babylon.math.js 111 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. var Color3 = (function () {
  4. function Color3(r, g, b) {
  5. if (r === void 0) { r = 0; }
  6. if (g === void 0) { g = 0; }
  7. if (b === void 0) { b = 0; }
  8. this.r = r;
  9. this.g = g;
  10. this.b = b;
  11. }
  12. Color3.prototype.toString = function () {
  13. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  14. };
  15. // Operators
  16. Color3.prototype.toArray = function (array, index) {
  17. if (index === undefined) {
  18. index = 0;
  19. }
  20. array[index] = this.r;
  21. array[index + 1] = this.g;
  22. array[index + 2] = this.b;
  23. return this;
  24. };
  25. Color3.prototype.toColor4 = function (alpha) {
  26. if (alpha === void 0) { alpha = 1; }
  27. return new Color4(this.r, this.g, this.b, alpha);
  28. };
  29. Color3.prototype.asArray = function () {
  30. var result = [];
  31. this.toArray(result, 0);
  32. return result;
  33. };
  34. Color3.prototype.toLuminance = function () {
  35. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  36. };
  37. Color3.prototype.multiply = function (otherColor) {
  38. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  39. };
  40. Color3.prototype.multiplyToRef = function (otherColor, result) {
  41. result.r = this.r * otherColor.r;
  42. result.g = this.g * otherColor.g;
  43. result.b = this.b * otherColor.b;
  44. return this;
  45. };
  46. Color3.prototype.equals = function (otherColor) {
  47. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  48. };
  49. Color3.prototype.scale = function (scale) {
  50. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  51. };
  52. Color3.prototype.scaleToRef = function (scale, result) {
  53. result.r = this.r * scale;
  54. result.g = this.g * scale;
  55. result.b = this.b * scale;
  56. return this;
  57. };
  58. Color3.prototype.add = function (otherColor) {
  59. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  60. };
  61. Color3.prototype.addToRef = function (otherColor, result) {
  62. result.r = this.r + otherColor.r;
  63. result.g = this.g + otherColor.g;
  64. result.b = this.b + otherColor.b;
  65. return this;
  66. };
  67. Color3.prototype.subtract = function (otherColor) {
  68. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  69. };
  70. Color3.prototype.subtractToRef = function (otherColor, result) {
  71. result.r = this.r - otherColor.r;
  72. result.g = this.g - otherColor.g;
  73. result.b = this.b - otherColor.b;
  74. return this;
  75. };
  76. Color3.prototype.clone = function () {
  77. return new Color3(this.r, this.g, this.b);
  78. };
  79. Color3.prototype.copyFrom = function (source) {
  80. this.r = source.r;
  81. this.g = source.g;
  82. this.b = source.b;
  83. return this;
  84. };
  85. Color3.prototype.copyFromFloats = function (r, g, b) {
  86. this.r = r;
  87. this.g = g;
  88. this.b = b;
  89. return this;
  90. };
  91. // Statics
  92. Color3.FromArray = function (array, offset) {
  93. if (offset === void 0) { offset = 0; }
  94. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  95. };
  96. Color3.FromInts = function (r, g, b) {
  97. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  98. };
  99. Color3.Lerp = function (start, end, amount) {
  100. var r = start.r + ((end.r - start.r) * amount);
  101. var g = start.g + ((end.g - start.g) * amount);
  102. var b = start.b + ((end.b - start.b) * amount);
  103. return new Color3(r, g, b);
  104. };
  105. Color3.Red = function () {
  106. return new Color3(1, 0, 0);
  107. };
  108. Color3.Green = function () {
  109. return new Color3(0, 1, 0);
  110. };
  111. Color3.Blue = function () {
  112. return new Color3(0, 0, 1);
  113. };
  114. Color3.Black = function () {
  115. return new Color3(0, 0, 0);
  116. };
  117. Color3.White = function () {
  118. return new Color3(1, 1, 1);
  119. };
  120. Color3.Purple = function () {
  121. return new Color3(0.5, 0, 0.5);
  122. };
  123. Color3.Magenta = function () {
  124. return new Color3(1, 0, 1);
  125. };
  126. Color3.Yellow = function () {
  127. return new Color3(1, 1, 0);
  128. };
  129. Color3.Gray = function () {
  130. return new Color3(0.5, 0.5, 0.5);
  131. };
  132. return Color3;
  133. })();
  134. BABYLON.Color3 = Color3;
  135. var Color4 = (function () {
  136. function Color4(r, g, b, a) {
  137. this.r = r;
  138. this.g = g;
  139. this.b = b;
  140. this.a = a;
  141. }
  142. // Operators
  143. Color4.prototype.addInPlace = function (right) {
  144. this.r += right.r;
  145. this.g += right.g;
  146. this.b += right.b;
  147. this.a += right.a;
  148. return this;
  149. };
  150. Color4.prototype.asArray = function () {
  151. var result = [];
  152. this.toArray(result, 0);
  153. return result;
  154. };
  155. Color4.prototype.toArray = function (array, index) {
  156. if (index === undefined) {
  157. index = 0;
  158. }
  159. array[index] = this.r;
  160. array[index + 1] = this.g;
  161. array[index + 2] = this.b;
  162. array[index + 3] = this.a;
  163. return this;
  164. };
  165. Color4.prototype.add = function (right) {
  166. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  167. };
  168. Color4.prototype.subtract = function (right) {
  169. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  170. };
  171. Color4.prototype.subtractToRef = function (right, result) {
  172. result.r = this.r - right.r;
  173. result.g = this.g - right.g;
  174. result.b = this.b - right.b;
  175. result.a = this.a - right.a;
  176. return this;
  177. };
  178. Color4.prototype.scale = function (scale) {
  179. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  180. };
  181. Color4.prototype.scaleToRef = function (scale, result) {
  182. result.r = this.r * scale;
  183. result.g = this.g * scale;
  184. result.b = this.b * scale;
  185. result.a = this.a * scale;
  186. return this;
  187. };
  188. Color4.prototype.toString = function () {
  189. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  190. };
  191. Color4.prototype.clone = function () {
  192. return new Color4(this.r, this.g, this.b, this.a);
  193. };
  194. Color4.prototype.copyFrom = function (source) {
  195. this.r = source.r;
  196. this.g = source.g;
  197. this.b = source.b;
  198. this.a = source.a;
  199. return this;
  200. };
  201. // Statics
  202. Color4.Lerp = function (left, right, amount) {
  203. var result = new Color4(0, 0, 0, 0);
  204. Color4.LerpToRef(left, right, amount, result);
  205. return result;
  206. };
  207. Color4.LerpToRef = function (left, right, amount, result) {
  208. result.r = left.r + (right.r - left.r) * amount;
  209. result.g = left.g + (right.g - left.g) * amount;
  210. result.b = left.b + (right.b - left.b) * amount;
  211. result.a = left.a + (right.a - left.a) * amount;
  212. };
  213. Color4.FromArray = function (array, offset) {
  214. if (offset === void 0) { offset = 0; }
  215. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  216. };
  217. Color4.FromInts = function (r, g, b, a) {
  218. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  219. };
  220. return Color4;
  221. })();
  222. BABYLON.Color4 = Color4;
  223. var Vector2 = (function () {
  224. function Vector2(x, y) {
  225. this.x = x;
  226. this.y = y;
  227. }
  228. Vector2.prototype.toString = function () {
  229. return "{X: " + this.x + " Y:" + this.y + "}";
  230. };
  231. // Operators
  232. Vector2.prototype.toArray = function (array, index) {
  233. if (index === void 0) { index = 0; }
  234. array[index] = this.x;
  235. array[index + 1] = this.y;
  236. return this;
  237. };
  238. Vector2.prototype.asArray = function () {
  239. var result = [];
  240. this.toArray(result, 0);
  241. return result;
  242. };
  243. Vector2.prototype.copyFrom = function (source) {
  244. this.x = source.x;
  245. this.y = source.y;
  246. return this;
  247. };
  248. Vector2.prototype.copyFromFloats = function (x, y) {
  249. this.x = x;
  250. this.y = y;
  251. return this;
  252. };
  253. Vector2.prototype.add = function (otherVector) {
  254. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  255. };
  256. Vector2.prototype.addVector3 = function (otherVector) {
  257. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  258. };
  259. Vector2.prototype.subtract = function (otherVector) {
  260. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  261. };
  262. Vector2.prototype.subtractInPlace = function (otherVector) {
  263. this.x -= otherVector.x;
  264. this.y -= otherVector.y;
  265. return this;
  266. };
  267. Vector2.prototype.multiplyInPlace = function (otherVector) {
  268. this.x *= otherVector.x;
  269. this.y *= otherVector.y;
  270. return this;
  271. };
  272. Vector2.prototype.multiply = function (otherVector) {
  273. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  274. };
  275. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  276. result.x = this.x * otherVector.x;
  277. result.y = this.y * otherVector.y;
  278. return this;
  279. };
  280. Vector2.prototype.multiplyByFloats = function (x, y) {
  281. return new Vector2(this.x * x, this.y * y);
  282. };
  283. Vector2.prototype.divide = function (otherVector) {
  284. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  285. };
  286. Vector2.prototype.divideToRef = function (otherVector, result) {
  287. result.x = this.x / otherVector.x;
  288. result.y = this.y / otherVector.y;
  289. return this;
  290. };
  291. Vector2.prototype.negate = function () {
  292. return new Vector2(-this.x, -this.y);
  293. };
  294. Vector2.prototype.scaleInPlace = function (scale) {
  295. this.x *= scale;
  296. this.y *= scale;
  297. return this;
  298. };
  299. Vector2.prototype.scale = function (scale) {
  300. return new Vector2(this.x * scale, this.y * scale);
  301. };
  302. Vector2.prototype.equals = function (otherVector) {
  303. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  304. };
  305. // Properties
  306. Vector2.prototype.length = function () {
  307. return Math.sqrt(this.x * this.x + this.y * this.y);
  308. };
  309. Vector2.prototype.lengthSquared = function () {
  310. return (this.x * this.x + this.y * this.y);
  311. };
  312. // Methods
  313. Vector2.prototype.normalize = function () {
  314. var len = this.length();
  315. if (len === 0)
  316. return this;
  317. var num = 1.0 / len;
  318. this.x *= num;
  319. this.y *= num;
  320. return this;
  321. };
  322. Vector2.prototype.clone = function () {
  323. return new Vector2(this.x, this.y);
  324. };
  325. // Statics
  326. Vector2.Zero = function () {
  327. return new Vector2(0, 0);
  328. };
  329. Vector2.FromArray = function (array, offset) {
  330. if (offset === void 0) { offset = 0; }
  331. return new Vector2(array[offset], array[offset + 1]);
  332. };
  333. Vector2.FromArrayToRef = function (array, offset, result) {
  334. result.x = array[offset];
  335. result.y = array[offset + 1];
  336. };
  337. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  338. var squared = amount * amount;
  339. var cubed = amount * squared;
  340. 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));
  341. 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));
  342. return new Vector2(x, y);
  343. };
  344. Vector2.Clamp = function (value, min, max) {
  345. var x = value.x;
  346. x = (x > max.x) ? max.x : x;
  347. x = (x < min.x) ? min.x : x;
  348. var y = value.y;
  349. y = (y > max.y) ? max.y : y;
  350. y = (y < min.y) ? min.y : y;
  351. return new Vector2(x, y);
  352. };
  353. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  354. var squared = amount * amount;
  355. var cubed = amount * squared;
  356. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  357. var part2 = (-2.0 * cubed) + (3.0 * squared);
  358. var part3 = (cubed - (2.0 * squared)) + amount;
  359. var part4 = cubed - squared;
  360. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  361. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  362. return new Vector2(x, y);
  363. };
  364. Vector2.Lerp = function (start, end, amount) {
  365. var x = start.x + ((end.x - start.x) * amount);
  366. var y = start.y + ((end.y - start.y) * amount);
  367. return new Vector2(x, y);
  368. };
  369. Vector2.Dot = function (left, right) {
  370. return left.x * right.x + left.y * right.y;
  371. };
  372. Vector2.Normalize = function (vector) {
  373. var newVector = vector.clone();
  374. newVector.normalize();
  375. return newVector;
  376. };
  377. Vector2.Minimize = function (left, right) {
  378. var x = (left.x < right.x) ? left.x : right.x;
  379. var y = (left.y < right.y) ? left.y : right.y;
  380. return new Vector2(x, y);
  381. };
  382. Vector2.Maximize = function (left, right) {
  383. var x = (left.x > right.x) ? left.x : right.x;
  384. var y = (left.y > right.y) ? left.y : right.y;
  385. return new Vector2(x, y);
  386. };
  387. Vector2.Transform = function (vector, transformation) {
  388. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]);
  389. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]);
  390. return new Vector2(x, y);
  391. };
  392. Vector2.Distance = function (value1, value2) {
  393. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  394. };
  395. Vector2.DistanceSquared = function (value1, value2) {
  396. var x = value1.x - value2.x;
  397. var y = value1.y - value2.y;
  398. return (x * x) + (y * y);
  399. };
  400. return Vector2;
  401. })();
  402. BABYLON.Vector2 = Vector2;
  403. var Vector3 = (function () {
  404. function Vector3(x, y, z) {
  405. this.x = x;
  406. this.y = y;
  407. this.z = z;
  408. }
  409. Vector3.prototype.toString = function () {
  410. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  411. };
  412. // Operators
  413. Vector3.prototype.asArray = function () {
  414. var result = [];
  415. this.toArray(result, 0);
  416. return result;
  417. };
  418. Vector3.prototype.toArray = function (array, index) {
  419. if (index === void 0) { index = 0; }
  420. array[index] = this.x;
  421. array[index + 1] = this.y;
  422. array[index + 2] = this.z;
  423. return this;
  424. };
  425. Vector3.prototype.toQuaternion = function () {
  426. var result = new Quaternion(0, 0, 0, 1);
  427. var cosxPlusz = Math.cos((this.x + this.z) * 0.5);
  428. var sinxPlusz = Math.sin((this.x + this.z) * 0.5);
  429. var coszMinusx = Math.cos((this.z - this.x) * 0.5);
  430. var sinzMinusx = Math.sin((this.z - this.x) * 0.5);
  431. var cosy = Math.cos(this.y * 0.5);
  432. var siny = Math.sin(this.y * 0.5);
  433. result.x = coszMinusx * siny;
  434. result.y = -sinzMinusx * siny;
  435. result.z = sinxPlusz * cosy;
  436. result.w = cosxPlusz * cosy;
  437. return result;
  438. };
  439. Vector3.prototype.addInPlace = function (otherVector) {
  440. this.x += otherVector.x;
  441. this.y += otherVector.y;
  442. this.z += otherVector.z;
  443. return this;
  444. };
  445. Vector3.prototype.add = function (otherVector) {
  446. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  447. };
  448. Vector3.prototype.addToRef = function (otherVector, result) {
  449. result.x = this.x + otherVector.x;
  450. result.y = this.y + otherVector.y;
  451. result.z = this.z + otherVector.z;
  452. return this;
  453. };
  454. Vector3.prototype.subtractInPlace = function (otherVector) {
  455. this.x -= otherVector.x;
  456. this.y -= otherVector.y;
  457. this.z -= otherVector.z;
  458. return this;
  459. };
  460. Vector3.prototype.subtract = function (otherVector) {
  461. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  462. };
  463. Vector3.prototype.subtractToRef = 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. return this;
  468. };
  469. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  470. return new Vector3(this.x - x, this.y - y, this.z - z);
  471. };
  472. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  473. result.x = this.x - x;
  474. result.y = this.y - y;
  475. result.z = this.z - z;
  476. return this;
  477. };
  478. Vector3.prototype.negate = function () {
  479. return new Vector3(-this.x, -this.y, -this.z);
  480. };
  481. Vector3.prototype.scaleInPlace = function (scale) {
  482. this.x *= scale;
  483. this.y *= scale;
  484. this.z *= scale;
  485. return this;
  486. };
  487. Vector3.prototype.scale = function (scale) {
  488. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  489. };
  490. Vector3.prototype.scaleToRef = function (scale, result) {
  491. result.x = this.x * scale;
  492. result.y = this.y * scale;
  493. result.z = this.z * scale;
  494. };
  495. Vector3.prototype.equals = function (otherVector) {
  496. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  497. };
  498. Vector3.prototype.equalsWithEpsilon = function (otherVector) {
  499. 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;
  500. };
  501. Vector3.prototype.equalsToFloats = function (x, y, z) {
  502. return this.x === x && this.y === y && this.z === z;
  503. };
  504. Vector3.prototype.multiplyInPlace = function (otherVector) {
  505. this.x *= otherVector.x;
  506. this.y *= otherVector.y;
  507. this.z *= otherVector.z;
  508. return this;
  509. };
  510. Vector3.prototype.multiply = function (otherVector) {
  511. return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  512. };
  513. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  514. result.x = this.x * otherVector.x;
  515. result.y = this.y * otherVector.y;
  516. result.z = this.z * otherVector.z;
  517. return this;
  518. };
  519. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  520. return new Vector3(this.x * x, this.y * y, this.z * z);
  521. };
  522. Vector3.prototype.divide = function (otherVector) {
  523. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  524. };
  525. Vector3.prototype.divideToRef = function (otherVector, result) {
  526. result.x = this.x / otherVector.x;
  527. result.y = this.y / otherVector.y;
  528. result.z = this.z / otherVector.z;
  529. return this;
  530. };
  531. Vector3.prototype.MinimizeInPlace = function (other) {
  532. if (other.x < this.x)
  533. this.x = other.x;
  534. if (other.y < this.y)
  535. this.y = other.y;
  536. if (other.z < this.z)
  537. this.z = other.z;
  538. return this;
  539. };
  540. Vector3.prototype.MaximizeInPlace = function (other) {
  541. if (other.x > this.x)
  542. this.x = other.x;
  543. if (other.y > this.y)
  544. this.y = other.y;
  545. if (other.z > this.z)
  546. this.z = other.z;
  547. return this;
  548. };
  549. // Properties
  550. Vector3.prototype.length = function () {
  551. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  552. };
  553. Vector3.prototype.lengthSquared = function () {
  554. return (this.x * this.x + this.y * this.y + this.z * this.z);
  555. };
  556. // Methods
  557. Vector3.prototype.normalize = function () {
  558. var len = this.length();
  559. if (len === 0)
  560. return this;
  561. var num = 1.0 / len;
  562. this.x *= num;
  563. this.y *= num;
  564. this.z *= num;
  565. return this;
  566. };
  567. Vector3.prototype.clone = function () {
  568. return new Vector3(this.x, this.y, this.z);
  569. };
  570. Vector3.prototype.copyFrom = function (source) {
  571. this.x = source.x;
  572. this.y = source.y;
  573. this.z = source.z;
  574. return this;
  575. };
  576. Vector3.prototype.copyFromFloats = function (x, y, z) {
  577. this.x = x;
  578. this.y = y;
  579. this.z = z;
  580. return this;
  581. };
  582. // Statics
  583. Vector3.FromArray = function (array, offset) {
  584. if (!offset) {
  585. offset = 0;
  586. }
  587. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  588. };
  589. Vector3.FromArrayToRef = function (array, offset, result) {
  590. result.x = array[offset];
  591. result.y = array[offset + 1];
  592. result.z = array[offset + 2];
  593. };
  594. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  595. result.x = array[offset];
  596. result.y = array[offset + 1];
  597. result.z = array[offset + 2];
  598. };
  599. Vector3.FromFloatsToRef = function (x, y, z, result) {
  600. result.x = x;
  601. result.y = y;
  602. result.z = z;
  603. };
  604. Vector3.Zero = function () {
  605. return new Vector3(0, 0, 0);
  606. };
  607. Vector3.Up = function () {
  608. return new Vector3(0, 1.0, 0);
  609. };
  610. Vector3.TransformCoordinates = function (vector, transformation) {
  611. var result = Vector3.Zero();
  612. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  613. return result;
  614. };
  615. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  616. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12];
  617. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13];
  618. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14];
  619. var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15];
  620. result.x = x / w;
  621. result.y = y / w;
  622. result.z = z / w;
  623. };
  624. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  625. var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12];
  626. var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13];
  627. var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14];
  628. var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15];
  629. result.x = rx / rw;
  630. result.y = ry / rw;
  631. result.z = rz / rw;
  632. };
  633. Vector3.TransformCoordinatesToRefSIMD = function (vector, transformation, result) {
  634. var v = SIMD.float32x4.loadXYZ(vector, 0);
  635. var m0 = SIMD.float32x4.load(transformation.m, 0);
  636. var m1 = SIMD.float32x4.load(transformation.m, 4);
  637. var m2 = SIMD.float32x4.load(transformation.m, 8);
  638. var m3 = SIMD.float32x4.load(transformation.m, 12);
  639. var r = SIMD.float32x4.add(SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 0, 0, 0, 0), m0), SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 1, 1, 1, 1), m1)), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(v, 2, 2, 2, 2), m2), m3));
  640. r = SIMD.float32x4.div(r, SIMD.float32x4.swizzle(r, 3, 3, 3, 3));
  641. SIMD.float32x4.storeXYZ(result, 0, r);
  642. };
  643. Vector3.TransformCoordinatesFromFloatsToRefSIMD = function (x, y, z, transformation, result) {
  644. var v0 = SIMD.float32x4.splat(x);
  645. var v1 = SIMD.float32x4.splat(y);
  646. var v2 = SIMD.float32x4.splat(z);
  647. var m0 = SIMD.float32x4.load(transformation.m, 0);
  648. var m1 = SIMD.float32x4.load(transformation.m, 4);
  649. var m2 = SIMD.float32x4.load(transformation.m, 8);
  650. var m3 = SIMD.float32x4.load(transformation.m, 12);
  651. var r = SIMD.float32x4.add(SIMD.float32x4.add(SIMD.float32x4.mul(v0, m0), SIMD.float32x4.mul(v1, m1)), SIMD.float32x4.add(SIMD.float32x4.mul(v2, m2), m3));
  652. r = SIMD.float32x4.div(r, SIMD.float32x4.swizzle(r, 3, 3, 3, 3));
  653. SIMD.float32x4.storeXYZ(result, 0, r);
  654. };
  655. Vector3.TransformNormal = function (vector, transformation) {
  656. var result = Vector3.Zero();
  657. Vector3.TransformNormalToRef(vector, transformation, result);
  658. return result;
  659. };
  660. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  661. result.x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
  662. result.y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
  663. result.z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
  664. };
  665. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  666. result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]);
  667. result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]);
  668. result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]);
  669. };
  670. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  671. var squared = amount * amount;
  672. var cubed = amount * squared;
  673. 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));
  674. 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));
  675. 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));
  676. return new Vector3(x, y, z);
  677. };
  678. Vector3.Clamp = function (value, min, max) {
  679. var x = value.x;
  680. x = (x > max.x) ? max.x : x;
  681. x = (x < min.x) ? min.x : x;
  682. var y = value.y;
  683. y = (y > max.y) ? max.y : y;
  684. y = (y < min.y) ? min.y : y;
  685. var z = value.z;
  686. z = (z > max.z) ? max.z : z;
  687. z = (z < min.z) ? min.z : z;
  688. return new Vector3(x, y, z);
  689. };
  690. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  691. var squared = amount * amount;
  692. var cubed = amount * squared;
  693. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  694. var part2 = (-2.0 * cubed) + (3.0 * squared);
  695. var part3 = (cubed - (2.0 * squared)) + amount;
  696. var part4 = cubed - squared;
  697. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  698. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  699. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  700. return new Vector3(x, y, z);
  701. };
  702. Vector3.Lerp = function (start, end, amount) {
  703. var x = start.x + ((end.x - start.x) * amount);
  704. var y = start.y + ((end.y - start.y) * amount);
  705. var z = start.z + ((end.z - start.z) * amount);
  706. return new Vector3(x, y, z);
  707. };
  708. Vector3.Dot = function (left, right) {
  709. return (left.x * right.x + left.y * right.y + left.z * right.z);
  710. };
  711. Vector3.Cross = function (left, right) {
  712. var result = Vector3.Zero();
  713. Vector3.CrossToRef(left, right, result);
  714. return result;
  715. };
  716. Vector3.CrossToRef = function (left, right, result) {
  717. result.x = left.y * right.z - left.z * right.y;
  718. result.y = left.z * right.x - left.x * right.z;
  719. result.z = left.x * right.y - left.y * right.x;
  720. };
  721. Vector3.Normalize = function (vector) {
  722. var result = Vector3.Zero();
  723. Vector3.NormalizeToRef(vector, result);
  724. return result;
  725. };
  726. Vector3.NormalizeToRef = function (vector, result) {
  727. result.copyFrom(vector);
  728. result.normalize();
  729. };
  730. Vector3.Project = function (vector, world, transform, viewport) {
  731. var cw = viewport.width;
  732. var ch = viewport.height;
  733. var cx = viewport.x;
  734. var cy = viewport.y;
  735. var viewportMatrix = Matrix.FromValues(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, 1, 0, cx + cw / 2.0, ch / 2.0 + cy, 0, 1);
  736. var finalMatrix = world.multiply(transform).multiply(viewportMatrix);
  737. return Vector3.TransformCoordinates(vector, finalMatrix);
  738. };
  739. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  740. var matrix = world.multiply(transform);
  741. matrix.invert();
  742. source.x = source.x / viewportWidth * 2 - 1;
  743. source.y = -(source.y / viewportHeight * 2 - 1);
  744. var vector = Vector3.TransformCoordinates(source, matrix);
  745. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  746. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  747. vector = vector.scale(1.0 / num);
  748. }
  749. return vector;
  750. };
  751. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  752. var matrix = world.multiply(view).multiply(projection);
  753. matrix.invert();
  754. source.x = source.x / viewportWidth * 2 - 1;
  755. source.y = -(source.y / viewportHeight * 2 - 1);
  756. var vector = Vector3.TransformCoordinates(source, matrix);
  757. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  758. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  759. vector = vector.scale(1.0 / num);
  760. }
  761. return vector;
  762. };
  763. Vector3.Minimize = function (left, right) {
  764. var min = left.clone();
  765. min.MinimizeInPlace(right);
  766. return min;
  767. };
  768. Vector3.Maximize = function (left, right) {
  769. var max = left.clone();
  770. max.MaximizeInPlace(right);
  771. return max;
  772. };
  773. Vector3.Distance = function (value1, value2) {
  774. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  775. };
  776. Vector3.DistanceSquared = function (value1, value2) {
  777. var x = value1.x - value2.x;
  778. var y = value1.y - value2.y;
  779. var z = value1.z - value2.z;
  780. return (x * x) + (y * y) + (z * z);
  781. };
  782. Vector3.Center = function (value1, value2) {
  783. var center = value1.add(value2);
  784. center.scaleInPlace(0.5);
  785. return center;
  786. };
  787. return Vector3;
  788. })();
  789. BABYLON.Vector3 = Vector3;
  790. //Vector4 class created for EulerAngle class conversion to Quaternion
  791. var Vector4 = (function () {
  792. function Vector4(x, y, z, w) {
  793. this.x = x;
  794. this.y = y;
  795. this.z = z;
  796. this.w = w;
  797. }
  798. Vector4.prototype.toString = function () {
  799. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "W:" + this.w + "}";
  800. };
  801. // Operators
  802. Vector4.prototype.asArray = function () {
  803. var result = [];
  804. this.toArray(result, 0);
  805. return result;
  806. };
  807. Vector4.prototype.toArray = function (array, index) {
  808. if (index === undefined) {
  809. index = 0;
  810. }
  811. array[index] = this.x;
  812. array[index + 1] = this.y;
  813. array[index + 2] = this.z;
  814. array[index + 3] = this.w;
  815. return this;
  816. };
  817. Vector4.prototype.addInPlace = function (otherVector) {
  818. this.x += otherVector.x;
  819. this.y += otherVector.y;
  820. this.z += otherVector.z;
  821. this.w += otherVector.w;
  822. return this;
  823. };
  824. Vector4.prototype.add = function (otherVector) {
  825. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  826. };
  827. Vector4.prototype.addToRef = function (otherVector, result) {
  828. result.x = this.x + otherVector.x;
  829. result.y = this.y + otherVector.y;
  830. result.z = this.z + otherVector.z;
  831. result.w = this.w + otherVector.w;
  832. return this;
  833. };
  834. Vector4.prototype.subtractInPlace = function (otherVector) {
  835. this.x -= otherVector.x;
  836. this.y -= otherVector.y;
  837. this.z -= otherVector.z;
  838. this.w -= otherVector.w;
  839. return this;
  840. };
  841. Vector4.prototype.subtract = function (otherVector) {
  842. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  843. };
  844. Vector4.prototype.subtractToRef = function (otherVector, result) {
  845. result.x = this.x - otherVector.x;
  846. result.y = this.y - otherVector.y;
  847. result.z = this.z - otherVector.z;
  848. result.w = this.w - otherVector.w;
  849. return this;
  850. };
  851. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  852. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  853. };
  854. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  855. result.x = this.x - x;
  856. result.y = this.y - y;
  857. result.z = this.z - z;
  858. result.w = this.w - w;
  859. return this;
  860. };
  861. Vector4.prototype.negate = function () {
  862. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  863. };
  864. Vector4.prototype.scaleInPlace = function (scale) {
  865. this.x *= scale;
  866. this.y *= scale;
  867. this.z *= scale;
  868. this.w *= scale;
  869. return this;
  870. };
  871. Vector4.prototype.scale = function (scale) {
  872. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  873. };
  874. Vector4.prototype.scaleToRef = function (scale, result) {
  875. result.x = this.x * scale;
  876. result.y = this.y * scale;
  877. result.z = this.z * scale;
  878. result.w = this.w * scale;
  879. };
  880. Vector4.prototype.equals = function (otherVector) {
  881. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  882. };
  883. Vector4.prototype.equalsWithEpsilon = function (otherVector) {
  884. 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;
  885. };
  886. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  887. return this.x === x && this.y === y && this.z === z && this.w === w;
  888. };
  889. Vector4.prototype.multiplyInPlace = function (otherVector) {
  890. this.x *= otherVector.x;
  891. this.y *= otherVector.y;
  892. this.z *= otherVector.z;
  893. this.w *= otherVector.w;
  894. return this;
  895. };
  896. Vector4.prototype.multiply = function (otherVector) {
  897. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  898. };
  899. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  900. result.x = this.x * otherVector.x;
  901. result.y = this.y * otherVector.y;
  902. result.z = this.z * otherVector.z;
  903. result.w = this.w * otherVector.w;
  904. return this;
  905. };
  906. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  907. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  908. };
  909. Vector4.prototype.divide = function (otherVector) {
  910. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  911. };
  912. Vector4.prototype.divideToRef = function (otherVector, result) {
  913. result.x = this.x / otherVector.x;
  914. result.y = this.y / otherVector.y;
  915. result.z = this.z / otherVector.z;
  916. result.w = this.w / otherVector.w;
  917. return this;
  918. };
  919. Vector4.prototype.MinimizeInPlace = function (other) {
  920. if (other.x < this.x)
  921. this.x = other.x;
  922. if (other.y < this.y)
  923. this.y = other.y;
  924. if (other.z < this.z)
  925. this.z = other.z;
  926. if (other.w < this.w)
  927. this.w = other.w;
  928. return this;
  929. };
  930. Vector4.prototype.MaximizeInPlace = function (other) {
  931. if (other.x > this.x)
  932. this.x = other.x;
  933. if (other.y > this.y)
  934. this.y = other.y;
  935. if (other.z > this.z)
  936. this.z = other.z;
  937. if (other.w > this.w)
  938. this.w = other.w;
  939. return this;
  940. };
  941. // Properties
  942. Vector4.prototype.length = function () {
  943. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  944. };
  945. Vector4.prototype.lengthSquared = function () {
  946. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  947. };
  948. // Methods
  949. Vector4.prototype.normalize = function () {
  950. var len = this.length();
  951. if (len === 0)
  952. return this;
  953. var num = 1.0 / len;
  954. this.x *= num;
  955. this.y *= num;
  956. this.z *= num;
  957. this.w *= num;
  958. return this;
  959. };
  960. Vector4.prototype.clone = function () {
  961. return new Vector4(this.x, this.y, this.z, this.w);
  962. };
  963. Vector4.prototype.copyFrom = function (source) {
  964. this.x = source.x;
  965. this.y = source.y;
  966. this.z = source.z;
  967. this.w = source.w;
  968. return this;
  969. };
  970. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  971. this.x = x;
  972. this.y = y;
  973. this.z = z;
  974. this.w = w;
  975. return this;
  976. };
  977. // Statics
  978. Vector4.FromArray = function (array, offset) {
  979. if (!offset) {
  980. offset = 0;
  981. }
  982. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  983. };
  984. Vector4.FromArrayToRef = function (array, offset, result) {
  985. result.x = array[offset];
  986. result.y = array[offset + 1];
  987. result.z = array[offset + 2];
  988. result.w = array[offset + 3];
  989. };
  990. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  991. result.x = array[offset];
  992. result.y = array[offset + 1];
  993. result.z = array[offset + 2];
  994. result.w = array[offset + 3];
  995. };
  996. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  997. result.x = x;
  998. result.y = y;
  999. result.z = z;
  1000. result.w = w;
  1001. };
  1002. Vector4.Zero = function () {
  1003. return new Vector4(0, 0, 0, 0);
  1004. };
  1005. Vector4.Normalize = function (vector) {
  1006. var result = Vector4.Zero();
  1007. Vector4.NormalizeToRef(vector, result);
  1008. return result;
  1009. };
  1010. Vector4.NormalizeToRef = function (vector, result) {
  1011. result.copyFrom(vector);
  1012. result.normalize();
  1013. };
  1014. Vector4.Minimize = function (left, right) {
  1015. var min = left.clone();
  1016. min.MinimizeInPlace(right);
  1017. return min;
  1018. };
  1019. Vector4.Maximize = function (left, right) {
  1020. var max = left.clone();
  1021. max.MaximizeInPlace(right);
  1022. return max;
  1023. };
  1024. Vector4.Distance = function (value1, value2) {
  1025. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  1026. };
  1027. Vector4.DistanceSquared = function (value1, value2) {
  1028. var x = value1.x - value2.x;
  1029. var y = value1.y - value2.y;
  1030. var z = value1.z - value2.z;
  1031. var w = value1.w - value2.w;
  1032. return (x * x) + (y * y) + (z * z) + (w * w);
  1033. };
  1034. Vector4.Center = function (value1, value2) {
  1035. var center = value1.add(value2);
  1036. center.scaleInPlace(0.5);
  1037. return center;
  1038. };
  1039. return Vector4;
  1040. })();
  1041. BABYLON.Vector4 = Vector4;
  1042. var Quaternion = (function () {
  1043. function Quaternion(x, y, z, w) {
  1044. if (x === void 0) { x = 0; }
  1045. if (y === void 0) { y = 0; }
  1046. if (z === void 0) { z = 0; }
  1047. if (w === void 0) { w = 1; }
  1048. this.x = x;
  1049. this.y = y;
  1050. this.z = z;
  1051. this.w = w;
  1052. }
  1053. Quaternion.prototype.toString = function () {
  1054. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  1055. };
  1056. Quaternion.prototype.asArray = function () {
  1057. return [this.x, this.y, this.z, this.w];
  1058. };
  1059. Quaternion.prototype.equals = function (otherQuaternion) {
  1060. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  1061. };
  1062. Quaternion.prototype.clone = function () {
  1063. return new Quaternion(this.x, this.y, this.z, this.w);
  1064. };
  1065. Quaternion.prototype.copyFrom = function (other) {
  1066. this.x = other.x;
  1067. this.y = other.y;
  1068. this.z = other.z;
  1069. this.w = other.w;
  1070. return this;
  1071. };
  1072. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  1073. this.x = x;
  1074. this.y = y;
  1075. this.z = z;
  1076. this.w = w;
  1077. return this;
  1078. };
  1079. Quaternion.prototype.add = function (other) {
  1080. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  1081. };
  1082. Quaternion.prototype.subtract = function (other) {
  1083. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  1084. };
  1085. Quaternion.prototype.scale = function (value) {
  1086. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  1087. };
  1088. Quaternion.prototype.multiply = function (q1) {
  1089. var result = new Quaternion(0, 0, 0, 1.0);
  1090. this.multiplyToRef(q1, result);
  1091. return result;
  1092. };
  1093. Quaternion.prototype.multiplyToRef = function (q1, result) {
  1094. result.x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  1095. result.y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  1096. result.z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  1097. result.w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  1098. return this;
  1099. };
  1100. Quaternion.prototype.length = function () {
  1101. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  1102. };
  1103. Quaternion.prototype.normalize = function () {
  1104. var length = 1.0 / this.length();
  1105. this.x *= length;
  1106. this.y *= length;
  1107. this.z *= length;
  1108. this.w *= length;
  1109. return this;
  1110. };
  1111. Quaternion.prototype.toEulerAngles = function () {
  1112. var result = Vector3.Zero();
  1113. this.toEulerAnglesToRef(result);
  1114. return result;
  1115. };
  1116. Quaternion.prototype.toEulerAnglesToRef = function (result) {
  1117. //result is an EulerAngles in the in the z-x-z convention
  1118. var qx = this.x;
  1119. var qy = this.y;
  1120. var qz = this.z;
  1121. var qw = this.w;
  1122. var qxy = qx * qy;
  1123. var qxz = qx * qz;
  1124. var qwy = qw * qy;
  1125. var qwz = qw * qz;
  1126. var qwx = qw * qx;
  1127. var qyz = qy * qz;
  1128. var sqx = qx * qx;
  1129. var sqy = qy * qy;
  1130. var determinant = sqx + sqy;
  1131. if (determinant !== 0.000 && determinant !== 1.000) {
  1132. result.x = Math.atan2(qxz + qwy, qwx - qyz);
  1133. result.y = Math.acos(1 - 2 * determinant);
  1134. result.z = Math.atan2(qxz - qwy, qwx + qyz);
  1135. }
  1136. else {
  1137. if (determinant === 0.0) {
  1138. result.x = 0.0;
  1139. result.y = 0.0;
  1140. result.z = Math.atan2(qxy - qwz, 0.5 - sqy - qz * qz); //actually, degeneracy gives us choice with x+z=Math.atan2(qxy-qwz,0.5-sqy-qz*qz)
  1141. }
  1142. else {
  1143. result.x = Math.atan2(qxy - qwz, 0.5 - sqy - qz * qz); //actually, degeneracy gives us choice with x-z=Math.atan2(qxy-qwz,0.5-sqy-qz*qz)
  1144. result.y = Math.PI;
  1145. result.z = 0.0;
  1146. }
  1147. }
  1148. return this;
  1149. };
  1150. Quaternion.prototype.toRotationMatrix = function (result) {
  1151. var xx = this.x * this.x;
  1152. var yy = this.y * this.y;
  1153. var zz = this.z * this.z;
  1154. var xy = this.x * this.y;
  1155. var zw = this.z * this.w;
  1156. var zx = this.z * this.x;
  1157. var yw = this.y * this.w;
  1158. var yz = this.y * this.z;
  1159. var xw = this.x * this.w;
  1160. result.m[0] = 1.0 - (2.0 * (yy + zz));
  1161. result.m[1] = 2.0 * (xy + zw);
  1162. result.m[2] = 2.0 * (zx - yw);
  1163. result.m[3] = 0;
  1164. result.m[4] = 2.0 * (xy - zw);
  1165. result.m[5] = 1.0 - (2.0 * (zz + xx));
  1166. result.m[6] = 2.0 * (yz + xw);
  1167. result.m[7] = 0;
  1168. result.m[8] = 2.0 * (zx + yw);
  1169. result.m[9] = 2.0 * (yz - xw);
  1170. result.m[10] = 1.0 - (2.0 * (yy + xx));
  1171. result.m[11] = 0;
  1172. result.m[12] = 0;
  1173. result.m[13] = 0;
  1174. result.m[14] = 0;
  1175. result.m[15] = 1.0;
  1176. return this;
  1177. };
  1178. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  1179. Quaternion.FromRotationMatrixToRef(matrix, this);
  1180. return this;
  1181. };
  1182. // Statics
  1183. Quaternion.FromRotationMatrix = function (matrix) {
  1184. var result = new Quaternion();
  1185. Quaternion.FromRotationMatrixToRef(matrix, result);
  1186. return result;
  1187. };
  1188. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  1189. var data = matrix.m;
  1190. var m11 = data[0], m12 = data[4], m13 = data[8];
  1191. var m21 = data[1], m22 = data[5], m23 = data[9];
  1192. var m31 = data[2], m32 = data[6], m33 = data[10];
  1193. var trace = m11 + m22 + m33;
  1194. var s;
  1195. if (trace > 0) {
  1196. s = 0.5 / Math.sqrt(trace + 1.0);
  1197. result.w = 0.25 / s;
  1198. result.x = (m32 - m23) * s;
  1199. result.y = (m13 - m31) * s;
  1200. result.z = (m21 - m12) * s;
  1201. }
  1202. else if (m11 > m22 && m11 > m33) {
  1203. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  1204. result.w = (m32 - m23) / s;
  1205. result.x = 0.25 * s;
  1206. result.y = (m12 + m21) / s;
  1207. result.z = (m13 + m31) / s;
  1208. }
  1209. else if (m22 > m33) {
  1210. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  1211. result.w = (m13 - m31) / s;
  1212. result.x = (m12 + m21) / s;
  1213. result.y = 0.25 * s;
  1214. result.z = (m23 + m32) / s;
  1215. }
  1216. else {
  1217. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  1218. result.w = (m21 - m12) / s;
  1219. result.x = (m13 + m31) / s;
  1220. result.y = (m23 + m32) / s;
  1221. result.z = 0.25 * s;
  1222. }
  1223. };
  1224. Quaternion.Inverse = function (q) {
  1225. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  1226. };
  1227. Quaternion.Identity = function () {
  1228. return new Quaternion(0, 0, 0, 1);
  1229. };
  1230. Quaternion.RotationAxis = function (axis, angle) {
  1231. var result = new Quaternion();
  1232. var sin = Math.sin(angle / 2);
  1233. result.w = Math.cos(angle / 2);
  1234. result.x = axis.x * sin;
  1235. result.y = axis.y * sin;
  1236. result.z = axis.z * sin;
  1237. return result;
  1238. };
  1239. Quaternion.FromArray = function (array, offset) {
  1240. if (!offset) {
  1241. offset = 0;
  1242. }
  1243. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  1244. };
  1245. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  1246. var result = new Quaternion();
  1247. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1248. return result;
  1249. };
  1250. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  1251. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  1252. var halfRoll = roll * 0.5;
  1253. var halfPitch = pitch * 0.5;
  1254. var halfYaw = yaw * 0.5;
  1255. var sinRoll = Math.sin(halfRoll);
  1256. var cosRoll = Math.cos(halfRoll);
  1257. var sinPitch = Math.sin(halfPitch);
  1258. var cosPitch = Math.cos(halfPitch);
  1259. var sinYaw = Math.sin(halfYaw);
  1260. var cosYaw = Math.cos(halfYaw);
  1261. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  1262. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  1263. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  1264. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  1265. };
  1266. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  1267. var result = new Quaternion();
  1268. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  1269. return result;
  1270. };
  1271. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  1272. // Produces a quaternion from Euler angles in the z-x-z orientation
  1273. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  1274. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  1275. var halfBeta = beta * 0.5;
  1276. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  1277. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  1278. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  1279. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  1280. };
  1281. Quaternion.Slerp = function (left, right, amount) {
  1282. var num2;
  1283. var num3;
  1284. var num = amount;
  1285. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  1286. var flag = false;
  1287. if (num4 < 0) {
  1288. flag = true;
  1289. num4 = -num4;
  1290. }
  1291. if (num4 > 0.999999) {
  1292. num3 = 1 - num;
  1293. num2 = flag ? -num : num;
  1294. }
  1295. else {
  1296. var num5 = Math.acos(num4);
  1297. var num6 = (1.0 / Math.sin(num5));
  1298. num3 = (Math.sin((1.0 - num) * num5)) * num6;
  1299. num2 = flag ? ((-Math.sin(num * num5)) * num6) : ((Math.sin(num * num5)) * num6);
  1300. }
  1301. 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));
  1302. };
  1303. return Quaternion;
  1304. })();
  1305. BABYLON.Quaternion = Quaternion;
  1306. var Matrix = (function () {
  1307. function Matrix() {
  1308. this.m = new Float32Array(16);
  1309. }
  1310. // Properties
  1311. Matrix.prototype.isIdentity = function () {
  1312. if (this.m[0] !== 1.0 || this.m[5] !== 1.0 || this.m[10] !== 1.0 || this.m[15] !== 1.0)
  1313. return false;
  1314. 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)
  1315. return false;
  1316. return true;
  1317. };
  1318. Matrix.prototype.determinant = function () {
  1319. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  1320. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  1321. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  1322. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  1323. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  1324. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  1325. 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))));
  1326. };
  1327. // Methods
  1328. Matrix.prototype.toArray = function () {
  1329. return this.m;
  1330. };
  1331. Matrix.prototype.asArray = function () {
  1332. return this.toArray();
  1333. };
  1334. Matrix.prototype.invert = function () {
  1335. this.invertToRef(this);
  1336. return this;
  1337. };
  1338. Matrix.prototype.invertToRef = function (other) {
  1339. var l1 = this.m[0];
  1340. var l2 = this.m[1];
  1341. var l3 = this.m[2];
  1342. var l4 = this.m[3];
  1343. var l5 = this.m[4];
  1344. var l6 = this.m[5];
  1345. var l7 = this.m[6];
  1346. var l8 = this.m[7];
  1347. var l9 = this.m[8];
  1348. var l10 = this.m[9];
  1349. var l11 = this.m[10];
  1350. var l12 = this.m[11];
  1351. var l13 = this.m[12];
  1352. var l14 = this.m[13];
  1353. var l15 = this.m[14];
  1354. var l16 = this.m[15];
  1355. var l17 = (l11 * l16) - (l12 * l15);
  1356. var l18 = (l10 * l16) - (l12 * l14);
  1357. var l19 = (l10 * l15) - (l11 * l14);
  1358. var l20 = (l9 * l16) - (l12 * l13);
  1359. var l21 = (l9 * l15) - (l11 * l13);
  1360. var l22 = (l9 * l14) - (l10 * l13);
  1361. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  1362. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  1363. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  1364. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  1365. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  1366. var l28 = (l7 * l16) - (l8 * l15);
  1367. var l29 = (l6 * l16) - (l8 * l14);
  1368. var l30 = (l6 * l15) - (l7 * l14);
  1369. var l31 = (l5 * l16) - (l8 * l13);
  1370. var l32 = (l5 * l15) - (l7 * l13);
  1371. var l33 = (l5 * l14) - (l6 * l13);
  1372. var l34 = (l7 * l12) - (l8 * l11);
  1373. var l35 = (l6 * l12) - (l8 * l10);
  1374. var l36 = (l6 * l11) - (l7 * l10);
  1375. var l37 = (l5 * l12) - (l8 * l9);
  1376. var l38 = (l5 * l11) - (l7 * l9);
  1377. var l39 = (l5 * l10) - (l6 * l9);
  1378. other.m[0] = l23 * l27;
  1379. other.m[4] = l24 * l27;
  1380. other.m[8] = l25 * l27;
  1381. other.m[12] = l26 * l27;
  1382. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  1383. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  1384. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  1385. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  1386. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  1387. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  1388. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  1389. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  1390. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  1391. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  1392. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  1393. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  1394. return this;
  1395. };
  1396. Matrix.prototype.setTranslation = function (vector3) {
  1397. this.m[12] = vector3.x;
  1398. this.m[13] = vector3.y;
  1399. this.m[14] = vector3.z;
  1400. return this;
  1401. };
  1402. Matrix.prototype.multiply = function (other) {
  1403. var result = new Matrix();
  1404. this.multiplyToRef(other, result);
  1405. return result;
  1406. };
  1407. Matrix.prototype.copyFrom = function (other) {
  1408. for (var index = 0; index < 16; index++) {
  1409. this.m[index] = other.m[index];
  1410. }
  1411. return this;
  1412. };
  1413. Matrix.prototype.copyToArray = function (array, offset) {
  1414. if (offset === void 0) { offset = 0; }
  1415. for (var index = 0; index < 16; index++) {
  1416. array[offset + index] = this.m[index];
  1417. }
  1418. return this;
  1419. };
  1420. Matrix.prototype.multiplyToRef = function (other, result) {
  1421. this.multiplyToArray(other, result.m, 0);
  1422. return this;
  1423. };
  1424. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  1425. var tm0 = this.m[0];
  1426. var tm1 = this.m[1];
  1427. var tm2 = this.m[2];
  1428. var tm3 = this.m[3];
  1429. var tm4 = this.m[4];
  1430. var tm5 = this.m[5];
  1431. var tm6 = this.m[6];
  1432. var tm7 = this.m[7];
  1433. var tm8 = this.m[8];
  1434. var tm9 = this.m[9];
  1435. var tm10 = this.m[10];
  1436. var tm11 = this.m[11];
  1437. var tm12 = this.m[12];
  1438. var tm13 = this.m[13];
  1439. var tm14 = this.m[14];
  1440. var tm15 = this.m[15];
  1441. var om0 = other.m[0];
  1442. var om1 = other.m[1];
  1443. var om2 = other.m[2];
  1444. var om3 = other.m[3];
  1445. var om4 = other.m[4];
  1446. var om5 = other.m[5];
  1447. var om6 = other.m[6];
  1448. var om7 = other.m[7];
  1449. var om8 = other.m[8];
  1450. var om9 = other.m[9];
  1451. var om10 = other.m[10];
  1452. var om11 = other.m[11];
  1453. var om12 = other.m[12];
  1454. var om13 = other.m[13];
  1455. var om14 = other.m[14];
  1456. var om15 = other.m[15];
  1457. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  1458. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  1459. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  1460. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  1461. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  1462. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  1463. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  1464. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  1465. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  1466. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  1467. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  1468. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  1469. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  1470. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  1471. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  1472. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  1473. return this;
  1474. };
  1475. Matrix.prototype.multiplyToArraySIMD = function (other, result, offset) {
  1476. if (offset === void 0) { offset = 0; }
  1477. var tm = this.m;
  1478. var om = other.m;
  1479. var om0 = SIMD.float32x4.load(om, 0);
  1480. var om1 = SIMD.float32x4.load(om, 4);
  1481. var om2 = SIMD.float32x4.load(om, 8);
  1482. var om3 = SIMD.float32x4.load(om, 12);
  1483. var tm0 = SIMD.float32x4.load(tm, 0);
  1484. SIMD.float32x4.store(result, offset + 0, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 3, 3, 3, 3), om3)))));
  1485. var tm1 = SIMD.float32x4.load(tm, 4);
  1486. SIMD.float32x4.store(result, offset + 4, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 3, 3, 3, 3), om3)))));
  1487. var tm2 = SIMD.float32x4.load(tm, 8);
  1488. SIMD.float32x4.store(result, offset + 8, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 3, 3, 3, 3), om3)))));
  1489. var tm3 = SIMD.float32x4.load(tm, 12);
  1490. SIMD.float32x4.store(result, offset + 12, SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 0, 0, 0, 0), om0), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 1, 1, 1, 1), om1), SIMD.float32x4.add(SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 3, 3, 3, 3), om3)))));
  1491. };
  1492. Matrix.prototype.equals = function (value) {
  1493. 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]);
  1494. };
  1495. Matrix.prototype.clone = function () {
  1496. 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]);
  1497. };
  1498. Matrix.prototype.decompose = function (scale, rotation, translation) {
  1499. translation.x = this.m[12];
  1500. translation.y = this.m[13];
  1501. translation.z = this.m[14];
  1502. var xs = BABYLON.Tools.Sign(this.m[0] * this.m[1] * this.m[2] * this.m[3]) < 0 ? -1 : 1;
  1503. var ys = BABYLON.Tools.Sign(this.m[4] * this.m[5] * this.m[6] * this.m[7]) < 0 ? -1 : 1;
  1504. var zs = BABYLON.Tools.Sign(this.m[8] * this.m[9] * this.m[10] * this.m[11]) < 0 ? -1 : 1;
  1505. scale.x = xs * Math.sqrt(this.m[0] * this.m[0] + this.m[1] * this.m[1] + this.m[2] * this.m[2]);
  1506. scale.y = ys * Math.sqrt(this.m[4] * this.m[4] + this.m[5] * this.m[5] + this.m[6] * this.m[6]);
  1507. scale.z = zs * Math.sqrt(this.m[8] * this.m[8] + this.m[9] * this.m[9] + this.m[10] * this.m[10]);
  1508. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  1509. rotation.x = 0;
  1510. rotation.y = 0;
  1511. rotation.z = 0;
  1512. rotation.w = 1;
  1513. return false;
  1514. }
  1515. var rotationMatrix = Matrix.FromValues(this.m[0] / scale.x, this.m[1] / scale.x, this.m[2] / scale.x, 0, this.m[4] / scale.y, this.m[5] / scale.y, this.m[6] / scale.y, 0, this.m[8] / scale.z, this.m[9] / scale.z, this.m[10] / scale.z, 0, 0, 0, 0, 1);
  1516. Quaternion.FromRotationMatrixToRef(rotationMatrix, rotation);
  1517. return true;
  1518. };
  1519. // Statics
  1520. Matrix.FromArray = function (array, offset) {
  1521. var result = new Matrix();
  1522. if (!offset) {
  1523. offset = 0;
  1524. }
  1525. Matrix.FromArrayToRef(array, offset, result);
  1526. return result;
  1527. };
  1528. Matrix.FromArrayToRef = function (array, offset, result) {
  1529. for (var index = 0; index < 16; index++) {
  1530. result.m[index] = array[index + offset];
  1531. }
  1532. };
  1533. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  1534. result.m[0] = initialM11;
  1535. result.m[1] = initialM12;
  1536. result.m[2] = initialM13;
  1537. result.m[3] = initialM14;
  1538. result.m[4] = initialM21;
  1539. result.m[5] = initialM22;
  1540. result.m[6] = initialM23;
  1541. result.m[7] = initialM24;
  1542. result.m[8] = initialM31;
  1543. result.m[9] = initialM32;
  1544. result.m[10] = initialM33;
  1545. result.m[11] = initialM34;
  1546. result.m[12] = initialM41;
  1547. result.m[13] = initialM42;
  1548. result.m[14] = initialM43;
  1549. result.m[15] = initialM44;
  1550. };
  1551. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  1552. var result = new Matrix();
  1553. result.m[0] = initialM11;
  1554. result.m[1] = initialM12;
  1555. result.m[2] = initialM13;
  1556. result.m[3] = initialM14;
  1557. result.m[4] = initialM21;
  1558. result.m[5] = initialM22;
  1559. result.m[6] = initialM23;
  1560. result.m[7] = initialM24;
  1561. result.m[8] = initialM31;
  1562. result.m[9] = initialM32;
  1563. result.m[10] = initialM33;
  1564. result.m[11] = initialM34;
  1565. result.m[12] = initialM41;
  1566. result.m[13] = initialM42;
  1567. result.m[14] = initialM43;
  1568. result.m[15] = initialM44;
  1569. return result;
  1570. };
  1571. Matrix.Compose = function (scale, rotation, translation) {
  1572. var result = Matrix.FromValues(scale.x, 0, 0, 0, 0, scale.y, 0, 0, 0, 0, scale.z, 0, 0, 0, 0, 1);
  1573. var rotationMatrix = Matrix.Identity();
  1574. rotation.toRotationMatrix(rotationMatrix);
  1575. result = result.multiply(rotationMatrix);
  1576. result.setTranslation(translation);
  1577. return result;
  1578. };
  1579. Matrix.Identity = function () {
  1580. return Matrix.FromValues(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0);
  1581. };
  1582. Matrix.IdentityToRef = function (result) {
  1583. Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, result);
  1584. };
  1585. Matrix.Zero = function () {
  1586. return Matrix.FromValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
  1587. };
  1588. Matrix.RotationX = function (angle) {
  1589. var result = new Matrix();
  1590. Matrix.RotationXToRef(angle, result);
  1591. return result;
  1592. };
  1593. Matrix.Invert = function (source) {
  1594. var result = new Matrix();
  1595. source.invertToRef(result);
  1596. return result;
  1597. };
  1598. Matrix.RotationXToRef = function (angle, result) {
  1599. var s = Math.sin(angle);
  1600. var c = Math.cos(angle);
  1601. result.m[0] = 1.0;
  1602. result.m[15] = 1.0;
  1603. result.m[5] = c;
  1604. result.m[10] = c;
  1605. result.m[9] = -s;
  1606. result.m[6] = s;
  1607. result.m[1] = 0;
  1608. result.m[2] = 0;
  1609. result.m[3] = 0;
  1610. result.m[4] = 0;
  1611. result.m[7] = 0;
  1612. result.m[8] = 0;
  1613. result.m[11] = 0;
  1614. result.m[12] = 0;
  1615. result.m[13] = 0;
  1616. result.m[14] = 0;
  1617. };
  1618. Matrix.RotationY = function (angle) {
  1619. var result = new Matrix();
  1620. Matrix.RotationYToRef(angle, result);
  1621. return result;
  1622. };
  1623. Matrix.RotationYToRef = function (angle, result) {
  1624. var s = Math.sin(angle);
  1625. var c = Math.cos(angle);
  1626. result.m[5] = 1.0;
  1627. result.m[15] = 1.0;
  1628. result.m[0] = c;
  1629. result.m[2] = -s;
  1630. result.m[8] = s;
  1631. result.m[10] = c;
  1632. result.m[1] = 0;
  1633. result.m[3] = 0;
  1634. result.m[4] = 0;
  1635. result.m[6] = 0;
  1636. result.m[7] = 0;
  1637. result.m[9] = 0;
  1638. result.m[11] = 0;
  1639. result.m[12] = 0;
  1640. result.m[13] = 0;
  1641. result.m[14] = 0;
  1642. };
  1643. Matrix.RotationZ = function (angle) {
  1644. var result = new Matrix();
  1645. Matrix.RotationZToRef(angle, result);
  1646. return result;
  1647. };
  1648. Matrix.RotationZToRef = function (angle, result) {
  1649. var s = Math.sin(angle);
  1650. var c = Math.cos(angle);
  1651. result.m[10] = 1.0;
  1652. result.m[15] = 1.0;
  1653. result.m[0] = c;
  1654. result.m[1] = s;
  1655. result.m[4] = -s;
  1656. result.m[5] = c;
  1657. result.m[2] = 0;
  1658. result.m[3] = 0;
  1659. result.m[6] = 0;
  1660. result.m[7] = 0;
  1661. result.m[8] = 0;
  1662. result.m[9] = 0;
  1663. result.m[11] = 0;
  1664. result.m[12] = 0;
  1665. result.m[13] = 0;
  1666. result.m[14] = 0;
  1667. };
  1668. Matrix.RotationAxis = function (axis, angle) {
  1669. var s = Math.sin(-angle);
  1670. var c = Math.cos(-angle);
  1671. var c1 = 1 - c;
  1672. axis.normalize();
  1673. var result = Matrix.Zero();
  1674. result.m[0] = (axis.x * axis.x) * c1 + c;
  1675. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  1676. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  1677. result.m[3] = 0.0;
  1678. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  1679. result.m[5] = (axis.y * axis.y) * c1 + c;
  1680. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  1681. result.m[7] = 0.0;
  1682. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  1683. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  1684. result.m[10] = (axis.z * axis.z) * c1 + c;
  1685. result.m[11] = 0.0;
  1686. result.m[15] = 1.0;
  1687. return result;
  1688. };
  1689. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  1690. var result = new Matrix();
  1691. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1692. return result;
  1693. };
  1694. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  1695. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  1696. this._tempQuaternion.toRotationMatrix(result);
  1697. };
  1698. Matrix.Scaling = function (x, y, z) {
  1699. var result = Matrix.Zero();
  1700. Matrix.ScalingToRef(x, y, z, result);
  1701. return result;
  1702. };
  1703. Matrix.ScalingToRef = function (x, y, z, result) {
  1704. result.m[0] = x;
  1705. result.m[1] = 0;
  1706. result.m[2] = 0;
  1707. result.m[3] = 0;
  1708. result.m[4] = 0;
  1709. result.m[5] = y;
  1710. result.m[6] = 0;
  1711. result.m[7] = 0;
  1712. result.m[8] = 0;
  1713. result.m[9] = 0;
  1714. result.m[10] = z;
  1715. result.m[11] = 0;
  1716. result.m[12] = 0;
  1717. result.m[13] = 0;
  1718. result.m[14] = 0;
  1719. result.m[15] = 1.0;
  1720. };
  1721. Matrix.Translation = function (x, y, z) {
  1722. var result = Matrix.Identity();
  1723. Matrix.TranslationToRef(x, y, z, result);
  1724. return result;
  1725. };
  1726. Matrix.TranslationToRef = function (x, y, z, result) {
  1727. Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, x, y, z, 1.0, result);
  1728. };
  1729. Matrix.LookAtLH = function (eye, target, up) {
  1730. var result = Matrix.Zero();
  1731. Matrix.LookAtLHToRef(eye, target, up, result);
  1732. return result;
  1733. };
  1734. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  1735. // Z axis
  1736. target.subtractToRef(eye, this._zAxis);
  1737. this._zAxis.normalize();
  1738. // X axis
  1739. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  1740. this._xAxis.normalize();
  1741. // Y axis
  1742. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  1743. this._yAxis.normalize();
  1744. // Eye angles
  1745. var ex = -Vector3.Dot(this._xAxis, eye);
  1746. var ey = -Vector3.Dot(this._yAxis, eye);
  1747. var ez = -Vector3.Dot(this._zAxis, eye);
  1748. 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);
  1749. };
  1750. Matrix.OrthoLH = function (width, height, znear, zfar) {
  1751. var matrix = Matrix.Zero();
  1752. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  1753. return matrix;
  1754. };
  1755. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  1756. var hw = 2.0 / width;
  1757. var hh = 2.0 / height;
  1758. var id = 1.0 / (zfar - znear);
  1759. var nid = znear / (znear - zfar);
  1760. Matrix.FromValuesToRef(hw, 0, 0, 0, 0, hh, 0, 0, 0, 0, id, 0, 0, 0, nid, 1, result);
  1761. };
  1762. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  1763. var matrix = Matrix.Zero();
  1764. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  1765. return matrix;
  1766. };
  1767. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  1768. result.m[0] = 2.0 / (right - left);
  1769. result.m[1] = result.m[2] = result.m[3] = 0;
  1770. result.m[5] = 2.0 / (top - bottom);
  1771. result.m[4] = result.m[6] = result.m[7] = 0;
  1772. result.m[10] = -1.0 / (znear - zfar);
  1773. result.m[8] = result.m[9] = result.m[11] = 0;
  1774. result.m[12] = (left + right) / (left - right);
  1775. result.m[13] = (top + bottom) / (bottom - top);
  1776. result.m[14] = znear / (znear - zfar);
  1777. result.m[15] = 1.0;
  1778. };
  1779. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  1780. var matrix = Matrix.Zero();
  1781. matrix.m[0] = (2.0 * znear) / width;
  1782. matrix.m[1] = matrix.m[2] = matrix.m[3] = 0.0;
  1783. matrix.m[5] = (2.0 * znear) / height;
  1784. matrix.m[4] = matrix.m[6] = matrix.m[7] = 0.0;
  1785. matrix.m[10] = -zfar / (znear - zfar);
  1786. matrix.m[8] = matrix.m[9] = 0.0;
  1787. matrix.m[11] = 1.0;
  1788. matrix.m[12] = matrix.m[13] = matrix.m[15] = 0.0;
  1789. matrix.m[14] = (znear * zfar) / (znear - zfar);
  1790. return matrix;
  1791. };
  1792. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  1793. var matrix = Matrix.Zero();
  1794. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  1795. return matrix;
  1796. };
  1797. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, fovMode) {
  1798. if (fovMode === void 0) { fovMode = BABYLON.Camera.FOVMODE_VERTICAL_FIXED; }
  1799. var tan = 1.0 / (Math.tan(fov * 0.5));
  1800. var v_fixed = (fovMode === BABYLON.Camera.FOVMODE_VERTICAL_FIXED);
  1801. if (v_fixed) {
  1802. result.m[0] = tan / aspect;
  1803. }
  1804. else {
  1805. result.m[0] = tan;
  1806. }
  1807. result.m[1] = result.m[2] = result.m[3] = 0.0;
  1808. if (v_fixed) {
  1809. result.m[5] = tan;
  1810. }
  1811. else {
  1812. result.m[5] = tan * aspect;
  1813. }
  1814. result.m[4] = result.m[6] = result.m[7] = 0.0;
  1815. result.m[8] = result.m[9] = 0.0;
  1816. result.m[10] = -zfar / (znear - zfar);
  1817. result.m[11] = 1.0;
  1818. result.m[12] = result.m[13] = result.m[15] = 0.0;
  1819. result.m[14] = (znear * zfar) / (znear - zfar);
  1820. };
  1821. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  1822. var cw = viewport.width;
  1823. var ch = viewport.height;
  1824. var cx = viewport.x;
  1825. var cy = viewport.y;
  1826. 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);
  1827. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  1828. };
  1829. Matrix.Transpose = function (matrix) {
  1830. var result = new Matrix();
  1831. result.m[0] = matrix.m[0];
  1832. result.m[1] = matrix.m[4];
  1833. result.m[2] = matrix.m[8];
  1834. result.m[3] = matrix.m[12];
  1835. result.m[4] = matrix.m[1];
  1836. result.m[5] = matrix.m[5];
  1837. result.m[6] = matrix.m[9];
  1838. result.m[7] = matrix.m[13];
  1839. result.m[8] = matrix.m[2];
  1840. result.m[9] = matrix.m[6];
  1841. result.m[10] = matrix.m[10];
  1842. result.m[11] = matrix.m[14];
  1843. result.m[12] = matrix.m[3];
  1844. result.m[13] = matrix.m[7];
  1845. result.m[14] = matrix.m[11];
  1846. result.m[15] = matrix.m[15];
  1847. return result;
  1848. };
  1849. Matrix.Reflection = function (plane) {
  1850. var matrix = new Matrix();
  1851. Matrix.ReflectionToRef(plane, matrix);
  1852. return matrix;
  1853. };
  1854. Matrix.ReflectionToRef = function (plane, result) {
  1855. plane.normalize();
  1856. var x = plane.normal.x;
  1857. var y = plane.normal.y;
  1858. var z = plane.normal.z;
  1859. var temp = -2 * x;
  1860. var temp2 = -2 * y;
  1861. var temp3 = -2 * z;
  1862. result.m[0] = (temp * x) + 1;
  1863. result.m[1] = temp2 * x;
  1864. result.m[2] = temp3 * x;
  1865. result.m[3] = 0.0;
  1866. result.m[4] = temp * y;
  1867. result.m[5] = (temp2 * y) + 1;
  1868. result.m[6] = temp3 * y;
  1869. result.m[7] = 0.0;
  1870. result.m[8] = temp * z;
  1871. result.m[9] = temp2 * z;
  1872. result.m[10] = (temp3 * z) + 1;
  1873. result.m[11] = 0.0;
  1874. result.m[12] = temp * plane.d;
  1875. result.m[13] = temp2 * plane.d;
  1876. result.m[14] = temp3 * plane.d;
  1877. result.m[15] = 1.0;
  1878. };
  1879. Matrix._tempQuaternion = new Quaternion();
  1880. Matrix._xAxis = Vector3.Zero();
  1881. Matrix._yAxis = Vector3.Zero();
  1882. Matrix._zAxis = Vector3.Zero();
  1883. return Matrix;
  1884. })();
  1885. BABYLON.Matrix = Matrix;
  1886. var Plane = (function () {
  1887. function Plane(a, b, c, d) {
  1888. this.normal = new Vector3(a, b, c);
  1889. this.d = d;
  1890. }
  1891. Plane.prototype.asArray = function () {
  1892. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  1893. };
  1894. // Methods
  1895. Plane.prototype.clone = function () {
  1896. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  1897. };
  1898. Plane.prototype.normalize = function () {
  1899. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  1900. var magnitude = 0;
  1901. if (norm !== 0) {
  1902. magnitude = 1.0 / norm;
  1903. }
  1904. this.normal.x *= magnitude;
  1905. this.normal.y *= magnitude;
  1906. this.normal.z *= magnitude;
  1907. this.d *= magnitude;
  1908. return this;
  1909. };
  1910. Plane.prototype.transform = function (transformation) {
  1911. var transposedMatrix = Matrix.Transpose(transformation);
  1912. var x = this.normal.x;
  1913. var y = this.normal.y;
  1914. var z = this.normal.z;
  1915. var d = this.d;
  1916. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  1917. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  1918. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  1919. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  1920. return new Plane(normalX, normalY, normalZ, finalD);
  1921. };
  1922. Plane.prototype.dotCoordinate = function (point) {
  1923. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  1924. };
  1925. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  1926. var x1 = point2.x - point1.x;
  1927. var y1 = point2.y - point1.y;
  1928. var z1 = point2.z - point1.z;
  1929. var x2 = point3.x - point1.x;
  1930. var y2 = point3.y - point1.y;
  1931. var z2 = point3.z - point1.z;
  1932. var yz = (y1 * z2) - (z1 * y2);
  1933. var xz = (z1 * x2) - (x1 * z2);
  1934. var xy = (x1 * y2) - (y1 * x2);
  1935. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  1936. var invPyth;
  1937. if (pyth !== 0) {
  1938. invPyth = 1.0 / pyth;
  1939. }
  1940. else {
  1941. invPyth = 0;
  1942. }
  1943. this.normal.x = yz * invPyth;
  1944. this.normal.y = xz * invPyth;
  1945. this.normal.z = xy * invPyth;
  1946. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  1947. return this;
  1948. };
  1949. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  1950. var dot = Vector3.Dot(this.normal, direction);
  1951. return (dot <= epsilon);
  1952. };
  1953. Plane.prototype.signedDistanceTo = function (point) {
  1954. return Vector3.Dot(point, this.normal) + this.d;
  1955. };
  1956. // Statics
  1957. Plane.FromArray = function (array) {
  1958. return new Plane(array[0], array[1], array[2], array[3]);
  1959. };
  1960. Plane.FromPoints = function (point1, point2, point3) {
  1961. var result = new Plane(0, 0, 0, 0);
  1962. result.copyFromPoints(point1, point2, point3);
  1963. return result;
  1964. };
  1965. Plane.FromPositionAndNormal = function (origin, normal) {
  1966. var result = new Plane(0, 0, 0, 0);
  1967. normal.normalize();
  1968. result.normal = normal;
  1969. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1970. return result;
  1971. };
  1972. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  1973. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1974. return Vector3.Dot(point, normal) + d;
  1975. };
  1976. return Plane;
  1977. })();
  1978. BABYLON.Plane = Plane;
  1979. var Viewport = (function () {
  1980. function Viewport(x, y, width, height) {
  1981. this.x = x;
  1982. this.y = y;
  1983. this.width = width;
  1984. this.height = height;
  1985. }
  1986. Viewport.prototype.toGlobal = function (engine) {
  1987. var width = engine.getRenderWidth();
  1988. var height = engine.getRenderHeight();
  1989. return new Viewport(this.x * width, this.y * height, this.width * width, this.height * height);
  1990. };
  1991. return Viewport;
  1992. })();
  1993. BABYLON.Viewport = Viewport;
  1994. var Frustum = (function () {
  1995. function Frustum() {
  1996. }
  1997. Frustum.GetPlanes = function (transform) {
  1998. var frustumPlanes = [];
  1999. for (var index = 0; index < 6; index++) {
  2000. frustumPlanes.push(new Plane(0, 0, 0, 0));
  2001. }
  2002. Frustum.GetPlanesToRef(transform, frustumPlanes);
  2003. return frustumPlanes;
  2004. };
  2005. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  2006. // Near
  2007. frustumPlanes[0].normal.x = transform.m[3] + transform.m[2];
  2008. frustumPlanes[0].normal.y = transform.m[7] + transform.m[6];
  2009. frustumPlanes[0].normal.z = transform.m[10] + transform.m[10];
  2010. frustumPlanes[0].d = transform.m[15] + transform.m[14];
  2011. frustumPlanes[0].normalize();
  2012. // Far
  2013. frustumPlanes[1].normal.x = transform.m[3] - transform.m[2];
  2014. frustumPlanes[1].normal.y = transform.m[7] - transform.m[6];
  2015. frustumPlanes[1].normal.z = transform.m[11] - transform.m[10];
  2016. frustumPlanes[1].d = transform.m[15] - transform.m[14];
  2017. frustumPlanes[1].normalize();
  2018. // Left
  2019. frustumPlanes[2].normal.x = transform.m[3] + transform.m[0];
  2020. frustumPlanes[2].normal.y = transform.m[7] + transform.m[4];
  2021. frustumPlanes[2].normal.z = transform.m[11] + transform.m[8];
  2022. frustumPlanes[2].d = transform.m[15] + transform.m[12];
  2023. frustumPlanes[2].normalize();
  2024. // Right
  2025. frustumPlanes[3].normal.x = transform.m[3] - transform.m[0];
  2026. frustumPlanes[3].normal.y = transform.m[7] - transform.m[4];
  2027. frustumPlanes[3].normal.z = transform.m[11] - transform.m[8];
  2028. frustumPlanes[3].d = transform.m[15] - transform.m[12];
  2029. frustumPlanes[3].normalize();
  2030. // Top
  2031. frustumPlanes[4].normal.x = transform.m[3] - transform.m[1];
  2032. frustumPlanes[4].normal.y = transform.m[7] - transform.m[5];
  2033. frustumPlanes[4].normal.z = transform.m[11] - transform.m[9];
  2034. frustumPlanes[4].d = transform.m[15] - transform.m[13];
  2035. frustumPlanes[4].normalize();
  2036. // Bottom
  2037. frustumPlanes[5].normal.x = transform.m[3] + transform.m[1];
  2038. frustumPlanes[5].normal.y = transform.m[7] + transform.m[5];
  2039. frustumPlanes[5].normal.z = transform.m[11] + transform.m[9];
  2040. frustumPlanes[5].d = transform.m[15] + transform.m[13];
  2041. frustumPlanes[5].normalize();
  2042. };
  2043. return Frustum;
  2044. })();
  2045. BABYLON.Frustum = Frustum;
  2046. var Ray = (function () {
  2047. function Ray(origin, direction, length) {
  2048. if (length === void 0) { length = Number.MAX_VALUE; }
  2049. this.origin = origin;
  2050. this.direction = direction;
  2051. this.length = length;
  2052. }
  2053. // Methods
  2054. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) {
  2055. var d = 0.0;
  2056. var maxValue = Number.MAX_VALUE;
  2057. if (Math.abs(this.direction.x) < 0.0000001) {
  2058. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  2059. return false;
  2060. }
  2061. }
  2062. else {
  2063. var inv = 1.0 / this.direction.x;
  2064. var min = (minimum.x - this.origin.x) * inv;
  2065. var max = (maximum.x - this.origin.x) * inv;
  2066. if (max === -Infinity) {
  2067. max = Infinity;
  2068. }
  2069. if (min > max) {
  2070. var temp = min;
  2071. min = max;
  2072. max = temp;
  2073. }
  2074. d = Math.max(min, d);
  2075. maxValue = Math.min(max, maxValue);
  2076. if (d > maxValue) {
  2077. return false;
  2078. }
  2079. }
  2080. if (Math.abs(this.direction.y) < 0.0000001) {
  2081. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  2082. return false;
  2083. }
  2084. }
  2085. else {
  2086. inv = 1.0 / this.direction.y;
  2087. min = (minimum.y - this.origin.y) * inv;
  2088. max = (maximum.y - this.origin.y) * inv;
  2089. if (max === -Infinity) {
  2090. max = Infinity;
  2091. }
  2092. if (min > max) {
  2093. temp = min;
  2094. min = max;
  2095. max = temp;
  2096. }
  2097. d = Math.max(min, d);
  2098. maxValue = Math.min(max, maxValue);
  2099. if (d > maxValue) {
  2100. return false;
  2101. }
  2102. }
  2103. if (Math.abs(this.direction.z) < 0.0000001) {
  2104. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  2105. return false;
  2106. }
  2107. }
  2108. else {
  2109. inv = 1.0 / this.direction.z;
  2110. min = (minimum.z - this.origin.z) * inv;
  2111. max = (maximum.z - this.origin.z) * inv;
  2112. if (max === -Infinity) {
  2113. max = Infinity;
  2114. }
  2115. if (min > max) {
  2116. temp = min;
  2117. min = max;
  2118. max = temp;
  2119. }
  2120. d = Math.max(min, d);
  2121. maxValue = Math.min(max, maxValue);
  2122. if (d > maxValue) {
  2123. return false;
  2124. }
  2125. }
  2126. return true;
  2127. };
  2128. Ray.prototype.intersectsBox = function (box) {
  2129. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  2130. };
  2131. Ray.prototype.intersectsSphere = function (sphere) {
  2132. var x = sphere.center.x - this.origin.x;
  2133. var y = sphere.center.y - this.origin.y;
  2134. var z = sphere.center.z - this.origin.z;
  2135. var pyth = (x * x) + (y * y) + (z * z);
  2136. var rr = sphere.radius * sphere.radius;
  2137. if (pyth <= rr) {
  2138. return true;
  2139. }
  2140. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  2141. if (dot < 0.0) {
  2142. return false;
  2143. }
  2144. var temp = pyth - (dot * dot);
  2145. return temp <= rr;
  2146. };
  2147. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  2148. if (!this._edge1) {
  2149. this._edge1 = Vector3.Zero();
  2150. this._edge2 = Vector3.Zero();
  2151. this._pvec = Vector3.Zero();
  2152. this._tvec = Vector3.Zero();
  2153. this._qvec = Vector3.Zero();
  2154. }
  2155. vertex1.subtractToRef(vertex0, this._edge1);
  2156. vertex2.subtractToRef(vertex0, this._edge2);
  2157. Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  2158. var det = Vector3.Dot(this._edge1, this._pvec);
  2159. if (det === 0) {
  2160. return null;
  2161. }
  2162. var invdet = 1 / det;
  2163. this.origin.subtractToRef(vertex0, this._tvec);
  2164. var bu = Vector3.Dot(this._tvec, this._pvec) * invdet;
  2165. if (bu < 0 || bu > 1.0) {
  2166. return null;
  2167. }
  2168. Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  2169. var bv = Vector3.Dot(this.direction, this._qvec) * invdet;
  2170. if (bv < 0 || bu + bv > 1.0) {
  2171. return null;
  2172. }
  2173. //check if the distance is longer than the predefined length.
  2174. var distance = Vector3.Dot(this._edge2, this._qvec) * invdet;
  2175. if (distance > this.length) {
  2176. return null;
  2177. }
  2178. return new BABYLON.IntersectionInfo(bu, bv, distance);
  2179. };
  2180. // Statics
  2181. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  2182. var start = Vector3.Unproject(new Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection);
  2183. var end = Vector3.Unproject(new Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection);
  2184. var direction = end.subtract(start);
  2185. direction.normalize();
  2186. return new Ray(start, direction);
  2187. };
  2188. /**
  2189. * 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
  2190. * transformed to the given world matrix.
  2191. * @param origin The origin point
  2192. * @param end The end point
  2193. * @param world a matrix to transform the ray to. Default is the identity matrix.
  2194. */
  2195. Ray.CreateNewFromTo = function (origin, end, world) {
  2196. if (world === void 0) { world = Matrix.Identity(); }
  2197. var direction = end.subtract(origin);
  2198. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  2199. direction.normalize();
  2200. return Ray.Transform(new Ray(origin, direction, length), world);
  2201. };
  2202. Ray.Transform = function (ray, matrix) {
  2203. var newOrigin = Vector3.TransformCoordinates(ray.origin, matrix);
  2204. var newDirection = Vector3.TransformNormal(ray.direction, matrix);
  2205. return new Ray(newOrigin, newDirection, ray.length);
  2206. };
  2207. return Ray;
  2208. })();
  2209. BABYLON.Ray = Ray;
  2210. (function (Space) {
  2211. Space[Space["LOCAL"] = 0] = "LOCAL";
  2212. Space[Space["WORLD"] = 1] = "WORLD";
  2213. })(BABYLON.Space || (BABYLON.Space = {}));
  2214. var Space = BABYLON.Space;
  2215. var Axis = (function () {
  2216. function Axis() {
  2217. }
  2218. Axis.X = new Vector3(1, 0, 0);
  2219. Axis.Y = new Vector3(0, 1, 0);
  2220. Axis.Z = new Vector3(0, 0, 1);
  2221. return Axis;
  2222. })();
  2223. BABYLON.Axis = Axis;
  2224. ;
  2225. var BezierCurve = (function () {
  2226. function BezierCurve() {
  2227. }
  2228. BezierCurve.interpolate = function (t, x1, y1, x2, y2) {
  2229. // Extract X (which is equal to time here)
  2230. var f0 = 1 - 3 * x2 + 3 * x1;
  2231. var f1 = 3 * x2 - 6 * x1;
  2232. var f2 = 3 * x1;
  2233. var refinedT = t;
  2234. for (var i = 0; i < 5; i++) {
  2235. var refinedT2 = refinedT * refinedT;
  2236. var refinedT3 = refinedT2 * refinedT;
  2237. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  2238. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  2239. refinedT -= (x - t) * slope;
  2240. refinedT = Math.min(1, Math.max(0, refinedT));
  2241. }
  2242. // Resolve cubic bezier for the given x
  2243. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 + 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 + Math.pow(refinedT, 3);
  2244. };
  2245. return BezierCurve;
  2246. })();
  2247. BABYLON.BezierCurve = BezierCurve;
  2248. (function (Orientation) {
  2249. Orientation[Orientation["CW"] = 0] = "CW";
  2250. Orientation[Orientation["CCW"] = 1] = "CCW";
  2251. })(BABYLON.Orientation || (BABYLON.Orientation = {}));
  2252. var Orientation = BABYLON.Orientation;
  2253. var Angle = (function () {
  2254. function Angle(radians) {
  2255. var _this = this;
  2256. this.degrees = function () { return _this._radians * 180 / Math.PI; };
  2257. this.radians = function () { return _this._radians; };
  2258. this._radians = radians;
  2259. if (this._radians < 0)
  2260. this._radians += (2 * Math.PI);
  2261. }
  2262. Angle.BetweenTwoPoints = function (a, b) {
  2263. var delta = b.subtract(a);
  2264. var theta = Math.atan2(delta.y, delta.x);
  2265. return new Angle(theta);
  2266. };
  2267. Angle.FromRadians = function (radians) {
  2268. return new Angle(radians);
  2269. };
  2270. Angle.FromDegrees = function (degrees) {
  2271. return new Angle(degrees * Math.PI / 180);
  2272. };
  2273. return Angle;
  2274. })();
  2275. BABYLON.Angle = Angle;
  2276. var Arc2 = (function () {
  2277. function Arc2(startPoint, midPoint, endPoint) {
  2278. this.startPoint = startPoint;
  2279. this.midPoint = midPoint;
  2280. this.endPoint = endPoint;
  2281. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  2282. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  2283. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  2284. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  2285. this.centerPoint = new Vector2((startToMid * (midPoint.y - endPoint.y) - midToEnd * (startPoint.y - midPoint.y)) / det, ((startPoint.x - midPoint.x) * midToEnd - (midPoint.x - endPoint.x) * startToMid) / det);
  2286. this.radius = this.centerPoint.subtract(this.startPoint).length();
  2287. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  2288. var a1 = this.startAngle.degrees();
  2289. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  2290. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  2291. // angles correction
  2292. if (a2 - a1 > +180.0)
  2293. a2 -= 360.0;
  2294. if (a2 - a1 < -180.0)
  2295. a2 += 360.0;
  2296. if (a3 - a2 > +180.0)
  2297. a3 -= 360.0;
  2298. if (a3 - a2 < -180.0)
  2299. a3 += 360.0;
  2300. this.orientation = (a2 - a1) < 0 ? 0 /* CW */ : 1 /* CCW */;
  2301. this.angle = Angle.FromDegrees(this.orientation === 0 /* CW */ ? a1 - a3 : a3 - a1);
  2302. }
  2303. return Arc2;
  2304. })();
  2305. BABYLON.Arc2 = Arc2;
  2306. var PathCursor = (function () {
  2307. function PathCursor(path) {
  2308. this.path = path;
  2309. this._onchange = new Array();
  2310. this.value = 0;
  2311. this.animations = new Array();
  2312. }
  2313. PathCursor.prototype.getPoint = function () {
  2314. var point = this.path.getPointAtLengthPosition(this.value);
  2315. return new Vector3(point.x, 0, point.y);
  2316. };
  2317. PathCursor.prototype.moveAhead = function (step) {
  2318. if (step === void 0) { step = 0.002; }
  2319. this.move(step);
  2320. return this;
  2321. };
  2322. PathCursor.prototype.moveBack = function (step) {
  2323. if (step === void 0) { step = 0.002; }
  2324. this.move(-step);
  2325. return this;
  2326. };
  2327. PathCursor.prototype.move = function (step) {
  2328. if (Math.abs(step) > 1) {
  2329. throw "step size should be less than 1.";
  2330. }
  2331. this.value += step;
  2332. this.ensureLimits();
  2333. this.raiseOnChange();
  2334. return this;
  2335. };
  2336. PathCursor.prototype.ensureLimits = function () {
  2337. while (this.value > 1) {
  2338. this.value -= 1;
  2339. }
  2340. while (this.value < 0) {
  2341. this.value += 1;
  2342. }
  2343. return this;
  2344. };
  2345. // used by animation engine
  2346. PathCursor.prototype.markAsDirty = function (propertyName) {
  2347. this.ensureLimits();
  2348. this.raiseOnChange();
  2349. return this;
  2350. };
  2351. PathCursor.prototype.raiseOnChange = function () {
  2352. var _this = this;
  2353. this._onchange.forEach(function (f) { return f(_this); });
  2354. return this;
  2355. };
  2356. PathCursor.prototype.onchange = function (f) {
  2357. this._onchange.push(f);
  2358. return this;
  2359. };
  2360. return PathCursor;
  2361. })();
  2362. BABYLON.PathCursor = PathCursor;
  2363. var Path2 = (function () {
  2364. function Path2(x, y) {
  2365. this._points = new Array();
  2366. this._length = 0;
  2367. this.closed = false;
  2368. this._points.push(new Vector2(x, y));
  2369. }
  2370. Path2.prototype.addLineTo = function (x, y) {
  2371. if (closed) {
  2372. BABYLON.Tools.Error("cannot add lines to closed paths");
  2373. return this;
  2374. }
  2375. var newPoint = new Vector2(x, y);
  2376. var previousPoint = this._points[this._points.length - 1];
  2377. this._points.push(newPoint);
  2378. this._length += newPoint.subtract(previousPoint).length();
  2379. return this;
  2380. };
  2381. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  2382. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  2383. if (closed) {
  2384. BABYLON.Tools.Error("cannot add arcs to closed paths");
  2385. return this;
  2386. }
  2387. var startPoint = this._points[this._points.length - 1];
  2388. var midPoint = new Vector2(midX, midY);
  2389. var endPoint = new Vector2(endX, endY);
  2390. var arc = new Arc2(startPoint, midPoint, endPoint);
  2391. var increment = arc.angle.radians() / numberOfSegments;
  2392. if (arc.orientation === 0 /* CW */)
  2393. increment *= -1;
  2394. var currentAngle = arc.startAngle.radians() + increment;
  2395. for (var i = 0; i < numberOfSegments; i++) {
  2396. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  2397. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  2398. this.addLineTo(x, y);
  2399. currentAngle += increment;
  2400. }
  2401. return this;
  2402. };
  2403. Path2.prototype.close = function () {
  2404. this.closed = true;
  2405. return this;
  2406. };
  2407. Path2.prototype.length = function () {
  2408. var result = this._length;
  2409. if (!this.closed) {
  2410. var lastPoint = this._points[this._points.length - 1];
  2411. var firstPoint = this._points[0];
  2412. result += (firstPoint.subtract(lastPoint).length());
  2413. }
  2414. return result;
  2415. };
  2416. Path2.prototype.getPoints = function () {
  2417. return this._points;
  2418. };
  2419. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  2420. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  2421. BABYLON.Tools.Error("normalized length position should be between 0 and 1.");
  2422. return Vector2.Zero();
  2423. }
  2424. var lengthPosition = normalizedLengthPosition * this.length();
  2425. var previousOffset = 0;
  2426. for (var i = 0; i < this._points.length; i++) {
  2427. var j = (i + 1) % this._points.length;
  2428. var a = this._points[i];
  2429. var b = this._points[j];
  2430. var bToA = b.subtract(a);
  2431. var nextOffset = (bToA.length() + previousOffset);
  2432. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  2433. var dir = bToA.normalize();
  2434. var localOffset = lengthPosition - previousOffset;
  2435. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  2436. }
  2437. previousOffset = nextOffset;
  2438. }
  2439. BABYLON.Tools.Error("internal error");
  2440. return Vector2.Zero();
  2441. };
  2442. Path2.StartingAt = function (x, y) {
  2443. return new Path2(x, y);
  2444. };
  2445. return Path2;
  2446. })();
  2447. BABYLON.Path2 = Path2;
  2448. var Path3D = (function () {
  2449. function Path3D(path) {
  2450. this.path = path;
  2451. this._curve = new Array();
  2452. this._distances = new Array();
  2453. this._tangents = new Array();
  2454. this._normals = new Array();
  2455. this._binormals = new Array();
  2456. this._curve = path.slice(); // copy array
  2457. var l = this._curve.length;
  2458. // first and last tangents
  2459. this._tangents[0] = this._curve[1].subtract(this._curve[0]);
  2460. this._tangents[0].normalize();
  2461. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  2462. this._tangents[l - 1].normalize();
  2463. // normals and binormals at first point : arbitrary vector with _normalVector()
  2464. var tg0 = this._tangents[0];
  2465. var pp0 = this._normalVector(this._curve[0], tg0);
  2466. this._normals[0] = pp0;
  2467. this._normals[0].normalize();
  2468. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  2469. this._normals[0].normalize();
  2470. this._distances[0] = 0;
  2471. // normals and binormals : next points
  2472. var prev; // previous vector (segment)
  2473. var cur; // current vector (segment)
  2474. var curTang; // current tangent
  2475. var prevNorm; // previous normal
  2476. var prevBinor; // previous binormal
  2477. for (var i = 1; i < l; i++) {
  2478. // tangents
  2479. prev = this._curve[i].subtract(this._curve[i - 1]);
  2480. if (i < l - 1) {
  2481. cur = this._curve[i + 1].subtract(this._curve[i]);
  2482. this._tangents[i] = prev.add(cur);
  2483. this._tangents[i].normalize();
  2484. }
  2485. this._distances[i] = this._distances[i - 1] + prev.length();
  2486. // normals and binormals
  2487. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  2488. curTang = this._tangents[i];
  2489. prevNorm = this._normals[i - 1];
  2490. prevBinor = this._binormals[i - 1];
  2491. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  2492. this._normals[i].normalize();
  2493. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  2494. this._binormals[i].normalize();
  2495. }
  2496. }
  2497. Path3D.prototype.getCurve = function () {
  2498. return this._curve;
  2499. };
  2500. Path3D.prototype.getTangents = function () {
  2501. return this._tangents;
  2502. };
  2503. Path3D.prototype.getNormals = function () {
  2504. return this._normals;
  2505. };
  2506. Path3D.prototype.getBinormals = function () {
  2507. return this._binormals;
  2508. };
  2509. Path3D.prototype.getDistances = function () {
  2510. return this._distances;
  2511. };
  2512. // private function normalVector(v0, vt) :
  2513. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  2514. Path3D.prototype._normalVector = function (v0, vt) {
  2515. var point;
  2516. if (vt.x !== 1) {
  2517. point = new Vector3(1, 0, 0);
  2518. }
  2519. else if (vt.y !== 1) {
  2520. point = new Vector3(0, 1, 0);
  2521. }
  2522. else if (vt.z !== 1) {
  2523. point = new Vector3(0, 0, 1);
  2524. }
  2525. var normal0 = Vector3.Cross(vt, point);
  2526. normal0.normalize();
  2527. return normal0;
  2528. };
  2529. return Path3D;
  2530. })();
  2531. BABYLON.Path3D = Path3D;
  2532. var Curve3 = (function () {
  2533. function Curve3(points) {
  2534. this._points = points;
  2535. }
  2536. // QuadraticBezier(origin_V3, control_V3, destination_V3 )
  2537. Curve3.QuadraticBezier = function (v0, v1, v2, nbPoints) {
  2538. nbPoints = nbPoints > 2 ? nbPoints : 3;
  2539. var bez = new Array();
  2540. var step = 1 / nbPoints;
  2541. var equation = function (t, val0, val1, val2) {
  2542. var res = (1 - t) * (1 - t) * val0 + 2 * t * (1 - t) * val1 + t * t * val2;
  2543. return res;
  2544. };
  2545. for (var i = 0; i <= 1; i += step) {
  2546. bez.push(new Vector3(equation(i, v0.x, v1.x, v2.x), equation(i, v0.y, v1.y, v2.y), equation(i, v0.z, v1.z, v2.z)));
  2547. }
  2548. return new Curve3(bez);
  2549. };
  2550. // CubicBezier(origin_V3, control1_V3, control2_V3, destination_V3)
  2551. Curve3.CubicBezier = function (v0, v1, v2, v3, nbPoints) {
  2552. nbPoints = nbPoints > 3 ? nbPoints : 4;
  2553. var bez = new Array();
  2554. var step = 1 / nbPoints;
  2555. var equation = function (t, val0, val1, val2, val3) {
  2556. var res = (1 - t) * (1 - t) * (1 - t) * val0 + 3 * t * (1 - t) * (1 - t) * val1 + 3 * t * t * (1 - t) * val2 + t * t * t * val3;
  2557. return res;
  2558. };
  2559. for (var i = 0; i <= 1; i += step) {
  2560. bez.push(new Vector3(equation(i, v0.x, v1.x, v2.x, v3.x), equation(i, v0.y, v1.y, v2.y, v3.y), equation(i, v0.z, v1.z, v2.z, v3.z)));
  2561. }
  2562. return new Curve3(bez);
  2563. };
  2564. Curve3.prototype.getPoints = function () {
  2565. return this._points;
  2566. };
  2567. return Curve3;
  2568. })();
  2569. BABYLON.Curve3 = Curve3;
  2570. // SIMD
  2571. if (window.SIMD !== undefined) {
  2572. // Replace functions
  2573. Matrix.prototype.multiplyToArray = Matrix.prototype.multiplyToArraySIMD;
  2574. Vector3.TransformCoordinatesToRef = Vector3.TransformCoordinatesToRefSIMD;
  2575. Vector3.TransformCoordinatesFromFloatsToRef = Vector3.TransformCoordinatesFromFloatsToRefSIMD;
  2576. }
  2577. })(BABYLON || (BABYLON = {}));
  2578. //# sourceMappingURL=babylon.math.js.map