tools.GetDeltaTime();
  12912. var max = Math.min(this._capacity, this.sprites.length);
  12913. var rowSize = baseSize.width / this.cellSize;
  12914. var offset = 0;
  12915. for (var index = 0; index < max; index++) {
  12916. var sprite = this.sprites[index];
  12917. if (!sprite) {
  12918. continue;
  12919. }
  12920. sprite._animate(deltaTime);
  12921. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  12922. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  12923. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  12924. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  12925. }
  12926. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices, max * this._vertexStrideSize);
  12927. var effect = this._effectBase;
  12928. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  12929. effect = this._effectFog;
  12930. }
  12931. engine.enableEffect(effect);
  12932. var viewMatrix = this._scene.getViewMatrix();
  12933. effect.setTexture("diffuseSampler", this._spriteTexture);
  12934. effect.setMatrix("view", viewMatrix);
  12935. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  12936. effect.setFloat2("textureInfos", this.cellSize / baseSize.width, this.cellSize / baseSize.height);
  12937. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  12938. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  12939. effect.setColor3("vFogColor", this._scene.fogColor);
  12940. }
  12941. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  12942. effect.setBool("alphaTest", true);
  12943. engine.setColorWrite(false);
  12944. engine.draw(true, 0, max * 6);
  12945. engine.setColorWrite(true);
  12946. effect.setBool("alphaTest", false);
  12947. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  12948. engine.draw(true, 0, max * 6);
  12949. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  12950. };
  12951. SpriteManager.prototype.dispose = function () {
  12952. if (this._vertexBuffer) {
  12953. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  12954. this._vertexBuffer = null;
  12955. }
  12956. if (this._indexBuffer) {
  12957. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  12958. this._indexBuffer = null;
  12959. }
  12960. if (this._spriteTexture) {
  12961. this._spriteTexture.dispose();
  12962. this._spriteTexture = null;
  12963. }
  12964. var index = this._scene.spriteManagers.indexOf(this);
  12965. this._scene.spriteManagers.splice(index, 1);
  12966. if (this.onDispose) {
  12967. this.onDispose();
  12968. }
  12969. };
  12970. return SpriteManager;
  12971. })();
  12972. BABYLON.SpriteManager = SpriteManager;
  12973. })(BABYLON || (BABYLON = {}));
  12974. var BABYLON;
  12975. (function (BABYLON) {
  12976. var Sprite = (function () {
  12977. function Sprite(name, manager) {
  12978. this.name = name;
  12979. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  12980. this.size = 1.0;
  12981. this.angle = 0;
  12982. this.cellIndex = 0;
  12983. this.invertU = 0;
  12984. this.invertV = 0;
  12985. this.animations = new Array();
  12986. this._animationStarted = false;
  12987. this._loopAnimation = false;
  12988. this._fromIndex = 0;
  12989. this._toIndex = 0;
  12990. this._delay = 0;
  12991. this._direction = 1;
  12992. this._frameCount = 0;
  12993. this._time = 0;
  12994. this._manager = manager;
  12995. this._manager.sprites.push(this);
  12996. this.position = BABYLON.Vector3.Zero();
  12997. }
  12998. Sprite.prototype.playAnimation = function (from, to, loop, delay) {
  12999. this._fromIndex = from;
  13000. this._toIndex = to;
  13001. this._loopAnimation = loop;
  13002. this._delay = delay;
  13003. this._animationStarted = true;
  13004. this._direction = from < to ? 1 : -1;
  13005. this.cellIndex = from;
  13006. this._time = 0;
  13007. };
  13008. Sprite.prototype.stopAnimation = function () {
  13009. this._animationStarted = false;
  13010. };
  13011. Sprite.prototype._animate = function (deltaTime) {
  13012. if (!this._animationStarted)
  13013. return;
  13014. this._time += deltaTime;
  13015. if (this._time > this._delay) {
  13016. this._time = this._time % this._delay;
  13017. this.cellIndex += this._direction;
  13018. if (this.cellIndex == this._toIndex) {
  13019. if (this._loopAnimation) {
  13020. this.cellIndex = this._fromIndex;
  13021. } else {
  13022. this._animationStarted = false;
  13023. if (this.disposeWhenFinishedAnimating) {
  13024. this.dispose();
  13025. }
  13026. }
  13027. }
  13028. }
  13029. };
  13030. Sprite.prototype.dispose = function () {
  13031. for (var i = 0; i < this._manager.sprites.length; i++) {
  13032. if (this._manager.sprites[i] == this) {
  13033. this._manager.sprites.splice(i, 1);
  13034. }
  13035. }
  13036. };
  13037. return Sprite;
  13038. })();
  13039. BABYLON.Sprite = Sprite;
  13040. })(BABYLON || (BABYLON = {}));
  13041. var BABYLON;
  13042. (function (BABYLON) {
  13043. var Layer = (function () {
  13044. function Layer(name, imgUrl, scene, isBackground, color) {
  13045. this.name = name;
  13046. this._vertexDeclaration = [2];
  13047. this._vertexStrideSize = 2 * 4;
  13048. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  13049. this.isBackground = isBackground === undefined ? true : isBackground;
  13050. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  13051. this._scene = scene;
  13052. this._scene.layers.push(this);
  13053. var vertices = [];
  13054. vertices.push(1, 1);
  13055. vertices.push(-1, 1);
  13056. vertices.push(-1, -1);
  13057. vertices.push(1, -1);
  13058. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  13059. var indices = [];
  13060. indices.push(0);
  13061. indices.push(1);
  13062. indices.push(2);
  13063. indices.push(0);
  13064. indices.push(2);
  13065. indices.push(3);
  13066. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  13067. this._effect = this._scene.getEngine().createEffect("layer", ["position"], ["textureMatrix", "color"], ["textureSampler"], "");
  13068. }
  13069. Layer.prototype.render = function () {
  13070. if (!this._effect.isReady() || !this.texture || !this.texture.isReady())
  13071. return;
  13072. var engine = this._scene.getEngine();
  13073. engine.enableEffect(this._effect);
  13074. engine.setState(false);
  13075. this._effect.setTexture("textureSampler", this.texture);
  13076. this._effect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  13077. this._effect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  13078. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  13079. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  13080. engine.draw(true, 0, 6);
  13081. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  13082. };
  13083. Layer.prototype.dispose = function () {
  13084. if (this._vertexBuffer) {
  13085. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  13086. this._vertexBuffer = null;
  13087. }
  13088. if (this._indexBuffer) {
  13089. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  13090. this._indexBuffer = null;
  13091. }
  13092. if (this.texture) {
  13093. this.texture.dispose();
  13094. this.texture = null;
  13095. }
  13096. var index = this._scene.layers.indexOf(this);
  13097. this._scene.layers.splice(index, 1);
  13098. if (this.onDispose) {
  13099. this.onDispose();
  13100. }
  13101. };
  13102. return Layer;
  13103. })();
  13104. BABYLON.Layer = Layer;
  13105. })(BABYLON || (BABYLON = {}));
  13106. var BABYLON;
  13107. (function (BABYLON) {
  13108. var Particle = (function () {
  13109. function Particle() {
  13110. this.position = BABYLON.Vector3.Zero();
  13111. this.direction = BABYLON.Vector3.Zero();
  13112. this.color = new BABYLON.Color4(0, 0, 0, 0);
  13113. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  13114. this.lifeTime = 1.0;
  13115. this.age = 0;
  13116. this.size = 0;
  13117. this.angle = 0;
  13118. this.angularSpeed = 0;
  13119. }
  13120. return Particle;
  13121. })();
  13122. BABYLON.Particle = Particle;
  13123. })(BABYLON || (BABYLON = {}));
  13124. var BABYLON;
  13125. (function (BABYLON) {
  13126. var randomNumber = function (min, max) {
  13127. if (min === max) {
  13128. return (min);
  13129. }
  13130. var random = Math.random();
  13131. return ((random * (max - min)) + min);
  13132. };
  13133. var ParticleSystem = (function () {
  13134. function ParticleSystem(name, capacity, scene, customEffect) {
  13135. var _this = this;
  13136. this.name = name;
  13137. this.renderingGroupId = 0;
  13138. this.emitter = null;
  13139. this.emitRate = 10;
  13140. this.manualEmitCount = -1;
  13141. this.updateSpeed = 0.01;
  13142. this.targetStopDuration = 0;
  13143. this.disposeOnStop = false;
  13144. this.minEmitPower = 1;
  13145. this.maxEmitPower = 1;
  13146. this.minLifeTime = 1;
  13147. this.maxLifeTime = 1;
  13148. this.minSize = 1;
  13149. this.maxSize = 1;
  13150. this.minAngularSpeed = 0;
  13151. this.maxAngularSpeed = 0;
  13152. this.blendMode = ParticleSystem.BLENDMODE_ONEONE;
  13153. this.forceDepthWrite = false;
  13154. this.gravity = BABYLON.Vector3.Zero();
  13155. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  13156. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  13157. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  13158. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  13159. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  13160. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  13161. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  13162. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  13163. this.particles = new Array();
  13164. this._vertexDeclaration = [3, 4, 4];
  13165. this._vertexStrideSize = 11 * 4;
  13166. this._stockParticles = new Array();
  13167. this._newPartsExcess = 0;
  13168. this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  13169. this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  13170. this._scaledDirection = BABYLON.Vector3.Zero();
  13171. this._scaledGravity = BABYLON.Vector3.Zero();
  13172. this._currentRenderId = -1;
  13173. this._started = false;
  13174. this._stopped = false;
  13175. this._actualFrame = 0;
  13176. this.id = name;
  13177. this._capacity = capacity;
  13178. this._scene = scene;
  13179. this._customEffect = customEffect;
  13180. scene.particleSystems.push(this);
  13181. this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
  13182. var indices = [];
  13183. var index = 0;
  13184. for (var count = 0; count < capacity; count++) {
  13185. indices.push(index);
  13186. indices.push(index + 1);
  13187. indices.push(index + 2);
  13188. indices.push(index);
  13189. indices.push(index + 2);
  13190. indices.push(index + 3);
  13191. index += 4;
  13192. }
  13193. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  13194. this._vertices = new Float32Array(capacity * this._vertexStrideSize);
  13195. this.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate) {
  13196. var randX = randomNumber(_this.direction1.x, _this.direction2.x);
  13197. var randY = randomNumber(_this.direction1.y, _this.direction2.y);
  13198. var randZ = randomNumber(_this.direction1.z, _this.direction2.z);
  13199. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate);
  13200. };
  13201. this.startPositionFunction = function (worldMatrix, positionToUpdate) {
  13202. var randX = randomNumber(_this.minEmitBox.x, _this.maxEmitBox.x);
  13203. var randY = randomNumber(_this.minEmitBox.y, _this.maxEmitBox.y);
  13204. var randZ = randomNumber(_this.minEmitBox.z, _this.maxEmitBox.z);
  13205. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  13206. };
  13207. }
  13208. ParticleSystem.prototype.getCapacity = function () {
  13209. return this._capacity;
  13210. };
  13211. ParticleSystem.prototype.isAlive = function () {
  13212. return this._alive;
  13213. };
  13214. ParticleSystem.prototype.isStarted = function () {
  13215. return this._started;
  13216. };
  13217. ParticleSystem.prototype.start = function () {
  13218. this._started = true;
  13219. this._stopped = false;
  13220. this._actualFrame = 0;
  13221. };
  13222. ParticleSystem.prototype.stop = function () {
  13223. this._stopped = true;
  13224. };
  13225. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  13226. var offset = index * 11;
  13227. this._vertices[offset] = particle.position.x;
  13228. this._vertices[offset + 1] = particle.position.y;
  13229. this._vertices[offset + 2] = particle.position.z;
  13230. this._vertices[offset + 3] = particle.color.r;
  13231. this._vertices[offset + 4] = particle.color.g;
  13232. this._vertices[offset + 5] = particle.color.b;
  13233. this._vertices[offset + 6] = particle.color.a;
  13234. this._vertices[offset + 7] = particle.angle;
  13235. this._vertices[offset + 8] = particle.size;
  13236. this._vertices[offset + 9] = offsetX;
  13237. this._vertices[offset + 10] = offsetY;
  13238. };
  13239. ParticleSystem.prototype._update = function (newParticles) {
  13240. this._alive = this.particles.length > 0;
  13241. for (var index = 0; index < this.particles.length; index++) {
  13242. var particle = this.particles[index];
  13243. particle.age += this._scaledUpdateSpeed;
  13244. if (particle.age >= particle.lifeTime) {
  13245. this._stockParticles.push(this.particles.splice(index, 1)[0]);
  13246. index--;
  13247. continue;
  13248. } else {
  13249. particle.colorStep.scaleToRef(this._scaledUpdateSpeed, this._scaledColorStep);
  13250. particle.color.addInPlace(this._scaledColorStep);
  13251. if (particle.color.a < 0)
  13252. particle.color.a = 0;
  13253. particle.angle += particle.angularSpeed * this._scaledUpdateSpeed;
  13254. particle.direction.scaleToRef(this._scaledUpdateSpeed, this._scaledDirection);
  13255. particle.position.addInPlace(this._scaledDirection);
  13256. this.gravity.scaleToRef(this._scaledUpdateSpeed, this._scaledGravity);
  13257. particle.direction.addInPlace(this._scaledGravity);
  13258. }
  13259. }
  13260. var worldMatrix;
  13261. if (this.emitter.position) {
  13262. worldMatrix = this.emitter.getWorldMatrix();
  13263. } else {
  13264. worldMatrix = BABYLON.Matrix.Translation(this.emitter.x, this.emitter.y, this.emitter.z);
  13265. }
  13266. for (index = 0; index < newParticles; index++) {
  13267. if (this.particles.length === this._capacity) {
  13268. break;
  13269. }
  13270. if (this._stockParticles.length !== 0) {
  13271. particle = this._stockParticles.pop();
  13272. particle.age = 0;
  13273. } else {
  13274. particle = new BABYLON.Particle();
  13275. }
  13276. this.particles.push(particle);
  13277. var emitPower = randomNumber(this.minEmitPower, this.maxEmitPower);
  13278. this.startDirectionFunction(emitPower, worldMatrix, particle.direction);
  13279. particle.lifeTime = randomNumber(this.minLifeTime, this.maxLifeTime);
  13280. particle.size = randomNumber(this.minSize, this.maxSize);
  13281. particle.angularSpeed = randomNumber(this.minAngularSpeed, this.maxAngularSpeed);
  13282. this.startPositionFunction(worldMatrix, particle.position);
  13283. var step = randomNumber(0, 1.0);
  13284. BABYLON.Color4.LerpToRef(this.color1, this.color2, step, particle.color);
  13285. this.colorDead.subtractToRef(particle.color, this._colorDiff);
  13286. this._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  13287. }
  13288. };
  13289. ParticleSystem.prototype._getEffect = function () {
  13290. if (this._customEffect) {
  13291. return this._customEffect;
  13292. }
  13293. ;
  13294. var defines = [];
  13295. if (this._scene.clipPlane) {
  13296. defines.push("#define CLIPPLANE");
  13297. }
  13298. var join = defines.join("\n");
  13299. if (this._cachedDefines !== join) {
  13300. this._cachedDefines = join;
  13301. this._effect = this._scene.getEngine().createEffect("particles", ["position", "color", "options"], ["invView", "view", "projection", "vClipPlane", "textureMask"], ["diffuseSampler"], join);
  13302. }
  13303. return this._effect;
  13304. };
  13305. ParticleSystem.prototype.animate = function () {
  13306. if (!this._started)
  13307. return;
  13308. var effect = this._getEffect();
  13309. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady())
  13310. return;
  13311. if (this._currentRenderId === this._scene.getRenderId()) {
  13312. return;
  13313. }
  13314. this._currentRenderId = this._scene.getRenderId();
  13315. this._scaledUpdateSpeed = this.updateSpeed * this._scene.getAnimationRatio();
  13316. var emitCout;
  13317. if (this.manualEmitCount > -1) {
  13318. emitCout = this.manualEmitCount;
  13319. this.manualEmitCount = 0;
  13320. } else {
  13321. emitCout = this.emitRate;
  13322. }
  13323. var newParticles = ((emitCout * this._scaledUpdateSpeed) >> 0);
  13324. this._newPartsExcess += emitCout * this._scaledUpdateSpeed - newParticles;
  13325. if (this._newPartsExcess > 1.0) {
  13326. newParticles += this._newPartsExcess >> 0;
  13327. this._newPartsExcess -= this._newPartsExcess >> 0;
  13328. }
  13329. this._alive = false;
  13330. if (!this._stopped) {
  13331. this._actualFrame += this._scaledUpdateSpeed;
  13332. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration)
  13333. this.stop();
  13334. } else {
  13335. newParticles = 0;
  13336. }
  13337. this._update(newParticles);
  13338. if (this._stopped) {
  13339. if (!this._alive) {
  13340. this._started = false;
  13341. if (this.disposeOnStop) {
  13342. this._scene._toBeDisposed.push(this);
  13343. }
  13344. }
  13345. }
  13346. var offset = 0;
  13347. for (var index = 0; index < this.particles.length; index++) {
  13348. var particle = this.particles[index];
  13349. this._appendParticleVertex(offset++, particle, 0, 0);
  13350. this._appendParticleVertex(offset++, particle, 1, 0);
  13351. this._appendParticleVertex(offset++, particle, 1, 1);
  13352. this._appendParticleVertex(offset++, particle, 0, 1);
  13353. }
  13354. var engine = this._scene.getEngine();
  13355. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices, this.particles.length * this._vertexStrideSize);
  13356. };
  13357. ParticleSystem.prototype.render = function () {
  13358. var effect = this._getEffect();
  13359. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady() || !this.particles.length)
  13360. return 0;
  13361. var engine = this._scene.getEngine();
  13362. engine.enableEffect(effect);
  13363. engine.setState(false);
  13364. var viewMatrix = this._scene.getViewMatrix();
  13365. effect.setTexture("diffuseSampler", this.particleTexture);
  13366. effect.setMatrix("view", viewMatrix);
  13367. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  13368. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  13369. if (this._scene.clipPlane) {
  13370. var clipPlane = this._scene.clipPlane;
  13371. var invView = viewMatrix.clone();
  13372. invView.invert();
  13373. effect.setMatrix("invView", invView);
  13374. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  13375. }
  13376. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  13377. if (this.blendMode === ParticleSystem.BLENDMODE_ONEONE) {
  13378. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  13379. } else {
  13380. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  13381. }
  13382. if (this.forceDepthWrite) {
  13383. engine.setDepthWrite(true);
  13384. }
  13385. engine.draw(true, 0, this.particles.length * 6);
  13386. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  13387. return this.particles.length;
  13388. };
  13389. ParticleSystem.prototype.dispose = function () {
  13390. if (this._vertexBuffer) {
  13391. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  13392. this._vertexBuffer = null;
  13393. }
  13394. if (this._indexBuffer) {
  13395. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  13396. this._indexBuffer = null;
  13397. }
  13398. if (this.particleTexture) {
  13399. this.particleTexture.dispose();
  13400. this.particleTexture = null;
  13401. }
  13402. var index = this._scene.particleSystems.indexOf(this);
  13403. this._scene.particleSystems.splice(index, 1);
  13404. if (this.onDispose) {
  13405. this.onDispose();
  13406. }
  13407. };
  13408. ParticleSystem.prototype.clone = function (name, newEmitter) {
  13409. var result = new ParticleSystem(name, this._capacity, this._scene);
  13410. BABYLON.Tools.DeepCopy(this, result, ["particles"], ["_vertexDeclaration", "_vertexStrideSize"]);
  13411. if (newEmitter === undefined) {
  13412. newEmitter = this.emitter;
  13413. }
  13414. result.emitter = newEmitter;
  13415. if (this.particleTexture) {
  13416. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  13417. }
  13418. result.start();
  13419. return result;
  13420. };
  13421. ParticleSystem.BLENDMODE_ONEONE = 0;
  13422. ParticleSystem.BLENDMODE_STANDARD = 1;
  13423. return ParticleSystem;
  13424. })();
  13425. BABYLON.ParticleSystem = ParticleSystem;
  13426. })(BABYLON || (BABYLON = {}));
  13427. var BABYLON;
  13428. (function (BABYLON) {
  13429. var Animation = (function () {
  13430. function Animation(name, targetProperty, framePerSecond, dataType, loopMode) {
  13431. this.name = name;
  13432. this.targetProperty = targetProperty;
  13433. this.framePerSecond = framePerSecond;
  13434. this.dataType = dataType;
  13435. this.loopMode = loopMode;
  13436. this._offsetsCache = {};
  13437. this._highLimitsCache = {};
  13438. this._stopped = false;
  13439. this.targetPropertyPath = targetProperty.split(".");
  13440. this.dataType = dataType;
  13441. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  13442. }
  13443. Animation.CreateAndStartAnimation = function (name, mesh, tartgetProperty, framePerSecond, totalFrame, from, to, loopMode) {
  13444. var dataType = undefined;
  13445. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  13446. dataType = Animation.ANIMATIONTYPE_FLOAT;
  13447. } else if (from instanceof BABYLON.Quaternion) {
  13448. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  13449. } else if (from instanceof BABYLON.Vector3) {
  13450. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  13451. } else if (from instanceof BABYLON.Vector2) {
  13452. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  13453. } else if (from instanceof BABYLON.Color3) {
  13454. dataType = Animation.ANIMATIONTYPE_COLOR3;
  13455. }
  13456. if (dataType == undefined) {
  13457. return;
  13458. }
  13459. var animation = new Animation(name, tartgetProperty, framePerSecond, dataType, loopMode);
  13460. var keys = [];
  13461. keys.push({ frame: 0, value: from });
  13462. keys.push({ frame: totalFrame, value: to });
  13463. animation.setKeys(keys);
  13464. mesh.animations.push(animation);
  13465. mesh.getScene().beginAnimation(mesh, 0, totalFrame, (animation.loopMode == 1));
  13466. };
  13467. Animation.prototype.isStopped = function () {
  13468. return this._stopped;
  13469. };
  13470. Animation.prototype.getKeys = function () {
  13471. return this._keys;
  13472. };
  13473. Animation.prototype.getEasingFunction = function () {
  13474. return this._easingFunction;
  13475. };
  13476. Animation.prototype.setEasingFunction = function (easingFunction) {
  13477. this._easingFunction = easingFunction;
  13478. };
  13479. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  13480. return startValue + (endValue - startValue) * gradient;
  13481. };
  13482. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  13483. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  13484. };
  13485. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  13486. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  13487. };
  13488. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  13489. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  13490. };
  13491. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  13492. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  13493. };
  13494. Animation.prototype.clone = function () {
  13495. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  13496. clone.setKeys(this._keys);
  13497. return clone;
  13498. };
  13499. Animation.prototype.setKeys = function (values) {
  13500. this._keys = values.slice(0);
  13501. this._offsetsCache = {};
  13502. this._highLimitsCache = {};
  13503. };
  13504. Animation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  13505. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  13506. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  13507. }
  13508. this.currentFrame = currentFrame;
  13509. for (var key = 0; key < this._keys.length; key++) {
  13510. if (this._keys[key + 1].frame >= currentFrame) {
  13511. var startValue = this._keys[key].value;
  13512. var endValue = this._keys[key + 1].value;
  13513. var gradient = (currentFrame - this._keys[key].frame) / (this._keys[key + 1].frame - this._keys[key].frame);
  13514. if (this._easingFunction != null) {
  13515. gradient = this._easingFunction.ease(gradient);
  13516. }
  13517. switch (this.dataType) {
  13518. case Animation.ANIMATIONTYPE_FLOAT:
  13519. switch (loopMode) {
  13520. case Animation.ANIMATIONLOOPMODE_CYCLE:
  13521. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  13522. return this.floatInterpolateFunction(startValue, endValue, gradient);
  13523. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  13524. return offsetValue * repeatCount + this.floatInterpolateFunction(startValue, endValue, gradient);
  13525. }
  13526. break;
  13527. case Animation.ANIMATIONTYPE_QUATERNION:
  13528. var quaternion = null;
  13529. switch (loopMode) {
  13530. case Animation.ANIMATIONLOOPMODE_CYCLE:
  13531. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  13532. quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient);
  13533. break;
  13534. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  13535. quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  13536. break;
  13537. }
  13538. return quaternion;
  13539. case Animation.ANIMATIONTYPE_VECTOR3:
  13540. switch (loopMode) {
  13541. case Animation.ANIMATIONLOOPMODE_CYCLE:
  13542. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  13543. return this.vector3InterpolateFunction(startValue, endValue, gradient);
  13544. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  13545. return this.vector3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  13546. }
  13547. case Animation.ANIMATIONTYPE_VECTOR2:
  13548. switch (loopMode) {
  13549. case Animation.ANIMATIONLOOPMODE_CYCLE:
  13550. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  13551. return this.vector2InterpolateFunction(startValue, endValue, gradient);
  13552. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  13553. return this.vector2InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  13554. }
  13555. case Animation.ANIMATIONTYPE_COLOR3:
  13556. switch (loopMode) {
  13557. case Animation.ANIMATIONLOOPMODE_CYCLE:
  13558. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  13559. return this.color3InterpolateFunction(startValue, endValue, gradient);
  13560. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  13561. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  13562. }
  13563. case Animation.ANIMATIONTYPE_MATRIX:
  13564. switch (loopMode) {
  13565. case Animation.ANIMATIONLOOPMODE_CYCLE:
  13566. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  13567. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  13568. return startValue;
  13569. }
  13570. default:
  13571. break;
  13572. }
  13573. break;
  13574. }
  13575. }
  13576. return this._keys[this._keys.length - 1].value;
  13577. };
  13578. Animation.prototype.animate = function (delay, from, to, loop, speedRatio) {
  13579. if (!this.targetPropertyPath || this.targetPropertyPath.length < 1) {
  13580. this._stopped = true;
  13581. return false;
  13582. }
  13583. var returnValue = true;
  13584. if (this._keys[0].frame != 0) {
  13585. var newKey = { frame: 0, value: this._keys[0].value };
  13586. this._keys.splice(0, 0, newKey);
  13587. }
  13588. if (from < this._keys[0].frame || from > this._keys[this._keys.length - 1].frame) {
  13589. from = this._keys[0].frame;
  13590. }
  13591. if (to < this._keys[0].frame || to > this._keys[this._keys.length - 1].frame) {
  13592. to = this._keys[this._keys.length - 1].frame;
  13593. }
  13594. var range = to - from;
  13595. var offsetValue;
  13596. var ratio = delay * (this.framePerSecond * speedRatio) / 1000.0;
  13597. if (ratio > range && !loop) {
  13598. returnValue = false;
  13599. highLimitValue = this._keys[this._keys.length - 1].value;
  13600. } else {
  13601. var highLimitValue = 0;
  13602. if (this.loopMode != Animation.ANIMATIONLOOPMODE_CYCLE) {
  13603. var keyOffset = to.toString() + from.toString();
  13604. if (!this._offsetsCache[keyOffset]) {
  13605. var fromValue = this._interpolate(from, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
  13606. var toValue = this._interpolate(to, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
  13607. switch (this.dataType) {
  13608. case Animation.ANIMATIONTYPE_FLOAT:
  13609. this._offsetsCache[keyOffset] = toValue - fromValue;
  13610. break;
  13611. case Animation.ANIMATIONTYPE_QUATERNION:
  13612. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  13613. break;
  13614. case Animation.ANIMATIONTYPE_VECTOR3:
  13615. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  13616. case Animation.ANIMATIONTYPE_VECTOR2:
  13617. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  13618. case Animation.ANIMATIONTYPE_COLOR3:
  13619. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  13620. default:
  13621. break;
  13622. }
  13623. this._highLimitsCache[keyOffset] = toValue;
  13624. }
  13625. highLimitValue = this._highLimitsCache[keyOffset];
  13626. offsetValue = this._offsetsCache[keyOffset];
  13627. }
  13628. }
  13629. if (offsetValue === undefined) {
  13630. switch (this.dataType) {
  13631. case Animation.ANIMATIONTYPE_FLOAT:
  13632. offsetValue = 0;
  13633. break;
  13634. case Animation.ANIMATIONTYPE_QUATERNION:
  13635. offsetValue = new BABYLON.Quaternion(0, 0, 0, 0);
  13636. break;
  13637. case Animation.ANIMATIONTYPE_VECTOR3:
  13638. offsetValue = BABYLON.Vector3.Zero();
  13639. break;
  13640. case Animation.ANIMATIONTYPE_VECTOR2:
  13641. offsetValue = BABYLON.Vector2.Zero();
  13642. break;
  13643. case Animation.ANIMATIONTYPE_COLOR3:
  13644. offsetValue = BABYLON.Color3.Black();
  13645. }
  13646. }
  13647. var repeatCount = (ratio / range) >> 0;
  13648. var currentFrame = returnValue ? from + ratio % range : to;
  13649. var currentValue = this._interpolate(currentFrame, repeatCount, this.loopMode, offsetValue, highLimitValue);
  13650. if (this.targetPropertyPath.length > 1) {
  13651. var property = this._target[this.targetPropertyPath[0]];
  13652. for (var index = 1; index < this.targetPropertyPath.length - 1; index++) {
  13653. property = property[this.targetPropertyPath[index]];
  13654. }
  13655. property[this.targetPropertyPath[this.targetPropertyPath.length - 1]] = currentValue;
  13656. } else {
  13657. this._target[this.targetPropertyPath[0]] = currentValue;
  13658. }
  13659. if (this._target.markAsDirty) {
  13660. this._target.markAsDirty(this.targetProperty);
  13661. }
  13662. if (!returnValue) {
  13663. this._stopped = true;
  13664. }
  13665. return returnValue;
  13666. };
  13667. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  13668. get: function () {
  13669. return Animation._ANIMATIONTYPE_FLOAT;
  13670. },
  13671. enumerable: true,
  13672. configurable: true
  13673. });
  13674. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  13675. get: function () {
  13676. return Animation._ANIMATIONTYPE_VECTOR3;
  13677. },
  13678. enumerable: true,
  13679. configurable: true
  13680. });
  13681. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  13682. get: function () {
  13683. return Animation._ANIMATIONTYPE_VECTOR2;
  13684. },
  13685. enumerable: true,
  13686. configurable: true
  13687. });
  13688. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  13689. get: function () {
  13690. return Animation._ANIMATIONTYPE_QUATERNION;
  13691. },
  13692. enumerable: true,
  13693. configurable: true
  13694. });
  13695. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  13696. get: function () {
  13697. return Animation._ANIMATIONTYPE_MATRIX;
  13698. },
  13699. enumerable: true,
  13700. configurable: true
  13701. });
  13702. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  13703. get: function () {
  13704. return Animation._ANIMATIONTYPE_COLOR3;
  13705. },
  13706. enumerable: true,
  13707. configurable: true
  13708. });
  13709. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  13710. get: function () {
  13711. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  13712. },
  13713. enumerable: true,
  13714. configurable: true
  13715. });
  13716. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  13717. get: function () {
  13718. return Animation._ANIMATIONLOOPMODE_CYCLE;
  13719. },
  13720. enumerable: true,
  13721. configurable: true
  13722. });
  13723. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  13724. get: function () {
  13725. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  13726. },
  13727. enumerable: true,
  13728. configurable: true
  13729. });
  13730. Animation._ANIMATIONTYPE_FLOAT = 0;
  13731. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  13732. Animation._ANIMATIONTYPE_QUATERNION = 2;
  13733. Animation._ANIMATIONTYPE_MATRIX = 3;
  13734. Animation._ANIMATIONTYPE_COLOR3 = 4;
  13735. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  13736. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  13737. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  13738. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  13739. return Animation;
  13740. })();
  13741. BABYLON.Animation = Animation;
  13742. })(BABYLON || (BABYLON = {}));
  13743. var BABYLON;
  13744. (function (BABYLON) {
  13745. var Animatable = (function () {
  13746. function Animatable(scene, target, fromFrame, toFrame, loopAnimation, speedRatio, onAnimationEnd, animations) {
  13747. if (typeof fromFrame === "undefined") { fromFrame = 0; }
  13748. if (typeof toFrame === "undefined") { toFrame = 100; }
  13749. if (typeof loopAnimation === "undefined") { loopAnimation = false; }
  13750. if (typeof speedRatio === "undefined") { speedRatio = 1.0; }
  13751. this.target = target;
  13752. this.fromFrame = fromFrame;
  13753. this.toFrame = toFrame;
  13754. this.loopAnimation = loopAnimation;
  13755. this.speedRatio = speedRatio;
  13756. this.onAnimationEnd = onAnimationEnd;
  13757. this._animations = new Array();
  13758. this._paused = false;
  13759. this.animationStarted = false;
  13760. if (animations) {
  13761. this.appendAnimations(target, animations);
  13762. }
  13763. this._scene = scene;
  13764. scene._activeAnimatables.push(this);
  13765. }
  13766. Animatable.prototype.appendAnimations = function (target, animations) {
  13767. for (var index = 0; index < animations.length; index++) {
  13768. var animation = animations[index];
  13769. animation._target = target;
  13770. this._animations.push(animation);
  13771. }
  13772. };
  13773. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  13774. var animations = this._animations;
  13775. for (var index = 0; index < animations.length; index++) {
  13776. if (animations[index].targetProperty === property) {
  13777. return animations[index];
  13778. }
  13779. }
  13780. return null;
  13781. };
  13782. Animatable.prototype.pause = function () {
  13783. if (this._paused) {
  13784. return;
  13785. }
  13786. this._paused = true;
  13787. };
  13788. Animatable.prototype.restart = function () {
  13789. this._paused = false;
  13790. };
  13791. Animatable.prototype.stop = function () {
  13792. var index = this._scene._activeAnimatables.indexOf(this);
  13793. if (index > -1) {
  13794. this._scene._activeAnimatables.splice(index, 1);
  13795. }
  13796. if (this.onAnimationEnd) {
  13797. this.onAnimationEnd();
  13798. }
  13799. };
  13800. Animatable.prototype._animate = function (delay) {
  13801. if (this._paused) {
  13802. if (!this._pausedDelay) {
  13803. this._pausedDelay = delay;
  13804. }
  13805. return true;
  13806. }
  13807. if (!this._localDelayOffset) {
  13808. this._localDelayOffset = delay;
  13809. } else if (this._pausedDelay) {
  13810. this._localDelayOffset += delay - this._pausedDelay;
  13811. this._pausedDelay = null;
  13812. }
  13813. var running = false;
  13814. var animations = this._animations;
  13815. for (var index = 0; index < animations.length; index++) {
  13816. var animation = animations[index];
  13817. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this.speedRatio);
  13818. running = running || isRunning;
  13819. }
  13820. if (!running && this.onAnimationEnd) {
  13821. this.onAnimationEnd();
  13822. }
  13823. return running;
  13824. };
  13825. return Animatable;
  13826. })();
  13827. BABYLON.Animatable = Animatable;
  13828. })(BABYLON || (BABYLON = {}));
  13829. var __extends = this.__extends || function (d, b) {
  13830. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  13831. function __() { this.constructor = d; }
  13832. __.prototype = b.prototype;
  13833. d.prototype = new __();
  13834. };
  13835. var BABYLON;
  13836. (function (BABYLON) {
  13837. var EasingFunction = (function () {
  13838. function EasingFunction() {
  13839. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  13840. }
  13841. Object.defineProperty(EasingFunction, "EASINGMODE_EASEIN", {
  13842. get: function () {
  13843. return EasingFunction._EASINGMODE_EASEIN;
  13844. },
  13845. enumerable: true,
  13846. configurable: true
  13847. });
  13848. Object.defineProperty(EasingFunction, "EASINGMODE_EASEOUT", {
  13849. get: function () {
  13850. return EasingFunction._EASINGMODE_EASEOUT;
  13851. },
  13852. enumerable: true,
  13853. configurable: true
  13854. });
  13855. Object.defineProperty(EasingFunction, "EASINGMODE_EASEINOUT", {
  13856. get: function () {
  13857. return EasingFunction._EASINGMODE_EASEINOUT;
  13858. },
  13859. enumerable: true,
  13860. configurable: true
  13861. });
  13862. EasingFunction.prototype.setEasingMode = function (easingMode) {
  13863. var n = Math.min(Math.max(easingMode, 0), 2);
  13864. this._easingMode = n;
  13865. };
  13866. EasingFunction.prototype.getEasingMode = function () {
  13867. return this._easingMode;
  13868. };
  13869. EasingFunction.prototype.easeInCore = function (gradient) {
  13870. throw new Error('You must implement this method');
  13871. };
  13872. EasingFunction.prototype.ease = function (gradient) {
  13873. switch (this._easingMode) {
  13874. case EasingFunction.EASINGMODE_EASEIN:
  13875. return this.easeInCore(gradient);
  13876. case EasingFunction.EASINGMODE_EASEOUT:
  13877. return (1 - this.easeInCore(1 - gradient));
  13878. }
  13879. if (gradient >= 0.5) {
  13880. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  13881. }
  13882. return (this.easeInCore(gradient * 2) * 0.5);
  13883. };
  13884. EasingFunction._EASINGMODE_EASEIN = 0;
  13885. EasingFunction._EASINGMODE_EASEOUT = 1;
  13886. EasingFunction._EASINGMODE_EASEINOUT = 2;
  13887. return EasingFunction;
  13888. })();
  13889. BABYLON.EasingFunction = EasingFunction;
  13890. var CircleEase = (function (_super) {
  13891. __extends(CircleEase, _super);
  13892. function CircleEase() {
  13893. _super.apply(this, arguments);
  13894. }
  13895. CircleEase.prototype.easeInCore = function (gradient) {
  13896. gradient = Math.max(0, Math.min(1, gradient));
  13897. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  13898. };
  13899. return CircleEase;
  13900. })(EasingFunction);
  13901. BABYLON.CircleEase = CircleEase;
  13902. var BackEase = (function (_super) {
  13903. __extends(BackEase, _super);
  13904. function BackEase(amplitude) {
  13905. if (typeof amplitude === "undefined") { amplitude = 1; }
  13906. _super.call(this);
  13907. this.amplitude = amplitude;
  13908. }
  13909. BackEase.prototype.easeInCore = function (gradient) {
  13910. var num = Math.max(0, this.amplitude);
  13911. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  13912. };
  13913. return BackEase;
  13914. })(EasingFunction);
  13915. BABYLON.BackEase = BackEase;
  13916. var BounceEase = (function (_super) {
  13917. __extends(BounceEase, _super);
  13918. function BounceEase(bounces, bounciness) {
  13919. if (typeof bounces === "undefined") { bounces = 3; }
  13920. if (typeof bounciness === "undefined") { bounciness = 2; }
  13921. _super.call(this);
  13922. this.bounces = bounces;
  13923. this.bounciness = bounciness;
  13924. }
  13925. BounceEase.prototype.easeInCore = function (gradient) {
  13926. var y = Math.max(0.0, this.bounces);
  13927. var bounciness = this.bounciness;
  13928. if (bounciness <= 1.0) {
  13929. bounciness = 1.001;
  13930. }
  13931. var num9 = Math.pow(bounciness, y);
  13932. var num5 = 1.0 - bounciness;
  13933. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  13934. var num15 = gradient * num4;
  13935. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  13936. var num3 = Math.floor(num65);
  13937. var num13 = num3 + 1.0;
  13938. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  13939. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  13940. var num7 = (num8 + num12) * 0.5;
  13941. var num6 = gradient - num7;
  13942. var num2 = num7 - num8;
  13943. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  13944. };
  13945. return BounceEase;
  13946. })(EasingFunction);
  13947. BABYLON.BounceEase = BounceEase;
  13948. var CubicEase = (function (_super) {
  13949. __extends(CubicEase, _super);
  13950. function CubicEase() {
  13951. _super.apply(this, arguments);
  13952. }
  13953. CubicEase.prototype.easeInCore = function (gradient) {
  13954. return (gradient * gradient * gradient);
  13955. };
  13956. return CubicEase;
  13957. })(EasingFunction);
  13958. BABYLON.CubicEase = CubicEase;
  13959. var ElasticEase = (function (_super) {
  13960. __extends(ElasticEase, _super);
  13961. function ElasticEase(oscillations, springiness) {
  13962. if (typeof oscillations === "undefined") { oscillations = 3; }
  13963. if (typeof springiness === "undefined") { springiness = 3; }
  13964. _super.call(this);
  13965. this.oscillations = oscillations;
  13966. this.springiness = springiness;
  13967. }
  13968. ElasticEase.prototype.easeInCore = function (gradient) {
  13969. var num2;
  13970. var num3 = Math.max(0.0, this.oscillations);
  13971. var num = Math.max(0.0, this.springiness);
  13972. if (num == 0) {
  13973. num2 = gradient;
  13974. } else {
  13975. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  13976. }
  13977. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  13978. };
  13979. return ElasticEase;
  13980. })(EasingFunction);
  13981. BABYLON.ElasticEase = ElasticEase;
  13982. var ExponentialEase = (function (_super) {
  13983. __extends(ExponentialEase, _super);
  13984. function ExponentialEase(exponent) {
  13985. if (typeof exponent === "undefined") { exponent = 2; }
  13986. _super.call(this);
  13987. this.exponent = exponent;
  13988. }
  13989. ExponentialEase.prototype.easeInCore = function (gradient) {
  13990. if (this.exponent <= 0) {
  13991. return gradient;
  13992. }
  13993. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  13994. };
  13995. return ExponentialEase;
  13996. })(EasingFunction);
  13997. BABYLON.ExponentialEase = ExponentialEase;
  13998. var PowerEase = (function (_super) {
  13999. __extends(PowerEase, _super);
  14000. function PowerEase(power) {
  14001. if (typeof power === "undefined") { power = 2; }
  14002. _super.call(this);
  14003. this.power = power;
  14004. }
  14005. PowerEase.prototype.easeInCore = function (gradient) {
  14006. var y = Math.max(0.0, this.power);
  14007. return Math.pow(gradient, y);
  14008. };
  14009. return PowerEase;
  14010. })(EasingFunction);
  14011. BABYLON.PowerEase = PowerEase;
  14012. var QuadraticEase = (function (_super) {
  14013. __extends(QuadraticEase, _super);
  14014. function QuadraticEase() {
  14015. _super.apply(this, arguments);
  14016. }
  14017. QuadraticEase.prototype.easeInCore = function (gradient) {
  14018. return (gradient * gradient);
  14019. };
  14020. return QuadraticEase;
  14021. })(EasingFunction);
  14022. BABYLON.QuadraticEase = QuadraticEase;
  14023. var QuarticEase = (function (_super) {
  14024. __extends(QuarticEase, _super);
  14025. function QuarticEase() {
  14026. _super.apply(this, arguments);
  14027. }
  14028. QuarticEase.prototype.easeInCore = function (gradient) {
  14029. return (gradient * gradient * gradient * gradient);
  14030. };
  14031. return QuarticEase;
  14032. })(EasingFunction);
  14033. BABYLON.QuarticEase = QuarticEase;
  14034. var QuinticEase = (function (_super) {
  14035. __extends(QuinticEase, _super);
  14036. function QuinticEase() {
  14037. _super.apply(this, arguments);
  14038. }
  14039. QuinticEase.prototype.easeInCore = function (gradient) {
  14040. return (gradient * gradient * gradient * gradient * gradient);
  14041. };
  14042. return QuinticEase;
  14043. })(EasingFunction);
  14044. BABYLON.QuinticEase = QuinticEase;
  14045. var SineEase = (function (_super) {
  14046. __extends(SineEase, _super);
  14047. function SineEase() {
  14048. _super.apply(this, arguments);
  14049. }
  14050. SineEase.prototype.easeInCore = function (gradient) {
  14051. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  14052. };
  14053. return SineEase;
  14054. })(EasingFunction);
  14055. BABYLON.SineEase = SineEase;
  14056. var BezierCurveEase = (function (_super) {
  14057. __extends(BezierCurveEase, _super);
  14058. function BezierCurveEase(x1, y1, x2, y2) {
  14059. if (typeof x1 === "undefined") { x1 = 0; }
  14060. if (typeof y1 === "undefined") { y1 = 0; }
  14061. if (typeof x2 === "undefined") { x2 = 1; }
  14062. if (typeof y2 === "undefined") { y2 = 1; }
  14063. _super.call(this);
  14064. this.x1 = x1;
  14065. this.y1 = y1;
  14066. this.x2 = x2;
  14067. this.y2 = y2;
  14068. }
  14069. BezierCurveEase.prototype.easeInCore = function (gradient) {
  14070. return BABYLON.BezierCurve.interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  14071. };
  14072. return BezierCurveEase;
  14073. })(EasingFunction);
  14074. BABYLON.BezierCurveEase = BezierCurveEase;
  14075. })(BABYLON || (BABYLON = {}));
  14076. var BABYLON;
  14077. (function (BABYLON) {
  14078. var Octree = (function () {
  14079. function Octree(creationFunc, maxBlockCapacity, maxDepth) {
  14080. if (typeof maxDepth === "undefined") { maxDepth = 2; }
  14081. this.maxDepth = maxDepth;
  14082. this.dynamicContent = new Array();
  14083. this._maxBlockCapacity = maxBlockCapacity || 64;
  14084. this._selectionContent = new BABYLON.SmartArray(1024);
  14085. this._creationFunc = creationFunc;
  14086. }
  14087. Octree.prototype.update = function (worldMin, worldMax, entries) {
  14088. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  14089. };
  14090. Octree.prototype.addMesh = function (entry) {
  14091. for (var index = 0; index < this.blocks.length; index++) {
  14092. var block = this.blocks[index];
  14093. block.addEntry(entry);
  14094. }
  14095. };
  14096. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  14097. this._selectionContent.reset();
  14098. for (var index = 0; index < this.blocks.length; index++) {
  14099. var block = this.blocks[index];
  14100. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  14101. }
  14102. if (allowDuplicate) {
  14103. this._selectionContent.concat(this.dynamicContent);
  14104. } else {
  14105. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  14106. }
  14107. return this._selectionContent;
  14108. };
  14109. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  14110. this._selectionContent.reset();
  14111. for (var index = 0; index < this.blocks.length; index++) {
  14112. var block = this.blocks[index];
  14113. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  14114. }
  14115. if (allowDuplicate) {
  14116. this._selectionContent.concat(this.dynamicContent);
  14117. } else {
  14118. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  14119. }
  14120. return this._selectionContent;
  14121. };
  14122. Octree.prototype.intersectsRay = function (ray) {
  14123. this._selectionContent.reset();
  14124. for (var index = 0; index < this.blocks.length; index++) {
  14125. var block = this.blocks[index];
  14126. block.intersectsRay(ray, this._selectionContent);
  14127. }
  14128. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  14129. return this._selectionContent;
  14130. };
  14131. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  14132. target.blocks = new Array();
  14133. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  14134. for (var x = 0; x < 2; x++) {
  14135. for (var y = 0; y < 2; y++) {
  14136. for (var z = 0; z < 2; z++) {
  14137. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  14138. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  14139. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  14140. block.addEntries(entries);
  14141. target.blocks.push(block);
  14142. }
  14143. }
  14144. }
  14145. };
  14146. Octree.CreationFuncForMeshes = function (entry, block) {
  14147. if (!entry.isBlocked && entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  14148. block.entries.push(entry);
  14149. }
  14150. };
  14151. Octree.CreationFuncForSubMeshes = function (entry, block) {
  14152. if (entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  14153. block.entries.push(entry);
  14154. }
  14155. };
  14156. return Octree;
  14157. })();
  14158. BABYLON.Octree = Octree;
  14159. })(BABYLON || (BABYLON = {}));
  14160. var BABYLON;
  14161. (function (BABYLON) {
  14162. var OctreeBlock = (function () {
  14163. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  14164. this.entries = new Array();
  14165. this._boundingVectors = new Array();
  14166. this._capacity = capacity;
  14167. this._depth = depth;
  14168. this._maxDepth = maxDepth;
  14169. this._creationFunc = creationFunc;
  14170. this._minPoint = minPoint;
  14171. this._maxPoint = maxPoint;
  14172. this._boundingVectors.push(minPoint.clone());
  14173. this._boundingVectors.push(maxPoint.clone());
  14174. this._boundingVectors.push(minPoint.clone());
  14175. this._boundingVectors[2].x = maxPoint.x;
  14176. this._boundingVectors.push(minPoint.clone());
  14177. this._boundingVectors[3].y = maxPoint.y;
  14178. this._boundingVectors.push(minPoint.clone());
  14179. this._boundingVectors[4].z = maxPoint.z;
  14180. this._boundingVectors.push(maxPoint.clone());
  14181. this._boundingVectors[5].z = minPoint.z;
  14182. this._boundingVectors.push(maxPoint.clone());
  14183. this._boundingVectors[6].x = minPoint.x;
  14184. this._boundingVectors.push(maxPoint.clone());
  14185. this._boundingVectors[7].y = minPoint.y;
  14186. }
  14187. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  14188. get: function () {
  14189. return this._capacity;
  14190. },
  14191. enumerable: true,
  14192. configurable: true
  14193. });
  14194. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  14195. get: function () {
  14196. return this._minPoint;
  14197. },
  14198. enumerable: true,
  14199. configurable: true
  14200. });
  14201. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  14202. get: function () {
  14203. return this._maxPoint;
  14204. },
  14205. enumerable: true,
  14206. configurable: true
  14207. });
  14208. OctreeBlock.prototype.addEntry = function (entry) {
  14209. if (this.blocks) {
  14210. for (var index = 0; index < this.blocks.length; index++) {
  14211. var block = this.blocks[index];
  14212. block.addEntry(entry);
  14213. }
  14214. return;
  14215. }
  14216. this._creationFunc(entry, this);
  14217. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  14218. this.createInnerBlocks();
  14219. }
  14220. };
  14221. OctreeBlock.prototype.addEntries = function (entries) {
  14222. for (var index = 0; index < entries.length; index++) {
  14223. var mesh = entries[index];
  14224. this.addEntry(mesh);
  14225. }
  14226. };
  14227. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  14228. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  14229. if (this.blocks) {
  14230. for (var index = 0; index < this.blocks.length; index++) {
  14231. var block = this.blocks[index];
  14232. block.select(frustumPlanes, selection, allowDuplicate);
  14233. }
  14234. return;
  14235. }
  14236. if (allowDuplicate) {
  14237. selection.concat(this.entries);
  14238. } else {
  14239. selection.concatWithNoDuplicate(this.entries);
  14240. }
  14241. }
  14242. };
  14243. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  14244. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  14245. if (this.blocks) {
  14246. for (var index = 0; index < this.blocks.length; index++) {
  14247. var block = this.blocks[index];
  14248. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  14249. }
  14250. return;
  14251. }
  14252. if (allowDuplicate) {
  14253. selection.concat(this.entries);
  14254. } else {
  14255. selection.concatWithNoDuplicate(this.entries);
  14256. }
  14257. }
  14258. };
  14259. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  14260. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  14261. if (this.blocks) {
  14262. for (var index = 0; index < this.blocks.length; index++) {
  14263. var block = this.blocks[index];
  14264. block.intersectsRay(ray, selection);
  14265. }
  14266. return;
  14267. }
  14268. selection.concatWithNoDuplicate(this.entries);
  14269. }
  14270. };
  14271. OctreeBlock.prototype.createInnerBlocks = function () {
  14272. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  14273. };
  14274. return OctreeBlock;
  14275. })();
  14276. BABYLON.OctreeBlock = OctreeBlock;
  14277. })(BABYLON || (BABYLON = {}));
  14278. var BABYLON;
  14279. (function (BABYLON) {
  14280. var Bone = (function () {
  14281. function Bone(name, skeleton, parentBone, matrix) {
  14282. this.name = name;
  14283. this.children = new Array();
  14284. this.animations = new Array();
  14285. this._worldTransform = new BABYLON.Matrix();
  14286. this._absoluteTransform = new BABYLON.Matrix();
  14287. this._invertedAbsoluteTransform = new BABYLON.Matrix();
  14288. this._skeleton = skeleton;
  14289. this._matrix = matrix;
  14290. this._baseMatrix = matrix;
  14291. skeleton.bones.push(this);
  14292. if (parentBone) {
  14293. this._parent = parentBone;
  14294. parentBone.children.push(this);
  14295. } else {
  14296. this._parent = null;
  14297. }
  14298. this._updateDifferenceMatrix();
  14299. }
  14300. Bone.prototype.getParent = function () {
  14301. return this._parent;
  14302. };
  14303. Bone.prototype.getLocalMatrix = function () {
  14304. return this._matrix;
  14305. };
  14306. Bone.prototype.getBaseMatrix = function () {
  14307. return this._baseMatrix;
  14308. };
  14309. Bone.prototype.getWorldMatrix = function () {
  14310. return this._worldTransform;
  14311. };
  14312. Bone.prototype.getInvertedAbsoluteTransform = function () {
  14313. return this._invertedAbsoluteTransform;
  14314. };
  14315. Bone.prototype.getAbsoluteMatrix = function () {
  14316. var matrix = this._matrix.clone();
  14317. var parent = this._parent;
  14318. while (parent) {
  14319. matrix = matrix.multiply(parent.getLocalMatrix());
  14320. parent = parent.getParent();
  14321. }
  14322. return matrix;
  14323. };
  14324. Bone.prototype.updateMatrix = function (matrix) {
  14325. this._matrix = matrix;
  14326. this._skeleton._markAsDirty();
  14327. this._updateDifferenceMatrix();
  14328. };
  14329. Bone.prototype._updateDifferenceMatrix = function () {
  14330. if (this._parent) {
  14331. this._matrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  14332. } else {
  14333. this._absoluteTransform.copyFrom(this._matrix);
  14334. }
  14335. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  14336. for (var index = 0; index < this.children.length; index++) {
  14337. this.children[index]._updateDifferenceMatrix();
  14338. }
  14339. };
  14340. Bone.prototype.markAsDirty = function () {
  14341. this._skeleton._markAsDirty();
  14342. };
  14343. return Bone;
  14344. })();
  14345. BABYLON.Bone = Bone;
  14346. })(BABYLON || (BABYLON = {}));
  14347. var BABYLON;
  14348. (function (BABYLON) {
  14349. var Skeleton = (function () {
  14350. function Skeleton(name, id, scene) {
  14351. this.name = name;
  14352. this.id = id;
  14353. this.bones = new Array();
  14354. this._isDirty = true;
  14355. this._identity = BABYLON.Matrix.Identity();
  14356. this.bones = [];
  14357. this._scene = scene;
  14358. scene.skeletons.push(this);
  14359. }
  14360. Skeleton.prototype.getTransformMatrices = function () {
  14361. return this._transformMatrices;
  14362. };
  14363. Skeleton.prototype._markAsDirty = function () {
  14364. this._isDirty = true;
  14365. };
  14366. Skeleton.prototype.prepare = function () {
  14367. if (!this._isDirty) {
  14368. return;
  14369. }
  14370. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  14371. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  14372. }
  14373. for (var index = 0; index < this.bones.length; index++) {
  14374. var bone = this.bones[index];
  14375. var parentBone = bone.getParent();
  14376. if (parentBone) {
  14377. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  14378. } else {
  14379. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  14380. }
  14381. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), this._transformMatrices, index * 16);
  14382. }
  14383. this._identity.copyToArray(this._transformMatrices, this.bones.length * 16);
  14384. this._isDirty = false;
  14385. };
  14386. Skeleton.prototype.getAnimatables = function () {
  14387. if (!this._animatables || this._animatables.length != this.bones.length) {
  14388. this._animatables = [];
  14389. for (var index = 0; index < this.bones.length; index++) {
  14390. this._animatables.push(this.bones[index]);
  14391. }
  14392. }
  14393. return this._animatables;
  14394. };
  14395. Skeleton.prototype.clone = function (name, id) {
  14396. var result = new BABYLON.Skeleton(name, id || name, this._scene);
  14397. for (var index = 0; index < this.bones.length; index++) {
  14398. var source = this.bones[index];
  14399. var parentBone = null;
  14400. if (source.getParent()) {
  14401. var parentIndex = this.bones.indexOf(source.getParent());
  14402. parentBone = result.bones[parentIndex];
  14403. }
  14404. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix());
  14405. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  14406. }
  14407. return result;
  14408. };
  14409. return Skeleton;
  14410. })();
  14411. BABYLON.Skeleton = Skeleton;
  14412. })(BABYLON || (BABYLON = {}));
  14413. var BABYLON;
  14414. (function (BABYLON) {
  14415. var PostProcess = (function () {
  14416. function PostProcess(name, fragmentUrl, parameters, samplers, ratio, camera, samplingMode, engine, reusable) {
  14417. this.name = name;
  14418. this.width = -1;
  14419. this.height = -1;
  14420. this._reusable = false;
  14421. this._textures = new BABYLON.SmartArray(2);
  14422. this._currentRenderTextureInd = 0;
  14423. if (camera != null) {
  14424. this._camera = camera;
  14425. this._scene = camera.getScene();
  14426. camera.attachPostProcess(this);
  14427. this._engine = this._scene.getEngine();
  14428. } else {
  14429. this._engine = engine;
  14430. }
  14431. this._renderRatio = ratio;
  14432. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  14433. this._reusable = reusable || false;
  14434. samplers = samplers || [];
  14435. samplers.push("textureSampler");
  14436. this._effect = this._engine.createEffect({ vertex: "postprocess", fragment: fragmentUrl }, ["position"], parameters || [], samplers, "");
  14437. }
  14438. PostProcess.prototype.isReusable = function () {
  14439. return this._reusable;
  14440. };
  14441. PostProcess.prototype.activate = function (camera, sourceTexture) {
  14442. camera = camera || this._camera;
  14443. var scene = camera.getScene();
  14444. var maxSize = camera.getEngine().getCaps().maxTextureSize;
  14445. var desiredWidth = ((sourceTexture ? sourceTexture._width : this._engine.getRenderingCanvas().width) * this._renderRatio) | 0;
  14446. var desiredHeight = ((sourceTexture ? sourceTexture._height : this._engine.getRenderingCanvas().height) * this._renderRatio) | 0;
  14447. desiredWidth = BABYLON.Tools.GetExponantOfTwo(desiredWidth, maxSize);
  14448. desiredHeight = BABYLON.Tools.GetExponantOfTwo(desiredHeight, maxSize);
  14449. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  14450. if (this._textures.length > 0) {
  14451. for (var i = 0; i < this._textures.length; i++) {
  14452. this._engine._releaseTexture(this._textures.data[i]);
  14453. }
  14454. this._textures.reset();
  14455. }
  14456. this.width = desiredWidth;
  14457. this.height = desiredHeight;
  14458. 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 }));
  14459. if (this._reusable) {
  14460. 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 }));
  14461. }
  14462. if (this.onSizeChanged) {
  14463. this.onSizeChanged();
  14464. }
  14465. }
  14466. this._engine.bindFramebuffer(this._textures.data[this._currentRenderTextureInd]);
  14467. if (this.onActivate) {
  14468. this.onActivate(camera);
  14469. }
  14470. this._engine.clear(scene.clearColor, scene.autoClear || scene.forceWireframe, true);
  14471. if (this._reusable) {
  14472. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  14473. }
  14474. };
  14475. PostProcess.prototype.apply = function () {
  14476. if (!this._effect.isReady())
  14477. return null;
  14478. this._engine.enableEffect(this._effect);
  14479. this._engine.setState(false);
  14480. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  14481. this._engine.setDepthBuffer(false);
  14482. this._engine.setDepthWrite(false);
  14483. this._effect._bindTexture("textureSampler", this._textures.data[this._currentRenderTextureInd]);
  14484. if (this.onApply) {
  14485. this.onApply(this._effect);
  14486. }
  14487. return this._effect;
  14488. };
  14489. PostProcess.prototype.dispose = function (camera) {
  14490. camera = camera || this._camera;
  14491. if (this._textures.length > 0) {
  14492. for (var i = 0; i < this._textures.length; i++) {
  14493. this._engine._releaseTexture(this._textures.data[i]);
  14494. }
  14495. this._textures.reset();
  14496. }
  14497. camera.detachPostProcess(this);
  14498. var index = camera._postProcesses.indexOf(this);
  14499. if (index === camera._postProcessesTakenIndices[0] && camera._postProcessesTakenIndices.length > 0) {
  14500. this._camera._postProcesses[camera._postProcessesTakenIndices[0]].width = -1;
  14501. }
  14502. };
  14503. return PostProcess;
  14504. })();
  14505. BABYLON.PostProcess = PostProcess;
  14506. })(BABYLON || (BABYLON = {}));
  14507. var BABYLON;
  14508. (function (BABYLON) {
  14509. var PostProcessManager = (function () {
  14510. function PostProcessManager(scene) {
  14511. this._vertexDeclaration = [2];
  14512. this._vertexStrideSize = 2 * 4;
  14513. this._scene = scene;
  14514. var vertices = [];
  14515. vertices.push(1, 1);
  14516. vertices.push(-1, 1);
  14517. vertices.push(-1, -1);
  14518. vertices.push(1, -1);
  14519. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  14520. var indices = [];
  14521. indices.push(0);
  14522. indices.push(1);
  14523. indices.push(2);
  14524. indices.push(0);
  14525. indices.push(2);
  14526. indices.push(3);
  14527. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  14528. }
  14529. PostProcessManager.prototype._prepareFrame = function (sourceTexture) {
  14530. var postProcesses = this._scene.activeCamera._postProcesses;
  14531. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  14532. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  14533. return false;
  14534. }
  14535. postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera, sourceTexture);
  14536. return true;
  14537. };
  14538. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
  14539. var postProcesses = this._scene.activeCamera._postProcesses;
  14540. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  14541. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  14542. return;
  14543. }
  14544. var engine = this._scene.getEngine();
  14545. for (var index = 0; index < postProcessesTakenIndices.length; index++) {
  14546. if (index < postProcessesTakenIndices.length - 1) {
  14547. postProcesses[postProcessesTakenIndices[index + 1]].activate(this._scene.activeCamera);
  14548. } else {
  14549. if (targetTexture) {
  14550. engine.bindFramebuffer(targetTexture);
  14551. } else {
  14552. engine.restoreDefaultFramebuffer();
  14553. }
  14554. }
  14555. if (doNotPresent) {
  14556. break;
  14557. }
  14558. var pp = postProcesses[postProcessesTakenIndices[index]];
  14559. var effect = pp.apply();
  14560. if (effect) {
  14561. if (pp.onBeforeRender) {
  14562. pp.onBeforeRender(effect);
  14563. }
  14564. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  14565. engine.draw(true, 0, 6);
  14566. }
  14567. }
  14568. engine.setDepthBuffer(true);
  14569. engine.setDepthWrite(true);
  14570. };
  14571. PostProcessManager.prototype.dispose = function () {
  14572. if (this._vertexBuffer) {
  14573. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  14574. this._vertexBuffer = null;
  14575. }
  14576. if (this._indexBuffer) {
  14577. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  14578. this._indexBuffer = null;
  14579. }
  14580. };
  14581. return PostProcessManager;
  14582. })();
  14583. BABYLON.PostProcessManager = PostProcessManager;
  14584. })(BABYLON || (BABYLON = {}));
  14585. var __extends = this.__extends || function (d, b) {
  14586. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  14587. function __() { this.constructor = d; }
  14588. __.prototype = b.prototype;
  14589. d.prototype = new __();
  14590. };
  14591. var BABYLON;
  14592. (function (BABYLON) {
  14593. var PassPostProcess = (function (_super) {
  14594. __extends(PassPostProcess, _super);
  14595. function PassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  14596. _super.call(this, name, "pass", null, null, ratio, camera, samplingMode, engine, reusable);
  14597. }
  14598. return PassPostProcess;
  14599. })(BABYLON.PostProcess);
  14600. BABYLON.PassPostProcess = PassPostProcess;
  14601. })(BABYLON || (BABYLON = {}));
  14602. var __extends = this.__extends || function (d, b) {
  14603. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  14604. function __() { this.constructor = d; }
  14605. __.prototype = b.prototype;
  14606. d.prototype = new __();
  14607. };
  14608. var BABYLON;
  14609. (function (BABYLON) {
  14610. var BlurPostProcess = (function (_super) {
  14611. __extends(BlurPostProcess, _super);
  14612. function BlurPostProcess(name, direction, blurWidth, ratio, camera, samplingMode, engine, reusable) {
  14613. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  14614. var _this = this;
  14615. _super.call(this, name, "blur", ["screenSize", "direction", "blurWidth"], null, ratio, camera, samplingMode, engine, reusable);
  14616. this.direction = direction;
  14617. this.blurWidth = blurWidth;
  14618. this.onApply = function (effect) {
  14619. effect.setFloat2("screenSize", _this.width, _this.height);
  14620. effect.setVector2("direction", _this.direction);
  14621. effect.setFloat("blurWidth", _this.blurWidth);
  14622. };
  14623. }
  14624. return BlurPostProcess;
  14625. })(BABYLON.PostProcess);
  14626. BABYLON.BlurPostProcess = BlurPostProcess;
  14627. })(BABYLON || (BABYLON = {}));
  14628. var __extends = this.__extends || function (d, b) {
  14629. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  14630. function __() { this.constructor = d; }
  14631. __.prototype = b.prototype;
  14632. d.prototype = new __();
  14633. };
  14634. var BABYLON;
  14635. (function (BABYLON) {
  14636. var FilterPostProcess = (function (_super) {
  14637. __extends(FilterPostProcess, _super);
  14638. function FilterPostProcess(name, kernelMatrix, ratio, camera, samplingMode, engine, reusable) {
  14639. var _this = this;
  14640. _super.call(this, name, "filter", ["kernelMatrix"], null, ratio, camera, samplingMode, engine, reusable);
  14641. this.kernelMatrix = kernelMatrix;
  14642. this.onApply = function (effect) {
  14643. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  14644. };
  14645. }
  14646. return FilterPostProcess;
  14647. })(BABYLON.PostProcess);
  14648. BABYLON.FilterPostProcess = FilterPostProcess;
  14649. })(BABYLON || (BABYLON = {}));
  14650. var __extends = this.__extends || function (d, b) {
  14651. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  14652. function __() { this.constructor = d; }
  14653. __.prototype = b.prototype;
  14654. d.prototype = new __();
  14655. };
  14656. var BABYLON;
  14657. (function (BABYLON) {
  14658. var RefractionPostProcess = (function (_super) {
  14659. __extends(RefractionPostProcess, _super);
  14660. function RefractionPostProcess(name, refractionTextureUrl, color, depth, colorLevel, ratio, camera, samplingMode, engine, reusable) {
  14661. var _this = this;
  14662. _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], ratio, camera, samplingMode, engine, reusable);
  14663. this.color = color;
  14664. this.depth = depth;
  14665. this.colorLevel = colorLevel;
  14666. this.onActivate = function (cam) {
  14667. _this._refRexture = _this._refRexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  14668. };
  14669. this.onApply = function (effect) {
  14670. effect.setColor3("baseColor", _this.color);
  14671. effect.setFloat("depth", _this.depth);
  14672. effect.setFloat("colorLevel", _this.colorLevel);
  14673. effect.setTexture("refractionSampler", _this._refRexture);
  14674. };
  14675. }
  14676. RefractionPostProcess.prototype.dispose = function (camera) {
  14677. if (this._refRexture) {
  14678. this._refRexture.dispose();
  14679. }
  14680. _super.prototype.dispose.call(this, camera);
  14681. };
  14682. return RefractionPostProcess;
  14683. })(BABYLON.PostProcess);
  14684. BABYLON.RefractionPostProcess = RefractionPostProcess;
  14685. })(BABYLON || (BABYLON = {}));
  14686. var __extends = this.__extends || function (d, b) {
  14687. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  14688. function __() { this.constructor = d; }
  14689. __.prototype = b.prototype;
  14690. d.prototype = new __();
  14691. };
  14692. var BABYLON;
  14693. (function (BABYLON) {
  14694. var BlackAndWhitePostProcess = (function (_super) {
  14695. __extends(BlackAndWhitePostProcess, _super);
  14696. function BlackAndWhitePostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  14697. _super.call(this, name, "blackAndWhite", null, null, ratio, camera, samplingMode, engine, reusable);
  14698. }
  14699. return BlackAndWhitePostProcess;
  14700. })(BABYLON.PostProcess);
  14701. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  14702. })(BABYLON || (BABYLON = {}));
  14703. var __extends = this.__extends || function (d, b) {
  14704. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  14705. function __() { this.constructor = d; }
  14706. __.prototype = b.prototype;
  14707. d.prototype = new __();
  14708. };
  14709. var BABYLON;
  14710. (function (BABYLON) {
  14711. var ConvolutionPostProcess = (function (_super) {
  14712. __extends(ConvolutionPostProcess, _super);
  14713. function ConvolutionPostProcess(name, kernel, ratio, camera, samplingMode, engine, reusable) {
  14714. var _this = this;
  14715. _super.call(this, name, "convolution", ["kernel", "screenSize"], null, ratio, camera, samplingMode, engine, reusable);
  14716. this.kernel = kernel;
  14717. this.onApply = function (effect) {
  14718. effect.setFloat2("screenSize", _this.width, _this.height);
  14719. effect.setArray("kernel", _this.kernel);
  14720. };
  14721. }
  14722. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  14723. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  14724. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  14725. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  14726. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  14727. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  14728. return ConvolutionPostProcess;
  14729. })(BABYLON.PostProcess);
  14730. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  14731. })(BABYLON || (BABYLON = {}));
  14732. var __extends = this.__extends || function (d, b) {
  14733. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  14734. function __() { this.constructor = d; }
  14735. __.prototype = b.prototype;
  14736. d.prototype = new __();
  14737. };
  14738. var BABYLON;
  14739. (function (BABYLON) {
  14740. var FxaaPostProcess = (function (_super) {
  14741. __extends(FxaaPostProcess, _super);
  14742. function FxaaPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  14743. var _this = this;
  14744. _super.call(this, name, "fxaa", ["texelSize"], null, ratio, camera, samplingMode, engine, reusable);
  14745. this.onSizeChanged = function () {
  14746. _this.texelWidth = 1.0 / _this.width;
  14747. _this.texelHeight = 1.0 / _this.height;
  14748. };
  14749. this.onApply = function (effect) {
  14750. effect.setFloat2("texelSize", _this.texelWidth, _this.texelHeight);
  14751. };
  14752. }
  14753. return FxaaPostProcess;
  14754. })(BABYLON.PostProcess);
  14755. BABYLON.FxaaPostProcess = FxaaPostProcess;
  14756. })(BABYLON || (BABYLON = {}));
  14757. var BABYLON;
  14758. (function (BABYLON) {
  14759. var LensFlare = (function () {
  14760. function LensFlare(size, position, color, imgUrl, system) {
  14761. this.size = size;
  14762. this.position = position;
  14763. this.dispose = function () {
  14764. if (this.texture) {
  14765. this.texture.dispose();
  14766. }
  14767. var index = this._system.lensFlares.indexOf(this);
  14768. this._system.lensFlares.splice(index, 1);
  14769. };
  14770. this.color = color || new BABYLON.Color3(1, 1, 1);
  14771. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  14772. this._system = system;
  14773. system.lensFlares.push(this);
  14774. }
  14775. return LensFlare;
  14776. })();
  14777. BABYLON.LensFlare = LensFlare;
  14778. })(BABYLON || (BABYLON = {}));
  14779. var BABYLON;
  14780. (function (BABYLON) {
  14781. var LensFlareSystem = (function () {
  14782. function LensFlareSystem(name, emitter, scene) {
  14783. this.name = name;
  14784. this.lensFlares = new Array();
  14785. this.borderLimit = 300;
  14786. this._vertexDeclaration = [2];
  14787. this._vertexStrideSize = 2 * 4;
  14788. this._isEnabled = true;
  14789. this._scene = scene;
  14790. this._emitter = emitter;
  14791. scene.lensFlareSystems.push(this);
  14792. this.meshesSelectionPredicate = function (m) {
  14793. return m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0);
  14794. };
  14795. var vertices = [];
  14796. vertices.push(1, 1);
  14797. vertices.push(-1, 1);
  14798. vertices.push(-1, -1);
  14799. vertices.push(1, -1);
  14800. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  14801. var indices = [];
  14802. indices.push(0);
  14803. indices.push(1);
  14804. indices.push(2);
  14805. indices.push(0);
  14806. indices.push(2);
  14807. indices.push(3);
  14808. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  14809. this._effect = this._scene.getEngine().createEffect("lensFlare", ["position"], ["color", "viewportMatrix"], ["textureSampler"], "");
  14810. }
  14811. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  14812. get: function () {
  14813. return this._isEnabled;
  14814. },
  14815. set: function (value) {
  14816. this._isEnabled = value;
  14817. },
  14818. enumerable: true,
  14819. configurable: true
  14820. });
  14821. LensFlareSystem.prototype.getScene = function () {
  14822. return this._scene;
  14823. };
  14824. LensFlareSystem.prototype.getEmitter = function () {
  14825. return this._emitter;
  14826. };
  14827. LensFlareSystem.prototype.getEmitterPosition = function () {
  14828. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  14829. };
  14830. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  14831. var position = this.getEmitterPosition();
  14832. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  14833. this._positionX = position.x;
  14834. this._positionY = position.y;
  14835. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  14836. if (position.z > 0) {
  14837. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  14838. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height))
  14839. return true;
  14840. }
  14841. }
  14842. return false;
  14843. };
  14844. LensFlareSystem.prototype._isVisible = function () {
  14845. if (!this._isEnabled) {
  14846. return false;
  14847. }
  14848. var emitterPosition = this.getEmitterPosition();
  14849. var direction = emitterPosition.subtract(this._scene.activeCamera.position);
  14850. var distance = direction.length();
  14851. direction.normalize();
  14852. var ray = new BABYLON.Ray(this._scene.activeCamera.position, direction);
  14853. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  14854. return !pickInfo.hit || pickInfo.distance > distance;
  14855. };
  14856. LensFlareSystem.prototype.render = function () {
  14857. if (!this._effect.isReady())
  14858. return false;
  14859. var engine = this._scene.getEngine();
  14860. var viewport = this._scene.activeCamera.viewport;
  14861. var globalViewport = viewport.toGlobal(engine);
  14862. if (!this.computeEffectivePosition(globalViewport)) {
  14863. return false;
  14864. }
  14865. if (!this._isVisible()) {
  14866. return false;
  14867. }
  14868. var awayX;
  14869. var awayY;
  14870. if (this._positionX < this.borderLimit + globalViewport.x) {
  14871. awayX = this.borderLimit + globalViewport.x - this._positionX;
  14872. } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  14873. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  14874. } else {
  14875. awayX = 0;
  14876. }
  14877. if (this._positionY < this.borderLimit + globalViewport.y) {
  14878. awayY = this.borderLimit + globalViewport.y - this._positionY;
  14879. } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  14880. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  14881. } else {
  14882. awayY = 0;
  14883. }
  14884. var away = (awayX > awayY) ? awayX : awayY;
  14885. if (away > this.borderLimit) {
  14886. away = this.borderLimit;
  14887. }
  14888. var intensity = 1.0 - (away / this.borderLimit);
  14889. if (intensity < 0) {
  14890. return false;
  14891. }
  14892. if (intensity > 1.0) {
  14893. intensity = 1.0;
  14894. }
  14895. var centerX = globalViewport.x + globalViewport.width / 2;
  14896. var centerY = globalViewport.y + globalViewport.height / 2;
  14897. var distX = centerX - this._positionX;
  14898. var distY = centerY - this._positionY;
  14899. engine.enableEffect(this._effect);
  14900. engine.setState(false);
  14901. engine.setDepthBuffer(false);
  14902. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  14903. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  14904. for (var index = 0; index < this.lensFlares.length; index++) {
  14905. var flare = this.lensFlares[index];
  14906. var x = centerX - (distX * flare.position);
  14907. var y = centerY - (distY * flare.position);
  14908. var cw = flare.size;
  14909. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera);
  14910. var cx = 2 * (x / globalViewport.width) - 1.0;
  14911. var cy = 1.0 - 2 * (y / globalViewport.height);
  14912. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  14913. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  14914. this._effect.setTexture("textureSampler", flare.texture);
  14915. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  14916. engine.draw(true, 0, 6);
  14917. }
  14918. engine.setDepthBuffer(true);
  14919. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  14920. return true;
  14921. };
  14922. LensFlareSystem.prototype.dispose = function () {
  14923. if (this._vertexBuffer) {
  14924. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  14925. this._vertexBuffer = null;
  14926. }
  14927. if (this._indexBuffer) {
  14928. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  14929. this._indexBuffer = null;
  14930. }
  14931. while (this.lensFlares.length) {
  14932. this.lensFlares[0].dispose();
  14933. }
  14934. var index = this._scene.lensFlareSystems.indexOf(this);
  14935. this._scene.lensFlareSystems.splice(index, 1);
  14936. };
  14937. return LensFlareSystem;
  14938. })();
  14939. BABYLON.LensFlareSystem = LensFlareSystem;
  14940. })(BABYLON || (BABYLON = {}));
  14941. var BABYLON;
  14942. (function (BABYLON) {
  14943. var IntersectionInfo = (function () {
  14944. function IntersectionInfo(bu, bv, distance) {
  14945. this.bu = bu;
  14946. this.bv = bv;
  14947. this.distance = distance;
  14948. this.faceId = 0;
  14949. }
  14950. return IntersectionInfo;
  14951. })();
  14952. BABYLON.IntersectionInfo = IntersectionInfo;
  14953. var PickingInfo = (function () {
  14954. function PickingInfo() {
  14955. this.hit = false;
  14956. this.distance = 0;
  14957. this.pickedPoint = null;
  14958. this.pickedMesh = null;
  14959. this.bu = 0;
  14960. this.bv = 0;
  14961. this.faceId = -1;
  14962. }
  14963. PickingInfo.prototype.getNormal = function () {
  14964. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  14965. return null;
  14966. }
  14967. var indices = this.pickedMesh.getIndices();
  14968. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  14969. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  14970. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  14971. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  14972. normal0 = normal0.scale(this.bu);
  14973. normal1 = normal1.scale(this.bv);
  14974. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  14975. return new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  14976. };
  14977. PickingInfo.prototype.getTextureCoordinates = function () {
  14978. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  14979. return null;
  14980. }
  14981. var indices = this.pickedMesh.getIndices();
  14982. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  14983. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  14984. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  14985. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  14986. uv0 = uv0.scale(this.bu);
  14987. uv1 = uv1.scale(this.bv);
  14988. uv2 = uv2.scale(1.0 - this.bu - this.bv);
  14989. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  14990. };
  14991. return PickingInfo;
  14992. })();
  14993. BABYLON.PickingInfo = PickingInfo;
  14994. })(BABYLON || (BABYLON = {}));
  14995. var BABYLON;
  14996. (function (BABYLON) {
  14997. var FilesInput = (function () {
  14998. function FilesInput(p_engine, p_scene, p_canvas, p_sceneLoadedCallback, p_progressCallback, p_additionnalRenderLoopLogicCallback, p_textureLoadingCallback, p_startingProcessingFilesCallback) {
  14999. this.engine = p_engine;
  15000. this.canvas = p_canvas;
  15001. this.currentScene = p_scene;
  15002. this.sceneLoadedCallback = p_sceneLoadedCallback;
  15003. this.progressCallback = p_progressCallback;
  15004. this.additionnalRenderLoopLogicCallback = p_additionnalRenderLoopLogicCallback;
  15005. this.textureLoadingCallback = p_textureLoadingCallback;
  15006. this.startingProcessingFilesCallback = p_startingProcessingFilesCallback;
  15007. }
  15008. FilesInput.prototype.monitorElementForDragNDrop = function (p_elementToMonitor) {
  15009. var _this = this;
  15010. if (p_elementToMonitor) {
  15011. this.elementToMonitor = p_elementToMonitor;
  15012. this.elementToMonitor.addEventListener("dragenter", function (e) {
  15013. _this.drag(e);
  15014. }, false);
  15015. this.elementToMonitor.addEventListener("dragover", function (e) {
  15016. _this.drag(e);
  15017. }, false);
  15018. this.elementToMonitor.addEventListener("drop", function (e) {
  15019. _this.drop(e);
  15020. }, false);
  15021. }
  15022. };
  15023. FilesInput.prototype.renderFunction = function () {
  15024. if (this.additionnalRenderLoopLogicCallback) {
  15025. this.additionnalRenderLoopLogicCallback();
  15026. }
  15027. if (this.currentScene) {
  15028. if (this.textureLoadingCallback) {
  15029. var remaining = this.currentScene.getWaitingItemsCount();
  15030. if (remaining > 0) {
  15031. this.textureLoadingCallback(remaining);
  15032. }
  15033. }
  15034. this.currentScene.render();
  15035. }
  15036. };
  15037. FilesInput.prototype.drag = function (e) {
  15038. e.stopPropagation();
  15039. e.preventDefault();
  15040. };
  15041. FilesInput.prototype.drop = function (eventDrop) {
  15042. eventDrop.stopPropagation();
  15043. eventDrop.preventDefault();
  15044. this.loadFiles(eventDrop);
  15045. };
  15046. FilesInput.prototype.loadFiles = function (event) {
  15047. var _this = this;
  15048. var that = this;
  15049. if (this.startingProcessingFilesCallback)
  15050. this.startingProcessingFilesCallback();
  15051. var sceneFileToLoad;
  15052. var filesToLoad;
  15053. if (event && event.dataTransfer && event.dataTransfer.files) {
  15054. filesToLoad = event.dataTransfer.files;
  15055. }
  15056. if (event && event.target && event.target.files) {
  15057. filesToLoad = event.target.files;
  15058. }
  15059. if (filesToLoad && filesToLoad.length > 0) {
  15060. for (var i = 0; i < filesToLoad.length; i++) {
  15061. switch (filesToLoad[i].type) {
  15062. case "image/jpeg":
  15063. case "image/png":
  15064. BABYLON.FilesInput.FilesTextures[filesToLoad[i].name] = filesToLoad[i];
  15065. break;
  15066. case "image/targa":
  15067. case "image/vnd.ms-dds":
  15068. BABYLON.FilesInput.FilesToLoad[filesToLoad[i].name] = filesToLoad[i];
  15069. break;
  15070. default:
  15071. if (filesToLoad[i].name.indexOf(".babylon") !== -1 && filesToLoad[i].name.indexOf(".manifest") === -1 && filesToLoad[i].name.indexOf(".incremental") === -1 && filesToLoad[i].name.indexOf(".babylonmeshdata") === -1 && filesToLoad[i].name.indexOf(".babylongeometrydata") === -1) {
  15072. sceneFileToLoad = filesToLoad[i];
  15073. }
  15074. break;
  15075. }
  15076. }
  15077. if (sceneFileToLoad) {
  15078. if (this.currentScene) {
  15079. this.engine.stopRenderLoop();
  15080. this.currentScene.dispose();
  15081. }
  15082. BABYLON.SceneLoader.Load("file:", sceneFileToLoad, this.engine, function (newScene) {
  15083. that.currentScene = newScene;
  15084. that.currentScene.executeWhenReady(function () {
  15085. if (that.currentScene.activeCamera) {
  15086. that.currentScene.activeCamera.attachControl(that.canvas);
  15087. }
  15088. if (that.sceneLoadedCallback) {
  15089. that.sceneLoadedCallback(sceneFileToLoad, that.currentScene);
  15090. }
  15091. that.engine.runRenderLoop(function () {
  15092. that.renderFunction();
  15093. });
  15094. });
  15095. }, function (progress) {
  15096. if (_this.progressCallback) {
  15097. _this.progressCallback(progress);
  15098. }
  15099. });
  15100. } else {
  15101. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  15102. }
  15103. }
  15104. };
  15105. FilesInput.FilesTextures = new Array();
  15106. FilesInput.FilesToLoad = new Array();
  15107. return FilesInput;
  15108. })();
  15109. BABYLON.FilesInput = FilesInput;
  15110. })(BABYLON || (BABYLON = {}));
  15111. var BABYLON;
  15112. (function (BABYLON) {
  15113. var OimoJSPlugin = (function () {
  15114. function OimoJSPlugin() {
  15115. this._registeredMeshes = [];
  15116. /**
  15117. * Update the body position according to the mesh position
  15118. * @param mesh
  15119. */
  15120. this.updateBodyPosition = function (mesh) {
  15121. for (var index = 0; index < this._registeredMeshes.length; index++) {
  15122. var registeredMesh = this._registeredMeshes[index];
  15123. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  15124. var body = registeredMesh.body.body;
  15125. mesh.computeWorldMatrix(true);
  15126. var center = mesh.getBoundingInfo().boundingBox.center;
  15127. body.setPosition(center.x, center.y, center.z);
  15128. body.setOrientation(mesh.rotation.x, mesh.rotation.y, mesh.rotation.z);
  15129. return;
  15130. }
  15131. if (registeredMesh.mesh.parent === mesh) {
  15132. mesh.computeWorldMatrix(true);
  15133. registeredMesh.mesh.computeWorldMatrix(true);
  15134. var absolutePosition = registeredMesh.mesh.getAbsolutePosition();
  15135. var absoluteRotation = mesh.rotation;
  15136. body = registeredMesh.body.body;
  15137. body.setPosition(absolutePosition.x, absolutePosition.y, absolutePosition.z);
  15138. body.setOrientation(absoluteRotation.x, absoluteRotation.y, absoluteRotation.z);
  15139. return;
  15140. }
  15141. }
  15142. };
  15143. }
  15144. OimoJSPlugin.prototype._checkWithEpsilon = function (value) {
  15145. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  15146. };
  15147. OimoJSPlugin.prototype.initialize = function (iterations) {
  15148. this._world = new OIMO.World();
  15149. this._world.clear();
  15150. };
  15151. OimoJSPlugin.prototype.setGravity = function (gravity) {
  15152. this._world.gravity = gravity;
  15153. };
  15154. OimoJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
  15155. var body = null;
  15156. this.unregisterMesh(mesh);
  15157. mesh.computeWorldMatrix(true);
  15158. switch (impostor) {
  15159. case BABYLON.PhysicsEngine.SphereImpostor:
  15160. var bbox = mesh.getBoundingInfo().boundingBox;
  15161. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  15162. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  15163. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  15164. var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
  15165. var deltaPosition = mesh.position.subtract(bbox.center);
  15166. body = new OIMO.Body({
  15167. type: 'sphere',
  15168. size: [size],
  15169. pos: [bbox.center.x, bbox.center.y, bbox.center.z],
  15170. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD],
  15171. move: options.mass != 0,
  15172. config: [options.mass, options.friction, options.restitution],
  15173. world: this._world
  15174. });
  15175. this._registeredMeshes.push({
  15176. mesh: mesh,
  15177. body: body,
  15178. delta: deltaPosition
  15179. });
  15180. break;
  15181. case BABYLON.PhysicsEngine.PlaneImpostor:
  15182. case BABYLON.PhysicsEngine.BoxImpostor:
  15183. bbox = mesh.getBoundingInfo().boundingBox;
  15184. var min = bbox.minimumWorld;
  15185. var max = bbox.maximumWorld;
  15186. var box = max.subtract(min);
  15187. var sizeX = this._checkWithEpsilon(box.x);
  15188. var sizeY = this._checkWithEpsilon(box.y);
  15189. var sizeZ = this._checkWithEpsilon(box.z);
  15190. var deltaPosition = mesh.position.subtract(bbox.center);
  15191. body = new OIMO.Body({
  15192. type: 'box',
  15193. size: [sizeX, sizeY, sizeZ],
  15194. pos: [bbox.center.x, bbox.center.y, bbox.center.z],
  15195. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD],
  15196. move: options.mass != 0,
  15197. config: [options.mass, options.friction, options.restitution],
  15198. world: this._world
  15199. });
  15200. this._registeredMeshes.push({
  15201. mesh: mesh,
  15202. body: body,
  15203. delta: deltaPosition
  15204. });
  15205. break;
  15206. }
  15207. return body;
  15208. };
  15209. OimoJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
  15210. var types = [], sizes = [], positions = [], rotations = [];
  15211. var initialMesh = parts[0].mesh;
  15212. for (var index = 0; index < parts.length; index++) {
  15213. var part = parts[index];
  15214. var bodyParameters = this._createBodyAsCompound(part, options, initialMesh);
  15215. types.push(bodyParameters.type);
  15216. sizes.push.apply(sizes, bodyParameters.size);
  15217. positions.push.apply(positions, bodyParameters.pos);
  15218. rotations.push.apply(rotations, bodyParameters.rot);
  15219. }
  15220. var body = new OIMO.Body({
  15221. type: types,
  15222. size: sizes,
  15223. pos: positions,
  15224. rot: rotations,
  15225. move: options.mass != 0,
  15226. config: [options.mass, options.friction, options.restitution],
  15227. world: this._world
  15228. });
  15229. this._registeredMeshes.push({
  15230. mesh: initialMesh,
  15231. body: body
  15232. });
  15233. return body;
  15234. };
  15235. OimoJSPlugin.prototype._createBodyAsCompound = function (part, options, initialMesh) {
  15236. var bodyParameters = null;
  15237. var mesh = part.mesh;
  15238. switch (part.impostor) {
  15239. case BABYLON.PhysicsEngine.SphereImpostor:
  15240. var bbox = mesh.getBoundingInfo().boundingBox;
  15241. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  15242. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  15243. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  15244. var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
  15245. bodyParameters = {
  15246. type: 'sphere',
  15247. /* bug with oimo : sphere needs 3 sizes in this case */
  15248. size: [size, -1, -1],
  15249. pos: [mesh.position.x, mesh.position.y, mesh.position.z],
  15250. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD]
  15251. };
  15252. break;
  15253. case BABYLON.PhysicsEngine.PlaneImpostor:
  15254. case BABYLON.PhysicsEngine.BoxImpostor:
  15255. bbox = mesh.getBoundingInfo().boundingBox;
  15256. var min = bbox.minimumWorld;
  15257. var max = bbox.maximumWorld;
  15258. var box = max.subtract(min);
  15259. var sizeX = this._checkWithEpsilon(box.x);
  15260. var sizeY = this._checkWithEpsilon(box.y);
  15261. var sizeZ = this._checkWithEpsilon(box.z);
  15262. var relativePosition = mesh.position;
  15263. bodyParameters = {
  15264. type: 'box',
  15265. size: [sizeX, sizeY, sizeZ],
  15266. pos: [relativePosition.x, relativePosition.y, relativePosition.z],
  15267. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD]
  15268. };
  15269. break;
  15270. }
  15271. return bodyParameters;
  15272. };
  15273. OimoJSPlugin.prototype.unregisterMesh = function (mesh) {
  15274. for (var index = 0; index < this._registeredMeshes.length; index++) {
  15275. var registeredMesh = this._registeredMeshes[index];
  15276. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  15277. if (registeredMesh.body) {
  15278. this._world.removeRigidBody(registeredMesh.body.body);
  15279. this._unbindBody(registeredMesh.body);
  15280. }
  15281. this._registeredMeshes.splice(index, 1);
  15282. return;
  15283. }
  15284. }
  15285. };
  15286. OimoJSPlugin.prototype._unbindBody = function (body) {
  15287. for (var index = 0; index < this._registeredMeshes.length; index++) {
  15288. var registeredMesh = this._registeredMeshes[index];
  15289. if (registeredMesh.body === body) {
  15290. registeredMesh.body = null;
  15291. }
  15292. }
  15293. };
  15294. OimoJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
  15295. for (var index = 0; index < this._registeredMeshes.length; index++) {
  15296. var registeredMesh = this._registeredMeshes[index];
  15297. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  15298. var mass = registeredMesh.body.body.massInfo.mass;
  15299. registeredMesh.body.body.applyImpulse(contactPoint.scale(OIMO.INV_SCALE), force.scale(OIMO.INV_SCALE * mass));
  15300. return;
  15301. }
  15302. }
  15303. };
  15304. OimoJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
  15305. var body1 = null, body2 = null;
  15306. for (var index = 0; index < this._registeredMeshes.length; index++) {
  15307. var registeredMesh = this._registeredMeshes[index];
  15308. if (registeredMesh.mesh === mesh1) {
  15309. body1 = registeredMesh.body.body;
  15310. } else if (registeredMesh.mesh === mesh2) {
  15311. body2 = registeredMesh.body.body;
  15312. }
  15313. }
  15314. if (!body1 || !body2) {
  15315. return false;
  15316. }
  15317. if (!options) {
  15318. options = {};
  15319. }
  15320. new OIMO.Link({
  15321. type: options.type,
  15322. body1: body1,
  15323. body2: body2,
  15324. min: options.min,
  15325. max: options.max,
  15326. axe1: options.axe1,
  15327. axe2: options.axe2,
  15328. pos1: [pivot1.x, pivot1.y, pivot1.z],
  15329. pos2: [pivot2.x, pivot2.y, pivot2.z],
  15330. collision: options.collision,
  15331. spring: options.spring,
  15332. world: this._world
  15333. });
  15334. return true;
  15335. };
  15336. OimoJSPlugin.prototype.dispose = function () {
  15337. this._world.clear();
  15338. while (this._registeredMeshes.length) {
  15339. this.unregisterMesh(this._registeredMeshes[0].mesh);
  15340. }
  15341. };
  15342. OimoJSPlugin.prototype.isSupported = function () {
  15343. return OIMO !== undefined;
  15344. };
  15345. OimoJSPlugin.prototype._getLastShape = function (body) {
  15346. var lastShape = body.shapes;
  15347. while (lastShape.next) {
  15348. lastShape = lastShape.next;
  15349. }
  15350. return lastShape;
  15351. };
  15352. OimoJSPlugin.prototype.runOneStep = function (time) {
  15353. this._world.step();
  15354. var i = this._registeredMeshes.length;
  15355. var m;
  15356. while (i--) {
  15357. var body = this._registeredMeshes[i].body.body;
  15358. var mesh = this._registeredMeshes[i].mesh;
  15359. var delta = this._registeredMeshes[i].delta;
  15360. if (!body.sleeping) {
  15361. if (body.shapes.next) {
  15362. var parentShape = this._getLastShape(body);
  15363. mesh.position.x = parentShape.position.x * OIMO.WORLD_SCALE;
  15364. mesh.position.y = parentShape.position.y * OIMO.WORLD_SCALE;
  15365. mesh.position.z = parentShape.position.z * OIMO.WORLD_SCALE;
  15366. var mtx = BABYLON.Matrix.FromArray(body.getMatrix());
  15367. if (!mesh.rotationQuaternion) {
  15368. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  15369. }
  15370. mesh.rotationQuaternion.fromRotationMatrix(mtx);
  15371. mesh.computeWorldMatrix();
  15372. } else {
  15373. m = body.getMatrix();
  15374. mtx = BABYLON.Matrix.FromArray(m);
  15375. var bodyX = mtx.m[12], bodyY = mtx.m[13], bodyZ = mtx.m[14];
  15376. if (!delta) {
  15377. mesh.position.x = bodyX;
  15378. mesh.position.y = bodyY;
  15379. mesh.position.z = bodyZ;
  15380. } else {
  15381. mesh.position.x = bodyX + delta.x;
  15382. mesh.position.y = bodyY + delta.y;
  15383. mesh.position.z = bodyZ + delta.z;
  15384. }
  15385. if (!mesh.rotationQuaternion) {
  15386. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  15387. }
  15388. mesh.rotationQuaternion.fromRotationMatrix(mtx);
  15389. mesh.computeWorldMatrix();
  15390. }
  15391. }
  15392. }
  15393. };
  15394. return OimoJSPlugin;
  15395. })();
  15396. BABYLON.OimoJSPlugin = OimoJSPlugin;
  15397. })(BABYLON || (BABYLON = {}));
  15398. var BABYLON;
  15399. (function (BABYLON) {
  15400. var PhysicsEngine = (function () {
  15401. function PhysicsEngine(plugin) {
  15402. this._currentPlugin = plugin || new BABYLON.OimoJSPlugin();
  15403. }
  15404. PhysicsEngine.prototype._initialize = function (gravity) {
  15405. this._currentPlugin.initialize();
  15406. this._setGravity(gravity);
  15407. };
  15408. PhysicsEngine.prototype._runOneStep = function (delta) {
  15409. if (delta > 0.1) {
  15410. delta = 0.1;
  15411. } else if (delta <= 0) {
  15412. delta = 1.0 / 60.0;
  15413. }
  15414. this._currentPlugin.runOneStep(delta);
  15415. };
  15416. PhysicsEngine.prototype._setGravity = function (gravity) {
  15417. this.gravity = gravity || new BABYLON.Vector3(0, -9.82, 0);
  15418. this._currentPlugin.setGravity(this.gravity);
  15419. };
  15420. PhysicsEngine.prototype._registerMesh = function (mesh, impostor, options) {
  15421. return this._currentPlugin.registerMesh(mesh, impostor, options);
  15422. };
  15423. PhysicsEngine.prototype._registerMeshesAsCompound = function (parts, options) {
  15424. return this._currentPlugin.registerMeshesAsCompound(parts, options);
  15425. };
  15426. PhysicsEngine.prototype._unregisterMesh = function (mesh) {
  15427. this._currentPlugin.unregisterMesh(mesh);
  15428. };
  15429. PhysicsEngine.prototype._applyImpulse = function (mesh, force, contactPoint) {
  15430. this._currentPlugin.applyImpulse(mesh, force, contactPoint);
  15431. };
  15432. PhysicsEngine.prototype._createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
  15433. return this._currentPlugin.createLink(mesh1, mesh2, pivot1, pivot2, options);
  15434. };
  15435. PhysicsEngine.prototype._updateBodyPosition = function (mesh) {
  15436. this._currentPlugin.updateBodyPosition(mesh);
  15437. };
  15438. PhysicsEngine.prototype.dispose = function () {
  15439. this._currentPlugin.dispose();
  15440. };
  15441. PhysicsEngine.prototype.isSupported = function () {
  15442. return this._currentPlugin.isSupported();
  15443. };
  15444. PhysicsEngine.NoImpostor = 0;
  15445. PhysicsEngine.SphereImpostor = 1;
  15446. PhysicsEngine.BoxImpostor = 2;
  15447. PhysicsEngine.PlaneImpostor = 3;
  15448. PhysicsEngine.MeshImpostor = 4;
  15449. PhysicsEngine.CapsuleImpostor = 5;
  15450. PhysicsEngine.ConeImpostor = 6;
  15451. PhysicsEngine.CylinderImpostor = 7;
  15452. PhysicsEngine.ConvexHullImpostor = 8;
  15453. PhysicsEngine.Epsilon = 0.001;
  15454. return PhysicsEngine;
  15455. })();
  15456. BABYLON.PhysicsEngine = PhysicsEngine;
  15457. })(BABYLON || (BABYLON = {}));
  15458. var BABYLON;
  15459. (function (BABYLON) {
  15460. var serializeLight = function (light) {
  15461. var serializationObject = {};
  15462. serializationObject.name = light.name;
  15463. serializationObject.id = light.id;
  15464. serializationObject.tags = BABYLON.Tags.GetTags(light);
  15465. if (light instanceof BABYLON.PointLight) {
  15466. serializationObject.type = 0;
  15467. serializationObject.position = light.position.asArray();
  15468. } else if (light instanceof BABYLON.DirectionalLight) {
  15469. serializationObject.type = 1;
  15470. var directionalLight = light;
  15471. serializationObject.position = directionalLight.position.asArray();
  15472. serializationObject.direction = directionalLight.direction.asArray();
  15473. } else if (light instanceof BABYLON.SpotLight) {
  15474. serializationObject.type = 2;
  15475. var spotLight = light;
  15476. serializationObject.position = spotLight.position.asArray();
  15477. serializationObject.direction = spotLight.position.asArray();
  15478. serializationObject.angle = spotLight.angle;
  15479. serializationObject.exponent = spotLight.exponent;
  15480. } else if (light instanceof BABYLON.HemisphericLight) {
  15481. serializationObject.type = 3;
  15482. var hemisphericLight = light;
  15483. serializationObject.direction = hemisphericLight.direction.asArray();
  15484. serializationObject.groundColor = hemisphericLight.groundColor.asArray();
  15485. }
  15486. if (light.intensity) {
  15487. serializationObject.intensity = light.intensity;
  15488. }
  15489. serializationObject.range = light.range;
  15490. serializationObject.diffuse = light.diffuse.asArray();
  15491. serializationObject.specular = light.specular.asArray();
  15492. return serializationObject;
  15493. };
  15494. var serializeFresnelParameter = function (fresnelParameter) {
  15495. var serializationObject = {};
  15496. serializationObject.isEnabled = fresnelParameter.isEnabled;
  15497. serializationObject.leftColor = fresnelParameter.leftColor;
  15498. serializationObject.rightColor = fresnelParameter.rightColor;
  15499. serializationObject.bias = fresnelParameter.bias;
  15500. serializationObject.power = fresnelParameter.power;
  15501. return serializationObject;
  15502. };
  15503. var serializeCamera = function (camera) {
  15504. var serializationObject = {};
  15505. serializationObject.name = camera.name;
  15506. serializationObject.tags = BABYLON.Tags.GetTags(camera);
  15507. serializationObject.id = camera.id;
  15508. serializationObject.position = camera.position.asArray();
  15509. if (camera.parent) {
  15510. serializationObject.parentId = camera.parent.id;
  15511. }
  15512. serializationObject.rotation = camera.rotation.asArray();
  15513. if (camera.lockedTarget && camera.lockedTarget.id) {
  15514. serializationObject.lockedTargetId = camera.lockedTarget.id;
  15515. }
  15516. serializationObject.fov = camera.fov;
  15517. serializationObject.minZ = camera.minZ;
  15518. serializationObject.maxZ = camera.maxZ;
  15519. serializationObject.speed = camera.speed;
  15520. serializationObject.inertia = camera.inertia;
  15521. serializationObject.checkCollisions = camera.checkCollisions;
  15522. serializationObject.applyGravity = camera.applyGravity;
  15523. if (camera.ellipsoid) {
  15524. serializationObject.ellipsoid = camera.ellipsoid.asArray();
  15525. }
  15526. appendAnimations(camera, serializationObject);
  15527. serializationObject.layerMask = camera.layerMask;
  15528. return serializationObject;
  15529. };
  15530. var appendAnimations = function (source, destination) {
  15531. if (source.animations) {
  15532. destination.animations = [];
  15533. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  15534. var animation = source.animations[animationIndex];
  15535. destination.animations.push(serializeAnimation(animation));
  15536. }
  15537. }
  15538. };
  15539. var serializeAnimation = function (animation) {
  15540. var serializationObject = {};
  15541. serializationObject.name = animation.name;
  15542. serializationObject.property = animation.targetProperty;
  15543. serializationObject.framePerSecond = animation.framePerSecond;
  15544. serializationObject.dataType = animation.dataType;
  15545. serializationObject.loopBehavior = animation.loopMode;
  15546. var dataType = animation.dataType;
  15547. serializationObject.keys = [];
  15548. var keys = animation.getKeys();
  15549. for (var index = 0; index < keys.length; index++) {
  15550. var animationKey = keys[index];
  15551. var key = {};
  15552. key.frame = animationKey.frame;
  15553. switch (dataType) {
  15554. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  15555. key.values = [animationKey.value];
  15556. break;
  15557. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  15558. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  15559. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  15560. key.values = animationKey.value.asArray();
  15561. break;
  15562. }
  15563. serializationObject.keys.push(key);
  15564. }
  15565. return serializationObject;
  15566. };
  15567. var serializeMultiMaterial = function (material) {
  15568. var serializationObject = {};
  15569. serializationObject.name = material.name;
  15570. serializationObject.id = material.id;
  15571. serializationObject.tags = BABYLON.Tags.GetTags(material);
  15572. serializationObject.materials = [];
  15573. for (var matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {
  15574. var subMat = material.subMaterials[matIndex];
  15575. if (subMat) {
  15576. serializationObject.materials.push(subMat.id);
  15577. } else {
  15578. serializationObject.materials.push(null);
  15579. }
  15580. }
  15581. return serializationObject;
  15582. };
  15583. var serializeMaterial = function (material) {
  15584. var serializationObject = {};
  15585. serializationObject.name = material.name;
  15586. serializationObject.ambient = material.ambientColor.asArray();
  15587. serializationObject.diffuse = material.diffuseColor.asArray();
  15588. serializationObject.specular = material.specularColor.asArray();
  15589. serializationObject.specularPower = material.specularPower;
  15590. serializationObject.emissive = material.emissiveColor.asArray();
  15591. serializationObject.alpha = material.alpha;
  15592. serializationObject.id = material.id;
  15593. serializationObject.tags = BABYLON.Tags.GetTags(material);
  15594. serializationObject.backFaceCulling = material.backFaceCulling;
  15595. if (material.diffuseTexture) {
  15596. serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture);
  15597. }
  15598. if (material.diffuseFresnelParameters) {
  15599. serializationObject.diffuseFresnelParameters = serializeFresnelParameter(material.diffuseFresnelParameters);
  15600. }
  15601. if (material.ambientTexture) {
  15602. serializationObject.ambientTexture = serializeTexture(material.ambientTexture);
  15603. }
  15604. if (material.opacityTexture) {
  15605. serializationObject.opacityTexture = serializeTexture(material.opacityTexture);
  15606. }
  15607. if (material.opacityFresnelParameters) {
  15608. serializationObject.opacityFresnelParameters = serializeFresnelParameter(material.opacityFresnelParameters);
  15609. }
  15610. if (material.reflectionTexture) {
  15611. serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture);
  15612. }
  15613. if (material.reflectionFresnelParameters) {
  15614. serializationObject.reflectionFresnelParameters = serializeFresnelParameter(material.reflectionFresnelParameters);
  15615. }
  15616. if (material.emissiveTexture) {
  15617. serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture);
  15618. }
  15619. if (material.emissiveFresnelParameters) {
  15620. serializationObject.emissiveFresnelParameters = serializeFresnelParameter(material.emissiveFresnelParameters);
  15621. }
  15622. if (material.specularTexture) {
  15623. serializationObject.specularTexture = serializeTexture(material.specularTexture);
  15624. }
  15625. if (material.bumpTexture) {
  15626. serializationObject.bumpTexture = serializeTexture(material.bumpTexture);
  15627. }
  15628. return serializationObject;
  15629. };
  15630. var serializeTexture = function (texture) {
  15631. var serializationObject = {};
  15632. if (!texture.name) {
  15633. return null;
  15634. }
  15635. if (texture instanceof BABYLON.CubeTexture) {
  15636. serializationObject.name = texture.name;
  15637. serializationObject.hasAlpha = texture.hasAlpha;
  15638. serializationObject.level = texture.level;
  15639. serializationObject.coordinatesMode = texture.coordinatesMode;
  15640. return serializationObject;
  15641. }
  15642. if (texture instanceof BABYLON.MirrorTexture) {
  15643. var mirrorTexture = texture;
  15644. serializationObject.renderTargetSize = mirrorTexture.getRenderSize();
  15645. serializationObject.renderList = [];
  15646. for (var index = 0; index < mirrorTexture.renderList.length; index++) {
  15647. serializationObject.renderList.push(mirrorTexture.renderList[index].id);
  15648. }
  15649. serializationObject.mirrorPlane = mirrorTexture.mirrorPlane.asArray();
  15650. } else if (texture instanceof BABYLON.RenderTargetTexture) {
  15651. var renderTargetTexture = texture;
  15652. serializationObject.renderTargetSize = renderTargetTexture.getRenderSize();
  15653. serializationObject.renderList = [];
  15654. for (index = 0; index < renderTargetTexture.renderList.length; index++) {
  15655. serializationObject.renderList.push(renderTargetTexture.renderList[index].id);
  15656. }
  15657. }
  15658. var regularTexture = texture;
  15659. serializationObject.name = texture.name;
  15660. serializationObject.hasAlpha = texture.hasAlpha;
  15661. serializationObject.level = texture.level;
  15662. serializationObject.coordinatesIndex = texture.coordinatesIndex;
  15663. serializationObject.coordinatesMode = texture.coordinatesMode;
  15664. serializationObject.uOffset = regularTexture.uOffset;
  15665. serializationObject.vOffset = regularTexture.vOffset;
  15666. serializationObject.uScale = regularTexture.uScale;
  15667. serializationObject.vScale = regularTexture.vScale;
  15668. serializationObject.uAng = regularTexture.uAng;
  15669. serializationObject.vAng = regularTexture.vAng;
  15670. serializationObject.wAng = regularTexture.wAng;
  15671. serializationObject.wrapU = texture.wrapU;
  15672. serializationObject.wrapV = texture.wrapV;
  15673. appendAnimations(texture, serializationObject);
  15674. return serializationObject;
  15675. };
  15676. var serializeSkeleton = function (skeleton) {
  15677. var serializationObject = {};
  15678. serializationObject.name = skeleton.name;
  15679. serializationObject.id = skeleton.id;
  15680. serializationObject.bones = [];
  15681. for (var index = 0; index < skeleton.bones.length; index++) {
  15682. var bone = skeleton.bones[index];
  15683. var serializedBone = {
  15684. parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1,
  15685. name: bone.name,
  15686. matrix: bone.getLocalMatrix().toArray()
  15687. };
  15688. serializationObject.bones.push(serializedBone);
  15689. if (bone.animations && bone.animations.length > 0) {
  15690. serializedBone.animation = serializeAnimation(bone.animations[0]);
  15691. }
  15692. }
  15693. return serializationObject;
  15694. };
  15695. var serializeParticleSystem = function (particleSystem) {
  15696. var serializationObject = {};
  15697. serializationObject.emitterId = particleSystem.emitter.id;
  15698. serializationObject.capacity = particleSystem.getCapacity();
  15699. if (particleSystem.particleTexture) {
  15700. serializationObject.textureName = particleSystem.particleTexture.name;
  15701. }
  15702. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  15703. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  15704. serializationObject.minSize = particleSystem.minSize;
  15705. serializationObject.maxSize = particleSystem.maxSize;
  15706. serializationObject.minLifeTime = particleSystem.minLifeTime;
  15707. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  15708. serializationObject.emitRate = particleSystem.emitRate;
  15709. serializationObject.minEmitBox = particleSystem.minEmitBox.asArray();
  15710. serializationObject.maxEmitBox = particleSystem.maxEmitBox.asArray();
  15711. serializationObject.gravity = particleSystem.gravity.asArray();
  15712. serializationObject.direction1 = particleSystem.direction1.asArray();
  15713. serializationObject.direction2 = particleSystem.direction2.asArray();
  15714. serializationObject.color1 = particleSystem.color1.asArray();
  15715. serializationObject.color2 = particleSystem.color2.asArray();
  15716. serializationObject.colorDead = particleSystem.colorDead.asArray();
  15717. serializationObject.updateSpeed = particleSystem.updateSpeed;
  15718. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  15719. serializationObject.textureMask = particleSystem.textureMask.asArray();
  15720. serializationObject.blendMode = particleSystem.blendMode;
  15721. return serializationObject;
  15722. };
  15723. var serializeLensFlareSystem = function (lensFlareSystem) {
  15724. var serializationObject = {};
  15725. serializationObject.emitterId = lensFlareSystem.getEmitter().id;
  15726. serializationObject.borderLimit = lensFlareSystem.borderLimit;
  15727. serializationObject.flares = [];
  15728. for (var index = 0; index < lensFlareSystem.lensFlares.length; index++) {
  15729. var flare = lensFlareSystem.lensFlares[index];
  15730. serializationObject.flares.push({
  15731. size: flare.size,
  15732. position: flare.position,
  15733. color: flare.color.asArray(),
  15734. textureName: BABYLON.Tools.GetFilename(flare.texture.name)
  15735. });
  15736. }
  15737. return serializationObject;
  15738. };
  15739. var serializeShadowGenerator = function (light) {
  15740. var serializationObject = {};
  15741. var shadowGenerator = light.getShadowGenerator();
  15742. serializationObject.lightId = light.id;
  15743. serializationObject.mapSize = shadowGenerator.getShadowMap().getRenderSize();
  15744. serializationObject.useVarianceShadowMap = shadowGenerator.useVarianceShadowMap;
  15745. serializationObject.usePoissonSampling = shadowGenerator.usePoissonSampling;
  15746. serializationObject.renderList = [];
  15747. for (var meshIndex = 0; meshIndex < shadowGenerator.getShadowMap().renderList.length; meshIndex++) {
  15748. var mesh = shadowGenerator.getShadowMap().renderList[meshIndex];
  15749. serializationObject.renderList.push(mesh.id);
  15750. }
  15751. return serializationObject;
  15752. };
  15753. var serializedGeometries = [];
  15754. var serializeGeometry = function (geometry, serializationGeometries) {
  15755. if (serializedGeometries[geometry.id]) {
  15756. return;
  15757. }
  15758. if (geometry instanceof BABYLON.Geometry.Primitives.Box) {
  15759. serializationGeometries.boxes.push(serializeBox(geometry));
  15760. } else if (geometry instanceof BABYLON.Geometry.Primitives.Sphere) {
  15761. serializationGeometries.spheres.push(serializeSphere(geometry));
  15762. } else if (geometry instanceof BABYLON.Geometry.Primitives.Cylinder) {
  15763. serializationGeometries.cylinders.push(serializeCylinder(geometry));
  15764. } else if (geometry instanceof BABYLON.Geometry.Primitives.Torus) {
  15765. serializationGeometries.toruses.push(serializeTorus(geometry));
  15766. } else if (geometry instanceof BABYLON.Geometry.Primitives.Ground) {
  15767. serializationGeometries.grounds.push(serializeGround(geometry));
  15768. } else if (geometry instanceof BABYLON.Geometry.Primitives.Plane) {
  15769. serializationGeometries.planes.push(serializePlane(geometry));
  15770. } else if (geometry instanceof BABYLON.Geometry.Primitives.TorusKnot) {
  15771. serializationGeometries.torusKnots.push(serializeTorusKnot(geometry));
  15772. } else if (geometry instanceof BABYLON.Geometry.Primitives._Primitive) {
  15773. throw new Error("Unknow primitive type");
  15774. } else {
  15775. serializationGeometries.vertexData.push(serializeVertexData(geometry));
  15776. }
  15777. serializedGeometries[geometry.id] = true;
  15778. };
  15779. var serializeGeometryBase = function (geometry) {
  15780. var serializationObject = {};
  15781. serializationObject.id = geometry.id;
  15782. if (BABYLON.Tags.HasTags(geometry)) {
  15783. serializationObject.tags = BABYLON.Tags.GetTags(geometry);
  15784. }
  15785. return serializationObject;
  15786. };
  15787. var serializeVertexData = function (vertexData) {
  15788. var serializationObject = serializeGeometryBase(vertexData);
  15789. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  15790. serializationObject.positions = vertexData.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  15791. }
  15792. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  15793. serializationObject.normals = vertexData.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  15794. }
  15795. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  15796. serializationObject.uvs = vertexData.getVerticesData(BABYLON.VertexBuffer.UVKind);
  15797. }
  15798. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  15799. serializationObject.uvs2 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  15800. }
  15801. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  15802. serializationObject.colors = vertexData.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  15803. }
  15804. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  15805. serializationObject.matricesIndices = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  15806. serializationObject.matricesIndices._isExpanded = true;
  15807. }
  15808. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  15809. serializationObject.matricesWeights = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  15810. }
  15811. serializationObject.indices = vertexData.getIndices();
  15812. return serializationObject;
  15813. };
  15814. var serializePrimitive = function (primitive) {
  15815. var serializationObject = serializeGeometryBase(primitive);
  15816. serializationObject.canBeRegenerated = primitive.canBeRegenerated();
  15817. return serializationObject;
  15818. };
  15819. var serializeBox = function (box) {
  15820. var serializationObject = serializePrimitive(box);
  15821. serializationObject.size = box.size;
  15822. return serializationObject;
  15823. };
  15824. var serializeSphere = function (sphere) {
  15825. var serializationObject = serializePrimitive(sphere);
  15826. serializationObject.segments = sphere.segments;
  15827. serializationObject.diameter = sphere.diameter;
  15828. return serializationObject;
  15829. };
  15830. var serializeCylinder = function (cylinder) {
  15831. var serializationObject = serializePrimitive(cylinder);
  15832. serializationObject.height = cylinder.height;
  15833. serializationObject.diameterTop = cylinder.diameterTop;
  15834. serializationObject.diameterBottom = cylinder.diameterBottom;
  15835. serializationObject.tessellation = cylinder.tessellation;
  15836. return serializationObject;
  15837. };
  15838. var serializeTorus = function (torus) {
  15839. var serializationObject = serializePrimitive(torus);
  15840. serializationObject.diameter = torus.diameter;
  15841. serializationObject.thickness = torus.thickness;
  15842. serializationObject.tessellation = torus.tessellation;
  15843. return serializationObject;
  15844. };
  15845. var serializeGround = function (ground) {
  15846. var serializationObject = serializePrimitive(ground);
  15847. serializationObject.width = ground.width;
  15848. serializationObject.height = ground.height;
  15849. serializationObject.subdivisions = ground.subdivisions;
  15850. return serializationObject;
  15851. };
  15852. var serializePlane = function (plane) {
  15853. var serializationObject = serializePrimitive(plane);
  15854. serializationObject.size = plane.size;
  15855. return serializationObject;
  15856. };
  15857. var serializeTorusKnot = function (torusKnot) {
  15858. var serializationObject = serializePrimitive(torusKnot);
  15859. serializationObject.radius = torusKnot.radius;
  15860. serializationObject.tube = torusKnot.tube;
  15861. serializationObject.radialSegments = torusKnot.radialSegments;
  15862. serializationObject.tubularSegments = torusKnot.tubularSegments;
  15863. serializationObject.p = torusKnot.p;
  15864. serializationObject.q = torusKnot.q;
  15865. return serializationObject;
  15866. };
  15867. var serializeMesh = function (mesh, serializationScene) {
  15868. var serializationObject = {};
  15869. serializationObject.name = mesh.name;
  15870. serializationObject.id = mesh.id;
  15871. if (BABYLON.Tags.HasTags(mesh)) {
  15872. serializationObject.tags = BABYLON.Tags.GetTags(mesh);
  15873. }
  15874. serializationObject.position = mesh.position.asArray();
  15875. if (mesh.rotationQuaternion) {
  15876. serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
  15877. } else if (mesh.rotation) {
  15878. serializationObject.rotation = mesh.rotation.asArray();
  15879. }
  15880. serializationObject.scaling = mesh.scaling.asArray();
  15881. serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
  15882. serializationObject.isEnabled = mesh.isEnabled();
  15883. serializationObject.isVisible = mesh.isVisible;
  15884. serializationObject.infiniteDistance = mesh.infiniteDistance;
  15885. serializationObject.pickable = mesh.isPickable;
  15886. serializationObject.receiveShadows = mesh.receiveShadows;
  15887. serializationObject.billboardMode = mesh.billboardMode;
  15888. serializationObject.visibility = mesh.visibility;
  15889. serializationObject.checkCollisions = mesh.checkCollisions;
  15890. if (mesh.parent) {
  15891. serializationObject.parentId = mesh.parent.id;
  15892. }
  15893. var geometry = mesh._geometry;
  15894. if (geometry) {
  15895. var geometryId = geometry.id;
  15896. serializationObject.geometryId = geometryId;
  15897. if (!mesh.getScene().getGeometryByID(geometryId)) {
  15898. serializeGeometry(geometry, serializationScene.geometries);
  15899. }
  15900. serializationObject.subMeshes = [];
  15901. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  15902. var subMesh = mesh.subMeshes[subIndex];
  15903. serializationObject.subMeshes.push({
  15904. materialIndex: subMesh.materialIndex,
  15905. verticesStart: subMesh.verticesStart,
  15906. verticesCount: subMesh.verticesCount,
  15907. indexStart: subMesh.indexStart,
  15908. indexCount: subMesh.indexCount
  15909. });
  15910. }
  15911. }
  15912. if (mesh.material) {
  15913. serializationObject.materialId = mesh.material.id;
  15914. } else {
  15915. mesh.material = null;
  15916. }
  15917. if (mesh.skeleton) {
  15918. serializationObject.skeletonId = mesh.skeleton.id;
  15919. }
  15920. if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  15921. serializationObject.physicsMass = mesh.getPhysicsMass();
  15922. serializationObject.physicsFriction = mesh.getPhysicsFriction();
  15923. serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
  15924. switch (mesh.getPhysicsImpostor()) {
  15925. case BABYLON.PhysicsEngine.BoxImpostor:
  15926. serializationObject.physicsImpostor = 1;
  15927. break;
  15928. case BABYLON.PhysicsEngine.SphereImpostor:
  15929. serializationObject.physicsImpostor = 2;
  15930. break;
  15931. }
  15932. }
  15933. serializationObject.instances = [];
  15934. for (var index = 0; index < mesh.instances.length; index++) {
  15935. var instance = mesh.instances[index];
  15936. var serializationInstance = {
  15937. name: instance.name,
  15938. position: instance.position,
  15939. rotation: instance.rotation,
  15940. rotationQuaternion: instance.rotationQuaternion,
  15941. scaling: instance.scaling
  15942. };
  15943. serializationObject.instances.push(serializationInstance);
  15944. appendAnimations(instance, serializationInstance);
  15945. }
  15946. appendAnimations(mesh, serializationObject);
  15947. serializationObject.layerMask = mesh.layerMask;
  15948. return serializationObject;
  15949. };
  15950. var SceneSerializer = (function () {
  15951. function SceneSerializer() {
  15952. }
  15953. SceneSerializer.Serialize = function (scene) {
  15954. var serializationObject = {};
  15955. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  15956. serializationObject.autoClear = scene.autoClear;
  15957. serializationObject.clearColor = scene.clearColor.asArray();
  15958. serializationObject.ambientColor = scene.ambientColor.asArray();
  15959. serializationObject.gravity = scene.gravity.asArray();
  15960. if (scene.fogMode && scene.fogMode !== 0) {
  15961. serializationObject.fogMode = scene.fogMode;
  15962. serializationObject.fogColor = scene.fogColor.asArray();
  15963. serializationObject.fogStart = scene.fogStart;
  15964. serializationObject.fogEnd = scene.fogEnd;
  15965. serializationObject.fogDensity = scene.fogDensity;
  15966. }
  15967. serializationObject.lights = [];
  15968. for (var index = 0; index < scene.lights.length; index++) {
  15969. var light = scene.lights[index];
  15970. serializationObject.lights.push(serializeLight(light));
  15971. }
  15972. serializationObject.cameras = [];
  15973. for (index = 0; index < scene.cameras.length; index++) {
  15974. var camera = scene.cameras[index];
  15975. if (camera instanceof BABYLON.FreeCamera) {
  15976. serializationObject.cameras.push(serializeCamera(camera));
  15977. }
  15978. }
  15979. if (scene.activeCamera) {
  15980. serializationObject.activeCameraID = scene.activeCamera.id;
  15981. }
  15982. serializationObject.materials = [];
  15983. serializationObject.multiMaterials = [];
  15984. for (index = 0; index < scene.materials.length; index++) {
  15985. var material = scene.materials[index];
  15986. if (material instanceof BABYLON.StandardMaterial) {
  15987. serializationObject.materials.push(serializeMaterial(material));
  15988. } else if (material instanceof BABYLON.MultiMaterial) {
  15989. serializationObject.multiMaterials.push(serializeMultiMaterial(material));
  15990. }
  15991. }
  15992. serializationObject.skeletons = [];
  15993. for (index = 0; index < scene.skeletons.length; index++) {
  15994. serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));
  15995. }
  15996. serializationObject.geometries = {};
  15997. serializationObject.geometries.boxes = [];
  15998. serializationObject.geometries.spheres = [];
  15999. serializationObject.geometries.cylinders = [];
  16000. serializationObject.geometries.toruses = [];
  16001. serializationObject.geometries.grounds = [];
  16002. serializationObject.geometries.planes = [];
  16003. serializationObject.geometries.torusKnots = [];
  16004. serializationObject.geometries.vertexData = [];
  16005. serializedGeometries = [];
  16006. var geometries = scene.getGeometries();
  16007. for (var index = 0; index < geometries.length; index++) {
  16008. var geometry = geometries[index];
  16009. if (geometry.isReady()) {
  16010. serializeGeometry(geometry, serializationObject.geometries);
  16011. }
  16012. }
  16013. serializationObject.meshes = [];
  16014. for (index = 0; index < scene.meshes.length; index++) {
  16015. var abstractMesh = scene.meshes[index];
  16016. if (abstractMesh instanceof BABYLON.Mesh) {
  16017. var mesh = abstractMesh;
  16018. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  16019. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  16020. }
  16021. }
  16022. }
  16023. serializationObject.particleSystems = [];
  16024. for (index = 0; index < scene.particleSystems.length; index++) {
  16025. serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));
  16026. }
  16027. serializationObject.lensFlareSystems = [];
  16028. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  16029. serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));
  16030. }
  16031. serializationObject.shadowGenerators = [];
  16032. for (index = 0; index < scene.lights.length; index++) {
  16033. light = scene.lights[index];
  16034. if (light.getShadowGenerator()) {
  16035. serializationObject.shadowGenerators.push(serializeShadowGenerator(light));
  16036. }
  16037. }
  16038. return serializationObject;
  16039. };
  16040. return SceneSerializer;
  16041. })();
  16042. BABYLON.SceneSerializer = SceneSerializer;
  16043. })(BABYLON || (BABYLON = {}));
  16044. var BABYLON;
  16045. (function (BABYLON) {
  16046. var SceneLoader = (function () {
  16047. function SceneLoader() {
  16048. }
  16049. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  16050. get: function () {
  16051. return SceneLoader._ForceFullSceneLoadingForIncremental;
  16052. },
  16053. set: function (value) {
  16054. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  16055. },
  16056. enumerable: true,
  16057. configurable: true
  16058. });
  16059. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  16060. get: function () {
  16061. return SceneLoader._ShowLoadingScreen;
  16062. },
  16063. set: function (value) {
  16064. SceneLoader._ShowLoadingScreen = value;
  16065. },
  16066. enumerable: true,
  16067. configurable: true
  16068. });
  16069. SceneLoader._getPluginForFilename = function (sceneFilename) {
  16070. var dotPosition = sceneFilename.lastIndexOf(".");
  16071. var queryStringPosition = sceneFilename.indexOf("?");
  16072. var extension = sceneFilename.substring(dotPosition, queryStringPosition).toLowerCase();
  16073. for (var index = 0; index < this._registeredPlugins.length; index++) {
  16074. var plugin = this._registeredPlugins[index];
  16075. if (plugin.extensions.indexOf(extension) !== -1) {
  16076. return plugin;
  16077. }
  16078. }
  16079. return this._registeredPlugins[this._registeredPlugins.length - 1];
  16080. };
  16081. SceneLoader.RegisterPlugin = function (plugin) {
  16082. plugin.extensions = plugin.extensions.toLowerCase();
  16083. SceneLoader._registeredPlugins.push(plugin);
  16084. };
  16085. SceneLoader.ImportMesh = function (meshesNames, rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
  16086. var manifestChecked = function (success) {
  16087. scene.database = database;
  16088. var plugin = SceneLoader._getPluginForFilename(sceneFilename);
  16089. var importMeshFromData = function (data) {
  16090. var meshes = [];
  16091. var particleSystems = [];
  16092. var skeletons = [];
  16093. try {
  16094. if (!plugin.importMesh(meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons)) {
  16095. if (onerror) {
  16096. onerror(scene, 'unable to load the scene');
  16097. }
  16098. return;
  16099. }
  16100. } catch (e) {
  16101. if (onerror) {
  16102. onerror(scene, e);
  16103. }
  16104. return;
  16105. }
  16106. if (onsuccess) {
  16107. scene.importedMeshesFiles.push(rootUrl + sceneFilename);
  16108. onsuccess(meshes, particleSystems, skeletons);
  16109. }
  16110. };
  16111. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  16112. importMeshFromData(sceneFilename.substr(5));
  16113. return;
  16114. }
  16115. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  16116. importMeshFromData(data);
  16117. }, progressCallBack, database);
  16118. };
  16119. var database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  16120. };
  16121. /**
  16122. * Load a scene
  16123. * @param rootUrl a string that defines the root url for scene and resources
  16124. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  16125. * @param engine is the instance of BABYLON.Engine to use to create the scene
  16126. */
  16127. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onsuccess, progressCallBack, onerror) {
  16128. SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onsuccess, progressCallBack, onerror);
  16129. };
  16130. /**
  16131. * Append a scene
  16132. * @param rootUrl a string that defines the root url for scene and resources
  16133. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  16134. * @param scene is the instance of BABYLON.Scene to append to
  16135. */
  16136. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
  16137. var plugin = this._getPluginForFilename(sceneFilename.name || sceneFilename);
  16138. var database;
  16139. if (SceneLoader.ShowLoadingScreen) {
  16140. scene.getEngine().displayLoadingUI();
  16141. }
  16142. var loadSceneFromData = function (data) {
  16143. scene.database = database;
  16144. if (!plugin.load(scene, data, rootUrl)) {
  16145. if (onerror) {
  16146. onerror(scene);
  16147. }
  16148. scene.getEngine().hideLoadingUI();
  16149. return;
  16150. }
  16151. if (onsuccess) {
  16152. onsuccess(scene);
  16153. }
  16154. if (SceneLoader.ShowLoadingScreen) {
  16155. scene.executeWhenReady(function () {
  16156. scene.getEngine().hideLoadingUI();
  16157. });
  16158. }
  16159. };
  16160. var manifestChecked = function (success) {
  16161. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database);
  16162. };
  16163. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  16164. loadSceneFromData(sceneFilename.substr(5));
  16165. return;
  16166. }
  16167. if (rootUrl.indexOf("file:") === -1) {
  16168. database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  16169. } else {
  16170. BABYLON.Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack);
  16171. }
  16172. };
  16173. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  16174. SceneLoader._ShowLoadingScreen = true;
  16175. SceneLoader._registeredPlugins = new Array();
  16176. return SceneLoader;
  16177. })();
  16178. BABYLON.SceneLoader = SceneLoader;
  16179. ;
  16180. })(BABYLON || (BABYLON = {}));
  16181. var BABYLON;
  16182. (function (BABYLON) {
  16183. (function (Internals) {
  16184. var checkColors4 = function (colors, count) {
  16185. if (colors.length === count * 3) {
  16186. var colors4 = [];
  16187. for (var index = 0; index < colors.length; index += 3) {
  16188. var newIndex = (index / 3) * 4;
  16189. colors4[newIndex] = colors[index];
  16190. colors4[newIndex + 1] = colors[index + 1];
  16191. colors4[newIndex + 2] = colors[index + 2];
  16192. colors4[newIndex + 3] = 1.0;
  16193. }
  16194. return colors4;
  16195. }
  16196. return colors;
  16197. };
  16198. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  16199. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  16200. texture.name = parsedTexture.name;
  16201. texture.hasAlpha = parsedTexture.hasAlpha;
  16202. texture.level = parsedTexture.level;
  16203. texture.coordinatesMode = parsedTexture.coordinatesMode;
  16204. return texture;
  16205. };
  16206. var loadTexture = function (rootUrl, parsedTexture, scene) {
  16207. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  16208. return null;
  16209. }
  16210. if (parsedTexture.isCube) {
  16211. return loadCubeTexture(rootUrl, parsedTexture, scene);
  16212. }
  16213. var texture;
  16214. if (parsedTexture.mirrorPlane) {
  16215. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  16216. texture._waitingRenderList = parsedTexture.renderList;
  16217. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  16218. } else if (parsedTexture.isRenderTarget) {
  16219. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  16220. texture._waitingRenderList = parsedTexture.renderList;
  16221. } else {
  16222. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  16223. }
  16224. texture.name = parsedTexture.name;
  16225. texture.hasAlpha = parsedTexture.hasAlpha;
  16226. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  16227. texture.level = parsedTexture.level;
  16228. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  16229. texture.coordinatesMode = parsedTexture.coordinatesMode;
  16230. texture.uOffset = parsedTexture.uOffset;
  16231. texture.vOffset = parsedTexture.vOffset;
  16232. texture.uScale = parsedTexture.uScale;
  16233. texture.vScale = parsedTexture.vScale;
  16234. texture.uAng = parsedTexture.uAng;
  16235. texture.vAng = parsedTexture.vAng;
  16236. texture.wAng = parsedTexture.wAng;
  16237. texture.wrapU = parsedTexture.wrapU;
  16238. texture.wrapV = parsedTexture.wrapV;
  16239. if (parsedTexture.animations) {
  16240. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  16241. var parsedAnimation = parsedTexture.animations[animationIndex];
  16242. texture.animations.push(parseAnimation(parsedAnimation));
  16243. }
  16244. }
  16245. return texture;
  16246. };
  16247. var parseSkeleton = function (parsedSkeleton, scene) {
  16248. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  16249. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  16250. var parsedBone = parsedSkeleton.bones[index];
  16251. var parentBone = null;
  16252. if (parsedBone.parentBoneIndex > -1) {
  16253. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  16254. }
  16255. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  16256. if (parsedBone.animation) {
  16257. bone.animations.push(parseAnimation(parsedBone.animation));
  16258. }
  16259. }
  16260. return skeleton;
  16261. };
  16262. var parseFresnelParameters = function (parsedFresnelParameters) {
  16263. var fresnelParameters = new BABYLON.FresnelParameters();
  16264. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  16265. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  16266. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  16267. fresnelParameters.bias = parsedFresnelParameters.bias;
  16268. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  16269. return fresnelParameters;
  16270. };
  16271. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  16272. var material;
  16273. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  16274. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  16275. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  16276. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  16277. material.specularPower = parsedMaterial.specularPower;
  16278. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  16279. material.alpha = parsedMaterial.alpha;
  16280. material.id = parsedMaterial.id;
  16281. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  16282. material.backFaceCulling = parsedMaterial.backFaceCulling;
  16283. material.wireframe = parsedMaterial.wireframe;
  16284. if (parsedMaterial.diffuseTexture) {
  16285. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  16286. }
  16287. if (parsedMaterial.diffuseFresnelParameters) {
  16288. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  16289. }
  16290. if (parsedMaterial.ambientTexture) {
  16291. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  16292. }
  16293. if (parsedMaterial.opacityTexture) {
  16294. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  16295. }
  16296. if (parsedMaterial.opacityFresnelParameters) {
  16297. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  16298. }
  16299. if (parsedMaterial.reflectionTexture) {
  16300. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  16301. }
  16302. if (parsedMaterial.reflectionFresnelParameters) {
  16303. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  16304. }
  16305. if (parsedMaterial.emissiveTexture) {
  16306. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  16307. }
  16308. if (parsedMaterial.emissiveFresnelParameters) {
  16309. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  16310. }
  16311. if (parsedMaterial.specularTexture) {
  16312. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  16313. }
  16314. if (parsedMaterial.bumpTexture) {
  16315. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  16316. }
  16317. return material;
  16318. };
  16319. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  16320. for (var index = 0; index < parsedData.materials.length; index++) {
  16321. var parsedMaterial = parsedData.materials[index];
  16322. if (parsedMaterial.id === id) {
  16323. return parseMaterial(parsedMaterial, scene, rootUrl);
  16324. }
  16325. }
  16326. return null;
  16327. };
  16328. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  16329. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  16330. multiMaterial.id = parsedMultiMaterial.id;
  16331. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  16332. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  16333. var subMatId = parsedMultiMaterial.materials[matIndex];
  16334. if (subMatId) {
  16335. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  16336. } else {
  16337. multiMaterial.subMaterials.push(null);
  16338. }
  16339. }
  16340. return multiMaterial;
  16341. };
  16342. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  16343. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  16344. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  16345. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  16346. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  16347. var parsedFlare = parsedLensFlareSystem.flares[index];
  16348. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  16349. }
  16350. return lensFlareSystem;
  16351. };
  16352. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  16353. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  16354. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  16355. if (parsedParticleSystem.textureName) {
  16356. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  16357. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  16358. }
  16359. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  16360. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  16361. particleSystem.minSize = parsedParticleSystem.minSize;
  16362. particleSystem.maxSize = parsedParticleSystem.maxSize;
  16363. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  16364. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  16365. particleSystem.emitter = emitter;
  16366. particleSystem.emitRate = parsedParticleSystem.emitRate;
  16367. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  16368. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  16369. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  16370. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  16371. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  16372. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  16373. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  16374. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  16375. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  16376. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  16377. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  16378. particleSystem.blendMode = parsedParticleSystem.blendMode;
  16379. particleSystem.start();
  16380. return particleSystem;
  16381. };
  16382. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  16383. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  16384. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  16385. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  16386. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  16387. shadowGenerator.getShadowMap().renderList.push(mesh);
  16388. }
  16389. if (parsedShadowGenerator.usePoissonSampling) {
  16390. shadowGenerator.usePoissonSampling = true;
  16391. } else {
  16392. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  16393. }
  16394. return shadowGenerator;
  16395. };
  16396. var parseAnimation = function (parsedAnimation) {
  16397. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  16398. var dataType = parsedAnimation.dataType;
  16399. var keys = [];
  16400. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  16401. var key = parsedAnimation.keys[index];
  16402. var data;
  16403. switch (dataType) {
  16404. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  16405. data = key.values[0];
  16406. break;
  16407. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  16408. data = BABYLON.Quaternion.FromArray(key.values);
  16409. break;
  16410. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  16411. data = BABYLON.Matrix.FromArray(key.values);
  16412. break;
  16413. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  16414. default:
  16415. data = BABYLON.Vector3.FromArray(key.values);
  16416. break;
  16417. }
  16418. keys.push({
  16419. frame: key.frame,
  16420. value: data
  16421. });
  16422. }
  16423. animation.setKeys(keys);
  16424. return animation;
  16425. };
  16426. var parseLight = function (parsedLight, scene) {
  16427. var light;
  16428. switch (parsedLight.type) {
  16429. case 0:
  16430. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  16431. break;
  16432. case 1:
  16433. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  16434. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  16435. break;
  16436. case 2:
  16437. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  16438. break;
  16439. case 3:
  16440. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  16441. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  16442. break;
  16443. }
  16444. light.id = parsedLight.id;
  16445. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  16446. if (parsedLight.intensity !== undefined) {
  16447. light.intensity = parsedLight.intensity;
  16448. }
  16449. if (parsedLight.range) {
  16450. light.range = parsedLight.range;
  16451. }
  16452. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  16453. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  16454. if (parsedLight.excludedMeshesIds) {
  16455. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  16456. }
  16457. if (parsedLight.parentId) {
  16458. light._waitingParentId = parsedLight.parentId;
  16459. }
  16460. if (parsedLight.includedOnlyMeshesIds) {
  16461. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  16462. }
  16463. if (parsedLight.animations) {
  16464. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  16465. var parsedAnimation = parsedLight.animations[animationIndex];
  16466. light.animations.push(parseAnimation(parsedAnimation));
  16467. }
  16468. }
  16469. if (parsedLight.autoAnimate) {
  16470. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  16471. }
  16472. };
  16473. var parseCamera = function (parsedCamera, scene) {
  16474. var camera;
  16475. var position = BABYLON.Vector3.FromArray(parsedCamera.position);
  16476. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  16477. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  16478. var alpha = parsedCamera.alpha;
  16479. var beta = parsedCamera.beta;
  16480. var radius = parsedCamera.radius;
  16481. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  16482. var eye_space = parsedCamera.eye_space;
  16483. camera = new BABYLON.AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, eye_space, scene);
  16484. } else {
  16485. camera = new BABYLON.ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  16486. }
  16487. } else if (parsedCamera.type === "AnaglyphFreeCamera") {
  16488. var eye_space = parsedCamera.eye_space;
  16489. camera = new BABYLON.AnaglyphFreeCamera(parsedCamera.name, position, eye_space, scene);
  16490. } else if (parsedCamera.type === "DeviceOrientationCamera") {
  16491. camera = new BABYLON.DeviceOrientationCamera(parsedCamera.name, position, scene);
  16492. } else if (parsedCamera.type === "FollowCamera") {
  16493. camera = new BABYLON.FollowCamera(parsedCamera.name, position, scene);
  16494. camera.heightOffset = parsedCamera.heightOffset;
  16495. camera.radius = parsedCamera.radius;
  16496. camera.rotationOffset = parsedCamera.rotationOffset;
  16497. if (lockedTargetMesh)
  16498. camera.target = lockedTargetMesh;
  16499. } else if (parsedCamera.type === "GamepadCamera") {
  16500. camera = new BABYLON.GamepadCamera(parsedCamera.name, position, scene);
  16501. } else if (parsedCamera.type === "OculusCamera") {
  16502. camera = new BABYLON.OculusCamera(parsedCamera.name, position, scene);
  16503. } else if (parsedCamera.type === "TouchCamera") {
  16504. camera = new BABYLON.TouchCamera(parsedCamera.name, position, scene);
  16505. } else if (parsedCamera.type === "VirtualJoysticksCamera") {
  16506. camera = new BABYLON.VirtualJoysticksCamera(parsedCamera.name, position, scene);
  16507. } else if (parsedCamera.type === "WebVRCamera") {
  16508. camera = new BABYLON.WebVRCamera(parsedCamera.name, position, scene);
  16509. } else if (parsedCamera.type === "VRDeviceOrientationCamera") {
  16510. camera = new BABYLON.VRDeviceOrientationCamera(parsedCamera.name, position, scene);
  16511. } else {
  16512. camera = new BABYLON.FreeCamera(parsedCamera.name, position, scene);
  16513. }
  16514. if (lockedTargetMesh && camera instanceof BABYLON.FreeCamera) {
  16515. camera.lockedTarget = lockedTargetMesh;
  16516. }
  16517. camera.id = parsedCamera.id;
  16518. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  16519. if (parsedCamera.parentId) {
  16520. camera._waitingParentId = parsedCamera.parentId;
  16521. }
  16522. if (parsedCamera.target) {
  16523. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  16524. } else {
  16525. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  16526. }
  16527. camera.fov = parsedCamera.fov;
  16528. camera.minZ = parsedCamera.minZ;
  16529. camera.maxZ = parsedCamera.maxZ;
  16530. camera.speed = parsedCamera.speed;
  16531. camera.inertia = parsedCamera.inertia;
  16532. camera.checkCollisions = parsedCamera.checkCollisions;
  16533. camera.applyGravity = parsedCamera.applyGravity;
  16534. if (parsedCamera.ellipsoid) {
  16535. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  16536. }
  16537. if (parsedCamera.animations) {
  16538. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  16539. var parsedAnimation = parsedCamera.animations[animationIndex];
  16540. camera.animations.push(parseAnimation(parsedAnimation));
  16541. }
  16542. }
  16543. if (parsedCamera.autoAnimate) {
  16544. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  16545. }
  16546. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  16547. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  16548. } else {
  16549. camera.layerMask = 0xFFFFFFFF;
  16550. }
  16551. return camera;
  16552. };
  16553. var parseGeometry = function (parsedGeometry, scene) {
  16554. var id = parsedGeometry.id;
  16555. return scene.getGeometryByID(id);
  16556. };
  16557. var parseBox = function (parsedBox, scene) {
  16558. if (parseGeometry(parsedBox, scene)) {
  16559. return null;
  16560. }
  16561. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  16562. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  16563. scene.pushGeometry(box, true);
  16564. return box;
  16565. };
  16566. var parseSphere = function (parsedSphere, scene) {
  16567. if (parseGeometry(parsedSphere, scene)) {
  16568. return null;
  16569. }
  16570. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  16571. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  16572. scene.pushGeometry(sphere, true);
  16573. return sphere;
  16574. };
  16575. var parseCylinder = function (parsedCylinder, scene) {
  16576. if (parseGeometry(parsedCylinder, scene)) {
  16577. return null;
  16578. }
  16579. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  16580. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  16581. scene.pushGeometry(cylinder, true);
  16582. return cylinder;
  16583. };
  16584. var parseTorus = function (parsedTorus, scene) {
  16585. if (parseGeometry(parsedTorus, scene)) {
  16586. return null;
  16587. }
  16588. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  16589. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  16590. scene.pushGeometry(torus, true);
  16591. return torus;
  16592. };
  16593. var parseGround = function (parsedGround, scene) {
  16594. if (parseGeometry(parsedGround, scene)) {
  16595. return null;
  16596. }
  16597. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  16598. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  16599. scene.pushGeometry(ground, true);
  16600. return ground;
  16601. };
  16602. var parsePlane = function (parsedPlane, scene) {
  16603. if (parseGeometry(parsedPlane, scene)) {
  16604. return null;
  16605. }
  16606. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  16607. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  16608. scene.pushGeometry(plane, true);
  16609. return plane;
  16610. };
  16611. var parseTorusKnot = function (parsedTorusKnot, scene) {
  16612. if (parseGeometry(parsedTorusKnot, scene)) {
  16613. return null;
  16614. }
  16615. 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);
  16616. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  16617. scene.pushGeometry(torusKnot, true);
  16618. return torusKnot;
  16619. };
  16620. var parseVertexData = function (parsedVertexData, scene, rootUrl) {
  16621. if (parseGeometry(parsedVertexData, scene)) {
  16622. return null;
  16623. }
  16624. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  16625. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  16626. if (parsedVertexData.delayLoadingFile) {
  16627. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  16628. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  16629. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  16630. geometry._delayInfo = [];
  16631. if (parsedVertexData.hasUVs) {
  16632. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  16633. }
  16634. if (parsedVertexData.hasUVs2) {
  16635. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  16636. }
  16637. if (parsedVertexData.hasColors) {
  16638. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  16639. }
  16640. if (parsedVertexData.hasMatricesIndices) {
  16641. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  16642. }
  16643. if (parsedVertexData.hasMatricesWeights) {
  16644. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  16645. }
  16646. geometry._delayLoadingFunction = importVertexData;
  16647. } else {
  16648. importVertexData(parsedVertexData, geometry);
  16649. }
  16650. scene.pushGeometry(geometry, true);
  16651. return geometry;
  16652. };
  16653. var parseMesh = function (parsedMesh, scene, rootUrl) {
  16654. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  16655. mesh.id = parsedMesh.id;
  16656. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  16657. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  16658. if (parsedMesh.rotationQuaternion) {
  16659. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  16660. } else if (parsedMesh.rotation) {
  16661. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  16662. }
  16663. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  16664. if (parsedMesh.localMatrix) {
  16665. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  16666. } else if (parsedMesh.pivotMatrix) {
  16667. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  16668. }
  16669. mesh.setEnabled(parsedMesh.isEnabled);
  16670. mesh.isVisible = parsedMesh.isVisible;
  16671. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  16672. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  16673. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  16674. if (parsedMesh.applyFog !== undefined) {
  16675. mesh.applyFog = parsedMesh.applyFog;
  16676. }
  16677. if (parsedMesh.pickable !== undefined) {
  16678. mesh.isPickable = parsedMesh.pickable;
  16679. }
  16680. if (parsedMesh.alphaIndex !== undefined) {
  16681. mesh.alphaIndex = parsedMesh.alphaIndex;
  16682. }
  16683. mesh.receiveShadows = parsedMesh.receiveShadows;
  16684. mesh.billboardMode = parsedMesh.billboardMode;
  16685. if (parsedMesh.visibility !== undefined) {
  16686. mesh.visibility = parsedMesh.visibility;
  16687. }
  16688. mesh.checkCollisions = parsedMesh.checkCollisions;
  16689. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  16690. if (parsedMesh.parentId) {
  16691. mesh._waitingParentId = parsedMesh.parentId;
  16692. }
  16693. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  16694. if (parsedMesh.delayLoadingFile) {
  16695. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  16696. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  16697. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  16698. if (parsedMesh._binaryInfo) {
  16699. mesh._binaryInfo = parsedMesh._binaryInfo;
  16700. }
  16701. mesh._delayInfo = [];
  16702. if (parsedMesh.hasUVs) {
  16703. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  16704. }
  16705. if (parsedMesh.hasUVs2) {
  16706. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  16707. }
  16708. if (parsedMesh.hasColors) {
  16709. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  16710. }
  16711. if (parsedMesh.hasMatricesIndices) {
  16712. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  16713. }
  16714. if (parsedMesh.hasMatricesWeights) {
  16715. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  16716. }
  16717. mesh._delayLoadingFunction = importGeometry;
  16718. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  16719. mesh._checkDelayState();
  16720. }
  16721. } else {
  16722. importGeometry(parsedMesh, mesh);
  16723. }
  16724. if (parsedMesh.materialId) {
  16725. mesh.setMaterialByID(parsedMesh.materialId);
  16726. } else {
  16727. mesh.material = null;
  16728. }
  16729. if (parsedMesh.skeletonId > -1) {
  16730. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  16731. }
  16732. if (parsedMesh.physicsImpostor) {
  16733. if (!scene.isPhysicsEnabled()) {
  16734. scene.enablePhysics();
  16735. }
  16736. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  16737. }
  16738. if (parsedMesh.animations) {
  16739. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  16740. var parsedAnimation = parsedMesh.animations[animationIndex];
  16741. mesh.animations.push(parseAnimation(parsedAnimation));
  16742. }
  16743. }
  16744. if (parsedMesh.autoAnimate) {
  16745. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  16746. }
  16747. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  16748. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  16749. } else {
  16750. mesh.layerMask = 0xFFFFFFFF;
  16751. }
  16752. if (parsedMesh.instances) {
  16753. for (var index = 0; index < parsedMesh.instances.length; index++) {
  16754. var parsedInstance = parsedMesh.instances[index];
  16755. var instance = mesh.createInstance(parsedInstance.name);
  16756. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  16757. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  16758. if (parsedInstance.rotationQuaternion) {
  16759. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  16760. } else if (parsedInstance.rotation) {
  16761. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  16762. }
  16763. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  16764. instance.checkCollisions = mesh.checkCollisions;
  16765. if (parsedMesh.animations) {
  16766. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  16767. parsedAnimation = parsedMesh.animations[animationIndex];
  16768. instance.animations.push(parseAnimation(parsedAnimation));
  16769. }
  16770. }
  16771. }
  16772. }
  16773. return mesh;
  16774. };
  16775. var isDescendantOf = function (mesh, names, hierarchyIds) {
  16776. names = (names instanceof Array) ? names : [names];
  16777. for (var i in names) {
  16778. if (mesh.name === names[i]) {
  16779. hierarchyIds.push(mesh.id);
  16780. return true;
  16781. }
  16782. }
  16783. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  16784. hierarchyIds.push(mesh.id);
  16785. return true;
  16786. }
  16787. return false;
  16788. };
  16789. var importVertexData = function (parsedVertexData, geometry) {
  16790. var vertexData = new BABYLON.VertexData();
  16791. var positions = parsedVertexData.positions;
  16792. if (positions) {
  16793. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  16794. }
  16795. var normals = parsedVertexData.normals;
  16796. if (normals) {
  16797. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  16798. }
  16799. var uvs = parsedVertexData.uvs;
  16800. if (uvs) {
  16801. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  16802. }
  16803. var uv2s = parsedVertexData.uv2s;
  16804. if (uv2s) {
  16805. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  16806. }
  16807. var colors = parsedVertexData.colors;
  16808. if (colors) {
  16809. vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  16810. }
  16811. var matricesIndices = parsedVertexData.matricesIndices;
  16812. if (matricesIndices) {
  16813. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  16814. }
  16815. var matricesWeights = parsedVertexData.matricesWeights;
  16816. if (matricesWeights) {
  16817. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  16818. }
  16819. var indices = parsedVertexData.indices;
  16820. if (indices) {
  16821. vertexData.indices = indices;
  16822. }
  16823. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  16824. };
  16825. var importGeometry = function (parsedGeometry, mesh) {
  16826. var scene = mesh.getScene();
  16827. var geometryId = parsedGeometry.geometryId;
  16828. if (geometryId) {
  16829. var geometry = scene.getGeometryByID(geometryId);
  16830. if (geometry) {
  16831. geometry.applyToMesh(mesh);
  16832. }
  16833. } else if (parsedGeometry instanceof ArrayBuffer) {
  16834. var binaryInfo = mesh._binaryInfo;
  16835. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  16836. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  16837. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  16838. }
  16839. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  16840. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  16841. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  16842. }
  16843. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  16844. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  16845. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  16846. }
  16847. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  16848. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  16849. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  16850. }
  16851. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  16852. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  16853. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false);
  16854. }
  16855. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  16856. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  16857. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  16858. }
  16859. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  16860. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  16861. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  16862. }
  16863. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  16864. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  16865. mesh.setIndices(indicesData);
  16866. }
  16867. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  16868. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  16869. mesh.subMeshes = [];
  16870. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  16871. var materialIndex = subMeshesData[(i * 5) + 0];
  16872. var verticesStart = subMeshesData[(i * 5) + 1];
  16873. var verticesCount = subMeshesData[(i * 5) + 2];
  16874. var indexStart = subMeshesData[(i * 5) + 3];
  16875. var indexCount = subMeshesData[(i * 5) + 4];
  16876. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  16877. }
  16878. }
  16879. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  16880. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  16881. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  16882. if (parsedGeometry.uvs) {
  16883. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  16884. }
  16885. if (parsedGeometry.uvs2) {
  16886. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  16887. }
  16888. if (parsedGeometry.colors) {
  16889. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
  16890. }
  16891. if (parsedGeometry.matricesIndices) {
  16892. if (!parsedGeometry.matricesIndices._isExpanded) {
  16893. var floatIndices = [];
  16894. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  16895. var matricesIndex = parsedGeometry.matricesIndices[i];
  16896. floatIndices.push(matricesIndex & 0x000000FF);
  16897. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  16898. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  16899. floatIndices.push(matricesIndex >> 24);
  16900. }
  16901. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  16902. } else {
  16903. delete parsedGeometry.matricesIndices._isExpanded;
  16904. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  16905. }
  16906. }
  16907. if (parsedGeometry.matricesWeights) {
  16908. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  16909. }
  16910. mesh.setIndices(parsedGeometry.indices);
  16911. if (parsedGeometry.subMeshes) {
  16912. mesh.subMeshes = [];
  16913. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  16914. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  16915. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  16916. }
  16917. }
  16918. }
  16919. if (mesh._shouldGenerateFlatShading) {
  16920. mesh.convertToFlatShadedMesh();
  16921. delete mesh._shouldGenerateFlatShading;
  16922. }
  16923. mesh.computeWorldMatrix(true);
  16924. if (scene._selectionOctree) {
  16925. scene._selectionOctree.addMesh(mesh);
  16926. }
  16927. };
  16928. BABYLON.SceneLoader.RegisterPlugin({
  16929. extensions: ".babylon",
  16930. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  16931. var parsedData = JSON.parse(data);
  16932. var loadedSkeletonsIds = [];
  16933. var loadedMaterialsIds = [];
  16934. var hierarchyIds = [];
  16935. for (var index = 0; index < parsedData.meshes.length; index++) {
  16936. var parsedMesh = parsedData.meshes[index];
  16937. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  16938. if (meshesNames instanceof Array) {
  16939. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  16940. }
  16941. if (parsedMesh.materialId) {
  16942. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  16943. if (!materialFound) {
  16944. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  16945. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  16946. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  16947. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  16948. var subMatId = parsedMultiMaterial.materials[matIndex];
  16949. loadedMaterialsIds.push(subMatId);
  16950. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  16951. }
  16952. loadedMaterialsIds.push(parsedMultiMaterial.id);
  16953. parseMultiMaterial(parsedMultiMaterial, scene);
  16954. materialFound = true;
  16955. break;
  16956. }
  16957. }
  16958. }
  16959. if (!materialFound) {
  16960. loadedMaterialsIds.push(parsedMesh.materialId);
  16961. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  16962. }
  16963. }
  16964. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  16965. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  16966. if (!skeletonAlreadyLoaded) {
  16967. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  16968. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  16969. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  16970. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  16971. loadedSkeletonsIds.push(parsedSkeleton.id);
  16972. }
  16973. }
  16974. }
  16975. }
  16976. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  16977. meshes.push(mesh);
  16978. }
  16979. }
  16980. for (index = 0; index < scene.meshes.length; index++) {
  16981. var currentMesh = scene.meshes[index];
  16982. if (currentMesh._waitingParentId) {
  16983. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  16984. currentMesh._waitingParentId = undefined;
  16985. }
  16986. }
  16987. if (parsedData.particleSystems) {
  16988. for (index = 0; index < parsedData.particleSystems.length; index++) {
  16989. var parsedParticleSystem = parsedData.particleSystems[index];
  16990. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  16991. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  16992. }
  16993. }
  16994. }
  16995. return true;
  16996. },
  16997. load: function (scene, data, rootUrl) {
  16998. var parsedData = JSON.parse(data);
  16999. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  17000. scene.autoClear = parsedData.autoClear;
  17001. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  17002. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  17003. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  17004. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  17005. scene.fogMode = parsedData.fogMode;
  17006. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  17007. scene.fogStart = parsedData.fogStart;
  17008. scene.fogEnd = parsedData.fogEnd;
  17009. scene.fogDensity = parsedData.fogDensity;
  17010. }
  17011. for (var index = 0; index < parsedData.lights.length; index++) {
  17012. var parsedLight = parsedData.lights[index];
  17013. parseLight(parsedLight, scene);
  17014. }
  17015. if (parsedData.materials) {
  17016. for (index = 0; index < parsedData.materials.length; index++) {
  17017. var parsedMaterial = parsedData.materials[index];
  17018. parseMaterial(parsedMaterial, scene, rootUrl);
  17019. }
  17020. }
  17021. if (parsedData.multiMaterials) {
  17022. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  17023. var parsedMultiMaterial = parsedData.multiMaterials[index];
  17024. parseMultiMaterial(parsedMultiMaterial, scene);
  17025. }
  17026. }
  17027. if (parsedData.skeletons) {
  17028. for (index = 0; index < parsedData.skeletons.length; index++) {
  17029. var parsedSkeleton = parsedData.skeletons[index];
  17030. parseSkeleton(parsedSkeleton, scene);
  17031. }
  17032. }
  17033. var geometries = parsedData.geometries;
  17034. if (geometries) {
  17035. var boxes = geometries.boxes;
  17036. if (boxes) {
  17037. for (index = 0; index < boxes.length; index++) {
  17038. var parsedBox = boxes[index];
  17039. parseBox(parsedBox, scene);
  17040. }
  17041. }
  17042. var spheres = geometries.spheres;
  17043. if (spheres) {
  17044. for (index = 0; index < spheres.length; index++) {
  17045. var parsedSphere = spheres[index];
  17046. parseSphere(parsedSphere, scene);
  17047. }
  17048. }
  17049. var cylinders = geometries.cylinders;
  17050. if (cylinders) {
  17051. for (index = 0; index < cylinders.length; index++) {
  17052. var parsedCylinder = cylinders[index];
  17053. parseCylinder(parsedCylinder, scene);
  17054. }
  17055. }
  17056. var toruses = geometries.toruses;
  17057. if (toruses) {
  17058. for (index = 0; index < toruses.length; index++) {
  17059. var parsedTorus = toruses[index];
  17060. parseTorus(parsedTorus, scene);
  17061. }
  17062. }
  17063. var grounds = geometries.grounds;
  17064. if (grounds) {
  17065. for (index = 0; index < grounds.length; index++) {
  17066. var parsedGround = grounds[index];
  17067. parseGround(parsedGround, scene);
  17068. }
  17069. }
  17070. var planes = geometries.planes;
  17071. if (planes) {
  17072. for (index = 0; index < planes.length; index++) {
  17073. var parsedPlane = planes[index];
  17074. parsePlane(parsedPlane, scene);
  17075. }
  17076. }
  17077. var torusKnots = geometries.torusKnots;
  17078. if (torusKnots) {
  17079. for (index = 0; index < torusKnots.length; index++) {
  17080. var parsedTorusKnot = torusKnots[index];
  17081. parseTorusKnot(parsedTorusKnot, scene);
  17082. }
  17083. }
  17084. var vertexData = geometries.vertexData;
  17085. if (vertexData) {
  17086. for (index = 0; index < vertexData.length; index++) {
  17087. var parsedVertexData = vertexData[index];
  17088. parseVertexData(parsedVertexData, scene, rootUrl);
  17089. }
  17090. }
  17091. }
  17092. for (index = 0; index < parsedData.meshes.length; index++) {
  17093. var parsedMesh = parsedData.meshes[index];
  17094. parseMesh(parsedMesh, scene, rootUrl);
  17095. }
  17096. for (index = 0; index < parsedData.cameras.length; index++) {
  17097. var parsedCamera = parsedData.cameras[index];
  17098. parseCamera(parsedCamera, scene);
  17099. }
  17100. if (parsedData.activeCameraID) {
  17101. scene.setActiveCameraByID(parsedData.activeCameraID);
  17102. }
  17103. for (index = 0; index < scene.cameras.length; index++) {
  17104. var camera = scene.cameras[index];
  17105. if (camera._waitingParentId) {
  17106. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  17107. camera._waitingParentId = undefined;
  17108. }
  17109. }
  17110. for (index = 0; index < scene.lights.length; index++) {
  17111. var light = scene.lights[index];
  17112. if (light._waitingParentId) {
  17113. light.parent = scene.getLastEntryByID(light._waitingParentId);
  17114. light._waitingParentId = undefined;
  17115. }
  17116. }
  17117. for (index = 0; index < scene.meshes.length; index++) {
  17118. var mesh = scene.meshes[index];
  17119. if (mesh._waitingParentId) {
  17120. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  17121. mesh._waitingParentId = undefined;
  17122. }
  17123. }
  17124. if (parsedData.particleSystems) {
  17125. for (index = 0; index < parsedData.particleSystems.length; index++) {
  17126. var parsedParticleSystem = parsedData.particleSystems[index];
  17127. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  17128. }
  17129. }
  17130. if (parsedData.lensFlareSystems) {
  17131. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  17132. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  17133. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  17134. }
  17135. }
  17136. if (parsedData.shadowGenerators) {
  17137. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  17138. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  17139. parseShadowGenerator(parsedShadowGenerator, scene);
  17140. }
  17141. }
  17142. return true;
  17143. }
  17144. });
  17145. })(BABYLON.Internals || (BABYLON.Internals = {}));
  17146. var Internals = BABYLON.Internals;
  17147. })(BABYLON || (BABYLON = {}));
  17148. var BABYLON;
  17149. (function (BABYLON) {
  17150. var currentCSGMeshId = 0;
  17151. var Vertex = (function () {
  17152. function Vertex(pos, normal, uv) {
  17153. this.pos = pos;
  17154. this.normal = normal;
  17155. this.uv = uv;
  17156. }
  17157. Vertex.prototype.clone = function () {
  17158. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  17159. };
  17160. Vertex.prototype.flip = function () {
  17161. this.normal = this.normal.scale(-1);
  17162. };
  17163. Vertex.prototype.interpolate = function (other, t) {
  17164. 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));
  17165. };
  17166. return Vertex;
  17167. })();
  17168. var Plane = (function () {
  17169. function Plane(normal, w) {
  17170. this.normal = normal;
  17171. this.w = w;
  17172. }
  17173. Plane.FromPoints = function (a, b, c) {
  17174. var v0 = c.subtract(a);
  17175. var v1 = b.subtract(a);
  17176. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  17177. return null;
  17178. }
  17179. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  17180. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  17181. };
  17182. Plane.prototype.clone = function () {
  17183. return new Plane(this.normal.clone(), this.w);
  17184. };
  17185. Plane.prototype.flip = function () {
  17186. this.normal.scaleInPlace(-1);
  17187. this.w = -this.w;
  17188. };
  17189. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  17190. var COPLANAR = 0;
  17191. var FRONT = 1;
  17192. var BACK = 2;
  17193. var SPANNING = 3;
  17194. var polygonType = 0;
  17195. var types = [];
  17196. for (var i = 0; i < polygon.vertices.length; i++) {
  17197. var t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  17198. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  17199. polygonType |= type;
  17200. types.push(type);
  17201. }
  17202. switch (polygonType) {
  17203. case COPLANAR:
  17204. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  17205. break;
  17206. case FRONT:
  17207. front.push(polygon);
  17208. break;
  17209. case BACK:
  17210. back.push(polygon);
  17211. break;
  17212. case SPANNING:
  17213. var f = [], b = [];
  17214. for (i = 0; i < polygon.vertices.length; i++) {
  17215. var j = (i + 1) % polygon.vertices.length;
  17216. var ti = types[i], tj = types[j];
  17217. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  17218. if (ti != BACK)
  17219. f.push(vi);
  17220. if (ti != FRONT)
  17221. b.push(ti != BACK ? vi.clone() : vi);
  17222. if ((ti | tj) == SPANNING) {
  17223. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  17224. var v = vi.interpolate(vj, t);
  17225. f.push(v);
  17226. b.push(v.clone());
  17227. }
  17228. }
  17229. if (f.length >= 3) {
  17230. var poly = new Polygon(f, polygon.shared);
  17231. if (poly.plane)
  17232. front.push(poly);
  17233. }
  17234. if (b.length >= 3) {
  17235. poly = new Polygon(b, polygon.shared);
  17236. if (poly.plane)
  17237. back.push(poly);
  17238. }
  17239. break;
  17240. }
  17241. };
  17242. Plane.EPSILON = 1e-5;
  17243. return Plane;
  17244. })();
  17245. var Polygon = (function () {
  17246. function Polygon(vertices, shared) {
  17247. this.vertices = vertices;
  17248. this.shared = shared;
  17249. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  17250. }
  17251. Polygon.prototype.clone = function () {
  17252. var vertices = this.vertices.map(function (v) {
  17253. return v.clone();
  17254. });
  17255. return new Polygon(vertices, this.shared);
  17256. };
  17257. Polygon.prototype.flip = function () {
  17258. this.vertices.reverse().map(function (v) {
  17259. v.flip();
  17260. });
  17261. this.plane.flip();
  17262. };
  17263. return Polygon;
  17264. })();
  17265. var Node = (function () {
  17266. function Node(polygons) {
  17267. this.plane = null;
  17268. this.front = null;
  17269. this.back = null;
  17270. this.polygons = [];
  17271. if (polygons) {
  17272. this.build(polygons);
  17273. }
  17274. }
  17275. Node.prototype.clone = function () {
  17276. var node = new Node();
  17277. node.plane = this.plane && this.plane.clone();
  17278. node.front = this.front && this.front.clone();
  17279. node.back = this.back && this.back.clone();
  17280. node.polygons = this.polygons.map(function (p) {
  17281. return p.clone();
  17282. });
  17283. return node;
  17284. };
  17285. Node.prototype.invert = function () {
  17286. for (var i = 0; i < this.polygons.length; i++) {
  17287. this.polygons[i].flip();
  17288. }
  17289. if (this.plane) {
  17290. this.plane.flip();
  17291. }
  17292. if (this.front) {
  17293. this.front.invert();
  17294. }
  17295. if (this.back) {
  17296. this.back.invert();
  17297. }
  17298. var temp = this.front;
  17299. this.front = this.back;
  17300. this.back = temp;
  17301. };
  17302. Node.prototype.clipPolygons = function (polygons) {
  17303. if (!this.plane)
  17304. return polygons.slice();
  17305. var front = [], back = [];
  17306. for (var i = 0; i < polygons.length; i++) {
  17307. this.plane.splitPolygon(polygons[i], front, back, front, back);
  17308. }
  17309. if (this.front) {
  17310. front = this.front.clipPolygons(front);
  17311. }
  17312. if (this.back) {
  17313. back = this.back.clipPolygons(back);
  17314. } else {
  17315. back = [];
  17316. }
  17317. return front.concat(back);
  17318. };
  17319. Node.prototype.clipTo = function (bsp) {
  17320. this.polygons = bsp.clipPolygons(this.polygons);
  17321. if (this.front)
  17322. this.front.clipTo(bsp);
  17323. if (this.back)
  17324. this.back.clipTo(bsp);
  17325. };
  17326. Node.prototype.allPolygons = function () {
  17327. var polygons = this.polygons.slice();
  17328. if (this.front)
  17329. polygons = polygons.concat(this.front.allPolygons());
  17330. if (this.back)
  17331. polygons = polygons.concat(this.back.allPolygons());
  17332. return polygons;
  17333. };
  17334. Node.prototype.build = function (polygons) {
  17335. if (!polygons.length)
  17336. return;
  17337. if (!this.plane)
  17338. this.plane = polygons[0].plane.clone();
  17339. var front = [], back = [];
  17340. for (var i = 0; i < polygons.length; i++) {
  17341. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  17342. }
  17343. if (front.length) {
  17344. if (!this.front)
  17345. this.front = new Node();
  17346. this.front.build(front);
  17347. }
  17348. if (back.length) {
  17349. if (!this.back)
  17350. this.back = new Node();
  17351. this.back.build(back);
  17352. }
  17353. };
  17354. return Node;
  17355. })();
  17356. var CSG = (function () {
  17357. function CSG() {
  17358. this.polygons = new Array();
  17359. }
  17360. CSG.FromMesh = function (mesh) {
  17361. var vertex, normal, uv, position, polygon, polygons = [], vertices;
  17362. if (mesh instanceof BABYLON.Mesh) {
  17363. mesh.computeWorldMatrix(true);
  17364. var matrix = mesh.getWorldMatrix();
  17365. var meshPosition = mesh.position.clone();
  17366. var meshRotation = mesh.rotation.clone();
  17367. var meshScaling = mesh.scaling.clone();
  17368. } else {
  17369. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  17370. }
  17371. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  17372. var subMeshes = mesh.subMeshes;
  17373. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  17374. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  17375. vertices = [];
  17376. for (var j = 0; j < 3; j++) {
  17377. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  17378. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  17379. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  17380. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  17381. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  17382. vertex = new Vertex(position, normal, uv);
  17383. vertices.push(vertex);
  17384. }
  17385. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  17386. if (polygon.plane)
  17387. polygons.push(polygon);
  17388. }
  17389. }
  17390. var csg = CSG.FromPolygons(polygons);
  17391. csg.matrix = matrix;
  17392. csg.position = meshPosition;
  17393. csg.rotation = meshRotation;
  17394. csg.scaling = meshScaling;
  17395. currentCSGMeshId++;
  17396. return csg;
  17397. };
  17398. CSG.FromPolygons = function (polygons) {
  17399. var csg = new BABYLON.CSG();
  17400. csg.polygons = polygons;
  17401. return csg;
  17402. };
  17403. CSG.prototype.clone = function () {
  17404. var csg = new BABYLON.CSG();
  17405. csg.polygons = this.polygons.map(function (p) {
  17406. return p.clone();
  17407. });
  17408. csg.copyTransformAttributes(this);
  17409. return csg;
  17410. };
  17411. CSG.prototype.toPolygons = function () {
  17412. return this.polygons;
  17413. };
  17414. CSG.prototype.union = function (csg) {
  17415. var a = new Node(this.clone().polygons);
  17416. var b = new Node(csg.clone().polygons);
  17417. a.clipTo(b);
  17418. b.clipTo(a);
  17419. b.invert();
  17420. b.clipTo(a);
  17421. b.invert();
  17422. a.build(b.allPolygons());
  17423. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  17424. };
  17425. CSG.prototype.unionInPlace = function (csg) {
  17426. var a = new Node(this.polygons);
  17427. var b = new Node(csg.polygons);
  17428. a.clipTo(b);
  17429. b.clipTo(a);
  17430. b.invert();
  17431. b.clipTo(a);
  17432. b.invert();
  17433. a.build(b.allPolygons());
  17434. this.polygons = a.allPolygons();
  17435. };
  17436. CSG.prototype.subtract = function (csg) {
  17437. var a = new Node(this.clone().polygons);
  17438. var b = new Node(csg.clone().polygons);
  17439. a.invert();
  17440. a.clipTo(b);
  17441. b.clipTo(a);
  17442. b.invert();
  17443. b.clipTo(a);
  17444. b.invert();
  17445. a.build(b.allPolygons());
  17446. a.invert();
  17447. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  17448. };
  17449. CSG.prototype.subtractInPlace = function (csg) {
  17450. var a = new Node(this.polygons);
  17451. var b = new Node(csg.polygons);
  17452. a.invert();
  17453. a.clipTo(b);
  17454. b.clipTo(a);
  17455. b.invert();
  17456. b.clipTo(a);
  17457. b.invert();
  17458. a.build(b.allPolygons());
  17459. a.invert();
  17460. this.polygons = a.allPolygons();
  17461. };
  17462. CSG.prototype.intersect = function (csg) {
  17463. var a = new Node(this.clone().polygons);
  17464. var b = new Node(csg.clone().polygons);
  17465. a.invert();
  17466. b.clipTo(a);
  17467. b.invert();
  17468. a.clipTo(b);
  17469. b.clipTo(a);
  17470. a.build(b.allPolygons());
  17471. a.invert();
  17472. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  17473. };
  17474. CSG.prototype.intersectInPlace = function (csg) {
  17475. var a = new Node(this.polygons);
  17476. var b = new Node(csg.polygons);
  17477. a.invert();
  17478. b.clipTo(a);
  17479. b.invert();
  17480. a.clipTo(b);
  17481. b.clipTo(a);
  17482. a.build(b.allPolygons());
  17483. a.invert();
  17484. this.polygons = a.allPolygons();
  17485. };
  17486. CSG.prototype.inverse = function () {
  17487. var csg = this.clone();
  17488. csg.inverseInPlace();
  17489. return csg;
  17490. };
  17491. CSG.prototype.inverseInPlace = function () {
  17492. this.polygons.map(function (p) {
  17493. p.flip();
  17494. });
  17495. };
  17496. CSG.prototype.copyTransformAttributes = function (csg) {
  17497. this.matrix = csg.matrix;
  17498. this.position = csg.position;
  17499. this.rotation = csg.rotation;
  17500. this.scaling = csg.scaling;
  17501. return this;
  17502. };
  17503. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  17504. var matrix = this.matrix.clone();
  17505. matrix.invert();
  17506. 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;
  17507. if (keepSubMeshes) {
  17508. polygons.sort(function (a, b) {
  17509. if (a.shared.meshId === b.shared.meshId) {
  17510. return a.shared.subMeshId - b.shared.subMeshId;
  17511. } else {
  17512. return a.shared.meshId - b.shared.meshId;
  17513. }
  17514. });
  17515. }
  17516. for (var i = 0, il = polygons.length; i < il; i++) {
  17517. polygon = polygons[i];
  17518. if (!subMesh_dict[polygon.shared.meshId]) {
  17519. subMesh_dict[polygon.shared.meshId] = {};
  17520. }
  17521. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  17522. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  17523. indexStart: +Infinity,
  17524. indexEnd: -Infinity,
  17525. materialIndex: polygon.shared.materialIndex
  17526. };
  17527. }
  17528. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  17529. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  17530. polygonIndices[0] = 0;
  17531. polygonIndices[1] = j - 1;
  17532. polygonIndices[2] = j;
  17533. for (var k = 0; k < 3; k++) {
  17534. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  17535. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  17536. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  17537. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  17538. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  17539. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  17540. if (!(typeof vertex_idx !== 'undefined' && normals[vertex_idx * 3] === localNormal.x && normals[vertex_idx * 3 + 1] === localNormal.y && normals[vertex_idx * 3 + 2] === localNormal.z && uvs[vertex_idx * 2] === uv.x && uvs[vertex_idx * 2 + 1] === uv.y)) {
  17541. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  17542. uvs.push(uv.x, uv.y);
  17543. normals.push(normal.x, normal.y, normal.z);
  17544. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  17545. }
  17546. indices.push(vertex_idx);
  17547. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  17548. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  17549. currentIndex++;
  17550. }
  17551. }
  17552. }
  17553. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  17554. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  17555. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  17556. mesh.setIndices(indices);
  17557. if (keepSubMeshes) {
  17558. var materialIndexOffset = 0, materialMaxIndex;
  17559. mesh.subMeshes.length = 0;
  17560. for (var m in subMesh_dict) {
  17561. materialMaxIndex = -1;
  17562. for (var sm in subMesh_dict[m]) {
  17563. subMesh_obj = subMesh_dict[m][sm];
  17564. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  17565. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  17566. }
  17567. materialIndexOffset += ++materialMaxIndex;
  17568. }
  17569. }
  17570. return mesh;
  17571. };
  17572. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  17573. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  17574. mesh.material = material;
  17575. mesh.position.copyFrom(this.position);
  17576. mesh.rotation.copyFrom(this.rotation);
  17577. mesh.scaling.copyFrom(this.scaling);
  17578. mesh.computeWorldMatrix(true);
  17579. return mesh;
  17580. };
  17581. return CSG;
  17582. })();
  17583. BABYLON.CSG = CSG;
  17584. })(BABYLON || (BABYLON = {}));
  17585. var __extends = this.__extends || function (d, b) {
  17586. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  17587. function __() { this.constructor = d; }
  17588. __.prototype = b.prototype;
  17589. d.prototype = new __();
  17590. };
  17591. var BABYLON;
  17592. (function (BABYLON) {
  17593. var OculusDistortionCorrectionPostProcess = (function (_super) {
  17594. __extends(OculusDistortionCorrectionPostProcess, _super);
  17595. function OculusDistortionCorrectionPostProcess(name, camera, isRightEye, cameraSettings) {
  17596. var _this = this;
  17597. _super.call(this, name, "oculusDistortionCorrection", [
  17598. 'LensCenter',
  17599. 'Scale',
  17600. 'ScaleIn',
  17601. 'HmdWarpParam'
  17602. ], null, cameraSettings.PostProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE, null, null);
  17603. this._isRightEye = isRightEye;
  17604. this._distortionFactors = cameraSettings.DistortionK;
  17605. this._postProcessScaleFactor = cameraSettings.PostProcessScaleFactor;
  17606. this._lensCenterOffset = cameraSettings.LensCenterOffset;
  17607. this.onSizeChanged = function () {
  17608. _this.aspectRatio = _this.width * .5 / _this.height;
  17609. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  17610. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  17611. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  17612. };
  17613. this.onApply = function (effect) {
  17614. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  17615. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  17616. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  17617. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  17618. };
  17619. }
  17620. return OculusDistortionCorrectionPostProcess;
  17621. })(BABYLON.PostProcess);
  17622. BABYLON.OculusDistortionCorrectionPostProcess = OculusDistortionCorrectionPostProcess;
  17623. })(BABYLON || (BABYLON = {}));
  17624. var BABYLON;
  17625. (function (BABYLON) {
  17626. (function (JoystickAxis) {
  17627. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  17628. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  17629. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  17630. })(BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  17631. var JoystickAxis = BABYLON.JoystickAxis;
  17632. var VirtualJoystick = (function () {
  17633. function VirtualJoystick(leftJoystick) {
  17634. var _this = this;
  17635. if (leftJoystick) {
  17636. this._leftJoystick = true;
  17637. } else {
  17638. this._leftJoystick = false;
  17639. }
  17640. this._joystickIndex = VirtualJoystick._globalJoystickIndex;
  17641. VirtualJoystick._globalJoystickIndex++;
  17642. this._axisTargetedByLeftAndRight = 0 /* X */;
  17643. this._axisTargetedByUpAndDown = 1 /* Y */;
  17644. this.reverseLeftRight = false;
  17645. this.reverseUpDown = false;
  17646. this._touches = new BABYLON.VirtualJoystick.Collection();
  17647. this.deltaPosition = BABYLON.Vector3.Zero();
  17648. this._joystickSensibility = 25;
  17649. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  17650. this._rotationSpeed = 25;
  17651. this._inverseRotationSpeed = 1 / (this._rotationSpeed / 1000);
  17652. this._rotateOnAxisRelativeToMesh = false;
  17653. if (!VirtualJoystick.vjCanvas) {
  17654. window.addEventListener("resize", function () {
  17655. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  17656. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  17657. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  17658. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  17659. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  17660. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvasHeight / 2;
  17661. }, false);
  17662. VirtualJoystick.vjCanvas = document.createElement("canvas");
  17663. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  17664. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  17665. VirtualJoystick.vjCanvas.width = window.innerWidth;
  17666. VirtualJoystick.vjCanvas.height = window.innerHeight;
  17667. VirtualJoystick.vjCanvas.style.width = "100%";
  17668. VirtualJoystick.vjCanvas.style.height = "100%";
  17669. VirtualJoystick.vjCanvas.style.position = "absolute";
  17670. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  17671. VirtualJoystick.vjCanvas.style.top = "0px";
  17672. VirtualJoystick.vjCanvas.style.left = "0px";
  17673. VirtualJoystick.vjCanvas.style.zIndex = "5";
  17674. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  17675. VirtualJoystick.vjCanvasContext = VirtualJoystick.vjCanvas.getContext('2d');
  17676. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  17677. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  17678. document.body.appendChild(VirtualJoystick.vjCanvas);
  17679. }
  17680. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  17681. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvas.height / 2;
  17682. this.pressed = false;
  17683. this._joystickColor = "cyan";
  17684. this._joystickPointerID = -1;
  17685. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  17686. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  17687. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  17688. VirtualJoystick.vjCanvas.addEventListener('pointerdown', function (evt) {
  17689. _this._onPointerDown(evt);
  17690. }, false);
  17691. VirtualJoystick.vjCanvas.addEventListener('pointermove', function (evt) {
  17692. _this._onPointerMove(evt);
  17693. }, false);
  17694. VirtualJoystick.vjCanvas.addEventListener('pointerup', function (evt) {
  17695. _this._onPointerUp(evt);
  17696. }, false);
  17697. VirtualJoystick.vjCanvas.addEventListener('pointerout', function (evt) {
  17698. _this._onPointerUp(evt);
  17699. }, false);
  17700. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  17701. evt.preventDefault();
  17702. }, false);
  17703. requestAnimationFrame(function () {
  17704. _this._drawVirtualJoystick();
  17705. });
  17706. }
  17707. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  17708. this._joystickSensibility = newJoystickSensibility;
  17709. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  17710. };
  17711. VirtualJoystick.prototype._onPointerDown = function (e) {
  17712. var positionOnScreenCondition;
  17713. e.preventDefault();
  17714. if (this._leftJoystick === true) {
  17715. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  17716. } else {
  17717. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  17718. }
  17719. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  17720. this._joystickPointerID = e.pointerId;
  17721. this._joystickPointerStartPos.x = e.clientX;
  17722. this._joystickPointerStartPos.y = e.clientY;
  17723. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  17724. this._deltaJoystickVector.x = 0;
  17725. this._deltaJoystickVector.y = 0;
  17726. this.pressed = true;
  17727. this._touches.add(e.pointerId.toString(), e);
  17728. } else {
  17729. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  17730. this._action();
  17731. this._touches.add(e.pointerId.toString(), e);
  17732. }
  17733. }
  17734. };
  17735. VirtualJoystick.prototype._onPointerMove = function (e) {
  17736. if (this._joystickPointerID == e.pointerId) {
  17737. this._joystickPointerPos.x = e.clientX;
  17738. this._joystickPointerPos.y = e.clientY;
  17739. this._deltaJoystickVector = this._joystickPointerPos.clone();
  17740. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  17741. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  17742. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  17743. switch (this._axisTargetedByLeftAndRight) {
  17744. case 0 /* X */:
  17745. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  17746. break;
  17747. case 1 /* Y */:
  17748. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  17749. break;
  17750. case 2 /* Z */:
  17751. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  17752. break;
  17753. }
  17754. var directionUpDown = this.reverseUpDown ? 1 : -1;
  17755. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  17756. switch (this._axisTargetedByUpAndDown) {
  17757. case 0 /* X */:
  17758. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  17759. break;
  17760. case 1 /* Y */:
  17761. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  17762. break;
  17763. case 2 /* Z */:
  17764. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  17765. break;
  17766. }
  17767. } else {
  17768. if (this._touches.item(e.pointerId.toString())) {
  17769. this._touches.item(e.pointerId.toString()).x = e.clientX;
  17770. this._touches.item(e.pointerId.toString()).y = e.clientY;
  17771. }
  17772. }
  17773. };
  17774. VirtualJoystick.prototype._onPointerUp = function (e) {
  17775. this._clearCanvas();
  17776. if (this._joystickPointerID == e.pointerId) {
  17777. this._joystickPointerID = -1;
  17778. this.pressed = false;
  17779. }
  17780. this._deltaJoystickVector.x = 0;
  17781. this._deltaJoystickVector.y = 0;
  17782. this._touches.remove(e.pointerId.toString());
  17783. };
  17784. /**
  17785. * Change the color of the virtual joystick
  17786. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  17787. */
  17788. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  17789. this._joystickColor = newColor;
  17790. };
  17791. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  17792. this._action = action;
  17793. };
  17794. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  17795. switch (axis) {
  17796. case 0 /* X */:
  17797. case 1 /* Y */:
  17798. case 2 /* Z */:
  17799. this._axisTargetedByLeftAndRight = axis;
  17800. break;
  17801. default:
  17802. this._axisTargetedByLeftAndRight = 0 /* X */;
  17803. break;
  17804. }
  17805. };
  17806. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  17807. switch (axis) {
  17808. case 0 /* X */:
  17809. case 1 /* Y */:
  17810. case 2 /* Z */:
  17811. this._axisTargetedByUpAndDown = axis;
  17812. break;
  17813. default:
  17814. this._axisTargetedByUpAndDown = 1 /* Y */;
  17815. break;
  17816. }
  17817. };
  17818. VirtualJoystick.prototype._clearCanvas = function () {
  17819. if (this._leftJoystick) {
  17820. VirtualJoystick.vjCanvasContext.clearRect(0, 0, VirtualJoystick.vjCanvasWidth / 2, VirtualJoystick.vjCanvasHeight);
  17821. } else {
  17822. VirtualJoystick.vjCanvasContext.clearRect(VirtualJoystick.vjCanvasWidth / 2, 0, VirtualJoystick.vjCanvasWidth, VirtualJoystick.vjCanvasHeight);
  17823. }
  17824. };
  17825. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  17826. var _this = this;
  17827. if (this.pressed) {
  17828. this._clearCanvas();
  17829. this._touches.forEach(function (touch) {
  17830. if (touch.pointerId === _this._joystickPointerID) {
  17831. VirtualJoystick.vjCanvasContext.beginPath();
  17832. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  17833. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  17834. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  17835. VirtualJoystick.vjCanvasContext.stroke();
  17836. VirtualJoystick.vjCanvasContext.beginPath();
  17837. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  17838. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  17839. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  17840. VirtualJoystick.vjCanvasContext.stroke();
  17841. VirtualJoystick.vjCanvasContext.beginPath();
  17842. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  17843. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  17844. VirtualJoystick.vjCanvasContext.stroke();
  17845. } else {
  17846. VirtualJoystick.vjCanvasContext.beginPath();
  17847. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  17848. VirtualJoystick.vjCanvasContext.beginPath();
  17849. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  17850. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  17851. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  17852. VirtualJoystick.vjCanvasContext.stroke();
  17853. }
  17854. ;
  17855. });
  17856. }
  17857. requestAnimationFrame(function () {
  17858. _this._drawVirtualJoystick();
  17859. });
  17860. };
  17861. VirtualJoystick.prototype.releaseCanvas = function () {
  17862. if (VirtualJoystick.vjCanvas) {
  17863. document.body.removeChild(VirtualJoystick.vjCanvas);
  17864. VirtualJoystick.vjCanvas = null;
  17865. }
  17866. };
  17867. VirtualJoystick._globalJoystickIndex = 0;
  17868. return VirtualJoystick;
  17869. })();
  17870. BABYLON.VirtualJoystick = VirtualJoystick;
  17871. })(BABYLON || (BABYLON = {}));
  17872. var BABYLON;
  17873. (function (BABYLON) {
  17874. (function (VirtualJoystick) {
  17875. var Collection = (function () {
  17876. function Collection() {
  17877. this._count = 0;
  17878. this._collection = new Array();
  17879. }
  17880. Collection.prototype.Count = function () {
  17881. return this._count;
  17882. };
  17883. Collection.prototype.add = function (key, item) {
  17884. if (this._collection[key] != undefined) {
  17885. return undefined;
  17886. }
  17887. this._collection[key] = item;
  17888. return ++this._count;
  17889. };
  17890. Collection.prototype.remove = function (key) {
  17891. if (this._collection[key] == undefined) {
  17892. return undefined;
  17893. }
  17894. delete this._collection[key];
  17895. return --this._count;
  17896. };
  17897. Collection.prototype.item = function (key) {
  17898. return this._collection[key];
  17899. };
  17900. Collection.prototype.forEach = function (block) {
  17901. var key;
  17902. for (key in this._collection) {
  17903. if (this._collection.hasOwnProperty(key)) {
  17904. block(this._collection[key]);
  17905. }
  17906. }
  17907. };
  17908. return Collection;
  17909. })();
  17910. VirtualJoystick.Collection = Collection;
  17911. })(BABYLON.VirtualJoystick || (BABYLON.VirtualJoystick = {}));
  17912. var VirtualJoystick = BABYLON.VirtualJoystick;
  17913. })(BABYLON || (BABYLON = {}));
  17914. var __extends = this.__extends || function (d, b) {
  17915. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  17916. function __() { this.constructor = d; }
  17917. __.prototype = b.prototype;
  17918. d.prototype = new __();
  17919. };
  17920. var BABYLON;
  17921. (function (BABYLON) {
  17922. var OculusRiftDevKit2013_Metric = {
  17923. HResolution: 1280,
  17924. VResolution: 800,
  17925. HScreenSize: 0.149759993,
  17926. VScreenSize: 0.0935999975,
  17927. VScreenCenter: 0.0467999987,
  17928. EyeToScreenDistance: 0.0410000011,
  17929. LensSeparationDistance: 0.0635000020,
  17930. InterpupillaryDistance: 0.0640000030,
  17931. DistortionK: [1.0, 0.219999999, 0.239999995, 0.0],
  17932. ChromaAbCorrection: [0.995999992, -0.00400000019, 1.01400006, 0.0],
  17933. PostProcessScaleFactor: 1.714605507808412,
  17934. LensCenterOffset: 0.151976421
  17935. };
  17936. var _OculusInnerCamera = (function (_super) {
  17937. __extends(_OculusInnerCamera, _super);
  17938. function _OculusInnerCamera(name, position, scene, isLeftEye) {
  17939. _super.call(this, name, position, scene);
  17940. this._workMatrix = new BABYLON.Matrix();
  17941. this._actualUp = new BABYLON.Vector3(0, 0, 0);
  17942. this._aspectRatioAspectRatio = OculusRiftDevKit2013_Metric.HResolution / (2 * OculusRiftDevKit2013_Metric.VResolution);
  17943. this._aspectRatioFov = (2 * Math.atan((OculusRiftDevKit2013_Metric.PostProcessScaleFactor * OculusRiftDevKit2013_Metric.VScreenSize) / (2 * OculusRiftDevKit2013_Metric.EyeToScreenDistance)));
  17944. var hMeters = (OculusRiftDevKit2013_Metric.HScreenSize / 4) - (OculusRiftDevKit2013_Metric.LensSeparationDistance / 2);
  17945. var h = (4 * hMeters) / OculusRiftDevKit2013_Metric.HScreenSize;
  17946. this._hMatrix = BABYLON.Matrix.Translation(isLeftEye ? h : -h, 0, 0);
  17947. this.viewport = new BABYLON.Viewport(isLeftEye ? 0 : 0.5, 0, 0.5, 1.0);
  17948. this._preViewMatrix = BABYLON.Matrix.Translation(isLeftEye ? .5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance : -.5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance, 0, 0);
  17949. var postProcess = new BABYLON.OculusDistortionCorrectionPostProcess("Oculus Distortion", this, !isLeftEye, OculusRiftDevKit2013_Metric);
  17950. }
  17951. _OculusInnerCamera.prototype.getProjectionMatrix = function () {
  17952. BABYLON.Matrix.PerspectiveFovLHToRef(this._aspectRatioFov, this._aspectRatioAspectRatio, this.minZ, this.maxZ, this._workMatrix);
  17953. this._workMatrix.multiplyToRef(this._hMatrix, this._projectionMatrix);
  17954. return this._projectionMatrix;
  17955. };
  17956. _OculusInnerCamera.prototype._getViewMatrix = function () {
  17957. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  17958. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  17959. BABYLON.Vector3.TransformNormalToRef(this.upVector, this._cameraRotationMatrix, this._actualUp);
  17960. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  17961. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this._actualUp, this._workMatrix);
  17962. this._workMatrix.multiplyToRef(this._preViewMatrix, this._viewMatrix);
  17963. return this._viewMatrix;
  17964. };
  17965. return _OculusInnerCamera;
  17966. })(BABYLON.FreeCamera);
  17967. var OculusCamera = (function (_super) {
  17968. __extends(OculusCamera, _super);
  17969. function OculusCamera(name, position, scene) {
  17970. _super.call(this, name, position, scene);
  17971. this._leftCamera = new _OculusInnerCamera(name + "_left", position.clone(), scene, true);
  17972. this._rightCamera = new _OculusInnerCamera(name + "_right", position.clone(), scene, false);
  17973. this.subCameras.push(this._leftCamera);
  17974. this.subCameras.push(this._rightCamera);
  17975. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  17976. }
  17977. OculusCamera.prototype._update = function () {
  17978. this._leftCamera.position.copyFrom(this.position);
  17979. this._rightCamera.position.copyFrom(this.position);
  17980. this._updateCamera(this._leftCamera);
  17981. this._updateCamera(this._rightCamera);
  17982. _super.prototype._update.call(this);
  17983. };
  17984. OculusCamera.prototype._updateCamera = function (camera) {
  17985. camera.minZ = this.minZ;
  17986. camera.maxZ = this.maxZ;
  17987. camera.rotation.x = this.rotation.x;
  17988. camera.rotation.y = this.rotation.y;
  17989. camera.rotation.z = this.rotation.z;
  17990. };
  17991. OculusCamera.prototype._onOrientationEvent = function (evt) {
  17992. var yaw = evt.alpha / 180 * Math.PI;
  17993. var pitch = evt.beta / 180 * Math.PI;
  17994. var roll = evt.gamma / 180 * Math.PI;
  17995. if (!this._offsetOrientation) {
  17996. this._offsetOrientation = {
  17997. yaw: yaw,
  17998. pitch: pitch,
  17999. roll: roll
  18000. };
  18001. return;
  18002. } else {
  18003. this.rotation.y += yaw - this._offsetOrientation.yaw;
  18004. this.rotation.x += pitch - this._offsetOrientation.pitch;
  18005. this.rotation.z += this._offsetOrientation.roll - roll;
  18006. this._offsetOrientation.yaw = yaw;
  18007. this._offsetOrientation.pitch = pitch;
  18008. this._offsetOrientation.roll = roll;
  18009. }
  18010. };
  18011. OculusCamera.prototype.attachControl = function (element, noPreventDefault) {
  18012. _super.prototype.attachControl.call(this, element, noPreventDefault);
  18013. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  18014. };
  18015. OculusCamera.prototype.detachControl = function (element) {
  18016. _super.prototype.detachControl.call(this, element);
  18017. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  18018. };
  18019. return OculusCamera;
  18020. })(BABYLON.FreeCamera);
  18021. BABYLON.OculusCamera = OculusCamera;
  18022. })(BABYLON || (BABYLON = {}));
  18023. var __extends = this.__extends || function (d, b) {
  18024. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  18025. function __() { this.constructor = d; }
  18026. __.prototype = b.prototype;
  18027. d.prototype = new __();
  18028. };
  18029. var BABYLON;
  18030. (function (BABYLON) {
  18031. var OculusRiftDevKit2013_Metric = {
  18032. HResolution: 1280,
  18033. VResolution: 800,
  18034. HScreenSize: 0.149759993,
  18035. VScreenSize: 0.0935999975,
  18036. VScreenCenter: 0.0467999987,
  18037. EyeToScreenDistance: 0.0410000011,
  18038. LensSeparationDistance: 0.0635000020,
  18039. InterpupillaryDistance: 0.0640000030,
  18040. DistortionK: [1.0, 0.219999999, 0.239999995, 0.0],
  18041. ChromaAbCorrection: [0.995999992, -0.00400000019, 1.01400006, 0.0],
  18042. PostProcessScaleFactor: 1.714605507808412,
  18043. LensCenterOffset: 0.151976421
  18044. };
  18045. var _OculusInnerGamepadCamera = (function (_super) {
  18046. __extends(_OculusInnerGamepadCamera, _super);
  18047. function _OculusInnerGamepadCamera(name, position, scene, isLeftEye) {
  18048. _super.call(this, name, position, scene);
  18049. this._workMatrix = new BABYLON.Matrix();
  18050. this._actualUp = new BABYLON.Vector3(0, 0, 0);
  18051. this._aspectRatioAspectRatio = OculusRiftDevKit2013_Metric.HResolution / (2 * OculusRiftDevKit2013_Metric.VResolution);
  18052. this._aspectRatioFov = (2 * Math.atan((OculusRiftDevKit2013_Metric.PostProcessScaleFactor * OculusRiftDevKit2013_Metric.VScreenSize) / (2 * OculusRiftDevKit2013_Metric.EyeToScreenDistance)));
  18053. var hMeters = (OculusRiftDevKit2013_Metric.HScreenSize / 4) - (OculusRiftDevKit2013_Metric.LensSeparationDistance / 2);
  18054. var h = (4 * hMeters) / OculusRiftDevKit2013_Metric.HScreenSize;
  18055. this._hMatrix = BABYLON.Matrix.Translation(isLeftEye ? h : -h, 0, 0);
  18056. this.viewport = new BABYLON.Viewport(isLeftEye ? 0 : 0.5, 0, 0.5, 1.0);
  18057. this._preViewMatrix = BABYLON.Matrix.Translation(isLeftEye ? .5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance : -.5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance, 0, 0);
  18058. var postProcess = new BABYLON.OculusDistortionCorrectionPostProcess("Oculus Distortion", this, !isLeftEye, OculusRiftDevKit2013_Metric);
  18059. }
  18060. _OculusInnerGamepadCamera.prototype.getProjectionMatrix = function () {
  18061. BABYLON.Matrix.PerspectiveFovLHToRef(this._aspectRatioFov, this._aspectRatioAspectRatio, this.minZ, this.maxZ, this._workMatrix);
  18062. this._workMatrix.multiplyToRef(this._hMatrix, this._projectionMatrix);
  18063. return this._projectionMatrix;
  18064. };
  18065. _OculusInnerGamepadCamera.prototype._getViewMatrix = function () {
  18066. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  18067. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  18068. BABYLON.Vector3.TransformNormalToRef(this.upVector, this._cameraRotationMatrix, this._actualUp);
  18069. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  18070. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this._actualUp, this._workMatrix);
  18071. this._workMatrix.multiplyToRef(this._preViewMatrix, this._viewMatrix);
  18072. return this._viewMatrix;
  18073. };
  18074. return _OculusInnerGamepadCamera;
  18075. })(BABYLON.FreeCamera);
  18076. var OculusGamepadCamera = (function (_super) {
  18077. __extends(OculusGamepadCamera, _super);
  18078. function OculusGamepadCamera(name, position, scene) {
  18079. var _this = this;
  18080. _super.call(this, name, position, scene);
  18081. this.angularSensibility = 200;
  18082. this.moveSensibility = 75;
  18083. this._leftCamera = new _OculusInnerGamepadCamera(name + "_left", position.clone(), scene, true);
  18084. this._rightCamera = new _OculusInnerGamepadCamera(name + "_right", position.clone(), scene, false);
  18085. this.subCameras.push(this._leftCamera);
  18086. this.subCameras.push(this._rightCamera);
  18087. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  18088. this._gamepads = new BABYLON.Gamepads(function (gamepad) {
  18089. _this._onNewGameConnected(gamepad);
  18090. });
  18091. }
  18092. OculusGamepadCamera.prototype._onNewGameConnected = function (gamepad) {
  18093. if (gamepad.index === 0) {
  18094. this._gamepad = gamepad;
  18095. }
  18096. };
  18097. OculusGamepadCamera.prototype._update = function () {
  18098. this._leftCamera.position.copyFrom(this.position);
  18099. this._rightCamera.position.copyFrom(this.position);
  18100. this._updateCamera(this._leftCamera);
  18101. this._updateCamera(this._rightCamera);
  18102. _super.prototype._update.call(this);
  18103. };
  18104. OculusGamepadCamera.prototype._checkInputs = function () {
  18105. if (!this._gamepad) {
  18106. return;
  18107. }
  18108. var LSValues = this._gamepad.leftStick;
  18109. var normalizedLX = LSValues.x / this.moveSensibility;
  18110. var normalizedLY = LSValues.y / this.moveSensibility;
  18111. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  18112. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  18113. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  18114. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x, 0, -LSValues.y), cameraTransform);
  18115. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  18116. };
  18117. OculusGamepadCamera.prototype._updateCamera = function (camera) {
  18118. camera.minZ = this.minZ;
  18119. camera.maxZ = this.maxZ;
  18120. camera.rotation.x = this.rotation.x;
  18121. camera.rotation.y = this.rotation.y;
  18122. camera.rotation.z = this.rotation.z;
  18123. };
  18124. OculusGamepadCamera.prototype._onOrientationEvent = function (evt) {
  18125. var yaw = evt.alpha / 180 * Math.PI;
  18126. var pitch = evt.beta / 180 * Math.PI;
  18127. var roll = evt.gamma / 180 * Math.PI;
  18128. if (!this._offsetOrientation) {
  18129. this._offsetOrientation = {
  18130. yaw: yaw,
  18131. pitch: pitch,
  18132. roll: roll
  18133. };
  18134. return;
  18135. } else {
  18136. this.rotation.y += yaw - this._offsetOrientation.yaw;
  18137. this.rotation.x += pitch - this._offsetOrientation.pitch;
  18138. this.rotation.z += this._offsetOrientation.roll - roll;
  18139. this._offsetOrientation.yaw = yaw;
  18140. this._offsetOrientation.pitch = pitch;
  18141. this._offsetOrientation.roll = roll;
  18142. }
  18143. };
  18144. OculusGamepadCamera.prototype.attachControl = function (element, noPreventDefault) {
  18145. _super.prototype.attachControl.call(this, element, noPreventDefault);
  18146. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  18147. };
  18148. OculusGamepadCamera.prototype.detachControl = function (element) {
  18149. _super.prototype.detachControl.call(this, element);
  18150. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  18151. };
  18152. OculusGamepadCamera.prototype.dispose = function () {
  18153. this._gamepads.dispose();
  18154. _super.prototype.dispose.call(this);
  18155. };
  18156. return OculusGamepadCamera;
  18157. })(BABYLON.FreeCamera);
  18158. BABYLON.OculusGamepadCamera = OculusGamepadCamera;
  18159. })(BABYLON || (BABYLON = {}));
  18160. var __extends = this.__extends || function (d, b) {
  18161. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  18162. function __() { this.constructor = d; }
  18163. __.prototype = b.prototype;
  18164. d.prototype = new __();
  18165. };
  18166. var BABYLON;
  18167. (function (BABYLON) {
  18168. var VirtualJoysticksCamera = (function (_super) {
  18169. __extends(VirtualJoysticksCamera, _super);
  18170. function VirtualJoysticksCamera(name, position, scene) {
  18171. _super.call(this, name, position, scene);
  18172. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  18173. this._leftjoystick.setAxisForUpDown(2 /* Z */);
  18174. this._leftjoystick.setAxisForLeftRight(0 /* X */);
  18175. this._leftjoystick.setJoystickSensibility(0.15);
  18176. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  18177. this._rightjoystick.setAxisForUpDown(0 /* X */);
  18178. this._rightjoystick.setAxisForLeftRight(1 /* Y */);
  18179. this._rightjoystick.reverseUpDown = true;
  18180. this._rightjoystick.setJoystickSensibility(0.05);
  18181. this._rightjoystick.setJoystickColor("yellow");
  18182. }
  18183. VirtualJoysticksCamera.prototype._checkInputs = function () {
  18184. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  18185. var deltaTransform = BABYLON.Vector3.TransformCoordinates(this._leftjoystick.deltaPosition, cameraTransform);
  18186. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  18187. this.cameraRotation = this.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  18188. if (!this._leftjoystick.pressed) {
  18189. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  18190. }
  18191. if (!this._rightjoystick.pressed) {
  18192. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  18193. }
  18194. };
  18195. VirtualJoysticksCamera.prototype.dispose = function () {
  18196. this._leftjoystick.releaseCanvas();
  18197. _super.prototype.dispose.call(this);
  18198. };
  18199. return VirtualJoysticksCamera;
  18200. })(BABYLON.FreeCamera);
  18201. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  18202. })(BABYLON || (BABYLON = {}));
  18203. var __extends = this.__extends || function (d, b) {
  18204. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  18205. function __() { this.constructor = d; }
  18206. __.prototype = b.prototype;
  18207. d.prototype = new __();
  18208. };
  18209. var BABYLON;
  18210. (function (BABYLON) {
  18211. var ShaderMaterial = (function (_super) {
  18212. __extends(ShaderMaterial, _super);
  18213. function ShaderMaterial(name, scene, shaderPath, options) {
  18214. _super.call(this, name, scene);
  18215. this._textures = new Array();
  18216. this._floats = new Array();
  18217. this._floatsArrays = {};
  18218. this._colors3 = new Array();
  18219. this._colors4 = new Array();
  18220. this._vectors2 = new Array();
  18221. this._vectors3 = new Array();
  18222. this._matrices = new Array();
  18223. this._cachedWorldViewMatrix = new BABYLON.Matrix();
  18224. this._shaderPath = shaderPath;
  18225. options.needAlphaBlending = options.needAlphaBlending || false;
  18226. options.needAlphaTesting = options.needAlphaTesting || false;
  18227. options.attributes = options.attributes || ["position", "normal", "uv"];
  18228. options.uniforms = options.uniforms || ["worldViewProjection"];
  18229. options.samplers = options.samplers || [];
  18230. this._options = options;
  18231. }
  18232. ShaderMaterial.prototype.needAlphaBlending = function () {
  18233. return this._options.needAlphaBlending;
  18234. };
  18235. ShaderMaterial.prototype.needAlphaTesting = function () {
  18236. return this._options.needAlphaTesting;
  18237. };
  18238. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  18239. if (this._options.uniforms.indexOf(uniformName) === -1) {
  18240. this._options.uniforms.push(uniformName);
  18241. }
  18242. };
  18243. ShaderMaterial.prototype.setTexture = function (name, texture) {
  18244. if (this._options.samplers.indexOf(name) === -1) {
  18245. this._options.samplers.push(name);
  18246. }
  18247. this._textures[name] = texture;
  18248. return this;
  18249. };
  18250. ShaderMaterial.prototype.setFloat = function (name, value) {
  18251. this._checkUniform(name);
  18252. this._floats[name] = value;
  18253. return this;
  18254. };
  18255. ShaderMaterial.prototype.setFloats = function (name, value) {
  18256. this._checkUniform(name);
  18257. this._floatsArrays[name] = value;
  18258. return this;
  18259. };
  18260. ShaderMaterial.prototype.setColor3 = function (name, value) {
  18261. this._checkUniform(name);
  18262. this._colors3[name] = value;
  18263. return this;
  18264. };
  18265. ShaderMaterial.prototype.setColor4 = function (name, value) {
  18266. this._checkUniform(name);
  18267. this._colors4[name] = value;
  18268. return this;
  18269. };
  18270. ShaderMaterial.prototype.setVector2 = function (name, value) {
  18271. this._checkUniform(name);
  18272. this._vectors2[name] = value;
  18273. return this;
  18274. };
  18275. ShaderMaterial.prototype.setVector3 = function (name, value) {
  18276. this._checkUniform(name);
  18277. this._vectors3[name] = value;
  18278. return this;
  18279. };
  18280. ShaderMaterial.prototype.setMatrix = function (name, value) {
  18281. this._checkUniform(name);
  18282. this._matrices[name] = value;
  18283. return this;
  18284. };
  18285. ShaderMaterial.prototype.isReady = function () {
  18286. var scene = this.getScene();
  18287. var engine = scene.getEngine();
  18288. if (!this.checkReadyOnEveryCall) {
  18289. if (this._renderId === scene.getRenderId()) {
  18290. return true;
  18291. }
  18292. }
  18293. var previousEffect = this._effect;
  18294. this._effect = engine.createEffect(this._shaderPath, this._options.attributes, this._options.uniforms, this._options.samplers, "", null, this.onCompiled, this.onError);
  18295. if (!this._effect.isReady()) {
  18296. return false;
  18297. }
  18298. if (previousEffect !== this._effect) {
  18299. scene.resetCachedMaterial();
  18300. }
  18301. this._renderId = scene.getRenderId();
  18302. return true;
  18303. };
  18304. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  18305. var scene = this.getScene();
  18306. if (this._options.uniforms.indexOf("world") !== -1) {
  18307. this._effect.setMatrix("world", world);
  18308. }
  18309. if (this._options.uniforms.indexOf("worldView") !== -1) {
  18310. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  18311. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  18312. }
  18313. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  18314. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  18315. }
  18316. };
  18317. ShaderMaterial.prototype.bind = function (world) {
  18318. this.bindOnlyWorldMatrix(world);
  18319. if (this.getScene().getCachedMaterial() !== this) {
  18320. if (this._options.uniforms.indexOf("view") !== -1) {
  18321. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  18322. }
  18323. if (this._options.uniforms.indexOf("projection") !== -1) {
  18324. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  18325. }
  18326. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  18327. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  18328. }
  18329. for (var name in this._textures) {
  18330. this._effect.setTexture(name, this._textures[name]);
  18331. }
  18332. for (name in this._floats) {
  18333. this._effect.setFloat(name, this._floats[name]);
  18334. }
  18335. for (name in this._floatsArrays) {
  18336. this._effect.setArray(name, this._floatsArrays[name]);
  18337. }
  18338. for (name in this._colors3) {
  18339. this._effect.setColor3(name, this._colors3[name]);
  18340. }
  18341. for (name in this._colors4) {
  18342. var color = this._colors4[name];
  18343. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  18344. }
  18345. for (name in this._vectors2) {
  18346. this._effect.setVector2(name, this._vectors2[name]);
  18347. }
  18348. for (name in this._vectors3) {
  18349. this._effect.setVector3(name, this._vectors3[name]);
  18350. }
  18351. for (name in this._matrices) {
  18352. this._effect.setMatrix(name, this._matrices[name]);
  18353. }
  18354. }
  18355. _super.prototype.bind.call(this, world, null);
  18356. };
  18357. ShaderMaterial.prototype.dispose = function (forceDisposeEffect) {
  18358. for (var name in this._textures) {
  18359. this._textures[name].dispose();
  18360. }
  18361. this._textures = [];
  18362. _super.prototype.dispose.call(this, forceDisposeEffect);
  18363. };
  18364. return ShaderMaterial;
  18365. })(BABYLON.Material);
  18366. BABYLON.ShaderMaterial = ShaderMaterial;
  18367. })(BABYLON || (BABYLON = {}));
  18368. var BABYLON;
  18369. (function (BABYLON) {
  18370. var VertexData = (function () {
  18371. function VertexData() {
  18372. }
  18373. VertexData.prototype.set = function (data, kind) {
  18374. switch (kind) {
  18375. case BABYLON.VertexBuffer.PositionKind:
  18376. this.positions = data;
  18377. break;
  18378. case BABYLON.VertexBuffer.NormalKind:
  18379. this.normals = data;
  18380. break;
  18381. case BABYLON.VertexBuffer.UVKind:
  18382. this.uvs = data;
  18383. break;
  18384. case BABYLON.VertexBuffer.UV2Kind:
  18385. this.uv2s = data;
  18386. break;
  18387. case BABYLON.VertexBuffer.ColorKind:
  18388. this.colors = data;
  18389. break;
  18390. case BABYLON.VertexBuffer.MatricesIndicesKind:
  18391. this.matricesIndices = data;
  18392. break;
  18393. case BABYLON.VertexBuffer.MatricesWeightsKind:
  18394. this.matricesWeights = data;
  18395. break;
  18396. }
  18397. };
  18398. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  18399. this._applyTo(mesh, updatable);
  18400. };
  18401. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  18402. this._applyTo(geometry, updatable);
  18403. };
  18404. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  18405. this._update(mesh);
  18406. };
  18407. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  18408. this._update(geometry);
  18409. };
  18410. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  18411. if (this.positions) {
  18412. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  18413. }
  18414. if (this.normals) {
  18415. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  18416. }
  18417. if (this.uvs) {
  18418. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  18419. }
  18420. if (this.uv2s) {
  18421. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updatable);
  18422. }
  18423. if (this.colors) {
  18424. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  18425. }
  18426. if (this.matricesIndices) {
  18427. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  18428. }
  18429. if (this.matricesWeights) {
  18430. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  18431. }
  18432. if (this.indices) {
  18433. meshOrGeometry.setIndices(this.indices);
  18434. }
  18435. };
  18436. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  18437. if (this.positions) {
  18438. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  18439. }
  18440. if (this.normals) {
  18441. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  18442. }
  18443. if (this.uvs) {
  18444. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  18445. }
  18446. if (this.uv2s) {
  18447. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updateExtends, makeItUnique);
  18448. }
  18449. if (this.colors) {
  18450. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  18451. }
  18452. if (this.matricesIndices) {
  18453. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  18454. }
  18455. if (this.matricesWeights) {
  18456. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  18457. }
  18458. if (this.indices) {
  18459. meshOrGeometry.setIndices(this.indices);
  18460. }
  18461. };
  18462. VertexData.prototype.transform = function (matrix) {
  18463. var transformed = BABYLON.Vector3.Zero();
  18464. if (this.positions) {
  18465. var position = BABYLON.Vector3.Zero();
  18466. for (var index = 0; index < this.positions.length; index += 3) {
  18467. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  18468. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  18469. this.positions[index] = transformed.x;
  18470. this.positions[index + 1] = transformed.y;
  18471. this.positions[index + 2] = transformed.z;
  18472. }
  18473. }
  18474. if (this.normals) {
  18475. var normal = BABYLON.Vector3.Zero();
  18476. for (index = 0; index < this.normals.length; index += 3) {
  18477. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  18478. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  18479. this.normals[index] = transformed.x;
  18480. this.normals[index + 1] = transformed.y;
  18481. this.normals[index + 2] = transformed.z;
  18482. }
  18483. }
  18484. };
  18485. VertexData.prototype.merge = function (other) {
  18486. if (other.indices) {
  18487. if (!this.indices) {
  18488. this.indices = [];
  18489. }
  18490. var offset = this.positions ? this.positions.length / 3 : 0;
  18491. for (var index = 0; index < other.indices.length; index++) {
  18492. this.indices.push(other.indices[index] + offset);
  18493. }
  18494. }
  18495. if (other.positions) {
  18496. if (!this.positions) {
  18497. this.positions = [];
  18498. }
  18499. for (index = 0; index < other.positions.length; index++) {
  18500. this.positions.push(other.positions[index]);
  18501. }
  18502. }
  18503. if (other.normals) {
  18504. if (!this.normals) {
  18505. this.normals = [];
  18506. }
  18507. for (index = 0; index < other.normals.length; index++) {
  18508. this.normals.push(other.normals[index]);
  18509. }
  18510. }
  18511. if (other.uvs) {
  18512. if (!this.uvs) {
  18513. this.uvs = [];
  18514. }
  18515. for (index = 0; index < other.uvs.length; index++) {
  18516. this.uvs.push(other.uvs[index]);
  18517. }
  18518. }
  18519. if (other.uv2s) {
  18520. if (!this.uv2s) {
  18521. this.uv2s = [];
  18522. }
  18523. for (index = 0; index < other.uv2s.length; index++) {
  18524. this.uv2s.push(other.uv2s[index]);
  18525. }
  18526. }
  18527. if (other.matricesIndices) {
  18528. if (!this.matricesIndices) {
  18529. this.matricesIndices = [];
  18530. }
  18531. for (index = 0; index < other.matricesIndices.length; index++) {
  18532. this.matricesIndices.push(other.matricesIndices[index]);
  18533. }
  18534. }
  18535. if (other.matricesWeights) {
  18536. if (!this.matricesWeights) {
  18537. this.matricesWeights = [];
  18538. }
  18539. for (index = 0; index < other.matricesWeights.length; index++) {
  18540. this.matricesWeights.push(other.matricesWeights[index]);
  18541. }
  18542. }
  18543. if (other.colors) {
  18544. if (!this.colors) {
  18545. this.colors = [];
  18546. }
  18547. for (index = 0; index < other.colors.length; index++) {
  18548. this.colors.push(other.colors[index]);
  18549. }
  18550. }
  18551. };
  18552. VertexData.ExtractFromMesh = function (mesh) {
  18553. return VertexData._ExtractFrom(mesh);
  18554. };
  18555. VertexData.ExtractFromGeometry = function (geometry) {
  18556. return VertexData._ExtractFrom(geometry);
  18557. };
  18558. VertexData._ExtractFrom = function (meshOrGeometry) {
  18559. var result = new BABYLON.VertexData();
  18560. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  18561. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  18562. }
  18563. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  18564. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  18565. }
  18566. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  18567. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind);
  18568. }
  18569. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  18570. result.uv2s = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  18571. }
  18572. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  18573. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  18574. }
  18575. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  18576. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  18577. }
  18578. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  18579. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  18580. }
  18581. result.indices = meshOrGeometry.getIndices();
  18582. return result;
  18583. };
  18584. VertexData.CreateBox = function (size) {
  18585. var normalsSource = [
  18586. new BABYLON.Vector3(0, 0, 1),
  18587. new BABYLON.Vector3(0, 0, -1),
  18588. new BABYLON.Vector3(1, 0, 0),
  18589. new BABYLON.Vector3(-1, 0, 0),
  18590. new BABYLON.Vector3(0, 1, 0),
  18591. new BABYLON.Vector3(0, -1, 0)
  18592. ];
  18593. var indices = [];
  18594. var positions = [];
  18595. var normals = [];
  18596. var uvs = [];
  18597. size = size || 1;
  18598. for (var index = 0; index < normalsSource.length; index++) {
  18599. var normal = normalsSource[index];
  18600. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  18601. var side2 = BABYLON.Vector3.Cross(normal, side1);
  18602. var verticesLength = positions.length / 3;
  18603. indices.push(verticesLength);
  18604. indices.push(verticesLength + 1);
  18605. indices.push(verticesLength + 2);
  18606. indices.push(verticesLength);
  18607. indices.push(verticesLength + 2);
  18608. indices.push(verticesLength + 3);
  18609. var vertex = normal.subtract(side1).subtract(side2).scale(size / 2);
  18610. positions.push(vertex.x, vertex.y, vertex.z);
  18611. normals.push(normal.x, normal.y, normal.z);
  18612. uvs.push(1.0, 1.0);
  18613. vertex = normal.subtract(side1).add(side2).scale(size / 2);
  18614. positions.push(vertex.x, vertex.y, vertex.z);
  18615. normals.push(normal.x, normal.y, normal.z);
  18616. uvs.push(0.0, 1.0);
  18617. vertex = normal.add(side1).add(side2).scale(size / 2);
  18618. positions.push(vertex.x, vertex.y, vertex.z);
  18619. normals.push(normal.x, normal.y, normal.z);
  18620. uvs.push(0.0, 0.0);
  18621. vertex = normal.add(side1).subtract(side2).scale(size / 2);
  18622. positions.push(vertex.x, vertex.y, vertex.z);
  18623. normals.push(normal.x, normal.y, normal.z);
  18624. uvs.push(1.0, 0.0);
  18625. }
  18626. var vertexData = new BABYLON.VertexData();
  18627. vertexData.indices = indices;
  18628. vertexData.positions = positions;
  18629. vertexData.normals = normals;
  18630. vertexData.uvs = uvs;
  18631. return vertexData;
  18632. };
  18633. VertexData.CreateSphere = function (segments, diameter) {
  18634. segments = segments || 32;
  18635. diameter = diameter || 1;
  18636. var radius = diameter / 2;
  18637. var totalZRotationSteps = 2 + segments;
  18638. var totalYRotationSteps = 2 * totalZRotationSteps;
  18639. var indices = [];
  18640. var positions = [];
  18641. var normals = [];
  18642. var uvs = [];
  18643. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  18644. var normalizedZ = zRotationStep / totalZRotationSteps;
  18645. var angleZ = (normalizedZ * Math.PI);
  18646. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  18647. var normalizedY = yRotationStep / totalYRotationSteps;
  18648. var angleY = normalizedY * Math.PI * 2;
  18649. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  18650. var rotationY = BABYLON.Matrix.RotationY(angleY);
  18651. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  18652. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  18653. var vertex = complete.scale(radius);
  18654. var normal = BABYLON.Vector3.Normalize(vertex);
  18655. positions.push(vertex.x, vertex.y, vertex.z);
  18656. normals.push(normal.x, normal.y, normal.z);
  18657. uvs.push(normalizedZ, normalizedY);
  18658. }
  18659. if (zRotationStep > 0) {
  18660. var verticesCount = positions.length / 3;
  18661. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  18662. indices.push((firstIndex));
  18663. indices.push((firstIndex + 1));
  18664. indices.push(firstIndex + totalYRotationSteps + 1);
  18665. indices.push((firstIndex + totalYRotationSteps + 1));
  18666. indices.push((firstIndex + 1));
  18667. indices.push((firstIndex + totalYRotationSteps + 2));
  18668. }
  18669. }
  18670. }
  18671. var vertexData = new BABYLON.VertexData();
  18672. vertexData.indices = indices;
  18673. vertexData.positions = positions;
  18674. vertexData.normals = normals;
  18675. vertexData.uvs = uvs;
  18676. return vertexData;
  18677. };
  18678. VertexData.CreateCylinder = function (height, diameterTop, diameterBottom, tessellation, subdivisions) {
  18679. if (typeof subdivisions === "undefined") { subdivisions = 1; }
  18680. var radiusTop = diameterTop / 2;
  18681. var radiusBottom = diameterBottom / 2;
  18682. var indices = [];
  18683. var positions = [];
  18684. var normals = [];
  18685. var uvs = [];
  18686. height = height || 1;
  18687. diameterTop = diameterTop || 0.5;
  18688. diameterBottom = diameterBottom || 1;
  18689. tessellation = tessellation || 16;
  18690. subdivisions = subdivisions || 1;
  18691. subdivisions = (subdivisions < 1) ? 1 : subdivisions;
  18692. var getCircleVector = function (i) {
  18693. var angle = (i * 2.0 * Math.PI / tessellation);
  18694. var dx = Math.cos(angle);
  18695. var dz = Math.sin(angle);
  18696. return new BABYLON.Vector3(dx, 0, dz);
  18697. };
  18698. var createCylinderCap = function (isTop) {
  18699. var radius = isTop ? radiusTop : radiusBottom;
  18700. if (radius == 0) {
  18701. return;
  18702. }
  18703. var vbase = positions.length / 3;
  18704. var offset = new BABYLON.Vector3(0, height / 2, 0);
  18705. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  18706. if (!isTop) {
  18707. offset.scaleInPlace(-1);
  18708. textureScale.x = -textureScale.x;
  18709. }
  18710. for (i = 0; i < tessellation; i++) {
  18711. var circleVector = getCircleVector(i);
  18712. var position = circleVector.scale(radius).add(offset);
  18713. var textureCoordinate = new BABYLON.Vector2(circleVector.x * textureScale.x + 0.5, circleVector.z * textureScale.y + 0.5);
  18714. positions.push(position.x, position.y, position.z);
  18715. uvs.push(textureCoordinate.x, textureCoordinate.y);
  18716. }
  18717. for (var i = 0; i < tessellation - 2; i++) {
  18718. if (!isTop) {
  18719. indices.push(vbase);
  18720. indices.push(vbase + (i + 2) % tessellation);
  18721. indices.push(vbase + (i + 1) % tessellation);
  18722. } else {
  18723. indices.push(vbase);
  18724. indices.push(vbase + (i + 1) % tessellation);
  18725. indices.push(vbase + (i + 2) % tessellation);
  18726. }
  18727. }
  18728. };
  18729. var base = new BABYLON.Vector3(0, -1, 0).scale(height / 2);
  18730. var offset = new BABYLON.Vector3(0, 1, 0).scale(height / subdivisions);
  18731. var stride = tessellation + 1;
  18732. for (var i = 0; i <= tessellation; i++) {
  18733. var circleVector = getCircleVector(i);
  18734. var textureCoordinate = new BABYLON.Vector2(i / tessellation, 0);
  18735. var position, radius = radiusBottom;
  18736. for (var s = 0; s <= subdivisions; s++) {
  18737. position = circleVector.scale(radius);
  18738. position.addInPlace(base.add(offset.scale(s)));
  18739. textureCoordinate.y += 1 / subdivisions;
  18740. radius += (radiusTop - radiusBottom) / subdivisions;
  18741. positions.push(position.x, position.y, position.z);
  18742. uvs.push(textureCoordinate.x, textureCoordinate.y);
  18743. }
  18744. }
  18745. subdivisions += 1;
  18746. for (var s = 0; s < subdivisions - 1; s++) {
  18747. for (var i = 0; i <= tessellation; i++) {
  18748. indices.push(i * subdivisions + s);
  18749. indices.push((i * subdivisions + (s + subdivisions)) % (stride * subdivisions));
  18750. indices.push(i * subdivisions + (s + 1));
  18751. indices.push(i * subdivisions + (s + 1));
  18752. indices.push((i * subdivisions + (s + subdivisions)) % (stride * subdivisions));
  18753. indices.push((i * subdivisions + (s + subdivisions + 1)) % (stride * subdivisions));
  18754. }
  18755. }
  18756. createCylinderCap(true);
  18757. createCylinderCap(false);
  18758. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  18759. var vertexData = new BABYLON.VertexData();
  18760. vertexData.indices = indices;
  18761. vertexData.positions = positions;
  18762. vertexData.normals = normals;
  18763. vertexData.uvs = uvs;
  18764. return vertexData;
  18765. };
  18766. VertexData.CreateTorus = function (diameter, thickness, tessellation) {
  18767. var indices = [];
  18768. var positions = [];
  18769. var normals = [];
  18770. var uvs = [];
  18771. diameter = diameter || 1;
  18772. thickness = thickness || 0.5;
  18773. tessellation = tessellation || 16;
  18774. var stride = tessellation + 1;
  18775. for (var i = 0; i <= tessellation; i++) {
  18776. var u = i / tessellation;
  18777. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  18778. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  18779. for (var j = 0; j <= tessellation; j++) {
  18780. var v = 1 - j / tessellation;
  18781. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  18782. var dx = Math.cos(innerAngle);
  18783. var dy = Math.sin(innerAngle);
  18784. var normal = new BABYLON.Vector3(dx, dy, 0);
  18785. var position = normal.scale(thickness / 2);
  18786. var textureCoordinate = new BABYLON.Vector2(u, v);
  18787. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  18788. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  18789. positions.push(position.x, position.y, position.z);
  18790. normals.push(normal.x, normal.y, normal.z);
  18791. uvs.push(textureCoordinate.x, textureCoordinate.y);
  18792. var nextI = (i + 1) % stride;
  18793. var nextJ = (j + 1) % stride;
  18794. indices.push(i * stride + j);
  18795. indices.push(i * stride + nextJ);
  18796. indices.push(nextI * stride + j);
  18797. indices.push(i * stride + nextJ);
  18798. indices.push(nextI * stride + nextJ);
  18799. indices.push(nextI * stride + j);
  18800. }
  18801. }
  18802. var vertexData = new BABYLON.VertexData();
  18803. vertexData.indices = indices;
  18804. vertexData.positions = positions;
  18805. vertexData.normals = normals;
  18806. vertexData.uvs = uvs;
  18807. return vertexData;
  18808. };
  18809. VertexData.CreateLines = function (points) {
  18810. var indices = [];
  18811. var positions = [];
  18812. for (var index = 0; index < points.length; index++) {
  18813. positions.push(points[index].x, points[index].y, points[index].z);
  18814. if (index > 0) {
  18815. indices.push(index - 1);
  18816. indices.push(index);
  18817. }
  18818. }
  18819. var vertexData = new BABYLON.VertexData();
  18820. vertexData.indices = indices;
  18821. vertexData.positions = positions;
  18822. return vertexData;
  18823. };
  18824. VertexData.CreateGround = function (width, height, subdivisions) {
  18825. var indices = [];
  18826. var positions = [];
  18827. var normals = [];
  18828. var uvs = [];
  18829. var row, col;
  18830. width = width || 1;
  18831. height = height || 1;
  18832. subdivisions = subdivisions || 1;
  18833. for (row = 0; row <= subdivisions; row++) {
  18834. for (col = 0; col <= subdivisions; col++) {
  18835. var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
  18836. var normal = new BABYLON.Vector3(0, 1.0, 0);
  18837. positions.push(position.x, position.y, position.z);
  18838. normals.push(normal.x, normal.y, normal.z);
  18839. uvs.push(col / subdivisions, 1.0 - row / subdivisions);
  18840. }
  18841. }
  18842. for (row = 0; row < subdivisions; row++) {
  18843. for (col = 0; col < subdivisions; col++) {
  18844. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  18845. indices.push(col + 1 + row * (subdivisions + 1));
  18846. indices.push(col + row * (subdivisions + 1));
  18847. indices.push(col + (row + 1) * (subdivisions + 1));
  18848. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  18849. indices.push(col + row * (subdivisions + 1));
  18850. }
  18851. }
  18852. var vertexData = new BABYLON.VertexData();
  18853. vertexData.indices = indices;
  18854. vertexData.positions = positions;
  18855. vertexData.normals = normals;
  18856. vertexData.uvs = uvs;
  18857. return vertexData;
  18858. };
  18859. VertexData.CreateTiledGround = function (xmin, zmin, xmax, zmax, subdivisions, precision) {
  18860. if (typeof subdivisions === "undefined") { subdivisions = { w: 1, h: 1 }; }
  18861. if (typeof precision === "undefined") { precision = { w: 1, h: 1 }; }
  18862. var indices = [];
  18863. var positions = [];
  18864. var normals = [];
  18865. var uvs = [];
  18866. var row, col, tileRow, tileCol;
  18867. subdivisions.h = (subdivisions.w < 1) ? 1 : subdivisions.h;
  18868. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  18869. precision.w = (precision.w < 1) ? 1 : precision.w;
  18870. precision.h = (precision.h < 1) ? 1 : precision.h;
  18871. var tileSize = {
  18872. 'w': (xmax - xmin) / subdivisions.w,
  18873. 'h': (zmax - zmin) / subdivisions.h
  18874. };
  18875. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  18876. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  18877. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  18878. }
  18879. }
  18880. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  18881. var base = positions.length / 3;
  18882. var rowLength = precision.w + 1;
  18883. for (row = 0; row < precision.h; row++) {
  18884. for (col = 0; col < precision.w; col++) {
  18885. var square = [
  18886. base + col + row * rowLength,
  18887. base + (col + 1) + row * rowLength,
  18888. base + (col + 1) + (row + 1) * rowLength,
  18889. base + col + (row + 1) * rowLength
  18890. ];
  18891. indices.push(square[1]);
  18892. indices.push(square[2]);
  18893. indices.push(square[3]);
  18894. indices.push(square[0]);
  18895. indices.push(square[1]);
  18896. indices.push(square[3]);
  18897. }
  18898. }
  18899. var position = BABYLON.Vector3.Zero();
  18900. var normal = new BABYLON.Vector3(0, 1.0, 0);
  18901. for (row = 0; row <= precision.h; row++) {
  18902. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  18903. for (col = 0; col <= precision.w; col++) {
  18904. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  18905. position.y = 0;
  18906. positions.push(position.x, position.y, position.z);
  18907. normals.push(normal.x, normal.y, normal.z);
  18908. uvs.push(col / precision.w, row / precision.h);
  18909. }
  18910. }
  18911. }
  18912. var vertexData = new BABYLON.VertexData();
  18913. vertexData.indices = indices;
  18914. vertexData.positions = positions;
  18915. vertexData.normals = normals;
  18916. vertexData.uvs = uvs;
  18917. return vertexData;
  18918. };
  18919. VertexData.CreateGroundFromHeightMap = function (width, height, subdivisions, minHeight, maxHeight, buffer, bufferWidth, bufferHeight) {
  18920. var indices = [];
  18921. var positions = [];
  18922. var normals = [];
  18923. var uvs = [];
  18924. var row, col;
  18925. for (row = 0; row <= subdivisions; row++) {
  18926. for (col = 0; col <= subdivisions; col++) {
  18927. var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
  18928. var heightMapX = (((position.x + width / 2) / width) * (bufferWidth - 1)) | 0;
  18929. var heightMapY = ((1.0 - (position.z + height / 2) / height) * (bufferHeight - 1)) | 0;
  18930. var pos = (heightMapX + heightMapY * bufferWidth) * 4;
  18931. var r = buffer[pos] / 255.0;
  18932. var g = buffer[pos + 1] / 255.0;
  18933. var b = buffer[pos + 2] / 255.0;
  18934. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  18935. position.y = minHeight + (maxHeight - minHeight) * gradient;
  18936. positions.push(position.x, position.y, position.z);
  18937. normals.push(0, 0, 0);
  18938. uvs.push(col / subdivisions, 1.0 - row / subdivisions);
  18939. }
  18940. }
  18941. for (row = 0; row < subdivisions; row++) {
  18942. for (col = 0; col < subdivisions; col++) {
  18943. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  18944. indices.push(col + 1 + row * (subdivisions + 1));
  18945. indices.push(col + row * (subdivisions + 1));
  18946. indices.push(col + (row + 1) * (subdivisions + 1));
  18947. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  18948. indices.push(col + row * (subdivisions + 1));
  18949. }
  18950. }
  18951. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  18952. var vertexData = new BABYLON.VertexData();
  18953. vertexData.indices = indices;
  18954. vertexData.positions = positions;
  18955. vertexData.normals = normals;
  18956. vertexData.uvs = uvs;
  18957. return vertexData;
  18958. };
  18959. VertexData.CreatePlane = function (size) {
  18960. var indices = [];
  18961. var positions = [];
  18962. var normals = [];
  18963. var uvs = [];
  18964. size = size || 1;
  18965. var halfSize = size / 2.0;
  18966. positions.push(-halfSize, -halfSize, 0);
  18967. normals.push(0, 0, -1.0);
  18968. uvs.push(0.0, 0.0);
  18969. positions.push(halfSize, -halfSize, 0);
  18970. normals.push(0, 0, -1.0);
  18971. uvs.push(1.0, 0.0);
  18972. positions.push(halfSize, halfSize, 0);
  18973. normals.push(0, 0, -1.0);
  18974. uvs.push(1.0, 1.0);
  18975. positions.push(-halfSize, halfSize, 0);
  18976. normals.push(0, 0, -1.0);
  18977. uvs.push(0.0, 1.0);
  18978. indices.push(0);
  18979. indices.push(1);
  18980. indices.push(2);
  18981. indices.push(0);
  18982. indices.push(2);
  18983. indices.push(3);
  18984. var vertexData = new BABYLON.VertexData();
  18985. vertexData.indices = indices;
  18986. vertexData.positions = positions;
  18987. vertexData.normals = normals;
  18988. vertexData.uvs = uvs;
  18989. return vertexData;
  18990. };
  18991. VertexData.CreateTorusKnot = function (radius, tube, radialSegments, tubularSegments, p, q) {
  18992. var indices = [];
  18993. var positions = [];
  18994. var normals = [];
  18995. var uvs = [];
  18996. radius = radius || 2;
  18997. tube = tube || 0.5;
  18998. radialSegments = radialSegments || 32;
  18999. tubularSegments = tubularSegments || 32;
  19000. p = p || 2;
  19001. q = q || 3;
  19002. var getPos = function (angle) {
  19003. var cu = Math.cos(angle);
  19004. var su = Math.sin(angle);
  19005. var quOverP = q / p * angle;
  19006. var cs = Math.cos(quOverP);
  19007. var tx = radius * (2 + cs) * 0.5 * cu;
  19008. var ty = radius * (2 + cs) * su * 0.5;
  19009. var tz = radius * Math.sin(quOverP) * 0.5;
  19010. return new BABYLON.Vector3(tx, ty, tz);
  19011. };
  19012. for (var i = 0; i <= radialSegments; i++) {
  19013. var modI = i % radialSegments;
  19014. var u = modI / radialSegments * 2 * p * Math.PI;
  19015. var p1 = getPos(u);
  19016. var p2 = getPos(u + 0.01);
  19017. var tang = p2.subtract(p1);
  19018. var n = p2.add(p1);
  19019. var bitan = BABYLON.Vector3.Cross(tang, n);
  19020. n = BABYLON.Vector3.Cross(bitan, tang);
  19021. bitan.normalize();
  19022. n.normalize();
  19023. for (var j = 0; j < tubularSegments; j++) {
  19024. var modJ = j % tubularSegments;
  19025. var v = modJ / tubularSegments * 2 * Math.PI;
  19026. var cx = -tube * Math.cos(v);
  19027. var cy = tube * Math.sin(v);
  19028. positions.push(p1.x + cx * n.x + cy * bitan.x);
  19029. positions.push(p1.y + cx * n.y + cy * bitan.y);
  19030. positions.push(p1.z + cx * n.z + cy * bitan.z);
  19031. uvs.push(i / radialSegments);
  19032. uvs.push(j / tubularSegments);
  19033. }
  19034. }
  19035. for (i = 0; i < radialSegments; i++) {
  19036. for (j = 0; j < tubularSegments; j++) {
  19037. var jNext = (j + 1) % tubularSegments;
  19038. var a = i * tubularSegments + j;
  19039. var b = (i + 1) * tubularSegments + j;
  19040. var c = (i + 1) * tubularSegments + jNext;
  19041. var d = i * tubularSegments + jNext;
  19042. indices.push(d);
  19043. indices.push(b);
  19044. indices.push(a);
  19045. indices.push(d);
  19046. indices.push(c);
  19047. indices.push(b);
  19048. }
  19049. }
  19050. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  19051. var vertexData = new BABYLON.VertexData();
  19052. vertexData.indices = indices;
  19053. vertexData.positions = positions;
  19054. vertexData.normals = normals;
  19055. vertexData.uvs = uvs;
  19056. return vertexData;
  19057. };
  19058. VertexData.ComputeNormals = function (positions, indices, normals) {
  19059. var positionVectors = [];
  19060. var facesOfVertices = [];
  19061. var index;
  19062. for (index = 0; index < positions.length; index += 3) {
  19063. var vector3 = new BABYLON.Vector3(positions[index], positions[index + 1], positions[index + 2]);
  19064. positionVectors.push(vector3);
  19065. facesOfVertices.push([]);
  19066. }
  19067. var facesNormals = [];
  19068. for (index = 0; index < indices.length / 3; index++) {
  19069. var i1 = indices[index * 3];
  19070. var i2 = indices[index * 3 + 1];
  19071. var i3 = indices[index * 3 + 2];
  19072. var p1 = positionVectors[i1];
  19073. var p2 = positionVectors[i2];
  19074. var p3 = positionVectors[i3];
  19075. var p1p2 = p1.subtract(p2);
  19076. var p3p2 = p3.subtract(p2);
  19077. facesNormals[index] = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  19078. facesOfVertices[i1].push(index);
  19079. facesOfVertices[i2].push(index);
  19080. facesOfVertices[i3].push(index);
  19081. }
  19082. for (index = 0; index < positionVectors.length; index++) {
  19083. var faces = facesOfVertices[index];
  19084. var normal = BABYLON.Vector3.Zero();
  19085. for (var faceIndex = 0; faceIndex < faces.length; faceIndex++) {
  19086. normal.addInPlace(facesNormals[faces[faceIndex]]);
  19087. }
  19088. normal = BABYLON.Vector3.Normalize(normal.scale(1.0 / faces.length));
  19089. normals[index * 3] = normal.x;
  19090. normals[index * 3 + 1] = normal.y;
  19091. normals[index * 3 + 2] = normal.z;
  19092. }
  19093. };
  19094. return VertexData;
  19095. })();
  19096. BABYLON.VertexData = VertexData;
  19097. })(BABYLON || (BABYLON = {}));
  19098. var __extends = this.__extends || function (d, b) {
  19099. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  19100. function __() { this.constructor = d; }
  19101. __.prototype = b.prototype;
  19102. d.prototype = new __();
  19103. };
  19104. var BABYLON;
  19105. (function (BABYLON) {
  19106. var buildCamera = function (that, name) {
  19107. that._leftCamera.isIntermediate = true;
  19108. that.subCameras.push(that._leftCamera);
  19109. that.subCameras.push(that._rightCamera);
  19110. that._leftTexture = new BABYLON.PassPostProcess(name + "_leftTexture", 1.0, that._leftCamera);
  19111. that._anaglyphPostProcess = new BABYLON.AnaglyphPostProcess(name + "_anaglyph", 1.0, that._rightCamera);
  19112. that._anaglyphPostProcess.onApply = function (effect) {
  19113. effect.setTextureFromPostProcess("leftSampler", that._leftTexture);
  19114. };
  19115. that._update();
  19116. };
  19117. var AnaglyphArcRotateCamera = (function (_super) {
  19118. __extends(AnaglyphArcRotateCamera, _super);
  19119. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, eyeSpace, scene) {
  19120. _super.call(this, name, alpha, beta, radius, target, scene);
  19121. this._eyeSpace = BABYLON.Tools.ToRadians(eyeSpace);
  19122. this._leftCamera = new BABYLON.ArcRotateCamera(name + "_left", alpha - this._eyeSpace, beta, radius, target, scene);
  19123. this._rightCamera = new BABYLON.ArcRotateCamera(name + "_right", alpha + this._eyeSpace, beta, radius, target, scene);
  19124. buildCamera(this, name);
  19125. }
  19126. AnaglyphArcRotateCamera.prototype._update = function () {
  19127. this._updateCamera(this._leftCamera);
  19128. this._updateCamera(this._rightCamera);
  19129. this._leftCamera.alpha = this.alpha - this._eyeSpace;
  19130. this._rightCamera.alpha = this.alpha + this._eyeSpace;
  19131. _super.prototype._update.call(this);
  19132. };
  19133. AnaglyphArcRotateCamera.prototype._updateCamera = function (camera) {
  19134. camera.beta = this.beta;
  19135. camera.radius = this.radius;
  19136. camera.minZ = this.minZ;
  19137. camera.maxZ = this.maxZ;
  19138. camera.fov = this.fov;
  19139. camera.target = this.target;
  19140. };
  19141. return AnaglyphArcRotateCamera;
  19142. })(BABYLON.ArcRotateCamera);
  19143. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  19144. var AnaglyphFreeCamera = (function (_super) {
  19145. __extends(AnaglyphFreeCamera, _super);
  19146. function AnaglyphFreeCamera(name, position, eyeSpace, scene) {
  19147. _super.call(this, name, position, scene);
  19148. this._eyeSpace = BABYLON.Tools.ToRadians(eyeSpace);
  19149. this._transformMatrix = new BABYLON.Matrix();
  19150. this._leftCamera = new BABYLON.FreeCamera(name + "_left", position.clone(), scene);
  19151. this._rightCamera = new BABYLON.FreeCamera(name + "_right", position.clone(), scene);
  19152. buildCamera(this, name);
  19153. }
  19154. AnaglyphFreeCamera.prototype._getSubCameraPosition = function (eyeSpace, result) {
  19155. var target = this.getTarget();
  19156. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(eyeSpace), this._transformMatrix);
  19157. this._transformMatrix = this._transformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  19158. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._transformMatrix, result);
  19159. };
  19160. AnaglyphFreeCamera.prototype._update = function () {
  19161. this._getSubCameraPosition(-this._eyeSpace, this._leftCamera.position);
  19162. this._getSubCameraPosition(this._eyeSpace, this._rightCamera.position);
  19163. this._updateCamera(this._leftCamera);
  19164. this._updateCamera(this._rightCamera);
  19165. _super.prototype._update.call(this);
  19166. };
  19167. AnaglyphFreeCamera.prototype._updateCamera = function (camera) {
  19168. camera.minZ = this.minZ;
  19169. camera.maxZ = this.maxZ;
  19170. camera.fov = this.fov;
  19171. camera.viewport = this.viewport;
  19172. camera.setTarget(this.getTarget());
  19173. };
  19174. return AnaglyphFreeCamera;
  19175. })(BABYLON.FreeCamera);
  19176. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  19177. })(BABYLON || (BABYLON = {}));
  19178. var __extends = this.__extends || function (d, b) {
  19179. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  19180. function __() { this.constructor = d; }
  19181. __.prototype = b.prototype;
  19182. d.prototype = new __();
  19183. };
  19184. var BABYLON;
  19185. (function (BABYLON) {
  19186. var AnaglyphPostProcess = (function (_super) {
  19187. __extends(AnaglyphPostProcess, _super);
  19188. function AnaglyphPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  19189. _super.call(this, name, "anaglyph", null, ["leftSampler"], ratio, camera, samplingMode, engine, reusable);
  19190. }
  19191. return AnaglyphPostProcess;
  19192. })(BABYLON.PostProcess);
  19193. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  19194. })(BABYLON || (BABYLON = {}));
  19195. var BABYLON;
  19196. (function (BABYLON) {
  19197. var Tags = (function () {
  19198. function Tags() {
  19199. }
  19200. Tags.EnableFor = function (obj) {
  19201. obj._tags = obj._tags || {};
  19202. obj.hasTags = function () {
  19203. return Tags.HasTags(obj);
  19204. };
  19205. obj.addTags = function (tagsString) {
  19206. return Tags.AddTagsTo(obj, tagsString);
  19207. };
  19208. obj.removeTags = function (tagsString) {
  19209. return Tags.RemoveTagsFrom(obj, tagsString);
  19210. };
  19211. obj.matchesTagsQuery = function (tagsQuery) {
  19212. return Tags.MatchesQuery(obj, tagsQuery);
  19213. };
  19214. };
  19215. Tags.DisableFor = function (obj) {
  19216. delete obj._tags;
  19217. delete obj.hasTags;
  19218. delete obj.addTags;
  19219. delete obj.removeTags;
  19220. delete obj.matchesTagsQuery;
  19221. };
  19222. Tags.HasTags = function (obj) {
  19223. if (!obj._tags) {
  19224. return false;
  19225. }
  19226. return !BABYLON.Tools.IsEmpty(obj._tags);
  19227. };
  19228. Tags.GetTags = function (obj) {
  19229. if (!obj._tags) {
  19230. return null;
  19231. }
  19232. return obj._tags;
  19233. };
  19234. Tags.AddTagsTo = function (obj, tagsString) {
  19235. if (!tagsString) {
  19236. return;
  19237. }
  19238. var tags = tagsString.split(" ");
  19239. for (var t in tags) {
  19240. Tags._AddTagTo(obj, tags[t]);
  19241. }
  19242. };
  19243. Tags._AddTagTo = function (obj, tag) {
  19244. tag = tag.trim();
  19245. if (tag === "" || tag === "true" || tag === "false") {
  19246. return;
  19247. }
  19248. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  19249. return;
  19250. }
  19251. Tags.EnableFor(obj);
  19252. obj._tags[tag] = true;
  19253. };
  19254. Tags.RemoveTagsFrom = function (obj, tagsString) {
  19255. if (!Tags.HasTags(obj)) {
  19256. return;
  19257. }
  19258. var tags = tagsString.split(" ");
  19259. for (var t in tags) {
  19260. Tags._RemoveTagFrom(obj, tags[t]);
  19261. }
  19262. };
  19263. Tags._RemoveTagFrom = function (obj, tag) {
  19264. delete obj._tags[tag];
  19265. };
  19266. Tags.MatchesQuery = function (obj, tagsQuery) {
  19267. if (tagsQuery === undefined) {
  19268. return true;
  19269. }
  19270. if (tagsQuery === "") {
  19271. return Tags.HasTags(obj);
  19272. }
  19273. return BABYLON.Internals.AndOrNotEvaluator.Eval(tagsQuery, function (r) {
  19274. return Tags.HasTags(obj) && obj._tags[r];
  19275. });
  19276. };
  19277. return Tags;
  19278. })();
  19279. BABYLON.Tags = Tags;
  19280. })(BABYLON || (BABYLON = {}));
  19281. var BABYLON;
  19282. (function (BABYLON) {
  19283. (function (Internals) {
  19284. var AndOrNotEvaluator = (function () {
  19285. function AndOrNotEvaluator() {
  19286. }
  19287. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  19288. if (!query.match(/\([^\(\)]*\)/g)) {
  19289. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  19290. } else {
  19291. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  19292. r = r.slice(1, r.length - 1);
  19293. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  19294. });
  19295. }
  19296. if (query === "true") {
  19297. return true;
  19298. }
  19299. if (query === "false") {
  19300. return false;
  19301. }
  19302. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  19303. };
  19304. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  19305. evaluateCallback = evaluateCallback || (function (r) {
  19306. return r === "true" ? true : false;
  19307. });
  19308. var result;
  19309. var or = parenthesisContent.split("||");
  19310. for (var i in or) {
  19311. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  19312. var and = ori.split("&&");
  19313. if (and.length > 1) {
  19314. for (var j = 0; j < and.length; ++j) {
  19315. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  19316. if (andj !== "true" && andj !== "false") {
  19317. if (andj[0] === "!") {
  19318. result = !evaluateCallback(andj.substring(1));
  19319. } else {
  19320. result = evaluateCallback(andj);
  19321. }
  19322. } else {
  19323. result = andj === "true" ? true : false;
  19324. }
  19325. if (!result) {
  19326. ori = "false";
  19327. break;
  19328. }
  19329. }
  19330. }
  19331. if (result || ori === "true") {
  19332. result = true;
  19333. break;
  19334. }
  19335. if (ori !== "true" && ori !== "false") {
  19336. if (ori[0] === "!") {
  19337. result = !evaluateCallback(ori.substring(1));
  19338. } else {
  19339. result = evaluateCallback(ori);
  19340. }
  19341. } else {
  19342. result = ori === "true" ? true : false;
  19343. }
  19344. }
  19345. return result ? "true" : "false";
  19346. };
  19347. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  19348. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  19349. r = r.replace(/[\s]/g, function () {
  19350. return "";
  19351. });
  19352. return r.length % 2 ? "!" : "";
  19353. });
  19354. booleanString = booleanString.trim();
  19355. if (booleanString === "!true") {
  19356. booleanString = "false";
  19357. } else if (booleanString === "!false") {
  19358. booleanString = "true";
  19359. }
  19360. return booleanString;
  19361. };
  19362. return AndOrNotEvaluator;
  19363. })();
  19364. Internals.AndOrNotEvaluator = AndOrNotEvaluator;
  19365. })(BABYLON.Internals || (BABYLON.Internals = {}));
  19366. var Internals = BABYLON.Internals;
  19367. })(BABYLON || (BABYLON = {}));
  19368. var BABYLON;
  19369. (function (BABYLON) {
  19370. var PostProcessRenderPass = (function () {
  19371. function PostProcessRenderPass(scene, name, size, renderList, beforeRender, afterRender) {
  19372. this._enabled = true;
  19373. this._refCount = 0;
  19374. this._name = name;
  19375. this._renderTexture = new BABYLON.RenderTargetTexture(name, size, scene);
  19376. this.setRenderList(renderList);
  19377. this._renderTexture.onBeforeRender = beforeRender;
  19378. this._renderTexture.onAfterRender = afterRender;
  19379. this._scene = scene;
  19380. this._renderList = renderList;
  19381. }
  19382. PostProcessRenderPass.prototype._incRefCount = function () {
  19383. if (this._refCount === 0) {
  19384. this._scene.customRenderTargets.push(this._renderTexture);
  19385. }
  19386. return ++this._refCount;
  19387. };
  19388. PostProcessRenderPass.prototype._decRefCount = function () {
  19389. this._refCount--;
  19390. if (this._refCount <= 0) {
  19391. this._scene.customRenderTargets.splice(this._scene.customRenderTargets.indexOf(this._renderTexture), 1);
  19392. }
  19393. return this._refCount;
  19394. };
  19395. PostProcessRenderPass.prototype._update = function () {
  19396. this.setRenderList(this._renderList);
  19397. };
  19398. PostProcessRenderPass.prototype.setRenderList = function (renderList) {
  19399. this._renderTexture.renderList = renderList;
  19400. };
  19401. PostProcessRenderPass.prototype.getRenderTexture = function () {
  19402. return this._renderTexture;
  19403. };
  19404. return PostProcessRenderPass;
  19405. })();
  19406. BABYLON.PostProcessRenderPass = PostProcessRenderPass;
  19407. })(BABYLON || (BABYLON = {}));
  19408. var BABYLON;
  19409. (function (BABYLON) {
  19410. var PostProcessRenderEffect = (function () {
  19411. function PostProcessRenderEffect(engine, name, getPostProcess, singleInstance) {
  19412. this._engine = engine;
  19413. this._name = name;
  19414. this._singleInstance = singleInstance || true;
  19415. this._getPostProcess = getPostProcess;
  19416. this._cameras = [];
  19417. this._postProcesses = [];
  19418. this._indicesForCamera = [];
  19419. this._renderPasses = [];
  19420. this._renderEffectAsPasses = [];
  19421. }
  19422. PostProcessRenderEffect.prototype._update = function () {
  19423. for (var renderPassName in this._renderPasses) {
  19424. this._renderPasses[renderPassName]._update();
  19425. }
  19426. };
  19427. PostProcessRenderEffect.prototype.addPass = function (renderPass) {
  19428. this._renderPasses[renderPass._name] = renderPass;
  19429. this._linkParameters();
  19430. };
  19431. PostProcessRenderEffect.prototype.removePass = function (renderPass) {
  19432. delete this._renderPasses[renderPass._name];
  19433. this._linkParameters();
  19434. };
  19435. PostProcessRenderEffect.prototype.addRenderEffectAsPass = function (renderEffect) {
  19436. this._renderEffectAsPasses[renderEffect._name] = renderEffect;
  19437. this._linkParameters();
  19438. };
  19439. PostProcessRenderEffect.prototype.getPass = function (passName) {
  19440. for (var renderPassName in this._renderPasses) {
  19441. if (renderPassName === passName) {
  19442. return this._renderPasses[passName];
  19443. }
  19444. }
  19445. };
  19446. PostProcessRenderEffect.prototype.emptyPasses = function () {
  19447. this._renderPasses.length = 0;
  19448. this._linkParameters();
  19449. };
  19450. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  19451. var cameraKey;
  19452. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  19453. for (var i = 0; i < _cam.length; i++) {
  19454. var camera = _cam[i];
  19455. var cameraName = camera.name;
  19456. if (this._singleInstance) {
  19457. cameraKey = 0;
  19458. } else {
  19459. cameraKey = cameraName;
  19460. }
  19461. this._postProcesses[cameraKey] = this._postProcesses[cameraKey] || this._getPostProcess();
  19462. var index = camera.attachPostProcess(this._postProcesses[cameraKey]);
  19463. if (!this._indicesForCamera[cameraName]) {
  19464. this._indicesForCamera[cameraName] = [];
  19465. }
  19466. this._indicesForCamera[cameraName].push(index);
  19467. if (this._cameras.indexOf(camera) === -1) {
  19468. this._cameras[cameraName] = camera;
  19469. }
  19470. for (var passName in this._renderPasses) {
  19471. this._renderPasses[passName]._incRefCount();
  19472. }
  19473. }
  19474. this._linkParameters();
  19475. };
  19476. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  19477. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  19478. for (var i = 0; i < _cam.length; i++) {
  19479. var camera = _cam[i];
  19480. var cameraName = camera.name;
  19481. camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
  19482. var index = this._cameras.indexOf(cameraName);
  19483. this._indicesForCamera.splice(index, 1);
  19484. this._cameras.splice(index, 1);
  19485. for (var passName in this._renderPasses) {
  19486. this._renderPasses[passName]._decRefCount();
  19487. }
  19488. }
  19489. };
  19490. PostProcessRenderEffect.prototype._enable = function (cameras) {
  19491. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  19492. for (var i = 0; i < _cam.length; i++) {
  19493. var camera = _cam[i];
  19494. var cameraName = camera.name;
  19495. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  19496. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined) {
  19497. cameras[i].attachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName][j]);
  19498. }
  19499. }
  19500. for (var passName in this._renderPasses) {
  19501. this._renderPasses[passName]._incRefCount();
  19502. }
  19503. }
  19504. };
  19505. PostProcessRenderEffect.prototype._disable = function (cameras) {
  19506. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  19507. for (var i = 0; i < _cam.length; i++) {
  19508. var camera = _cam[i];
  19509. var cameraName = camera.Name;
  19510. camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
  19511. for (var passName in this._renderPasses) {
  19512. this._renderPasses[passName]._decRefCount();
  19513. }
  19514. }
  19515. };
  19516. PostProcessRenderEffect.prototype.getPostProcess = function (camera) {
  19517. if (this._singleInstance) {
  19518. return this._postProcesses[0];
  19519. } else {
  19520. return this._postProcesses[camera.name];
  19521. }
  19522. };
  19523. PostProcessRenderEffect.prototype._linkParameters = function () {
  19524. var _this = this;
  19525. for (var index in this._postProcesses) {
  19526. if (this.applyParameters) {
  19527. this.applyParameters(this._postProcesses[index]);
  19528. }
  19529. this._postProcesses[index].onBeforeRender = function (effect) {
  19530. _this._linkTextures(effect);
  19531. };
  19532. }
  19533. };
  19534. PostProcessRenderEffect.prototype._linkTextures = function (effect) {
  19535. for (var renderPassName in this._renderPasses) {
  19536. effect.setTexture(renderPassName, this._renderPasses[renderPassName].getRenderTexture());
  19537. }
  19538. for (var renderEffectName in this._renderEffectAsPasses) {
  19539. effect.setTextureFromPostProcess(renderEffectName + "Sampler", this._renderEffectAsPasses[renderEffectName].getPostProcess());
  19540. }
  19541. };
  19542. return PostProcessRenderEffect;
  19543. })();
  19544. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  19545. })(BABYLON || (BABYLON = {}));
  19546. var BABYLON;
  19547. (function (BABYLON) {
  19548. var PostProcessRenderPipeline = (function () {
  19549. function PostProcessRenderPipeline(engine, name) {
  19550. this._engine = engine;
  19551. this._name = name;
  19552. this._renderEffects = [];
  19553. this._renderEffectsForIsolatedPass = [];
  19554. this._cameras = [];
  19555. }
  19556. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  19557. this._renderEffects[renderEffect._name] = renderEffect;
  19558. };
  19559. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  19560. var renderEffects = this._renderEffects[renderEffectName];
  19561. if (!renderEffects) {
  19562. return;
  19563. }
  19564. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  19565. };
  19566. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  19567. var renderEffects = this._renderEffects[renderEffectName];
  19568. if (!renderEffects) {
  19569. return;
  19570. }
  19571. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  19572. };
  19573. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  19574. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  19575. var indicesToDelete = [];
  19576. for (var i = 0; i < _cam.length; i++) {
  19577. var camera = _cam[i];
  19578. var cameraName = camera.name;
  19579. if (this._cameras.indexOf(camera) === -1) {
  19580. this._cameras[cameraName] = camera;
  19581. } else if (unique) {
  19582. indicesToDelete.push(i);
  19583. }
  19584. }
  19585. for (var i = 0; i < indicesToDelete.length; i++) {
  19586. cameras.splice(indicesToDelete[i], 1);
  19587. }
  19588. for (var renderEffectName in this._renderEffects) {
  19589. this._renderEffects[renderEffectName]._attachCameras(_cam);
  19590. }
  19591. };
  19592. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  19593. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  19594. for (var renderEffectName in this._renderEffects) {
  19595. this._renderEffects[renderEffectName]._detachCameras(_cam);
  19596. }
  19597. for (var i = 0; i < _cam.length; i++) {
  19598. this._cameras.splice(this._cameras.indexOf(_cam[i]), 1);
  19599. }
  19600. };
  19601. PostProcessRenderPipeline.prototype._enableDisplayOnlyPass = function (passName, cameras) {
  19602. var _this = this;
  19603. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  19604. var pass = null;
  19605. for (var renderEffectName in this._renderEffects) {
  19606. pass = this._renderEffects[renderEffectName].getPass(passName);
  19607. if (pass != null) {
  19608. break;
  19609. }
  19610. }
  19611. if (pass === null) {
  19612. return;
  19613. }
  19614. for (var renderEffectName in this._renderEffects) {
  19615. this._renderEffects[renderEffectName]._disable(_cam);
  19616. }
  19617. pass._name = PostProcessRenderPipeline.PASS_SAMPLER_NAME;
  19618. for (var i = 0; i < _cam.length; i++) {
  19619. var camera = _cam[i];
  19620. var cameraName = camera.name;
  19621. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () {
  19622. return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true);
  19623. });
  19624. this._renderEffectsForIsolatedPass[cameraName].emptyPasses();
  19625. this._renderEffectsForIsolatedPass[cameraName].addPass(pass);
  19626. this._renderEffectsForIsolatedPass[cameraName]._attachCameras(camera);
  19627. }
  19628. };
  19629. PostProcessRenderPipeline.prototype._disableDisplayOnlyPass = function (cameras) {
  19630. var _this = this;
  19631. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  19632. for (var i = 0; i < _cam.length; i++) {
  19633. var camera = _cam[i];
  19634. var cameraName = camera.name;
  19635. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () {
  19636. return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true);
  19637. });
  19638. this._renderEffectsForIsolatedPass[cameraName]._disable(camera);
  19639. }
  19640. for (var renderEffectName in this._renderEffects) {
  19641. this._renderEffects[renderEffectName]._enable(_cam);
  19642. }
  19643. };
  19644. PostProcessRenderPipeline.prototype._update = function () {
  19645. for (var renderEffectName in this._renderEffects) {
  19646. this._renderEffects[renderEffectName]._update();
  19647. }
  19648. for (var i = 0; i < this._cameras.length; i++) {
  19649. var cameraName = this._cameras[i].name;
  19650. if (this._renderEffectsForIsolatedPass[cameraName]) {
  19651. this._renderEffectsForIsolatedPass[cameraName]._update();
  19652. }
  19653. }
  19654. };
  19655. PostProcessRenderPipeline.PASS_EFFECT_NAME = "passEffect";
  19656. PostProcessRenderPipeline.PASS_SAMPLER_NAME = "passSampler";
  19657. return PostProcessRenderPipeline;
  19658. })();
  19659. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  19660. })(BABYLON || (BABYLON = {}));
  19661. var BABYLON;
  19662. (function (BABYLON) {
  19663. var PostProcessRenderPipelineManager = (function () {
  19664. function PostProcessRenderPipelineManager() {
  19665. this._renderPipelines = new Array();
  19666. }
  19667. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  19668. this._renderPipelines[renderPipeline._name] = renderPipeline;
  19669. };
  19670. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  19671. var renderPipeline = this._renderPipelines[renderPipelineName];
  19672. if (!renderPipeline) {
  19673. return;
  19674. }
  19675. renderPipeline._attachCameras(cameras, unique);
  19676. };
  19677. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  19678. var renderPipeline = this._renderPipelines[renderPipelineName];
  19679. if (!renderPipeline) {
  19680. return;
  19681. }
  19682. renderPipeline._detachCameras(cameras);
  19683. };
  19684. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  19685. var renderPipeline = this._renderPipelines[renderPipelineName];
  19686. if (!renderPipeline) {
  19687. return;
  19688. }
  19689. renderPipeline._enableEffect(renderEffectName, cameras);
  19690. };
  19691. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  19692. var renderPipeline = this._renderPipelines[renderPipelineName];
  19693. if (!renderPipeline) {
  19694. return;
  19695. }
  19696. renderPipeline._disableEffect(renderEffectName, cameras);
  19697. };
  19698. PostProcessRenderPipelineManager.prototype.enableDisplayOnlyPassInPipeline = function (renderPipelineName, passName, cameras) {
  19699. var renderPipeline = this._renderPipelines[renderPipelineName];
  19700. if (!renderPipeline) {
  19701. return;
  19702. }
  19703. renderPipeline._enableDisplayOnlyPass(passName, cameras);
  19704. };
  19705. PostProcessRenderPipelineManager.prototype.disableDisplayOnlyPassInPipeline = function (renderPipelineName, cameras) {
  19706. var renderPipeline = this._renderPipelines[renderPipelineName];
  19707. if (!renderPipeline) {
  19708. return;
  19709. }
  19710. renderPipeline._disableDisplayOnlyPass(cameras);
  19711. };
  19712. PostProcessRenderPipelineManager.prototype.update = function () {
  19713. for (var renderPipelineName in this._renderPipelines) {
  19714. this._renderPipelines[renderPipelineName]._update();
  19715. }
  19716. };
  19717. return PostProcessRenderPipelineManager;
  19718. })();
  19719. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  19720. })(BABYLON || (BABYLON = {}));
  19721. var __extends = this.__extends || function (d, b) {
  19722. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  19723. function __() { this.constructor = d; }
  19724. __.prototype = b.prototype;
  19725. d.prototype = new __();
  19726. };
  19727. var BABYLON;
  19728. (function (BABYLON) {
  19729. var DisplayPassPostProcess = (function (_super) {
  19730. __extends(DisplayPassPostProcess, _super);
  19731. function DisplayPassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  19732. _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], ratio, camera, samplingMode, engine, reusable);
  19733. }
  19734. return DisplayPassPostProcess;
  19735. })(BABYLON.PostProcess);
  19736. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  19737. })(BABYLON || (BABYLON = {}));
  19738. var BABYLON;
  19739. (function (BABYLON) {
  19740. var BoundingBoxRenderer = (function () {
  19741. function BoundingBoxRenderer(scene) {
  19742. this.frontColor = new BABYLON.Color3(1, 1, 1);
  19743. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  19744. this.showBackLines = true;
  19745. this.renderList = new BABYLON.SmartArray(32);
  19746. this._scene = scene;
  19747. this._colorShader = new BABYLON.ShaderMaterial("colorShader", scene, "color", {
  19748. attributes: ["position"],
  19749. uniforms: ["worldViewProjection", "color"]
  19750. });
  19751. var engine = this._scene.getEngine();
  19752. var boxdata = BABYLON.VertexData.CreateBox(1.0);
  19753. this._vb = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  19754. 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]);
  19755. }
  19756. BoundingBoxRenderer.prototype.reset = function () {
  19757. this.renderList.reset();
  19758. };
  19759. BoundingBoxRenderer.prototype.render = function () {
  19760. if (this.renderList.length === 0 || !this._colorShader.isReady()) {
  19761. return;
  19762. }
  19763. var engine = this._scene.getEngine();
  19764. engine.setDepthWrite(false);
  19765. this._colorShader._preBind();
  19766. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  19767. var boundingBox = this.renderList.data[boundingBoxIndex];
  19768. var min = boundingBox.minimum;
  19769. var max = boundingBox.maximum;
  19770. var diff = max.subtract(min);
  19771. var median = min.add(diff.scale(0.5));
  19772. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z).multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());
  19773. engine.bindBuffers(this._vb.getBuffer(), this._ib, [3], 3 * 4, this._colorShader.getEffect());
  19774. if (this.showBackLines) {
  19775. engine.setDepthFunctionToGreaterOrEqual();
  19776. this._scene.resetCachedMaterial();
  19777. this._colorShader.setColor4("color", this.backColor.toColor4());
  19778. this._colorShader.bind(worldMatrix);
  19779. engine.draw(false, 0, 24);
  19780. }
  19781. engine.setDepthFunctionToLess();
  19782. this._scene.resetCachedMaterial();
  19783. this._colorShader.setColor4("color", this.frontColor.toColor4());
  19784. this._colorShader.bind(worldMatrix);
  19785. engine.draw(false, 0, 24);
  19786. }
  19787. this._colorShader.unbind();
  19788. engine.setDepthFunctionToLessOrEqual();
  19789. engine.setDepthWrite(true);
  19790. };
  19791. BoundingBoxRenderer.prototype.dispose = function () {
  19792. this._colorShader.dispose();
  19793. this._vb.dispose();
  19794. this._scene.getEngine()._releaseBuffer(this._ib);
  19795. };
  19796. return BoundingBoxRenderer;
  19797. })();
  19798. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  19799. })(BABYLON || (BABYLON = {}));
  19800. /**
  19801. * Based on jsTGALoader - Javascript loader for TGA file
  19802. * By Vincent Thibault
  19803. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  19804. */
  19805. var BABYLON;
  19806. (function (BABYLON) {
  19807. (function (Internals) {
  19808. var TGATools = (function () {
  19809. function TGATools() {
  19810. }
  19811. TGATools.GetTGAHeader = function (data) {
  19812. var offset = 0;
  19813. var header = {
  19814. id_length: data[offset++],
  19815. colormap_type: data[offset++],
  19816. image_type: data[offset++],
  19817. colormap_index: data[offset++] | data[offset++] << 8,
  19818. colormap_length: data[offset++] | data[offset++] << 8,
  19819. colormap_size: data[offset++],
  19820. origin: [
  19821. data[offset++] | data[offset++] << 8,
  19822. data[offset++] | data[offset++] << 8
  19823. ],
  19824. width: data[offset++] | data[offset++] << 8,
  19825. height: data[offset++] | data[offset++] << 8,
  19826. pixel_size: data[offset++],
  19827. flags: data[offset++]
  19828. };
  19829. return header;
  19830. };
  19831. TGATools.UploadContent = function (gl, data) {
  19832. if (data.length < 19) {
  19833. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  19834. return;
  19835. }
  19836. var offset = 18;
  19837. var header = TGATools.GetTGAHeader(data);
  19838. if (header.id_length + offset > data.length) {
  19839. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  19840. return;
  19841. }
  19842. offset += header.id_length;
  19843. var use_rle = false;
  19844. var use_pal = false;
  19845. var use_rgb = false;
  19846. var use_grey = false;
  19847. switch (header.image_type) {
  19848. case TGATools._TYPE_RLE_INDEXED:
  19849. use_rle = true;
  19850. case TGATools._TYPE_INDEXED:
  19851. use_pal = true;
  19852. break;
  19853. case TGATools._TYPE_RLE_RGB:
  19854. use_rle = true;
  19855. case TGATools._TYPE_RGB:
  19856. use_rgb = true;
  19857. break;
  19858. case TGATools._TYPE_RLE_GREY:
  19859. use_rle = true;
  19860. case TGATools._TYPE_GREY:
  19861. use_grey = true;
  19862. break;
  19863. }
  19864. var pixel_data;
  19865. var numAlphaBits = header.flags & 0xf;
  19866. var pixel_size = header.pixel_size >> 3;
  19867. var pixel_total = header.width * header.height * pixel_size;
  19868. var palettes;
  19869. if (use_pal) {
  19870. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  19871. }
  19872. if (use_rle) {
  19873. pixel_data = new Uint8Array(pixel_total);
  19874. var c, count, i;
  19875. var localOffset = 0;
  19876. var pixels = new Uint8Array(pixel_size);
  19877. while (offset < pixel_total && localOffset < pixel_total) {
  19878. c = data[offset++];
  19879. count = (c & 0x7f) + 1;
  19880. if (c & 0x80) {
  19881. for (i = 0; i < pixel_size; ++i) {
  19882. pixels[i] = data[offset++];
  19883. }
  19884. for (i = 0; i < count; ++i) {
  19885. pixel_data.set(pixels, localOffset + i * pixel_size);
  19886. }
  19887. localOffset += pixel_size * count;
  19888. } else {
  19889. count *= pixel_size;
  19890. for (i = 0; i < count; ++i) {
  19891. pixel_data[localOffset + i] = data[offset++];
  19892. }
  19893. localOffset += count;
  19894. }
  19895. }
  19896. } else {
  19897. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  19898. }
  19899. var x_start, y_start, x_step, y_step, y_end, x_end;
  19900. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  19901. default:
  19902. case TGATools._ORIGIN_UL:
  19903. x_start = 0;
  19904. x_step = 1;
  19905. x_end = header.width;
  19906. y_start = 0;
  19907. y_step = 1;
  19908. y_end = header.height;
  19909. break;
  19910. case TGATools._ORIGIN_BL:
  19911. x_start = 0;
  19912. x_step = 1;
  19913. x_end = header.width;
  19914. y_start = header.height - 1;
  19915. y_step = -1;
  19916. y_end = -1;
  19917. break;
  19918. case TGATools._ORIGIN_UR:
  19919. x_start = header.width - 1;
  19920. x_step = -1;
  19921. x_end = -1;
  19922. y_start = 0;
  19923. y_step = 1;
  19924. y_end = header.height;
  19925. break;
  19926. case TGATools._ORIGIN_BR:
  19927. x_start = header.width - 1;
  19928. x_step = -1;
  19929. x_end = -1;
  19930. y_start = header.height - 1;
  19931. y_step = -1;
  19932. y_end = -1;
  19933. break;
  19934. }
  19935. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  19936. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  19937. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, header.width, header.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData);
  19938. };
  19939. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  19940. var image = pixel_data, colormap = palettes;
  19941. var width = header.width, height = header.height;
  19942. var color, i = 0, x, y;
  19943. var imageData = new Uint8Array(width * height * 4);
  19944. for (y = y_start; y !== y_end; y += y_step) {
  19945. for (x = x_start; x !== x_end; x += x_step, i++) {
  19946. color = image[i];
  19947. imageData[(x + width * y) * 4 + 3] = 255;
  19948. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  19949. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  19950. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  19951. }
  19952. }
  19953. return imageData;
  19954. };
  19955. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  19956. var image = pixel_data;
  19957. var width = header.width, height = header.height;
  19958. var color, i = 0, x, y;
  19959. var imageData = new Uint8Array(width * height * 4);
  19960. for (y = y_start; y !== y_end; y += y_step) {
  19961. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  19962. color = image[i + 0] + (image[i + 1] << 8);
  19963. imageData[(x + width * y) * 4 + 0] = (color & 0x7C00) >> 7;
  19964. imageData[(x + width * y) * 4 + 1] = (color & 0x03E0) >> 2;
  19965. imageData[(x + width * y) * 4 + 2] = (color & 0x001F) >> 3;
  19966. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  19967. }
  19968. }
  19969. return imageData;
  19970. };
  19971. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  19972. var image = pixel_data;
  19973. var width = header.width, height = header.height;
  19974. var i = 0, x, y;
  19975. var imageData = new Uint8Array(width * height * 4);
  19976. for (y = y_start; y !== y_end; y += y_step) {
  19977. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  19978. imageData[(x + width * y) * 4 + 3] = 255;
  19979. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  19980. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  19981. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  19982. }
  19983. }
  19984. return imageData;
  19985. };
  19986. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  19987. var image = pixel_data;
  19988. var width = header.width, height = header.height;
  19989. var i = 0, x, y;
  19990. var imageData = new Uint8Array(width * height * 4);
  19991. for (y = y_start; y !== y_end; y += y_step) {
  19992. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  19993. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  19994. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  19995. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  19996. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  19997. }
  19998. }
  19999. return imageData;
  20000. };
  20001. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  20002. var image = pixel_data;
  20003. var width = header.width, height = header.height;
  20004. var color, i = 0, x, y;
  20005. var imageData = new Uint8Array(width * height * 4);
  20006. for (y = y_start; y !== y_end; y += y_step) {
  20007. for (x = x_start; x !== x_end; x += x_step, i++) {
  20008. color = image[i];
  20009. imageData[(x + width * y) * 4 + 0] = color;
  20010. imageData[(x + width * y) * 4 + 1] = color;
  20011. imageData[(x + width * y) * 4 + 2] = color;
  20012. imageData[(x + width * y) * 4 + 3] = 255;
  20013. }
  20014. }
  20015. return imageData;
  20016. };
  20017. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  20018. var image = pixel_data;
  20019. var width = header.width, height = header.height;
  20020. var i = 0, x, y;
  20021. var imageData = new Uint8Array(width * height * 4);
  20022. for (y = y_start; y !== y_end; y += y_step) {
  20023. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  20024. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  20025. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  20026. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  20027. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  20028. }
  20029. }
  20030. return imageData;
  20031. };
  20032. TGATools._TYPE_NO_DATA = 0;
  20033. TGATools._TYPE_INDEXED = 1;
  20034. TGATools._TYPE_RGB = 2;
  20035. TGATools._TYPE_GREY = 3;
  20036. TGATools._TYPE_RLE_INDEXED = 9;
  20037. TGATools._TYPE_RLE_RGB = 10;
  20038. TGATools._TYPE_RLE_GREY = 11;
  20039. TGATools._ORIGIN_MASK = 0x30;
  20040. TGATools._ORIGIN_SHIFT = 0x04;
  20041. TGATools._ORIGIN_BL = 0x00;
  20042. TGATools._ORIGIN_BR = 0x01;
  20043. TGATools._ORIGIN_UL = 0x02;
  20044. TGATools._ORIGIN_UR = 0x03;
  20045. return TGATools;
  20046. })();
  20047. Internals.TGATools = TGATools;
  20048. })(BABYLON.Internals || (BABYLON.Internals = {}));
  20049. var Internals = BABYLON.Internals;
  20050. })(BABYLON || (BABYLON = {}));
  20051. var BABYLON;
  20052. (function (BABYLON) {
  20053. (function (Internals) {
  20054. var DDS_MAGIC = 0x20534444;
  20055. 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;
  20056. var DDSCAPS_COMPLEX = 0x8, DDSCAPS_MIPMAP = 0x400000, DDSCAPS_TEXTURE = 0x1000;
  20057. 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;
  20058. var DDPF_ALPHAPIXELS = 0x1, DDPF_ALPHA = 0x2, DDPF_FOURCC = 0x4, DDPF_RGB = 0x40, DDPF_YUV = 0x200, DDPF_LUMINANCE = 0x20000;
  20059. function FourCCToInt32(value) {
  20060. return value.charCodeAt(0) + (value.charCodeAt(1) << 8) + (value.charCodeAt(2) << 16) + (value.charCodeAt(3) << 24);
  20061. }
  20062. function Int32ToFourCC(value) {
  20063. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  20064. }
  20065. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  20066. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  20067. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  20068. var headerLengthInt = 31;
  20069. var off_magic = 0;
  20070. var off_size = 1;
  20071. var off_flags = 2;
  20072. var off_height = 3;
  20073. var off_width = 4;
  20074. var off_mipmapCount = 7;
  20075. var off_pfFlags = 20;
  20076. var off_pfFourCC = 21;
  20077. var off_RGBbpp = 22;
  20078. var off_RMask = 23;
  20079. var off_GMask = 24;
  20080. var off_BMask = 25;
  20081. var off_AMask = 26;
  20082. var off_caps1 = 27;
  20083. var off_caps2 = 28;
  20084. ;
  20085. var DDSTools = (function () {
  20086. function DDSTools() {
  20087. }
  20088. DDSTools.GetDDSInfo = function (arrayBuffer) {
  20089. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  20090. var mipmapCount = 1;
  20091. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  20092. mipmapCount = Math.max(1, header[off_mipmapCount]);
  20093. }
  20094. return {
  20095. width: header[off_width],
  20096. height: header[off_height],
  20097. mipmapCount: mipmapCount,
  20098. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  20099. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  20100. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  20101. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP
  20102. };
  20103. };
  20104. DDSTools.GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  20105. var byteArray = new Uint8Array(dataLength);
  20106. var srcData = new Uint8Array(arrayBuffer);
  20107. var index = 0;
  20108. for (var y = height - 1; y >= 0; y--) {
  20109. for (var x = 0; x < width; x++) {
  20110. var srcPos = dataOffset + (x + y * width) * 4;
  20111. byteArray[index + 2] = srcData[srcPos];
  20112. byteArray[index + 1] = srcData[srcPos + 1];
  20113. byteArray[index] = srcData[srcPos + 2];
  20114. byteArray[index + 3] = srcData[srcPos + 3];
  20115. index += 4;
  20116. }
  20117. }
  20118. return byteArray;
  20119. };
  20120. DDSTools.GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  20121. var byteArray = new Uint8Array(dataLength);
  20122. var srcData = new Uint8Array(arrayBuffer);
  20123. var index = 0;
  20124. for (var y = height - 1; y >= 0; y--) {
  20125. for (var x = 0; x < width; x++) {
  20126. var srcPos = dataOffset + (x + y * width) * 3;
  20127. byteArray[index + 2] = srcData[srcPos];
  20128. byteArray[index + 1] = srcData[srcPos + 1];
  20129. byteArray[index] = srcData[srcPos + 2];
  20130. index += 3;
  20131. }
  20132. }
  20133. return byteArray;
  20134. };
  20135. DDSTools.GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  20136. var byteArray = new Uint8Array(dataLength);
  20137. var srcData = new Uint8Array(arrayBuffer);
  20138. var index = 0;
  20139. for (var y = height - 1; y >= 0; y--) {
  20140. for (var x = 0; x < width; x++) {
  20141. var srcPos = dataOffset + (x + y * width);
  20142. byteArray[index] = srcData[srcPos];
  20143. index++;
  20144. }
  20145. }
  20146. return byteArray;
  20147. };
  20148. DDSTools.UploadDDSLevels = function (gl, ext, arrayBuffer, info, loadMipmaps, faces) {
  20149. var header = new Int32Array(arrayBuffer, 0, headerLengthInt), fourCC, blockBytes, internalFormat, width, height, dataLength, dataOffset, byteArray, mipmapCount, i;
  20150. if (header[off_magic] != DDS_MAGIC) {
  20151. BABYLON.Tools.Error("Invalid magic number in DDS header");
  20152. return;
  20153. }
  20154. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  20155. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  20156. return;
  20157. }
  20158. if (info.isFourCC) {
  20159. fourCC = header[off_pfFourCC];
  20160. switch (fourCC) {
  20161. case FOURCC_DXT1:
  20162. blockBytes = 8;
  20163. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  20164. break;
  20165. case FOURCC_DXT3:
  20166. blockBytes = 16;
  20167. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  20168. break;
  20169. case FOURCC_DXT5:
  20170. blockBytes = 16;
  20171. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  20172. break;
  20173. default:
  20174. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  20175. return;
  20176. }
  20177. }
  20178. mipmapCount = 1;
  20179. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  20180. mipmapCount = Math.max(1, header[off_mipmapCount]);
  20181. }
  20182. var bpp = header[off_RGBbpp];
  20183. for (var face = 0; face < faces; face++) {
  20184. var sampler = faces == 1 ? gl.TEXTURE_2D : (gl.TEXTURE_CUBE_MAP_POSITIVE_X + face);
  20185. width = header[off_width];
  20186. height = header[off_height];
  20187. dataOffset = header[off_size] + 4;
  20188. for (i = 0; i < mipmapCount; ++i) {
  20189. if (info.isRGB) {
  20190. if (bpp == 24) {
  20191. dataLength = width * height * 3;
  20192. byteArray = DDSTools.GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  20193. gl.texImage2D(sampler, i, gl.RGB, width, height, 0, gl.RGB, gl.UNSIGNED_BYTE, byteArray);
  20194. } else {
  20195. dataLength = width * height * 4;
  20196. byteArray = DDSTools.GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  20197. gl.texImage2D(sampler, i, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, byteArray);
  20198. }
  20199. } else if (info.isLuminance) {
  20200. var unpackAlignment = gl.getParameter(gl.UNPACK_ALIGNMENT);
  20201. var unpaddedRowSize = width;
  20202. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  20203. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  20204. byteArray = DDSTools.GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  20205. gl.texImage2D(sampler, i, gl.LUMINANCE, width, height, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, byteArray);
  20206. } else {
  20207. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  20208. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  20209. gl.compressedTexImage2D(sampler, i, internalFormat, width, height, 0, byteArray);
  20210. }
  20211. dataOffset += dataLength;
  20212. width *= 0.5;
  20213. height *= 0.5;
  20214. width = Math.max(1.0, width);
  20215. height = Math.max(1.0, height);
  20216. }
  20217. }
  20218. };
  20219. return DDSTools;
  20220. })();
  20221. Internals.DDSTools = DDSTools;
  20222. })(BABYLON.Internals || (BABYLON.Internals = {}));
  20223. var Internals = BABYLON.Internals;
  20224. })(BABYLON || (BABYLON = {}));
  20225. var BABYLON;
  20226. (function (BABYLON) {
  20227. var SmartArray = (function () {
  20228. function SmartArray(capacity) {
  20229. this.length = 0;
  20230. this._duplicateId = 0;
  20231. this.data = new Array(capacity);
  20232. this._id = SmartArray._GlobalId++;
  20233. }
  20234. SmartArray.prototype.push = function (value) {
  20235. this.data[this.length++] = value;
  20236. if (this.length > this.data.length) {
  20237. this.data.length *= 2;
  20238. }
  20239. if (!value.__smartArrayFlags) {
  20240. value.__smartArrayFlags = {};
  20241. }
  20242. value.__smartArrayFlags[this._id] = this._duplicateId;
  20243. };
  20244. SmartArray.prototype.pushNoDuplicate = function (value) {
  20245. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  20246. return;
  20247. }
  20248. this.push(value);
  20249. };
  20250. SmartArray.prototype.sort = function (compareFn) {
  20251. this.data.sort(compareFn);
  20252. };
  20253. SmartArray.prototype.reset = function () {
  20254. this.length = 0;
  20255. this._duplicateId++;
  20256. };
  20257. SmartArray.prototype.concat = function (array) {
  20258. if (array.length === 0) {
  20259. return;
  20260. }
  20261. if (this.length + array.length > this.data.length) {
  20262. this.data.length = (this.length + array.length) * 2;
  20263. }
  20264. for (var index = 0; index < array.length; index++) {
  20265. this.data[this.length++] = (array.data || array)[index];
  20266. }
  20267. };
  20268. SmartArray.prototype.concatWithNoDuplicate = function (array) {
  20269. if (array.length === 0) {
  20270. return;
  20271. }
  20272. if (this.length + array.length > this.data.length) {
  20273. this.data.length = (this.length + array.length) * 2;
  20274. }
  20275. for (var index = 0; index < array.length; index++) {
  20276. var item = (array.data || array)[index];
  20277. this.pushNoDuplicate(item);
  20278. }
  20279. };
  20280. SmartArray.prototype.indexOf = function (value) {
  20281. var position = this.data.indexOf(value);
  20282. if (position >= this.length) {
  20283. return -1;
  20284. }
  20285. return position;
  20286. };
  20287. SmartArray._GlobalId = 0;
  20288. return SmartArray;
  20289. })();
  20290. BABYLON.SmartArray = SmartArray;
  20291. })(BABYLON || (BABYLON = {}));
  20292. var BABYLON;
  20293. (function (BABYLON) {
  20294. var CannonJSPlugin = (function () {
  20295. function CannonJSPlugin() {
  20296. this._registeredMeshes = [];
  20297. this._physicsMaterials = [];
  20298. this.updateBodyPosition = function (mesh) {
  20299. for (var index = 0; index < this._registeredMeshes.length; index++) {
  20300. var registeredMesh = this._registeredMeshes[index];
  20301. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  20302. var body = registeredMesh.body;
  20303. var center = mesh.getBoundingInfo().boundingBox.center;
  20304. body.position.set(center.x, center.z, center.y);
  20305. body.quaternion.x = mesh.rotationQuaternion.x;
  20306. body.quaternion.z = mesh.rotationQuaternion.y;
  20307. body.quaternion.y = mesh.rotationQuaternion.z;
  20308. body.quaternion.w = -mesh.rotationQuaternion.w;
  20309. return;
  20310. }
  20311. }
  20312. };
  20313. }
  20314. CannonJSPlugin.prototype.initialize = function (iterations) {
  20315. if (typeof iterations === "undefined") { iterations = 10; }
  20316. this._world = new CANNON.World();
  20317. this._world.broadphase = new CANNON.NaiveBroadphase();
  20318. this._world.solver.iterations = iterations;
  20319. };
  20320. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  20321. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  20322. };
  20323. CannonJSPlugin.prototype.runOneStep = function (delta) {
  20324. this._world.step(delta);
  20325. for (var index = 0; index < this._registeredMeshes.length; index++) {
  20326. var registeredMesh = this._registeredMeshes[index];
  20327. if (registeredMesh.isChild) {
  20328. continue;
  20329. }
  20330. var bodyX = registeredMesh.body.position.x, bodyY = registeredMesh.body.position.y, bodyZ = registeredMesh.body.position.z;
  20331. var deltaPos = registeredMesh.delta;
  20332. if (deltaPos) {
  20333. registeredMesh.mesh.position.x = bodyX + deltaPos.x;
  20334. registeredMesh.mesh.position.y = bodyZ + deltaPos.y;
  20335. registeredMesh.mesh.position.z = bodyY + deltaPos.z;
  20336. } else {
  20337. registeredMesh.mesh.position.x = bodyX;
  20338. registeredMesh.mesh.position.y = bodyZ;
  20339. registeredMesh.mesh.position.z = bodyY;
  20340. }
  20341. if (!registeredMesh.mesh.rotationQuaternion) {
  20342. registeredMesh.mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  20343. }
  20344. registeredMesh.mesh.rotationQuaternion.x = registeredMesh.body.quaternion.x;
  20345. registeredMesh.mesh.rotationQuaternion.y = registeredMesh.body.quaternion.z;
  20346. registeredMesh.mesh.rotationQuaternion.z = registeredMesh.body.quaternion.y;
  20347. registeredMesh.mesh.rotationQuaternion.w = -registeredMesh.body.quaternion.w;
  20348. }
  20349. };
  20350. CannonJSPlugin.prototype.setGravity = function (gravity) {
  20351. this._world.gravity.set(gravity.x, gravity.z, gravity.y);
  20352. };
  20353. CannonJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
  20354. this.unregisterMesh(mesh);
  20355. mesh.computeWorldMatrix(true);
  20356. switch (impostor) {
  20357. case BABYLON.PhysicsEngine.SphereImpostor:
  20358. var bbox = mesh.getBoundingInfo().boundingBox;
  20359. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  20360. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  20361. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  20362. return this._createSphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2, mesh, options);
  20363. case BABYLON.PhysicsEngine.BoxImpostor:
  20364. bbox = mesh.getBoundingInfo().boundingBox;
  20365. var min = bbox.minimumWorld;
  20366. var max = bbox.maximumWorld;
  20367. var box = max.subtract(min).scale(0.5);
  20368. return this._createBox(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z), mesh, options);
  20369. case BABYLON.PhysicsEngine.PlaneImpostor:
  20370. return this._createPlane(mesh, options);
  20371. case BABYLON.PhysicsEngine.MeshImpostor:
  20372. var rawVerts = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  20373. var rawFaces = mesh.getIndices();
  20374. return this._createConvexPolyhedron(rawVerts, rawFaces, mesh, options);
  20375. }
  20376. return null;
  20377. };
  20378. CannonJSPlugin.prototype._createSphere = function (radius, mesh, options) {
  20379. var shape = new CANNON.Sphere(radius);
  20380. if (!options) {
  20381. return shape;
  20382. }
  20383. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  20384. };
  20385. CannonJSPlugin.prototype._createBox = function (x, y, z, mesh, options) {
  20386. var shape = new CANNON.Box(new CANNON.Vec3(x, z, y));
  20387. if (!options) {
  20388. return shape;
  20389. }
  20390. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  20391. };
  20392. CannonJSPlugin.prototype._createPlane = function (mesh, options) {
  20393. var shape = new CANNON.Plane();
  20394. if (!options) {
  20395. return shape;
  20396. }
  20397. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  20398. };
  20399. CannonJSPlugin.prototype._createConvexPolyhedron = function (rawVerts, rawFaces, mesh, options) {
  20400. var verts = [], faces = [];
  20401. mesh.computeWorldMatrix(true);
  20402. for (var i = 0; i < rawVerts.length; i += 3) {
  20403. var transformed = BABYLON.Vector3.Zero();
  20404. BABYLON.Vector3.TransformNormalFromFloatsToRef(rawVerts[i], rawVerts[i + 1], rawVerts[i + 2], mesh.getWorldMatrix(), transformed);
  20405. verts.push(new CANNON.Vec3(transformed.x, transformed.z, transformed.y));
  20406. }
  20407. for (var j = 0; j < rawFaces.length; j += 3) {
  20408. faces.push([rawFaces[j], rawFaces[j + 2], rawFaces[j + 1]]);
  20409. }
  20410. var shape = new CANNON.ConvexPolyhedron(verts, faces);
  20411. if (!options) {
  20412. return shape;
  20413. }
  20414. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  20415. };
  20416. CannonJSPlugin.prototype._addMaterial = function (friction, restitution) {
  20417. var index;
  20418. var mat;
  20419. for (index = 0; index < this._physicsMaterials.length; index++) {
  20420. mat = this._physicsMaterials[index];
  20421. if (mat.friction === friction && mat.restitution === restitution) {
  20422. return mat;
  20423. }
  20424. }
  20425. var currentMat = new CANNON.Material();
  20426. currentMat.friction = friction;
  20427. currentMat.restitution = restitution;
  20428. this._physicsMaterials.push(currentMat);
  20429. for (index = 0; index < this._physicsMaterials.length; index++) {
  20430. mat = this._physicsMaterials[index];
  20431. var contactMaterial = new CANNON.ContactMaterial(mat, currentMat, mat.friction * currentMat.friction, mat.restitution * currentMat.restitution);
  20432. contactMaterial.contactEquationStiffness = 1e10;
  20433. contactMaterial.contactEquationRegularizationTime = 10;
  20434. this._world.addContactMaterial(contactMaterial);
  20435. }
  20436. return currentMat;
  20437. };
  20438. CannonJSPlugin.prototype._createRigidBodyFromShape = function (shape, mesh, mass, friction, restitution) {
  20439. var initialRotation = null;
  20440. if (mesh.rotationQuaternion) {
  20441. initialRotation = mesh.rotationQuaternion.clone();
  20442. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  20443. }
  20444. var bbox = mesh.getBoundingInfo().boundingBox;
  20445. var deltaPosition = mesh.position.subtract(bbox.center);
  20446. var material = this._addMaterial(friction, restitution);
  20447. var body = new CANNON.RigidBody(mass, shape, material);
  20448. if (initialRotation) {
  20449. body.quaternion.x = initialRotation.x;
  20450. body.quaternion.z = initialRotation.y;
  20451. body.quaternion.y = initialRotation.z;
  20452. body.quaternion.w = -initialRotation.w;
  20453. }
  20454. body.position.set(bbox.center.x, bbox.center.z, bbox.center.y);
  20455. this._world.add(body);
  20456. this._registeredMeshes.push({ mesh: mesh, body: body, material: material, delta: deltaPosition });
  20457. return body;
  20458. };
  20459. CannonJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
  20460. var compoundShape = new CANNON.Compound();
  20461. for (var index = 0; index < parts.length; index++) {
  20462. var mesh = parts[index].mesh;
  20463. var shape = this.registerMesh(mesh, parts[index].impostor);
  20464. if (index == 0) {
  20465. compoundShape.addChild(shape, new CANNON.Vec3(0, 0, 0));
  20466. } else {
  20467. compoundShape.addChild(shape, new CANNON.Vec3(mesh.position.x, mesh.position.z, mesh.position.y));
  20468. }
  20469. }
  20470. var initialMesh = parts[0].mesh;
  20471. var body = this._createRigidBodyFromShape(compoundShape, initialMesh, options.mass, options.friction, options.restitution);
  20472. body.parts = parts;
  20473. return body;
  20474. };
  20475. CannonJSPlugin.prototype._unbindBody = function (body) {
  20476. for (var index = 0; index < this._registeredMeshes.length; index++) {
  20477. var registeredMesh = this._registeredMeshes[index];
  20478. if (registeredMesh.body === body) {
  20479. registeredMesh.body = null;
  20480. registeredMesh.delta = 0;
  20481. }
  20482. }
  20483. };
  20484. CannonJSPlugin.prototype.unregisterMesh = function (mesh) {
  20485. for (var index = 0; index < this._registeredMeshes.length; index++) {
  20486. var registeredMesh = this._registeredMeshes[index];
  20487. if (registeredMesh.mesh === mesh) {
  20488. if (registeredMesh.body) {
  20489. this._world.remove(registeredMesh.body);
  20490. this._unbindBody(registeredMesh.body);
  20491. }
  20492. this._registeredMeshes.splice(index, 1);
  20493. return;
  20494. }
  20495. }
  20496. };
  20497. CannonJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
  20498. var worldPoint = new CANNON.Vec3(contactPoint.x, contactPoint.z, contactPoint.y);
  20499. var impulse = new CANNON.Vec3(force.x, force.z, force.y);
  20500. for (var index = 0; index < this._registeredMeshes.length; index++) {
  20501. var registeredMesh = this._registeredMeshes[index];
  20502. if (registeredMesh.mesh === mesh) {
  20503. registeredMesh.body.applyImpulse(impulse, worldPoint);
  20504. return;
  20505. }
  20506. }
  20507. };
  20508. CannonJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2) {
  20509. var body1 = null, body2 = null;
  20510. for (var index = 0; index < this._registeredMeshes.length; index++) {
  20511. var registeredMesh = this._registeredMeshes[index];
  20512. if (registeredMesh.mesh === mesh1) {
  20513. body1 = registeredMesh.body;
  20514. } else if (registeredMesh.mesh === mesh2) {
  20515. body2 = registeredMesh.body;
  20516. }
  20517. }
  20518. if (!body1 || !body2) {
  20519. return false;
  20520. }
  20521. var constraint = new CANNON.PointToPointConstraint(body1, new CANNON.Vec3(pivot1.x, pivot1.z, pivot1.y), body2, new CANNON.Vec3(pivot2.x, pivot2.z, pivot2.y));
  20522. this._world.addConstraint(constraint);
  20523. return true;
  20524. };
  20525. CannonJSPlugin.prototype.dispose = function () {
  20526. while (this._registeredMeshes.length) {
  20527. this.unregisterMesh(this._registeredMeshes[0].mesh);
  20528. }
  20529. };
  20530. CannonJSPlugin.prototype.isSupported = function () {
  20531. return window.CANNON !== undefined;
  20532. };
  20533. return CannonJSPlugin;
  20534. })();
  20535. BABYLON.CannonJSPlugin = CannonJSPlugin;
  20536. })(BABYLON || (BABYLON = {}));
  20537. var __extends = this.__extends || function (d, b) {
  20538. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  20539. function __() { this.constructor = d; }
  20540. __.prototype = b.prototype;
  20541. d.prototype = new __();
  20542. };
  20543. var BABYLON;
  20544. (function (BABYLON) {
  20545. var Condition = (function () {
  20546. function Condition(actionManager) {
  20547. this._actionManager = actionManager;
  20548. }
  20549. Condition.prototype.isValid = function () {
  20550. return true;
  20551. };
  20552. Condition.prototype._getProperty = function (propertyPath) {
  20553. return this._actionManager._getProperty(propertyPath);
  20554. };
  20555. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  20556. return this._actionManager._getEffectiveTarget(target, propertyPath);
  20557. };
  20558. return Condition;
  20559. })();
  20560. BABYLON.Condition = Condition;
  20561. var ValueCondition = (function (_super) {
  20562. __extends(ValueCondition, _super);
  20563. function ValueCondition(actionManager, target, propertyPath, value, operator) {
  20564. if (typeof operator === "undefined") { operator = ValueCondition.IsEqual; }
  20565. _super.call(this, actionManager);
  20566. this.propertyPath = propertyPath;
  20567. this.value = value;
  20568. this.operator = operator;
  20569. this._target = this._getEffectiveTarget(target, this.propertyPath);
  20570. this._property = this._getProperty(this.propertyPath);
  20571. }
  20572. Object.defineProperty(ValueCondition, "IsEqual", {
  20573. get: function () {
  20574. return ValueCondition._IsEqual;
  20575. },
  20576. enumerable: true,
  20577. configurable: true
  20578. });
  20579. Object.defineProperty(ValueCondition, "IsDifferent", {
  20580. get: function () {
  20581. return ValueCondition._IsDifferent;
  20582. },
  20583. enumerable: true,
  20584. configurable: true
  20585. });
  20586. Object.defineProperty(ValueCondition, "IsGreater", {
  20587. get: function () {
  20588. return ValueCondition._IsGreater;
  20589. },
  20590. enumerable: true,
  20591. configurable: true
  20592. });
  20593. Object.defineProperty(ValueCondition, "IsLesser", {
  20594. get: function () {
  20595. return ValueCondition._IsLesser;
  20596. },
  20597. enumerable: true,
  20598. configurable: true
  20599. });
  20600. ValueCondition.prototype.isValid = function () {
  20601. switch (this.operator) {
  20602. case ValueCondition.IsGreater:
  20603. return this._target[this._property] > this.value;
  20604. case ValueCondition.IsLesser:
  20605. return this._target[this._property] < this.value;
  20606. case ValueCondition.IsEqual:
  20607. case ValueCondition.IsDifferent:
  20608. var check;
  20609. if (this.value.equals) {
  20610. check = this.value.equals(this._target[this._property]);
  20611. } else {
  20612. check = this.value === this._target[this._property];
  20613. }
  20614. return this.operator === ValueCondition.IsEqual ? check : !check;
  20615. }
  20616. return false;
  20617. };
  20618. ValueCondition._IsEqual = 0;
  20619. ValueCondition._IsDifferent = 1;
  20620. ValueCondition._IsGreater = 2;
  20621. ValueCondition._IsLesser = 3;
  20622. return ValueCondition;
  20623. })(Condition);
  20624. BABYLON.ValueCondition = ValueCondition;
  20625. var PredicateCondition = (function (_super) {
  20626. __extends(PredicateCondition, _super);
  20627. function PredicateCondition(actionManager, predicate) {
  20628. _super.call(this, actionManager);
  20629. this.predicate = predicate;
  20630. }
  20631. PredicateCondition.prototype.isValid = function () {
  20632. return this.predicate();
  20633. };
  20634. return PredicateCondition;
  20635. })(Condition);
  20636. BABYLON.PredicateCondition = PredicateCondition;
  20637. var StateCondition = (function (_super) {
  20638. __extends(StateCondition, _super);
  20639. function StateCondition(actionManager, target, value) {
  20640. _super.call(this, actionManager);
  20641. this.value = value;
  20642. this._target = target;
  20643. }
  20644. StateCondition.prototype.isValid = function () {
  20645. return this._target.state === this.value;
  20646. };
  20647. return StateCondition;
  20648. })(Condition);
  20649. BABYLON.StateCondition = StateCondition;
  20650. })(BABYLON || (BABYLON = {}));
  20651. var BABYLON;
  20652. (function (BABYLON) {
  20653. var Action = (function () {
  20654. function Action(triggerOptions, condition) {
  20655. this.triggerOptions = triggerOptions;
  20656. if (triggerOptions.parameter) {
  20657. this.trigger = triggerOptions.trigger;
  20658. this._triggerParameter = triggerOptions.parameter;
  20659. } else {
  20660. this.trigger = triggerOptions;
  20661. }
  20662. this._nextActiveAction = this;
  20663. this._condition = condition;
  20664. }
  20665. Action.prototype._prepare = function () {
  20666. };
  20667. Action.prototype.getTriggerParameter = function () {
  20668. return this._triggerParameter;
  20669. };
  20670. Action.prototype._executeCurrent = function (evt) {
  20671. if (this._condition) {
  20672. var currentRenderId = this._actionManager.getScene().getRenderId();
  20673. if (this._condition._evaluationId === currentRenderId) {
  20674. if (!this._condition._currentResult) {
  20675. return;
  20676. }
  20677. } else {
  20678. this._condition._evaluationId = currentRenderId;
  20679. if (!this._condition.isValid()) {
  20680. this._condition._currentResult = false;
  20681. return;
  20682. }
  20683. this._condition._currentResult = true;
  20684. }
  20685. }
  20686. this._nextActiveAction.execute(evt);
  20687. if (this._nextActiveAction._child) {
  20688. if (!this._nextActiveAction._child._actionManager) {
  20689. this._nextActiveAction._child._actionManager = this._actionManager;
  20690. }
  20691. this._nextActiveAction = this._nextActiveAction._child;
  20692. } else {
  20693. this._nextActiveAction = this;
  20694. }
  20695. };
  20696. Action.prototype.execute = function (evt) {
  20697. };
  20698. Action.prototype.then = function (action) {
  20699. this._child = action;
  20700. action._actionManager = this._actionManager;
  20701. action._prepare();
  20702. return action;
  20703. };
  20704. Action.prototype._getProperty = function (propertyPath) {
  20705. return this._actionManager._getProperty(propertyPath);
  20706. };
  20707. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  20708. return this._actionManager._getEffectiveTarget(target, propertyPath);
  20709. };
  20710. return Action;
  20711. })();
  20712. BABYLON.Action = Action;
  20713. })(BABYLON || (BABYLON = {}));
  20714. var BABYLON;
  20715. (function (BABYLON) {
  20716. var ActionEvent = (function () {
  20717. function ActionEvent(source, pointerX, pointerY, meshUnderPointer, sourceEvent) {
  20718. this.source = source;
  20719. this.pointerX = pointerX;
  20720. this.pointerY = pointerY;
  20721. this.meshUnderPointer = meshUnderPointer;
  20722. this.sourceEvent = sourceEvent;
  20723. }
  20724. ActionEvent.CreateNew = function (source) {
  20725. var scene = source.getScene();
  20726. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer);
  20727. };
  20728. ActionEvent.CreateNewFromScene = function (scene, evt) {
  20729. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  20730. };
  20731. return ActionEvent;
  20732. })();
  20733. BABYLON.ActionEvent = ActionEvent;
  20734. var ActionManager = (function () {
  20735. function ActionManager(scene) {
  20736. this.actions = new Array();
  20737. this._scene = scene;
  20738. scene._actionManagers.push(this);
  20739. }
  20740. Object.defineProperty(ActionManager, "NothingTrigger", {
  20741. get: function () {
  20742. return ActionManager._NothingTrigger;
  20743. },
  20744. enumerable: true,
  20745. configurable: true
  20746. });
  20747. Object.defineProperty(ActionManager, "OnPickTrigger", {
  20748. get: function () {
  20749. return ActionManager._OnPickTrigger;
  20750. },
  20751. enumerable: true,
  20752. configurable: true
  20753. });
  20754. Object.defineProperty(ActionManager, "OnLeftPickTrigger", {
  20755. get: function () {
  20756. return ActionManager._OnLeftPickTrigger;
  20757. },
  20758. enumerable: true,
  20759. configurable: true
  20760. });
  20761. Object.defineProperty(ActionManager, "OnRightPickTrigger", {
  20762. get: function () {
  20763. return ActionManager._OnRightPickTrigger;
  20764. },
  20765. enumerable: true,
  20766. configurable: true
  20767. });
  20768. Object.defineProperty(ActionManager, "OnCenterPickTrigger", {
  20769. get: function () {
  20770. return ActionManager._OnCenterPickTrigger;
  20771. },
  20772. enumerable: true,
  20773. configurable: true
  20774. });
  20775. Object.defineProperty(ActionManager, "OnPointerOverTrigger", {
  20776. get: function () {
  20777. return ActionManager._OnPointerOverTrigger;
  20778. },
  20779. enumerable: true,
  20780. configurable: true
  20781. });
  20782. Object.defineProperty(ActionManager, "OnPointerOutTrigger", {
  20783. get: function () {
  20784. return ActionManager._OnPointerOutTrigger;
  20785. },
  20786. enumerable: true,
  20787. configurable: true
  20788. });
  20789. Object.defineProperty(ActionManager, "OnEveryFrameTrigger", {
  20790. get: function () {
  20791. return ActionManager._OnEveryFrameTrigger;
  20792. },
  20793. enumerable: true,
  20794. configurable: true
  20795. });
  20796. Object.defineProperty(ActionManager, "OnIntersectionEnterTrigger", {
  20797. get: function () {
  20798. return ActionManager._OnIntersectionEnterTrigger;
  20799. },
  20800. enumerable: true,
  20801. configurable: true
  20802. });
  20803. Object.defineProperty(ActionManager, "OnIntersectionExitTrigger", {
  20804. get: function () {
  20805. return ActionManager._OnIntersectionExitTrigger;
  20806. },
  20807. enumerable: true,
  20808. configurable: true
  20809. });
  20810. Object.defineProperty(ActionManager, "OnKeyDownTrigger", {
  20811. get: function () {
  20812. return ActionManager._OnKeyDownTrigger;
  20813. },
  20814. enumerable: true,
  20815. configurable: true
  20816. });
  20817. Object.defineProperty(ActionManager, "OnKeyUpTrigger", {
  20818. get: function () {
  20819. return ActionManager._OnKeyUpTrigger;
  20820. },
  20821. enumerable: true,
  20822. configurable: true
  20823. });
  20824. ActionManager.prototype.dispose = function () {
  20825. var index = this._scene._actionManagers.indexOf(this);
  20826. if (index > -1) {
  20827. this._scene._actionManagers.splice(index, 1);
  20828. }
  20829. };
  20830. ActionManager.prototype.getScene = function () {
  20831. return this._scene;
  20832. };
  20833. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  20834. for (var index = 0; index < this.actions.length; index++) {
  20835. var action = this.actions[index];
  20836. if (triggers.indexOf(action.trigger) > -1) {
  20837. return true;
  20838. }
  20839. }
  20840. return false;
  20841. };
  20842. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  20843. get: function () {
  20844. for (var index = 0; index < this.actions.length; index++) {
  20845. var action = this.actions[index];
  20846. if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnPointerOutTrigger) {
  20847. return true;
  20848. }
  20849. }
  20850. return false;
  20851. },
  20852. enumerable: true,
  20853. configurable: true
  20854. });
  20855. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  20856. get: function () {
  20857. for (var index = 0; index < this.actions.length; index++) {
  20858. var action = this.actions[index];
  20859. if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnCenterPickTrigger) {
  20860. return true;
  20861. }
  20862. }
  20863. return false;
  20864. },
  20865. enumerable: true,
  20866. configurable: true
  20867. });
  20868. ActionManager.prototype.registerAction = function (action) {
  20869. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  20870. if (this.getScene().actionManager !== this) {
  20871. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  20872. return null;
  20873. }
  20874. }
  20875. this.actions.push(action);
  20876. action._actionManager = this;
  20877. action._prepare();
  20878. return action;
  20879. };
  20880. ActionManager.prototype.processTrigger = function (trigger, evt) {
  20881. for (var index = 0; index < this.actions.length; index++) {
  20882. var action = this.actions[index];
  20883. if (action.trigger === trigger) {
  20884. if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) {
  20885. var parameter = action.getTriggerParameter();
  20886. if (parameter) {
  20887. if (evt.sourceEvent.key !== parameter) {
  20888. continue;
  20889. }
  20890. }
  20891. }
  20892. action._executeCurrent(evt);
  20893. }
  20894. }
  20895. };
  20896. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  20897. var properties = propertyPath.split(".");
  20898. for (var index = 0; index < properties.length - 1; index++) {
  20899. target = target[properties[index]];
  20900. }
  20901. return target;
  20902. };
  20903. ActionManager.prototype._getProperty = function (propertyPath) {
  20904. var properties = propertyPath.split(".");
  20905. return properties[properties.length - 1];
  20906. };
  20907. ActionManager._NothingTrigger = 0;
  20908. ActionManager._OnPickTrigger = 1;
  20909. ActionManager._OnLeftPickTrigger = 2;
  20910. ActionManager._OnRightPickTrigger = 3;
  20911. ActionManager._OnCenterPickTrigger = 4;
  20912. ActionManager._OnPointerOverTrigger = 5;
  20913. ActionManager._OnPointerOutTrigger = 6;
  20914. ActionManager._OnEveryFrameTrigger = 7;
  20915. ActionManager._OnIntersectionEnterTrigger = 8;
  20916. ActionManager._OnIntersectionExitTrigger = 9;
  20917. ActionManager._OnKeyDownTrigger = 10;
  20918. ActionManager._OnKeyUpTrigger = 11;
  20919. return ActionManager;
  20920. })();
  20921. BABYLON.ActionManager = ActionManager;
  20922. })(BABYLON || (BABYLON = {}));
  20923. var __extends = this.__extends || function (d, b) {
  20924. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  20925. function __() { this.constructor = d; }
  20926. __.prototype = b.prototype;
  20927. d.prototype = new __();
  20928. };
  20929. var BABYLON;
  20930. (function (BABYLON) {
  20931. var InterpolateValueAction = (function (_super) {
  20932. __extends(InterpolateValueAction, _super);
  20933. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations) {
  20934. if (typeof duration === "undefined") { duration = 1000; }
  20935. _super.call(this, triggerOptions, condition);
  20936. this.propertyPath = propertyPath;
  20937. this.value = value;
  20938. this.duration = duration;
  20939. this.stopOtherAnimations = stopOtherAnimations;
  20940. this._target = target;
  20941. }
  20942. InterpolateValueAction.prototype._prepare = function () {
  20943. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  20944. this._property = this._getProperty(this.propertyPath);
  20945. };
  20946. InterpolateValueAction.prototype.execute = function () {
  20947. var scene = this._actionManager.getScene();
  20948. var keys = [
  20949. {
  20950. frame: 0,
  20951. value: this._target[this._property]
  20952. }, {
  20953. frame: 100,
  20954. value: this.value
  20955. }
  20956. ];
  20957. var dataType;
  20958. if (typeof this.value === "number") {
  20959. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  20960. } else if (this.value instanceof BABYLON.Color3) {
  20961. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  20962. } else if (this.value instanceof BABYLON.Vector3) {
  20963. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  20964. } else if (this.value instanceof BABYLON.Matrix) {
  20965. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  20966. } else if (this.value instanceof BABYLON.Quaternion) {
  20967. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  20968. } else {
  20969. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  20970. return;
  20971. }
  20972. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  20973. animation.setKeys(keys);
  20974. if (this.stopOtherAnimations) {
  20975. scene.stopAnimation(this._target);
  20976. }
  20977. scene.beginDirectAnimation(this._target, [animation], 0, 100);
  20978. };
  20979. return InterpolateValueAction;
  20980. })(BABYLON.Action);
  20981. BABYLON.InterpolateValueAction = InterpolateValueAction;
  20982. })(BABYLON || (BABYLON = {}));
  20983. var __extends = this.__extends || function (d, b) {
  20984. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  20985. function __() { this.constructor = d; }
  20986. __.prototype = b.prototype;
  20987. d.prototype = new __();
  20988. };
  20989. var BABYLON;
  20990. (function (BABYLON) {
  20991. var SwitchBooleanAction = (function (_super) {
  20992. __extends(SwitchBooleanAction, _super);
  20993. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  20994. _super.call(this, triggerOptions, condition);
  20995. this.propertyPath = propertyPath;
  20996. this._target = target;
  20997. }
  20998. SwitchBooleanAction.prototype._prepare = function () {
  20999. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  21000. this._property = this._getProperty(this.propertyPath);
  21001. };
  21002. SwitchBooleanAction.prototype.execute = function () {
  21003. this._target[this._property] = !this._target[this._property];
  21004. };
  21005. return SwitchBooleanAction;
  21006. })(BABYLON.Action);
  21007. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  21008. var SetStateAction = (function (_super) {
  21009. __extends(SetStateAction, _super);
  21010. function SetStateAction(triggerOptions, target, value, condition) {
  21011. _super.call(this, triggerOptions, condition);
  21012. this.value = value;
  21013. this._target = target;
  21014. }
  21015. SetStateAction.prototype.execute = function () {
  21016. this._target.state = this.value;
  21017. };
  21018. return SetStateAction;
  21019. })(BABYLON.Action);
  21020. BABYLON.SetStateAction = SetStateAction;
  21021. var SetValueAction = (function (_super) {
  21022. __extends(SetValueAction, _super);
  21023. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  21024. _super.call(this, triggerOptions, condition);
  21025. this.propertyPath = propertyPath;
  21026. this.value = value;
  21027. this._target = target;
  21028. }
  21029. SetValueAction.prototype._prepare = function () {
  21030. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  21031. this._property = this._getProperty(this.propertyPath);
  21032. };
  21033. SetValueAction.prototype.execute = function () {
  21034. this._target[this._property] = this.value;
  21035. };
  21036. return SetValueAction;
  21037. })(BABYLON.Action);
  21038. BABYLON.SetValueAction = SetValueAction;
  21039. var IncrementValueAction = (function (_super) {
  21040. __extends(IncrementValueAction, _super);
  21041. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  21042. _super.call(this, triggerOptions, condition);
  21043. this.propertyPath = propertyPath;
  21044. this.value = value;
  21045. this._target = target;
  21046. }
  21047. IncrementValueAction.prototype._prepare = function () {
  21048. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  21049. this._property = this._getProperty(this.propertyPath);
  21050. if (typeof this._target[this._property] !== "number") {
  21051. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  21052. }
  21053. };
  21054. IncrementValueAction.prototype.execute = function () {
  21055. this._target[this._property] += this.value;
  21056. };
  21057. return IncrementValueAction;
  21058. })(BABYLON.Action);
  21059. BABYLON.IncrementValueAction = IncrementValueAction;
  21060. var PlayAnimationAction = (function (_super) {
  21061. __extends(PlayAnimationAction, _super);
  21062. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  21063. _super.call(this, triggerOptions, condition);
  21064. this.from = from;
  21065. this.to = to;
  21066. this.loop = loop;
  21067. this._target = target;
  21068. }
  21069. PlayAnimationAction.prototype._prepare = function () {
  21070. };
  21071. PlayAnimationAction.prototype.execute = function () {
  21072. var scene = this._actionManager.getScene();
  21073. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  21074. };
  21075. return PlayAnimationAction;
  21076. })(BABYLON.Action);
  21077. BABYLON.PlayAnimationAction = PlayAnimationAction;
  21078. var StopAnimationAction = (function (_super) {
  21079. __extends(StopAnimationAction, _super);
  21080. function StopAnimationAction(triggerOptions, target, condition) {
  21081. _super.call(this, triggerOptions, condition);
  21082. this._target = target;
  21083. }
  21084. StopAnimationAction.prototype._prepare = function () {
  21085. };
  21086. StopAnimationAction.prototype.execute = function () {
  21087. var scene = this._actionManager.getScene();
  21088. scene.stopAnimation(this._target);
  21089. };
  21090. return StopAnimationAction;
  21091. })(BABYLON.Action);
  21092. BABYLON.StopAnimationAction = StopAnimationAction;
  21093. var DoNothingAction = (function (_super) {
  21094. __extends(DoNothingAction, _super);
  21095. function DoNothingAction(triggerOptions, condition) {
  21096. if (typeof triggerOptions === "undefined") { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  21097. _super.call(this, triggerOptions, condition);
  21098. }
  21099. DoNothingAction.prototype.execute = function () {
  21100. };
  21101. return DoNothingAction;
  21102. })(BABYLON.Action);
  21103. BABYLON.DoNothingAction = DoNothingAction;
  21104. var CombineAction = (function (_super) {
  21105. __extends(CombineAction, _super);
  21106. function CombineAction(triggerOptions, children, condition) {
  21107. _super.call(this, triggerOptions, condition);
  21108. this.children = children;
  21109. }
  21110. CombineAction.prototype._prepare = function () {
  21111. for (var index = 0; index < this.children.length; index++) {
  21112. this.children[index]._actionManager = this._actionManager;
  21113. this.children[index]._prepare();
  21114. }
  21115. };
  21116. CombineAction.prototype.execute = function (evt) {
  21117. for (var index = 0; index < this.children.length; index++) {
  21118. this.children[index].execute(evt);
  21119. }
  21120. };
  21121. return CombineAction;
  21122. })(BABYLON.Action);
  21123. BABYLON.CombineAction = CombineAction;
  21124. var ExecuteCodeAction = (function (_super) {
  21125. __extends(ExecuteCodeAction, _super);
  21126. function ExecuteCodeAction(triggerOptions, func, condition) {
  21127. _super.call(this, triggerOptions, condition);
  21128. this.func = func;
  21129. }
  21130. ExecuteCodeAction.prototype.execute = function (evt) {
  21131. this.func(evt);
  21132. };
  21133. return ExecuteCodeAction;
  21134. })(BABYLON.Action);
  21135. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  21136. var SetParentAction = (function (_super) {
  21137. __extends(SetParentAction, _super);
  21138. function SetParentAction(triggerOptions, target, parent, condition) {
  21139. _super.call(this, triggerOptions, condition);
  21140. this._target = target;
  21141. this._parent = parent;
  21142. }
  21143. SetParentAction.prototype._prepare = function () {
  21144. };
  21145. SetParentAction.prototype.execute = function () {
  21146. if (this._target.parent === this._parent) {
  21147. return;
  21148. }
  21149. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  21150. invertParentWorldMatrix.invert();
  21151. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  21152. this._target.parent = this._parent;
  21153. };
  21154. return SetParentAction;
  21155. })(BABYLON.Action);
  21156. BABYLON.SetParentAction = SetParentAction;
  21157. })(BABYLON || (BABYLON = {}));
  21158. var __extends = this.__extends || function (d, b) {
  21159. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  21160. function __() { this.constructor = d; }
  21161. __.prototype = b.prototype;
  21162. d.prototype = new __();
  21163. };
  21164. var BABYLON;
  21165. (function (BABYLON) {
  21166. var Geometry = (function () {
  21167. function Geometry(id, scene, vertexData, updatable, mesh) {
  21168. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  21169. this._totalVertices = 0;
  21170. this._indices = [];
  21171. this.id = id;
  21172. this._engine = scene.getEngine();
  21173. this._meshes = [];
  21174. this._scene = scene;
  21175. if (vertexData) {
  21176. this.setAllVerticesData(vertexData, updatable);
  21177. } else {
  21178. this._totalVertices = 0;
  21179. this._indices = [];
  21180. }
  21181. if (mesh) {
  21182. this.applyToMesh(mesh);
  21183. }
  21184. }
  21185. Geometry.prototype.getScene = function () {
  21186. return this._scene;
  21187. };
  21188. Geometry.prototype.getEngine = function () {
  21189. return this._engine;
  21190. };
  21191. Geometry.prototype.isReady = function () {
  21192. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  21193. };
  21194. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  21195. vertexData.applyToGeometry(this, updatable);
  21196. };
  21197. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21198. this._vertexBuffers = this._vertexBuffers || {};
  21199. if (this._vertexBuffers[kind]) {
  21200. this._vertexBuffers[kind].dispose();
  21201. }
  21202. this._vertexBuffers[kind] = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  21203. if (kind === BABYLON.VertexBuffer.PositionKind) {
  21204. stride = this._vertexBuffers[kind].getStrideSize();
  21205. this._totalVertices = data.length / stride;
  21206. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
  21207. var meshes = this._meshes;
  21208. var numOfMeshes = meshes.length;
  21209. for (var index = 0; index < numOfMeshes; index++) {
  21210. var mesh = meshes[index];
  21211. mesh._resetPointsArrayCache();
  21212. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  21213. mesh._createGlobalSubMesh();
  21214. mesh.computeWorldMatrix(true);
  21215. }
  21216. }
  21217. };
  21218. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset) {
  21219. var vertexBuffer = this.getVertexBuffer(kind);
  21220. if (!vertexBuffer) {
  21221. return;
  21222. }
  21223. vertexBuffer.updateDirectly(data, offset);
  21224. };
  21225. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  21226. var vertexBuffer = this.getVertexBuffer(kind);
  21227. if (!vertexBuffer) {
  21228. return;
  21229. }
  21230. vertexBuffer.update(data);
  21231. if (kind === BABYLON.VertexBuffer.PositionKind) {
  21232. var extend;
  21233. var stride = vertexBuffer.getStrideSize();
  21234. this._totalVertices = data.length / stride;
  21235. if (updateExtends) {
  21236. extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
  21237. }
  21238. var meshes = this._meshes;
  21239. var numOfMeshes = meshes.length;
  21240. for (var index = 0; index < numOfMeshes; index++) {
  21241. var mesh = meshes[index];
  21242. mesh._resetPointsArrayCache();
  21243. if (updateExtends) {
  21244. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  21245. }
  21246. }
  21247. }
  21248. };
  21249. Geometry.prototype.getTotalVertices = function () {
  21250. if (!this.isReady()) {
  21251. return 0;
  21252. }
  21253. return this._totalVertices;
  21254. };
  21255. Geometry.prototype.getVerticesData = function (kind) {
  21256. var vertexBuffer = this.getVertexBuffer(kind);
  21257. if (!vertexBuffer) {
  21258. return null;
  21259. }
  21260. return vertexBuffer.getData();
  21261. };
  21262. Geometry.prototype.getVertexBuffer = function (kind) {
  21263. if (!this.isReady()) {
  21264. return null;
  21265. }
  21266. return this._vertexBuffers[kind];
  21267. };
  21268. Geometry.prototype.getVertexBuffers = function () {
  21269. if (!this.isReady()) {
  21270. return null;
  21271. }
  21272. return this._vertexBuffers;
  21273. };
  21274. Geometry.prototype.isVerticesDataPresent = function (kind) {
  21275. if (!this._vertexBuffers) {
  21276. if (this._delayInfo) {
  21277. return this._delayInfo.indexOf(kind) !== -1;
  21278. }
  21279. return false;
  21280. }
  21281. return this._vertexBuffers[kind] !== undefined;
  21282. };
  21283. Geometry.prototype.getVerticesDataKinds = function () {
  21284. var result = [];
  21285. if (!this._vertexBuffers && this._delayInfo) {
  21286. for (var kind in this._delayInfo) {
  21287. result.push(kind);
  21288. }
  21289. } else {
  21290. for (kind in this._vertexBuffers) {
  21291. result.push(kind);
  21292. }
  21293. }
  21294. return result;
  21295. };
  21296. Geometry.prototype.setIndices = function (indices, totalVertices) {
  21297. if (this._indexBuffer) {
  21298. this._engine._releaseBuffer(this._indexBuffer);
  21299. }
  21300. this._indices = indices;
  21301. if (this._meshes.length !== 0 && this._indices) {
  21302. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  21303. }
  21304. if (totalVertices !== undefined) {
  21305. this._totalVertices = totalVertices;
  21306. }
  21307. var meshes = this._meshes;
  21308. var numOfMeshes = meshes.length;
  21309. for (var index = 0; index < numOfMeshes; index++) {
  21310. meshes[index]._createGlobalSubMesh();
  21311. }
  21312. };
  21313. Geometry.prototype.getTotalIndices = function () {
  21314. if (!this.isReady()) {
  21315. return 0;
  21316. }
  21317. return this._indices.length;
  21318. };
  21319. Geometry.prototype.getIndices = function () {
  21320. if (!this.isReady()) {
  21321. return null;
  21322. }
  21323. return this._indices;
  21324. };
  21325. Geometry.prototype.getIndexBuffer = function () {
  21326. if (!this.isReady()) {
  21327. return null;
  21328. }
  21329. return this._indexBuffer;
  21330. };
  21331. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  21332. var meshes = this._meshes;
  21333. var index = meshes.indexOf(mesh);
  21334. if (index === -1) {
  21335. return;
  21336. }
  21337. for (var kind in this._vertexBuffers) {
  21338. this._vertexBuffers[kind].dispose();
  21339. }
  21340. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  21341. this._indexBuffer = null;
  21342. }
  21343. meshes.splice(index, 1);
  21344. mesh._geometry = null;
  21345. if (meshes.length == 0 && shouldDispose) {
  21346. this.dispose();
  21347. }
  21348. };
  21349. Geometry.prototype.applyToMesh = function (mesh) {
  21350. if (mesh._geometry === this) {
  21351. return;
  21352. }
  21353. var previousGeometry = mesh._geometry;
  21354. if (previousGeometry) {
  21355. previousGeometry.releaseForMesh(mesh);
  21356. }
  21357. var meshes = this._meshes;
  21358. mesh._geometry = this;
  21359. this._scene.pushGeometry(this);
  21360. meshes.push(mesh);
  21361. if (this.isReady()) {
  21362. this._applyToMesh(mesh);
  21363. } else {
  21364. mesh._boundingInfo = this._boundingInfo;
  21365. }
  21366. };
  21367. Geometry.prototype._applyToMesh = function (mesh) {
  21368. var numOfMeshes = this._meshes.length;
  21369. for (var kind in this._vertexBuffers) {
  21370. if (numOfMeshes === 1) {
  21371. this._vertexBuffers[kind].create();
  21372. }
  21373. this._vertexBuffers[kind]._buffer.references = numOfMeshes;
  21374. if (kind === BABYLON.VertexBuffer.PositionKind) {
  21375. mesh._resetPointsArrayCache();
  21376. var extend = BABYLON.Tools.ExtractMinAndMax(this._vertexBuffers[kind].getData(), 0, this._totalVertices);
  21377. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  21378. mesh._createGlobalSubMesh();
  21379. }
  21380. }
  21381. if (numOfMeshes === 1 && this._indices) {
  21382. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  21383. }
  21384. if (this._indexBuffer) {
  21385. this._indexBuffer.references = numOfMeshes;
  21386. }
  21387. };
  21388. Geometry.prototype.load = function (scene, onLoaded) {
  21389. var _this = this;
  21390. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  21391. return;
  21392. }
  21393. if (this.isReady()) {
  21394. if (onLoaded) {
  21395. onLoaded();
  21396. }
  21397. return;
  21398. }
  21399. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  21400. scene._addPendingData(this);
  21401. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  21402. _this._delayLoadingFunction(JSON.parse(data), _this);
  21403. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  21404. _this._delayInfo = [];
  21405. scene._removePendingData(_this);
  21406. var meshes = _this._meshes;
  21407. var numOfMeshes = meshes.length;
  21408. for (var index = 0; index < numOfMeshes; index++) {
  21409. _this._applyToMesh(meshes[index]);
  21410. }
  21411. if (onLoaded) {
  21412. onLoaded();
  21413. }
  21414. }, function () {
  21415. }, scene.database);
  21416. };
  21417. Geometry.prototype.dispose = function () {
  21418. var meshes = this._meshes;
  21419. var numOfMeshes = meshes.length;
  21420. for (var index = 0; index < numOfMeshes; index++) {
  21421. this.releaseForMesh(meshes[index]);
  21422. }
  21423. this._meshes = [];
  21424. for (var kind in this._vertexBuffers) {
  21425. this._vertexBuffers[kind].dispose();
  21426. }
  21427. this._vertexBuffers = [];
  21428. this._totalVertices = 0;
  21429. if (this._indexBuffer) {
  21430. this._engine._releaseBuffer(this._indexBuffer);
  21431. }
  21432. this._indexBuffer = null;
  21433. this._indices = [];
  21434. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  21435. this.delayLoadingFile = null;
  21436. this._delayLoadingFunction = null;
  21437. this._delayInfo = [];
  21438. this._boundingInfo = null;
  21439. var geometries = this._scene.getGeometries();
  21440. index = geometries.indexOf(this);
  21441. if (index > -1) {
  21442. geometries.splice(index, 1);
  21443. }
  21444. };
  21445. Geometry.prototype.copy = function (id) {
  21446. var vertexData = new BABYLON.VertexData();
  21447. vertexData.indices = [];
  21448. var indices = this.getIndices();
  21449. for (var index = 0; index < indices.length; index++) {
  21450. vertexData.indices.push(indices[index]);
  21451. }
  21452. var updatable = false;
  21453. var stopChecking = false;
  21454. for (var kind in this._vertexBuffers) {
  21455. vertexData.set(this.getVerticesData(kind), kind);
  21456. if (!stopChecking) {
  21457. updatable = this.getVertexBuffer(kind).isUpdatable();
  21458. stopChecking = !updatable;
  21459. }
  21460. }
  21461. var geometry = new BABYLON.Geometry(id, this._scene, vertexData, updatable, null);
  21462. geometry.delayLoadState = this.delayLoadState;
  21463. geometry.delayLoadingFile = this.delayLoadingFile;
  21464. geometry._delayLoadingFunction = this._delayLoadingFunction;
  21465. for (kind in this._delayInfo) {
  21466. geometry._delayInfo = geometry._delayInfo || [];
  21467. geometry._delayInfo.push(kind);
  21468. }
  21469. var extend = BABYLON.Tools.ExtractMinAndMax(this.getVerticesData(BABYLON.VertexBuffer.PositionKind), 0, this.getTotalVertices());
  21470. geometry._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  21471. return geometry;
  21472. };
  21473. Geometry.ExtractFromMesh = function (mesh, id) {
  21474. var geometry = mesh._geometry;
  21475. if (!geometry) {
  21476. return null;
  21477. }
  21478. return geometry.copy(id);
  21479. };
  21480. Geometry.RandomId = function () {
  21481. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  21482. var r = Math.random() * 16 | 0, v = c == 'x' ? r : (r & 0x3 | 0x8);
  21483. return v.toString(16);
  21484. });
  21485. };
  21486. return Geometry;
  21487. })();
  21488. BABYLON.Geometry = Geometry;
  21489. (function (Geometry) {
  21490. (function (Primitives) {
  21491. var _Primitive = (function (_super) {
  21492. __extends(_Primitive, _super);
  21493. function _Primitive(id, scene, vertexData, canBeRegenerated, mesh) {
  21494. this._beingRegenerated = true;
  21495. this._canBeRegenerated = canBeRegenerated;
  21496. _super.call(this, id, scene, vertexData, false, mesh);
  21497. this._beingRegenerated = false;
  21498. }
  21499. _Primitive.prototype.canBeRegenerated = function () {
  21500. return this._canBeRegenerated;
  21501. };
  21502. _Primitive.prototype.regenerate = function () {
  21503. if (!this._canBeRegenerated) {
  21504. return;
  21505. }
  21506. this._beingRegenerated = true;
  21507. this.setAllVerticesData(this._regenerateVertexData(), false);
  21508. this._beingRegenerated = false;
  21509. };
  21510. _Primitive.prototype.asNewGeometry = function (id) {
  21511. return _super.prototype.copy.call(this, id);
  21512. };
  21513. _Primitive.prototype.setAllVerticesData = function (vertexData, updatable) {
  21514. if (!this._beingRegenerated) {
  21515. return;
  21516. }
  21517. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  21518. };
  21519. _Primitive.prototype.setVerticesData = function (kind, data, updatable) {
  21520. if (!this._beingRegenerated) {
  21521. return;
  21522. }
  21523. _super.prototype.setVerticesData.call(this, kind, data, false);
  21524. };
  21525. _Primitive.prototype._regenerateVertexData = function () {
  21526. throw new Error("Abstract method");
  21527. };
  21528. _Primitive.prototype.copy = function (id) {
  21529. throw new Error("Must be overriden in sub-classes.");
  21530. };
  21531. return _Primitive;
  21532. })(Geometry);
  21533. Primitives._Primitive = _Primitive;
  21534. var Box = (function (_super) {
  21535. __extends(Box, _super);
  21536. function Box(id, scene, size, canBeRegenerated, mesh) {
  21537. this.size = size;
  21538. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  21539. }
  21540. Box.prototype._regenerateVertexData = function () {
  21541. return BABYLON.VertexData.CreateBox(this.size);
  21542. };
  21543. Box.prototype.copy = function (id) {
  21544. return new Box(id, this.getScene(), this.size, this.canBeRegenerated(), null);
  21545. };
  21546. return Box;
  21547. })(_Primitive);
  21548. Primitives.Box = Box;
  21549. var Sphere = (function (_super) {
  21550. __extends(Sphere, _super);
  21551. function Sphere(id, scene, segments, diameter, canBeRegenerated, mesh) {
  21552. this.segments = segments;
  21553. this.diameter = diameter;
  21554. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  21555. }
  21556. Sphere.prototype._regenerateVertexData = function () {
  21557. return BABYLON.VertexData.CreateSphere(this.segments, this.diameter);
  21558. };
  21559. Sphere.prototype.copy = function (id) {
  21560. return new Sphere(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null);
  21561. };
  21562. return Sphere;
  21563. })(_Primitive);
  21564. Primitives.Sphere = Sphere;
  21565. var Cylinder = (function (_super) {
  21566. __extends(Cylinder, _super);
  21567. function Cylinder(id, scene, height, diameterTop, diameterBottom, tessellation, subdivisions, canBeRegenerated, mesh) {
  21568. if (typeof subdivisions === "undefined") { subdivisions = 1; }
  21569. this.height = height;
  21570. this.diameterTop = diameterTop;
  21571. this.diameterBottom = diameterBottom;
  21572. this.tessellation = tessellation;
  21573. this.subdivisions = subdivisions;
  21574. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  21575. }
  21576. Cylinder.prototype._regenerateVertexData = function () {
  21577. return BABYLON.VertexData.CreateCylinder(this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions);
  21578. };
  21579. Cylinder.prototype.copy = function (id) {
  21580. return new Cylinder(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null);
  21581. };
  21582. return Cylinder;
  21583. })(_Primitive);
  21584. Primitives.Cylinder = Cylinder;
  21585. var Torus = (function (_super) {
  21586. __extends(Torus, _super);
  21587. function Torus(id, scene, diameter, thickness, tessellation, canBeRegenerated, mesh) {
  21588. this.diameter = diameter;
  21589. this.thickness = thickness;
  21590. this.tessellation = tessellation;
  21591. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  21592. }
  21593. Torus.prototype._regenerateVertexData = function () {
  21594. return BABYLON.VertexData.CreateTorus(this.diameter, this.thickness, this.tessellation);
  21595. };
  21596. Torus.prototype.copy = function (id) {
  21597. return new Torus(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null);
  21598. };
  21599. return Torus;
  21600. })(_Primitive);
  21601. Primitives.Torus = Torus;
  21602. var Ground = (function (_super) {
  21603. __extends(Ground, _super);
  21604. function Ground(id, scene, width, height, subdivisions, canBeRegenerated, mesh) {
  21605. this.width = width;
  21606. this.height = height;
  21607. this.subdivisions = subdivisions;
  21608. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  21609. }
  21610. Ground.prototype._regenerateVertexData = function () {
  21611. return BABYLON.VertexData.CreateGround(this.width, this.height, this.subdivisions);
  21612. };
  21613. Ground.prototype.copy = function (id) {
  21614. return new Ground(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  21615. };
  21616. return Ground;
  21617. })(_Primitive);
  21618. Primitives.Ground = Ground;
  21619. var TiledGround = (function (_super) {
  21620. __extends(TiledGround, _super);
  21621. function TiledGround(id, scene, xmin, zmin, xmax, zmax, subdivisions, precision, canBeRegenerated, mesh) {
  21622. this.xmin = xmin;
  21623. this.zmin = zmin;
  21624. this.xmax = xmax;
  21625. this.zmax = zmax;
  21626. this.subdivisions = subdivisions;
  21627. this.precision = precision;
  21628. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  21629. }
  21630. TiledGround.prototype._regenerateVertexData = function () {
  21631. return BABYLON.VertexData.CreateTiledGround(this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision);
  21632. };
  21633. TiledGround.prototype.copy = function (id) {
  21634. return new TiledGround(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  21635. };
  21636. return TiledGround;
  21637. })(_Primitive);
  21638. Primitives.TiledGround = TiledGround;
  21639. var Plane = (function (_super) {
  21640. __extends(Plane, _super);
  21641. function Plane(id, scene, size, canBeRegenerated, mesh) {
  21642. this.size = size;
  21643. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  21644. }
  21645. Plane.prototype._regenerateVertexData = function () {
  21646. return BABYLON.VertexData.CreatePlane(this.size);
  21647. };
  21648. Plane.prototype.copy = function (id) {
  21649. return new Plane(id, this.getScene(), this.size, this.canBeRegenerated(), null);
  21650. };
  21651. return Plane;
  21652. })(_Primitive);
  21653. Primitives.Plane = Plane;
  21654. var TorusKnot = (function (_super) {
  21655. __extends(TorusKnot, _super);
  21656. function TorusKnot(id, scene, radius, tube, radialSegments, tubularSegments, p, q, canBeRegenerated, mesh) {
  21657. this.radius = radius;
  21658. this.tube = tube;
  21659. this.radialSegments = radialSegments;
  21660. this.tubularSegments = tubularSegments;
  21661. this.p = p;
  21662. this.q = q;
  21663. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  21664. }
  21665. TorusKnot.prototype._regenerateVertexData = function () {
  21666. return BABYLON.VertexData.CreateTorusKnot(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);
  21667. };
  21668. TorusKnot.prototype.copy = function (id) {
  21669. return new TorusKnot(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null);
  21670. };
  21671. return TorusKnot;
  21672. })(_Primitive);
  21673. Primitives.TorusKnot = TorusKnot;
  21674. })(Geometry.Primitives || (Geometry.Primitives = {}));
  21675. var Primitives = Geometry.Primitives;
  21676. })(BABYLON.Geometry || (BABYLON.Geometry = {}));
  21677. var Geometry = BABYLON.Geometry;
  21678. })(BABYLON || (BABYLON = {}));
  21679. var __extends = this.__extends || function (d, b) {
  21680. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  21681. function __() { this.constructor = d; }
  21682. __.prototype = b.prototype;
  21683. d.prototype = new __();
  21684. };
  21685. var BABYLON;
  21686. (function (BABYLON) {
  21687. var Gamepads = (function () {
  21688. function Gamepads(ongamedpadconnected) {
  21689. var _this = this;
  21690. this.babylonGamepads = [];
  21691. this.oneGamepadConnected = false;
  21692. this.isMonitoring = false;
  21693. this.gamepadEventSupported = 'GamepadEvent' in window;
  21694. this.gamepadSupportAvailable = (navigator.getGamepads || !!navigator.webkitGetGamepads || !!navigator.msGetGamepads || !!navigator.webkitGamepads);
  21695. this.buttonADataURL = "data:image/png;base64,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";
  21696. this._callbackGamepadConnected = ongamedpadconnected;
  21697. if (this.gamepadSupportAvailable) {
  21698. if (this.gamepadEventSupported) {
  21699. window.addEventListener('gamepadconnected', function (evt) {
  21700. _this._onGamepadConnected(evt);
  21701. }, false);
  21702. window.addEventListener('gamepaddisconnected', function (evt) {
  21703. _this._onGamepadDisconnected(evt);
  21704. }, false);
  21705. } else {
  21706. this._startMonitoringGamepads();
  21707. }
  21708. if (!this.oneGamepadConnected) {
  21709. this._insertGamepadDOMInstructions();
  21710. }
  21711. } else {
  21712. this._insertGamepadDOMNotSupported();
  21713. }
  21714. }
  21715. Gamepads.prototype._insertGamepadDOMInstructions = function () {
  21716. Gamepads.gamepadDOMInfo = document.createElement("div");
  21717. var buttonAImage = document.createElement("img");
  21718. buttonAImage.src = this.buttonADataURL;
  21719. var spanMessage = document.createElement("span");
  21720. spanMessage.innerHTML = "<strong>to activate gamepad</strong>";
  21721. Gamepads.gamepadDOMInfo.appendChild(buttonAImage);
  21722. Gamepads.gamepadDOMInfo.appendChild(spanMessage);
  21723. Gamepads.gamepadDOMInfo.style.position = "absolute";
  21724. Gamepads.gamepadDOMInfo.style.width = "100%";
  21725. Gamepads.gamepadDOMInfo.style.height = "48px";
  21726. Gamepads.gamepadDOMInfo.style.bottom = "0px";
  21727. Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
  21728. Gamepads.gamepadDOMInfo.style.textAlign = "center";
  21729. Gamepads.gamepadDOMInfo.style.zIndex = "10";
  21730. buttonAImage.style.position = "relative";
  21731. buttonAImage.style.bottom = "8px";
  21732. spanMessage.style.position = "relative";
  21733. spanMessage.style.fontSize = "32px";
  21734. spanMessage.style.bottom = "32px";
  21735. spanMessage.style.color = "green";
  21736. document.body.appendChild(Gamepads.gamepadDOMInfo);
  21737. };
  21738. Gamepads.prototype._insertGamepadDOMNotSupported = function () {
  21739. Gamepads.gamepadDOMInfo = document.createElement("div");
  21740. var spanMessage = document.createElement("span");
  21741. spanMessage.innerHTML = "<strong>gamepad not supported</strong>";
  21742. Gamepads.gamepadDOMInfo.appendChild(spanMessage);
  21743. Gamepads.gamepadDOMInfo.style.position = "absolute";
  21744. Gamepads.gamepadDOMInfo.style.width = "100%";
  21745. Gamepads.gamepadDOMInfo.style.height = "40px";
  21746. Gamepads.gamepadDOMInfo.style.bottom = "0px";
  21747. Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
  21748. Gamepads.gamepadDOMInfo.style.textAlign = "center";
  21749. Gamepads.gamepadDOMInfo.style.zIndex = "10";
  21750. spanMessage.style.position = "relative";
  21751. spanMessage.style.fontSize = "32px";
  21752. spanMessage.style.color = "red";
  21753. document.body.appendChild(Gamepads.gamepadDOMInfo);
  21754. };
  21755. Gamepads.prototype.dispose = function () {
  21756. document.body.removeChild(Gamepads.gamepadDOMInfo);
  21757. };
  21758. Gamepads.prototype._onGamepadConnected = function (evt) {
  21759. var newGamepad = this._addNewGamepad(evt.gamepad);
  21760. if (this._callbackGamepadConnected)
  21761. this._callbackGamepadConnected(newGamepad);
  21762. this._startMonitoringGamepads();
  21763. };
  21764. Gamepads.prototype._addNewGamepad = function (gamepad) {
  21765. if (!this.oneGamepadConnected) {
  21766. this.oneGamepadConnected = true;
  21767. if (Gamepads.gamepadDOMInfo) {
  21768. document.body.removeChild(Gamepads.gamepadDOMInfo);
  21769. Gamepads.gamepadDOMInfo = null;
  21770. }
  21771. }
  21772. var newGamepad;
  21773. if (gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  21774. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad);
  21775. } else {
  21776. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  21777. }
  21778. this.babylonGamepads.push(newGamepad);
  21779. return newGamepad;
  21780. };
  21781. Gamepads.prototype._onGamepadDisconnected = function (evt) {
  21782. for (var i in this.babylonGamepads) {
  21783. if (this.babylonGamepads[i].index == evt.gamepad.index) {
  21784. this.babylonGamepads.splice(i, 1);
  21785. break;
  21786. }
  21787. }
  21788. if (this.babylonGamepads.length == 0) {
  21789. this._stopMonitoringGamepads();
  21790. }
  21791. };
  21792. Gamepads.prototype._startMonitoringGamepads = function () {
  21793. if (!this.isMonitoring) {
  21794. this.isMonitoring = true;
  21795. this._checkGamepadsStatus();
  21796. }
  21797. };
  21798. Gamepads.prototype._stopMonitoringGamepads = function () {
  21799. this.isMonitoring = false;
  21800. };
  21801. Gamepads.prototype._checkGamepadsStatus = function () {
  21802. var _this = this;
  21803. this._updateGamepadObjects();
  21804. for (var i in this.babylonGamepads) {
  21805. this.babylonGamepads[i].update();
  21806. }
  21807. if (this.isMonitoring) {
  21808. if (window.requestAnimationFrame) {
  21809. window.requestAnimationFrame(function () {
  21810. _this._checkGamepadsStatus();
  21811. });
  21812. } else if (window.mozRequestAnimationFrame) {
  21813. window.mozRequestAnimationFrame(function () {
  21814. _this._checkGamepadsStatus();
  21815. });
  21816. } else if (window.webkitRequestAnimationFrame) {
  21817. window.webkitRequestAnimationFrame(function () {
  21818. _this._checkGamepadsStatus();
  21819. });
  21820. }
  21821. }
  21822. };
  21823. Gamepads.prototype._updateGamepadObjects = function () {
  21824. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  21825. for (var i = 0; i < gamepads.length; i++) {
  21826. if (gamepads[i]) {
  21827. if (!(gamepads[i].index in this.babylonGamepads)) {
  21828. var newGamepad = this._addNewGamepad(gamepads[i]);
  21829. if (this._callbackGamepadConnected) {
  21830. this._callbackGamepadConnected(newGamepad);
  21831. }
  21832. } else {
  21833. this.babylonGamepads[i].browserGamepad = gamepads[i];
  21834. }
  21835. }
  21836. }
  21837. };
  21838. return Gamepads;
  21839. })();
  21840. BABYLON.Gamepads = Gamepads;
  21841. var StickValues = (function () {
  21842. function StickValues(x, y) {
  21843. this.x = x;
  21844. this.y = y;
  21845. }
  21846. return StickValues;
  21847. })();
  21848. BABYLON.StickValues = StickValues;
  21849. var Gamepad = (function () {
  21850. function Gamepad(id, index, browserGamepad) {
  21851. this.id = id;
  21852. this.index = index;
  21853. this.browserGamepad = browserGamepad;
  21854. if (this.browserGamepad.axes.length >= 2) {
  21855. this._leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
  21856. }
  21857. if (this.browserGamepad.axes.length >= 4) {
  21858. this._rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
  21859. }
  21860. }
  21861. Gamepad.prototype.onleftstickchanged = function (callback) {
  21862. this._onleftstickchanged = callback;
  21863. };
  21864. Gamepad.prototype.onrightstickchanged = function (callback) {
  21865. this._onrightstickchanged = callback;
  21866. };
  21867. Object.defineProperty(Gamepad.prototype, "leftStick", {
  21868. get: function () {
  21869. return this._leftStick;
  21870. },
  21871. set: function (newValues) {
  21872. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  21873. this._onleftstickchanged(newValues);
  21874. }
  21875. this._leftStick = newValues;
  21876. },
  21877. enumerable: true,
  21878. configurable: true
  21879. });
  21880. Object.defineProperty(Gamepad.prototype, "rightStick", {
  21881. get: function () {
  21882. return this._rightStick;
  21883. },
  21884. set: function (newValues) {
  21885. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  21886. this._onrightstickchanged(newValues);
  21887. }
  21888. this._rightStick = newValues;
  21889. },
  21890. enumerable: true,
  21891. configurable: true
  21892. });
  21893. Gamepad.prototype.update = function () {
  21894. if (this._leftStick) {
  21895. this.leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
  21896. }
  21897. if (this._rightStick) {
  21898. this.rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
  21899. }
  21900. };
  21901. return Gamepad;
  21902. })();
  21903. BABYLON.Gamepad = Gamepad;
  21904. var GenericPad = (function (_super) {
  21905. __extends(GenericPad, _super);
  21906. function GenericPad(id, index, gamepad) {
  21907. _super.call(this, id, index, gamepad);
  21908. this.id = id;
  21909. this.index = index;
  21910. this.gamepad = gamepad;
  21911. this._buttons = new Array(gamepad.buttons.length);
  21912. }
  21913. GenericPad.prototype.onbuttondown = function (callback) {
  21914. this._onbuttondown = callback;
  21915. };
  21916. GenericPad.prototype.onbuttonup = function (callback) {
  21917. this._onbuttonup = callback;
  21918. };
  21919. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  21920. if (newValue !== currentValue) {
  21921. if (this._onbuttondown && newValue === 1) {
  21922. this._onbuttondown(buttonIndex);
  21923. }
  21924. if (this._onbuttonup && newValue === 0) {
  21925. this._onbuttonup(buttonIndex);
  21926. }
  21927. }
  21928. return newValue;
  21929. };
  21930. GenericPad.prototype.update = function () {
  21931. _super.prototype.update.call(this);
  21932. for (var index = 0; index < this._buttons.length; index++) {
  21933. this._buttons[index] = this._setButtonValue(this.gamepad.buttons[index].value, this._buttons[index], index);
  21934. }
  21935. };
  21936. return GenericPad;
  21937. })(Gamepad);
  21938. BABYLON.GenericPad = GenericPad;
  21939. (function (Xbox360Button) {
  21940. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  21941. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  21942. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  21943. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  21944. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  21945. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  21946. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  21947. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  21948. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  21949. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  21950. })(BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  21951. var Xbox360Button = BABYLON.Xbox360Button;
  21952. (function (Xbox360Dpad) {
  21953. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  21954. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  21955. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  21956. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  21957. })(BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  21958. var Xbox360Dpad = BABYLON.Xbox360Dpad;
  21959. var Xbox360Pad = (function (_super) {
  21960. __extends(Xbox360Pad, _super);
  21961. function Xbox360Pad() {
  21962. _super.apply(this, arguments);
  21963. this._leftTrigger = 0;
  21964. this._rightTrigger = 0;
  21965. this._buttonA = 0;
  21966. this._buttonB = 0;
  21967. this._buttonX = 0;
  21968. this._buttonY = 0;
  21969. this._buttonBack = 0;
  21970. this._buttonStart = 0;
  21971. this._buttonLB = 0;
  21972. this._buttonRB = 0;
  21973. this._buttonLeftStick = 0;
  21974. this._buttonRightStick = 0;
  21975. this._dPadUp = 0;
  21976. this._dPadDown = 0;
  21977. this._dPadLeft = 0;
  21978. this._dPadRight = 0;
  21979. }
  21980. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  21981. this._onlefttriggerchanged = callback;
  21982. };
  21983. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  21984. this._onrighttriggerchanged = callback;
  21985. };
  21986. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  21987. get: function () {
  21988. return this._leftTrigger;
  21989. },
  21990. set: function (newValue) {
  21991. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  21992. this._onlefttriggerchanged(newValue);
  21993. }
  21994. this._leftTrigger = newValue;
  21995. },
  21996. enumerable: true,
  21997. configurable: true
  21998. });
  21999. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  22000. get: function () {
  22001. return this._rightTrigger;
  22002. },
  22003. set: function (newValue) {
  22004. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  22005. this._onrighttriggerchanged(newValue);
  22006. }
  22007. this._rightTrigger = newValue;
  22008. },
  22009. enumerable: true,
  22010. configurable: true
  22011. });
  22012. Xbox360Pad.prototype.onbuttondown = function (callback) {
  22013. this._onbuttondown = callback;
  22014. };
  22015. Xbox360Pad.prototype.onbuttonup = function (callback) {
  22016. this._onbuttonup = callback;
  22017. };
  22018. Xbox360Pad.prototype.ondpaddown = function (callback) {
  22019. this._ondpaddown = callback;
  22020. };
  22021. Xbox360Pad.prototype.ondpadup = function (callback) {
  22022. this._ondpadup = callback;
  22023. };
  22024. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  22025. if (newValue !== currentValue) {
  22026. if (this._onbuttondown && newValue === 1) {
  22027. this._onbuttondown(buttonType);
  22028. }
  22029. if (this._onbuttonup && newValue === 0) {
  22030. this._onbuttonup(buttonType);
  22031. }
  22032. }
  22033. return newValue;
  22034. };
  22035. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  22036. if (newValue !== currentValue) {
  22037. if (this._ondpaddown && newValue === 1) {
  22038. this._ondpaddown(buttonType);
  22039. }
  22040. if (this._ondpadup && newValue === 0) {
  22041. this._ondpadup(buttonType);
  22042. }
  22043. }
  22044. return newValue;
  22045. };
  22046. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  22047. get: function () {
  22048. return this._buttonA;
  22049. },
  22050. set: function (value) {
  22051. this._buttonA = this._setButtonValue(value, this._buttonA, 0 /* A */);
  22052. },
  22053. enumerable: true,
  22054. configurable: true
  22055. });
  22056. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  22057. get: function () {
  22058. return this._buttonB;
  22059. },
  22060. set: function (value) {
  22061. this._buttonB = this._setButtonValue(value, this._buttonB, 1 /* B */);
  22062. },
  22063. enumerable: true,
  22064. configurable: true
  22065. });
  22066. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  22067. get: function () {
  22068. return this._buttonX;
  22069. },
  22070. set: function (value) {
  22071. this._buttonX = this._setButtonValue(value, this._buttonX, 2 /* X */);
  22072. },
  22073. enumerable: true,
  22074. configurable: true
  22075. });
  22076. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  22077. get: function () {
  22078. return this._buttonY;
  22079. },
  22080. set: function (value) {
  22081. this._buttonY = this._setButtonValue(value, this._buttonY, 3 /* Y */);
  22082. },
  22083. enumerable: true,
  22084. configurable: true
  22085. });
  22086. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  22087. get: function () {
  22088. return this._buttonStart;
  22089. },
  22090. set: function (value) {
  22091. this._buttonStart = this._setButtonValue(value, this._buttonStart, 4 /* Start */);
  22092. },
  22093. enumerable: true,
  22094. configurable: true
  22095. });
  22096. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  22097. get: function () {
  22098. return this._buttonBack;
  22099. },
  22100. set: function (value) {
  22101. this._buttonBack = this._setButtonValue(value, this._buttonBack, 5 /* Back */);
  22102. },
  22103. enumerable: true,
  22104. configurable: true
  22105. });
  22106. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  22107. get: function () {
  22108. return this._buttonLB;
  22109. },
  22110. set: function (value) {
  22111. this._buttonLB = this._setButtonValue(value, this._buttonLB, 6 /* LB */);
  22112. },
  22113. enumerable: true,
  22114. configurable: true
  22115. });
  22116. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  22117. get: function () {
  22118. return this._buttonRB;
  22119. },
  22120. set: function (value) {
  22121. this._buttonRB = this._setButtonValue(value, this._buttonRB, 7 /* RB */);
  22122. },
  22123. enumerable: true,
  22124. configurable: true
  22125. });
  22126. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  22127. get: function () {
  22128. return this._buttonLeftStick;
  22129. },
  22130. set: function (value) {
  22131. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, 8 /* LeftStick */);
  22132. },
  22133. enumerable: true,
  22134. configurable: true
  22135. });
  22136. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  22137. get: function () {
  22138. return this._buttonRightStick;
  22139. },
  22140. set: function (value) {
  22141. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, 9 /* RightStick */);
  22142. },
  22143. enumerable: true,
  22144. configurable: true
  22145. });
  22146. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  22147. get: function () {
  22148. return this._dPadUp;
  22149. },
  22150. set: function (value) {
  22151. this._dPadUp = this._setDPadValue(value, this._dPadUp, 0 /* Up */);
  22152. },
  22153. enumerable: true,
  22154. configurable: true
  22155. });
  22156. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  22157. get: function () {
  22158. return this._dPadDown;
  22159. },
  22160. set: function (value) {
  22161. this._dPadDown = this._setDPadValue(value, this._dPadDown, 1 /* Down */);
  22162. },
  22163. enumerable: true,
  22164. configurable: true
  22165. });
  22166. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  22167. get: function () {
  22168. return this._dPadLeft;
  22169. },
  22170. set: function (value) {
  22171. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, 2 /* Left */);
  22172. },
  22173. enumerable: true,
  22174. configurable: true
  22175. });
  22176. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  22177. get: function () {
  22178. return this._dPadRight;
  22179. },
  22180. set: function (value) {
  22181. this._dPadRight = this._setDPadValue(value, this._dPadRight, 3 /* Right */);
  22182. },
  22183. enumerable: true,
  22184. configurable: true
  22185. });
  22186. Xbox360Pad.prototype.update = function () {
  22187. _super.prototype.update.call(this);
  22188. this.buttonA = this.browserGamepad.buttons[0].value;
  22189. this.buttonB = this.browserGamepad.buttons[1].value;
  22190. this.buttonX = this.browserGamepad.buttons[2].value;
  22191. this.buttonY = this.browserGamepad.buttons[3].value;
  22192. this.buttonLB = this.browserGamepad.buttons[4].value;
  22193. this.buttonRB = this.browserGamepad.buttons[5].value;
  22194. this.leftTrigger = this.browserGamepad.buttons[6].value;
  22195. this.rightTrigger = this.browserGamepad.buttons[7].value;
  22196. this.buttonBack = this.browserGamepad.buttons[8].value;
  22197. this.buttonStart = this.browserGamepad.buttons[9].value;
  22198. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  22199. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  22200. this.dPadUp = this.browserGamepad.buttons[12].value;
  22201. this.dPadDown = this.browserGamepad.buttons[13].value;
  22202. this.dPadLeft = this.browserGamepad.buttons[14].value;
  22203. this.dPadRight = this.browserGamepad.buttons[15].value;
  22204. };
  22205. return Xbox360Pad;
  22206. })(Gamepad);
  22207. BABYLON.Xbox360Pad = Xbox360Pad;
  22208. })(BABYLON || (BABYLON = {}));
  22209. var __extends = this.__extends || function (d, b) {
  22210. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  22211. function __() { this.constructor = d; }
  22212. __.prototype = b.prototype;
  22213. d.prototype = new __();
  22214. };
  22215. var BABYLON;
  22216. (function (BABYLON) {
  22217. var GamepadCamera = (function (_super) {
  22218. __extends(GamepadCamera, _super);
  22219. function GamepadCamera(name, position, scene) {
  22220. var _this = this;
  22221. _super.call(this, name, position, scene);
  22222. this.angularSensibility = 200;
  22223. this.moveSensibility = 75;
  22224. this._gamepads = new BABYLON.Gamepads(function (gamepad) {
  22225. _this._onNewGameConnected(gamepad);
  22226. });
  22227. }
  22228. GamepadCamera.prototype._onNewGameConnected = function (gamepad) {
  22229. if (gamepad.index === 0) {
  22230. this._gamepad = gamepad;
  22231. }
  22232. };
  22233. GamepadCamera.prototype._checkInputs = function () {
  22234. if (!this._gamepad) {
  22235. return;
  22236. }
  22237. var LSValues = this._gamepad.leftStick;
  22238. var normalizedLX = LSValues.x / this.moveSensibility;
  22239. var normalizedLY = LSValues.y / this.moveSensibility;
  22240. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  22241. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  22242. var RSValues = this._gamepad.rightStick;
  22243. var normalizedRX = RSValues.x / this.angularSensibility;
  22244. var normalizedRY = RSValues.y / this.angularSensibility;
  22245. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  22246. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  22247. ;
  22248. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  22249. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x, 0, -LSValues.y), cameraTransform);
  22250. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  22251. this.cameraRotation = this.cameraRotation.add(new BABYLON.Vector2(RSValues.y, RSValues.x));
  22252. };
  22253. GamepadCamera.prototype.dispose = function () {
  22254. this._gamepads.dispose();
  22255. _super.prototype.dispose.call(this);
  22256. };
  22257. return GamepadCamera;
  22258. })(BABYLON.FreeCamera);
  22259. BABYLON.GamepadCamera = GamepadCamera;
  22260. })(BABYLON || (BABYLON = {}));
  22261. var __extends = this.__extends || function (d, b) {
  22262. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  22263. function __() { this.constructor = d; }
  22264. __.prototype = b.prototype;
  22265. d.prototype = new __();
  22266. };
  22267. var BABYLON;
  22268. (function (BABYLON) {
  22269. var LinesMesh = (function (_super) {
  22270. __extends(LinesMesh, _super);
  22271. function LinesMesh(name, scene, updatable) {
  22272. if (typeof updatable === "undefined") { updatable = false; }
  22273. _super.call(this, name, scene);
  22274. this.color = new BABYLON.Color3(1, 1, 1);
  22275. this.alpha = 1;
  22276. this._indices = new Array();
  22277. this._colorShader = new BABYLON.ShaderMaterial("colorShader", scene, "color", {
  22278. attributes: ["position"],
  22279. uniforms: ["worldViewProjection", "color"],
  22280. needAlphaBlending: true
  22281. });
  22282. }
  22283. Object.defineProperty(LinesMesh.prototype, "material", {
  22284. get: function () {
  22285. return this._colorShader;
  22286. },
  22287. enumerable: true,
  22288. configurable: true
  22289. });
  22290. Object.defineProperty(LinesMesh.prototype, "isPickable", {
  22291. get: function () {
  22292. return false;
  22293. },
  22294. enumerable: true,
  22295. configurable: true
  22296. });
  22297. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  22298. get: function () {
  22299. return false;
  22300. },
  22301. enumerable: true,
  22302. configurable: true
  22303. });
  22304. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  22305. var engine = this.getScene().getEngine();
  22306. var indexToBind = this._geometry.getIndexBuffer();
  22307. engine.bindBuffers(this._geometry.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).getBuffer(), indexToBind, [3], 3 * 4, this._colorShader.getEffect());
  22308. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  22309. };
  22310. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  22311. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  22312. return;
  22313. }
  22314. var engine = this.getScene().getEngine();
  22315. engine.draw(false, subMesh.indexStart, subMesh.indexCount);
  22316. };
  22317. LinesMesh.prototype.intersects = function (ray, fastCheck) {
  22318. return null;
  22319. };
  22320. LinesMesh.prototype.dispose = function (doNotRecurse) {
  22321. this._colorShader.dispose();
  22322. _super.prototype.dispose.call(this, doNotRecurse);
  22323. };
  22324. return LinesMesh;
  22325. })(BABYLON.Mesh);
  22326. BABYLON.LinesMesh = LinesMesh;
  22327. })(BABYLON || (BABYLON = {}));
  22328. var BABYLON;
  22329. (function (BABYLON) {
  22330. var OutlineRenderer = (function () {
  22331. function OutlineRenderer(scene) {
  22332. this._scene = scene;
  22333. }
  22334. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  22335. if (typeof useOverlay === "undefined") { useOverlay = false; }
  22336. var scene = this._scene;
  22337. var engine = this._scene.getEngine();
  22338. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  22339. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  22340. return;
  22341. }
  22342. var mesh = subMesh.getRenderingMesh();
  22343. var material = subMesh.getMaterial();
  22344. engine.enableEffect(this._effect);
  22345. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  22346. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : 1.0);
  22347. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  22348. var useBones = mesh.skeleton && scene.skeletonsEnabled && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind);
  22349. if (useBones) {
  22350. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  22351. }
  22352. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  22353. if (material && material.needAlphaTesting()) {
  22354. var alphaTexture = material.getAlphaTestTexture();
  22355. this._effect.setTexture("diffuseSampler", alphaTexture);
  22356. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  22357. }
  22358. if (hardwareInstancedRendering) {
  22359. mesh._renderWithInstances(subMesh, BABYLON.Material.TriangleFillMode, batch, this._effect, engine);
  22360. } else {
  22361. if (batch.renderSelf[subMesh._id]) {
  22362. this._effect.setMatrix("world", mesh.getWorldMatrix());
  22363. mesh._draw(subMesh, BABYLON.Material.TriangleFillMode);
  22364. }
  22365. if (batch.visibleInstances[subMesh._id]) {
  22366. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  22367. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  22368. this._effect.setMatrix("world", instance.getWorldMatrix());
  22369. mesh._draw(subMesh, BABYLON.Material.TriangleFillMode);
  22370. }
  22371. }
  22372. }
  22373. };
  22374. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  22375. var defines = [];
  22376. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  22377. var mesh = subMesh.getMesh();
  22378. var material = subMesh.getMaterial();
  22379. if (material && material.needAlphaTesting()) {
  22380. defines.push("#define ALPHATEST");
  22381. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  22382. attribs.push(BABYLON.VertexBuffer.UVKind);
  22383. defines.push("#define UV1");
  22384. }
  22385. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  22386. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  22387. defines.push("#define UV2");
  22388. }
  22389. }
  22390. if (mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  22391. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  22392. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  22393. defines.push("#define BONES");
  22394. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  22395. }
  22396. if (useInstances) {
  22397. defines.push("#define INSTANCES");
  22398. attribs.push("world0");
  22399. attribs.push("world1");
  22400. attribs.push("world2");
  22401. attribs.push("world3");
  22402. }
  22403. var join = defines.join("\n");
  22404. if (this._cachedDefines != join) {
  22405. this._cachedDefines = join;
  22406. this._effect = this._scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color"], ["diffuseSampler"], join);
  22407. }
  22408. return this._effect.isReady();
  22409. };
  22410. return OutlineRenderer;
  22411. })();
  22412. BABYLON.OutlineRenderer = OutlineRenderer;
  22413. })(BABYLON || (BABYLON = {}));
  22414. var BABYLON;
  22415. (function (BABYLON) {
  22416. var MeshAssetTask = (function () {
  22417. function MeshAssetTask(name, meshesNames, rootUrl, sceneFilename) {
  22418. this.name = name;
  22419. this.meshesNames = meshesNames;
  22420. this.rootUrl = rootUrl;
  22421. this.sceneFilename = sceneFilename;
  22422. this.isCompleted = false;
  22423. }
  22424. MeshAssetTask.prototype.run = function (scene, onSuccess, onError) {
  22425. var _this = this;
  22426. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  22427. _this.loadedMeshes = meshes;
  22428. _this.loadedParticleSystems = particleSystems;
  22429. _this.loadedSkeletons = skeletons;
  22430. _this.isCompleted = true;
  22431. if (_this.onSuccess) {
  22432. _this.onSuccess(_this);
  22433. }
  22434. onSuccess();
  22435. }, null, function () {
  22436. if (_this.onError) {
  22437. _this.onError(_this);
  22438. }
  22439. onError();
  22440. });
  22441. };
  22442. return MeshAssetTask;
  22443. })();
  22444. BABYLON.MeshAssetTask = MeshAssetTask;
  22445. var TextFileAssetTask = (function () {
  22446. function TextFileAssetTask(name, url) {
  22447. this.name = name;
  22448. this.url = url;
  22449. this.isCompleted = false;
  22450. }
  22451. TextFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
  22452. var _this = this;
  22453. BABYLON.Tools.LoadFile(this.url, function (data) {
  22454. _this.text = data;
  22455. _this.isCompleted = true;
  22456. if (_this.onSuccess) {
  22457. _this.onSuccess(_this);
  22458. }
  22459. onSuccess();
  22460. }, null, scene.database, false, function () {
  22461. if (_this.onError) {
  22462. _this.onError(_this);
  22463. }
  22464. onError();
  22465. });
  22466. };
  22467. return TextFileAssetTask;
  22468. })();
  22469. BABYLON.TextFileAssetTask = TextFileAssetTask;
  22470. var BinaryFileAssetTask = (function () {
  22471. function BinaryFileAssetTask(name, url) {
  22472. this.name = name;
  22473. this.url = url;
  22474. this.isCompleted = false;
  22475. }
  22476. BinaryFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
  22477. var _this = this;
  22478. BABYLON.Tools.LoadFile(this.url, function (data) {
  22479. _this.data = data;
  22480. _this.isCompleted = true;
  22481. if (_this.onSuccess) {
  22482. _this.onSuccess(_this);
  22483. }
  22484. onSuccess();
  22485. }, null, scene.database, true, function () {
  22486. if (_this.onError) {
  22487. _this.onError(_this);
  22488. }
  22489. onError();
  22490. });
  22491. };
  22492. return BinaryFileAssetTask;
  22493. })();
  22494. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  22495. var ImageAssetTask = (function () {
  22496. function ImageAssetTask(name, url) {
  22497. this.name = name;
  22498. this.url = url;
  22499. this.isCompleted = false;
  22500. }
  22501. ImageAssetTask.prototype.run = function (scene, onSuccess, onError) {
  22502. var _this = this;
  22503. var img = new Image();
  22504. img.onload = function () {
  22505. _this.image = img;
  22506. _this.isCompleted = true;
  22507. if (_this.onSuccess) {
  22508. _this.onSuccess(_this);
  22509. }
  22510. onSuccess();
  22511. };
  22512. img.onerror = function () {
  22513. if (_this.onError) {
  22514. _this.onError(_this);
  22515. }
  22516. onError();
  22517. };
  22518. img.src = this.url;
  22519. };
  22520. return ImageAssetTask;
  22521. })();
  22522. BABYLON.ImageAssetTask = ImageAssetTask;
  22523. var TextureAssetTask = (function () {
  22524. function TextureAssetTask(name, url, noMipmap, invertY, samplingMode) {
  22525. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  22526. this.name = name;
  22527. this.url = url;
  22528. this.noMipmap = noMipmap;
  22529. this.invertY = invertY;
  22530. this.samplingMode = samplingMode;
  22531. this.isCompleted = false;
  22532. }
  22533. TextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  22534. var _this = this;
  22535. var onload = function () {
  22536. _this.isCompleted = true;
  22537. if (_this.onSuccess) {
  22538. _this.onSuccess(_this);
  22539. }
  22540. onSuccess();
  22541. };
  22542. var onerror = function () {
  22543. if (_this.onError) {
  22544. _this.onError(_this);
  22545. }
  22546. onError();
  22547. };
  22548. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onError);
  22549. };
  22550. return TextureAssetTask;
  22551. })();
  22552. BABYLON.TextureAssetTask = TextureAssetTask;
  22553. var AssetsManager = (function () {
  22554. function AssetsManager(scene) {
  22555. this._tasks = new Array();
  22556. this._waitingTasksCount = 0;
  22557. this.useDefaultLoadingScreen = true;
  22558. this._scene = scene;
  22559. }
  22560. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  22561. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  22562. this._tasks.push(task);
  22563. return task;
  22564. };
  22565. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  22566. var task = new TextFileAssetTask(taskName, url);
  22567. this._tasks.push(task);
  22568. return task;
  22569. };
  22570. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  22571. var task = new BinaryFileAssetTask(taskName, url);
  22572. this._tasks.push(task);
  22573. return task;
  22574. };
  22575. AssetsManager.prototype.addImageTask = function (taskName, url) {
  22576. var task = new ImageAssetTask(taskName, url);
  22577. this._tasks.push(task);
  22578. return task;
  22579. };
  22580. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  22581. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  22582. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  22583. this._tasks.push(task);
  22584. return task;
  22585. };
  22586. AssetsManager.prototype._decreaseWaitingTasksCount = function () {
  22587. this._waitingTasksCount--;
  22588. if (this._waitingTasksCount === 0) {
  22589. if (this.onFinish) {
  22590. this.onFinish(this._tasks);
  22591. }
  22592. this._scene.getEngine().hideLoadingUI();
  22593. }
  22594. };
  22595. AssetsManager.prototype._runTask = function (task) {
  22596. var _this = this;
  22597. task.run(this._scene, function () {
  22598. if (_this.onTaskSuccess) {
  22599. _this.onTaskSuccess(task);
  22600. }
  22601. _this._decreaseWaitingTasksCount();
  22602. }, function () {
  22603. if (_this.onTaskError) {
  22604. _this.onTaskError(task);
  22605. }
  22606. _this._decreaseWaitingTasksCount();
  22607. });
  22608. };
  22609. AssetsManager.prototype.reset = function () {
  22610. this._tasks = new Array();
  22611. return this;
  22612. };
  22613. AssetsManager.prototype.load = function () {
  22614. this._waitingTasksCount = this._tasks.length;
  22615. if (this._waitingTasksCount === 0) {
  22616. if (this.onFinish) {
  22617. this.onFinish(this._tasks);
  22618. }
  22619. return this;
  22620. }
  22621. if (this.useDefaultLoadingScreen) {
  22622. this._scene.getEngine().displayLoadingUI();
  22623. }
  22624. for (var index = 0; index < this._tasks.length; index++) {
  22625. var task = this._tasks[index];
  22626. this._runTask(task);
  22627. }
  22628. return this;
  22629. };
  22630. return AssetsManager;
  22631. })();
  22632. BABYLON.AssetsManager = AssetsManager;
  22633. })(BABYLON || (BABYLON = {}));
  22634. var __extends = this.__extends || function (d, b) {
  22635. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  22636. function __() { this.constructor = d; }
  22637. __.prototype = b.prototype;
  22638. d.prototype = new __();
  22639. };
  22640. var BABYLON;
  22641. (function (BABYLON) {
  22642. var VRDeviceOrientationCamera = (function (_super) {
  22643. __extends(VRDeviceOrientationCamera, _super);
  22644. function VRDeviceOrientationCamera(name, position, scene) {
  22645. _super.call(this, name, position, scene);
  22646. this._alpha = 0;
  22647. this._beta = 0;
  22648. this._gamma = 0;
  22649. }
  22650. VRDeviceOrientationCamera.prototype._onOrientationEvent = function (evt) {
  22651. this._alpha = +evt.alpha | 0;
  22652. this._beta = +evt.beta | 0;
  22653. this._gamma = +evt.gamma | 0;
  22654. if (this._gamma < 0) {
  22655. this._gamma = 90 + this._gamma;
  22656. } else {
  22657. this._gamma = 270 - this._gamma;
  22658. }
  22659. this.rotation.x = this._gamma / 180.0 * Math.PI;
  22660. this.rotation.y = -this._alpha / 180.0 * Math.PI;
  22661. this.rotation.z = this._beta / 180.0 * Math.PI;
  22662. };
  22663. return VRDeviceOrientationCamera;
  22664. })(BABYLON.OculusCamera);
  22665. BABYLON.VRDeviceOrientationCamera = VRDeviceOrientationCamera;
  22666. })(BABYLON || (BABYLON = {}));
  22667. var __extends = this.__extends || function (d, b) {
  22668. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  22669. function __() { this.constructor = d; }
  22670. __.prototype = b.prototype;
  22671. d.prototype = new __();
  22672. };
  22673. var BABYLON;
  22674. (function (BABYLON) {
  22675. var WebVRCamera = (function (_super) {
  22676. __extends(WebVRCamera, _super);
  22677. function WebVRCamera(name, position, scene) {
  22678. _super.call(this, name, position, scene);
  22679. this._hmdDevice = null;
  22680. this._sensorDevice = null;
  22681. this._cacheState = null;
  22682. this._cacheQuaternion = new BABYLON.Quaternion();
  22683. this._cacheRotation = BABYLON.Vector3.Zero();
  22684. this._vrEnabled = false;
  22685. this._getWebVRDevices = this._getWebVRDevices.bind(this);
  22686. }
  22687. WebVRCamera.prototype._getWebVRDevices = function (devices) {
  22688. var size = devices.length;
  22689. var i = 0;
  22690. this._sensorDevice = null;
  22691. this._hmdDevice = null;
  22692. while (i < size && this._hmdDevice === null) {
  22693. if (devices[i] instanceof HMDVRDevice) {
  22694. this._hmdDevice = devices[i];
  22695. }
  22696. i++;
  22697. }
  22698. i = 0;
  22699. while (i < size && this._sensorDevice === null) {
  22700. if (devices[i] instanceof PositionSensorVRDevice && (!this._hmdDevice || devices[i].hardwareUnitId === this._hmdDevice.hardwareUnitId)) {
  22701. this._sensorDevice = devices[i];
  22702. }
  22703. i++;
  22704. }
  22705. this._vrEnabled = this._sensorDevice && this._hmdDevice ? true : false;
  22706. };
  22707. WebVRCamera.prototype._update = function () {
  22708. if (this._vrEnabled) {
  22709. this._cacheState = this._sensorDevice.getState();
  22710. this._cacheQuaternion.copyFromFloats(this._cacheState.orientation.x, this._cacheState.orientation.y, this._cacheState.orientation.z, this._cacheState.orientation.w);
  22711. this._cacheQuaternion.toEulerAnglesToRef(this._cacheRotation);
  22712. this.rotation.x = -this._cacheRotation.z;
  22713. this.rotation.y = -this._cacheRotation.y;
  22714. this.rotation.z = this._cacheRotation.x;
  22715. }
  22716. _super.prototype._update.call(this);
  22717. };
  22718. WebVRCamera.prototype.attachControl = function (element, noPreventDefault) {
  22719. _super.prototype.attachControl.call(this, element, noPreventDefault);
  22720. if (navigator.getVRDevices) {
  22721. navigator.getVRDevices().then(this._getWebVRDevices);
  22722. } else if (navigator.mozGetVRDevices) {
  22723. navigator.mozGetVRDevices(this._getWebVRDevices);
  22724. }
  22725. };
  22726. WebVRCamera.prototype.detachControl = function (element) {
  22727. _super.prototype.detachControl.call(this, element);
  22728. this._vrEnabled = false;
  22729. };
  22730. return WebVRCamera;
  22731. })(BABYLON.OculusCamera);
  22732. BABYLON.WebVRCamera = WebVRCamera;
  22733. })(BABYLON || (BABYLON = {}));
  22734. var __extends = this.__extends || function (d, b) {
  22735. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  22736. function __() { this.constructor = d; }
  22737. __.prototype = b.prototype;
  22738. d.prototype = new __();
  22739. };
  22740. var BABYLON;
  22741. (function (BABYLON) {
  22742. var SceneOptimization = (function () {
  22743. function SceneOptimization(priority) {
  22744. if (typeof priority === "undefined") { priority = 0; }
  22745. this.priority = priority;
  22746. this.apply = function (scene) {
  22747. return true;
  22748. };
  22749. }
  22750. return SceneOptimization;
  22751. })();
  22752. BABYLON.SceneOptimization = SceneOptimization;
  22753. var TextureOptimization = (function (_super) {
  22754. __extends(TextureOptimization, _super);
  22755. function TextureOptimization(priority, maximumSize) {
  22756. if (typeof priority === "undefined") { priority = 0; }
  22757. if (typeof maximumSize === "undefined") { maximumSize = 1024; }
  22758. var _this = this;
  22759. _super.call(this, priority);
  22760. this.priority = priority;
  22761. this.maximumSize = maximumSize;
  22762. this.apply = function (scene) {
  22763. var allDone = true;
  22764. for (var index = 0; index < scene.textures.length; index++) {
  22765. var texture = scene.textures[index];
  22766. if (!texture.canRescale) {
  22767. continue;
  22768. }
  22769. var currentSize = texture.getSize();
  22770. var maxDimension = Math.max(currentSize.width, currentSize.height);
  22771. if (maxDimension > _this.maximumSize) {
  22772. texture.scale(0.5);
  22773. allDone = false;
  22774. }
  22775. }
  22776. return allDone;
  22777. };
  22778. }
  22779. return TextureOptimization;
  22780. })(SceneOptimization);
  22781. BABYLON.TextureOptimization = TextureOptimization;
  22782. var HardwareScalingOptimization = (function (_super) {
  22783. __extends(HardwareScalingOptimization, _super);
  22784. function HardwareScalingOptimization(priority, maximumScale) {
  22785. if (typeof priority === "undefined") { priority = 0; }
  22786. if (typeof maximumScale === "undefined") { maximumScale = 2; }
  22787. var _this = this;
  22788. _super.call(this, priority);
  22789. this.priority = priority;
  22790. this.maximumScale = maximumScale;
  22791. this._currentScale = 1;
  22792. this.apply = function (scene) {
  22793. _this._currentScale++;
  22794. scene.getEngine().setHardwareScalingLevel(_this._currentScale);
  22795. return _this._currentScale >= _this.maximumScale;
  22796. };
  22797. }
  22798. return HardwareScalingOptimization;
  22799. })(SceneOptimization);
  22800. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  22801. var ShadowsOptimization = (function (_super) {
  22802. __extends(ShadowsOptimization, _super);
  22803. function ShadowsOptimization() {
  22804. _super.apply(this, arguments);
  22805. this.apply = function (scene) {
  22806. scene.shadowsEnabled = false;
  22807. return true;
  22808. };
  22809. }
  22810. return ShadowsOptimization;
  22811. })(SceneOptimization);
  22812. BABYLON.ShadowsOptimization = ShadowsOptimization;
  22813. var PostProcessesOptimization = (function (_super) {
  22814. __extends(PostProcessesOptimization, _super);
  22815. function PostProcessesOptimization() {
  22816. _super.apply(this, arguments);
  22817. this.apply = function (scene) {
  22818. scene.postProcessesEnabled = false;
  22819. return true;
  22820. };
  22821. }
  22822. return PostProcessesOptimization;
  22823. })(SceneOptimization);
  22824. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  22825. var LensFlaresOptimization = (function (_super) {
  22826. __extends(LensFlaresOptimization, _super);
  22827. function LensFlaresOptimization() {
  22828. _super.apply(this, arguments);
  22829. this.apply = function (scene) {
  22830. scene.lensFlaresEnabled = false;
  22831. return true;
  22832. };
  22833. }
  22834. return LensFlaresOptimization;
  22835. })(SceneOptimization);
  22836. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  22837. var ParticlesOptimization = (function (_super) {
  22838. __extends(ParticlesOptimization, _super);
  22839. function ParticlesOptimization() {
  22840. _super.apply(this, arguments);
  22841. this.apply = function (scene) {
  22842. scene.particlesEnabled = false;
  22843. return true;
  22844. };
  22845. }
  22846. return ParticlesOptimization;
  22847. })(SceneOptimization);
  22848. BABYLON.ParticlesOptimization = ParticlesOptimization;
  22849. var RenderTargetsOptimization = (function (_super) {
  22850. __extends(RenderTargetsOptimization, _super);
  22851. function RenderTargetsOptimization() {
  22852. _super.apply(this, arguments);
  22853. this.apply = function (scene) {
  22854. scene.renderTargetsEnabled = false;
  22855. return true;
  22856. };
  22857. }
  22858. return RenderTargetsOptimization;
  22859. })(SceneOptimization);
  22860. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  22861. var SceneOptimizerOptions = (function () {
  22862. function SceneOptimizerOptions(targetFrameRate, trackerDuration) {
  22863. if (typeof targetFrameRate === "undefined") { targetFrameRate = 60; }
  22864. if (typeof trackerDuration === "undefined") { trackerDuration = 2000; }
  22865. this.targetFrameRate = targetFrameRate;
  22866. this.trackerDuration = trackerDuration;
  22867. this.optimizations = new Array();
  22868. }
  22869. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  22870. var result = new SceneOptimizerOptions(targetFrameRate);
  22871. var priority = 0;
  22872. result.optimizations.push(new ShadowsOptimization(priority));
  22873. result.optimizations.push(new LensFlaresOptimization(priority));
  22874. priority++;
  22875. result.optimizations.push(new PostProcessesOptimization(priority));
  22876. result.optimizations.push(new ParticlesOptimization(priority));
  22877. priority++;
  22878. result.optimizations.push(new TextureOptimization(priority, 1024));
  22879. return result;
  22880. };
  22881. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  22882. var result = new SceneOptimizerOptions(targetFrameRate);
  22883. var priority = 0;
  22884. result.optimizations.push(new ShadowsOptimization(priority));
  22885. result.optimizations.push(new LensFlaresOptimization(priority));
  22886. priority++;
  22887. result.optimizations.push(new PostProcessesOptimization(priority));
  22888. result.optimizations.push(new ParticlesOptimization(priority));
  22889. priority++;
  22890. result.optimizations.push(new TextureOptimization(priority, 512));
  22891. priority++;
  22892. result.optimizations.push(new RenderTargetsOptimization(priority));
  22893. priority++;
  22894. result.optimizations.push(new HardwareScalingOptimization(priority, 2));
  22895. return result;
  22896. };
  22897. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  22898. var result = new SceneOptimizerOptions(targetFrameRate);
  22899. var priority = 0;
  22900. result.optimizations.push(new ShadowsOptimization(priority));
  22901. result.optimizations.push(new LensFlaresOptimization(priority));
  22902. priority++;
  22903. result.optimizations.push(new PostProcessesOptimization(priority));
  22904. result.optimizations.push(new ParticlesOptimization(priority));
  22905. priority++;
  22906. result.optimizations.push(new TextureOptimization(priority, 256));
  22907. priority++;
  22908. result.optimizations.push(new RenderTargetsOptimization(priority));
  22909. priority++;
  22910. result.optimizations.push(new HardwareScalingOptimization(priority, 4));
  22911. return result;
  22912. };
  22913. return SceneOptimizerOptions;
  22914. })();
  22915. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  22916. var SceneOptimizer = (function () {
  22917. function SceneOptimizer() {
  22918. }
  22919. SceneOptimizer._CheckCurrentState = function (scene, options, currentPriorityLevel, onSuccess, onFailure) {
  22920. if (BABYLON.Tools.GetFps() >= options.targetFrameRate) {
  22921. if (onSuccess) {
  22922. onSuccess();
  22923. }
  22924. return;
  22925. }
  22926. var allDone = true;
  22927. var noOptimizationApplied = true;
  22928. for (var index = 0; index < options.optimizations.length; index++) {
  22929. var optimization = options.optimizations[index];
  22930. if (optimization.priority === currentPriorityLevel) {
  22931. noOptimizationApplied = false;
  22932. allDone = allDone && optimization.apply(scene);
  22933. }
  22934. }
  22935. if (noOptimizationApplied) {
  22936. if (onFailure) {
  22937. onFailure();
  22938. }
  22939. return;
  22940. }
  22941. if (allDone) {
  22942. currentPriorityLevel++;
  22943. }
  22944. scene.executeWhenReady(function () {
  22945. setTimeout(function () {
  22946. SceneOptimizer._CheckCurrentState(scene, options, currentPriorityLevel, onSuccess, onFailure);
  22947. }, options.trackerDuration);
  22948. });
  22949. };
  22950. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  22951. if (!options) {
  22952. options = SceneOptimizerOptions.ModerateDegradationAllowed();
  22953. }
  22954. scene.executeWhenReady(function () {
  22955. setTimeout(function () {
  22956. SceneOptimizer._CheckCurrentState(scene, options, 0, onSuccess, onFailure);
  22957. }, options.trackerDuration);
  22958. });
  22959. };
  22960. return SceneOptimizer;
  22961. })();
  22962. BABYLON.SceneOptimizer = SceneOptimizer;
  22963. })(BABYLON || (BABYLON = {}));
  22964. var BABYLON;
  22965. (function (BABYLON) {
  22966. (function (Internals) {
  22967. var MeshLODLevel = (function () {
  22968. function MeshLODLevel(distance, mesh) {
  22969. this.distance = distance;
  22970. this.mesh = mesh;
  22971. }
  22972. return MeshLODLevel;
  22973. })();
  22974. Internals.MeshLODLevel = MeshLODLevel;
  22975. })(BABYLON.Internals || (BABYLON.Internals = {}));
  22976. var Internals = BABYLON.Internals;
  22977. })(BABYLON || (BABYLON = {}));
  22978. var BABYLON;
  22979. (function (BABYLON) {
  22980. var AudioEngine = (function () {
  22981. function AudioEngine() {
  22982. this.audioContext = null;
  22983. this.canUseWebAudio = false;
  22984. try {
  22985. if (typeof AudioContext !== 'undefined') {
  22986. this.audioContext = new AudioContext();
  22987. this.canUseWebAudio = true;
  22988. } else if (typeof webkitAudioContext !== 'undefined') {
  22989. this.audioContext = new webkitAudioContext();
  22990. this.canUseWebAudio = true;
  22991. }
  22992. } catch (e) {
  22993. this.canUseWebAudio = false;
  22994. }
  22995. if (this.canUseWebAudio) {
  22996. this.masterGain = this.audioContext.createGain();
  22997. this.masterGain.gain.value = 1;
  22998. this.masterGain.connect(this.audioContext.destination);
  22999. }
  23000. }
  23001. AudioEngine.prototype.getGlobalVolume = function () {
  23002. if (this.canUseWebAudio) {
  23003. return this.masterGain.gain.value;
  23004. } else {
  23005. return -1;
  23006. }
  23007. };
  23008. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  23009. if (this.canUseWebAudio) {
  23010. this.masterGain.gain.value = newVolume;
  23011. }
  23012. };
  23013. return AudioEngine;
  23014. })();
  23015. BABYLON.AudioEngine = AudioEngine;
  23016. })(BABYLON || (BABYLON = {}));
  23017. var BABYLON;
  23018. (function (BABYLON) {
  23019. var Sound = (function () {
  23020. /**
  23021. * Create a sound and attach it to a scene
  23022. * @param name Name of your sound
  23023. * @param url Url to the sound to load async
  23024. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  23025. * @param options Objects to provide with the current available options: autoplay, loop, distanceMax
  23026. */
  23027. function Sound(name, url, scene, readyToPlayCallback, options) {
  23028. var _this = this;
  23029. this.maxDistance = 20;
  23030. this.autoplay = false;
  23031. this.loop = false;
  23032. this.useBabylonJSAttenuation = true;
  23033. this._position = BABYLON.Vector3.Zero();
  23034. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  23035. this._volume = 1;
  23036. this._isLoaded = false;
  23037. this._isReadyToPlay = false;
  23038. this._isPlaying = false;
  23039. this._isDirectional = false;
  23040. this._coneInnerAngle = null;
  23041. this._coneOuterAngle = null;
  23042. this._coneOuterGain = null;
  23043. this._name = name;
  23044. this._scene = scene;
  23045. this._audioEngine = this._scene.getEngine().getAudioEngine();
  23046. this._readyToPlayCallback = readyToPlayCallback;
  23047. if (options) {
  23048. if (options.maxDistance) {
  23049. this.maxDistance = options.maxDistance;
  23050. }
  23051. if (options.autoplay) {
  23052. this.autoplay = options.autoplay;
  23053. }
  23054. if (options.loop) {
  23055. this.loop = options.loop;
  23056. }
  23057. if (options.volume) {
  23058. this._volume = options.volume;
  23059. }
  23060. if (options.useBabylonJSAttenuation) {
  23061. this.useBabylonJSAttenuation = options.useBabylonJSAttenuation;
  23062. }
  23063. }
  23064. if (this._audioEngine.canUseWebAudio) {
  23065. this._soundGain = this._audioEngine.audioContext.createGain();
  23066. this._soundGain.gain.value = this._volume;
  23067. this._soundPanner = this._audioEngine.audioContext.createPanner();
  23068. this._soundPanner.connect(this._soundGain);
  23069. this._scene.mainSoundTrack.AddSound(this);
  23070. BABYLON.Tools.LoadFile(url, function (data) {
  23071. _this._soundLoaded(data);
  23072. }, null, null, true);
  23073. }
  23074. }
  23075. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  23076. if (this._audioEngine.canUseWebAudio) {
  23077. this._soundGain.disconnect();
  23078. this._soundGain.connect(soundTrackAudioNode);
  23079. }
  23080. };
  23081. /**
  23082. * Transform this sound into a directional source
  23083. * @param coneInnerAngle Size of the inner cone in degree
  23084. * @param coneOuterAngle Size of the outer cone in degree
  23085. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  23086. */
  23087. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  23088. if (coneOuterAngle < coneInnerAngle) {
  23089. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  23090. return;
  23091. }
  23092. this._coneInnerAngle = coneInnerAngle;
  23093. this._coneOuterAngle = coneOuterAngle;
  23094. this._coneOuterGain = coneOuterGain;
  23095. this._isDirectional = true;
  23096. if (this._isPlaying && this.loop) {
  23097. this.stop();
  23098. this.play();
  23099. }
  23100. };
  23101. Sound.prototype.setPosition = function (newPosition) {
  23102. this._position = newPosition;
  23103. if (this._isPlaying) {
  23104. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  23105. }
  23106. };
  23107. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  23108. this._localDirection = newLocalDirection;
  23109. if (this._connectedMesh && this._isPlaying) {
  23110. this._updateDirection();
  23111. }
  23112. };
  23113. Sound.prototype._updateDirection = function () {
  23114. var mat = this._connectedMesh.getWorldMatrix();
  23115. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  23116. direction.normalize();
  23117. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  23118. };
  23119. Sound.prototype.updateDistanceFromListener = function () {
  23120. if (this._connectedMesh) {
  23121. var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera);
  23122. if (distance < 1)
  23123. distance = 1;
  23124. if (this.useBabylonJSAttenuation) {
  23125. if (distance < this.maxDistance) {
  23126. this._soundGain.gain.value = this._volume / distance;
  23127. } else {
  23128. this._soundGain.gain.value = 0;
  23129. }
  23130. }
  23131. }
  23132. };
  23133. /**
  23134. * Play the sound
  23135. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  23136. */
  23137. Sound.prototype.play = function (time) {
  23138. if (this._isReadyToPlay) {
  23139. try {
  23140. var startTime = time ? this._audioEngine.audioContext.currentTime + time : 0;
  23141. this._soundSource = this._audioEngine.audioContext.createBufferSource();
  23142. this._soundSource.buffer = this._audioBuffer;
  23143. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  23144. if (this._isDirectional) {
  23145. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  23146. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  23147. this._soundPanner.coneOuterGain = this._coneOuterGain;
  23148. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  23149. }
  23150. this._soundSource.connect(this._soundPanner);
  23151. this._soundSource.loop = this.loop;
  23152. this._soundSource.start(startTime);
  23153. this._isPlaying = true;
  23154. } catch (ex) {
  23155. BABYLON.Tools.Error("Error while trying to play audio: " + this._name + ", " + ex.message);
  23156. }
  23157. }
  23158. };
  23159. /**
  23160. * Stop the sound
  23161. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  23162. */
  23163. Sound.prototype.stop = function (time) {
  23164. var stopTime = time ? this._audioEngine.audioContext.currentTime + time : 0;
  23165. this._soundSource.stop(stopTime);
  23166. this._isPlaying = false;
  23167. };
  23168. Sound.prototype.pause = function () {
  23169. };
  23170. Sound.prototype.setVolume = function (newVolume) {
  23171. this._volume = newVolume;
  23172. };
  23173. Sound.prototype.getVolume = function () {
  23174. return this._volume;
  23175. };
  23176. Sound.prototype.attachToMesh = function (meshToConnectTo) {
  23177. var _this = this;
  23178. this._connectedMesh = meshToConnectTo;
  23179. meshToConnectTo.registerAfterWorldMatrixUpdate(function (connectedMesh) {
  23180. return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh);
  23181. });
  23182. };
  23183. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (connectedMesh) {
  23184. this.setPosition(connectedMesh.position);
  23185. if (this._isDirectional && this._isPlaying) {
  23186. this._updateDirection();
  23187. }
  23188. };
  23189. Sound.prototype._soundLoaded = function (audioData) {
  23190. var _this = this;
  23191. this._isLoaded = true;
  23192. this._audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  23193. _this._audioBuffer = buffer;
  23194. _this._isReadyToPlay = true;
  23195. if (_this.autoplay) {
  23196. _this.play();
  23197. }
  23198. if (_this._readyToPlayCallback) {
  23199. _this._readyToPlayCallback();
  23200. }
  23201. }, function (error) {
  23202. BABYLON.Tools.Error("Error while decoding audio data: " + error.err);
  23203. });
  23204. };
  23205. return Sound;
  23206. })();
  23207. BABYLON.Sound = Sound;
  23208. })(BABYLON || (BABYLON = {}));
  23209. var BABYLON;
  23210. (function (BABYLON) {
  23211. var SoundTrack = (function () {
  23212. function SoundTrack(scene, options) {
  23213. this.id = -1;
  23214. this._isMainTrack = false;
  23215. this._scene = scene;
  23216. this._audioEngine = scene.getEngine().getAudioEngine();
  23217. this.soundCollection = new Array();
  23218. if (this._audioEngine.canUseWebAudio) {
  23219. this._trackGain = this._audioEngine.audioContext.createGain();
  23220. this._trackGain.connect(this._audioEngine.masterGain);
  23221. if (options) {
  23222. if (options.volume) {
  23223. this._trackGain.gain.value = options.volume;
  23224. }
  23225. if (options.mainTrack) {
  23226. this._isMainTrack = options.mainTrack;
  23227. }
  23228. }
  23229. }
  23230. if (!this._isMainTrack) {
  23231. this._scene.soundTracks.push(this);
  23232. this.id = this._scene.soundTracks.length - 1;
  23233. }
  23234. }
  23235. SoundTrack.prototype.AddSound = function (sound) {
  23236. sound.connectToSoundTrackAudioNode(this._trackGain);
  23237. if (sound.soundTrackId) {
  23238. if (sound.soundTrackId === -1) {
  23239. this._scene.mainSoundTrack.RemoveSound(sound);
  23240. } else {
  23241. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  23242. }
  23243. }
  23244. this.soundCollection.push(sound);
  23245. sound.soundTrackId = this.id;
  23246. };
  23247. SoundTrack.prototype.RemoveSound = function (sound) {
  23248. var index = this.soundCollection.indexOf(sound);
  23249. if (index !== -1) {
  23250. this.soundCollection.splice(index, 1);
  23251. }
  23252. };
  23253. SoundTrack.prototype.setVolume = function (newVolume) {
  23254. if (this._audioEngine.canUseWebAudio) {
  23255. this._trackGain.gain.value = newVolume;
  23256. }
  23257. };
  23258. return SoundTrack;
  23259. })();
  23260. BABYLON.SoundTrack = SoundTrack;
  23261. })(BABYLON || (BABYLON = {}));
  23262. var BABYLON;
  23263. (function (BABYLON) {
  23264. var DebugLayer = (function () {
  23265. function DebugLayer(scene) {
  23266. var _this = this;
  23267. this._enabled = false;
  23268. this._labelsEnabled = false;
  23269. this._displayStatistics = true;
  23270. this._displayTree = false;
  23271. this._displayLogs = false;
  23272. this._identityMatrix = BABYLON.Matrix.Identity();
  23273. this.axisRatio = 0.02;
  23274. this._scene = scene;
  23275. this._syncPositions = function () {
  23276. var engine = _this._scene.getEngine();
  23277. var canvasRect = engine.getRenderingCanvasClientRect();
  23278. if (_this._showUI) {
  23279. _this._statsDiv.style.left = (canvasRect.width - 310) + "px";
  23280. _this._statsDiv.style.top = (canvasRect.height - 370) + "px";
  23281. _this._statsDiv.style.width = "300px";
  23282. _this._statsDiv.style.height = "360px";
  23283. _this._statsSubsetDiv.style.maxHeight = (canvasRect.height - 60) + "px";
  23284. _this._optionsDiv.style.left = "0px";
  23285. _this._optionsDiv.style.top = "10px";
  23286. _this._optionsDiv.style.width = "200px";
  23287. _this._optionsDiv.style.height = "auto";
  23288. _this._optionsSubsetDiv.style.maxHeight = (canvasRect.height - 225) + "px";
  23289. _this._logDiv.style.left = "0px";
  23290. _this._logDiv.style.top = (canvasRect.height - 170) + "px";
  23291. _this._logDiv.style.width = "600px";
  23292. _this._logDiv.style.height = "160px";
  23293. _this._treeDiv.style.left = (canvasRect.width - 310) + "px";
  23294. _this._treeDiv.style.top = "10px";
  23295. _this._treeDiv.style.width = "300px";
  23296. _this._treeDiv.style.height = "auto";
  23297. _this._treeSubsetDiv.style.maxHeight = (canvasRect.height - 420) + "px";
  23298. }
  23299. _this._globalDiv.style.left = canvasRect.left + "px";
  23300. _this._globalDiv.style.top = canvasRect.top + "px";
  23301. _this._drawingCanvas.style.left = "0px";
  23302. _this._drawingCanvas.style.top = "0px";
  23303. _this._drawingCanvas.style.width = engine.getRenderWidth() + "px";
  23304. _this._drawingCanvas.style.height = engine.getRenderHeight() + "px";
  23305. var devicePixelRatio = window.devicePixelRatio || 1;
  23306. var context = _this._drawingContext;
  23307. var backingStoreRatio = context.webkitBackingStorePixelRatio || context.mozBackingStorePixelRatio || context.msBackingStorePixelRatio || context.oBackingStorePixelRatio || context.backingStorePixelRatio || 1;
  23308. _this._ratio = devicePixelRatio / backingStoreRatio;
  23309. _this._drawingCanvas.width = engine.getRenderWidth() * _this._ratio;
  23310. _this._drawingCanvas.height = engine.getRenderHeight() * _this._ratio;
  23311. };
  23312. this._onCanvasClick = function (evt) {
  23313. _this._clickPosition = {
  23314. x: evt.clientX * _this._ratio,
  23315. y: evt.clientY * _this._ratio
  23316. };
  23317. };
  23318. this._syncData = function () {
  23319. if (_this._showUI) {
  23320. if (_this._displayStatistics) {
  23321. _this._displayStats();
  23322. _this._statsDiv.style.display = "";
  23323. } else {
  23324. _this._statsDiv.style.display = "none";
  23325. }
  23326. if (_this._displayLogs) {
  23327. _this._logDiv.style.display = "";
  23328. } else {
  23329. _this._logDiv.style.display = "none";
  23330. }
  23331. if (_this._displayTree) {
  23332. _this._treeDiv.style.display = "";
  23333. if (_this._needToRefreshMeshesTree) {
  23334. _this._needToRefreshMeshesTree = false;
  23335. _this._refreshMeshesTreeContent();
  23336. }
  23337. } else {
  23338. _this._treeDiv.style.display = "none";
  23339. }
  23340. }
  23341. if (_this._labelsEnabled || !_this._showUI) {
  23342. _this._drawingContext.clearRect(0, 0, _this._drawingCanvas.width, _this._drawingCanvas.height);
  23343. var engine = _this._scene.getEngine();
  23344. var viewport = _this._scene.activeCamera.viewport;
  23345. var globalViewport = viewport.toGlobal(engine);
  23346. var meshes = _this._scene.getActiveMeshes();
  23347. for (var index = 0; index < meshes.length; index++) {
  23348. var mesh = meshes.data[index];
  23349. var position = mesh.getBoundingInfo().boundingSphere.center;
  23350. var projectedPosition = BABYLON.Vector3.Project(position, mesh.getWorldMatrix(), _this._scene.getTransformMatrix(), globalViewport);
  23351. if (mesh.renderOverlay || _this.shouldDisplayAxis && _this.shouldDisplayAxis(mesh)) {
  23352. _this._renderAxis(projectedPosition, mesh, globalViewport);
  23353. }
  23354. if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(mesh)) {
  23355. _this._renderLabel(mesh.name, projectedPosition, 12, function () {
  23356. mesh.renderOverlay = !mesh.renderOverlay;
  23357. }, function () {
  23358. return mesh.renderOverlay ? 'red' : 'black';
  23359. });
  23360. }
  23361. }
  23362. var cameras = _this._scene.cameras;
  23363. for (index = 0; index < cameras.length; index++) {
  23364. var camera = cameras[index];
  23365. if (camera === _this._scene.activeCamera) {
  23366. continue;
  23367. }
  23368. projectedPosition = BABYLON.Vector3.Project(camera.position, _this._identityMatrix, _this._scene.getTransformMatrix(), globalViewport);
  23369. if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(camera)) {
  23370. _this._renderLabel(camera.name, projectedPosition, 12, function () {
  23371. _this._scene.activeCamera.detachControl(engine.getRenderingCanvas());
  23372. _this._scene.activeCamera = camera;
  23373. _this._scene.activeCamera.attachControl(engine.getRenderingCanvas());
  23374. }, function () {
  23375. return "purple";
  23376. });
  23377. }
  23378. }
  23379. var lights = _this._scene.lights;
  23380. for (index = 0; index < lights.length; index++) {
  23381. var light = lights[index];
  23382. if (light.position) {
  23383. projectedPosition = BABYLON.Vector3.Project(light.position, _this._identityMatrix, _this._scene.getTransformMatrix(), globalViewport);
  23384. if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(light)) {
  23385. _this._renderLabel(light.name, projectedPosition, -20, function () {
  23386. light.setEnabled(!light.isEnabled());
  23387. }, function () {
  23388. return light.isEnabled() ? "orange" : "gray";
  23389. });
  23390. }
  23391. }
  23392. }
  23393. }
  23394. _this._clickPosition = undefined;
  23395. };
  23396. }
  23397. DebugLayer.prototype._refreshMeshesTreeContent = function () {
  23398. var sortedArray = this._scene.meshes.slice(0, this._scene.meshes.length);
  23399. sortedArray.sort(function (a, b) {
  23400. if (a.name === b.name) {
  23401. return 0;
  23402. }
  23403. return (a.name > b.name) ? 1 : -1;
  23404. });
  23405. for (var index = 0; index < sortedArray.length; index++) {
  23406. var mesh = sortedArray[index];
  23407. if (!mesh.isEnabled()) {
  23408. continue;
  23409. }
  23410. this._generateAdvancedCheckBox(this._treeSubsetDiv, mesh.name, mesh.getTotalVertices() + " verts", mesh.isVisible, function (element, mesh) {
  23411. mesh.isVisible = element.checked;
  23412. }, mesh);
  23413. }
  23414. };
  23415. DebugLayer.prototype._renderSingleAxis = function (zero, unit, unitText, label, color) {
  23416. this._drawingContext.beginPath();
  23417. this._drawingContext.moveTo(zero.x, zero.y);
  23418. this._drawingContext.lineTo(unit.x, unit.y);
  23419. this._drawingContext.strokeStyle = color;
  23420. this._drawingContext.lineWidth = 4;
  23421. this._drawingContext.stroke();
  23422. this._drawingContext.font = "normal 14px Segoe UI";
  23423. this._drawingContext.fillStyle = color;
  23424. this._drawingContext.fillText(label, unitText.x, unitText.y);
  23425. };
  23426. DebugLayer.prototype._renderAxis = function (projectedPosition, mesh, globalViewport) {
  23427. var position = mesh.getBoundingInfo().boundingSphere.center;
  23428. var worldMatrix = mesh.getWorldMatrix();
  23429. var unprojectedVector = BABYLON.Vector3.UnprojectFromTransform(projectedPosition.add(new BABYLON.Vector3(this._drawingCanvas.width * this.axisRatio, 0, 0)), globalViewport.width, globalViewport.height, worldMatrix, this._scene.getTransformMatrix());
  23430. var unit = (unprojectedVector.subtract(position)).length();
  23431. var xAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(unit, 0, 0)), worldMatrix, this._scene.getTransformMatrix(), globalViewport);
  23432. var xAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(unit * 1.5, 0, 0)), worldMatrix, this._scene.getTransformMatrix(), globalViewport);
  23433. this._renderSingleAxis(projectedPosition, xAxis, xAxisText, "x", "#FF0000");
  23434. var yAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, unit, 0)), worldMatrix, this._scene.getTransformMatrix(), globalViewport);
  23435. var yAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, unit * 1.5, 0)), worldMatrix, this._scene.getTransformMatrix(), globalViewport);
  23436. this._renderSingleAxis(projectedPosition, yAxis, yAxisText, "y", "#00FF00");
  23437. var zAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, 0, unit)), worldMatrix, this._scene.getTransformMatrix(), globalViewport);
  23438. var zAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, 0, unit * 1.5)), worldMatrix, this._scene.getTransformMatrix(), globalViewport);
  23439. this._renderSingleAxis(projectedPosition, zAxis, zAxisText, "z", "#0000FF");
  23440. };
  23441. DebugLayer.prototype._renderLabel = function (text, projectedPosition, labelOffset, onClick, getFillStyle) {
  23442. if (projectedPosition.z > 0 && projectedPosition.z < 1.0) {
  23443. this._drawingContext.font = "normal 12px Segoe UI";
  23444. var textMetrics = this._drawingContext.measureText(text);
  23445. var centerX = projectedPosition.x - textMetrics.width / 2;
  23446. var centerY = projectedPosition.y;
  23447. if (this._isClickInsideRect(centerX - 5, centerY - labelOffset - 12, textMetrics.width + 10, 17)) {
  23448. onClick();
  23449. }
  23450. this._drawingContext.beginPath();
  23451. this._drawingContext.rect(centerX - 5, centerY - labelOffset - 12, textMetrics.width + 10, 17);
  23452. this._drawingContext.fillStyle = getFillStyle();
  23453. this._drawingContext.globalAlpha = 0.5;
  23454. this._drawingContext.fill();
  23455. this._drawingContext.globalAlpha = 1.0;
  23456. this._drawingContext.strokeStyle = '#FFFFFF';
  23457. this._drawingContext.lineWidth = 1;
  23458. this._drawingContext.stroke();
  23459. this._drawingContext.fillStyle = "#FFFFFF";
  23460. this._drawingContext.fillText(text, centerX, centerY - labelOffset);
  23461. this._drawingContext.beginPath();
  23462. this._drawingContext.arc(projectedPosition.x, centerY, 5, 0, 2 * Math.PI, false);
  23463. this._drawingContext.fill();
  23464. }
  23465. };
  23466. DebugLayer.prototype._isClickInsideRect = function (x, y, width, height) {
  23467. if (!this._clickPosition) {
  23468. return false;
  23469. }
  23470. if (this._clickPosition.x < x || this._clickPosition.x > x + width) {
  23471. return false;
  23472. }
  23473. if (this._clickPosition.y < y || this._clickPosition.y > y + height) {
  23474. return false;
  23475. }
  23476. return true;
  23477. };
  23478. DebugLayer.prototype.isVisible = function () {
  23479. return this._enabled;
  23480. };
  23481. DebugLayer.prototype.hide = function () {
  23482. if (!this._enabled) {
  23483. return;
  23484. }
  23485. this._enabled = false;
  23486. var engine = this._scene.getEngine();
  23487. this._scene.unregisterAfterRender(this._syncData);
  23488. document.body.removeChild(this._globalDiv);
  23489. window.removeEventListener("resize", this._syncPositions);
  23490. this._scene.forceShowBoundingBoxes = false;
  23491. this._scene.forceWireframe = false;
  23492. BABYLON.StandardMaterial.DiffuseTextureEnabled = true;
  23493. BABYLON.StandardMaterial.AmbientTextureEnabled = true;
  23494. BABYLON.StandardMaterial.SpecularTextureEnabled = true;
  23495. BABYLON.StandardMaterial.EmissiveTextureEnabled = true;
  23496. BABYLON.StandardMaterial.BumpTextureEnabled = true;
  23497. BABYLON.StandardMaterial.OpacityTextureEnabled = true;
  23498. BABYLON.StandardMaterial.ReflectionTextureEnabled = true;
  23499. this._scene.shadowsEnabled = true;
  23500. this._scene.particlesEnabled = true;
  23501. this._scene.postProcessesEnabled = true;
  23502. this._scene.collisionsEnabled = true;
  23503. this._scene.lightsEnabled = true;
  23504. this._scene.texturesEnabled = true;
  23505. this._scene.lensFlaresEnabled = true;
  23506. this._scene.proceduralTexturesEnabled = true;
  23507. this._scene.renderTargetsEnabled = true;
  23508. engine.getRenderingCanvas().removeEventListener("click", this._onCanvasClick);
  23509. };
  23510. DebugLayer.prototype.show = function (showUI) {
  23511. if (typeof showUI === "undefined") { showUI = true; }
  23512. if (this._enabled) {
  23513. return;
  23514. }
  23515. this._enabled = true;
  23516. this._showUI = showUI;
  23517. var engine = this._scene.getEngine();
  23518. this._scene.registerAfterRender(this._syncData);
  23519. this._globalDiv = document.createElement("div");
  23520. document.body.appendChild(this._globalDiv);
  23521. this._generateDOMelements();
  23522. window.addEventListener("resize", this._syncPositions);
  23523. engine.getRenderingCanvas().addEventListener("click", this._onCanvasClick);
  23524. this._syncPositions();
  23525. };
  23526. DebugLayer.prototype._clearLabels = function () {
  23527. this._drawingContext.clearRect(0, 0, this._drawingCanvas.width, this._drawingCanvas.height);
  23528. for (var index = 0; index < this._scene.meshes.length; index++) {
  23529. var mesh = this._scene.meshes[index];
  23530. mesh.renderOverlay = false;
  23531. }
  23532. };
  23533. DebugLayer.prototype._generateheader = function (root, text) {
  23534. var header = document.createElement("div");
  23535. header.innerHTML = text + "&nbsp;";
  23536. header.style.textAlign = "right";
  23537. header.style.width = "100%";
  23538. header.style.color = "white";
  23539. header.style.backgroundColor = "Black";
  23540. header.style.padding = "5px 5px 4px 0px";
  23541. header.style.marginLeft = "-5px";
  23542. root.appendChild(header);
  23543. };
  23544. DebugLayer.prototype._generateTexBox = function (root, title) {
  23545. var label = document.createElement("label");
  23546. label.innerHTML = title;
  23547. root.appendChild(label);
  23548. root.appendChild(document.createElement("br"));
  23549. };
  23550. DebugLayer.prototype._generateAdvancedCheckBox = function (root, leftTitle, rightTitle, initialState, task, tag) {
  23551. if (typeof tag === "undefined") { tag = null; }
  23552. var label = document.createElement("label");
  23553. var boundingBoxesCheckbox = document.createElement("input");
  23554. boundingBoxesCheckbox.type = "checkbox";
  23555. boundingBoxesCheckbox.checked = initialState;
  23556. boundingBoxesCheckbox.addEventListener("change", function (evt) {
  23557. task(evt.target, tag);
  23558. });
  23559. label.appendChild(boundingBoxesCheckbox);
  23560. var container = document.createElement("span");
  23561. var leftPart = document.createElement("span");
  23562. var rightPart = document.createElement("span");
  23563. rightPart.style.cssFloat = "right";
  23564. leftPart.innerHTML = leftTitle;
  23565. rightPart.innerHTML = rightTitle;
  23566. container.appendChild(leftPart);
  23567. container.appendChild(rightPart);
  23568. label.appendChild(container);
  23569. root.appendChild(label);
  23570. root.appendChild(document.createElement("br"));
  23571. };
  23572. DebugLayer.prototype._generateCheckBox = function (root, title, initialState, task, tag) {
  23573. if (typeof tag === "undefined") { tag = null; }
  23574. var label = document.createElement("label");
  23575. var boundingBoxesCheckbox = document.createElement("input");
  23576. boundingBoxesCheckbox.type = "checkbox";
  23577. boundingBoxesCheckbox.checked = initialState;
  23578. boundingBoxesCheckbox.addEventListener("change", function (evt) {
  23579. task(evt.target, tag);
  23580. });
  23581. label.appendChild(boundingBoxesCheckbox);
  23582. label.appendChild(document.createTextNode(title));
  23583. root.appendChild(label);
  23584. root.appendChild(document.createElement("br"));
  23585. };
  23586. DebugLayer.prototype._generateRadio = function (root, title, name, initialState, task, tag) {
  23587. if (typeof tag === "undefined") { tag = null; }
  23588. var label = document.createElement("label");
  23589. var boundingBoxesRadio = document.createElement("input");
  23590. boundingBoxesRadio.type = "radio";
  23591. boundingBoxesRadio.name = name;
  23592. boundingBoxesRadio.checked = initialState;
  23593. boundingBoxesRadio.addEventListener("change", function (evt) {
  23594. task(evt.target, tag);
  23595. });
  23596. label.appendChild(boundingBoxesRadio);
  23597. label.appendChild(document.createTextNode(title));
  23598. root.appendChild(label);
  23599. root.appendChild(document.createElement("br"));
  23600. };
  23601. DebugLayer.prototype._generateDOMelements = function () {
  23602. var _this = this;
  23603. this._globalDiv.id = "DebugLayer";
  23604. this._drawingCanvas = document.createElement("canvas");
  23605. this._drawingCanvas.id = "DebugLayerDrawingCanvas";
  23606. this._drawingCanvas.style.position = "absolute";
  23607. this._drawingCanvas.style.pointerEvents = "none";
  23608. this._drawingContext = this._drawingCanvas.getContext("2d");
  23609. this._globalDiv.appendChild(this._drawingCanvas);
  23610. if (this._showUI) {
  23611. var background = "rgba(128, 128, 128, 0.4)";
  23612. var border = "rgb(180, 180, 180) solid 1px";
  23613. this._statsDiv = document.createElement("div");
  23614. this._statsDiv.id = "DebugLayerStats";
  23615. this._statsDiv.style.border = border;
  23616. this._statsDiv.style.position = "absolute";
  23617. this._statsDiv.style.background = background;
  23618. this._statsDiv.style.padding = "0px 0px 0px 5px";
  23619. this._statsDiv.style.pointerEvents = "none";
  23620. this._statsDiv.style.overflowY = "auto";
  23621. this._generateheader(this._statsDiv, "Statistics");
  23622. this._statsSubsetDiv = document.createElement("div");
  23623. this._statsSubsetDiv.style.paddingTop = "5px";
  23624. this._statsSubsetDiv.style.paddingBottom = "5px";
  23625. this._statsDiv.appendChild(this._statsSubsetDiv);
  23626. this._treeDiv = document.createElement("div");
  23627. this._treeDiv.id = "DebugLayerTree";
  23628. this._treeDiv.style.border = border;
  23629. this._treeDiv.style.position = "absolute";
  23630. this._treeDiv.style.background = background;
  23631. this._treeDiv.style.padding = "0px 0px 0px 5px";
  23632. this._treeDiv.style.display = "none";
  23633. this._generateheader(this._treeDiv, "Meshes tree");
  23634. this._treeSubsetDiv = document.createElement("div");
  23635. this._treeSubsetDiv.style.paddingTop = "5px";
  23636. this._treeSubsetDiv.style.paddingRight = "5px";
  23637. this._treeSubsetDiv.style.overflowY = "auto";
  23638. this._treeSubsetDiv.style.maxHeight = "300px";
  23639. this._treeDiv.appendChild(this._treeSubsetDiv);
  23640. this._needToRefreshMeshesTree = true;
  23641. this._logDiv = document.createElement("div");
  23642. this._logDiv.style.border = border;
  23643. this._logDiv.id = "DebugLayerLogs";
  23644. this._logDiv.style.position = "absolute";
  23645. this._logDiv.style.background = background;
  23646. this._logDiv.style.padding = "0px 0px 0px 5px";
  23647. this._logDiv.style.display = "none";
  23648. this._generateheader(this._logDiv, "Logs");
  23649. this._logSubsetDiv = document.createElement("div");
  23650. this._logSubsetDiv.style.height = "127px";
  23651. this._logSubsetDiv.style.paddingTop = "5px";
  23652. this._logSubsetDiv.style.overflowY = "auto";
  23653. this._logSubsetDiv.style.fontSize = "12px";
  23654. this._logSubsetDiv.style.fontFamily = "consolas";
  23655. this._logSubsetDiv.innerHTML = BABYLON.Tools.LogCache;
  23656. this._logDiv.appendChild(this._logSubsetDiv);
  23657. BABYLON.Tools.OnNewCacheEntry = function (entry) {
  23658. _this._logSubsetDiv.innerHTML = entry + _this._logSubsetDiv.innerHTML;
  23659. };
  23660. this._optionsDiv = document.createElement("div");
  23661. this._optionsDiv.id = "DebugLayerOptions";
  23662. this._optionsDiv.style.border = border;
  23663. this._optionsDiv.style.position = "absolute";
  23664. this._optionsDiv.style.background = background;
  23665. this._optionsDiv.style.padding = "0px 0px 0px 5px";
  23666. this._optionsDiv.style.overflowY = "auto";
  23667. this._generateheader(this._optionsDiv, "Options");
  23668. this._optionsSubsetDiv = document.createElement("div");
  23669. this._optionsSubsetDiv.style.paddingTop = "5px";
  23670. this._optionsSubsetDiv.style.paddingBottom = "5px";
  23671. this._optionsSubsetDiv.style.overflowY = "auto";
  23672. this._optionsSubsetDiv.style.maxHeight = "200px";
  23673. this._optionsDiv.appendChild(this._optionsSubsetDiv);
  23674. this._generateTexBox(this._optionsSubsetDiv, "<b>General:</b>");
  23675. this._generateCheckBox(this._optionsSubsetDiv, "Statistics", this._displayStatistics, function (element) {
  23676. _this._displayStatistics = element.checked;
  23677. });
  23678. this._generateCheckBox(this._optionsSubsetDiv, "Logs", this._displayLogs, function (element) {
  23679. _this._displayLogs = element.checked;
  23680. });
  23681. this._generateCheckBox(this._optionsSubsetDiv, "Meshes tree", this._displayTree, function (element) {
  23682. _this._displayTree = element.checked;
  23683. _this._needToRefreshMeshesTree = true;
  23684. });
  23685. this._generateCheckBox(this._optionsSubsetDiv, "Bounding boxes", this._scene.forceShowBoundingBoxes, function (element) {
  23686. _this._scene.forceShowBoundingBoxes = element.checked;
  23687. });
  23688. this._generateCheckBox(this._optionsSubsetDiv, "Clickable labels", this._labelsEnabled, function (element) {
  23689. _this._labelsEnabled = element.checked;
  23690. if (!_this._labelsEnabled) {
  23691. _this._clearLabels();
  23692. }
  23693. });
  23694. this._generateCheckBox(this._optionsSubsetDiv, "Generate user marks", BABYLON.Tools.PerformanceLogLevel === BABYLON.Tools.PerformanceUserMarkLogLevel, function (element) {
  23695. if (element.checked) {
  23696. BABYLON.Tools.PerformanceLogLevel = BABYLON.Tools.PerformanceUserMarkLogLevel;
  23697. } else {
  23698. BABYLON.Tools.PerformanceLogLevel = BABYLON.Tools.PerformanceNoneLogLevel;
  23699. }
  23700. });
  23701. ;
  23702. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  23703. this._generateTexBox(this._optionsSubsetDiv, "<b>Rendering mode:</b>");
  23704. this._generateRadio(this._optionsSubsetDiv, "Solid", "renderMode", !this._scene.forceWireframe && !this._scene.forcePointsCloud, function (element) {
  23705. if (element.checked) {
  23706. _this._scene.forceWireframe = false;
  23707. _this._scene.forcePointsCloud = false;
  23708. }
  23709. });
  23710. this._generateRadio(this._optionsSubsetDiv, "Wireframe", "renderMode", this._scene.forceWireframe, function (element) {
  23711. if (element.checked) {
  23712. _this._scene.forceWireframe = true;
  23713. _this._scene.forcePointsCloud = false;
  23714. }
  23715. });
  23716. this._generateRadio(this._optionsSubsetDiv, "Point", "renderMode", this._scene.forcePointsCloud, function (element) {
  23717. if (element.checked) {
  23718. _this._scene.forceWireframe = false;
  23719. _this._scene.forcePointsCloud = true;
  23720. }
  23721. });
  23722. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  23723. this._generateTexBox(this._optionsSubsetDiv, "<b>Texture channels:</b>");
  23724. this._generateCheckBox(this._optionsSubsetDiv, "Diffuse", BABYLON.StandardMaterial.DiffuseTextureEnabled, function (element) {
  23725. BABYLON.StandardMaterial.DiffuseTextureEnabled = element.checked;
  23726. });
  23727. this._generateCheckBox(this._optionsSubsetDiv, "Ambient", BABYLON.StandardMaterial.AmbientTextureEnabled, function (element) {
  23728. BABYLON.StandardMaterial.AmbientTextureEnabled = element.checked;
  23729. });
  23730. this._generateCheckBox(this._optionsSubsetDiv, "Specular", BABYLON.StandardMaterial.SpecularTextureEnabled, function (element) {
  23731. BABYLON.StandardMaterial.SpecularTextureEnabled = element.checked;
  23732. });
  23733. this._generateCheckBox(this._optionsSubsetDiv, "Emissive", BABYLON.StandardMaterial.EmissiveTextureEnabled, function (element) {
  23734. BABYLON.StandardMaterial.EmissiveTextureEnabled = element.checked;
  23735. });
  23736. this._generateCheckBox(this._optionsSubsetDiv, "Bump", BABYLON.StandardMaterial.BumpTextureEnabled, function (element) {
  23737. BABYLON.StandardMaterial.BumpTextureEnabled = element.checked;
  23738. });
  23739. this._generateCheckBox(this._optionsSubsetDiv, "Opacity", BABYLON.StandardMaterial.OpacityTextureEnabled, function (element) {
  23740. BABYLON.StandardMaterial.OpacityTextureEnabled = element.checked;
  23741. });
  23742. this._generateCheckBox(this._optionsSubsetDiv, "Reflection", BABYLON.StandardMaterial.ReflectionTextureEnabled, function (element) {
  23743. BABYLON.StandardMaterial.ReflectionTextureEnabled = element.checked;
  23744. });
  23745. this._generateCheckBox(this._optionsSubsetDiv, "Fresnel", BABYLON.StandardMaterial.FresnelEnabled, function (element) {
  23746. BABYLON.StandardMaterial.FresnelEnabled = element.checked;
  23747. });
  23748. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  23749. this._generateTexBox(this._optionsSubsetDiv, "<b>Options:</b>");
  23750. this._generateCheckBox(this._optionsSubsetDiv, "Animations", this._scene.animationsEnabled, function (element) {
  23751. _this._scene.animationsEnabled = element.checked;
  23752. });
  23753. this._generateCheckBox(this._optionsSubsetDiv, "Collisions", this._scene.collisionsEnabled, function (element) {
  23754. _this._scene.collisionsEnabled = element.checked;
  23755. });
  23756. this._generateCheckBox(this._optionsSubsetDiv, "Fog", this._scene.fogEnabled, function (element) {
  23757. _this._scene.fogEnabled = element.checked;
  23758. });
  23759. this._generateCheckBox(this._optionsSubsetDiv, "Lens flares", this._scene.lensFlaresEnabled, function (element) {
  23760. _this._scene.lensFlaresEnabled = element.checked;
  23761. });
  23762. this._generateCheckBox(this._optionsSubsetDiv, "Lights", this._scene.lightsEnabled, function (element) {
  23763. _this._scene.lightsEnabled = element.checked;
  23764. });
  23765. this._generateCheckBox(this._optionsSubsetDiv, "Particles", this._scene.particlesEnabled, function (element) {
  23766. _this._scene.particlesEnabled = element.checked;
  23767. });
  23768. this._generateCheckBox(this._optionsSubsetDiv, "Post-processes", this._scene.postProcessesEnabled, function (element) {
  23769. _this._scene.postProcessesEnabled = element.checked;
  23770. });
  23771. this._generateCheckBox(this._optionsSubsetDiv, "Procedural textures", this._scene.proceduralTexturesEnabled, function (element) {
  23772. _this._scene.proceduralTexturesEnabled = element.checked;
  23773. });
  23774. this._generateCheckBox(this._optionsSubsetDiv, "Render targets", this._scene.renderTargetsEnabled, function (element) {
  23775. _this._scene.renderTargetsEnabled = element.checked;
  23776. });
  23777. this._generateCheckBox(this._optionsSubsetDiv, "Shadows", this._scene.shadowsEnabled, function (element) {
  23778. _this._scene.shadowsEnabled = element.checked;
  23779. });
  23780. this._generateCheckBox(this._optionsSubsetDiv, "Skeletons", this._scene.skeletonsEnabled, function (element) {
  23781. _this._scene.skeletonsEnabled = element.checked;
  23782. });
  23783. this._generateCheckBox(this._optionsSubsetDiv, "Textures", this._scene.texturesEnabled, function (element) {
  23784. _this._scene.texturesEnabled = element.checked;
  23785. });
  23786. this._globalDiv.style.position = "absolute";
  23787. this._globalDiv.appendChild(this._statsDiv);
  23788. this._globalDiv.appendChild(this._logDiv);
  23789. this._globalDiv.appendChild(this._optionsDiv);
  23790. this._globalDiv.appendChild(this._treeDiv);
  23791. this._globalDiv.style.fontFamily = "Segoe UI, Arial";
  23792. this._globalDiv.style.fontSize = "14px";
  23793. this._globalDiv.style.color = "white";
  23794. }
  23795. };
  23796. DebugLayer.prototype._displayStats = function () {
  23797. var scene = this._scene;
  23798. var engine = scene.getEngine();
  23799. this._statsSubsetDiv.innerHTML = "Babylon.js v" + BABYLON.Engine.Version + " - <b>" + BABYLON.Tools.Format(BABYLON.Tools.GetFps(), 0) + " fps</b><br><br>" + "Total meshes: " + scene.meshes.length + "<br>" + "Total vertices: " + scene.getTotalVertices() + "<br>" + "Active meshes: " + scene.getActiveMeshes().length + "<br>" + "Active vertices: " + scene.getActiveVertices() + "<br>" + "Active bones: " + scene.getActiveBones() + "<br>" + "Active particles: " + scene.getActiveParticles() + "<br><br>" + "Frame duration: " + BABYLON.Tools.Format(scene.getLastFrameDuration()) + " ms<br>" + "<b>Draw calls: " + engine.drawCalls + "</b><br><br>" + "<i>Evaluate Active Meshes duration:</i> " + BABYLON.Tools.Format(scene.getEvaluateActiveMeshesDuration()) + " ms<br>" + "<i>Render Targets duration:</i> " + BABYLON.Tools.Format(scene.getRenderTargetsDuration()) + " ms<br>" + "<i>Particles duration:</i> " + BABYLON.Tools.Format(scene.getParticlesDuration()) + " ms<br>" + "<i>Sprites duration:</i> " + BABYLON.Tools.Format(scene.getSpritesDuration()) + " ms<br>" + "<i>Render duration:</i> <b>" + BABYLON.Tools.Format(scene.getRenderDuration()) + " ms</b>";
  23800. };
  23801. return DebugLayer;
  23802. })();
  23803. BABYLON.DebugLayer = DebugLayer;
  23804. })(BABYLON || (BABYLON = {}));