babylon.math.ts 71 KB

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  1. module BABYLON {
  2. export class Color3 {
  3. constructor(public r: number = 0, public g: number = 0, public b: number = 0) {
  4. }
  5. public toString(): string {
  6. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  7. }
  8. // Operators
  9. public toArray(array: number[], index?: number): void {
  10. if (index === undefined) {
  11. index = 0;
  12. }
  13. array[index] = this.r;
  14. array[index + 1] = this.g;
  15. array[index + 2] = this.b;
  16. }
  17. public asArray(): number[] {
  18. var result = [];
  19. this.toArray(result, 0);
  20. return result;
  21. }
  22. public multiply(otherColor: Color3): Color3 {
  23. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  24. }
  25. public multiplyToRef(otherColor: Color3, result: Color3): void {
  26. result.r = this.r * otherColor.r;
  27. result.g = this.g * otherColor.g;
  28. result.b = this.b * otherColor.b;
  29. }
  30. public equals(otherColor: Color3): boolean {
  31. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  32. }
  33. public scale(scale: number): Color3 {
  34. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  35. }
  36. public scaleToRef(scale: number, result: Color3): void {
  37. result.r = this.r * scale;
  38. result.g = this.g * scale;
  39. result.b = this.b * scale;
  40. }
  41. public add(otherColor: Color3): Color3 {
  42. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  43. }
  44. public addToRef(otherColor: Color3, result: Color3): void {
  45. result.r = this.r + otherColor.r;
  46. result.g = this.g + otherColor.g;
  47. result.b = this.b + otherColor.b;
  48. }
  49. public subtract(otherColor: Color3): Color3 {
  50. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  51. }
  52. public subtractToRef(otherColor: Color3, result: Color3): void {
  53. result.r = this.r - otherColor.r;
  54. result.g = this.g - otherColor.g;
  55. result.b = this.b - otherColor.b;
  56. }
  57. public clone(): Color3 {
  58. return new Color3(this.r, this.g, this.b);
  59. }
  60. public copyFrom(source: Color3): void {
  61. this.r = source.r;
  62. this.g = source.g;
  63. this.b = source.b;
  64. }
  65. public copyFromFloats(r: number, g: number, b: number): void {
  66. this.r = r;
  67. this.g = g;
  68. this.b = b;
  69. }
  70. // Statics
  71. public static FromArray(array: number[]): Color3 {
  72. return new Color3(array[0], array[1], array[2]);
  73. }
  74. public static FromInts(r: number, g: number, b: number): Color3 {
  75. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  76. }
  77. public static Lerp(start: Color3, end: Color3, amount: number): Color3 {
  78. var r = start.r + ((end.r - start.r) * amount);
  79. var g = start.g + ((end.g - start.g) * amount);
  80. var b = start.b + ((end.b - start.b) * amount);
  81. return new Color3(r, g, b);
  82. }
  83. public static Red(): Color3 { return new Color3(1, 0, 0); }
  84. public static Green(): Color3 { return new Color3(0, 1, 0); }
  85. public static Blue(): Color3 { return new Color3(0, 0, 1); }
  86. public static Black(): Color3 { return new Color3(0, 0, 0); }
  87. public static White(): Color3 { return new Color3(1, 1, 1); }
  88. public static Purple(): Color3 { return new Color3(0.5, 0, 0.5); }
  89. public static Magenta(): Color3 { return new Color3(1, 0, 1); }
  90. public static Yellow(): Color3 { return new Color3(1, 1, 0); }
  91. }
  92. export class Color4 {
  93. constructor(public r: number, public g: number, public b: number, public a: number) {
  94. }
  95. // Operators
  96. public addInPlace(right) {
  97. this.r += right.r;
  98. this.g += right.g;
  99. this.b += right.b;
  100. this.a += right.a;
  101. }
  102. public asArray(): number[] {
  103. var result = [];
  104. this.toArray(result, 0);
  105. return result;
  106. }
  107. public toArray(array: number[], index?: number): void {
  108. if (index === undefined) {
  109. index = 0;
  110. }
  111. array[index] = this.r;
  112. array[index + 1] = this.g;
  113. array[index + 2] = this.b;
  114. array[index + 3] = this.a;
  115. }
  116. public add(right: Color4): Color4 {
  117. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  118. }
  119. public subtract(right: Color4): Color4 {
  120. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  121. }
  122. public subtractToRef(right: Color4, result: Color4): void {
  123. result.r = this.r - right.r;
  124. result.g = this.g - right.g;
  125. result.b = this.b - right.b;
  126. result.a = this.a - right.a;
  127. }
  128. public scale(scale: number): Color4 {
  129. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  130. }
  131. public scaleToRef(scale: number, result: Color4): void {
  132. result.r = this.r * scale;
  133. result.g = this.g * scale;
  134. result.b = this.b * scale;
  135. result.a = this.a * scale;
  136. }
  137. public toString(): string {
  138. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  139. }
  140. public clone(): Color4 {
  141. return new Color4(this.r, this.g, this.b, this.a);
  142. }
  143. // Statics
  144. public static Lerp(left: Color4, right: Color4, amount: number): Color4 {
  145. var result = new Color4(0, 0, 0, 0);
  146. BABYLON.Color4.LerpToRef(left, right, amount, result);
  147. return result;
  148. }
  149. public static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void {
  150. result.r = left.r + (right.r - left.r) * amount;
  151. result.g = left.g + (right.g - left.g) * amount;
  152. result.b = left.b + (right.b - left.b) * amount;
  153. result.a = left.a + (right.a - left.a) * amount;
  154. }
  155. public static FromArray(array: number[], offset: number): Color4 {
  156. if (!offset) {
  157. offset = 0;
  158. }
  159. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  160. }
  161. public static FromInts(r: number, g: number, b: number, a: number): Color4 {
  162. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  163. }
  164. }
  165. export class Vector2 {
  166. constructor(public x: number, public y: number) {
  167. }
  168. public toString(): string {
  169. return "{X: " + this.x + " Y:" + this.y + "}";
  170. }
  171. // Operators
  172. public toArray(array: number[], index?: number): void {
  173. if (index === undefined) {
  174. index = 0;
  175. }
  176. array[index] = this.x;
  177. array[index + 1] = this.y;
  178. }
  179. public asArray(): number[] {
  180. var result = [];
  181. this.toArray(result, 0);
  182. return result;
  183. }
  184. public copyFrom(source: Vector2): void {
  185. this.x = source.x;
  186. this.y = source.y;
  187. }
  188. public add(otherVector: Vector2): Vector2 {
  189. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  190. }
  191. public subtract(otherVector: Vector2): Vector2 {
  192. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  193. }
  194. public negate(): Vector2 {
  195. return new Vector2(-this.x, -this.y);
  196. }
  197. public scaleInPlace(scale: number): void {
  198. this.x *= scale;
  199. this.y *= scale;
  200. }
  201. public scale(scale: number): Vector2 {
  202. return new Vector2(this.x * scale, this.y * scale);
  203. }
  204. public equals(otherVector: Vector2): boolean {
  205. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  206. }
  207. // Properties
  208. public length(): number {
  209. return Math.sqrt(this.x * this.x + this.y * this.y);
  210. }
  211. public lengthSquared(): number {
  212. return (this.x * this.x + this.y * this.y);
  213. }
  214. // Methods
  215. public normalize(): void {
  216. var len = this.length();
  217. if (len === 0)
  218. return;
  219. var num = 1.0 / len;
  220. this.x *= num;
  221. this.y *= num;
  222. }
  223. public clone(): Vector2 {
  224. return new Vector2(this.x, this.y);
  225. }
  226. // Statics
  227. public static Zero(): Vector2 {
  228. return new Vector2(0, 0);
  229. }
  230. public static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2 {
  231. var squared = amount * amount;
  232. var cubed = amount * squared;
  233. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  234. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  235. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  236. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  237. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  238. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  239. return new Vector2(x, y);
  240. }
  241. public static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2 {
  242. var x = value.x;
  243. x = (x > max.x) ? max.x : x;
  244. x = (x < min.x) ? min.x : x;
  245. var y = value.y;
  246. y = (y > max.y) ? max.y : y;
  247. y = (y < min.y) ? min.y : y;
  248. return new Vector2(x, y);
  249. }
  250. public static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2 {
  251. var squared = amount * amount;
  252. var cubed = amount * squared;
  253. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  254. var part2 = (-2.0 * cubed) + (3.0 * squared);
  255. var part3 = (cubed - (2.0 * squared)) + amount;
  256. var part4 = cubed - squared;
  257. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  258. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  259. return new Vector2(x, y);
  260. }
  261. public static Lerp(start: Vector2, end: Vector2, amount: number): Vector2 {
  262. var x = start.x + ((end.x - start.x) * amount);
  263. var y = start.y + ((end.y - start.y) * amount);
  264. return new Vector2(x, y);
  265. }
  266. public static Dot(left: Vector2, right: Vector2): number {
  267. return left.x * right.x + left.y * right.y;
  268. }
  269. public static Normalize(vector: Vector2): Vector2 {
  270. var newVector = vector.clone();
  271. newVector.normalize();
  272. return newVector;
  273. }
  274. public static Minimize(left: Vector2, right: Vector2): Vector2 {
  275. var x = (left.x < right.x) ? left.x : right.x;
  276. var y = (left.y < right.y) ? left.y : right.y;
  277. return new Vector2(x, y);
  278. }
  279. public static Maximize(left: Vector2, right: Vector2): Vector2 {
  280. var x = (left.x > right.x) ? left.x : right.x;
  281. var y = (left.y > right.y) ? left.y : right.y;
  282. return new Vector2(x, y);
  283. }
  284. public static Transform(vector: Vector2, transformation: Matrix): Vector2 {
  285. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]);
  286. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]);
  287. return new Vector2(x, y);
  288. }
  289. public static Distance(value1: Vector2, value2: Vector2): number {
  290. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  291. }
  292. public static DistanceSquared(value1: Vector2, value2: Vector2): number {
  293. var x = value1.x - value2.x;
  294. var y = value1.y - value2.y;
  295. return (x * x) + (y * y);
  296. }
  297. }
  298. export class Vector3 {
  299. constructor(public x: number, public y: number, public z: number) {
  300. }
  301. public toString(): string {
  302. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  303. }
  304. // Operators
  305. public asArray(): number[] {
  306. var result = [];
  307. this.toArray(result, 0);
  308. return result;
  309. }
  310. public toArray(array: number[], index?: number): void {
  311. if (index === undefined) {
  312. index = 0;
  313. }
  314. array[index] = this.x;
  315. array[index + 1] = this.y;
  316. array[index + 2] = this.z;
  317. }
  318. public addInPlace(otherVector: Vector3): void {
  319. this.x += otherVector.x;
  320. this.y += otherVector.y;
  321. this.z += otherVector.z;
  322. }
  323. public add(otherVector: Vector3): Vector3 {
  324. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  325. }
  326. public addToRef(otherVector: Vector3, result: Vector3): void {
  327. result.x = this.x + otherVector.x;
  328. result.y = this.y + otherVector.y;
  329. result.z = this.z + otherVector.z;
  330. }
  331. public subtractInPlace(otherVector: Vector3): void {
  332. this.x -= otherVector.x;
  333. this.y -= otherVector.y;
  334. this.z -= otherVector.z;
  335. }
  336. public subtract(otherVector: Vector3): Vector3 {
  337. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  338. }
  339. public subtractToRef(otherVector: Vector3, result: Vector3): void {
  340. result.x = this.x - otherVector.x;
  341. result.y = this.y - otherVector.y;
  342. result.z = this.z - otherVector.z;
  343. }
  344. public subtractFromFloats(x: number, y: number, z: number): Vector3 {
  345. return new Vector3(this.x - x, this.y - y, this.z - z);
  346. }
  347. public subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): void {
  348. result.x = this.x - x;
  349. result.y = this.y - y;
  350. result.z = this.z - z;
  351. }
  352. public negate(): Vector3 {
  353. return new Vector3(-this.x, -this.y, -this.z);
  354. }
  355. public scaleInPlace(scale: number): void {
  356. this.x *= scale;
  357. this.y *= scale;
  358. this.z *= scale;
  359. }
  360. public scale(scale: number): Vector3 {
  361. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  362. }
  363. public scaleToRef(scale: number, result: Vector3) {
  364. result.x = this.x * scale;
  365. result.y = this.y * scale;
  366. result.z = this.z * scale;
  367. }
  368. public equals(otherVector: Vector3): boolean {
  369. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  370. }
  371. public equalsToFloats(x: number, y: number, z: number): boolean {
  372. return this.x === x && this.y === y && this.z === z;
  373. }
  374. public multiplyInPlace(otherVector: Vector3): void {
  375. this.x *= otherVector.x;
  376. this.y *= otherVector.y;
  377. this.z *= otherVector.z;
  378. }
  379. public multiply(otherVector: Vector3): Vector3 {
  380. return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  381. }
  382. public multiplyToRef(otherVector: Vector3, result: Vector3): void {
  383. result.x = this.x * otherVector.x;
  384. result.y = this.y * otherVector.y;
  385. result.z = this.z * otherVector.z;
  386. }
  387. public multiplyByFloats(x: number, y: number, z: number): Vector3 {
  388. return new Vector3(this.x * x, this.y * y, this.z * z);
  389. }
  390. public divide(otherVector: Vector3): Vector3 {
  391. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  392. }
  393. public divideToRef(otherVector: Vector3, result: Vector3): void {
  394. result.x = this.x / otherVector.x;
  395. result.y = this.y / otherVector.y;
  396. result.z = this.z / otherVector.z;
  397. }
  398. public MinimizeInPlace(other: Vector3): void {
  399. if (other.x < this.x) this.x = other.x;
  400. if (other.y < this.y) this.y = other.y;
  401. if (other.z < this.z) this.z = other.z;
  402. }
  403. public MaximizeInPlace(other: Vector3): void {
  404. if (other.x > this.x) this.x = other.x;
  405. if (other.y > this.y) this.y = other.y;
  406. if (other.z > this.z) this.z = other.z;
  407. }
  408. // Properties
  409. public length(): number {
  410. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  411. }
  412. public lengthSquared(): number {
  413. return (this.x * this.x + this.y * this.y + this.z * this.z);
  414. }
  415. // Methods
  416. public normalize(): void {
  417. var len = this.length();
  418. if (len === 0)
  419. return;
  420. var num = 1.0 / len;
  421. this.x *= num;
  422. this.y *= num;
  423. this.z *= num;
  424. }
  425. public clone(): Vector3 {
  426. return new Vector3(this.x, this.y, this.z);
  427. }
  428. public copyFrom(source: Vector3): void {
  429. this.x = source.x;
  430. this.y = source.y;
  431. this.z = source.z;
  432. }
  433. public copyFromFloats(x: number, y: number, z: number): void {
  434. this.x = x;
  435. this.y = y;
  436. this.z = z;
  437. }
  438. // Statics
  439. public static FromArray(array: number[], offset?: number): Vector3 {
  440. if (!offset) {
  441. offset = 0;
  442. }
  443. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  444. }
  445. public static FromArrayToRef(array: number[], offset: number, result: Vector3): void {
  446. result.x = array[offset];
  447. result.y = array[offset + 1];
  448. result.z = array[offset + 2];
  449. }
  450. public static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void {
  451. result.x = array[offset];
  452. result.y = array[offset + 1];
  453. result.z = array[offset + 2];
  454. }
  455. public static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void {
  456. result.x = x;
  457. result.y = y;
  458. result.z = z;
  459. }
  460. public static Zero(): Vector3 {
  461. return new Vector3(0, 0, 0);
  462. }
  463. public static Up(): Vector3 {
  464. return new Vector3(0, 1.0, 0);
  465. }
  466. public static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3 {
  467. var result = Vector3.Zero();
  468. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  469. return result;
  470. }
  471. public static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void {
  472. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12];
  473. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13];
  474. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14];
  475. var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15];
  476. result.x = x / w;
  477. result.y = y / w;
  478. result.z = z / w;
  479. }
  480. public static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void {
  481. var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12];
  482. var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13];
  483. var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14];
  484. var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15];
  485. result.x = rx / rw;
  486. result.y = ry / rw;
  487. result.z = rz / rw;
  488. }
  489. public static TransformNormal(vector: Vector3, transformation: Matrix): Vector3 {
  490. var result = Vector3.Zero();
  491. Vector3.TransformNormalToRef(vector, transformation, result);
  492. return result;
  493. }
  494. public static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void {
  495. result.x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
  496. result.y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
  497. result.z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
  498. }
  499. public static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void {
  500. result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]);
  501. result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]);
  502. result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]);
  503. }
  504. public static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3 {
  505. var squared = amount * amount;
  506. var cubed = amount * squared;
  507. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  508. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  509. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  510. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  511. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  512. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  513. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  514. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  515. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  516. return new Vector3(x, y, z);
  517. }
  518. public static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3 {
  519. var x = value.x;
  520. x = (x > max.x) ? max.x : x;
  521. x = (x < min.x) ? min.x : x;
  522. var y = value.y;
  523. y = (y > max.y) ? max.y : y;
  524. y = (y < min.y) ? min.y : y;
  525. var z = value.z;
  526. z = (z > max.z) ? max.z : z;
  527. z = (z < min.z) ? min.z : z;
  528. return new Vector3(x, y, z);
  529. }
  530. public static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3 {
  531. var squared = amount * amount;
  532. var cubed = amount * squared;
  533. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  534. var part2 = (-2.0 * cubed) + (3.0 * squared);
  535. var part3 = (cubed - (2.0 * squared)) + amount;
  536. var part4 = cubed - squared;
  537. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  538. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  539. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  540. return new Vector3(x, y, z);
  541. }
  542. public static Lerp(start: Vector3, end: Vector3, amount: number): Vector3 {
  543. var x = start.x + ((end.x - start.x) * amount);
  544. var y = start.y + ((end.y - start.y) * amount);
  545. var z = start.z + ((end.z - start.z) * amount);
  546. return new Vector3(x, y, z);
  547. }
  548. public static Dot(left: Vector3, right: Vector3): number {
  549. return (left.x * right.x + left.y * right.y + left.z * right.z);
  550. }
  551. public static Cross(left: Vector3, right: Vector3): Vector3 {
  552. var result = Vector3.Zero();
  553. Vector3.CrossToRef(left, right, result);
  554. return result;
  555. }
  556. public static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void {
  557. result.x = left.y * right.z - left.z * right.y;
  558. result.y = left.z * right.x - left.x * right.z;
  559. result.z = left.x * right.y - left.y * right.x;
  560. }
  561. public static Normalize(vector: Vector3): Vector3 {
  562. var result = Vector3.Zero();
  563. Vector3.NormalizeToRef(vector, result);
  564. return result;
  565. }
  566. public static NormalizeToRef(vector: Vector3, result: Vector3): void {
  567. result.copyFrom(vector);
  568. result.normalize();
  569. }
  570. public static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3 {
  571. var cw = viewport.width;
  572. var ch = viewport.height;
  573. var cx = viewport.x;
  574. var cy = viewport.y;
  575. var viewportMatrix = BABYLON.Matrix.FromValues(
  576. cw / 2.0, 0, 0, 0,
  577. 0, -ch / 2.0, 0, 0,
  578. 0, 0, 1, 0,
  579. cx + cw / 2.0, ch / 2.0 + cy, 0, 1);
  580. var finalMatrix = world.multiply(transform).multiply(viewportMatrix);
  581. return Vector3.TransformCoordinates(vector, finalMatrix);
  582. }
  583. public static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3 {
  584. var matrix = world.multiply(view).multiply(projection);
  585. matrix.invert();
  586. source.x = source.x / viewportWidth * 2 - 1;
  587. source.y = -(source.y / viewportHeight * 2 - 1);
  588. var vector = BABYLON.Vector3.TransformCoordinates(source, matrix);
  589. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  590. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  591. vector = vector.scale(1.0 / num);
  592. }
  593. return vector;
  594. }
  595. public static Minimize(left: Vector3, right: Vector3): Vector3 {
  596. var min = left.clone();
  597. min.MinimizeInPlace(right);
  598. return min;
  599. }
  600. public static Maximize(left: Vector3, right: Vector3): Vector3 {
  601. var max = left.clone();
  602. max.MaximizeInPlace(right);
  603. return max;
  604. }
  605. public static Distance(value1: Vector3, value2: Vector3): number {
  606. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  607. }
  608. public static DistanceSquared(value1: Vector3, value2: Vector3): number {
  609. var x = value1.x - value2.x;
  610. var y = value1.y - value2.y;
  611. var z = value1.z - value2.z;
  612. return (x * x) + (y * y) + (z * z);
  613. }
  614. public static Center(value1: Vector3, value2: Vector3): Vector3 {
  615. var center = value1.add(value2);
  616. center.scaleInPlace(0.5);
  617. return center;
  618. }
  619. }
  620. export class Quaternion {
  621. constructor(public x: number = 0, public y: number = 0, public z: number = 0, public w: number = 0) {
  622. }
  623. public toString(): string {
  624. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  625. }
  626. public asArray(): number[] {
  627. return [this.x, this.y, this.z, this.w];
  628. }
  629. public equals(otherQuaternion: Quaternion): boolean {
  630. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  631. }
  632. public clone(): Quaternion {
  633. return new Quaternion(this.x, this.y, this.z, this.w);
  634. }
  635. public copyFrom(other: Quaternion): void {
  636. this.x = other.x;
  637. this.y = other.y;
  638. this.z = other.z;
  639. this.w = other.w;
  640. }
  641. public add(other: Quaternion): Quaternion {
  642. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  643. }
  644. public scale(value: number): Quaternion {
  645. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  646. }
  647. public multiply(q1: Quaternion): Quaternion {
  648. var result = new Quaternion(0, 0, 0, 1.0);
  649. this.multiplyToRef(q1, result);
  650. return result;
  651. }
  652. public multiplyToRef(q1: Quaternion, result: Quaternion): void {
  653. result.x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  654. result.y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  655. result.z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  656. result.w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  657. }
  658. public length(): number {
  659. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  660. }
  661. public normalize(): void {
  662. var length = 1.0 / this.length();
  663. this.x *= length;
  664. this.y *= length;
  665. this.z *= length;
  666. this.w *= length;
  667. }
  668. public toEulerAngles(): Vector3 {
  669. var qx = this.x;
  670. var qy = this.y;
  671. var qz = this.z;
  672. var qw = this.w;
  673. var sqx = qx * qx;
  674. var sqy = qy * qy;
  675. var sqz = qz * qz;
  676. var yaw = Math.atan2(2.0 * (qy * qw - qx * qz), 1.0 - 2.0 * (sqy + sqz));
  677. var pitch = Math.asin(2.0 * (qx * qy + qz * qw));
  678. var roll = Math.atan2(2.0 * (qx * qw - qy * qz), 1.0 - 2.0 * (sqx + sqz));
  679. var gimbaLockTest = qx * qy + qz * qw;
  680. if (gimbaLockTest > 0.499) {
  681. yaw = 2.0 * Math.atan2(qx, qw);
  682. roll = 0;
  683. } else if (gimbaLockTest < -0.499) {
  684. yaw = -2.0 * Math.atan2(qx, qw);
  685. roll = 0;
  686. }
  687. return new Vector3(pitch, yaw, roll);
  688. }
  689. public toRotationMatrix(result: Matrix): void {
  690. var xx = this.x * this.x;
  691. var yy = this.y * this.y;
  692. var zz = this.z * this.z;
  693. var xy = this.x * this.y;
  694. var zw = this.z * this.w;
  695. var zx = this.z * this.x;
  696. var yw = this.y * this.w;
  697. var yz = this.y * this.z;
  698. var xw = this.x * this.w;
  699. result.m[0] = 1.0 - (2.0 * (yy + zz));
  700. result.m[1] = 2.0 * (xy + zw);
  701. result.m[2] = 2.0 * (zx - yw);
  702. result.m[3] = 0;
  703. result.m[4] = 2.0 * (xy - zw);
  704. result.m[5] = 1.0 - (2.0 * (zz + xx));
  705. result.m[6] = 2.0 * (yz + xw);
  706. result.m[7] = 0;
  707. result.m[8] = 2.0 * (zx + yw);
  708. result.m[9] = 2.0 * (yz - xw);
  709. result.m[10] = 1.0 - (2.0 * (yy + xx));
  710. result.m[11] = 0;
  711. result.m[12] = 0;
  712. result.m[13] = 0;
  713. result.m[14] = 0;
  714. result.m[15] = 1.0;
  715. }
  716. // Statics
  717. public static RotationAxis(axis: Vector3, angle: number): Quaternion {
  718. var result = new Quaternion();
  719. var sin = Math.sin(angle / 2);
  720. result.w = Math.cos(angle / 2);
  721. result.x = axis.x * sin;
  722. result.y = axis.y * sin;
  723. result.z = axis.z * sin;
  724. return result;
  725. }
  726. public static FromArray(array: number[], offset?: number): Quaternion {
  727. if (!offset) {
  728. offset = 0;
  729. }
  730. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  731. }
  732. public static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion {
  733. var result = new Quaternion();
  734. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  735. return result;
  736. }
  737. public static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void {
  738. var halfRoll = roll * 0.5;
  739. var halfPitch = pitch * 0.5;
  740. var halfYaw = yaw * 0.5;
  741. var sinRoll = Math.sin(halfRoll);
  742. var cosRoll = Math.cos(halfRoll);
  743. var sinPitch = Math.sin(halfPitch);
  744. var cosPitch = Math.cos(halfPitch);
  745. var sinYaw = Math.sin(halfYaw);
  746. var cosYaw = Math.cos(halfYaw);
  747. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  748. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  749. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  750. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  751. }
  752. public static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion {
  753. var num2;
  754. var num3;
  755. var num = amount;
  756. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  757. var flag = false;
  758. if (num4 < 0) {
  759. flag = true;
  760. num4 = -num4;
  761. }
  762. if (num4 > 0.999999) {
  763. num3 = 1 - num;
  764. num2 = flag ? -num : num;
  765. }
  766. else {
  767. var num5 = Math.acos(num4);
  768. var num6 = (1.0 / Math.sin(num5));
  769. num3 = (Math.sin((1.0 - num) * num5)) * num6;
  770. num2 = flag ? ((-Math.sin(num * num5)) * num6) : ((Math.sin(num * num5)) * num6);
  771. }
  772. 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));
  773. }
  774. }
  775. export class Matrix {
  776. private static _tempQuaternion: Quaternion = new Quaternion();
  777. private static _xAxis: Vector3 = Vector3.Zero();
  778. private static _yAxis: Vector3 = Vector3.Zero();
  779. private static _zAxis: Vector3 = Vector3.Zero();
  780. public m: Float32Array = new Float32Array(16);
  781. // Properties
  782. public isIdentity(): boolean {
  783. if (this.m[0] != 1.0 || this.m[5] != 1.0 || this.m[10] != 1.0 || this.m[15] != 1.0)
  784. return false;
  785. if (this.m[1] != 0.0 || this.m[2] != 0.0 || this.m[3] != 0.0 ||
  786. this.m[4] != 0.0 || this.m[6] != 0.0 || this.m[7] != 0.0 ||
  787. this.m[8] != 0.0 || this.m[9] != 0.0 || this.m[11] != 0.0 ||
  788. this.m[12] != 0.0 || this.m[13] != 0.0 || this.m[14] != 0.0)
  789. return false;
  790. return true;
  791. }
  792. public determinant(): number {
  793. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  794. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  795. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  796. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  797. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  798. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  799. return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) -
  800. (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) -
  801. (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6))));
  802. }
  803. // Methods
  804. public toArray(): Float32Array {
  805. return this.m;
  806. }
  807. public asArray(): Float32Array {
  808. return this.toArray();
  809. }
  810. public invert(): void {
  811. this.invertToRef(this);
  812. }
  813. public invertToRef(other: Matrix) {
  814. var l1 = this.m[0];
  815. var l2 = this.m[1];
  816. var l3 = this.m[2];
  817. var l4 = this.m[3];
  818. var l5 = this.m[4];
  819. var l6 = this.m[5];
  820. var l7 = this.m[6];
  821. var l8 = this.m[7];
  822. var l9 = this.m[8];
  823. var l10 = this.m[9];
  824. var l11 = this.m[10];
  825. var l12 = this.m[11];
  826. var l13 = this.m[12];
  827. var l14 = this.m[13];
  828. var l15 = this.m[14];
  829. var l16 = this.m[15];
  830. var l17 = (l11 * l16) - (l12 * l15);
  831. var l18 = (l10 * l16) - (l12 * l14);
  832. var l19 = (l10 * l15) - (l11 * l14);
  833. var l20 = (l9 * l16) - (l12 * l13);
  834. var l21 = (l9 * l15) - (l11 * l13);
  835. var l22 = (l9 * l14) - (l10 * l13);
  836. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  837. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  838. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  839. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  840. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  841. var l28 = (l7 * l16) - (l8 * l15);
  842. var l29 = (l6 * l16) - (l8 * l14);
  843. var l30 = (l6 * l15) - (l7 * l14);
  844. var l31 = (l5 * l16) - (l8 * l13);
  845. var l32 = (l5 * l15) - (l7 * l13);
  846. var l33 = (l5 * l14) - (l6 * l13);
  847. var l34 = (l7 * l12) - (l8 * l11);
  848. var l35 = (l6 * l12) - (l8 * l10);
  849. var l36 = (l6 * l11) - (l7 * l10);
  850. var l37 = (l5 * l12) - (l8 * l9);
  851. var l38 = (l5 * l11) - (l7 * l9);
  852. var l39 = (l5 * l10) - (l6 * l9);
  853. other.m[0] = l23 * l27;
  854. other.m[4] = l24 * l27;
  855. other.m[8] = l25 * l27;
  856. other.m[12] = l26 * l27;
  857. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  858. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  859. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  860. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  861. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  862. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  863. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  864. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  865. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  866. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  867. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  868. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  869. }
  870. public setTranslation(vector3: Vector3): void {
  871. this.m[12] = vector3.x;
  872. this.m[13] = vector3.y;
  873. this.m[14] = vector3.z;
  874. }
  875. public multiply(other: Matrix): Matrix {
  876. var result = new Matrix();
  877. this.multiplyToRef(other, result);
  878. return result;
  879. }
  880. public copyFrom(other: Matrix): void {
  881. for (var index = 0; index < 16; index++) {
  882. this.m[index] = other.m[index];
  883. }
  884. }
  885. public multiplyToRef(other: Matrix, result: Matrix): void {
  886. this.multiplyToArray(other, result.m, 0);
  887. }
  888. public multiplyToArray(other: Matrix, result: Float32Array, offset: number): void {
  889. var tm0 = this.m[0];
  890. var tm1 = this.m[1];
  891. var tm2 = this.m[2];
  892. var tm3 = this.m[3];
  893. var tm4 = this.m[4];
  894. var tm5 = this.m[5];
  895. var tm6 = this.m[6];
  896. var tm7 = this.m[7];
  897. var tm8 = this.m[8];
  898. var tm9 = this.m[9];
  899. var tm10 = this.m[10];
  900. var tm11 = this.m[11];
  901. var tm12 = this.m[12];
  902. var tm13 = this.m[13];
  903. var tm14 = this.m[14];
  904. var tm15 = this.m[15];
  905. var om0 = other.m[0];
  906. var om1 = other.m[1];
  907. var om2 = other.m[2];
  908. var om3 = other.m[3];
  909. var om4 = other.m[4];
  910. var om5 = other.m[5];
  911. var om6 = other.m[6];
  912. var om7 = other.m[7];
  913. var om8 = other.m[8];
  914. var om9 = other.m[9];
  915. var om10 = other.m[10];
  916. var om11 = other.m[11];
  917. var om12 = other.m[12];
  918. var om13 = other.m[13];
  919. var om14 = other.m[14];
  920. var om15 = other.m[15];
  921. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  922. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  923. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  924. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  925. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  926. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  927. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  928. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  929. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  930. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  931. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  932. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  933. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  934. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  935. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  936. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  937. }
  938. public equals(value: Matrix): boolean {
  939. return value &&
  940. (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] &&
  941. this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] &&
  942. this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] &&
  943. this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]);
  944. }
  945. public clone(): Matrix {
  946. return Matrix.FromValues(this.m[0], this.m[1], this.m[2], this.m[3],
  947. this.m[4], this.m[5], this.m[6], this.m[7],
  948. this.m[8], this.m[9], this.m[10], this.m[11],
  949. this.m[12], this.m[13], this.m[14], this.m[15]);
  950. }
  951. // Statics
  952. public static FromArray(array: number[], offset?: number): Matrix {
  953. var result = new Matrix();
  954. if (!offset) {
  955. offset = 0;
  956. }
  957. Matrix.FromArrayToRef(array, offset, result);
  958. return result;
  959. }
  960. public static FromArrayToRef(array: number[], offset: number, result: Matrix) {
  961. for (var index = 0; index < 16; index++) {
  962. result.m[index] = array[index + offset];
  963. }
  964. }
  965. public static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number,
  966. initialM21: number, initialM22: number, initialM23: number, initialM24: number,
  967. initialM31: number, initialM32: number, initialM33: number, initialM34: number,
  968. initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void {
  969. result.m[0] = initialM11;
  970. result.m[1] = initialM12;
  971. result.m[2] = initialM13;
  972. result.m[3] = initialM14;
  973. result.m[4] = initialM21;
  974. result.m[5] = initialM22;
  975. result.m[6] = initialM23;
  976. result.m[7] = initialM24;
  977. result.m[8] = initialM31;
  978. result.m[9] = initialM32;
  979. result.m[10] = initialM33;
  980. result.m[11] = initialM34;
  981. result.m[12] = initialM41;
  982. result.m[13] = initialM42;
  983. result.m[14] = initialM43;
  984. result.m[15] = initialM44;
  985. }
  986. public static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number,
  987. initialM21: number, initialM22: number, initialM23: number, initialM24: number,
  988. initialM31: number, initialM32: number, initialM33: number, initialM34: number,
  989. initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix {
  990. var result = new Matrix();
  991. result.m[0] = initialM11;
  992. result.m[1] = initialM12;
  993. result.m[2] = initialM13;
  994. result.m[3] = initialM14;
  995. result.m[4] = initialM21;
  996. result.m[5] = initialM22;
  997. result.m[6] = initialM23;
  998. result.m[7] = initialM24;
  999. result.m[8] = initialM31;
  1000. result.m[9] = initialM32;
  1001. result.m[10] = initialM33;
  1002. result.m[11] = initialM34;
  1003. result.m[12] = initialM41;
  1004. result.m[13] = initialM42;
  1005. result.m[14] = initialM43;
  1006. result.m[15] = initialM44;
  1007. return result;
  1008. }
  1009. public static Identity(): Matrix {
  1010. return Matrix.FromValues(1.0, 0, 0, 0,
  1011. 0, 1.0, 0, 0,
  1012. 0, 0, 1.0, 0,
  1013. 0, 0, 0, 1.0);
  1014. }
  1015. public static IdentityToRef(result: Matrix): void {
  1016. Matrix.FromValuesToRef(1.0, 0, 0, 0,
  1017. 0, 1.0, 0, 0,
  1018. 0, 0, 1.0, 0,
  1019. 0, 0, 0, 1.0, result);
  1020. }
  1021. public static Zero(): Matrix {
  1022. return Matrix.FromValues(0, 0, 0, 0,
  1023. 0, 0, 0, 0,
  1024. 0, 0, 0, 0,
  1025. 0, 0, 0, 0);
  1026. }
  1027. public static RotationX(angle: number): Matrix {
  1028. var result = new Matrix();
  1029. Matrix.RotationXToRef(angle, result);
  1030. return result;
  1031. }
  1032. public static RotationXToRef(angle: number, result: Matrix): void {
  1033. var s = Math.sin(angle);
  1034. var c = Math.cos(angle);
  1035. result.m[0] = 1.0;
  1036. result.m[15] = 1.0;
  1037. result.m[5] = c;
  1038. result.m[10] = c;
  1039. result.m[9] = -s;
  1040. result.m[6] = s;
  1041. result.m[1] = 0;
  1042. result.m[2] = 0;
  1043. result.m[3] = 0;
  1044. result.m[4] = 0;
  1045. result.m[7] = 0;
  1046. result.m[8] = 0;
  1047. result.m[11] = 0;
  1048. result.m[12] = 0;
  1049. result.m[13] = 0;
  1050. result.m[14] = 0;
  1051. }
  1052. public static RotationY(angle: number): Matrix {
  1053. var result = new Matrix();
  1054. Matrix.RotationYToRef(angle, result);
  1055. return result;
  1056. }
  1057. public static RotationYToRef(angle: number, result: Matrix): void {
  1058. var s = Math.sin(angle);
  1059. var c = Math.cos(angle);
  1060. result.m[5] = 1.0;
  1061. result.m[15] = 1.0;
  1062. result.m[0] = c;
  1063. result.m[2] = -s;
  1064. result.m[8] = s;
  1065. result.m[10] = c;
  1066. result.m[1] = 0;
  1067. result.m[3] = 0;
  1068. result.m[4] = 0;
  1069. result.m[6] = 0;
  1070. result.m[7] = 0;
  1071. result.m[9] = 0;
  1072. result.m[11] = 0;
  1073. result.m[12] = 0;
  1074. result.m[13] = 0;
  1075. result.m[14] = 0;
  1076. }
  1077. public static RotationZ(angle: number): Matrix {
  1078. var result = new Matrix();
  1079. Matrix.RotationZToRef(angle, result);
  1080. return result;
  1081. }
  1082. public static RotationZToRef(angle: number, result: Matrix): void {
  1083. var s = Math.sin(angle);
  1084. var c = Math.cos(angle);
  1085. result.m[10] = 1.0;
  1086. result.m[15] = 1.0;
  1087. result.m[0] = c;
  1088. result.m[1] = s;
  1089. result.m[4] = -s;
  1090. result.m[5] = c;
  1091. result.m[2] = 0;
  1092. result.m[3] = 0;
  1093. result.m[6] = 0;
  1094. result.m[7] = 0;
  1095. result.m[8] = 0;
  1096. result.m[9] = 0;
  1097. result.m[11] = 0;
  1098. result.m[12] = 0;
  1099. result.m[13] = 0;
  1100. result.m[14] = 0;
  1101. }
  1102. public static RotationAxis(axis: Vector3, angle: number): Matrix {
  1103. var s = Math.sin(-angle);
  1104. var c = Math.cos(-angle);
  1105. var c1 = 1 - c;
  1106. axis.normalize();
  1107. var result = Matrix.Zero();
  1108. result.m[0] = (axis.x * axis.x) * c1 + c;
  1109. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  1110. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  1111. result.m[3] = 0.0;
  1112. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  1113. result.m[5] = (axis.y * axis.y) * c1 + c;
  1114. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  1115. result.m[7] = 0.0;
  1116. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  1117. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  1118. result.m[10] = (axis.z * axis.z) * c1 + c;
  1119. result.m[11] = 0.0;
  1120. result.m[15] = 1.0;
  1121. return result;
  1122. }
  1123. public static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix {
  1124. var result = new Matrix();
  1125. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1126. return result;
  1127. }
  1128. public static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void {
  1129. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  1130. this._tempQuaternion.toRotationMatrix(result);
  1131. }
  1132. public static Scaling(x: number, y: number, z: number): Matrix {
  1133. var result = Matrix.Zero();
  1134. Matrix.ScalingToRef(x, y, z, result);
  1135. return result;
  1136. }
  1137. public static ScalingToRef(x: number, y: number, z: number, result: Matrix): void {
  1138. result.m[0] = x;
  1139. result.m[1] = 0;
  1140. result.m[2] = 0;
  1141. result.m[3] = 0;
  1142. result.m[4] = 0;
  1143. result.m[5] = y;
  1144. result.m[6] = 0;
  1145. result.m[7] = 0;
  1146. result.m[8] = 0;
  1147. result.m[9] = 0;
  1148. result.m[10] = z;
  1149. result.m[11] = 0;
  1150. result.m[12] = 0;
  1151. result.m[13] = 0;
  1152. result.m[14] = 0;
  1153. result.m[15] = 1.0;
  1154. }
  1155. public static Translation(x: number, y: number, z: number): Matrix {
  1156. var result = Matrix.Identity();
  1157. Matrix.TranslationToRef(x, y, z, result);
  1158. return result;
  1159. }
  1160. public static TranslationToRef(x: number, y: number, z: number, result: Matrix): void {
  1161. Matrix.FromValuesToRef(1.0, 0, 0, 0,
  1162. 0, 1.0, 0, 0,
  1163. 0, 0, 1.0, 0,
  1164. x, y, z, 1.0, result);
  1165. }
  1166. public static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix {
  1167. var result = Matrix.Zero();
  1168. Matrix.LookAtLHToRef(eye, target, up, result);
  1169. return result;
  1170. }
  1171. public static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void {
  1172. // Z axis
  1173. target.subtractToRef(eye, this._zAxis);
  1174. this._zAxis.normalize();
  1175. // X axis
  1176. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  1177. this._xAxis.normalize();
  1178. // Y axis
  1179. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  1180. this._yAxis.normalize();
  1181. // Eye angles
  1182. var ex = -Vector3.Dot(this._xAxis, eye);
  1183. var ey = -Vector3.Dot(this._yAxis, eye);
  1184. var ez = -Vector3.Dot(this._zAxis, eye);
  1185. return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0,
  1186. this._xAxis.y, this._yAxis.y, this._zAxis.y, 0,
  1187. this._xAxis.z, this._yAxis.z, this._zAxis.z, 0,
  1188. ex, ey, ez, 1, result);
  1189. }
  1190. public static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix {
  1191. var hw = 2.0 / width;
  1192. var hh = 2.0 / height;
  1193. var id = 1.0 / (zfar - znear);
  1194. var nid = znear / (znear - zfar);
  1195. return Matrix.FromValues(hw, 0, 0, 0,
  1196. 0, hh, 0, 0,
  1197. 0, 0, id, 0,
  1198. 0, 0, nid, 1);
  1199. }
  1200. public static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix {
  1201. var matrix = Matrix.Zero();
  1202. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  1203. return matrix;
  1204. }
  1205. public static OrthoOffCenterLHToRef(left: number, right, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void {
  1206. result.m[0] = 2.0 / (right - left);
  1207. result.m[1] = result.m[2] = result.m[3] = 0;
  1208. result.m[5] = 2.0 / (top - bottom);
  1209. result.m[4] = result.m[6] = result.m[7] = 0;
  1210. result.m[10] = -1.0 / (znear - zfar);
  1211. result.m[8] = result.m[9] = result.m[11] = 0;
  1212. result.m[12] = (left + right) / (left - right);
  1213. result.m[13] = (top + bottom) / (bottom - top);
  1214. result.m[14] = znear / (znear - zfar);
  1215. result.m[15] = 1.0;
  1216. }
  1217. public static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix {
  1218. var matrix = Matrix.Zero();
  1219. matrix.m[0] = (2.0 * znear) / width;
  1220. matrix.m[1] = matrix.m[2] = matrix.m[3] = 0.0;
  1221. matrix.m[5] = (2.0 * znear) / height;
  1222. matrix.m[4] = matrix.m[6] = matrix.m[7] = 0.0;
  1223. matrix.m[10] = -zfar / (znear - zfar);
  1224. matrix.m[8] = matrix.m[9] = 0.0;
  1225. matrix.m[11] = 1.0;
  1226. matrix.m[12] = matrix.m[13] = matrix.m[15] = 0.0;
  1227. matrix.m[14] = (znear * zfar) / (znear - zfar);
  1228. return matrix;
  1229. }
  1230. public static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix {
  1231. var matrix = Matrix.Zero();
  1232. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  1233. return matrix;
  1234. }
  1235. public static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix): void {
  1236. var tan = 1.0 / (Math.tan(fov * 0.5));
  1237. result.m[0] = tan / aspect;
  1238. result.m[1] = result.m[2] = result.m[3] = 0.0;
  1239. result.m[5] = tan;
  1240. result.m[4] = result.m[6] = result.m[7] = 0.0;
  1241. result.m[8] = result.m[9] = 0.0;
  1242. result.m[10] = -zfar / (znear - zfar);
  1243. result.m[11] = 1.0;
  1244. result.m[12] = result.m[13] = result.m[15] = 0.0;
  1245. result.m[14] = (znear * zfar) / (znear - zfar);
  1246. }
  1247. public static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix {
  1248. var cw = viewport.width;
  1249. var ch = viewport.height;
  1250. var cx = viewport.x;
  1251. var cy = viewport.y;
  1252. var viewportMatrix = Matrix.FromValues(cw / 2.0, 0, 0, 0,
  1253. 0, -ch / 2.0, 0, 0,
  1254. 0, 0, zmax - zmin, 0,
  1255. cx + cw / 2.0, ch / 2.0 + cy, zmin, 1);
  1256. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  1257. }
  1258. public static Transpose(matrix: Matrix): Matrix {
  1259. var result = new Matrix();
  1260. result.m[0] = matrix.m[0];
  1261. result.m[1] = matrix.m[4];
  1262. result.m[2] = matrix.m[8];
  1263. result.m[3] = matrix.m[12];
  1264. result.m[4] = matrix.m[1];
  1265. result.m[5] = matrix.m[5];
  1266. result.m[6] = matrix.m[9];
  1267. result.m[7] = matrix.m[13];
  1268. result.m[8] = matrix.m[2];
  1269. result.m[9] = matrix.m[6];
  1270. result.m[10] = matrix.m[10];
  1271. result.m[11] = matrix.m[14];
  1272. result.m[12] = matrix.m[3];
  1273. result.m[13] = matrix.m[7];
  1274. result.m[14] = matrix.m[11];
  1275. result.m[15] = matrix.m[15];
  1276. return result;
  1277. }
  1278. public static Reflection(plane: Plane): Matrix {
  1279. var matrix = new Matrix();
  1280. Matrix.ReflectionToRef(plane, matrix);
  1281. return matrix;
  1282. }
  1283. public static ReflectionToRef(plane: Plane, result: Matrix): void {
  1284. plane.normalize();
  1285. var x = plane.normal.x;
  1286. var y = plane.normal.y;
  1287. var z = plane.normal.z;
  1288. var temp = -2 * x;
  1289. var temp2 = -2 * y;
  1290. var temp3 = -2 * z;
  1291. result.m[0] = (temp * x) + 1;
  1292. result.m[1] = temp2 * x;
  1293. result.m[2] = temp3 * x;
  1294. result.m[3] = 0.0;
  1295. result.m[4] = temp * y;
  1296. result.m[5] = (temp2 * y) + 1;
  1297. result.m[6] = temp3 * y;
  1298. result.m[7] = 0.0;
  1299. result.m[8] = temp * z;
  1300. result.m[9] = temp2 * z;
  1301. result.m[10] = (temp3 * z) + 1;
  1302. result.m[11] = 0.0;
  1303. result.m[12] = temp * plane.d;
  1304. result.m[13] = temp2 * plane.d;
  1305. result.m[14] = temp3 * plane.d;
  1306. result.m[15] = 1.0;
  1307. }
  1308. }
  1309. export class Plane {
  1310. public normal: Vector3;
  1311. public d: number;
  1312. constructor(a: number, b: number, c: number, d: number) {
  1313. this.normal = new Vector3(a, b, c);
  1314. this.d = d;
  1315. }
  1316. public asArray(): number[] {
  1317. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  1318. }
  1319. // Methods
  1320. public clone(): Plane {
  1321. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  1322. }
  1323. public normalize(): void {
  1324. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  1325. var magnitude = 0;
  1326. if (norm != 0) {
  1327. magnitude = 1.0 / norm;
  1328. }
  1329. this.normal.x *= magnitude;
  1330. this.normal.y *= magnitude;
  1331. this.normal.z *= magnitude;
  1332. this.d *= magnitude;
  1333. }
  1334. public transform(transformation: Matrix): Plane {
  1335. var transposedMatrix = BABYLON.Matrix.Transpose(transformation);
  1336. var x = this.normal.x;
  1337. var y = this.normal.y;
  1338. var z = this.normal.z;
  1339. var d = this.d;
  1340. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  1341. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  1342. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  1343. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  1344. return new BABYLON.Plane(normalX, normalY, normalZ, finalD);
  1345. }
  1346. public dotCoordinate(point): number {
  1347. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  1348. }
  1349. public copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): void {
  1350. var x1 = point2.x - point1.x;
  1351. var y1 = point2.y - point1.y;
  1352. var z1 = point2.z - point1.z;
  1353. var x2 = point3.x - point1.x;
  1354. var y2 = point3.y - point1.y;
  1355. var z2 = point3.z - point1.z;
  1356. var yz = (y1 * z2) - (z1 * y2);
  1357. var xz = (z1 * x2) - (x1 * z2);
  1358. var xy = (x1 * y2) - (y1 * x2);
  1359. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  1360. var invPyth;
  1361. if (pyth != 0) {
  1362. invPyth = 1.0 / pyth;
  1363. }
  1364. else {
  1365. invPyth = 0;
  1366. }
  1367. this.normal.x = yz * invPyth;
  1368. this.normal.y = xz * invPyth;
  1369. this.normal.z = xy * invPyth;
  1370. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  1371. }
  1372. public isFrontFacingTo(direction: Vector3, epsilon: number): boolean {
  1373. var dot = Vector3.Dot(this.normal, direction);
  1374. return (dot <= epsilon);
  1375. }
  1376. public signedDistanceTo(point: Vector3): number {
  1377. return Vector3.Dot(point, this.normal) + this.d;
  1378. }
  1379. // Statics
  1380. static FromArray(array: number[]): Plane {
  1381. return new BABYLON.Plane(array[0], array[1], array[2], array[3]);
  1382. }
  1383. static FromPoints(point1, point2, point3): Plane {
  1384. var result = new BABYLON.Plane(0, 0, 0, 0);
  1385. result.copyFromPoints(point1, point2, point3);
  1386. return result;
  1387. }
  1388. static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane {
  1389. var result = new BABYLON.Plane(0, 0, 0, 0);
  1390. normal.normalize();
  1391. result.normal = normal;
  1392. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1393. return result;
  1394. }
  1395. static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number {
  1396. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1397. return Vector3.Dot(point, normal) + d;
  1398. }
  1399. }
  1400. export class Viewport {
  1401. constructor(public x: number, public y: number, public width: number, public height: number) {
  1402. }
  1403. public toGlobal(engine) {
  1404. var width = engine.getRenderWidth() * engine.getHardwareScalingLevel();
  1405. var height = engine.getRenderHeight() * engine.getHardwareScalingLevel();
  1406. return new Viewport(this.x * width, this.y * height, this.width * width, this.height * height);
  1407. }
  1408. }
  1409. export class Frustum {
  1410. public static GetPlanes(transform: Matrix): Plane[] {
  1411. var frustumPlanes = [];
  1412. for (var index = 0; index < 6; index++) {
  1413. frustumPlanes.push(new Plane(0, 0, 0, 0));
  1414. }
  1415. Frustum.GetPlanesToRef(transform, frustumPlanes);
  1416. return frustumPlanes;
  1417. }
  1418. public static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void {
  1419. // Near
  1420. frustumPlanes[0].normal.x = transform.m[3] + transform.m[2];
  1421. frustumPlanes[0].normal.y = transform.m[7] + transform.m[6];
  1422. frustumPlanes[0].normal.z = transform.m[10] + transform.m[10];
  1423. frustumPlanes[0].d = transform.m[15] + transform.m[14];
  1424. frustumPlanes[0].normalize();
  1425. // Far
  1426. frustumPlanes[1].normal.x = transform.m[3] - transform.m[2];
  1427. frustumPlanes[1].normal.y = transform.m[7] - transform.m[6];
  1428. frustumPlanes[1].normal.z = transform.m[11] - transform.m[10];
  1429. frustumPlanes[1].d = transform.m[15] - transform.m[14];
  1430. frustumPlanes[1].normalize();
  1431. // Left
  1432. frustumPlanes[2].normal.x = transform.m[3] + transform.m[0];
  1433. frustumPlanes[2].normal.y = transform.m[7] + transform.m[4];
  1434. frustumPlanes[2].normal.z = transform.m[11] + transform.m[8];
  1435. frustumPlanes[2].d = transform.m[15] + transform.m[12];
  1436. frustumPlanes[2].normalize();
  1437. // Right
  1438. frustumPlanes[3].normal.x = transform.m[3] - transform.m[0];
  1439. frustumPlanes[3].normal.y = transform.m[7] - transform.m[4];
  1440. frustumPlanes[3].normal.z = transform.m[11] - transform.m[8];
  1441. frustumPlanes[3].d = transform.m[15] - transform.m[12];
  1442. frustumPlanes[3].normalize();
  1443. // Top
  1444. frustumPlanes[4].normal.x = transform.m[3] - transform.m[1];
  1445. frustumPlanes[4].normal.y = transform.m[7] - transform.m[5];
  1446. frustumPlanes[4].normal.z = transform.m[11] - transform.m[9];
  1447. frustumPlanes[4].d = transform.m[15] - transform.m[13];
  1448. frustumPlanes[4].normalize();
  1449. // Bottom
  1450. frustumPlanes[5].normal.x = transform.m[3] + transform.m[1];
  1451. frustumPlanes[5].normal.y = transform.m[7] + transform.m[5];
  1452. frustumPlanes[5].normal.z = transform.m[11] + transform.m[9];
  1453. frustumPlanes[5].d = transform.m[15] + transform.m[13];
  1454. frustumPlanes[5].normalize();
  1455. }
  1456. }
  1457. export class Ray {
  1458. private _edge1: Vector3;
  1459. private _edge2: Vector3;
  1460. private _pvec: Vector3;
  1461. private _tvec: Vector3;
  1462. private _qvec: Vector3;
  1463. constructor(public origin: Vector3, public direction: Vector3) {
  1464. }
  1465. // Methods
  1466. public intersectsBox(box: BoundingBox): boolean {
  1467. var d = 0.0;
  1468. var maxValue = Number.MAX_VALUE;
  1469. if (Math.abs(this.direction.x) < 0.0000001) {
  1470. if (this.origin.x < box.minimum.x || this.origin.x > box.maximum.x) {
  1471. return false;
  1472. }
  1473. }
  1474. else {
  1475. var inv = 1.0 / this.direction.x;
  1476. var min = (box.minimum.x - this.origin.x) * inv;
  1477. var max = (box.maximum.x - this.origin.x) * inv;
  1478. if (min > max) {
  1479. var temp = min;
  1480. min = max;
  1481. max = temp;
  1482. }
  1483. d = Math.max(min, d);
  1484. maxValue = Math.min(max, maxValue);
  1485. if (d > maxValue) {
  1486. return false;
  1487. }
  1488. }
  1489. if (Math.abs(this.direction.y) < 0.0000001) {
  1490. if (this.origin.y < box.minimum.y || this.origin.y > box.maximum.y) {
  1491. return false;
  1492. }
  1493. }
  1494. else {
  1495. inv = 1.0 / this.direction.y;
  1496. min = (box.minimum.y - this.origin.y) * inv;
  1497. max = (box.maximum.y - this.origin.y) * inv;
  1498. if (min > max) {
  1499. temp = min;
  1500. min = max;
  1501. max = temp;
  1502. }
  1503. d = Math.max(min, d);
  1504. maxValue = Math.min(max, maxValue);
  1505. if (d > maxValue) {
  1506. return false;
  1507. }
  1508. }
  1509. if (Math.abs(this.direction.z) < 0.0000001) {
  1510. if (this.origin.z < box.minimum.z || this.origin.z > box.maximum.z) {
  1511. return false;
  1512. }
  1513. }
  1514. else {
  1515. inv = 1.0 / this.direction.z;
  1516. min = (box.minimum.z - this.origin.z) * inv;
  1517. max = (box.maximum.z - this.origin.z) * inv;
  1518. if (min > max) {
  1519. temp = min;
  1520. min = max;
  1521. max = temp;
  1522. }
  1523. d = Math.max(min, d);
  1524. maxValue = Math.min(max, maxValue);
  1525. if (d > maxValue) {
  1526. return false;
  1527. }
  1528. }
  1529. return true;
  1530. }
  1531. public intersectsSphere(sphere): boolean {
  1532. var x = sphere.center.x - this.origin.x;
  1533. var y = sphere.center.y - this.origin.y;
  1534. var z = sphere.center.z - this.origin.z;
  1535. var pyth = (x * x) + (y * y) + (z * z);
  1536. var rr = sphere.radius * sphere.radius;
  1537. if (pyth <= rr) {
  1538. return true;
  1539. }
  1540. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  1541. if (dot < 0.0) {
  1542. return false;
  1543. }
  1544. var temp = pyth - (dot * dot);
  1545. return temp <= rr;
  1546. }
  1547. public intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo {
  1548. if (!this._edge1) {
  1549. this._edge1 = BABYLON.Vector3.Zero();
  1550. this._edge2 = BABYLON.Vector3.Zero();
  1551. this._pvec = BABYLON.Vector3.Zero();
  1552. this._tvec = BABYLON.Vector3.Zero();
  1553. this._qvec = BABYLON.Vector3.Zero();
  1554. }
  1555. vertex1.subtractToRef(vertex0, this._edge1);
  1556. vertex2.subtractToRef(vertex0, this._edge2);
  1557. BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  1558. var det = Vector3.Dot(this._edge1, this._pvec);
  1559. if (det === 0) {
  1560. return null;
  1561. }
  1562. var invdet = 1 / det;
  1563. this.origin.subtractToRef(vertex0, this._tvec);
  1564. var bu = Vector3.Dot(this._tvec, this._pvec) * invdet;
  1565. if (bu < 0 || bu > 1.0) {
  1566. return null;
  1567. }
  1568. Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  1569. var bv = Vector3.Dot(this.direction, this._qvec) * invdet;
  1570. if (bv < 0 || bu + bv > 1.0) {
  1571. return null;
  1572. }
  1573. return new IntersectionInfo(bu, bv, Vector3.Dot(this._edge2, this._qvec) * invdet);
  1574. }
  1575. // Statics
  1576. public static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray {
  1577. var start = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection);
  1578. var end = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection);
  1579. var direction = end.subtract(start);
  1580. direction.normalize();
  1581. return new Ray(start, direction);
  1582. }
  1583. public static Transform(ray: Ray, matrix: Matrix): Ray {
  1584. var newOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, matrix);
  1585. var newDirection = BABYLON.Vector3.TransformNormal(ray.direction, matrix);
  1586. return new Ray(newOrigin, newDirection);
  1587. }
  1588. }
  1589. export enum Space {
  1590. LOCAL = 0,
  1591. WORLD = 1
  1592. }
  1593. export class Axis {
  1594. public static X: Vector3 = new BABYLON.Vector3(1, 0, 0);
  1595. public static Y: Vector3 = new BABYLON.Vector3(0, 1, 0);
  1596. public static Z: Vector3 =new BABYLON.Vector3(0, 0, 1);
  1597. };
  1598. }