babylon.2.0-alpha.debug.js 1.2 MB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. var Color3 = (function () {
  4. function Color3(r, g, b) {
  5. if (typeof r === "undefined") { r = 0; }
  6. if (typeof g === "undefined") { g = 0; }
  7. if (typeof b === "undefined") { b = 0; }
  8. this.r = r;
  9. this.g = g;
  10. this.b = b;
  11. }
  12. Color3.prototype.toString = function () {
  13. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  14. };
  15. Color3.prototype.toArray = function (array, index) {
  16. if (index === undefined) {
  17. index = 0;
  18. }
  19. array[index] = this.r;
  20. array[index + 1] = this.g;
  21. array[index + 2] = this.b;
  22. };
  23. Color3.prototype.toColor4 = function (alpha) {
  24. if (typeof alpha === "undefined") { alpha = 1; }
  25. return new Color4(this.r, this.g, this.b, alpha);
  26. };
  27. Color3.prototype.asArray = function () {
  28. var result = [];
  29. this.toArray(result, 0);
  30. return result;
  31. };
  32. Color3.prototype.toLuminance = function () {
  33. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  34. };
  35. Color3.prototype.multiply = function (otherColor) {
  36. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  37. };
  38. Color3.prototype.multiplyToRef = function (otherColor, result) {
  39. result.r = this.r * otherColor.r;
  40. result.g = this.g * otherColor.g;
  41. result.b = this.b * otherColor.b;
  42. };
  43. Color3.prototype.equals = function (otherColor) {
  44. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  45. };
  46. Color3.prototype.scale = function (scale) {
  47. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  48. };
  49. Color3.prototype.scaleToRef = function (scale, result) {
  50. result.r = this.r * scale;
  51. result.g = this.g * scale;
  52. result.b = this.b * scale;
  53. };
  54. Color3.prototype.add = function (otherColor) {
  55. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  56. };
  57. Color3.prototype.addToRef = function (otherColor, result) {
  58. result.r = this.r + otherColor.r;
  59. result.g = this.g + otherColor.g;
  60. result.b = this.b + otherColor.b;
  61. };
  62. Color3.prototype.subtract = function (otherColor) {
  63. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  64. };
  65. Color3.prototype.subtractToRef = function (otherColor, result) {
  66. result.r = this.r - otherColor.r;
  67. result.g = this.g - otherColor.g;
  68. result.b = this.b - otherColor.b;
  69. };
  70. Color3.prototype.clone = function () {
  71. return new Color3(this.r, this.g, this.b);
  72. };
  73. Color3.prototype.copyFrom = function (source) {
  74. this.r = source.r;
  75. this.g = source.g;
  76. this.b = source.b;
  77. };
  78. Color3.prototype.copyFromFloats = function (r, g, b) {
  79. this.r = r;
  80. this.g = g;
  81. this.b = b;
  82. };
  83. Color3.FromArray = function (array) {
  84. return new Color3(array[0], array[1], array[2]);
  85. };
  86. Color3.FromInts = function (r, g, b) {
  87. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  88. };
  89. Color3.Lerp = function (start, end, amount) {
  90. var r = start.r + ((end.r - start.r) * amount);
  91. var g = start.g + ((end.g - start.g) * amount);
  92. var b = start.b + ((end.b - start.b) * amount);
  93. return new Color3(r, g, b);
  94. };
  95. Color3.Red = function () {
  96. return new Color3(1, 0, 0);
  97. };
  98. Color3.Green = function () {
  99. return new Color3(0, 1, 0);
  100. };
  101. Color3.Blue = function () {
  102. return new Color3(0, 0, 1);
  103. };
  104. Color3.Black = function () {
  105. return new Color3(0, 0, 0);
  106. };
  107. Color3.White = function () {
  108. return new Color3(1, 1, 1);
  109. };
  110. Color3.Purple = function () {
  111. return new Color3(0.5, 0, 0.5);
  112. };
  113. Color3.Magenta = function () {
  114. return new Color3(1, 0, 1);
  115. };
  116. Color3.Yellow = function () {
  117. return new Color3(1, 1, 0);
  118. };
  119. Color3.Gray = function () {
  120. return new Color3(0.5, 0.5, 0.5);
  121. };
  122. return Color3;
  123. })();
  124. BABYLON.Color3 = Color3;
  125. var Color4 = (function () {
  126. function Color4(r, g, b, a) {
  127. this.r = r;
  128. this.g = g;
  129. this.b = b;
  130. this.a = a;
  131. }
  132. Color4.prototype.addInPlace = function (right) {
  133. this.r += right.r;
  134. this.g += right.g;
  135. this.b += right.b;
  136. this.a += right.a;
  137. };
  138. Color4.prototype.asArray = function () {
  139. var result = [];
  140. this.toArray(result, 0);
  141. return result;
  142. };
  143. Color4.prototype.toArray = function (array, index) {
  144. if (index === undefined) {
  145. index = 0;
  146. }
  147. array[index] = this.r;
  148. array[index + 1] = this.g;
  149. array[index + 2] = this.b;
  150. array[index + 3] = this.a;
  151. };
  152. Color4.prototype.add = function (right) {
  153. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  154. };
  155. Color4.prototype.subtract = function (right) {
  156. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  157. };
  158. Color4.prototype.subtractToRef = function (right, result) {
  159. result.r = this.r - right.r;
  160. result.g = this.g - right.g;
  161. result.b = this.b - right.b;
  162. result.a = this.a - right.a;
  163. };
  164. Color4.prototype.scale = function (scale) {
  165. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  166. };
  167. Color4.prototype.scaleToRef = function (scale, result) {
  168. result.r = this.r * scale;
  169. result.g = this.g * scale;
  170. result.b = this.b * scale;
  171. result.a = this.a * scale;
  172. };
  173. Color4.prototype.toString = function () {
  174. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  175. };
  176. Color4.prototype.clone = function () {
  177. return new Color4(this.r, this.g, this.b, this.a);
  178. };
  179. Color4.Lerp = function (left, right, amount) {
  180. var result = new Color4(0, 0, 0, 0);
  181. BABYLON.Color4.LerpToRef(left, right, amount, result);
  182. return result;
  183. };
  184. Color4.LerpToRef = function (left, right, amount, result) {
  185. result.r = left.r + (right.r - left.r) * amount;
  186. result.g = left.g + (right.g - left.g) * amount;
  187. result.b = left.b + (right.b - left.b) * amount;
  188. result.a = left.a + (right.a - left.a) * amount;
  189. };
  190. Color4.FromArray = function (array, offset) {
  191. if (typeof offset === "undefined") { offset = 0; }
  192. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  193. };
  194. Color4.FromInts = function (r, g, b, a) {
  195. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  196. };
  197. return Color4;
  198. })();
  199. BABYLON.Color4 = Color4;
  200. var Vector2 = (function () {
  201. function Vector2(x, y) {
  202. this.x = x;
  203. this.y = y;
  204. }
  205. Vector2.prototype.toString = function () {
  206. return "{X: " + this.x + " Y:" + this.y + "}";
  207. };
  208. Vector2.prototype.toArray = function (array, index) {
  209. if (index === undefined) {
  210. index = 0;
  211. }
  212. array[index] = this.x;
  213. array[index + 1] = this.y;
  214. };
  215. Vector2.prototype.asArray = function () {
  216. var result = [];
  217. this.toArray(result, 0);
  218. return result;
  219. };
  220. Vector2.prototype.copyFrom = function (source) {
  221. this.x = source.x;
  222. this.y = source.y;
  223. };
  224. Vector2.prototype.copyFromFloats = function (x, y) {
  225. this.x = x;
  226. this.y = y;
  227. };
  228. Vector2.prototype.add = function (otherVector) {
  229. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  230. };
  231. Vector2.prototype.addVector3 = function (otherVector) {
  232. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  233. };
  234. Vector2.prototype.subtract = function (otherVector) {
  235. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  236. };
  237. Vector2.prototype.subtractInPlace = function (otherVector) {
  238. this.x -= otherVector.x;
  239. this.y -= otherVector.y;
  240. };
  241. Vector2.prototype.multiplyInPlace = function (otherVector) {
  242. this.x *= otherVector.x;
  243. this.y *= otherVector.y;
  244. };
  245. Vector2.prototype.multiply = function (otherVector) {
  246. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  247. };
  248. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  249. result.x = this.x * otherVector.x;
  250. result.y = this.y * otherVector.y;
  251. };
  252. Vector2.prototype.multiplyByFloats = function (x, y) {
  253. return new Vector2(this.x * x, this.y * y);
  254. };
  255. Vector2.prototype.divide = function (otherVector) {
  256. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  257. };
  258. Vector2.prototype.divideToRef = function (otherVector, result) {
  259. result.x = this.x / otherVector.x;
  260. result.y = this.y / otherVector.y;
  261. };
  262. Vector2.prototype.negate = function () {
  263. return new Vector2(-this.x, -this.y);
  264. };
  265. Vector2.prototype.scaleInPlace = function (scale) {
  266. this.x *= scale;
  267. this.y *= scale;
  268. return this;
  269. };
  270. Vector2.prototype.scale = function (scale) {
  271. return new Vector2(this.x * scale, this.y * scale);
  272. };
  273. Vector2.prototype.equals = function (otherVector) {
  274. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  275. };
  276. Vector2.prototype.length = function () {
  277. return Math.sqrt(this.x * this.x + this.y * this.y);
  278. };
  279. Vector2.prototype.lengthSquared = function () {
  280. return (this.x * this.x + this.y * this.y);
  281. };
  282. Vector2.prototype.normalize = function () {
  283. var len = this.length();
  284. if (len === 0)
  285. return this;
  286. var num = 1.0 / len;
  287. this.x *= num;
  288. this.y *= num;
  289. return this;
  290. };
  291. Vector2.prototype.clone = function () {
  292. return new Vector2(this.x, this.y);
  293. };
  294. Vector2.Zero = function () {
  295. return new Vector2(0, 0);
  296. };
  297. Vector2.FromArray = function (array, offset) {
  298. if (!offset) {
  299. offset = 0;
  300. }
  301. return new Vector2(array[offset], array[offset + 1]);
  302. };
  303. Vector2.FromArrayToRef = function (array, offset, result) {
  304. result.x = array[offset];
  305. result.y = array[offset + 1];
  306. };
  307. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  308. var squared = amount * amount;
  309. var cubed = amount * squared;
  310. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) + (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) + ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  311. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) + (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) + ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  312. return new Vector2(x, y);
  313. };
  314. Vector2.Clamp = function (value, min, max) {
  315. var x = value.x;
  316. x = (x > max.x) ? max.x : x;
  317. x = (x < min.x) ? min.x : x;
  318. var y = value.y;
  319. y = (y > max.y) ? max.y : y;
  320. y = (y < min.y) ? min.y : y;
  321. return new Vector2(x, y);
  322. };
  323. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  324. var squared = amount * amount;
  325. var cubed = amount * squared;
  326. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  327. var part2 = (-2.0 * cubed) + (3.0 * squared);
  328. var part3 = (cubed - (2.0 * squared)) + amount;
  329. var part4 = cubed - squared;
  330. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  331. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  332. return new Vector2(x, y);
  333. };
  334. Vector2.Lerp = function (start, end, amount) {
  335. var x = start.x + ((end.x - start.x) * amount);
  336. var y = start.y + ((end.y - start.y) * amount);
  337. return new Vector2(x, y);
  338. };
  339. Vector2.Dot = function (left, right) {
  340. return left.x * right.x + left.y * right.y;
  341. };
  342. Vector2.Normalize = function (vector) {
  343. var newVector = vector.clone();
  344. newVector.normalize();
  345. return newVector;
  346. };
  347. Vector2.Minimize = function (left, right) {
  348. var x = (left.x < right.x) ? left.x : right.x;
  349. var y = (left.y < right.y) ? left.y : right.y;
  350. return new Vector2(x, y);
  351. };
  352. Vector2.Maximize = function (left, right) {
  353. var x = (left.x > right.x) ? left.x : right.x;
  354. var y = (left.y > right.y) ? left.y : right.y;
  355. return new Vector2(x, y);
  356. };
  357. Vector2.Transform = function (vector, transformation) {
  358. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]);
  359. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]);
  360. return new Vector2(x, y);
  361. };
  362. Vector2.Distance = function (value1, value2) {
  363. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  364. };
  365. Vector2.DistanceSquared = function (value1, value2) {
  366. var x = value1.x - value2.x;
  367. var y = value1.y - value2.y;
  368. return (x * x) + (y * y);
  369. };
  370. return Vector2;
  371. })();
  372. BABYLON.Vector2 = Vector2;
  373. var Vector3 = (function () {
  374. function Vector3(x, y, z) {
  375. this.x = x;
  376. this.y = y;
  377. this.z = z;
  378. }
  379. Vector3.prototype.toString = function () {
  380. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  381. };
  382. Vector3.prototype.asArray = function () {
  383. var result = [];
  384. this.toArray(result, 0);
  385. return result;
  386. };
  387. Vector3.prototype.toArray = function (array, index) {
  388. if (index === undefined) {
  389. index = 0;
  390. }
  391. array[index] = this.x;
  392. array[index + 1] = this.y;
  393. array[index + 2] = this.z;
  394. };
  395. Vector3.prototype.addInPlace = function (otherVector) {
  396. this.x += otherVector.x;
  397. this.y += otherVector.y;
  398. this.z += otherVector.z;
  399. };
  400. Vector3.prototype.add = function (otherVector) {
  401. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  402. };
  403. Vector3.prototype.addToRef = function (otherVector, result) {
  404. result.x = this.x + otherVector.x;
  405. result.y = this.y + otherVector.y;
  406. result.z = this.z + otherVector.z;
  407. };
  408. Vector3.prototype.subtractInPlace = function (otherVector) {
  409. this.x -= otherVector.x;
  410. this.y -= otherVector.y;
  411. this.z -= otherVector.z;
  412. };
  413. Vector3.prototype.subtract = function (otherVector) {
  414. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  415. };
  416. Vector3.prototype.subtractToRef = function (otherVector, result) {
  417. result.x = this.x - otherVector.x;
  418. result.y = this.y - otherVector.y;
  419. result.z = this.z - otherVector.z;
  420. };
  421. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  422. return new Vector3(this.x - x, this.y - y, this.z - z);
  423. };
  424. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  425. result.x = this.x - x;
  426. result.y = this.y - y;
  427. result.z = this.z - z;
  428. };
  429. Vector3.prototype.negate = function () {
  430. return new Vector3(-this.x, -this.y, -this.z);
  431. };
  432. Vector3.prototype.scaleInPlace = function (scale) {
  433. this.x *= scale;
  434. this.y *= scale;
  435. this.z *= scale;
  436. return this;
  437. };
  438. Vector3.prototype.scale = function (scale) {
  439. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  440. };
  441. Vector3.prototype.scaleToRef = function (scale, result) {
  442. result.x = this.x * scale;
  443. result.y = this.y * scale;
  444. result.z = this.z * scale;
  445. };
  446. Vector3.prototype.equals = function (otherVector) {
  447. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  448. };
  449. Vector3.prototype.equalsWithEpsilon = function (otherVector) {
  450. return Math.abs(this.x - otherVector.x) < BABYLON.Engine.Epsilon && Math.abs(this.y - otherVector.y) < BABYLON.Engine.Epsilon && Math.abs(this.z - otherVector.z) < BABYLON.Engine.Epsilon;
  451. };
  452. Vector3.prototype.equalsToFloats = function (x, y, z) {
  453. return this.x === x && this.y === y && this.z === z;
  454. };
  455. Vector3.prototype.multiplyInPlace = function (otherVector) {
  456. this.x *= otherVector.x;
  457. this.y *= otherVector.y;
  458. this.z *= otherVector.z;
  459. };
  460. Vector3.prototype.multiply = function (otherVector) {
  461. return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  462. };
  463. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  464. result.x = this.x * otherVector.x;
  465. result.y = this.y * otherVector.y;
  466. result.z = this.z * otherVector.z;
  467. };
  468. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  469. return new Vector3(this.x * x, this.y * y, this.z * z);
  470. };
  471. Vector3.prototype.divide = function (otherVector) {
  472. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  473. };
  474. Vector3.prototype.divideToRef = function (otherVector, result) {
  475. result.x = this.x / otherVector.x;
  476. result.y = this.y / otherVector.y;
  477. result.z = this.z / otherVector.z;
  478. };
  479. Vector3.prototype.MinimizeInPlace = function (other) {
  480. if (other.x < this.x)
  481. this.x = other.x;
  482. if (other.y < this.y)
  483. this.y = other.y;
  484. if (other.z < this.z)
  485. this.z = other.z;
  486. };
  487. Vector3.prototype.MaximizeInPlace = function (other) {
  488. if (other.x > this.x)
  489. this.x = other.x;
  490. if (other.y > this.y)
  491. this.y = other.y;
  492. if (other.z > this.z)
  493. this.z = other.z;
  494. };
  495. Vector3.prototype.length = function () {
  496. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  497. };
  498. Vector3.prototype.lengthSquared = function () {
  499. return (this.x * this.x + this.y * this.y + this.z * this.z);
  500. };
  501. Vector3.prototype.normalize = function () {
  502. var len = this.length();
  503. if (len === 0)
  504. return this;
  505. var num = 1.0 / len;
  506. this.x *= num;
  507. this.y *= num;
  508. this.z *= num;
  509. return this;
  510. };
  511. Vector3.prototype.clone = function () {
  512. return new Vector3(this.x, this.y, this.z);
  513. };
  514. Vector3.prototype.copyFrom = function (source) {
  515. this.x = source.x;
  516. this.y = source.y;
  517. this.z = source.z;
  518. };
  519. Vector3.prototype.copyFromFloats = function (x, y, z) {
  520. this.x = x;
  521. this.y = y;
  522. this.z = z;
  523. };
  524. Vector3.FromArray = function (array, offset) {
  525. if (!offset) {
  526. offset = 0;
  527. }
  528. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  529. };
  530. Vector3.FromArrayToRef = function (array, offset, result) {
  531. result.x = array[offset];
  532. result.y = array[offset + 1];
  533. result.z = array[offset + 2];
  534. };
  535. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  536. result.x = array[offset];
  537. result.y = array[offset + 1];
  538. result.z = array[offset + 2];
  539. };
  540. Vector3.FromFloatsToRef = function (x, y, z, result) {
  541. result.x = x;
  542. result.y = y;
  543. result.z = z;
  544. };
  545. Vector3.Zero = function () {
  546. return new Vector3(0, 0, 0);
  547. };
  548. Vector3.Up = function () {
  549. return new Vector3(0, 1.0, 0);
  550. };
  551. Vector3.TransformCoordinates = function (vector, transformation) {
  552. var result = Vector3.Zero();
  553. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  554. return result;
  555. };
  556. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  557. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12];
  558. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13];
  559. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14];
  560. var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15];
  561. result.x = x / w;
  562. result.y = y / w;
  563. result.z = z / w;
  564. };
  565. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  566. var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12];
  567. var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13];
  568. var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14];
  569. var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15];
  570. result.x = rx / rw;
  571. result.y = ry / rw;
  572. result.z = rz / rw;
  573. };
  574. Vector3.TransformNormal = function (vector, transformation) {
  575. var result = Vector3.Zero();
  576. Vector3.TransformNormalToRef(vector, transformation, result);
  577. return result;
  578. };
  579. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  580. result.x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
  581. result.y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
  582. result.z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
  583. };
  584. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  585. result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]);
  586. result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]);
  587. result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]);
  588. };
  589. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  590. var squared = amount * amount;
  591. var cubed = amount * squared;
  592. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) + (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) + ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  593. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) + (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) + ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  594. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) + (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) + ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  595. return new Vector3(x, y, z);
  596. };
  597. Vector3.Clamp = function (value, min, max) {
  598. var x = value.x;
  599. x = (x > max.x) ? max.x : x;
  600. x = (x < min.x) ? min.x : x;
  601. var y = value.y;
  602. y = (y > max.y) ? max.y : y;
  603. y = (y < min.y) ? min.y : y;
  604. var z = value.z;
  605. z = (z > max.z) ? max.z : z;
  606. z = (z < min.z) ? min.z : z;
  607. return new Vector3(x, y, z);
  608. };
  609. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  610. var squared = amount * amount;
  611. var cubed = amount * squared;
  612. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  613. var part2 = (-2.0 * cubed) + (3.0 * squared);
  614. var part3 = (cubed - (2.0 * squared)) + amount;
  615. var part4 = cubed - squared;
  616. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  617. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  618. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  619. return new Vector3(x, y, z);
  620. };
  621. Vector3.Lerp = function (start, end, amount) {
  622. var x = start.x + ((end.x - start.x) * amount);
  623. var y = start.y + ((end.y - start.y) * amount);
  624. var z = start.z + ((end.z - start.z) * amount);
  625. return new Vector3(x, y, z);
  626. };
  627. Vector3.Dot = function (left, right) {
  628. return (left.x * right.x + left.y * right.y + left.z * right.z);
  629. };
  630. Vector3.Cross = function (left, right) {
  631. var result = Vector3.Zero();
  632. Vector3.CrossToRef(left, right, result);
  633. return result;
  634. };
  635. Vector3.CrossToRef = function (left, right, result) {
  636. result.x = left.y * right.z - left.z * right.y;
  637. result.y = left.z * right.x - left.x * right.z;
  638. result.z = left.x * right.y - left.y * right.x;
  639. };
  640. Vector3.Normalize = function (vector) {
  641. var result = Vector3.Zero();
  642. Vector3.NormalizeToRef(vector, result);
  643. return result;
  644. };
  645. Vector3.NormalizeToRef = function (vector, result) {
  646. result.copyFrom(vector);
  647. result.normalize();
  648. };
  649. Vector3.Project = function (vector, world, transform, viewport) {
  650. var cw = viewport.width;
  651. var ch = viewport.height;
  652. var cx = viewport.x;
  653. var cy = viewport.y;
  654. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, 1, 0, cx + cw / 2.0, ch / 2.0 + cy, 0, 1);
  655. var finalMatrix = world.multiply(transform).multiply(viewportMatrix);
  656. return Vector3.TransformCoordinates(vector, finalMatrix);
  657. };
  658. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  659. var matrix = world.multiply(transform);
  660. matrix.invert();
  661. source.x = source.x / viewportWidth * 2 - 1;
  662. source.y = -(source.y / viewportHeight * 2 - 1);
  663. var vector = BABYLON.Vector3.TransformCoordinates(source, matrix);
  664. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  665. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  666. vector = vector.scale(1.0 / num);
  667. }
  668. return vector;
  669. };
  670. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  671. var matrix = world.multiply(view).multiply(projection);
  672. matrix.invert();
  673. source.x = source.x / viewportWidth * 2 - 1;
  674. source.y = -(source.y / viewportHeight * 2 - 1);
  675. var vector = BABYLON.Vector3.TransformCoordinates(source, matrix);
  676. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  677. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  678. vector = vector.scale(1.0 / num);
  679. }
  680. return vector;
  681. };
  682. Vector3.Minimize = function (left, right) {
  683. var min = left.clone();
  684. min.MinimizeInPlace(right);
  685. return min;
  686. };
  687. Vector3.Maximize = function (left, right) {
  688. var max = left.clone();
  689. max.MaximizeInPlace(right);
  690. return max;
  691. };
  692. Vector3.Distance = function (value1, value2) {
  693. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  694. };
  695. Vector3.DistanceSquared = function (value1, value2) {
  696. var x = value1.x - value2.x;
  697. var y = value1.y - value2.y;
  698. var z = value1.z - value2.z;
  699. return (x * x) + (y * y) + (z * z);
  700. };
  701. Vector3.Center = function (value1, value2) {
  702. var center = value1.add(value2);
  703. center.scaleInPlace(0.5);
  704. return center;
  705. };
  706. return Vector3;
  707. })();
  708. BABYLON.Vector3 = Vector3;
  709. var Vector4 = (function () {
  710. function Vector4(x, y, z, w) {
  711. this.x = x;
  712. this.y = y;
  713. this.z = z;
  714. this.w = w;
  715. }
  716. Vector4.prototype.toString = function () {
  717. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "W:" + this.w + "}";
  718. };
  719. Vector4.prototype.asArray = function () {
  720. var result = [];
  721. this.toArray(result, 0);
  722. return result;
  723. };
  724. Vector4.prototype.toArray = function (array, index) {
  725. if (index === undefined) {
  726. index = 0;
  727. }
  728. array[index] = this.x;
  729. array[index + 1] = this.y;
  730. array[index + 2] = this.z;
  731. array[index + 3] = this.w;
  732. };
  733. Vector4.prototype.addInPlace = function (otherVector) {
  734. this.x += otherVector.x;
  735. this.y += otherVector.y;
  736. this.z += otherVector.z;
  737. this.w += otherVector.w;
  738. };
  739. Vector4.prototype.add = function (otherVector) {
  740. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  741. };
  742. Vector4.prototype.addToRef = function (otherVector, result) {
  743. result.x = this.x + otherVector.x;
  744. result.y = this.y + otherVector.y;
  745. result.z = this.z + otherVector.z;
  746. result.w = this.w + otherVector.w;
  747. };
  748. Vector4.prototype.subtractInPlace = function (otherVector) {
  749. this.x -= otherVector.x;
  750. this.y -= otherVector.y;
  751. this.z -= otherVector.z;
  752. this.w -= otherVector.w;
  753. };
  754. Vector4.prototype.subtract = function (otherVector) {
  755. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  756. };
  757. Vector4.prototype.subtractToRef = function (otherVector, result) {
  758. result.x = this.x - otherVector.x;
  759. result.y = this.y - otherVector.y;
  760. result.z = this.z - otherVector.z;
  761. result.w = this.w - otherVector.w;
  762. };
  763. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  764. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  765. };
  766. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  767. result.x = this.x - x;
  768. result.y = this.y - y;
  769. result.z = this.z - z;
  770. result.w = this.w - w;
  771. };
  772. Vector4.prototype.negate = function () {
  773. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  774. };
  775. Vector4.prototype.scaleInPlace = function (scale) {
  776. this.x *= scale;
  777. this.y *= scale;
  778. this.z *= scale;
  779. this.w *= scale;
  780. return this;
  781. };
  782. Vector4.prototype.scale = function (scale) {
  783. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  784. };
  785. Vector4.prototype.scaleToRef = function (scale, result) {
  786. result.x = this.x * scale;
  787. result.y = this.y * scale;
  788. result.z = this.z * scale;
  789. result.w = this.w * scale;
  790. };
  791. Vector4.prototype.equals = function (otherVector) {
  792. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  793. };
  794. Vector4.prototype.equalsWithEpsilon = function (otherVector) {
  795. return Math.abs(this.x - otherVector.x) < BABYLON.Engine.Epsilon && Math.abs(this.y - otherVector.y) < BABYLON.Engine.Epsilon && Math.abs(this.z - otherVector.z) < BABYLON.Engine.Epsilon && Math.abs(this.w - otherVector.w) < BABYLON.Engine.Epsilon;
  796. };
  797. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  798. return this.x === x && this.y === y && this.z === z && this.w === w;
  799. };
  800. Vector4.prototype.multiplyInPlace = function (otherVector) {
  801. this.x *= otherVector.x;
  802. this.y *= otherVector.y;
  803. this.z *= otherVector.z;
  804. this.w *= otherVector.w;
  805. };
  806. Vector4.prototype.multiply = function (otherVector) {
  807. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  808. };
  809. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  810. result.x = this.x * otherVector.x;
  811. result.y = this.y * otherVector.y;
  812. result.z = this.z * otherVector.z;
  813. result.w = this.w * otherVector.w;
  814. };
  815. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  816. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  817. };
  818. Vector4.prototype.divide = function (otherVector) {
  819. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  820. };
  821. Vector4.prototype.divideToRef = function (otherVector, result) {
  822. result.x = this.x / otherVector.x;
  823. result.y = this.y / otherVector.y;
  824. result.z = this.z / otherVector.z;
  825. result.w = this.w / otherVector.w;
  826. };
  827. Vector4.prototype.MinimizeInPlace = function (other) {
  828. if (other.x < this.x)
  829. this.x = other.x;
  830. if (other.y < this.y)
  831. this.y = other.y;
  832. if (other.z < this.z)
  833. this.z = other.z;
  834. if (other.w < this.w)
  835. this.w = other.w;
  836. };
  837. Vector4.prototype.MaximizeInPlace = function (other) {
  838. if (other.x > this.x)
  839. this.x = other.x;
  840. if (other.y > this.y)
  841. this.y = other.y;
  842. if (other.z > this.z)
  843. this.z = other.z;
  844. if (other.w > this.w)
  845. this.w = other.w;
  846. };
  847. Vector4.prototype.length = function () {
  848. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  849. };
  850. Vector4.prototype.lengthSquared = function () {
  851. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  852. };
  853. Vector4.prototype.normalize = function () {
  854. var len = this.length();
  855. if (len === 0)
  856. return this;
  857. var num = 1.0 / len;
  858. this.x *= num;
  859. this.y *= num;
  860. this.z *= num;
  861. this.w *= num;
  862. return this;
  863. };
  864. Vector4.prototype.clone = function () {
  865. return new Vector4(this.x, this.y, this.z, this.w);
  866. };
  867. Vector4.prototype.copyFrom = function (source) {
  868. this.x = source.x;
  869. this.y = source.y;
  870. this.z = source.z;
  871. this.w = source.w;
  872. };
  873. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  874. this.x = x;
  875. this.y = y;
  876. this.z = z;
  877. this.w = w;
  878. };
  879. Vector4.FromArray = function (array, offset) {
  880. if (!offset) {
  881. offset = 0;
  882. }
  883. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  884. };
  885. Vector4.FromArrayToRef = function (array, offset, result) {
  886. result.x = array[offset];
  887. result.y = array[offset + 1];
  888. result.z = array[offset + 2];
  889. result.w = array[offset + 3];
  890. };
  891. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  892. result.x = array[offset];
  893. result.y = array[offset + 1];
  894. result.z = array[offset + 2];
  895. result.w = array[offset + 3];
  896. };
  897. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  898. result.x = x;
  899. result.y = y;
  900. result.z = z;
  901. result.w = w;
  902. };
  903. Vector4.Zero = function () {
  904. return new Vector4(0, 0, 0, 0);
  905. };
  906. Vector4.Normalize = function (vector) {
  907. var result = Vector4.Zero();
  908. Vector4.NormalizeToRef(vector, result);
  909. return result;
  910. };
  911. Vector4.NormalizeToRef = function (vector, result) {
  912. result.copyFrom(vector);
  913. result.normalize();
  914. };
  915. Vector4.Minimize = function (left, right) {
  916. var min = left.clone();
  917. min.MinimizeInPlace(right);
  918. return min;
  919. };
  920. Vector4.Maximize = function (left, right) {
  921. var max = left.clone();
  922. max.MaximizeInPlace(right);
  923. return max;
  924. };
  925. Vector4.Distance = function (value1, value2) {
  926. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  927. };
  928. Vector4.DistanceSquared = function (value1, value2) {
  929. var x = value1.x - value2.x;
  930. var y = value1.y - value2.y;
  931. var z = value1.z - value2.z;
  932. var w = value1.w - value2.w;
  933. return (x * x) + (y * y) + (z * z) + (w * w);
  934. };
  935. Vector4.Center = function (value1, value2) {
  936. var center = value1.add(value2);
  937. center.scaleInPlace(0.5);
  938. return center;
  939. };
  940. return Vector4;
  941. })();
  942. BABYLON.Vector4 = Vector4;
  943. var Quaternion = (function () {
  944. function Quaternion(x, y, z, w) {
  945. if (typeof x === "undefined") { x = 0; }
  946. if (typeof y === "undefined") { y = 0; }
  947. if (typeof z === "undefined") { z = 0; }
  948. if (typeof w === "undefined") { w = 1; }
  949. this.x = x;
  950. this.y = y;
  951. this.z = z;
  952. this.w = w;
  953. }
  954. Quaternion.prototype.toString = function () {
  955. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  956. };
  957. Quaternion.prototype.asArray = function () {
  958. return [this.x, this.y, this.z, this.w];
  959. };
  960. Quaternion.prototype.equals = function (otherQuaternion) {
  961. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  962. };
  963. Quaternion.prototype.clone = function () {
  964. return new Quaternion(this.x, this.y, this.z, this.w);
  965. };
  966. Quaternion.prototype.copyFrom = function (other) {
  967. this.x = other.x;
  968. this.y = other.y;
  969. this.z = other.z;
  970. this.w = other.w;
  971. };
  972. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  973. this.x = x;
  974. this.y = y;
  975. this.z = z;
  976. this.w = w;
  977. };
  978. Quaternion.prototype.add = function (other) {
  979. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  980. };
  981. Quaternion.prototype.subtract = function (other) {
  982. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  983. };
  984. Quaternion.prototype.scale = function (value) {
  985. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  986. };
  987. Quaternion.prototype.multiply = function (q1) {
  988. var result = new Quaternion(0, 0, 0, 1.0);
  989. this.multiplyToRef(q1, result);
  990. return result;
  991. };
  992. Quaternion.prototype.multiplyToRef = function (q1, result) {
  993. result.x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  994. result.y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  995. result.z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  996. result.w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  997. };
  998. Quaternion.prototype.length = function () {
  999. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  1000. };
  1001. Quaternion.prototype.normalize = function () {
  1002. var length = 1.0 / this.length();
  1003. this.x *= length;
  1004. this.y *= length;
  1005. this.z *= length;
  1006. this.w *= length;
  1007. };
  1008. Quaternion.prototype.toEulerAngles = function () {
  1009. var result = Vector3.Zero();
  1010. this.toEulerAnglesToRef(result);
  1011. return result;
  1012. };
  1013. Quaternion.prototype.toEulerAnglesToRef = function (result) {
  1014. var qx = this.x;
  1015. var qy = this.y;
  1016. var qz = this.z;
  1017. var qw = this.w;
  1018. var qxy = qx * qy;
  1019. var qxz = qx * qz;
  1020. var qwy = qw * qy;
  1021. var qwz = qw * qz;
  1022. var qwx = qw * qx;
  1023. var qyz = qy * qz;
  1024. var sqx = qx * qx;
  1025. var sqy = qy * qy;
  1026. var determinant = sqx + sqy;
  1027. if (determinant != 0.000 && determinant != 1.000) {
  1028. result.x = Math.atan2(qxz + qwy, qwx - qyz);
  1029. result.y = Math.acos(1 - 2 * determinant);
  1030. result.z = Math.atan2(qxz - qwy, qwx + qyz);
  1031. } else {
  1032. if (determinant == 0.000) {
  1033. result.x = 0.0;
  1034. result.y = 0.0;
  1035. result.z = Math.atan2(qxy - qwz, 0.5 - sqy - qz * qz);
  1036. } else {
  1037. result.x = Math.atan2(qxy - qwz, 0.5 - sqy - qz * qz);
  1038. result.y = Math.PI;
  1039. result.z = 0.0;
  1040. }
  1041. }
  1042. };
  1043. Quaternion.prototype.toRotationMatrix = function (result) {
  1044. var xx = this.x * this.x;
  1045. var yy = this.y * this.y;
  1046. var zz = this.z * this.z;
  1047. var xy = this.x * this.y;
  1048. var zw = this.z * this.w;
  1049. var zx = this.z * this.x;
  1050. var yw = this.y * this.w;
  1051. var yz = this.y * this.z;
  1052. var xw = this.x * this.w;
  1053. result.m[0] = 1.0 - (2.0 * (yy + zz));
  1054. result.m[1] = 2.0 * (xy + zw);
  1055. result.m[2] = 2.0 * (zx - yw);
  1056. result.m[3] = 0;
  1057. result.m[4] = 2.0 * (xy - zw);
  1058. result.m[5] = 1.0 - (2.0 * (zz + xx));
  1059. result.m[6] = 2.0 * (yz + xw);
  1060. result.m[7] = 0;
  1061. result.m[8] = 2.0 * (zx + yw);
  1062. result.m[9] = 2.0 * (yz - xw);
  1063. result.m[10] = 1.0 - (2.0 * (yy + xx));
  1064. result.m[11] = 0;
  1065. result.m[12] = 0;
  1066. result.m[13] = 0;
  1067. result.m[14] = 0;
  1068. result.m[15] = 1.0;
  1069. };
  1070. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  1071. var data = matrix.m;
  1072. var m11 = data[0], m12 = data[4], m13 = data[8];
  1073. var m21 = data[1], m22 = data[5], m23 = data[9];
  1074. var m31 = data[2], m32 = data[6], m33 = data[10];
  1075. var trace = m11 + m22 + m33;
  1076. var s;
  1077. if (trace > 0) {
  1078. s = 0.5 / Math.sqrt(trace + 1.0);
  1079. this.w = 0.25 / s;
  1080. this.x = (m32 - m23) * s;
  1081. this.y = (m13 - m31) * s;
  1082. this.z = (m21 - m12) * s;
  1083. return;
  1084. }
  1085. if (m11 > m22 && m11 > m33) {
  1086. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  1087. this.w = (m32 - m23) / s;
  1088. this.x = 0.25 * s;
  1089. this.y = (m12 + m21) / s;
  1090. this.z = (m13 + m31) / s;
  1091. return;
  1092. }
  1093. if (m22 > m33) {
  1094. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  1095. this.w = (m13 - m31) / s;
  1096. this.x = (m12 + m21) / s;
  1097. this.y = 0.25 * s;
  1098. this.z = (m23 + m32) / s;
  1099. return;
  1100. }
  1101. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  1102. this.w = (m21 - m12) / s;
  1103. this.x = (m13 + m31) / s;
  1104. this.y = (m23 + m32) / s;
  1105. this.z = 0.25 * s;
  1106. };
  1107. Quaternion.Inverse = function (q) {
  1108. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  1109. };
  1110. Quaternion.RotationAxis = function (axis, angle) {
  1111. var result = new Quaternion();
  1112. var sin = Math.sin(angle / 2);
  1113. result.w = Math.cos(angle / 2);
  1114. result.x = axis.x * sin;
  1115. result.y = axis.y * sin;
  1116. result.z = axis.z * sin;
  1117. return result;
  1118. };
  1119. Quaternion.FromArray = function (array, offset) {
  1120. if (!offset) {
  1121. offset = 0;
  1122. }
  1123. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  1124. };
  1125. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  1126. var result = new Quaternion();
  1127. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1128. return result;
  1129. };
  1130. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  1131. var halfRoll = roll * 0.5;
  1132. var halfPitch = pitch * 0.5;
  1133. var halfYaw = yaw * 0.5;
  1134. var sinRoll = Math.sin(halfRoll);
  1135. var cosRoll = Math.cos(halfRoll);
  1136. var sinPitch = Math.sin(halfPitch);
  1137. var cosPitch = Math.cos(halfPitch);
  1138. var sinYaw = Math.sin(halfYaw);
  1139. var cosYaw = Math.cos(halfYaw);
  1140. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  1141. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  1142. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  1143. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  1144. };
  1145. Quaternion.Slerp = function (left, right, amount) {
  1146. var num2;
  1147. var num3;
  1148. var num = amount;
  1149. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  1150. var flag = false;
  1151. if (num4 < 0) {
  1152. flag = true;
  1153. num4 = -num4;
  1154. }
  1155. if (num4 > 0.999999) {
  1156. num3 = 1 - num;
  1157. num2 = flag ? -num : num;
  1158. } else {
  1159. var num5 = Math.acos(num4);
  1160. var num6 = (1.0 / Math.sin(num5));
  1161. num3 = (Math.sin((1.0 - num) * num5)) * num6;
  1162. num2 = flag ? ((-Math.sin(num * num5)) * num6) : ((Math.sin(num * num5)) * num6);
  1163. }
  1164. return new Quaternion((num3 * left.x) + (num2 * right.x), (num3 * left.y) + (num2 * right.y), (num3 * left.z) + (num2 * right.z), (num3 * left.w) + (num2 * right.w));
  1165. };
  1166. return Quaternion;
  1167. })();
  1168. BABYLON.Quaternion = Quaternion;
  1169. var Matrix = (function () {
  1170. function Matrix() {
  1171. this.m = new Float32Array(16);
  1172. }
  1173. Matrix.prototype.isIdentity = function () {
  1174. if (this.m[0] != 1.0 || this.m[5] != 1.0 || this.m[10] != 1.0 || this.m[15] != 1.0)
  1175. return false;
  1176. if (this.m[1] != 0.0 || this.m[2] != 0.0 || this.m[3] != 0.0 || this.m[4] != 0.0 || this.m[6] != 0.0 || this.m[7] != 0.0 || this.m[8] != 0.0 || this.m[9] != 0.0 || this.m[11] != 0.0 || this.m[12] != 0.0 || this.m[13] != 0.0 || this.m[14] != 0.0)
  1177. return false;
  1178. return true;
  1179. };
  1180. Matrix.prototype.determinant = function () {
  1181. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  1182. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  1183. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  1184. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  1185. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  1186. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  1187. return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) - (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) - (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6))));
  1188. };
  1189. Matrix.prototype.toArray = function () {
  1190. return this.m;
  1191. };
  1192. Matrix.prototype.asArray = function () {
  1193. return this.toArray();
  1194. };
  1195. Matrix.prototype.invert = function () {
  1196. this.invertToRef(this);
  1197. };
  1198. Matrix.prototype.invertToRef = function (other) {
  1199. var l1 = this.m[0];
  1200. var l2 = this.m[1];
  1201. var l3 = this.m[2];
  1202. var l4 = this.m[3];
  1203. var l5 = this.m[4];
  1204. var l6 = this.m[5];
  1205. var l7 = this.m[6];
  1206. var l8 = this.m[7];
  1207. var l9 = this.m[8];
  1208. var l10 = this.m[9];
  1209. var l11 = this.m[10];
  1210. var l12 = this.m[11];
  1211. var l13 = this.m[12];
  1212. var l14 = this.m[13];
  1213. var l15 = this.m[14];
  1214. var l16 = this.m[15];
  1215. var l17 = (l11 * l16) - (l12 * l15);
  1216. var l18 = (l10 * l16) - (l12 * l14);
  1217. var l19 = (l10 * l15) - (l11 * l14);
  1218. var l20 = (l9 * l16) - (l12 * l13);
  1219. var l21 = (l9 * l15) - (l11 * l13);
  1220. var l22 = (l9 * l14) - (l10 * l13);
  1221. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  1222. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  1223. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  1224. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  1225. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  1226. var l28 = (l7 * l16) - (l8 * l15);
  1227. var l29 = (l6 * l16) - (l8 * l14);
  1228. var l30 = (l6 * l15) - (l7 * l14);
  1229. var l31 = (l5 * l16) - (l8 * l13);
  1230. var l32 = (l5 * l15) - (l7 * l13);
  1231. var l33 = (l5 * l14) - (l6 * l13);
  1232. var l34 = (l7 * l12) - (l8 * l11);
  1233. var l35 = (l6 * l12) - (l8 * l10);
  1234. var l36 = (l6 * l11) - (l7 * l10);
  1235. var l37 = (l5 * l12) - (l8 * l9);
  1236. var l38 = (l5 * l11) - (l7 * l9);
  1237. var l39 = (l5 * l10) - (l6 * l9);
  1238. other.m[0] = l23 * l27;
  1239. other.m[4] = l24 * l27;
  1240. other.m[8] = l25 * l27;
  1241. other.m[12] = l26 * l27;
  1242. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  1243. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  1244. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  1245. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  1246. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  1247. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  1248. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  1249. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  1250. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  1251. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  1252. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  1253. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  1254. };
  1255. Matrix.prototype.setTranslation = function (vector3) {
  1256. this.m[12] = vector3.x;
  1257. this.m[13] = vector3.y;
  1258. this.m[14] = vector3.z;
  1259. };
  1260. Matrix.prototype.multiply = function (other) {
  1261. var result = new Matrix();
  1262. this.multiplyToRef(other, result);
  1263. return result;
  1264. };
  1265. Matrix.prototype.copyFrom = function (other) {
  1266. for (var index = 0; index < 16; index++) {
  1267. this.m[index] = other.m[index];
  1268. }
  1269. };
  1270. Matrix.prototype.copyToArray = function (array, offset) {
  1271. if (typeof offset === "undefined") { offset = 0; }
  1272. for (var index = 0; index < 16; index++) {
  1273. array[offset + index] = this.m[index];
  1274. }
  1275. };
  1276. Matrix.prototype.multiplyToRef = function (other, result) {
  1277. this.multiplyToArray(other, result.m, 0);
  1278. };
  1279. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  1280. var tm0 = this.m[0];
  1281. var tm1 = this.m[1];
  1282. var tm2 = this.m[2];
  1283. var tm3 = this.m[3];
  1284. var tm4 = this.m[4];
  1285. var tm5 = this.m[5];
  1286. var tm6 = this.m[6];
  1287. var tm7 = this.m[7];
  1288. var tm8 = this.m[8];
  1289. var tm9 = this.m[9];
  1290. var tm10 = this.m[10];
  1291. var tm11 = this.m[11];
  1292. var tm12 = this.m[12];
  1293. var tm13 = this.m[13];
  1294. var tm14 = this.m[14];
  1295. var tm15 = this.m[15];
  1296. var om0 = other.m[0];
  1297. var om1 = other.m[1];
  1298. var om2 = other.m[2];
  1299. var om3 = other.m[3];
  1300. var om4 = other.m[4];
  1301. var om5 = other.m[5];
  1302. var om6 = other.m[6];
  1303. var om7 = other.m[7];
  1304. var om8 = other.m[8];
  1305. var om9 = other.m[9];
  1306. var om10 = other.m[10];
  1307. var om11 = other.m[11];
  1308. var om12 = other.m[12];
  1309. var om13 = other.m[13];
  1310. var om14 = other.m[14];
  1311. var om15 = other.m[15];
  1312. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  1313. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  1314. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  1315. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  1316. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  1317. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  1318. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  1319. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  1320. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  1321. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  1322. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  1323. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  1324. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  1325. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  1326. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  1327. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  1328. };
  1329. Matrix.prototype.equals = function (value) {
  1330. return value && (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] && this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] && this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] && this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]);
  1331. };
  1332. Matrix.prototype.clone = function () {
  1333. return Matrix.FromValues(this.m[0], this.m[1], this.m[2], this.m[3], this.m[4], this.m[5], this.m[6], this.m[7], this.m[8], this.m[9], this.m[10], this.m[11], this.m[12], this.m[13], this.m[14], this.m[15]);
  1334. };
  1335. Matrix.FromArray = function (array, offset) {
  1336. var result = new Matrix();
  1337. if (!offset) {
  1338. offset = 0;
  1339. }
  1340. Matrix.FromArrayToRef(array, offset, result);
  1341. return result;
  1342. };
  1343. Matrix.FromArrayToRef = function (array, offset, result) {
  1344. for (var index = 0; index < 16; index++) {
  1345. result.m[index] = array[index + offset];
  1346. }
  1347. };
  1348. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  1349. result.m[0] = initialM11;
  1350. result.m[1] = initialM12;
  1351. result.m[2] = initialM13;
  1352. result.m[3] = initialM14;
  1353. result.m[4] = initialM21;
  1354. result.m[5] = initialM22;
  1355. result.m[6] = initialM23;
  1356. result.m[7] = initialM24;
  1357. result.m[8] = initialM31;
  1358. result.m[9] = initialM32;
  1359. result.m[10] = initialM33;
  1360. result.m[11] = initialM34;
  1361. result.m[12] = initialM41;
  1362. result.m[13] = initialM42;
  1363. result.m[14] = initialM43;
  1364. result.m[15] = initialM44;
  1365. };
  1366. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  1367. var result = new Matrix();
  1368. result.m[0] = initialM11;
  1369. result.m[1] = initialM12;
  1370. result.m[2] = initialM13;
  1371. result.m[3] = initialM14;
  1372. result.m[4] = initialM21;
  1373. result.m[5] = initialM22;
  1374. result.m[6] = initialM23;
  1375. result.m[7] = initialM24;
  1376. result.m[8] = initialM31;
  1377. result.m[9] = initialM32;
  1378. result.m[10] = initialM33;
  1379. result.m[11] = initialM34;
  1380. result.m[12] = initialM41;
  1381. result.m[13] = initialM42;
  1382. result.m[14] = initialM43;
  1383. result.m[15] = initialM44;
  1384. return result;
  1385. };
  1386. Matrix.Identity = function () {
  1387. return Matrix.FromValues(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0);
  1388. };
  1389. Matrix.IdentityToRef = function (result) {
  1390. Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, result);
  1391. };
  1392. Matrix.Zero = function () {
  1393. return Matrix.FromValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
  1394. };
  1395. Matrix.RotationX = function (angle) {
  1396. var result = new Matrix();
  1397. Matrix.RotationXToRef(angle, result);
  1398. return result;
  1399. };
  1400. Matrix.Invert = function (source) {
  1401. var result = new Matrix();
  1402. source.invertToRef(result);
  1403. return result;
  1404. };
  1405. Matrix.RotationXToRef = function (angle, result) {
  1406. var s = Math.sin(angle);
  1407. var c = Math.cos(angle);
  1408. result.m[0] = 1.0;
  1409. result.m[15] = 1.0;
  1410. result.m[5] = c;
  1411. result.m[10] = c;
  1412. result.m[9] = -s;
  1413. result.m[6] = s;
  1414. result.m[1] = 0;
  1415. result.m[2] = 0;
  1416. result.m[3] = 0;
  1417. result.m[4] = 0;
  1418. result.m[7] = 0;
  1419. result.m[8] = 0;
  1420. result.m[11] = 0;
  1421. result.m[12] = 0;
  1422. result.m[13] = 0;
  1423. result.m[14] = 0;
  1424. };
  1425. Matrix.RotationY = function (angle) {
  1426. var result = new Matrix();
  1427. Matrix.RotationYToRef(angle, result);
  1428. return result;
  1429. };
  1430. Matrix.RotationYToRef = function (angle, result) {
  1431. var s = Math.sin(angle);
  1432. var c = Math.cos(angle);
  1433. result.m[5] = 1.0;
  1434. result.m[15] = 1.0;
  1435. result.m[0] = c;
  1436. result.m[2] = -s;
  1437. result.m[8] = s;
  1438. result.m[10] = c;
  1439. result.m[1] = 0;
  1440. result.m[3] = 0;
  1441. result.m[4] = 0;
  1442. result.m[6] = 0;
  1443. result.m[7] = 0;
  1444. result.m[9] = 0;
  1445. result.m[11] = 0;
  1446. result.m[12] = 0;
  1447. result.m[13] = 0;
  1448. result.m[14] = 0;
  1449. };
  1450. Matrix.RotationZ = function (angle) {
  1451. var result = new Matrix();
  1452. Matrix.RotationZToRef(angle, result);
  1453. return result;
  1454. };
  1455. Matrix.RotationZToRef = function (angle, result) {
  1456. var s = Math.sin(angle);
  1457. var c = Math.cos(angle);
  1458. result.m[10] = 1.0;
  1459. result.m[15] = 1.0;
  1460. result.m[0] = c;
  1461. result.m[1] = s;
  1462. result.m[4] = -s;
  1463. result.m[5] = c;
  1464. result.m[2] = 0;
  1465. result.m[3] = 0;
  1466. result.m[6] = 0;
  1467. result.m[7] = 0;
  1468. result.m[8] = 0;
  1469. result.m[9] = 0;
  1470. result.m[11] = 0;
  1471. result.m[12] = 0;
  1472. result.m[13] = 0;
  1473. result.m[14] = 0;
  1474. };
  1475. Matrix.RotationAxis = function (axis, angle) {
  1476. var s = Math.sin(-angle);
  1477. var c = Math.cos(-angle);
  1478. var c1 = 1 - c;
  1479. axis.normalize();
  1480. var result = Matrix.Zero();
  1481. result.m[0] = (axis.x * axis.x) * c1 + c;
  1482. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  1483. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  1484. result.m[3] = 0.0;
  1485. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  1486. result.m[5] = (axis.y * axis.y) * c1 + c;
  1487. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  1488. result.m[7] = 0.0;
  1489. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  1490. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  1491. result.m[10] = (axis.z * axis.z) * c1 + c;
  1492. result.m[11] = 0.0;
  1493. result.m[15] = 1.0;
  1494. return result;
  1495. };
  1496. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  1497. var result = new Matrix();
  1498. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1499. return result;
  1500. };
  1501. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  1502. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  1503. this._tempQuaternion.toRotationMatrix(result);
  1504. };
  1505. Matrix.Scaling = function (x, y, z) {
  1506. var result = Matrix.Zero();
  1507. Matrix.ScalingToRef(x, y, z, result);
  1508. return result;
  1509. };
  1510. Matrix.ScalingToRef = function (x, y, z, result) {
  1511. result.m[0] = x;
  1512. result.m[1] = 0;
  1513. result.m[2] = 0;
  1514. result.m[3] = 0;
  1515. result.m[4] = 0;
  1516. result.m[5] = y;
  1517. result.m[6] = 0;
  1518. result.m[7] = 0;
  1519. result.m[8] = 0;
  1520. result.m[9] = 0;
  1521. result.m[10] = z;
  1522. result.m[11] = 0;
  1523. result.m[12] = 0;
  1524. result.m[13] = 0;
  1525. result.m[14] = 0;
  1526. result.m[15] = 1.0;
  1527. };
  1528. Matrix.Translation = function (x, y, z) {
  1529. var result = Matrix.Identity();
  1530. Matrix.TranslationToRef(x, y, z, result);
  1531. return result;
  1532. };
  1533. Matrix.TranslationToRef = function (x, y, z, result) {
  1534. Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, x, y, z, 1.0, result);
  1535. };
  1536. Matrix.LookAtLH = function (eye, target, up) {
  1537. var result = Matrix.Zero();
  1538. Matrix.LookAtLHToRef(eye, target, up, result);
  1539. return result;
  1540. };
  1541. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  1542. target.subtractToRef(eye, this._zAxis);
  1543. this._zAxis.normalize();
  1544. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  1545. this._xAxis.normalize();
  1546. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  1547. this._yAxis.normalize();
  1548. var ex = -Vector3.Dot(this._xAxis, eye);
  1549. var ey = -Vector3.Dot(this._yAxis, eye);
  1550. var ez = -Vector3.Dot(this._zAxis, eye);
  1551. return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0, this._xAxis.y, this._yAxis.y, this._zAxis.y, 0, this._xAxis.z, this._yAxis.z, this._zAxis.z, 0, ex, ey, ez, 1, result);
  1552. };
  1553. Matrix.OrthoLH = function (width, height, znear, zfar) {
  1554. var hw = 2.0 / width;
  1555. var hh = 2.0 / height;
  1556. var id = 1.0 / (zfar - znear);
  1557. var nid = znear / (znear - zfar);
  1558. return Matrix.FromValues(hw, 0, 0, 0, 0, hh, 0, 0, 0, 0, id, 0, 0, 0, nid, 1);
  1559. };
  1560. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  1561. var matrix = Matrix.Zero();
  1562. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  1563. return matrix;
  1564. };
  1565. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  1566. result.m[0] = 2.0 / (right - left);
  1567. result.m[1] = result.m[2] = result.m[3] = 0;
  1568. result.m[5] = 2.0 / (top - bottom);
  1569. result.m[4] = result.m[6] = result.m[7] = 0;
  1570. result.m[10] = -1.0 / (znear - zfar);
  1571. result.m[8] = result.m[9] = result.m[11] = 0;
  1572. result.m[12] = (left + right) / (left - right);
  1573. result.m[13] = (top + bottom) / (bottom - top);
  1574. result.m[14] = znear / (znear - zfar);
  1575. result.m[15] = 1.0;
  1576. };
  1577. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  1578. var matrix = Matrix.Zero();
  1579. matrix.m[0] = (2.0 * znear) / width;
  1580. matrix.m[1] = matrix.m[2] = matrix.m[3] = 0.0;
  1581. matrix.m[5] = (2.0 * znear) / height;
  1582. matrix.m[4] = matrix.m[6] = matrix.m[7] = 0.0;
  1583. matrix.m[10] = -zfar / (znear - zfar);
  1584. matrix.m[8] = matrix.m[9] = 0.0;
  1585. matrix.m[11] = 1.0;
  1586. matrix.m[12] = matrix.m[13] = matrix.m[15] = 0.0;
  1587. matrix.m[14] = (znear * zfar) / (znear - zfar);
  1588. return matrix;
  1589. };
  1590. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  1591. var matrix = Matrix.Zero();
  1592. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  1593. return matrix;
  1594. };
  1595. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result) {
  1596. var tan = 1.0 / (Math.tan(fov * 0.5));
  1597. result.m[0] = tan / aspect;
  1598. result.m[1] = result.m[2] = result.m[3] = 0.0;
  1599. result.m[5] = tan;
  1600. result.m[4] = result.m[6] = result.m[7] = 0.0;
  1601. result.m[8] = result.m[9] = 0.0;
  1602. result.m[10] = -zfar / (znear - zfar);
  1603. result.m[11] = 1.0;
  1604. result.m[12] = result.m[13] = result.m[15] = 0.0;
  1605. result.m[14] = (znear * zfar) / (znear - zfar);
  1606. };
  1607. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  1608. var cw = viewport.width;
  1609. var ch = viewport.height;
  1610. var cx = viewport.x;
  1611. var cy = viewport.y;
  1612. var viewportMatrix = Matrix.FromValues(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, zmax - zmin, 0, cx + cw / 2.0, ch / 2.0 + cy, zmin, 1);
  1613. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  1614. };
  1615. Matrix.Transpose = function (matrix) {
  1616. var result = new Matrix();
  1617. result.m[0] = matrix.m[0];
  1618. result.m[1] = matrix.m[4];
  1619. result.m[2] = matrix.m[8];
  1620. result.m[3] = matrix.m[12];
  1621. result.m[4] = matrix.m[1];
  1622. result.m[5] = matrix.m[5];
  1623. result.m[6] = matrix.m[9];
  1624. result.m[7] = matrix.m[13];
  1625. result.m[8] = matrix.m[2];
  1626. result.m[9] = matrix.m[6];
  1627. result.m[10] = matrix.m[10];
  1628. result.m[11] = matrix.m[14];
  1629. result.m[12] = matrix.m[3];
  1630. result.m[13] = matrix.m[7];
  1631. result.m[14] = matrix.m[11];
  1632. result.m[15] = matrix.m[15];
  1633. return result;
  1634. };
  1635. Matrix.Reflection = function (plane) {
  1636. var matrix = new Matrix();
  1637. Matrix.ReflectionToRef(plane, matrix);
  1638. return matrix;
  1639. };
  1640. Matrix.ReflectionToRef = function (plane, result) {
  1641. plane.normalize();
  1642. var x = plane.normal.x;
  1643. var y = plane.normal.y;
  1644. var z = plane.normal.z;
  1645. var temp = -2 * x;
  1646. var temp2 = -2 * y;
  1647. var temp3 = -2 * z;
  1648. result.m[0] = (temp * x) + 1;
  1649. result.m[1] = temp2 * x;
  1650. result.m[2] = temp3 * x;
  1651. result.m[3] = 0.0;
  1652. result.m[4] = temp * y;
  1653. result.m[5] = (temp2 * y) + 1;
  1654. result.m[6] = temp3 * y;
  1655. result.m[7] = 0.0;
  1656. result.m[8] = temp * z;
  1657. result.m[9] = temp2 * z;
  1658. result.m[10] = (temp3 * z) + 1;
  1659. result.m[11] = 0.0;
  1660. result.m[12] = temp * plane.d;
  1661. result.m[13] = temp2 * plane.d;
  1662. result.m[14] = temp3 * plane.d;
  1663. result.m[15] = 1.0;
  1664. };
  1665. Matrix._tempQuaternion = new Quaternion();
  1666. Matrix._xAxis = Vector3.Zero();
  1667. Matrix._yAxis = Vector3.Zero();
  1668. Matrix._zAxis = Vector3.Zero();
  1669. return Matrix;
  1670. })();
  1671. BABYLON.Matrix = Matrix;
  1672. var Plane = (function () {
  1673. function Plane(a, b, c, d) {
  1674. this.normal = new Vector3(a, b, c);
  1675. this.d = d;
  1676. }
  1677. Plane.prototype.asArray = function () {
  1678. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  1679. };
  1680. Plane.prototype.clone = function () {
  1681. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  1682. };
  1683. Plane.prototype.normalize = function () {
  1684. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  1685. var magnitude = 0;
  1686. if (norm != 0) {
  1687. magnitude = 1.0 / norm;
  1688. }
  1689. this.normal.x *= magnitude;
  1690. this.normal.y *= magnitude;
  1691. this.normal.z *= magnitude;
  1692. this.d *= magnitude;
  1693. };
  1694. Plane.prototype.transform = function (transformation) {
  1695. var transposedMatrix = BABYLON.Matrix.Transpose(transformation);
  1696. var x = this.normal.x;
  1697. var y = this.normal.y;
  1698. var z = this.normal.z;
  1699. var d = this.d;
  1700. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  1701. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  1702. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  1703. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  1704. return new BABYLON.Plane(normalX, normalY, normalZ, finalD);
  1705. };
  1706. Plane.prototype.dotCoordinate = function (point) {
  1707. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  1708. };
  1709. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  1710. var x1 = point2.x - point1.x;
  1711. var y1 = point2.y - point1.y;
  1712. var z1 = point2.z - point1.z;
  1713. var x2 = point3.x - point1.x;
  1714. var y2 = point3.y - point1.y;
  1715. var z2 = point3.z - point1.z;
  1716. var yz = (y1 * z2) - (z1 * y2);
  1717. var xz = (z1 * x2) - (x1 * z2);
  1718. var xy = (x1 * y2) - (y1 * x2);
  1719. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  1720. var invPyth;
  1721. if (pyth != 0) {
  1722. invPyth = 1.0 / pyth;
  1723. } else {
  1724. invPyth = 0;
  1725. }
  1726. this.normal.x = yz * invPyth;
  1727. this.normal.y = xz * invPyth;
  1728. this.normal.z = xy * invPyth;
  1729. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  1730. };
  1731. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  1732. var dot = Vector3.Dot(this.normal, direction);
  1733. return (dot <= epsilon);
  1734. };
  1735. Plane.prototype.signedDistanceTo = function (point) {
  1736. return Vector3.Dot(point, this.normal) + this.d;
  1737. };
  1738. Plane.FromArray = function (array) {
  1739. return new BABYLON.Plane(array[0], array[1], array[2], array[3]);
  1740. };
  1741. Plane.FromPoints = function (point1, point2, point3) {
  1742. var result = new BABYLON.Plane(0, 0, 0, 0);
  1743. result.copyFromPoints(point1, point2, point3);
  1744. return result;
  1745. };
  1746. Plane.FromPositionAndNormal = function (origin, normal) {
  1747. var result = new BABYLON.Plane(0, 0, 0, 0);
  1748. normal.normalize();
  1749. result.normal = normal;
  1750. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1751. return result;
  1752. };
  1753. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  1754. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1755. return Vector3.Dot(point, normal) + d;
  1756. };
  1757. return Plane;
  1758. })();
  1759. BABYLON.Plane = Plane;
  1760. var Viewport = (function () {
  1761. function Viewport(x, y, width, height) {
  1762. this.x = x;
  1763. this.y = y;
  1764. this.width = width;
  1765. this.height = height;
  1766. }
  1767. Viewport.prototype.toGlobal = function (engine) {
  1768. var width = engine.getRenderWidth();
  1769. var height = engine.getRenderHeight();
  1770. return new Viewport(this.x * width, this.y * height, this.width * width, this.height * height);
  1771. };
  1772. return Viewport;
  1773. })();
  1774. BABYLON.Viewport = Viewport;
  1775. var Frustum = (function () {
  1776. function Frustum() {
  1777. }
  1778. Frustum.GetPlanes = function (transform) {
  1779. var frustumPlanes = [];
  1780. for (var index = 0; index < 6; index++) {
  1781. frustumPlanes.push(new Plane(0, 0, 0, 0));
  1782. }
  1783. Frustum.GetPlanesToRef(transform, frustumPlanes);
  1784. return frustumPlanes;
  1785. };
  1786. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  1787. frustumPlanes[0].normal.x = transform.m[3] + transform.m[2];
  1788. frustumPlanes[0].normal.y = transform.m[7] + transform.m[6];
  1789. frustumPlanes[0].normal.z = transform.m[10] + transform.m[10];
  1790. frustumPlanes[0].d = transform.m[15] + transform.m[14];
  1791. frustumPlanes[0].normalize();
  1792. frustumPlanes[1].normal.x = transform.m[3] - transform.m[2];
  1793. frustumPlanes[1].normal.y = transform.m[7] - transform.m[6];
  1794. frustumPlanes[1].normal.z = transform.m[11] - transform.m[10];
  1795. frustumPlanes[1].d = transform.m[15] - transform.m[14];
  1796. frustumPlanes[1].normalize();
  1797. frustumPlanes[2].normal.x = transform.m[3] + transform.m[0];
  1798. frustumPlanes[2].normal.y = transform.m[7] + transform.m[4];
  1799. frustumPlanes[2].normal.z = transform.m[11] + transform.m[8];
  1800. frustumPlanes[2].d = transform.m[15] + transform.m[12];
  1801. frustumPlanes[2].normalize();
  1802. frustumPlanes[3].normal.x = transform.m[3] - transform.m[0];
  1803. frustumPlanes[3].normal.y = transform.m[7] - transform.m[4];
  1804. frustumPlanes[3].normal.z = transform.m[11] - transform.m[8];
  1805. frustumPlanes[3].d = transform.m[15] - transform.m[12];
  1806. frustumPlanes[3].normalize();
  1807. frustumPlanes[4].normal.x = transform.m[3] - transform.m[1];
  1808. frustumPlanes[4].normal.y = transform.m[7] - transform.m[5];
  1809. frustumPlanes[4].normal.z = transform.m[11] - transform.m[9];
  1810. frustumPlanes[4].d = transform.m[15] - transform.m[13];
  1811. frustumPlanes[4].normalize();
  1812. frustumPlanes[5].normal.x = transform.m[3] + transform.m[1];
  1813. frustumPlanes[5].normal.y = transform.m[7] + transform.m[5];
  1814. frustumPlanes[5].normal.z = transform.m[11] + transform.m[9];
  1815. frustumPlanes[5].d = transform.m[15] + transform.m[13];
  1816. frustumPlanes[5].normalize();
  1817. };
  1818. return Frustum;
  1819. })();
  1820. BABYLON.Frustum = Frustum;
  1821. var Ray = (function () {
  1822. function Ray(origin, direction, length) {
  1823. if (typeof length === "undefined") { length = Number.MAX_VALUE; }
  1824. this.origin = origin;
  1825. this.direction = direction;
  1826. this.length = length;
  1827. }
  1828. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum) {
  1829. var d = 0.0;
  1830. var maxValue = Number.MAX_VALUE;
  1831. if (Math.abs(this.direction.x) < 0.0000001) {
  1832. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  1833. return false;
  1834. }
  1835. } else {
  1836. var inv = 1.0 / this.direction.x;
  1837. var min = (minimum.x - this.origin.x) * inv;
  1838. var max = (maximum.x - this.origin.x) * inv;
  1839. if (max == -Infinity) {
  1840. max = Infinity;
  1841. }
  1842. if (min > max) {
  1843. var temp = min;
  1844. min = max;
  1845. max = temp;
  1846. }
  1847. d = Math.max(min, d);
  1848. maxValue = Math.min(max, maxValue);
  1849. if (d > maxValue) {
  1850. return false;
  1851. }
  1852. }
  1853. if (Math.abs(this.direction.y) < 0.0000001) {
  1854. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  1855. return false;
  1856. }
  1857. } else {
  1858. inv = 1.0 / this.direction.y;
  1859. min = (minimum.y - this.origin.y) * inv;
  1860. max = (maximum.y - this.origin.y) * inv;
  1861. if (max == -Infinity) {
  1862. max = Infinity;
  1863. }
  1864. if (min > max) {
  1865. temp = min;
  1866. min = max;
  1867. max = temp;
  1868. }
  1869. d = Math.max(min, d);
  1870. maxValue = Math.min(max, maxValue);
  1871. if (d > maxValue) {
  1872. return false;
  1873. }
  1874. }
  1875. if (Math.abs(this.direction.z) < 0.0000001) {
  1876. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  1877. return false;
  1878. }
  1879. } else {
  1880. inv = 1.0 / this.direction.z;
  1881. min = (minimum.z - this.origin.z) * inv;
  1882. max = (maximum.z - this.origin.z) * inv;
  1883. if (max == -Infinity) {
  1884. max = Infinity;
  1885. }
  1886. if (min > max) {
  1887. temp = min;
  1888. min = max;
  1889. max = temp;
  1890. }
  1891. d = Math.max(min, d);
  1892. maxValue = Math.min(max, maxValue);
  1893. if (d > maxValue) {
  1894. return false;
  1895. }
  1896. }
  1897. return true;
  1898. };
  1899. Ray.prototype.intersectsBox = function (box) {
  1900. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  1901. };
  1902. Ray.prototype.intersectsSphere = function (sphere) {
  1903. var x = sphere.center.x - this.origin.x;
  1904. var y = sphere.center.y - this.origin.y;
  1905. var z = sphere.center.z - this.origin.z;
  1906. var pyth = (x * x) + (y * y) + (z * z);
  1907. var rr = sphere.radius * sphere.radius;
  1908. if (pyth <= rr) {
  1909. return true;
  1910. }
  1911. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  1912. if (dot < 0.0) {
  1913. return false;
  1914. }
  1915. var temp = pyth - (dot * dot);
  1916. return temp <= rr;
  1917. };
  1918. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  1919. if (!this._edge1) {
  1920. this._edge1 = BABYLON.Vector3.Zero();
  1921. this._edge2 = BABYLON.Vector3.Zero();
  1922. this._pvec = BABYLON.Vector3.Zero();
  1923. this._tvec = BABYLON.Vector3.Zero();
  1924. this._qvec = BABYLON.Vector3.Zero();
  1925. }
  1926. vertex1.subtractToRef(vertex0, this._edge1);
  1927. vertex2.subtractToRef(vertex0, this._edge2);
  1928. BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  1929. var det = Vector3.Dot(this._edge1, this._pvec);
  1930. if (det === 0) {
  1931. return null;
  1932. }
  1933. var invdet = 1 / det;
  1934. this.origin.subtractToRef(vertex0, this._tvec);
  1935. var bu = Vector3.Dot(this._tvec, this._pvec) * invdet;
  1936. if (bu < 0 || bu > 1.0) {
  1937. return null;
  1938. }
  1939. Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  1940. var bv = Vector3.Dot(this.direction, this._qvec) * invdet;
  1941. if (bv < 0 || bu + bv > 1.0) {
  1942. return null;
  1943. }
  1944. var distance = Vector3.Dot(this._edge2, this._qvec) * invdet;
  1945. if (distance > this.length) {
  1946. return null;
  1947. }
  1948. return new BABYLON.IntersectionInfo(bu, bv, distance);
  1949. };
  1950. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  1951. var start = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection);
  1952. var end = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection);
  1953. var direction = end.subtract(start);
  1954. direction.normalize();
  1955. return new Ray(start, direction);
  1956. };
  1957. /**
  1958. * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be
  1959. * transformed to the given world matrix.
  1960. * @param origin The origin point
  1961. * @param end The end point
  1962. * @param world a matrix to transform the ray to. Default is the identity matrix.
  1963. */
  1964. Ray.CreateNewFromTo = function (origin, end, world) {
  1965. if (typeof world === "undefined") { world = BABYLON.Matrix.Identity(); }
  1966. var direction = end.subtract(origin);
  1967. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  1968. direction.normalize();
  1969. return Ray.Transform(new Ray(origin, direction, length), world);
  1970. };
  1971. Ray.Transform = function (ray, matrix) {
  1972. var newOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, matrix);
  1973. var newDirection = BABYLON.Vector3.TransformNormal(ray.direction, matrix);
  1974. return new Ray(newOrigin, newDirection, ray.length);
  1975. };
  1976. return Ray;
  1977. })();
  1978. BABYLON.Ray = Ray;
  1979. (function (Space) {
  1980. Space[Space["LOCAL"] = 0] = "LOCAL";
  1981. Space[Space["WORLD"] = 1] = "WORLD";
  1982. })(BABYLON.Space || (BABYLON.Space = {}));
  1983. var Space = BABYLON.Space;
  1984. var Axis = (function () {
  1985. function Axis() {
  1986. }
  1987. Axis.X = new BABYLON.Vector3(1, 0, 0);
  1988. Axis.Y = new BABYLON.Vector3(0, 1, 0);
  1989. Axis.Z = new BABYLON.Vector3(0, 0, 1);
  1990. return Axis;
  1991. })();
  1992. BABYLON.Axis = Axis;
  1993. ;
  1994. var BezierCurve = (function () {
  1995. function BezierCurve() {
  1996. }
  1997. BezierCurve.interpolate = function (t, x1, y1, x2, y2) {
  1998. var f0 = 1 - 3 * x2 + 3 * x1;
  1999. var f1 = 3 * x2 - 6 * x1;
  2000. var f2 = 3 * x1;
  2001. var refinedT = t;
  2002. for (var i = 0; i < 5; i++) {
  2003. var refinedT2 = refinedT * refinedT;
  2004. var refinedT3 = refinedT2 * refinedT;
  2005. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  2006. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  2007. refinedT -= (x - t) * slope;
  2008. refinedT = Math.min(1, Math.max(0, refinedT));
  2009. }
  2010. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 + 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 + Math.pow(refinedT, 3);
  2011. };
  2012. return BezierCurve;
  2013. })();
  2014. BABYLON.BezierCurve = BezierCurve;
  2015. })(BABYLON || (BABYLON = {}));
  2016. var BABYLON;
  2017. (function (BABYLON) {
  2018. var screenshotCanvas;
  2019. var fpsRange = 60;
  2020. var previousFramesDuration = [];
  2021. var fps = 60;
  2022. var deltaTime = 0;
  2023. var cloneValue = function (source, destinationObject) {
  2024. if (!source)
  2025. return null;
  2026. if (source instanceof BABYLON.Mesh) {
  2027. return null;
  2028. }
  2029. if (source instanceof BABYLON.SubMesh) {
  2030. return source.clone(destinationObject);
  2031. } else if (source.clone) {
  2032. return source.clone();
  2033. }
  2034. return null;
  2035. };
  2036. var Tools = (function () {
  2037. function Tools() {
  2038. }
  2039. Tools.GetFilename = function (path) {
  2040. var index = path.lastIndexOf("/");
  2041. if (index < 0)
  2042. return path;
  2043. return path.substring(index + 1);
  2044. };
  2045. Tools.GetDOMTextContent = function (element) {
  2046. var result = "";
  2047. var child = element.firstChild;
  2048. while (child) {
  2049. if (child.nodeType == 3) {
  2050. result += child.textContent;
  2051. }
  2052. child = child.nextSibling;
  2053. }
  2054. return result;
  2055. };
  2056. Tools.ToDegrees = function (angle) {
  2057. return angle * 180 / Math.PI;
  2058. };
  2059. Tools.ToRadians = function (angle) {
  2060. return angle * Math.PI / 180;
  2061. };
  2062. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount) {
  2063. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  2064. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  2065. for (var index = indexStart; index < indexStart + indexCount; index++) {
  2066. var current = new BABYLON.Vector3(positions[indices[index] * 3], positions[indices[index] * 3 + 1], positions[indices[index] * 3 + 2]);
  2067. minimum = BABYLON.Vector3.Minimize(current, minimum);
  2068. maximum = BABYLON.Vector3.Maximize(current, maximum);
  2069. }
  2070. return {
  2071. minimum: minimum,
  2072. maximum: maximum
  2073. };
  2074. };
  2075. Tools.ExtractMinAndMax = function (positions, start, count) {
  2076. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  2077. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  2078. for (var index = start; index < start + count; index++) {
  2079. var current = new BABYLON.Vector3(positions[index * 3], positions[index * 3 + 1], positions[index * 3 + 2]);
  2080. minimum = BABYLON.Vector3.Minimize(current, minimum);
  2081. maximum = BABYLON.Vector3.Maximize(current, maximum);
  2082. }
  2083. return {
  2084. minimum: minimum,
  2085. maximum: maximum
  2086. };
  2087. };
  2088. Tools.MakeArray = function (obj, allowsNullUndefined) {
  2089. if (allowsNullUndefined !== true && (obj === undefined || obj == null))
  2090. return undefined;
  2091. return Array.isArray(obj) ? obj : [obj];
  2092. };
  2093. Tools.GetPointerPrefix = function () {
  2094. var eventPrefix = "pointer";
  2095. if (!navigator.pointerEnabled) {
  2096. eventPrefix = "mouse";
  2097. }
  2098. return eventPrefix;
  2099. };
  2100. Tools.QueueNewFrame = function (func) {
  2101. if (window.requestAnimationFrame)
  2102. window.requestAnimationFrame(func);
  2103. else if (window.msRequestAnimationFrame)
  2104. window.msRequestAnimationFrame(func);
  2105. else if (window.webkitRequestAnimationFrame)
  2106. window.webkitRequestAnimationFrame(func);
  2107. else if (window.mozRequestAnimationFrame)
  2108. window.mozRequestAnimationFrame(func);
  2109. else if (window.oRequestAnimationFrame)
  2110. window.oRequestAnimationFrame(func);
  2111. else {
  2112. window.setTimeout(func, 16);
  2113. }
  2114. };
  2115. Tools.RequestFullscreen = function (element) {
  2116. if (element.requestFullscreen)
  2117. element.requestFullscreen();
  2118. else if (element.msRequestFullscreen)
  2119. element.msRequestFullscreen();
  2120. else if (element.webkitRequestFullscreen)
  2121. element.webkitRequestFullscreen();
  2122. else if (element.mozRequestFullScreen)
  2123. element.mozRequestFullScreen();
  2124. };
  2125. Tools.ExitFullscreen = function () {
  2126. if (document.exitFullscreen) {
  2127. document.exitFullscreen();
  2128. } else if (document.mozCancelFullScreen) {
  2129. document.mozCancelFullScreen();
  2130. } else if (document.webkitCancelFullScreen) {
  2131. document.webkitCancelFullScreen();
  2132. } else if (document.msCancelFullScreen) {
  2133. document.msCancelFullScreen();
  2134. }
  2135. };
  2136. Tools.CleanUrl = function (url) {
  2137. url = url.replace(/#/mg, "%23");
  2138. return url;
  2139. };
  2140. Tools.LoadImage = function (url, onload, onerror, database) {
  2141. url = Tools.CleanUrl(url);
  2142. var img = new Image();
  2143. if (url.substr(0, 5) != "data:")
  2144. img.crossOrigin = 'anonymous';
  2145. img.onload = function () {
  2146. onload(img);
  2147. };
  2148. img.onerror = function (err) {
  2149. onerror(img, err);
  2150. };
  2151. var noIndexedDB = function () {
  2152. img.src = url;
  2153. };
  2154. var loadFromIndexedDB = function () {
  2155. database.loadImageFromDB(url, img);
  2156. };
  2157. if (database && database.enableTexturesOffline && BABYLON.Database.isUASupportingBlobStorage) {
  2158. database.openAsync(loadFromIndexedDB, noIndexedDB);
  2159. } else {
  2160. if (url.indexOf("file:") === -1) {
  2161. noIndexedDB();
  2162. } else {
  2163. try {
  2164. var textureName = url.substring(5);
  2165. var blobURL;
  2166. try {
  2167. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName], { oneTimeOnly: true });
  2168. } catch (ex) {
  2169. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesTextures[textureName]);
  2170. }
  2171. img.src = blobURL;
  2172. } catch (e) {
  2173. Tools.Log("Error while trying to load texture: " + textureName);
  2174. img.src = null;
  2175. }
  2176. }
  2177. }
  2178. return img;
  2179. };
  2180. Tools.LoadFile = function (url, callback, progressCallBack, database, useArrayBuffer, onError) {
  2181. url = Tools.CleanUrl(url);
  2182. var noIndexedDB = function () {
  2183. var request = new XMLHttpRequest();
  2184. var loadUrl = Tools.BaseUrl + url;
  2185. request.open('GET', loadUrl, true);
  2186. if (useArrayBuffer) {
  2187. request.responseType = "arraybuffer";
  2188. }
  2189. request.onprogress = progressCallBack;
  2190. request.onreadystatechange = function () {
  2191. if (request.readyState == 4) {
  2192. if (request.status == 200 || BABYLON.Tools.ValidateXHRData(request, !useArrayBuffer ? 1 : 6)) {
  2193. callback(!useArrayBuffer ? request.responseText : request.response);
  2194. } else {
  2195. if (onError) {
  2196. onError();
  2197. } else {
  2198. throw new Error("Error status: " + request.status + " - Unable to load " + loadUrl);
  2199. }
  2200. }
  2201. }
  2202. };
  2203. request.send(null);
  2204. };
  2205. var loadFromIndexedDB = function () {
  2206. database.loadFileFromDB(url, callback, progressCallBack, noIndexedDB, useArrayBuffer);
  2207. };
  2208. if (url.indexOf("file:") !== -1) {
  2209. var fileName = url.substring(5);
  2210. BABYLON.Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], callback, progressCallBack, true);
  2211. } else {
  2212. if (database && database.enableSceneOffline) {
  2213. database.openAsync(loadFromIndexedDB, noIndexedDB);
  2214. } else {
  2215. noIndexedDB();
  2216. }
  2217. }
  2218. };
  2219. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2220. var reader = new FileReader();
  2221. reader.onload = function (e) {
  2222. callback(e.target.result);
  2223. };
  2224. reader.onprogress = progressCallback;
  2225. reader.readAsDataURL(fileToLoad);
  2226. };
  2227. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2228. var reader = new FileReader();
  2229. reader.onload = function (e) {
  2230. callback(e.target.result);
  2231. };
  2232. reader.onprogress = progressCallBack;
  2233. if (!useArrayBuffer) {
  2234. reader.readAsText(fileToLoad);
  2235. } else {
  2236. reader.readAsArrayBuffer(fileToLoad);
  2237. }
  2238. };
  2239. Tools.Clamp = function (value, min, max) {
  2240. if (typeof min === "undefined") { min = 0; }
  2241. if (typeof max === "undefined") { max = 1; }
  2242. return Math.min(max, Math.max(min, value));
  2243. };
  2244. Tools.Format = function (value, decimals) {
  2245. if (typeof decimals === "undefined") { decimals = 2; }
  2246. return value.toFixed(decimals);
  2247. };
  2248. Tools.CheckExtends = function (v, min, max) {
  2249. if (v.x < min.x)
  2250. min.x = v.x;
  2251. if (v.y < min.y)
  2252. min.y = v.y;
  2253. if (v.z < min.z)
  2254. min.z = v.z;
  2255. if (v.x > max.x)
  2256. max.x = v.x;
  2257. if (v.y > max.y)
  2258. max.y = v.y;
  2259. if (v.z > max.z)
  2260. max.z = v.z;
  2261. };
  2262. Tools.WithinEpsilon = function (a, b) {
  2263. var num = a - b;
  2264. return -1.401298E-45 <= num && num <= 1.401298E-45;
  2265. };
  2266. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2267. for (var prop in source) {
  2268. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2269. continue;
  2270. }
  2271. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2272. continue;
  2273. }
  2274. var sourceValue = source[prop];
  2275. var typeOfSourceValue = typeof sourceValue;
  2276. if (typeOfSourceValue == "function") {
  2277. continue;
  2278. }
  2279. if (typeOfSourceValue == "object") {
  2280. if (sourceValue instanceof Array) {
  2281. destination[prop] = [];
  2282. if (sourceValue.length > 0) {
  2283. if (typeof sourceValue[0] == "object") {
  2284. for (var index = 0; index < sourceValue.length; index++) {
  2285. var clonedValue = cloneValue(sourceValue[index], destination);
  2286. if (destination[prop].indexOf(clonedValue) === -1) {
  2287. destination[prop].push(clonedValue);
  2288. }
  2289. }
  2290. } else {
  2291. destination[prop] = sourceValue.slice(0);
  2292. }
  2293. }
  2294. } else {
  2295. destination[prop] = cloneValue(sourceValue, destination);
  2296. }
  2297. } else {
  2298. destination[prop] = sourceValue;
  2299. }
  2300. }
  2301. };
  2302. Tools.IsEmpty = function (obj) {
  2303. for (var i in obj) {
  2304. return false;
  2305. }
  2306. return true;
  2307. };
  2308. Tools.RegisterTopRootEvents = function (events) {
  2309. for (var index = 0; index < events.length; index++) {
  2310. var event = events[index];
  2311. window.addEventListener(event.name, event.handler, false);
  2312. try {
  2313. if (window.parent) {
  2314. window.parent.addEventListener(event.name, event.handler, false);
  2315. }
  2316. } catch (e) {
  2317. }
  2318. }
  2319. };
  2320. Tools.UnregisterTopRootEvents = function (events) {
  2321. for (var index = 0; index < events.length; index++) {
  2322. var event = events[index];
  2323. window.removeEventListener(event.name, event.handler);
  2324. try {
  2325. if (window.parent) {
  2326. window.parent.removeEventListener(event.name, event.handler);
  2327. }
  2328. } catch (e) {
  2329. }
  2330. }
  2331. };
  2332. Tools.GetFps = function () {
  2333. return fps;
  2334. };
  2335. Tools.GetDeltaTime = function () {
  2336. return deltaTime;
  2337. };
  2338. Tools._MeasureFps = function () {
  2339. previousFramesDuration.push(Tools.Now);
  2340. var length = previousFramesDuration.length;
  2341. if (length >= 2) {
  2342. deltaTime = previousFramesDuration[length - 1] - previousFramesDuration[length - 2];
  2343. }
  2344. if (length >= fpsRange) {
  2345. if (length > fpsRange) {
  2346. previousFramesDuration.splice(0, 1);
  2347. length = previousFramesDuration.length;
  2348. }
  2349. var sum = 0;
  2350. for (var id = 0; id < length - 1; id++) {
  2351. sum += previousFramesDuration[id + 1] - previousFramesDuration[id];
  2352. }
  2353. fps = 1000.0 / (sum / (length - 1));
  2354. }
  2355. };
  2356. Tools.CreateScreenshot = function (engine, camera, size) {
  2357. var width;
  2358. var height;
  2359. var scene = camera.getScene();
  2360. var previousCamera = null;
  2361. if (scene.activeCamera !== camera) {
  2362. previousCamera = scene.activeCamera;
  2363. scene.activeCamera = camera;
  2364. }
  2365. if (size.precision) {
  2366. width = Math.round(engine.getRenderWidth() * size.precision);
  2367. height = Math.round(width / engine.getAspectRatio(camera));
  2368. size = { width: width, height: height };
  2369. } else if (size.width && size.height) {
  2370. width = size.width;
  2371. height = size.height;
  2372. } else if (size.width && !size.height) {
  2373. width = size.width;
  2374. height = Math.round(width / engine.getAspectRatio(camera));
  2375. size = { width: width, height: height };
  2376. } else if (size.height && !size.width) {
  2377. height = size.height;
  2378. width = Math.round(height * engine.getAspectRatio(camera));
  2379. size = { width: width, height: height };
  2380. } else if (!isNaN(size)) {
  2381. height = size;
  2382. width = size;
  2383. } else {
  2384. Tools.Error("Invalid 'size' parameter !");
  2385. return;
  2386. }
  2387. var texture = new BABYLON.RenderTargetTexture("screenShot", size, engine.scenes[0], false, false);
  2388. texture.renderList = engine.scenes[0].meshes;
  2389. texture.onAfterRender = function () {
  2390. var numberOfChannelsByLine = width * 4;
  2391. var halfHeight = height / 2;
  2392. var data = engine.readPixels(0, 0, width, height);
  2393. for (var i = 0; i < halfHeight; i++) {
  2394. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2395. var currentCell = j + i * numberOfChannelsByLine;
  2396. var targetLine = height - i - 1;
  2397. var targetCell = j + targetLine * numberOfChannelsByLine;
  2398. var temp = data[currentCell];
  2399. data[currentCell] = data[targetCell];
  2400. data[targetCell] = temp;
  2401. }
  2402. }
  2403. if (!screenshotCanvas) {
  2404. screenshotCanvas = document.createElement('canvas');
  2405. }
  2406. screenshotCanvas.width = width;
  2407. screenshotCanvas.height = height;
  2408. var context = screenshotCanvas.getContext('2d');
  2409. var imageData = context.createImageData(width, height);
  2410. imageData.data.set(data);
  2411. context.putImageData(imageData, 0, 0);
  2412. var base64Image = screenshotCanvas.toDataURL();
  2413. if (("download" in document.createElement("a"))) {
  2414. var a = window.document.createElement("a");
  2415. a.href = base64Image;
  2416. var date = new Date();
  2417. var stringDate = date.getFullYear() + "/" + date.getMonth() + "/" + date.getDate() + "-" + date.getHours() + ":" + date.getMinutes();
  2418. a.setAttribute("download", "screenshot-" + stringDate + ".png");
  2419. window.document.body.appendChild(a);
  2420. a.addEventListener("click", function () {
  2421. a.parentElement.removeChild(a);
  2422. });
  2423. a.click();
  2424. } else {
  2425. var newWindow = window.open("");
  2426. var img = newWindow.document.createElement("img");
  2427. img.src = base64Image;
  2428. newWindow.document.body.appendChild(img);
  2429. }
  2430. };
  2431. texture.render(true);
  2432. texture.dispose();
  2433. if (previousCamera) {
  2434. scene.activeCamera = previousCamera;
  2435. }
  2436. };
  2437. Tools.ValidateXHRData = function (xhr, dataType) {
  2438. if (typeof dataType === "undefined") { dataType = 7; }
  2439. try {
  2440. if (dataType & 1) {
  2441. if (xhr.responseText && xhr.responseText.length > 0) {
  2442. return true;
  2443. } else if (dataType === 1) {
  2444. return false;
  2445. }
  2446. }
  2447. if (dataType & 2) {
  2448. var tgaHeader = BABYLON.Internals.TGATools.GetTGAHeader(xhr.response);
  2449. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2450. return true;
  2451. } else if (dataType === 2) {
  2452. return false;
  2453. }
  2454. }
  2455. if (dataType & 4) {
  2456. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2457. if (ddsHeader[0] == 68 && ddsHeader[1] == 68 && ddsHeader[2] == 83) {
  2458. return true;
  2459. } else {
  2460. return false;
  2461. }
  2462. }
  2463. } catch (e) {
  2464. }
  2465. return false;
  2466. };
  2467. Object.defineProperty(Tools, "NoneLogLevel", {
  2468. get: function () {
  2469. return Tools._NoneLogLevel;
  2470. },
  2471. enumerable: true,
  2472. configurable: true
  2473. });
  2474. Object.defineProperty(Tools, "MessageLogLevel", {
  2475. get: function () {
  2476. return Tools._MessageLogLevel;
  2477. },
  2478. enumerable: true,
  2479. configurable: true
  2480. });
  2481. Object.defineProperty(Tools, "WarningLogLevel", {
  2482. get: function () {
  2483. return Tools._WarningLogLevel;
  2484. },
  2485. enumerable: true,
  2486. configurable: true
  2487. });
  2488. Object.defineProperty(Tools, "ErrorLogLevel", {
  2489. get: function () {
  2490. return Tools._ErrorLogLevel;
  2491. },
  2492. enumerable: true,
  2493. configurable: true
  2494. });
  2495. Object.defineProperty(Tools, "AllLogLevel", {
  2496. get: function () {
  2497. return Tools._MessageLogLevel | Tools._WarningLogLevel | Tools._ErrorLogLevel;
  2498. },
  2499. enumerable: true,
  2500. configurable: true
  2501. });
  2502. Tools._AddLogEntry = function (entry) {
  2503. Tools._LogCache = entry + Tools._LogCache;
  2504. if (Tools.OnNewCacheEntry) {
  2505. Tools.OnNewCacheEntry(entry);
  2506. }
  2507. };
  2508. Tools._FormatMessage = function (message) {
  2509. var padStr = function (i) {
  2510. return (i < 10) ? "0" + i : "" + i;
  2511. };
  2512. var date = new Date();
  2513. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2514. };
  2515. Tools._LogDisabled = function (message) {
  2516. };
  2517. Tools._LogEnabled = function (message) {
  2518. var formattedMessage = Tools._FormatMessage(message);
  2519. console.log("BJS - " + formattedMessage);
  2520. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2521. Tools._AddLogEntry(entry);
  2522. };
  2523. Tools._WarnDisabled = function (message) {
  2524. };
  2525. Tools._WarnEnabled = function (message) {
  2526. var formattedMessage = Tools._FormatMessage(message);
  2527. console.warn("BJS - " + formattedMessage);
  2528. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2529. Tools._AddLogEntry(entry);
  2530. };
  2531. Tools._ErrorDisabled = function (message) {
  2532. };
  2533. Tools._ErrorEnabled = function (message) {
  2534. var formattedMessage = Tools._FormatMessage(message);
  2535. console.error("BJS - " + formattedMessage);
  2536. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2537. Tools._AddLogEntry(entry);
  2538. };
  2539. Object.defineProperty(Tools, "LogCache", {
  2540. get: function () {
  2541. return Tools._LogCache;
  2542. },
  2543. enumerable: true,
  2544. configurable: true
  2545. });
  2546. Object.defineProperty(Tools, "LogLevels", {
  2547. set: function (level) {
  2548. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2549. Tools.Log = Tools._LogEnabled;
  2550. } else {
  2551. Tools.Log = Tools._LogDisabled;
  2552. }
  2553. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2554. Tools.Warn = Tools._WarnEnabled;
  2555. } else {
  2556. Tools.Warn = Tools._WarnDisabled;
  2557. }
  2558. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2559. Tools.Error = Tools._ErrorEnabled;
  2560. } else {
  2561. Tools.Error = Tools._ErrorDisabled;
  2562. }
  2563. },
  2564. enumerable: true,
  2565. configurable: true
  2566. });
  2567. Object.defineProperty(Tools, "PerformanceNoneLogLevel", {
  2568. get: function () {
  2569. return Tools._PerformanceNoneLogLevel;
  2570. },
  2571. enumerable: true,
  2572. configurable: true
  2573. });
  2574. Object.defineProperty(Tools, "PerformanceUserMarkLogLevel", {
  2575. get: function () {
  2576. return Tools._PerformanceUserMarkLogLevel;
  2577. },
  2578. enumerable: true,
  2579. configurable: true
  2580. });
  2581. Object.defineProperty(Tools, "PerformanceConsoleLogLevel", {
  2582. get: function () {
  2583. return Tools._PerformanceConsoleLogLevel;
  2584. },
  2585. enumerable: true,
  2586. configurable: true
  2587. });
  2588. Object.defineProperty(Tools, "PerformanceLogLevel", {
  2589. set: function (level) {
  2590. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  2591. Tools.StartPerformanceCounter = Tools._StartUserMark;
  2592. Tools.EndPerformanceCounter = Tools._EndUserMark;
  2593. return;
  2594. }
  2595. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  2596. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  2597. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  2598. return;
  2599. }
  2600. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  2601. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  2602. },
  2603. enumerable: true,
  2604. configurable: true
  2605. });
  2606. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  2607. };
  2608. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  2609. };
  2610. Tools._StartUserMark = function (counterName, condition) {
  2611. if (typeof condition === "undefined") { condition = true; }
  2612. if (!condition || !Tools._performance.mark) {
  2613. return;
  2614. }
  2615. Tools._performance.mark(counterName + "-Begin");
  2616. };
  2617. Tools._EndUserMark = function (counterName, condition) {
  2618. if (typeof condition === "undefined") { condition = true; }
  2619. if (!condition || !Tools._performance.mark) {
  2620. return;
  2621. }
  2622. Tools._performance.mark(counterName + "-End");
  2623. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  2624. };
  2625. Tools._StartPerformanceConsole = function (counterName, condition) {
  2626. if (typeof condition === "undefined") { condition = true; }
  2627. if (!condition) {
  2628. return;
  2629. }
  2630. Tools._StartUserMark(counterName, condition);
  2631. if (console.time) {
  2632. console.time(counterName);
  2633. }
  2634. };
  2635. Tools._EndPerformanceConsole = function (counterName, condition) {
  2636. if (typeof condition === "undefined") { condition = true; }
  2637. if (!condition) {
  2638. return;
  2639. }
  2640. Tools._EndUserMark(counterName, condition);
  2641. if (console.time) {
  2642. console.timeEnd(counterName);
  2643. }
  2644. };
  2645. Object.defineProperty(Tools, "Now", {
  2646. get: function () {
  2647. if (window.performance && window.performance.now) {
  2648. return window.performance.now();
  2649. }
  2650. return new Date().getTime();
  2651. },
  2652. enumerable: true,
  2653. configurable: true
  2654. });
  2655. Tools.BaseUrl = "";
  2656. Tools.GetExponantOfTwo = function (value, max) {
  2657. var count = 1;
  2658. do {
  2659. count *= 2;
  2660. } while(count < value);
  2661. if (count > max)
  2662. count = max;
  2663. return count;
  2664. };
  2665. Tools._NoneLogLevel = 0;
  2666. Tools._MessageLogLevel = 1;
  2667. Tools._WarningLogLevel = 2;
  2668. Tools._ErrorLogLevel = 4;
  2669. Tools._LogCache = "";
  2670. Tools.Log = Tools._LogEnabled;
  2671. Tools.Warn = Tools._WarnEnabled;
  2672. Tools.Error = Tools._ErrorEnabled;
  2673. Tools._PerformanceNoneLogLevel = 0;
  2674. Tools._PerformanceUserMarkLogLevel = 1;
  2675. Tools._PerformanceConsoleLogLevel = 2;
  2676. Tools._performance = window.performance;
  2677. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  2678. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  2679. return Tools;
  2680. })();
  2681. BABYLON.Tools = Tools;
  2682. })(BABYLON || (BABYLON = {}));
  2683. var BABYLON;
  2684. (function (BABYLON) {
  2685. var _DepthCullingState = (function () {
  2686. function _DepthCullingState() {
  2687. this._isDepthTestDirty = false;
  2688. this._isDepthMaskDirty = false;
  2689. this._isDepthFuncDirty = false;
  2690. this._isCullFaceDirty = false;
  2691. this._isCullDirty = false;
  2692. }
  2693. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  2694. get: function () {
  2695. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty;
  2696. },
  2697. enumerable: true,
  2698. configurable: true
  2699. });
  2700. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  2701. get: function () {
  2702. return this._cullFace;
  2703. },
  2704. set: function (value) {
  2705. if (this._cullFace === value) {
  2706. return;
  2707. }
  2708. this._cullFace = value;
  2709. this._isCullFaceDirty = true;
  2710. },
  2711. enumerable: true,
  2712. configurable: true
  2713. });
  2714. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  2715. get: function () {
  2716. return this._cull;
  2717. },
  2718. set: function (value) {
  2719. if (this._cull === value) {
  2720. return;
  2721. }
  2722. this._cull = value;
  2723. this._isCullDirty = true;
  2724. },
  2725. enumerable: true,
  2726. configurable: true
  2727. });
  2728. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  2729. get: function () {
  2730. return this._depthFunc;
  2731. },
  2732. set: function (value) {
  2733. if (this._depthFunc === value) {
  2734. return;
  2735. }
  2736. this._depthFunc = value;
  2737. this._isDepthFuncDirty = true;
  2738. },
  2739. enumerable: true,
  2740. configurable: true
  2741. });
  2742. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  2743. get: function () {
  2744. return this._depthMask;
  2745. },
  2746. set: function (value) {
  2747. if (this._depthMask === value) {
  2748. return;
  2749. }
  2750. this._depthMask = value;
  2751. this._isDepthMaskDirty = true;
  2752. },
  2753. enumerable: true,
  2754. configurable: true
  2755. });
  2756. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  2757. get: function () {
  2758. return this._depthTest;
  2759. },
  2760. set: function (value) {
  2761. if (this._depthTest === value) {
  2762. return;
  2763. }
  2764. this._depthTest = value;
  2765. this._isDepthTestDirty = true;
  2766. },
  2767. enumerable: true,
  2768. configurable: true
  2769. });
  2770. _DepthCullingState.prototype.reset = function () {
  2771. this._depthMask = true;
  2772. this._depthTest = true;
  2773. this._depthFunc = null;
  2774. this._cull = null;
  2775. this._cullFace = null;
  2776. this._isDepthTestDirty = true;
  2777. this._isDepthMaskDirty = true;
  2778. this._isDepthFuncDirty = false;
  2779. this._isCullFaceDirty = false;
  2780. this._isCullDirty = false;
  2781. };
  2782. _DepthCullingState.prototype.apply = function (gl) {
  2783. if (!this.isDirty) {
  2784. return;
  2785. }
  2786. if (this._isCullDirty) {
  2787. if (this.cull === true) {
  2788. gl.enable(gl.CULL_FACE);
  2789. } else if (this.cull === false) {
  2790. gl.disable(gl.CULL_FACE);
  2791. }
  2792. this._isCullDirty = false;
  2793. }
  2794. if (this._isCullFaceDirty) {
  2795. gl.cullFace(this.cullFace);
  2796. this._isCullFaceDirty = false;
  2797. }
  2798. if (this._isDepthMaskDirty) {
  2799. gl.depthMask(this.depthMask);
  2800. this._isDepthMaskDirty = false;
  2801. }
  2802. if (this._isDepthTestDirty) {
  2803. if (this.depthTest === true) {
  2804. gl.enable(gl.DEPTH_TEST);
  2805. } else if (this.depthTest === false) {
  2806. gl.disable(gl.DEPTH_TEST);
  2807. }
  2808. this._isDepthTestDirty = false;
  2809. }
  2810. if (this._isDepthFuncDirty) {
  2811. gl.depthFunc(this.depthFunc);
  2812. this._isDepthFuncDirty = false;
  2813. }
  2814. };
  2815. return _DepthCullingState;
  2816. })();
  2817. BABYLON._DepthCullingState = _DepthCullingState;
  2818. var _AlphaState = (function () {
  2819. function _AlphaState() {
  2820. this._isAlphaBlendDirty = false;
  2821. this._isBlendFunctionParametersDirty = false;
  2822. this._alphaBlend = false;
  2823. this._blendFunctionParameters = new Array(4);
  2824. }
  2825. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  2826. get: function () {
  2827. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  2828. },
  2829. enumerable: true,
  2830. configurable: true
  2831. });
  2832. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  2833. get: function () {
  2834. return this._alphaBlend;
  2835. },
  2836. set: function (value) {
  2837. if (this._alphaBlend === value) {
  2838. return;
  2839. }
  2840. this._alphaBlend = value;
  2841. this._isAlphaBlendDirty = true;
  2842. },
  2843. enumerable: true,
  2844. configurable: true
  2845. });
  2846. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  2847. if (this._blendFunctionParameters[0] === value0 && this._blendFunctionParameters[1] === value1 && this._blendFunctionParameters[2] === value2 && this._blendFunctionParameters[3] === value3) {
  2848. return;
  2849. }
  2850. this._blendFunctionParameters[0] = value0;
  2851. this._blendFunctionParameters[1] = value1;
  2852. this._blendFunctionParameters[2] = value2;
  2853. this._blendFunctionParameters[3] = value3;
  2854. this._isBlendFunctionParametersDirty = true;
  2855. };
  2856. _AlphaState.prototype.reset = function () {
  2857. this._alphaBlend = false;
  2858. this._blendFunctionParameters[0] = null;
  2859. this._blendFunctionParameters[1] = null;
  2860. this._blendFunctionParameters[2] = null;
  2861. this._blendFunctionParameters[3] = null;
  2862. this._isAlphaBlendDirty = true;
  2863. this._isBlendFunctionParametersDirty = false;
  2864. };
  2865. _AlphaState.prototype.apply = function (gl) {
  2866. if (!this.isDirty) {
  2867. return;
  2868. }
  2869. if (this._isAlphaBlendDirty) {
  2870. if (this._alphaBlend === true) {
  2871. gl.enable(gl.BLEND);
  2872. } else if (this._alphaBlend === false) {
  2873. gl.disable(gl.BLEND);
  2874. }
  2875. this._isAlphaBlendDirty = false;
  2876. }
  2877. if (this._isBlendFunctionParametersDirty) {
  2878. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  2879. this._isBlendFunctionParametersDirty = false;
  2880. }
  2881. };
  2882. return _AlphaState;
  2883. })();
  2884. BABYLON._AlphaState = _AlphaState;
  2885. var compileShader = function (gl, source, type, defines) {
  2886. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  2887. gl.shaderSource(shader, (defines ? defines + "\n" : "") + source);
  2888. gl.compileShader(shader);
  2889. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  2890. throw new Error(gl.getShaderInfoLog(shader));
  2891. }
  2892. return shader;
  2893. };
  2894. var getSamplingParameters = function (samplingMode, generateMipMaps, gl) {
  2895. var magFilter = gl.NEAREST;
  2896. var minFilter = gl.NEAREST;
  2897. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  2898. magFilter = gl.LINEAR;
  2899. if (generateMipMaps) {
  2900. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  2901. } else {
  2902. minFilter = gl.LINEAR;
  2903. }
  2904. } else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  2905. magFilter = gl.LINEAR;
  2906. if (generateMipMaps) {
  2907. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  2908. } else {
  2909. minFilter = gl.LINEAR;
  2910. }
  2911. } else if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  2912. magFilter = gl.NEAREST;
  2913. if (generateMipMaps) {
  2914. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  2915. } else {
  2916. minFilter = gl.NEAREST;
  2917. }
  2918. }
  2919. return {
  2920. min: minFilter,
  2921. mag: magFilter
  2922. };
  2923. };
  2924. var prepareWebGLTexture = function (texture, gl, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  2925. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  2926. var engine = scene.getEngine();
  2927. var potWidth = BABYLON.Tools.GetExponantOfTwo(width, engine.getCaps().maxTextureSize);
  2928. var potHeight = BABYLON.Tools.GetExponantOfTwo(height, engine.getCaps().maxTextureSize);
  2929. gl.bindTexture(gl.TEXTURE_2D, texture);
  2930. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, invertY === undefined ? 1 : (invertY ? 1 : 0));
  2931. processFunction(potWidth, potHeight);
  2932. var filters = getSamplingParameters(samplingMode, !noMipmap, gl);
  2933. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  2934. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  2935. if (!noMipmap && !isCompressed) {
  2936. gl.generateMipmap(gl.TEXTURE_2D);
  2937. }
  2938. gl.bindTexture(gl.TEXTURE_2D, null);
  2939. engine._activeTexturesCache = [];
  2940. texture._baseWidth = width;
  2941. texture._baseHeight = height;
  2942. texture._width = potWidth;
  2943. texture._height = potHeight;
  2944. texture.isReady = true;
  2945. scene._removePendingData(texture);
  2946. };
  2947. var partialLoad = function (url, index, loadedImages, scene, onfinish) {
  2948. var img;
  2949. var onload = function () {
  2950. loadedImages[index] = img;
  2951. loadedImages._internalCount++;
  2952. scene._removePendingData(img);
  2953. if (loadedImages._internalCount == 6) {
  2954. onfinish(loadedImages);
  2955. }
  2956. };
  2957. var onerror = function () {
  2958. scene._removePendingData(img);
  2959. };
  2960. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  2961. scene._addPendingData(img);
  2962. };
  2963. var cascadeLoad = function (rootUrl, scene, onfinish, extensions) {
  2964. var loadedImages = [];
  2965. loadedImages._internalCount = 0;
  2966. for (var index = 0; index < 6; index++) {
  2967. partialLoad(rootUrl + extensions[index], index, loadedImages, scene, onfinish);
  2968. }
  2969. };
  2970. var EngineCapabilities = (function () {
  2971. function EngineCapabilities() {
  2972. }
  2973. return EngineCapabilities;
  2974. })();
  2975. BABYLON.EngineCapabilities = EngineCapabilities;
  2976. var Engine = (function () {
  2977. function Engine(canvas, antialias, options) {
  2978. var _this = this;
  2979. this.isFullscreen = false;
  2980. this.isPointerLock = false;
  2981. this.cullBackFaces = true;
  2982. this.renderEvenInBackground = true;
  2983. this.scenes = new Array();
  2984. this._windowIsBackground = false;
  2985. this._runningLoop = false;
  2986. this._loadingDivBackgroundColor = "black";
  2987. this._drawCalls = 0;
  2988. this._depthCullingState = new _DepthCullingState();
  2989. this._alphaState = new _AlphaState();
  2990. this._alphaMode = Engine.ALPHA_DISABLE;
  2991. this._loadedTexturesCache = new Array();
  2992. this._activeTexturesCache = new Array();
  2993. this._compiledEffects = {};
  2994. this._uintIndicesCurrentlySet = false;
  2995. this._renderingCanvas = canvas;
  2996. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  2997. options = options || {};
  2998. options.antialias = antialias;
  2999. try {
  3000. this._gl = canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options);
  3001. } catch (e) {
  3002. throw new Error("WebGL not supported");
  3003. }
  3004. if (!this._gl) {
  3005. throw new Error("WebGL not supported");
  3006. }
  3007. this._onBlur = function () {
  3008. _this._windowIsBackground = true;
  3009. };
  3010. this._onFocus = function () {
  3011. _this._windowIsBackground = false;
  3012. };
  3013. window.addEventListener("blur", this._onBlur);
  3014. window.addEventListener("focus", this._onFocus);
  3015. this._workingCanvas = document.createElement("canvas");
  3016. this._workingContext = this._workingCanvas.getContext("2d");
  3017. this._hardwareScalingLevel = 1.0 / (window.devicePixelRatio || 1.0);
  3018. this.resize();
  3019. this._caps = new EngineCapabilities();
  3020. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  3021. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  3022. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  3023. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  3024. this._caps.standardDerivatives = (this._gl.getExtension('OES_standard_derivatives') !== null);
  3025. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc');
  3026. this._caps.textureFloat = (this._gl.getExtension('OES_texture_float') !== null);
  3027. this._caps.textureAnisotropicFilterExtension = this._gl.getExtension('EXT_texture_filter_anisotropic') || this._gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') || this._gl.getExtension('MOZ_EXT_texture_filter_anisotropic');
  3028. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  3029. this._caps.instancedArrays = this._gl.getExtension('ANGLE_instanced_arrays');
  3030. this._caps.uintIndices = this._gl.getExtension('OES_element_index_uint') !== null;
  3031. this.setDepthBuffer(true);
  3032. this.setDepthFunctionToLessOrEqual();
  3033. this.setDepthWrite(true);
  3034. this._onFullscreenChange = function () {
  3035. if (document.fullscreen !== undefined) {
  3036. _this.isFullscreen = document.fullscreen;
  3037. } else if (document.mozFullScreen !== undefined) {
  3038. _this.isFullscreen = document.mozFullScreen;
  3039. } else if (document.webkitIsFullScreen !== undefined) {
  3040. _this.isFullscreen = document.webkitIsFullScreen;
  3041. } else if (document.msIsFullScreen !== undefined) {
  3042. _this.isFullscreen = document.msIsFullScreen;
  3043. }
  3044. if (_this.isFullscreen && _this._pointerLockRequested) {
  3045. canvas.requestPointerLock = canvas.requestPointerLock || canvas.msRequestPointerLock || canvas.mozRequestPointerLock || canvas.webkitRequestPointerLock;
  3046. if (canvas.requestPointerLock) {
  3047. canvas.requestPointerLock();
  3048. }
  3049. }
  3050. };
  3051. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  3052. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  3053. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  3054. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  3055. this._onPointerLockChange = function () {
  3056. _this.isPointerLock = (document.mozPointerLockElement === canvas || document.webkitPointerLockElement === canvas || document.msPointerLockElement === canvas || document.pointerLockElement === canvas);
  3057. };
  3058. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  3059. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  3060. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  3061. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  3062. this._audioEngine = new BABYLON.AudioEngine();
  3063. BABYLON.Tools.Log("Babylon.js engine (v" + Engine.Version + ") launched");
  3064. }
  3065. Object.defineProperty(Engine, "ALPHA_DISABLE", {
  3066. get: function () {
  3067. return Engine._ALPHA_DISABLE;
  3068. },
  3069. enumerable: true,
  3070. configurable: true
  3071. });
  3072. Object.defineProperty(Engine, "ALPHA_ADD", {
  3073. get: function () {
  3074. return Engine._ALPHA_ADD;
  3075. },
  3076. enumerable: true,
  3077. configurable: true
  3078. });
  3079. Object.defineProperty(Engine, "ALPHA_COMBINE", {
  3080. get: function () {
  3081. return Engine._ALPHA_COMBINE;
  3082. },
  3083. enumerable: true,
  3084. configurable: true
  3085. });
  3086. Object.defineProperty(Engine, "DELAYLOADSTATE_NONE", {
  3087. get: function () {
  3088. return Engine._DELAYLOADSTATE_NONE;
  3089. },
  3090. enumerable: true,
  3091. configurable: true
  3092. });
  3093. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADED", {
  3094. get: function () {
  3095. return Engine._DELAYLOADSTATE_LOADED;
  3096. },
  3097. enumerable: true,
  3098. configurable: true
  3099. });
  3100. Object.defineProperty(Engine, "DELAYLOADSTATE_LOADING", {
  3101. get: function () {
  3102. return Engine._DELAYLOADSTATE_LOADING;
  3103. },
  3104. enumerable: true,
  3105. configurable: true
  3106. });
  3107. Object.defineProperty(Engine, "DELAYLOADSTATE_NOTLOADED", {
  3108. get: function () {
  3109. return Engine._DELAYLOADSTATE_NOTLOADED;
  3110. },
  3111. enumerable: true,
  3112. configurable: true
  3113. });
  3114. Object.defineProperty(Engine, "Version", {
  3115. get: function () {
  3116. return "2.0.0";
  3117. },
  3118. enumerable: true,
  3119. configurable: true
  3120. });
  3121. Engine.prototype.getAudioEngine = function () {
  3122. return this._audioEngine;
  3123. };
  3124. Engine.prototype.getAspectRatio = function (camera) {
  3125. var viewport = camera.viewport;
  3126. return (this.getRenderWidth() * viewport.width) / (this.getRenderHeight() * viewport.height);
  3127. };
  3128. Engine.prototype.getRenderWidth = function () {
  3129. if (this._currentRenderTarget) {
  3130. return this._currentRenderTarget._width;
  3131. }
  3132. return this._renderingCanvas.width;
  3133. };
  3134. Engine.prototype.getRenderHeight = function () {
  3135. if (this._currentRenderTarget) {
  3136. return this._currentRenderTarget._height;
  3137. }
  3138. return this._renderingCanvas.height;
  3139. };
  3140. Engine.prototype.getRenderingCanvas = function () {
  3141. return this._renderingCanvas;
  3142. };
  3143. Engine.prototype.getRenderingCanvasClientRect = function () {
  3144. return this._renderingCanvas.getBoundingClientRect();
  3145. };
  3146. Engine.prototype.setHardwareScalingLevel = function (level) {
  3147. this._hardwareScalingLevel = level;
  3148. this.resize();
  3149. };
  3150. Engine.prototype.getHardwareScalingLevel = function () {
  3151. return this._hardwareScalingLevel;
  3152. };
  3153. Engine.prototype.getLoadedTexturesCache = function () {
  3154. return this._loadedTexturesCache;
  3155. };
  3156. Engine.prototype.getCaps = function () {
  3157. return this._caps;
  3158. };
  3159. Object.defineProperty(Engine.prototype, "drawCalls", {
  3160. get: function () {
  3161. return this._drawCalls;
  3162. },
  3163. enumerable: true,
  3164. configurable: true
  3165. });
  3166. Engine.prototype.resetDrawCalls = function () {
  3167. this._drawCalls = 0;
  3168. };
  3169. Engine.prototype.setDepthFunctionToGreater = function () {
  3170. this._depthCullingState.depthFunc = this._gl.GREATER;
  3171. };
  3172. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  3173. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  3174. };
  3175. Engine.prototype.setDepthFunctionToLess = function () {
  3176. this._depthCullingState.depthFunc = this._gl.LESS;
  3177. };
  3178. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  3179. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  3180. };
  3181. Engine.prototype.stopRenderLoop = function () {
  3182. this._renderFunction = null;
  3183. this._runningLoop = false;
  3184. };
  3185. Engine.prototype._renderLoop = function () {
  3186. var _this = this;
  3187. var shouldRender = true;
  3188. if (!this.renderEvenInBackground && this._windowIsBackground) {
  3189. shouldRender = false;
  3190. }
  3191. if (shouldRender) {
  3192. this.beginFrame();
  3193. if (this._renderFunction) {
  3194. this._renderFunction();
  3195. }
  3196. this.endFrame();
  3197. }
  3198. if (this._runningLoop) {
  3199. BABYLON.Tools.QueueNewFrame(function () {
  3200. _this._renderLoop();
  3201. });
  3202. }
  3203. };
  3204. Engine.prototype.runRenderLoop = function (renderFunction) {
  3205. var _this = this;
  3206. this._runningLoop = true;
  3207. this._renderFunction = renderFunction;
  3208. BABYLON.Tools.QueueNewFrame(function () {
  3209. _this._renderLoop();
  3210. });
  3211. };
  3212. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  3213. if (this.isFullscreen) {
  3214. BABYLON.Tools.ExitFullscreen();
  3215. } else {
  3216. this._pointerLockRequested = requestPointerLock;
  3217. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  3218. }
  3219. };
  3220. Engine.prototype.clear = function (color, backBuffer, depthStencil) {
  3221. this.applyStates();
  3222. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  3223. if (this._depthCullingState.depthMask) {
  3224. this._gl.clearDepth(1.0);
  3225. }
  3226. var mode = 0;
  3227. if (backBuffer)
  3228. mode |= this._gl.COLOR_BUFFER_BIT;
  3229. if (depthStencil && this._depthCullingState.depthMask)
  3230. mode |= this._gl.DEPTH_BUFFER_BIT;
  3231. this._gl.clear(mode);
  3232. };
  3233. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  3234. var width = requiredWidth || this._renderingCanvas.width;
  3235. var height = requiredHeight || this._renderingCanvas.height;
  3236. var x = viewport.x || 0;
  3237. var y = viewport.y || 0;
  3238. this._cachedViewport = viewport;
  3239. this._gl.viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  3240. };
  3241. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  3242. this._cachedViewport = null;
  3243. this._gl.viewport(x, y, width, height);
  3244. };
  3245. Engine.prototype.beginFrame = function () {
  3246. BABYLON.Tools._MeasureFps();
  3247. };
  3248. Engine.prototype.endFrame = function () {
  3249. this.flushFramebuffer();
  3250. };
  3251. Engine.prototype.resize = function () {
  3252. this.setSize(this._renderingCanvas.clientWidth / this._hardwareScalingLevel, this._renderingCanvas.clientHeight / this._hardwareScalingLevel);
  3253. };
  3254. Engine.prototype.setSize = function (width, height) {
  3255. this._renderingCanvas.width = width;
  3256. this._renderingCanvas.height = height;
  3257. this._canvasClientRect = this._renderingCanvas.getBoundingClientRect();
  3258. };
  3259. Engine.prototype.bindFramebuffer = function (texture) {
  3260. this._currentRenderTarget = texture;
  3261. var gl = this._gl;
  3262. gl.bindFramebuffer(gl.FRAMEBUFFER, texture._framebuffer);
  3263. this._gl.viewport(0, 0, texture._width, texture._height);
  3264. this.wipeCaches();
  3265. };
  3266. Engine.prototype.unBindFramebuffer = function (texture) {
  3267. this._currentRenderTarget = null;
  3268. if (texture.generateMipMaps) {
  3269. var gl = this._gl;
  3270. gl.bindTexture(gl.TEXTURE_2D, texture);
  3271. gl.generateMipmap(gl.TEXTURE_2D);
  3272. gl.bindTexture(gl.TEXTURE_2D, null);
  3273. }
  3274. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  3275. };
  3276. Engine.prototype.flushFramebuffer = function () {
  3277. };
  3278. Engine.prototype.restoreDefaultFramebuffer = function () {
  3279. this._currentRenderTarget = null;
  3280. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, null);
  3281. this.setViewport(this._cachedViewport);
  3282. this.wipeCaches();
  3283. };
  3284. Engine.prototype._resetVertexBufferBinding = function () {
  3285. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, null);
  3286. this._cachedVertexBuffers = null;
  3287. };
  3288. Engine.prototype.createVertexBuffer = function (vertices) {
  3289. var vbo = this._gl.createBuffer();
  3290. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  3291. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(vertices), this._gl.STATIC_DRAW);
  3292. this._resetVertexBufferBinding();
  3293. vbo.references = 1;
  3294. return vbo;
  3295. };
  3296. Engine.prototype.createDynamicVertexBuffer = function (capacity) {
  3297. var vbo = this._gl.createBuffer();
  3298. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vbo);
  3299. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  3300. this._resetVertexBufferBinding();
  3301. vbo.references = 1;
  3302. return vbo;
  3303. };
  3304. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, length) {
  3305. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  3306. if (vertices instanceof Float32Array) {
  3307. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, vertices);
  3308. } else {
  3309. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(vertices));
  3310. }
  3311. this._resetVertexBufferBinding();
  3312. };
  3313. Engine.prototype._resetIndexBufferBinding = function () {
  3314. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, null);
  3315. this._cachedIndexBuffer = null;
  3316. };
  3317. Engine.prototype.createIndexBuffer = function (indices) {
  3318. var vbo = this._gl.createBuffer();
  3319. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, vbo);
  3320. var arrayBuffer;
  3321. var need32Bits = false;
  3322. if (this._caps.uintIndices) {
  3323. for (var index = 0; index < indices.length; index++) {
  3324. if (indices[index] > 65535) {
  3325. need32Bits = true;
  3326. break;
  3327. }
  3328. }
  3329. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  3330. } else {
  3331. arrayBuffer = new Uint16Array(indices);
  3332. }
  3333. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.STATIC_DRAW);
  3334. this._resetIndexBufferBinding();
  3335. vbo.references = 1;
  3336. vbo.is32Bits = need32Bits;
  3337. return vbo;
  3338. };
  3339. Engine.prototype.bindBuffers = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  3340. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  3341. this._cachedVertexBuffers = vertexBuffer;
  3342. this._cachedEffectForVertexBuffers = effect;
  3343. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer);
  3344. var offset = 0;
  3345. for (var index = 0; index < vertexDeclaration.length; index++) {
  3346. var order = effect.getAttributeLocation(index);
  3347. if (order >= 0) {
  3348. this._gl.vertexAttribPointer(order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  3349. }
  3350. offset += vertexDeclaration[index] * 4;
  3351. }
  3352. }
  3353. if (this._cachedIndexBuffer !== indexBuffer) {
  3354. this._cachedIndexBuffer = indexBuffer;
  3355. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  3356. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  3357. }
  3358. };
  3359. Engine.prototype.bindMultiBuffers = function (vertexBuffers, indexBuffer, effect) {
  3360. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  3361. this._cachedVertexBuffers = vertexBuffers;
  3362. this._cachedEffectForVertexBuffers = effect;
  3363. var attributes = effect.getAttributesNames();
  3364. for (var index = 0; index < attributes.length; index++) {
  3365. var order = effect.getAttributeLocation(index);
  3366. if (order >= 0) {
  3367. var vertexBuffer = vertexBuffers[attributes[index]];
  3368. if (!vertexBuffer) {
  3369. continue;
  3370. }
  3371. var stride = vertexBuffer.getStrideSize();
  3372. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, vertexBuffer.getBuffer());
  3373. this._gl.vertexAttribPointer(order, stride, this._gl.FLOAT, false, stride * 4, 0);
  3374. }
  3375. }
  3376. }
  3377. if (indexBuffer != null && this._cachedIndexBuffer !== indexBuffer) {
  3378. this._cachedIndexBuffer = indexBuffer;
  3379. this._gl.bindBuffer(this._gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
  3380. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  3381. }
  3382. };
  3383. Engine.prototype._releaseBuffer = function (buffer) {
  3384. buffer.references--;
  3385. if (buffer.references === 0) {
  3386. this._gl.deleteBuffer(buffer);
  3387. return true;
  3388. }
  3389. return false;
  3390. };
  3391. Engine.prototype.createInstancesBuffer = function (capacity) {
  3392. var buffer = this._gl.createBuffer();
  3393. buffer.capacity = capacity;
  3394. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, buffer);
  3395. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  3396. return buffer;
  3397. };
  3398. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  3399. this._gl.deleteBuffer(buffer);
  3400. };
  3401. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  3402. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  3403. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  3404. for (var index = 0; index < 4; index++) {
  3405. var offsetLocation = offsetLocations[index];
  3406. this._gl.enableVertexAttribArray(offsetLocation);
  3407. this._gl.vertexAttribPointer(offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  3408. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 1);
  3409. }
  3410. };
  3411. Engine.prototype.unBindInstancesBuffer = function (instancesBuffer, offsetLocations) {
  3412. this._gl.bindBuffer(this._gl.ARRAY_BUFFER, instancesBuffer);
  3413. for (var index = 0; index < 4; index++) {
  3414. var offsetLocation = offsetLocations[index];
  3415. this._gl.disableVertexAttribArray(offsetLocation);
  3416. this._caps.instancedArrays.vertexAttribDivisorANGLE(offsetLocation, 0);
  3417. }
  3418. };
  3419. Engine.prototype.applyStates = function () {
  3420. this._depthCullingState.apply(this._gl);
  3421. this._alphaState.apply(this._gl);
  3422. };
  3423. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  3424. this.applyStates();
  3425. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  3426. if (instancesCount) {
  3427. this._caps.instancedArrays.drawElementsInstancedANGLE(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * 2, instancesCount);
  3428. return;
  3429. }
  3430. this._gl.drawElements(useTriangles ? this._gl.TRIANGLES : this._gl.LINES, indexCount, indexFormat, indexStart * 2);
  3431. this._drawCalls++;
  3432. };
  3433. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  3434. this.applyStates();
  3435. if (instancesCount) {
  3436. this._caps.instancedArrays.drawArraysInstancedANGLE(this._gl.POINTS, verticesStart, verticesCount, instancesCount);
  3437. return;
  3438. }
  3439. this._gl.drawArrays(this._gl.POINTS, verticesStart, verticesCount);
  3440. this._drawCalls++;
  3441. };
  3442. Engine.prototype._releaseEffect = function (effect) {
  3443. if (this._compiledEffects[effect._key]) {
  3444. delete this._compiledEffects[effect._key];
  3445. if (effect.getProgram()) {
  3446. this._gl.deleteProgram(effect.getProgram());
  3447. }
  3448. }
  3449. };
  3450. Engine.prototype.createEffect = function (baseName, attributesNames, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  3451. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  3452. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  3453. var name = vertex + "+" + fragment + "@" + defines;
  3454. if (this._compiledEffects[name]) {
  3455. return this._compiledEffects[name];
  3456. }
  3457. var effect = new BABYLON.Effect(baseName, attributesNames, uniformsNames, samplers, this, defines, fallbacks, onCompiled, onError);
  3458. effect._key = name;
  3459. this._compiledEffects[name] = effect;
  3460. return effect;
  3461. };
  3462. Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  3463. if (typeof uniformsNames === "undefined") { uniformsNames = []; }
  3464. if (typeof samplers === "undefined") { samplers = []; }
  3465. if (typeof defines === "undefined") { defines = ""; }
  3466. return this.createEffect({
  3467. vertex: "particles",
  3468. fragmentElement: fragmentName
  3469. }, ["position", "color", "options"], ["view", "projection"].concat(uniformsNames), ["diffuseSampler"].concat(samplers), defines, fallbacks, onCompiled, onError);
  3470. };
  3471. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines) {
  3472. var vertexShader = compileShader(this._gl, vertexCode, "vertex", defines);
  3473. var fragmentShader = compileShader(this._gl, fragmentCode, "fragment", defines);
  3474. var shaderProgram = this._gl.createProgram();
  3475. this._gl.attachShader(shaderProgram, vertexShader);
  3476. this._gl.attachShader(shaderProgram, fragmentShader);
  3477. this._gl.linkProgram(shaderProgram);
  3478. var linked = this._gl.getProgramParameter(shaderProgram, this._gl.LINK_STATUS);
  3479. if (!linked) {
  3480. var error = this._gl.getProgramInfoLog(shaderProgram);
  3481. if (error) {
  3482. throw new Error(error);
  3483. }
  3484. }
  3485. this._gl.deleteShader(vertexShader);
  3486. this._gl.deleteShader(fragmentShader);
  3487. return shaderProgram;
  3488. };
  3489. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  3490. var results = [];
  3491. for (var index = 0; index < uniformsNames.length; index++) {
  3492. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  3493. }
  3494. return results;
  3495. };
  3496. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  3497. var results = [];
  3498. for (var index = 0; index < attributesNames.length; index++) {
  3499. try {
  3500. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  3501. } catch (e) {
  3502. results.push(-1);
  3503. }
  3504. }
  3505. return results;
  3506. };
  3507. Engine.prototype.enableEffect = function (effect) {
  3508. if (!effect || !effect.getAttributesCount() || this._currentEffect === effect) {
  3509. if (effect && effect.onBind) {
  3510. effect.onBind(effect);
  3511. }
  3512. return;
  3513. }
  3514. this._vertexAttribArrays = this._vertexAttribArrays || [];
  3515. this._gl.useProgram(effect.getProgram());
  3516. for (var i in this._vertexAttribArrays) {
  3517. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  3518. continue;
  3519. }
  3520. this._vertexAttribArrays[i] = false;
  3521. this._gl.disableVertexAttribArray(i);
  3522. }
  3523. var attributesCount = effect.getAttributesCount();
  3524. for (var index = 0; index < attributesCount; index++) {
  3525. var order = effect.getAttributeLocation(index);
  3526. if (order >= 0) {
  3527. this._vertexAttribArrays[order] = true;
  3528. this._gl.enableVertexAttribArray(order);
  3529. }
  3530. }
  3531. this._currentEffect = effect;
  3532. if (effect.onBind) {
  3533. effect.onBind(effect);
  3534. }
  3535. };
  3536. Engine.prototype.setArray = function (uniform, array) {
  3537. if (!uniform)
  3538. return;
  3539. this._gl.uniform1fv(uniform, array);
  3540. };
  3541. Engine.prototype.setMatrices = function (uniform, matrices) {
  3542. if (!uniform)
  3543. return;
  3544. this._gl.uniformMatrix4fv(uniform, false, matrices);
  3545. };
  3546. Engine.prototype.setMatrix = function (uniform, matrix) {
  3547. if (!uniform)
  3548. return;
  3549. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  3550. };
  3551. Engine.prototype.setFloat = function (uniform, value) {
  3552. if (!uniform)
  3553. return;
  3554. this._gl.uniform1f(uniform, value);
  3555. };
  3556. Engine.prototype.setFloat2 = function (uniform, x, y) {
  3557. if (!uniform)
  3558. return;
  3559. this._gl.uniform2f(uniform, x, y);
  3560. };
  3561. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  3562. if (!uniform)
  3563. return;
  3564. this._gl.uniform3f(uniform, x, y, z);
  3565. };
  3566. Engine.prototype.setBool = function (uniform, bool) {
  3567. if (!uniform)
  3568. return;
  3569. this._gl.uniform1i(uniform, bool);
  3570. };
  3571. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  3572. if (!uniform)
  3573. return;
  3574. this._gl.uniform4f(uniform, x, y, z, w);
  3575. };
  3576. Engine.prototype.setColor3 = function (uniform, color3) {
  3577. if (!uniform)
  3578. return;
  3579. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  3580. };
  3581. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  3582. if (!uniform)
  3583. return;
  3584. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  3585. };
  3586. Engine.prototype.setState = function (culling, force) {
  3587. if (this._depthCullingState.cull !== culling || force) {
  3588. if (culling) {
  3589. this._depthCullingState.cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  3590. this._depthCullingState.cull = true;
  3591. } else {
  3592. this._depthCullingState.cull = false;
  3593. }
  3594. }
  3595. };
  3596. Engine.prototype.setDepthBuffer = function (enable) {
  3597. this._depthCullingState.depthTest = enable;
  3598. };
  3599. Engine.prototype.getDepthWrite = function () {
  3600. return this._depthCullingState.depthMask;
  3601. };
  3602. Engine.prototype.setDepthWrite = function (enable) {
  3603. this._depthCullingState.depthMask = enable;
  3604. };
  3605. Engine.prototype.setColorWrite = function (enable) {
  3606. this._gl.colorMask(enable, enable, enable, enable);
  3607. };
  3608. Engine.prototype.setAlphaMode = function (mode) {
  3609. switch (mode) {
  3610. case BABYLON.Engine.ALPHA_DISABLE:
  3611. this.setDepthWrite(true);
  3612. this._alphaState.alphaBlend = false;
  3613. break;
  3614. case BABYLON.Engine.ALPHA_COMBINE:
  3615. this.setDepthWrite(false);
  3616. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  3617. this._alphaState.alphaBlend = true;
  3618. break;
  3619. case BABYLON.Engine.ALPHA_ADD:
  3620. this.setDepthWrite(false);
  3621. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  3622. this._alphaState.alphaBlend = true;
  3623. break;
  3624. }
  3625. this._alphaMode = mode;
  3626. };
  3627. Engine.prototype.getAlphaMode = function () {
  3628. return this._alphaMode;
  3629. };
  3630. Engine.prototype.setAlphaTesting = function (enable) {
  3631. this._alphaTest = enable;
  3632. };
  3633. Engine.prototype.getAlphaTesting = function () {
  3634. return this._alphaTest;
  3635. };
  3636. Engine.prototype.wipeCaches = function () {
  3637. this._activeTexturesCache = [];
  3638. this._currentEffect = null;
  3639. this._depthCullingState.reset();
  3640. this._alphaState.reset();
  3641. this._cachedVertexBuffers = null;
  3642. this._cachedIndexBuffer = null;
  3643. this._cachedEffectForVertexBuffers = null;
  3644. };
  3645. Engine.prototype.setSamplingMode = function (texture, samplingMode) {
  3646. var gl = this._gl;
  3647. gl.bindTexture(gl.TEXTURE_2D, texture);
  3648. var magFilter = gl.NEAREST;
  3649. var minFilter = gl.NEAREST;
  3650. if (samplingMode === BABYLON.Texture.BILINEAR_SAMPLINGMODE) {
  3651. magFilter = gl.LINEAR;
  3652. minFilter = gl.LINEAR;
  3653. } else if (samplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE) {
  3654. magFilter = gl.LINEAR;
  3655. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  3656. }
  3657. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);
  3658. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, minFilter);
  3659. gl.bindTexture(gl.TEXTURE_2D, null);
  3660. };
  3661. Engine.prototype.createTexture = function (url, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer) {
  3662. var _this = this;
  3663. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  3664. if (typeof onLoad === "undefined") { onLoad = null; }
  3665. if (typeof onError === "undefined") { onError = null; }
  3666. if (typeof buffer === "undefined") { buffer = null; }
  3667. var texture = this._gl.createTexture();
  3668. var extension;
  3669. var fromData = false;
  3670. if (url.substr(0, 5) === "data:") {
  3671. fromData = true;
  3672. }
  3673. if (!fromData)
  3674. extension = url.substr(url.length - 4, 4).toLowerCase();
  3675. else {
  3676. var oldUrl = url;
  3677. fromData = oldUrl.split(':');
  3678. url = oldUrl;
  3679. extension = fromData[1].substr(fromData[1].length - 4, 4).toLowerCase();
  3680. }
  3681. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  3682. var isTGA = (extension === ".tga");
  3683. scene._addPendingData(texture);
  3684. texture.url = url;
  3685. texture.noMipmap = noMipmap;
  3686. texture.references = 1;
  3687. this._loadedTexturesCache.push(texture);
  3688. var onerror = function () {
  3689. scene._removePendingData(texture);
  3690. if (onError) {
  3691. onError();
  3692. }
  3693. };
  3694. if (isTGA) {
  3695. var callback = function (arrayBuffer) {
  3696. var data = new Uint8Array(arrayBuffer);
  3697. var header = BABYLON.Internals.TGATools.GetTGAHeader(data);
  3698. prepareWebGLTexture(texture, _this._gl, scene, header.width, header.height, invertY, noMipmap, false, function () {
  3699. BABYLON.Internals.TGATools.UploadContent(_this._gl, data);
  3700. if (onLoad) {
  3701. onLoad();
  3702. }
  3703. }, samplingMode);
  3704. };
  3705. if (!(fromData instanceof Array))
  3706. BABYLON.Tools.LoadFile(url, function (arrayBuffer) {
  3707. callback(arrayBuffer);
  3708. }, onerror, scene.database, true);
  3709. else
  3710. callback(buffer);
  3711. } else if (isDDS) {
  3712. callback = function (data) {
  3713. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  3714. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap && ((info.width >> (info.mipmapCount - 1)) == 1);
  3715. prepareWebGLTexture(texture, _this._gl, scene, info.width, info.height, invertY, !loadMipmap, info.isFourCC, function () {
  3716. BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 1);
  3717. if (onLoad) {
  3718. onLoad();
  3719. }
  3720. }, samplingMode);
  3721. };
  3722. if (!(fromData instanceof Array))
  3723. BABYLON.Tools.LoadFile(url, function (data) {
  3724. callback(data);
  3725. }, onerror, scene.database, true);
  3726. else
  3727. callback(buffer);
  3728. } else {
  3729. var onload = function (img) {
  3730. prepareWebGLTexture(texture, _this._gl, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight) {
  3731. var isPot = (img.width == potWidth && img.height == potHeight);
  3732. if (!isPot) {
  3733. _this._workingCanvas.width = potWidth;
  3734. _this._workingCanvas.height = potHeight;
  3735. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  3736. }
  3737. _this._gl.texImage2D(_this._gl.TEXTURE_2D, 0, _this._gl.RGBA, _this._gl.RGBA, _this._gl.UNSIGNED_BYTE, isPot ? img : _this._workingCanvas);
  3738. if (onLoad) {
  3739. onLoad();
  3740. }
  3741. }, samplingMode);
  3742. };
  3743. if (!(fromData instanceof Array))
  3744. BABYLON.Tools.LoadImage(url, onload, onerror, scene.database);
  3745. else
  3746. BABYLON.Tools.LoadImage(buffer, onload, onerror, scene.database);
  3747. }
  3748. return texture;
  3749. };
  3750. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  3751. var texture = this._gl.createTexture();
  3752. width = BABYLON.Tools.GetExponantOfTwo(width, this._caps.maxTextureSize);
  3753. height = BABYLON.Tools.GetExponantOfTwo(height, this._caps.maxTextureSize);
  3754. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  3755. var filters = getSamplingParameters(samplingMode, generateMipMaps, this._gl);
  3756. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  3757. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  3758. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3759. this._activeTexturesCache = [];
  3760. texture._baseWidth = width;
  3761. texture._baseHeight = height;
  3762. texture._width = width;
  3763. texture._height = height;
  3764. texture.isReady = false;
  3765. texture.generateMipMaps = generateMipMaps;
  3766. texture.references = 1;
  3767. this._loadedTexturesCache.push(texture);
  3768. return texture;
  3769. };
  3770. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY) {
  3771. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  3772. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 1 : 0);
  3773. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, canvas);
  3774. if (texture.generateMipMaps) {
  3775. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  3776. }
  3777. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3778. this._activeTexturesCache = [];
  3779. texture.isReady = true;
  3780. };
  3781. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  3782. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  3783. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, invertY ? 0 : 1);
  3784. if (video.videoWidth !== texture._width || video.videoHeight !== texture._height) {
  3785. if (!texture._workingCanvas) {
  3786. texture._workingCanvas = document.createElement("canvas");
  3787. texture._workingContext = texture._workingCanvas.getContext("2d");
  3788. texture._workingCanvas.width = texture._width;
  3789. texture._workingCanvas.height = texture._height;
  3790. }
  3791. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture._width, texture._height);
  3792. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  3793. } else {
  3794. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  3795. }
  3796. if (texture.generateMipMaps) {
  3797. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  3798. }
  3799. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3800. this._activeTexturesCache = [];
  3801. texture.isReady = true;
  3802. };
  3803. Engine.prototype.createRenderTargetTexture = function (size, options) {
  3804. var generateMipMaps = false;
  3805. var generateDepthBuffer = true;
  3806. var samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  3807. if (options !== undefined) {
  3808. generateMipMaps = options.generateMipMaps === undefined ? options : options.generateMipmaps;
  3809. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  3810. if (options.samplingMode !== undefined) {
  3811. samplingMode = options.samplingMode;
  3812. }
  3813. }
  3814. var gl = this._gl;
  3815. var texture = gl.createTexture();
  3816. gl.bindTexture(gl.TEXTURE_2D, texture);
  3817. var width = size.width || size;
  3818. var height = size.height || size;
  3819. var filters = getSamplingParameters(samplingMode, generateMipMaps, gl);
  3820. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  3821. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  3822. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  3823. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  3824. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
  3825. var depthBuffer;
  3826. if (generateDepthBuffer) {
  3827. depthBuffer = gl.createRenderbuffer();
  3828. gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
  3829. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  3830. }
  3831. var framebuffer = gl.createFramebuffer();
  3832. gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
  3833. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  3834. if (generateDepthBuffer) {
  3835. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
  3836. }
  3837. gl.bindTexture(gl.TEXTURE_2D, null);
  3838. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  3839. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  3840. texture._framebuffer = framebuffer;
  3841. if (generateDepthBuffer) {
  3842. texture._depthBuffer = depthBuffer;
  3843. }
  3844. texture._width = width;
  3845. texture._height = height;
  3846. texture.isReady = true;
  3847. texture.generateMipMaps = generateMipMaps;
  3848. texture.references = 1;
  3849. this._activeTexturesCache = [];
  3850. this._loadedTexturesCache.push(texture);
  3851. return texture;
  3852. };
  3853. Engine.prototype.createCubeTexture = function (rootUrl, scene, extensions, noMipmap) {
  3854. var _this = this;
  3855. var gl = this._gl;
  3856. var texture = gl.createTexture();
  3857. texture.isCube = true;
  3858. texture.url = rootUrl;
  3859. texture.references = 1;
  3860. this._loadedTexturesCache.push(texture);
  3861. var extension = rootUrl.substr(rootUrl.length - 4, 4).toLowerCase();
  3862. var isDDS = this.getCaps().s3tc && (extension === ".dds");
  3863. if (isDDS) {
  3864. BABYLON.Tools.LoadFile(rootUrl, function (data) {
  3865. var info = BABYLON.Internals.DDSTools.GetDDSInfo(data);
  3866. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && !noMipmap;
  3867. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  3868. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
  3869. BABYLON.Internals.DDSTools.UploadDDSLevels(_this._gl, _this.getCaps().s3tc, data, info, loadMipmap, 6);
  3870. if (!noMipmap && !info.isFourCC && info.mipmapCount == 1) {
  3871. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  3872. }
  3873. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  3874. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  3875. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  3876. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  3877. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  3878. _this._activeTexturesCache = [];
  3879. texture._width = info.width;
  3880. texture._height = info.height;
  3881. texture.isReady = true;
  3882. }, null, null, true);
  3883. } else {
  3884. cascadeLoad(rootUrl, scene, function (imgs) {
  3885. var width = BABYLON.Tools.GetExponantOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize);
  3886. var height = width;
  3887. _this._workingCanvas.width = width;
  3888. _this._workingCanvas.height = height;
  3889. var faces = [
  3890. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  3891. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  3892. ];
  3893. gl.bindTexture(gl.TEXTURE_CUBE_MAP, texture);
  3894. gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
  3895. for (var index = 0; index < faces.length; index++) {
  3896. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  3897. gl.texImage2D(faces[index], 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, _this._workingCanvas);
  3898. }
  3899. if (!noMipmap) {
  3900. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  3901. }
  3902. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  3903. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, noMipmap ? gl.LINEAR : gl.LINEAR_MIPMAP_LINEAR);
  3904. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  3905. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  3906. gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
  3907. _this._activeTexturesCache = [];
  3908. texture._width = width;
  3909. texture._height = height;
  3910. texture.isReady = true;
  3911. }, extensions);
  3912. }
  3913. return texture;
  3914. };
  3915. Engine.prototype._releaseTexture = function (texture) {
  3916. var gl = this._gl;
  3917. if (texture._framebuffer) {
  3918. gl.deleteFramebuffer(texture._framebuffer);
  3919. }
  3920. if (texture._depthBuffer) {
  3921. gl.deleteRenderbuffer(texture._depthBuffer);
  3922. }
  3923. gl.deleteTexture(texture);
  3924. for (var channel = 0; channel < this._caps.maxTexturesImageUnits; channel++) {
  3925. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  3926. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3927. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  3928. this._activeTexturesCache[channel] = null;
  3929. }
  3930. var index = this._loadedTexturesCache.indexOf(texture);
  3931. if (index !== -1) {
  3932. this._loadedTexturesCache.splice(index, 1);
  3933. }
  3934. };
  3935. Engine.prototype.bindSamplers = function (effect) {
  3936. this._gl.useProgram(effect.getProgram());
  3937. var samplers = effect.getSamplers();
  3938. for (var index = 0; index < samplers.length; index++) {
  3939. var uniform = effect.getUniform(samplers[index]);
  3940. this._gl.uniform1i(uniform, index);
  3941. }
  3942. this._currentEffect = null;
  3943. };
  3944. Engine.prototype._bindTexture = function (channel, texture) {
  3945. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  3946. this._gl.bindTexture(this._gl.TEXTURE_2D, texture);
  3947. this._activeTexturesCache[channel] = null;
  3948. };
  3949. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  3950. this._bindTexture(channel, postProcess._textures.data[postProcess._currentRenderTextureInd]);
  3951. };
  3952. Engine.prototype.setTexture = function (channel, texture) {
  3953. if (channel < 0) {
  3954. return;
  3955. }
  3956. if (!texture || !texture.isReady()) {
  3957. if (this._activeTexturesCache[channel] != null) {
  3958. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  3959. this._gl.bindTexture(this._gl.TEXTURE_2D, null);
  3960. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, null);
  3961. this._activeTexturesCache[channel] = null;
  3962. }
  3963. return;
  3964. }
  3965. if (texture instanceof BABYLON.VideoTexture) {
  3966. if (texture.update()) {
  3967. this._activeTexturesCache[channel] = null;
  3968. }
  3969. } else if (texture.delayLoadState == BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  3970. texture.delayLoad();
  3971. return;
  3972. }
  3973. if (this._activeTexturesCache[channel] == texture) {
  3974. return;
  3975. }
  3976. this._activeTexturesCache[channel] = texture;
  3977. var internalTexture = texture.getInternalTexture();
  3978. this._gl.activeTexture(this._gl["TEXTURE" + channel]);
  3979. if (internalTexture.isCube) {
  3980. this._gl.bindTexture(this._gl.TEXTURE_CUBE_MAP, internalTexture);
  3981. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  3982. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  3983. var textureWrapMode = (texture.coordinatesMode !== BABYLON.Texture.CUBIC_MODE && texture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  3984. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode);
  3985. this._gl.texParameteri(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  3986. }
  3987. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  3988. } else {
  3989. this._gl.bindTexture(this._gl.TEXTURE_2D, internalTexture);
  3990. if (internalTexture._cachedWrapU !== texture.wrapU) {
  3991. internalTexture._cachedWrapU = texture.wrapU;
  3992. switch (texture.wrapU) {
  3993. case BABYLON.Texture.WRAP_ADDRESSMODE:
  3994. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.REPEAT);
  3995. break;
  3996. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  3997. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.CLAMP_TO_EDGE);
  3998. break;
  3999. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  4000. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._gl.MIRRORED_REPEAT);
  4001. break;
  4002. }
  4003. }
  4004. if (internalTexture._cachedWrapV !== texture.wrapV) {
  4005. internalTexture._cachedWrapV = texture.wrapV;
  4006. switch (texture.wrapV) {
  4007. case BABYLON.Texture.WRAP_ADDRESSMODE:
  4008. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.REPEAT);
  4009. break;
  4010. case BABYLON.Texture.CLAMP_ADDRESSMODE:
  4011. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.CLAMP_TO_EDGE);
  4012. break;
  4013. case BABYLON.Texture.MIRROR_ADDRESSMODE:
  4014. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._gl.MIRRORED_REPEAT);
  4015. break;
  4016. }
  4017. }
  4018. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  4019. }
  4020. };
  4021. Engine.prototype._setAnisotropicLevel = function (key, texture) {
  4022. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  4023. if (anisotropicFilterExtension && texture._cachedAnisotropicFilteringLevel !== texture.anisotropicFilteringLevel) {
  4024. this._gl.texParameterf(key, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropicFilteringLevel, this._caps.maxAnisotropy));
  4025. texture._cachedAnisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  4026. }
  4027. };
  4028. Engine.prototype.readPixels = function (x, y, width, height) {
  4029. var data = new Uint8Array(height * width * 4);
  4030. this._gl.readPixels(0, 0, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  4031. return data;
  4032. };
  4033. Engine.prototype.dispose = function () {
  4034. this.hideLoadingUI();
  4035. this.stopRenderLoop();
  4036. while (this.scenes.length) {
  4037. this.scenes[0].dispose();
  4038. }
  4039. for (var name in this._compiledEffects) {
  4040. this._gl.deleteProgram(this._compiledEffects[name]._program);
  4041. }
  4042. for (var i in this._vertexAttribArrays) {
  4043. if (i > this._gl.VERTEX_ATTRIB_ARRAY_ENABLED || !this._vertexAttribArrays[i]) {
  4044. continue;
  4045. }
  4046. this._gl.disableVertexAttribArray(i);
  4047. }
  4048. window.removeEventListener("blur", this._onBlur);
  4049. window.removeEventListener("focus", this._onFocus);
  4050. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  4051. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  4052. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  4053. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  4054. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  4055. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  4056. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  4057. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  4058. };
  4059. Engine.prototype.displayLoadingUI = function () {
  4060. var _this = this;
  4061. this._loadingDiv = document.createElement("div");
  4062. this._loadingDiv.style.opacity = "0";
  4063. this._loadingDiv.style.transition = "opacity 1.5s ease";
  4064. this._loadingTextDiv = document.createElement("div");
  4065. this._loadingTextDiv.style.position = "absolute";
  4066. this._loadingTextDiv.style.left = "0";
  4067. this._loadingTextDiv.style.top = "50%";
  4068. this._loadingTextDiv.style.marginTop = "80px";
  4069. this._loadingTextDiv.style.width = "100%";
  4070. this._loadingTextDiv.style.height = "20px";
  4071. this._loadingTextDiv.style.fontFamily = "Arial";
  4072. this._loadingTextDiv.style.fontSize = "14px";
  4073. this._loadingTextDiv.style.color = "white";
  4074. this._loadingTextDiv.style.textAlign = "center";
  4075. this._loadingTextDiv.innerHTML = "Loading";
  4076. this._loadingDiv.appendChild(this._loadingTextDiv);
  4077. var imgBack = new Image();
  4078. imgBack.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAGQAAABkCAYAAABw4pVUAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAYdEVYdFNvZnR3YXJlAHBhaW50Lm5ldCA0LjAuM4zml1AAAARbSURBVHhe7Z09aFNRFMc716kuLrq4FdyLq4Wi4CAoRQcR0UJBUBdRiuLSIYMo6CA4FF2sgw6CFAdFUOpSQYcWO4hD26UQCfXrIQrx/JJzw1OSWq3NPeL/B4Fy+0jg/HO+7j3vpUcI8b/Q39+/49ihfWdPHT94Yf/e3Se3bd263f8lus218TPn6vV6Ya8Wi/MzNRNmj18iusX9W1evmP1/EKNEIVG6CMbG6E3bt+fT++pHha8NoHdT72bLE8NDg7tGU64gLLndV4Wc4m8j/pS+vr4tGB/DT16v3Fyr8dvBe/jbit8BL0AES9LX1iPAz+BR/hFiLVCynj95dPzNy6fv3IZ/k4L3948Sq7FzYGBg4vLFGxitabuOFCbWNKGrMnbiUuo18KaV6tIHv6YtvL9/nOgE31jCktmrY7k6+/zhE4yP4Vf7hiNqh/BWWEl8mzDol4p22Lf7cIdvdUMEvv0Y2S9fE5S1hLzpqTsPkiep//gFGPnR3Yl7GL5p/xYFBrTwM+iXio3GqpwDGL5p/xYNIX7XG8Q6IJRgdIzf1KBBgafII7oMidhyQtVFaMA2Bt7il4huQRhaXphbcR2g4RXqBzKAGHiCCwGFVUAj/m/RTRDj29cvn10I0PZ3LghH5f4CL1EFlQmqqXK3jDDKFxmhQ3Yt6oQseUZGKmMnTpsOqc8o1F9kBOMjQlOLeqEeIyOc6JV6jYLJD/+XyIFvnzdgl9aXRQ5I2qZDK1SpospMqaoqON/wZZGDciLnMMiXRS7IF4hhqMTNTdk7CFu+LHLhR7BQqBvPDJUUQqCGvCMATHUgBmhWNgApmdOda9YpM+VwRYfuyyIXDK8hBlilNerLIheMZCKGwlUAyru6GlwOgPUbRxADdJ9FAChxXY864viyyEXqPxhc0M2TAfAbatSdRyHtXymhByEdRnE3ky+JnHAIhSA0h74kckETmHoQbSgGwJrCIRMEPSRIBCRIMAhZaYhaggQhJXUJEoRU9mofKwh+F22dLRRfEjlJM7w6KQwCoQpBOKTyJZETjmwRxKqtGV8SOSkNOGjKPQppBEgDDkFgpxdBVGkFgaYQQXRIFQSObk0P5ZFIpAZRHXsQ0r0hCluBWKkuvVbYCkQaCdL5ehBScudJP4yY+rLISdps1NBDEJKXMMmoSfggWC4ZQRR17oFYXph7hSiquIKQ+hJGTX1J5MYSPD/GVdNzsgLBwZVCVyAQAkF0ohiI/c1fS6tNXq9UfEnkhudmIQolsS+J3Hh/UtNDzQLhj42VKJFInqLwFYiUU5ToA+HdfI0JevUpQUAIn+vSz2lHIuUV/dJOIHhOY/IWVWGBIHQtzs88s9zyWBuTgcBLzGOmeNnfF/QslSDgMeQW85i3DOQxuipxAkCyZ8SIm4Omp+7MMlCB59j6sKZcMoM4iIEoeI2J9AKxrFobZx0v4vYInuHFS4J1GQRCAGaLEYQXfyMML5XSQgghhBBCCCH+cXp6vgNhKpSKX/XdOAAAAABJRU5ErkJggg==";
  4079. imgBack.style.position = "absolute";
  4080. imgBack.style.left = "50%";
  4081. imgBack.style.top = "50%";
  4082. imgBack.style.marginLeft = "-50px";
  4083. imgBack.style.marginTop = "-50px";
  4084. imgBack.style.transition = "transform 1.0s ease";
  4085. imgBack.style.webkitTransition = "-webkit-transform 1.0s ease";
  4086. var deg = 360;
  4087. var onTransitionEnd = function () {
  4088. deg += 360;
  4089. imgBack.style.transform = "rotateZ(" + deg + "deg)";
  4090. imgBack.style.webkitTransform = "rotateZ(" + deg + "deg)";
  4091. };
  4092. imgBack.addEventListener("transitionend", onTransitionEnd);
  4093. imgBack.addEventListener("webkitTransitionEnd", onTransitionEnd);
  4094. this._loadingDiv.appendChild(imgBack);
  4095. var imgFront = new Image();
  4096. imgFront.src = "data:image/png;base64,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";
  4097. imgFront.style.position = "absolute";
  4098. imgFront.style.left = "50%";
  4099. imgFront.style.top = "50%";
  4100. imgFront.style.marginLeft = "-50px";
  4101. imgFront.style.marginTop = "-50px";
  4102. this._loadingDiv.appendChild(imgFront);
  4103. this._resizeLoadingUI = function () {
  4104. var canvasRect = _this.getRenderingCanvasClientRect();
  4105. _this._loadingDiv.style.position = "absolute";
  4106. _this._loadingDiv.style.left = canvasRect.left + "px";
  4107. _this._loadingDiv.style.top = canvasRect.top + "px";
  4108. _this._loadingDiv.style.width = canvasRect.width + "px";
  4109. _this._loadingDiv.style.height = canvasRect.height + "px";
  4110. };
  4111. this._resizeLoadingUI();
  4112. window.addEventListener("resize", this._resizeLoadingUI);
  4113. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  4114. document.body.appendChild(this._loadingDiv);
  4115. setTimeout(function () {
  4116. _this._loadingDiv.style.opacity = "1";
  4117. imgBack.style.transform = "rotateZ(360deg)";
  4118. imgBack.style.webkitTransform = "rotateZ(360deg)";
  4119. }, 0);
  4120. };
  4121. Object.defineProperty(Engine.prototype, "loadingUIText", {
  4122. set: function (text) {
  4123. if (!this._loadingDiv) {
  4124. return;
  4125. }
  4126. this._loadingTextDiv.innerHTML = text;
  4127. },
  4128. enumerable: true,
  4129. configurable: true
  4130. });
  4131. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  4132. get: function () {
  4133. return this._loadingDivBackgroundColor;
  4134. },
  4135. set: function (color) {
  4136. this._loadingDivBackgroundColor = color;
  4137. if (!this._loadingDiv) {
  4138. return;
  4139. }
  4140. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  4141. },
  4142. enumerable: true,
  4143. configurable: true
  4144. });
  4145. Engine.prototype.hideLoadingUI = function () {
  4146. var _this = this;
  4147. if (!this._loadingDiv) {
  4148. return;
  4149. }
  4150. var onTransitionEnd = function () {
  4151. if (!_this._loadingDiv) {
  4152. return;
  4153. }
  4154. document.body.removeChild(_this._loadingDiv);
  4155. window.removeEventListener("resize", _this._resizeLoadingUI);
  4156. _this._loadingDiv = null;
  4157. };
  4158. this._loadingDiv.style.opacity = "0";
  4159. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  4160. };
  4161. Engine.isSupported = function () {
  4162. try {
  4163. if (navigator.isCocoonJS) {
  4164. return true;
  4165. }
  4166. var tempcanvas = document.createElement("canvas");
  4167. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  4168. return gl != null && !!window.WebGLRenderingContext;
  4169. } catch (e) {
  4170. return false;
  4171. }
  4172. };
  4173. Engine._ALPHA_DISABLE = 0;
  4174. Engine._ALPHA_ADD = 1;
  4175. Engine._ALPHA_COMBINE = 2;
  4176. Engine._DELAYLOADSTATE_NONE = 0;
  4177. Engine._DELAYLOADSTATE_LOADED = 1;
  4178. Engine._DELAYLOADSTATE_LOADING = 2;
  4179. Engine._DELAYLOADSTATE_NOTLOADED = 4;
  4180. Engine.Epsilon = 0.001;
  4181. Engine.CollisionsEpsilon = 0.001;
  4182. Engine.ShadersRepository = "Babylon/Shaders/";
  4183. return Engine;
  4184. })();
  4185. BABYLON.Engine = Engine;
  4186. })(BABYLON || (BABYLON = {}));
  4187. var BABYLON;
  4188. (function (BABYLON) {
  4189. var Node = (function () {
  4190. function Node(name, scene) {
  4191. this.state = "";
  4192. this.animations = new Array();
  4193. this._childrenFlag = -1;
  4194. this._isEnabled = true;
  4195. this._isReady = true;
  4196. this._currentRenderId = -1;
  4197. this.name = name;
  4198. this.id = name;
  4199. this._scene = scene;
  4200. this._initCache();
  4201. }
  4202. Node.prototype.getScene = function () {
  4203. return this._scene;
  4204. };
  4205. Node.prototype.getEngine = function () {
  4206. return this._scene.getEngine();
  4207. };
  4208. Node.prototype.getWorldMatrix = function () {
  4209. return BABYLON.Matrix.Identity();
  4210. };
  4211. Node.prototype._initCache = function () {
  4212. this._cache = {};
  4213. this._cache.parent = undefined;
  4214. };
  4215. Node.prototype.updateCache = function (force) {
  4216. if (!force && this.isSynchronized())
  4217. return;
  4218. this._cache.parent = this.parent;
  4219. this._updateCache();
  4220. };
  4221. Node.prototype._updateCache = function (ignoreParentClass) {
  4222. };
  4223. Node.prototype._isSynchronized = function () {
  4224. return true;
  4225. };
  4226. Node.prototype.isSynchronizedWithParent = function () {
  4227. return this.parent ? this.parent._currentRenderId <= this._currentRenderId : true;
  4228. };
  4229. Node.prototype.isSynchronized = function (updateCache) {
  4230. var check = this.hasNewParent();
  4231. check = check || !this.isSynchronizedWithParent();
  4232. check = check || !this._isSynchronized();
  4233. if (updateCache)
  4234. this.updateCache(true);
  4235. return !check;
  4236. };
  4237. Node.prototype.hasNewParent = function (update) {
  4238. if (this._cache.parent === this.parent)
  4239. return false;
  4240. if (update)
  4241. this._cache.parent = this.parent;
  4242. return true;
  4243. };
  4244. Node.prototype.isReady = function () {
  4245. return this._isReady;
  4246. };
  4247. Node.prototype.isEnabled = function () {
  4248. if (!this._isEnabled) {
  4249. return false;
  4250. }
  4251. if (this.parent) {
  4252. return this.parent.isEnabled();
  4253. }
  4254. return true;
  4255. };
  4256. Node.prototype.setEnabled = function (value) {
  4257. this._isEnabled = value;
  4258. };
  4259. Node.prototype.isDescendantOf = function (ancestor) {
  4260. if (this.parent) {
  4261. if (this.parent === ancestor) {
  4262. return true;
  4263. }
  4264. return this.parent.isDescendantOf(ancestor);
  4265. }
  4266. return false;
  4267. };
  4268. Node.prototype._getDescendants = function (list, results) {
  4269. for (var index = 0; index < list.length; index++) {
  4270. var item = list[index];
  4271. if (item.isDescendantOf(this)) {
  4272. results.push(item);
  4273. }
  4274. }
  4275. };
  4276. Node.prototype.getDescendants = function () {
  4277. var results = [];
  4278. this._getDescendants(this._scene.meshes, results);
  4279. this._getDescendants(this._scene.lights, results);
  4280. this._getDescendants(this._scene.cameras, results);
  4281. return results;
  4282. };
  4283. Node.prototype._setReady = function (state) {
  4284. if (state == this._isReady) {
  4285. return;
  4286. }
  4287. if (!state) {
  4288. this._isReady = false;
  4289. return;
  4290. }
  4291. this._isReady = true;
  4292. if (this.onReady) {
  4293. this.onReady(this);
  4294. }
  4295. };
  4296. return Node;
  4297. })();
  4298. BABYLON.Node = Node;
  4299. })(BABYLON || (BABYLON = {}));
  4300. var BABYLON;
  4301. (function (BABYLON) {
  4302. var BoundingSphere = (function () {
  4303. function BoundingSphere(minimum, maximum) {
  4304. this.minimum = minimum;
  4305. this.maximum = maximum;
  4306. this._tempRadiusVector = BABYLON.Vector3.Zero();
  4307. var distance = BABYLON.Vector3.Distance(minimum, maximum);
  4308. this.center = BABYLON.Vector3.Lerp(minimum, maximum, 0.5);
  4309. this.radius = distance * 0.5;
  4310. this.centerWorld = BABYLON.Vector3.Zero();
  4311. this._update(BABYLON.Matrix.Identity());
  4312. }
  4313. BoundingSphere.prototype._update = function (world) {
  4314. BABYLON.Vector3.TransformCoordinatesToRef(this.center, world, this.centerWorld);
  4315. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, world, this._tempRadiusVector);
  4316. this.radiusWorld = Math.max(Math.abs(this._tempRadiusVector.x), Math.abs(this._tempRadiusVector.y), Math.abs(this._tempRadiusVector.z)) * this.radius;
  4317. };
  4318. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  4319. for (var i = 0; i < 6; i++) {
  4320. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld)
  4321. return false;
  4322. }
  4323. return true;
  4324. };
  4325. BoundingSphere.prototype.intersectsPoint = function (point) {
  4326. var x = this.centerWorld.x - point.x;
  4327. var y = this.centerWorld.y - point.y;
  4328. var z = this.centerWorld.z - point.z;
  4329. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  4330. if (Math.abs(this.radiusWorld - distance) < BABYLON.Engine.Epsilon)
  4331. return false;
  4332. return true;
  4333. };
  4334. BoundingSphere.Intersects = function (sphere0, sphere1) {
  4335. var x = sphere0.centerWorld.x - sphere1.centerWorld.x;
  4336. var y = sphere0.centerWorld.y - sphere1.centerWorld.y;
  4337. var z = sphere0.centerWorld.z - sphere1.centerWorld.z;
  4338. var distance = Math.sqrt((x * x) + (y * y) + (z * z));
  4339. if (sphere0.radiusWorld + sphere1.radiusWorld < distance)
  4340. return false;
  4341. return true;
  4342. };
  4343. return BoundingSphere;
  4344. })();
  4345. BABYLON.BoundingSphere = BoundingSphere;
  4346. })(BABYLON || (BABYLON = {}));
  4347. var BABYLON;
  4348. (function (BABYLON) {
  4349. var BoundingBox = (function () {
  4350. function BoundingBox(minimum, maximum) {
  4351. this.minimum = minimum;
  4352. this.maximum = maximum;
  4353. this.vectors = new Array();
  4354. this.vectorsWorld = new Array();
  4355. this.vectors.push(this.minimum.clone());
  4356. this.vectors.push(this.maximum.clone());
  4357. this.vectors.push(this.minimum.clone());
  4358. this.vectors[2].x = this.maximum.x;
  4359. this.vectors.push(this.minimum.clone());
  4360. this.vectors[3].y = this.maximum.y;
  4361. this.vectors.push(this.minimum.clone());
  4362. this.vectors[4].z = this.maximum.z;
  4363. this.vectors.push(this.maximum.clone());
  4364. this.vectors[5].z = this.minimum.z;
  4365. this.vectors.push(this.maximum.clone());
  4366. this.vectors[6].x = this.minimum.x;
  4367. this.vectors.push(this.maximum.clone());
  4368. this.vectors[7].y = this.minimum.y;
  4369. this.center = this.maximum.add(this.minimum).scale(0.5);
  4370. this.extendSize = this.maximum.subtract(this.minimum).scale(0.5);
  4371. this.directions = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  4372. for (var index = 0; index < this.vectors.length; index++) {
  4373. this.vectorsWorld[index] = BABYLON.Vector3.Zero();
  4374. }
  4375. this.minimumWorld = BABYLON.Vector3.Zero();
  4376. this.maximumWorld = BABYLON.Vector3.Zero();
  4377. this._update(BABYLON.Matrix.Identity());
  4378. }
  4379. BoundingBox.prototype.getWorldMatrix = function () {
  4380. return this._worldMatrix;
  4381. };
  4382. BoundingBox.prototype._update = function (world) {
  4383. BABYLON.Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, this.minimumWorld);
  4384. BABYLON.Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this.maximumWorld);
  4385. for (var index = 0; index < this.vectors.length; index++) {
  4386. var v = this.vectorsWorld[index];
  4387. BABYLON.Vector3.TransformCoordinatesToRef(this.vectors[index], world, v);
  4388. if (v.x < this.minimumWorld.x)
  4389. this.minimumWorld.x = v.x;
  4390. if (v.y < this.minimumWorld.y)
  4391. this.minimumWorld.y = v.y;
  4392. if (v.z < this.minimumWorld.z)
  4393. this.minimumWorld.z = v.z;
  4394. if (v.x > this.maximumWorld.x)
  4395. this.maximumWorld.x = v.x;
  4396. if (v.y > this.maximumWorld.y)
  4397. this.maximumWorld.y = v.y;
  4398. if (v.z > this.maximumWorld.z)
  4399. this.maximumWorld.z = v.z;
  4400. }
  4401. this.maximumWorld.addToRef(this.minimumWorld, this.center);
  4402. this.center.scaleInPlace(0.5);
  4403. BABYLON.Vector3.FromFloatArrayToRef(world.m, 0, this.directions[0]);
  4404. BABYLON.Vector3.FromFloatArrayToRef(world.m, 4, this.directions[1]);
  4405. BABYLON.Vector3.FromFloatArrayToRef(world.m, 8, this.directions[2]);
  4406. this._worldMatrix = world;
  4407. };
  4408. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  4409. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  4410. };
  4411. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  4412. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  4413. };
  4414. BoundingBox.prototype.intersectsPoint = function (point) {
  4415. var delta = BABYLON.Engine.Epsilon;
  4416. if (this.maximumWorld.x - point.x < delta || delta > point.x - this.minimumWorld.x)
  4417. return false;
  4418. if (this.maximumWorld.y - point.y < delta || delta > point.y - this.minimumWorld.y)
  4419. return false;
  4420. if (this.maximumWorld.z - point.z < delta || delta > point.z - this.minimumWorld.z)
  4421. return false;
  4422. return true;
  4423. };
  4424. BoundingBox.prototype.intersectsSphere = function (sphere) {
  4425. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  4426. };
  4427. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  4428. if (this.maximumWorld.x < min.x || this.minimumWorld.x > max.x)
  4429. return false;
  4430. if (this.maximumWorld.y < min.y || this.minimumWorld.y > max.y)
  4431. return false;
  4432. if (this.maximumWorld.z < min.z || this.minimumWorld.z > max.z)
  4433. return false;
  4434. return true;
  4435. };
  4436. BoundingBox.Intersects = function (box0, box1) {
  4437. if (box0.maximumWorld.x < box1.minimumWorld.x || box0.minimumWorld.x > box1.maximumWorld.x)
  4438. return false;
  4439. if (box0.maximumWorld.y < box1.minimumWorld.y || box0.minimumWorld.y > box1.maximumWorld.y)
  4440. return false;
  4441. if (box0.maximumWorld.z < box1.minimumWorld.z || box0.minimumWorld.z > box1.maximumWorld.z)
  4442. return false;
  4443. return true;
  4444. };
  4445. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  4446. var vector = BABYLON.Vector3.Clamp(sphereCenter, minPoint, maxPoint);
  4447. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  4448. return (num <= (sphereRadius * sphereRadius));
  4449. };
  4450. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  4451. for (var p = 0; p < 6; p++) {
  4452. for (var i = 0; i < 8; i++) {
  4453. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  4454. return false;
  4455. }
  4456. }
  4457. }
  4458. return true;
  4459. };
  4460. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  4461. for (var p = 0; p < 6; p++) {
  4462. var inCount = 8;
  4463. for (var i = 0; i < 8; i++) {
  4464. if (frustumPlanes[p].dotCoordinate(boundingVectors[i]) < 0) {
  4465. --inCount;
  4466. } else {
  4467. break;
  4468. }
  4469. }
  4470. if (inCount == 0)
  4471. return false;
  4472. }
  4473. return true;
  4474. };
  4475. return BoundingBox;
  4476. })();
  4477. BABYLON.BoundingBox = BoundingBox;
  4478. })(BABYLON || (BABYLON = {}));
  4479. var BABYLON;
  4480. (function (BABYLON) {
  4481. var computeBoxExtents = function (axis, box) {
  4482. var p = BABYLON.Vector3.Dot(box.center, axis);
  4483. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  4484. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  4485. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  4486. var r = r0 + r1 + r2;
  4487. return {
  4488. min: p - r,
  4489. max: p + r
  4490. };
  4491. };
  4492. var extentsOverlap = function (min0, max0, min1, max1) {
  4493. return !(min0 > max1 || min1 > max0);
  4494. };
  4495. var axisOverlap = function (axis, box0, box1) {
  4496. var result0 = computeBoxExtents(axis, box0);
  4497. var result1 = computeBoxExtents(axis, box1);
  4498. return extentsOverlap(result0.min, result0.max, result1.min, result1.max);
  4499. };
  4500. var BoundingInfo = (function () {
  4501. function BoundingInfo(minimum, maximum) {
  4502. this.minimum = minimum;
  4503. this.maximum = maximum;
  4504. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum);
  4505. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum);
  4506. }
  4507. BoundingInfo.prototype._update = function (world) {
  4508. this.boundingBox._update(world);
  4509. this.boundingSphere._update(world);
  4510. };
  4511. BoundingInfo.prototype.isInFrustum = function (frustumPlanes) {
  4512. if (!this.boundingSphere.isInFrustum(frustumPlanes))
  4513. return false;
  4514. return this.boundingBox.isInFrustum(frustumPlanes);
  4515. };
  4516. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  4517. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  4518. };
  4519. BoundingInfo.prototype._checkCollision = function (collider) {
  4520. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  4521. };
  4522. BoundingInfo.prototype.intersectsPoint = function (point) {
  4523. if (!this.boundingSphere.centerWorld) {
  4524. return false;
  4525. }
  4526. if (!this.boundingSphere.intersectsPoint(point)) {
  4527. return false;
  4528. }
  4529. if (!this.boundingBox.intersectsPoint(point)) {
  4530. return false;
  4531. }
  4532. return true;
  4533. };
  4534. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  4535. if (!this.boundingSphere.centerWorld || !boundingInfo.boundingSphere.centerWorld) {
  4536. return false;
  4537. }
  4538. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  4539. return false;
  4540. }
  4541. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  4542. return false;
  4543. }
  4544. if (!precise) {
  4545. return true;
  4546. }
  4547. var box0 = this.boundingBox;
  4548. var box1 = boundingInfo.boundingBox;
  4549. if (!axisOverlap(box0.directions[0], box0, box1))
  4550. return false;
  4551. if (!axisOverlap(box0.directions[1], box0, box1))
  4552. return false;
  4553. if (!axisOverlap(box0.directions[2], box0, box1))
  4554. return false;
  4555. if (!axisOverlap(box1.directions[0], box0, box1))
  4556. return false;
  4557. if (!axisOverlap(box1.directions[1], box0, box1))
  4558. return false;
  4559. if (!axisOverlap(box1.directions[2], box0, box1))
  4560. return false;
  4561. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1))
  4562. return false;
  4563. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1))
  4564. return false;
  4565. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1))
  4566. return false;
  4567. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1))
  4568. return false;
  4569. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1))
  4570. return false;
  4571. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1))
  4572. return false;
  4573. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1))
  4574. return false;
  4575. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1))
  4576. return false;
  4577. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1))
  4578. return false;
  4579. return true;
  4580. };
  4581. return BoundingInfo;
  4582. })();
  4583. BABYLON.BoundingInfo = BoundingInfo;
  4584. })(BABYLON || (BABYLON = {}));
  4585. var __extends = this.__extends || function (d, b) {
  4586. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4587. function __() { this.constructor = d; }
  4588. __.prototype = b.prototype;
  4589. d.prototype = new __();
  4590. };
  4591. var BABYLON;
  4592. (function (BABYLON) {
  4593. var Light = (function (_super) {
  4594. __extends(Light, _super);
  4595. function Light(name, scene) {
  4596. _super.call(this, name, scene);
  4597. this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  4598. this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  4599. this.intensity = 1.0;
  4600. this.range = Number.MAX_VALUE;
  4601. this.includedOnlyMeshes = new Array();
  4602. this.excludedMeshes = new Array();
  4603. this._excludedMeshesIds = new Array();
  4604. this._includedOnlyMeshesIds = new Array();
  4605. scene.lights.push(this);
  4606. }
  4607. Light.prototype.getShadowGenerator = function () {
  4608. return this._shadowGenerator;
  4609. };
  4610. Light.prototype.transferToEffect = function (effect, uniformName0, uniformName1) {
  4611. };
  4612. Light.prototype._getWorldMatrix = function () {
  4613. return BABYLON.Matrix.Identity();
  4614. };
  4615. Light.prototype.canAffectMesh = function (mesh) {
  4616. if (!mesh) {
  4617. return true;
  4618. }
  4619. if (this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  4620. return false;
  4621. }
  4622. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  4623. return false;
  4624. }
  4625. return true;
  4626. };
  4627. Light.prototype.getWorldMatrix = function () {
  4628. this._currentRenderId = this.getScene().getRenderId();
  4629. var worldMatrix = this._getWorldMatrix();
  4630. if (this.parent && this.parent.getWorldMatrix) {
  4631. if (!this._parentedWorldMatrix) {
  4632. this._parentedWorldMatrix = BABYLON.Matrix.Identity();
  4633. }
  4634. worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._parentedWorldMatrix);
  4635. return this._parentedWorldMatrix;
  4636. }
  4637. return worldMatrix;
  4638. };
  4639. Light.prototype.dispose = function () {
  4640. if (this._shadowGenerator) {
  4641. this._shadowGenerator.dispose();
  4642. this._shadowGenerator = null;
  4643. }
  4644. var index = this.getScene().lights.indexOf(this);
  4645. this.getScene().lights.splice(index, 1);
  4646. };
  4647. return Light;
  4648. })(BABYLON.Node);
  4649. BABYLON.Light = Light;
  4650. })(BABYLON || (BABYLON = {}));
  4651. var __extends = this.__extends || function (d, b) {
  4652. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4653. function __() { this.constructor = d; }
  4654. __.prototype = b.prototype;
  4655. d.prototype = new __();
  4656. };
  4657. var BABYLON;
  4658. (function (BABYLON) {
  4659. var PointLight = (function (_super) {
  4660. __extends(PointLight, _super);
  4661. function PointLight(name, position, scene) {
  4662. _super.call(this, name, scene);
  4663. this.position = position;
  4664. }
  4665. PointLight.prototype.transferToEffect = function (effect, positionUniformName) {
  4666. if (this.parent && this.parent.getWorldMatrix) {
  4667. if (!this._transformedPosition) {
  4668. this._transformedPosition = BABYLON.Vector3.Zero();
  4669. }
  4670. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this._transformedPosition);
  4671. effect.setFloat4(positionUniformName, this._transformedPosition.x, this._transformedPosition.y, this._transformedPosition.z, 0);
  4672. return;
  4673. }
  4674. effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, 0);
  4675. };
  4676. PointLight.prototype.getShadowGenerator = function () {
  4677. return null;
  4678. };
  4679. PointLight.prototype._getWorldMatrix = function () {
  4680. if (!this._worldMatrix) {
  4681. this._worldMatrix = BABYLON.Matrix.Identity();
  4682. }
  4683. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  4684. return this._worldMatrix;
  4685. };
  4686. return PointLight;
  4687. })(BABYLON.Light);
  4688. BABYLON.PointLight = PointLight;
  4689. })(BABYLON || (BABYLON = {}));
  4690. var __extends = this.__extends || function (d, b) {
  4691. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4692. function __() { this.constructor = d; }
  4693. __.prototype = b.prototype;
  4694. d.prototype = new __();
  4695. };
  4696. var BABYLON;
  4697. (function (BABYLON) {
  4698. var SpotLight = (function (_super) {
  4699. __extends(SpotLight, _super);
  4700. function SpotLight(name, position, direction, angle, exponent, scene) {
  4701. _super.call(this, name, scene);
  4702. this.position = position;
  4703. this.direction = direction;
  4704. this.angle = angle;
  4705. this.exponent = exponent;
  4706. }
  4707. SpotLight.prototype.setDirectionToTarget = function (target) {
  4708. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  4709. return this.direction;
  4710. };
  4711. SpotLight.prototype.transferToEffect = function (effect, positionUniformName, directionUniformName) {
  4712. var normalizeDirection;
  4713. if (this.parent && this.parent.getWorldMatrix) {
  4714. if (!this._transformedDirection) {
  4715. this._transformedDirection = BABYLON.Vector3.Zero();
  4716. }
  4717. if (!this._transformedPosition) {
  4718. this._transformedPosition = BABYLON.Vector3.Zero();
  4719. }
  4720. var parentWorldMatrix = this.parent.getWorldMatrix();
  4721. BABYLON.Vector3.TransformCoordinatesToRef(this.position, parentWorldMatrix, this._transformedPosition);
  4722. BABYLON.Vector3.TransformNormalToRef(this.direction, parentWorldMatrix, this._transformedDirection);
  4723. effect.setFloat4(positionUniformName, this._transformedPosition.x, this._transformedPosition.y, this._transformedPosition.z, this.exponent);
  4724. normalizeDirection = BABYLON.Vector3.Normalize(this._transformedDirection);
  4725. } else {
  4726. effect.setFloat4(positionUniformName, this.position.x, this.position.y, this.position.z, this.exponent);
  4727. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  4728. }
  4729. effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, Math.cos(this.angle * 0.5));
  4730. };
  4731. SpotLight.prototype._getWorldMatrix = function () {
  4732. if (!this._worldMatrix) {
  4733. this._worldMatrix = BABYLON.Matrix.Identity();
  4734. }
  4735. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  4736. return this._worldMatrix;
  4737. };
  4738. return SpotLight;
  4739. })(BABYLON.Light);
  4740. BABYLON.SpotLight = SpotLight;
  4741. })(BABYLON || (BABYLON = {}));
  4742. var __extends = this.__extends || function (d, b) {
  4743. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4744. function __() { this.constructor = d; }
  4745. __.prototype = b.prototype;
  4746. d.prototype = new __();
  4747. };
  4748. var BABYLON;
  4749. (function (BABYLON) {
  4750. var DirectionalLight = (function (_super) {
  4751. __extends(DirectionalLight, _super);
  4752. function DirectionalLight(name, direction, scene) {
  4753. _super.call(this, name, scene);
  4754. this.direction = direction;
  4755. this.position = direction.scale(-1);
  4756. }
  4757. DirectionalLight.prototype.setDirectionToTarget = function (target) {
  4758. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  4759. return this.direction;
  4760. };
  4761. DirectionalLight.prototype._computeTransformedPosition = function () {
  4762. if (this.parent && this.parent.getWorldMatrix) {
  4763. if (!this._transformedPosition) {
  4764. this._transformedPosition = BABYLON.Vector3.Zero();
  4765. }
  4766. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this._transformedPosition);
  4767. return true;
  4768. }
  4769. return false;
  4770. };
  4771. DirectionalLight.prototype.transferToEffect = function (effect, directionUniformName) {
  4772. if (this.parent && this.parent.getWorldMatrix) {
  4773. if (!this._transformedDirection) {
  4774. this._transformedDirection = BABYLON.Vector3.Zero();
  4775. }
  4776. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this._transformedDirection);
  4777. effect.setFloat4(directionUniformName, this._transformedDirection.x, this._transformedDirection.y, this._transformedDirection.z, 1);
  4778. return;
  4779. }
  4780. effect.setFloat4(directionUniformName, this.direction.x, this.direction.y, this.direction.z, 1);
  4781. };
  4782. DirectionalLight.prototype._getWorldMatrix = function () {
  4783. if (!this._worldMatrix) {
  4784. this._worldMatrix = BABYLON.Matrix.Identity();
  4785. }
  4786. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  4787. return this._worldMatrix;
  4788. };
  4789. return DirectionalLight;
  4790. })(BABYLON.Light);
  4791. BABYLON.DirectionalLight = DirectionalLight;
  4792. })(BABYLON || (BABYLON = {}));
  4793. var BABYLON;
  4794. (function (BABYLON) {
  4795. var ShadowGenerator = (function () {
  4796. function ShadowGenerator(mapSize, light) {
  4797. var _this = this;
  4798. this.filter = ShadowGenerator.FILTER_VARIANCESHADOWMAP;
  4799. this._darkness = 0;
  4800. this._transparencyShadow = false;
  4801. this._viewMatrix = BABYLON.Matrix.Zero();
  4802. this._projectionMatrix = BABYLON.Matrix.Zero();
  4803. this._transformMatrix = BABYLON.Matrix.Zero();
  4804. this._worldViewProjection = BABYLON.Matrix.Zero();
  4805. this._light = light;
  4806. this._scene = light.getScene();
  4807. light._shadowGenerator = this;
  4808. this._shadowMap = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, this._scene, false);
  4809. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  4810. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  4811. this._shadowMap.renderParticles = false;
  4812. var renderSubMesh = function (subMesh) {
  4813. var mesh = subMesh.getRenderingMesh();
  4814. var scene = _this._scene;
  4815. var engine = scene.getEngine();
  4816. engine.setState(subMesh.getMaterial().backFaceCulling);
  4817. var batch = mesh._getInstancesRenderList(subMesh._id);
  4818. if (batch.mustReturn) {
  4819. return;
  4820. }
  4821. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null);
  4822. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  4823. engine.enableEffect(_this._effect);
  4824. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  4825. var material = subMesh.getMaterial();
  4826. _this._effect.setMatrix("viewProjection", _this.getTransformMatrix());
  4827. if (material && material.needAlphaTesting()) {
  4828. var alphaTexture = material.getAlphaTestTexture();
  4829. _this._effect.setTexture("diffuseSampler", alphaTexture);
  4830. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  4831. }
  4832. var useBones = mesh.skeleton && scene.skeletonsEnabled && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind);
  4833. if (useBones) {
  4834. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  4835. }
  4836. if (hardwareInstancedRendering) {
  4837. mesh._renderWithInstances(subMesh, BABYLON.Material.TriangleFillMode, batch, _this._effect, engine);
  4838. } else {
  4839. if (batch.renderSelf[subMesh._id]) {
  4840. _this._effect.setMatrix("world", mesh.getWorldMatrix());
  4841. mesh._draw(subMesh, BABYLON.Material.TriangleFillMode);
  4842. }
  4843. if (batch.visibleInstances[subMesh._id]) {
  4844. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  4845. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  4846. _this._effect.setMatrix("world", instance.getWorldMatrix());
  4847. mesh._draw(subMesh, BABYLON.Material.TriangleFillMode);
  4848. }
  4849. }
  4850. }
  4851. } else {
  4852. _this._shadowMap.resetRefreshCounter();
  4853. }
  4854. };
  4855. this._shadowMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes) {
  4856. var index;
  4857. for (index = 0; index < opaqueSubMeshes.length; index++) {
  4858. renderSubMesh(opaqueSubMeshes.data[index]);
  4859. }
  4860. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  4861. renderSubMesh(alphaTestSubMeshes.data[index]);
  4862. }
  4863. if (_this._transparencyShadow) {
  4864. for (index = 0; index < transparentSubMeshes.length; index++) {
  4865. renderSubMesh(transparentSubMeshes.data[index]);
  4866. }
  4867. }
  4868. };
  4869. }
  4870. Object.defineProperty(ShadowGenerator, "FILTER_NONE", {
  4871. get: function () {
  4872. return ShadowGenerator._FILTER_NONE;
  4873. },
  4874. enumerable: true,
  4875. configurable: true
  4876. });
  4877. Object.defineProperty(ShadowGenerator, "FILTER_VARIANCESHADOWMAP", {
  4878. get: function () {
  4879. return ShadowGenerator._FILTER_VARIANCESHADOWMAP;
  4880. },
  4881. enumerable: true,
  4882. configurable: true
  4883. });
  4884. Object.defineProperty(ShadowGenerator, "FILTER_POISSONSAMPLING", {
  4885. get: function () {
  4886. return ShadowGenerator._FILTER_POISSONSAMPLING;
  4887. },
  4888. enumerable: true,
  4889. configurable: true
  4890. });
  4891. Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
  4892. get: function () {
  4893. return this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP;
  4894. },
  4895. set: function (value) {
  4896. this.filter = (value ? ShadowGenerator.FILTER_VARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
  4897. },
  4898. enumerable: true,
  4899. configurable: true
  4900. });
  4901. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  4902. get: function () {
  4903. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  4904. },
  4905. set: function (value) {
  4906. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  4907. },
  4908. enumerable: true,
  4909. configurable: true
  4910. });
  4911. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  4912. var defines = [];
  4913. if (this.useVarianceShadowMap) {
  4914. defines.push("#define VSM");
  4915. }
  4916. var attribs = [BABYLON.VertexBuffer.PositionKind];
  4917. var mesh = subMesh.getMesh();
  4918. var scene = mesh.getScene();
  4919. var material = subMesh.getMaterial();
  4920. if (material && material.needAlphaTesting()) {
  4921. defines.push("#define ALPHATEST");
  4922. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  4923. attribs.push(BABYLON.VertexBuffer.UVKind);
  4924. defines.push("#define UV1");
  4925. }
  4926. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  4927. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  4928. defines.push("#define UV2");
  4929. }
  4930. }
  4931. if (mesh.skeleton && scene.skeletonsEnabled && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  4932. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  4933. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  4934. defines.push("#define BONES");
  4935. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  4936. }
  4937. if (useInstances) {
  4938. defines.push("#define INSTANCES");
  4939. attribs.push("world0");
  4940. attribs.push("world1");
  4941. attribs.push("world2");
  4942. attribs.push("world3");
  4943. }
  4944. var join = defines.join("\n");
  4945. if (this._cachedDefines != join) {
  4946. this._cachedDefines = join;
  4947. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  4948. }
  4949. return this._effect.isReady();
  4950. };
  4951. ShadowGenerator.prototype.getShadowMap = function () {
  4952. return this._shadowMap;
  4953. };
  4954. ShadowGenerator.prototype.getLight = function () {
  4955. return this._light;
  4956. };
  4957. ShadowGenerator.prototype.getTransformMatrix = function () {
  4958. var lightPosition = this._light.position;
  4959. var lightDirection = this._light.direction;
  4960. if (this._light._computeTransformedPosition()) {
  4961. lightPosition = this._light._transformedPosition;
  4962. }
  4963. if (!this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !lightDirection.equals(this._cachedDirection)) {
  4964. this._cachedPosition = lightPosition.clone();
  4965. this._cachedDirection = lightDirection.clone();
  4966. var activeCamera = this._scene.activeCamera;
  4967. BABYLON.Matrix.LookAtLHToRef(lightPosition, this._light.position.add(lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  4968. BABYLON.Matrix.PerspectiveFovLHToRef(Math.PI / 2.0, 1.0, activeCamera.minZ, activeCamera.maxZ, this._projectionMatrix);
  4969. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  4970. }
  4971. return this._transformMatrix;
  4972. };
  4973. ShadowGenerator.prototype.getDarkness = function () {
  4974. return this._darkness;
  4975. };
  4976. ShadowGenerator.prototype.setDarkness = function (darkness) {
  4977. if (darkness >= 1.0)
  4978. this._darkness = 1.0;
  4979. else if (darkness <= 0.0)
  4980. this._darkness = 0.0;
  4981. else
  4982. this._darkness = darkness;
  4983. };
  4984. ShadowGenerator.prototype.setTransparencyShadow = function (hasShadow) {
  4985. this._transparencyShadow = hasShadow;
  4986. };
  4987. ShadowGenerator.prototype.dispose = function () {
  4988. this._shadowMap.dispose();
  4989. };
  4990. ShadowGenerator._FILTER_NONE = 0;
  4991. ShadowGenerator._FILTER_VARIANCESHADOWMAP = 1;
  4992. ShadowGenerator._FILTER_POISSONSAMPLING = 2;
  4993. return ShadowGenerator;
  4994. })();
  4995. BABYLON.ShadowGenerator = ShadowGenerator;
  4996. })(BABYLON || (BABYLON = {}));
  4997. var __extends = this.__extends || function (d, b) {
  4998. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  4999. function __() { this.constructor = d; }
  5000. __.prototype = b.prototype;
  5001. d.prototype = new __();
  5002. };
  5003. var BABYLON;
  5004. (function (BABYLON) {
  5005. var HemisphericLight = (function (_super) {
  5006. __extends(HemisphericLight, _super);
  5007. function HemisphericLight(name, direction, scene) {
  5008. _super.call(this, name, scene);
  5009. this.direction = direction;
  5010. this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  5011. }
  5012. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  5013. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  5014. return this.direction;
  5015. };
  5016. HemisphericLight.prototype.getShadowGenerator = function () {
  5017. return null;
  5018. };
  5019. HemisphericLight.prototype.transferToEffect = function (effect, directionUniformName, groundColorUniformName) {
  5020. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  5021. effect.setFloat4(directionUniformName, normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0);
  5022. effect.setColor3(groundColorUniformName, this.groundColor.scale(this.intensity));
  5023. };
  5024. HemisphericLight.prototype._getWorldMatrix = function () {
  5025. if (!this._worldMatrix) {
  5026. this._worldMatrix = BABYLON.Matrix.Identity();
  5027. }
  5028. return this._worldMatrix;
  5029. };
  5030. return HemisphericLight;
  5031. })(BABYLON.Light);
  5032. BABYLON.HemisphericLight = HemisphericLight;
  5033. })(BABYLON || (BABYLON = {}));
  5034. var BABYLON;
  5035. (function (BABYLON) {
  5036. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  5037. if (boxMin.x > sphereCenter.x + sphereRadius)
  5038. return false;
  5039. if (sphereCenter.x - sphereRadius > boxMax.x)
  5040. return false;
  5041. if (boxMin.y > sphereCenter.y + sphereRadius)
  5042. return false;
  5043. if (sphereCenter.y - sphereRadius > boxMax.y)
  5044. return false;
  5045. if (boxMin.z > sphereCenter.z + sphereRadius)
  5046. return false;
  5047. if (sphereCenter.z - sphereRadius > boxMax.z)
  5048. return false;
  5049. return true;
  5050. };
  5051. var getLowestRoot = function (a, b, c, maxR) {
  5052. var determinant = b * b - 4.0 * a * c;
  5053. var result = { root: 0, found: false };
  5054. if (determinant < 0)
  5055. return result;
  5056. var sqrtD = Math.sqrt(determinant);
  5057. var r1 = (-b - sqrtD) / (2.0 * a);
  5058. var r2 = (-b + sqrtD) / (2.0 * a);
  5059. if (r1 > r2) {
  5060. var temp = r2;
  5061. r2 = r1;
  5062. r1 = temp;
  5063. }
  5064. if (r1 > 0 && r1 < maxR) {
  5065. result.root = r1;
  5066. result.found = true;
  5067. return result;
  5068. }
  5069. if (r2 > 0 && r2 < maxR) {
  5070. result.root = r2;
  5071. result.found = true;
  5072. return result;
  5073. }
  5074. return result;
  5075. };
  5076. var Collider = (function () {
  5077. function Collider() {
  5078. this.radius = new BABYLON.Vector3(1, 1, 1);
  5079. this.retry = 0;
  5080. this.basePointWorld = BABYLON.Vector3.Zero();
  5081. this.velocityWorld = BABYLON.Vector3.Zero();
  5082. this.normalizedVelocity = BABYLON.Vector3.Zero();
  5083. this._collisionPoint = BABYLON.Vector3.Zero();
  5084. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  5085. this._tempVector = BABYLON.Vector3.Zero();
  5086. this._tempVector2 = BABYLON.Vector3.Zero();
  5087. this._tempVector3 = BABYLON.Vector3.Zero();
  5088. this._tempVector4 = BABYLON.Vector3.Zero();
  5089. this._edge = BABYLON.Vector3.Zero();
  5090. this._baseToVertex = BABYLON.Vector3.Zero();
  5091. this._destinationPoint = BABYLON.Vector3.Zero();
  5092. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  5093. this._displacementVector = BABYLON.Vector3.Zero();
  5094. }
  5095. Collider.prototype._initialize = function (source, dir, e) {
  5096. this.velocity = dir;
  5097. BABYLON.Vector3.NormalizeToRef(dir, this.normalizedVelocity);
  5098. this.basePoint = source;
  5099. source.multiplyToRef(this.radius, this.basePointWorld);
  5100. dir.multiplyToRef(this.radius, this.velocityWorld);
  5101. this.velocityWorldLength = this.velocityWorld.length();
  5102. this.epsilon = e;
  5103. this.collisionFound = false;
  5104. };
  5105. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  5106. pa.subtractToRef(point, this._tempVector);
  5107. pb.subtractToRef(point, this._tempVector2);
  5108. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  5109. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  5110. if (d < 0)
  5111. return false;
  5112. pc.subtractToRef(point, this._tempVector3);
  5113. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  5114. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  5115. if (d < 0)
  5116. return false;
  5117. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  5118. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  5119. return d >= 0;
  5120. };
  5121. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  5122. var distance = BABYLON.Vector3.Distance(this.basePointWorld, sphereCenter);
  5123. var max = Math.max(this.radius.x, this.radius.y, this.radius.z);
  5124. if (distance > this.velocityWorldLength + max + sphereRadius) {
  5125. return false;
  5126. }
  5127. if (!intersectBoxAASphere(vecMin, vecMax, this.basePointWorld, this.velocityWorldLength + max))
  5128. return false;
  5129. return true;
  5130. };
  5131. Collider.prototype._testTriangle = function (faceIndex, subMesh, p1, p2, p3) {
  5132. var t0;
  5133. var embeddedInPlane = false;
  5134. if (!subMesh._trianglePlanes) {
  5135. subMesh._trianglePlanes = [];
  5136. }
  5137. if (!subMesh._trianglePlanes[faceIndex]) {
  5138. subMesh._trianglePlanes[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  5139. subMesh._trianglePlanes[faceIndex].copyFromPoints(p1, p2, p3);
  5140. }
  5141. var trianglePlane = subMesh._trianglePlanes[faceIndex];
  5142. if ((!subMesh.getMaterial()) && !trianglePlane.isFrontFacingTo(this.normalizedVelocity, 0))
  5143. return;
  5144. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this.basePoint);
  5145. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this.velocity);
  5146. if (normalDotVelocity == 0) {
  5147. if (Math.abs(signedDistToTrianglePlane) >= 1.0)
  5148. return;
  5149. embeddedInPlane = true;
  5150. t0 = 0;
  5151. } else {
  5152. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  5153. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  5154. if (t0 > t1) {
  5155. var temp = t1;
  5156. t1 = t0;
  5157. t0 = temp;
  5158. }
  5159. if (t0 > 1.0 || t1 < 0.0)
  5160. return;
  5161. if (t0 < 0)
  5162. t0 = 0;
  5163. if (t0 > 1.0)
  5164. t0 = 1.0;
  5165. }
  5166. this._collisionPoint.copyFromFloats(0, 0, 0);
  5167. var found = false;
  5168. var t = 1.0;
  5169. if (!embeddedInPlane) {
  5170. this.basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  5171. this.velocity.scaleToRef(t0, this._tempVector);
  5172. this._planeIntersectionPoint.addInPlace(this._tempVector);
  5173. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  5174. found = true;
  5175. t = t0;
  5176. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  5177. }
  5178. }
  5179. if (!found) {
  5180. var velocitySquaredLength = this.velocity.lengthSquared();
  5181. var a = velocitySquaredLength;
  5182. this.basePoint.subtractToRef(p1, this._tempVector);
  5183. var b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  5184. var c = this._tempVector.lengthSquared() - 1.0;
  5185. var lowestRoot = getLowestRoot(a, b, c, t);
  5186. if (lowestRoot.found) {
  5187. t = lowestRoot.root;
  5188. found = true;
  5189. this._collisionPoint.copyFrom(p1);
  5190. }
  5191. this.basePoint.subtractToRef(p2, this._tempVector);
  5192. b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  5193. c = this._tempVector.lengthSquared() - 1.0;
  5194. lowestRoot = getLowestRoot(a, b, c, t);
  5195. if (lowestRoot.found) {
  5196. t = lowestRoot.root;
  5197. found = true;
  5198. this._collisionPoint.copyFrom(p2);
  5199. }
  5200. this.basePoint.subtractToRef(p3, this._tempVector);
  5201. b = 2.0 * (BABYLON.Vector3.Dot(this.velocity, this._tempVector));
  5202. c = this._tempVector.lengthSquared() - 1.0;
  5203. lowestRoot = getLowestRoot(a, b, c, t);
  5204. if (lowestRoot.found) {
  5205. t = lowestRoot.root;
  5206. found = true;
  5207. this._collisionPoint.copyFrom(p3);
  5208. }
  5209. p2.subtractToRef(p1, this._edge);
  5210. p1.subtractToRef(this.basePoint, this._baseToVertex);
  5211. var edgeSquaredLength = this._edge.lengthSquared();
  5212. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  5213. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  5214. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  5215. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  5216. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  5217. lowestRoot = getLowestRoot(a, b, c, t);
  5218. if (lowestRoot.found) {
  5219. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  5220. if (f >= 0.0 && f <= 1.0) {
  5221. t = lowestRoot.root;
  5222. found = true;
  5223. this._edge.scaleInPlace(f);
  5224. p1.addToRef(this._edge, this._collisionPoint);
  5225. }
  5226. }
  5227. p3.subtractToRef(p2, this._edge);
  5228. p2.subtractToRef(this.basePoint, this._baseToVertex);
  5229. edgeSquaredLength = this._edge.lengthSquared();
  5230. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  5231. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  5232. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  5233. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  5234. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  5235. lowestRoot = getLowestRoot(a, b, c, t);
  5236. if (lowestRoot.found) {
  5237. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  5238. if (f >= 0.0 && f <= 1.0) {
  5239. t = lowestRoot.root;
  5240. found = true;
  5241. this._edge.scaleInPlace(f);
  5242. p2.addToRef(this._edge, this._collisionPoint);
  5243. }
  5244. }
  5245. p1.subtractToRef(p3, this._edge);
  5246. p3.subtractToRef(this.basePoint, this._baseToVertex);
  5247. edgeSquaredLength = this._edge.lengthSquared();
  5248. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this.velocity);
  5249. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  5250. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  5251. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this.velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  5252. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  5253. lowestRoot = getLowestRoot(a, b, c, t);
  5254. if (lowestRoot.found) {
  5255. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  5256. if (f >= 0.0 && f <= 1.0) {
  5257. t = lowestRoot.root;
  5258. found = true;
  5259. this._edge.scaleInPlace(f);
  5260. p3.addToRef(this._edge, this._collisionPoint);
  5261. }
  5262. }
  5263. }
  5264. if (found) {
  5265. var distToCollision = t * this.velocity.length();
  5266. if (!this.collisionFound || distToCollision < this.nearestDistance) {
  5267. if (!this.intersectionPoint) {
  5268. this.intersectionPoint = this._collisionPoint.clone();
  5269. } else {
  5270. this.intersectionPoint.copyFrom(this._collisionPoint);
  5271. }
  5272. this.nearestDistance = distToCollision;
  5273. this.collisionFound = true;
  5274. this.collidedMesh = subMesh.getMesh();
  5275. }
  5276. }
  5277. };
  5278. Collider.prototype._collide = function (subMesh, pts, indices, indexStart, indexEnd, decal) {
  5279. for (var i = indexStart; i < indexEnd; i += 3) {
  5280. var p1 = pts[indices[i] - decal];
  5281. var p2 = pts[indices[i + 1] - decal];
  5282. var p3 = pts[indices[i + 2] - decal];
  5283. this._testTriangle(i, subMesh, p3, p2, p1);
  5284. }
  5285. };
  5286. Collider.prototype._getResponse = function (pos, vel) {
  5287. pos.addToRef(vel, this._destinationPoint);
  5288. vel.scaleInPlace((this.nearestDistance / vel.length()));
  5289. this.basePoint.addToRef(vel, pos);
  5290. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  5291. this._slidePlaneNormal.normalize();
  5292. this._slidePlaneNormal.scaleToRef(this.epsilon, this._displacementVector);
  5293. pos.addInPlace(this._displacementVector);
  5294. this.intersectionPoint.addInPlace(this._displacementVector);
  5295. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  5296. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  5297. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  5298. };
  5299. return Collider;
  5300. })();
  5301. BABYLON.Collider = Collider;
  5302. })(BABYLON || (BABYLON = {}));
  5303. var __extends = this.__extends || function (d, b) {
  5304. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5305. function __() { this.constructor = d; }
  5306. __.prototype = b.prototype;
  5307. d.prototype = new __();
  5308. };
  5309. var BABYLON;
  5310. (function (BABYLON) {
  5311. var Camera = (function (_super) {
  5312. __extends(Camera, _super);
  5313. function Camera(name, position, scene) {
  5314. _super.call(this, name, scene);
  5315. this.position = position;
  5316. this.upVector = BABYLON.Vector3.Up();
  5317. this.orthoLeft = null;
  5318. this.orthoRight = null;
  5319. this.orthoBottom = null;
  5320. this.orthoTop = null;
  5321. this.fov = 0.8;
  5322. this.minZ = 1.0;
  5323. this.maxZ = 10000.0;
  5324. this.inertia = 0.9;
  5325. this.mode = Camera.PERSPECTIVE_CAMERA;
  5326. this.isIntermediate = false;
  5327. this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  5328. this.subCameras = [];
  5329. this.layerMask = 0xFFFFFFFF;
  5330. this._computedViewMatrix = BABYLON.Matrix.Identity();
  5331. this._projectionMatrix = new BABYLON.Matrix();
  5332. this._postProcesses = new Array();
  5333. this._postProcessesTakenIndices = [];
  5334. scene.cameras.push(this);
  5335. if (!scene.activeCamera) {
  5336. scene.activeCamera = this;
  5337. }
  5338. }
  5339. Camera.prototype._initCache = function () {
  5340. _super.prototype._initCache.call(this);
  5341. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  5342. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  5343. this._cache.mode = undefined;
  5344. this._cache.minZ = undefined;
  5345. this._cache.maxZ = undefined;
  5346. this._cache.fov = undefined;
  5347. this._cache.aspectRatio = undefined;
  5348. this._cache.orthoLeft = undefined;
  5349. this._cache.orthoRight = undefined;
  5350. this._cache.orthoBottom = undefined;
  5351. this._cache.orthoTop = undefined;
  5352. this._cache.renderWidth = undefined;
  5353. this._cache.renderHeight = undefined;
  5354. };
  5355. Camera.prototype._updateCache = function (ignoreParentClass) {
  5356. if (!ignoreParentClass) {
  5357. _super.prototype._updateCache.call(this);
  5358. }
  5359. var engine = this.getEngine();
  5360. this._cache.position.copyFrom(this.position);
  5361. this._cache.upVector.copyFrom(this.upVector);
  5362. this._cache.mode = this.mode;
  5363. this._cache.minZ = this.minZ;
  5364. this._cache.maxZ = this.maxZ;
  5365. this._cache.fov = this.fov;
  5366. this._cache.aspectRatio = engine.getAspectRatio(this);
  5367. this._cache.orthoLeft = this.orthoLeft;
  5368. this._cache.orthoRight = this.orthoRight;
  5369. this._cache.orthoBottom = this.orthoBottom;
  5370. this._cache.orthoTop = this.orthoTop;
  5371. this._cache.renderWidth = engine.getRenderWidth();
  5372. this._cache.renderHeight = engine.getRenderHeight();
  5373. };
  5374. Camera.prototype._updateFromScene = function () {
  5375. this.updateCache();
  5376. this._update();
  5377. };
  5378. Camera.prototype._isSynchronized = function () {
  5379. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  5380. };
  5381. Camera.prototype._isSynchronizedViewMatrix = function () {
  5382. if (!_super.prototype._isSynchronized.call(this))
  5383. return false;
  5384. return this._cache.position.equals(this.position) && this._cache.upVector.equals(this.upVector) && this.isSynchronizedWithParent();
  5385. };
  5386. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  5387. var check = this._cache.mode === this.mode && this._cache.minZ === this.minZ && this._cache.maxZ === this.maxZ;
  5388. if (!check) {
  5389. return false;
  5390. }
  5391. var engine = this.getEngine();
  5392. if (this.mode === BABYLON.Camera.PERSPECTIVE_CAMERA) {
  5393. check = this._cache.fov === this.fov && this._cache.aspectRatio === engine.getAspectRatio(this);
  5394. } else {
  5395. check = this._cache.orthoLeft === this.orthoLeft && this._cache.orthoRight === this.orthoRight && this._cache.orthoBottom === this.orthoBottom && this._cache.orthoTop === this.orthoTop && this._cache.renderWidth === engine.getRenderWidth() && this._cache.renderHeight === engine.getRenderHeight();
  5396. }
  5397. return check;
  5398. };
  5399. Camera.prototype.attachControl = function (element) {
  5400. };
  5401. Camera.prototype.detachControl = function (element) {
  5402. };
  5403. Camera.prototype._update = function () {
  5404. };
  5405. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  5406. if (typeof insertAt === "undefined") { insertAt = null; }
  5407. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  5408. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  5409. return 0;
  5410. }
  5411. if (insertAt == null || insertAt < 0) {
  5412. this._postProcesses.push(postProcess);
  5413. this._postProcessesTakenIndices.push(this._postProcesses.length - 1);
  5414. return this._postProcesses.length - 1;
  5415. }
  5416. var add = 0;
  5417. if (this._postProcesses[insertAt]) {
  5418. var start = this._postProcesses.length - 1;
  5419. for (var i = start; i >= insertAt + 1; --i) {
  5420. this._postProcesses[i + 1] = this._postProcesses[i];
  5421. }
  5422. add = 1;
  5423. }
  5424. for (i = 0; i < this._postProcessesTakenIndices.length; ++i) {
  5425. if (this._postProcessesTakenIndices[i] < insertAt) {
  5426. continue;
  5427. }
  5428. start = this._postProcessesTakenIndices.length - 1;
  5429. for (var j = start; j >= i; --j) {
  5430. this._postProcessesTakenIndices[j + 1] = this._postProcessesTakenIndices[j] + add;
  5431. }
  5432. this._postProcessesTakenIndices[i] = insertAt;
  5433. break;
  5434. }
  5435. if (!add && this._postProcessesTakenIndices.indexOf(insertAt) == -1) {
  5436. this._postProcessesTakenIndices.push(insertAt);
  5437. }
  5438. var result = insertAt + add;
  5439. this._postProcesses[result] = postProcess;
  5440. return result;
  5441. };
  5442. Camera.prototype.detachPostProcess = function (postProcess, atIndices) {
  5443. if (typeof atIndices === "undefined") { atIndices = null; }
  5444. var result = [];
  5445. if (!atIndices) {
  5446. var length = this._postProcesses.length;
  5447. for (var i = 0; i < length; i++) {
  5448. if (this._postProcesses[i] !== postProcess) {
  5449. continue;
  5450. }
  5451. delete this._postProcesses[i];
  5452. var index = this._postProcessesTakenIndices.indexOf(i);
  5453. this._postProcessesTakenIndices.splice(index, 1);
  5454. }
  5455. } else {
  5456. atIndices = (atIndices instanceof Array) ? atIndices : [atIndices];
  5457. for (i = 0; i < atIndices.length; i++) {
  5458. var foundPostProcess = this._postProcesses[atIndices[i]];
  5459. if (foundPostProcess !== postProcess) {
  5460. result.push(i);
  5461. continue;
  5462. }
  5463. delete this._postProcesses[atIndices[i]];
  5464. index = this._postProcessesTakenIndices.indexOf(atIndices[i]);
  5465. this._postProcessesTakenIndices.splice(index, 1);
  5466. }
  5467. }
  5468. return result;
  5469. };
  5470. Camera.prototype.getWorldMatrix = function () {
  5471. if (!this._worldMatrix) {
  5472. this._worldMatrix = BABYLON.Matrix.Identity();
  5473. }
  5474. var viewMatrix = this.getViewMatrix();
  5475. viewMatrix.invertToRef(this._worldMatrix);
  5476. return this._worldMatrix;
  5477. };
  5478. Camera.prototype._getViewMatrix = function () {
  5479. return BABYLON.Matrix.Identity();
  5480. };
  5481. Camera.prototype.getViewMatrix = function () {
  5482. this._computedViewMatrix = this._computeViewMatrix();
  5483. if (!this.parent || !this.parent.getWorldMatrix || this.isSynchronized()) {
  5484. return this._computedViewMatrix;
  5485. }
  5486. if (!this._worldMatrix) {
  5487. this._worldMatrix = BABYLON.Matrix.Identity();
  5488. }
  5489. this._computedViewMatrix.invertToRef(this._worldMatrix);
  5490. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._computedViewMatrix);
  5491. this._computedViewMatrix.invert();
  5492. this._currentRenderId = this.getScene().getRenderId();
  5493. return this._computedViewMatrix;
  5494. };
  5495. Camera.prototype._computeViewMatrix = function (force) {
  5496. if (!force && this._isSynchronizedViewMatrix()) {
  5497. return this._computedViewMatrix;
  5498. }
  5499. this._computedViewMatrix = this._getViewMatrix();
  5500. if (!this.parent || !this.parent.getWorldMatrix) {
  5501. this._currentRenderId = this.getScene().getRenderId();
  5502. }
  5503. return this._computedViewMatrix;
  5504. };
  5505. Camera.prototype.getProjectionMatrix = function (force) {
  5506. if (!force && this._isSynchronizedProjectionMatrix()) {
  5507. return this._projectionMatrix;
  5508. }
  5509. var engine = this.getEngine();
  5510. if (this.mode === BABYLON.Camera.PERSPECTIVE_CAMERA) {
  5511. if (this.minZ <= 0) {
  5512. this.minZ = 0.1;
  5513. }
  5514. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix);
  5515. return this._projectionMatrix;
  5516. }
  5517. var halfWidth = engine.getRenderWidth() / 2.0;
  5518. var halfHeight = engine.getRenderHeight() / 2.0;
  5519. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  5520. return this._projectionMatrix;
  5521. };
  5522. Camera.prototype.dispose = function () {
  5523. var index = this.getScene().cameras.indexOf(this);
  5524. this.getScene().cameras.splice(index, 1);
  5525. for (var i = 0; i < this._postProcessesTakenIndices.length; ++i) {
  5526. this._postProcesses[this._postProcessesTakenIndices[i]].dispose(this);
  5527. }
  5528. };
  5529. Camera.PERSPECTIVE_CAMERA = 0;
  5530. Camera.ORTHOGRAPHIC_CAMERA = 1;
  5531. return Camera;
  5532. })(BABYLON.Node);
  5533. BABYLON.Camera = Camera;
  5534. })(BABYLON || (BABYLON = {}));
  5535. var __extends = this.__extends || function (d, b) {
  5536. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5537. function __() { this.constructor = d; }
  5538. __.prototype = b.prototype;
  5539. d.prototype = new __();
  5540. };
  5541. var BABYLON;
  5542. (function (BABYLON) {
  5543. var TargetCamera = (function (_super) {
  5544. __extends(TargetCamera, _super);
  5545. function TargetCamera(name, position, scene) {
  5546. _super.call(this, name, position, scene);
  5547. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  5548. this.cameraRotation = new BABYLON.Vector2(0, 0);
  5549. this.rotation = new BABYLON.Vector3(0, 0, 0);
  5550. this.speed = 2.0;
  5551. this.noRotationConstraint = false;
  5552. this.lockedTarget = null;
  5553. this._currentTarget = BABYLON.Vector3.Zero();
  5554. this._viewMatrix = BABYLON.Matrix.Zero();
  5555. this._camMatrix = BABYLON.Matrix.Zero();
  5556. this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  5557. this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  5558. this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  5559. this._transformedReferencePoint = BABYLON.Vector3.Zero();
  5560. this._lookAtTemp = BABYLON.Matrix.Zero();
  5561. this._tempMatrix = BABYLON.Matrix.Zero();
  5562. }
  5563. TargetCamera.prototype._getLockedTargetPosition = function () {
  5564. if (!this.lockedTarget) {
  5565. return null;
  5566. }
  5567. return this.lockedTarget.position || this.lockedTarget;
  5568. };
  5569. TargetCamera.prototype._initCache = function () {
  5570. _super.prototype._initCache.call(this);
  5571. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  5572. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  5573. };
  5574. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  5575. if (!ignoreParentClass) {
  5576. _super.prototype._updateCache.call(this);
  5577. }
  5578. var lockedTargetPosition = this._getLockedTargetPosition();
  5579. if (!lockedTargetPosition) {
  5580. this._cache.lockedTarget = null;
  5581. } else {
  5582. if (!this._cache.lockedTarget) {
  5583. this._cache.lockedTarget = lockedTargetPosition.clone();
  5584. } else {
  5585. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  5586. }
  5587. }
  5588. this._cache.rotation.copyFrom(this.rotation);
  5589. };
  5590. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  5591. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  5592. return false;
  5593. }
  5594. var lockedTargetPosition = this._getLockedTargetPosition();
  5595. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) && this._cache.rotation.equals(this.rotation);
  5596. };
  5597. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  5598. return this.speed * ((BABYLON.Tools.GetDeltaTime() / (BABYLON.Tools.GetFps() * 10.0)));
  5599. };
  5600. TargetCamera.prototype.setTarget = function (target) {
  5601. this.upVector.normalize();
  5602. BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._camMatrix);
  5603. this._camMatrix.invert();
  5604. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  5605. var vDir = target.subtract(this.position);
  5606. if (vDir.x >= 0.0) {
  5607. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  5608. } else {
  5609. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  5610. }
  5611. this.rotation.z = -Math.acos(BABYLON.Vector3.Dot(new BABYLON.Vector3(0, 1.0, 0), this.upVector));
  5612. if (isNaN(this.rotation.x)) {
  5613. this.rotation.x = 0;
  5614. }
  5615. if (isNaN(this.rotation.y)) {
  5616. this.rotation.y = 0;
  5617. }
  5618. if (isNaN(this.rotation.z)) {
  5619. this.rotation.z = 0;
  5620. }
  5621. };
  5622. TargetCamera.prototype.getTarget = function () {
  5623. return this._currentTarget;
  5624. };
  5625. TargetCamera.prototype._decideIfNeedsToMove = function () {
  5626. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  5627. };
  5628. TargetCamera.prototype._updatePosition = function () {
  5629. this.position.addInPlace(this.cameraDirection);
  5630. };
  5631. TargetCamera.prototype._update = function () {
  5632. var needToMove = this._decideIfNeedsToMove();
  5633. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  5634. if (needToMove) {
  5635. this._updatePosition();
  5636. }
  5637. if (needToRotate) {
  5638. this.rotation.x += this.cameraRotation.x;
  5639. this.rotation.y += this.cameraRotation.y;
  5640. if (!this.noRotationConstraint) {
  5641. var limit = (Math.PI / 2) * 0.95;
  5642. if (this.rotation.x > limit)
  5643. this.rotation.x = limit;
  5644. if (this.rotation.x < -limit)
  5645. this.rotation.x = -limit;
  5646. }
  5647. }
  5648. if (needToMove) {
  5649. if (Math.abs(this.cameraDirection.x) < BABYLON.Engine.Epsilon) {
  5650. this.cameraDirection.x = 0;
  5651. }
  5652. if (Math.abs(this.cameraDirection.y) < BABYLON.Engine.Epsilon) {
  5653. this.cameraDirection.y = 0;
  5654. }
  5655. if (Math.abs(this.cameraDirection.z) < BABYLON.Engine.Epsilon) {
  5656. this.cameraDirection.z = 0;
  5657. }
  5658. this.cameraDirection.scaleInPlace(this.inertia);
  5659. }
  5660. if (needToRotate) {
  5661. if (Math.abs(this.cameraRotation.x) < BABYLON.Engine.Epsilon) {
  5662. this.cameraRotation.x = 0;
  5663. }
  5664. if (Math.abs(this.cameraRotation.y) < BABYLON.Engine.Epsilon) {
  5665. this.cameraRotation.y = 0;
  5666. }
  5667. this.cameraRotation.scaleInPlace(this.inertia);
  5668. }
  5669. };
  5670. TargetCamera.prototype._getViewMatrix = function () {
  5671. if (!this.lockedTarget) {
  5672. if (this.upVector.x != 0 || this.upVector.y != 1.0 || this.upVector.z != 0) {
  5673. BABYLON.Matrix.LookAtLHToRef(BABYLON.Vector3.Zero(), this._referencePoint, this.upVector, this._lookAtTemp);
  5674. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  5675. this._lookAtTemp.multiplyToRef(this._cameraRotationMatrix, this._tempMatrix);
  5676. this._lookAtTemp.invert();
  5677. this._tempMatrix.multiplyToRef(this._lookAtTemp, this._cameraRotationMatrix);
  5678. } else {
  5679. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  5680. }
  5681. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  5682. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  5683. } else {
  5684. this._currentTarget.copyFrom(this._getLockedTargetPosition());
  5685. }
  5686. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this.upVector, this._viewMatrix);
  5687. return this._viewMatrix;
  5688. };
  5689. return TargetCamera;
  5690. })(BABYLON.Camera);
  5691. BABYLON.TargetCamera = TargetCamera;
  5692. })(BABYLON || (BABYLON = {}));
  5693. var __extends = this.__extends || function (d, b) {
  5694. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5695. function __() { this.constructor = d; }
  5696. __.prototype = b.prototype;
  5697. d.prototype = new __();
  5698. };
  5699. var BABYLON;
  5700. (function (BABYLON) {
  5701. var FollowCamera = (function (_super) {
  5702. __extends(FollowCamera, _super);
  5703. function FollowCamera(name, position, scene) {
  5704. _super.call(this, name, position, scene);
  5705. this.radius = 12;
  5706. this.rotationOffset = 0;
  5707. this.heightOffset = 4;
  5708. this.cameraAcceleration = 0.05;
  5709. this.maxCameraSpeed = 20;
  5710. }
  5711. FollowCamera.prototype.getRadians = function (degrees) {
  5712. return degrees * Math.PI / 180;
  5713. };
  5714. FollowCamera.prototype.follow = function (cameraTarget) {
  5715. if (!cameraTarget)
  5716. return;
  5717. var radians = this.getRadians(this.rotationOffset) + cameraTarget.rotation.y;
  5718. var targetX = cameraTarget.position.x + Math.sin(radians) * this.radius;
  5719. var targetZ = cameraTarget.position.z + Math.cos(radians) * this.radius;
  5720. var dx = targetX - this.position.x;
  5721. var dy = (cameraTarget.position.y + this.heightOffset) - this.position.y;
  5722. var dz = (targetZ) - this.position.z;
  5723. var vx = dx * this.cameraAcceleration * 2;
  5724. var vy = dy * this.cameraAcceleration;
  5725. var vz = dz * this.cameraAcceleration * 2;
  5726. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  5727. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  5728. }
  5729. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  5730. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  5731. }
  5732. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  5733. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  5734. }
  5735. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  5736. this.setTarget(cameraTarget.position);
  5737. };
  5738. FollowCamera.prototype._update = function () {
  5739. _super.prototype._update.call(this);
  5740. this.follow(this.target);
  5741. };
  5742. return FollowCamera;
  5743. })(BABYLON.TargetCamera);
  5744. BABYLON.FollowCamera = FollowCamera;
  5745. })(BABYLON || (BABYLON = {}));
  5746. var __extends = this.__extends || function (d, b) {
  5747. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5748. function __() { this.constructor = d; }
  5749. __.prototype = b.prototype;
  5750. d.prototype = new __();
  5751. };
  5752. var BABYLON;
  5753. (function (BABYLON) {
  5754. var FreeCamera = (function (_super) {
  5755. __extends(FreeCamera, _super);
  5756. function FreeCamera(name, position, scene) {
  5757. _super.call(this, name, position, scene);
  5758. this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  5759. this.keysUp = [38];
  5760. this.keysDown = [40];
  5761. this.keysLeft = [37];
  5762. this.keysRight = [39];
  5763. this.checkCollisions = false;
  5764. this.applyGravity = false;
  5765. this.angularSensibility = 2000.0;
  5766. this._keys = [];
  5767. this._collider = new BABYLON.Collider();
  5768. this._needMoveForGravity = true;
  5769. this._oldPosition = BABYLON.Vector3.Zero();
  5770. this._diffPosition = BABYLON.Vector3.Zero();
  5771. this._newPosition = BABYLON.Vector3.Zero();
  5772. }
  5773. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  5774. var _this = this;
  5775. var previousPosition;
  5776. var engine = this.getEngine();
  5777. if (this._attachedElement) {
  5778. return;
  5779. }
  5780. this._attachedElement = element;
  5781. if (this._onMouseDown === undefined) {
  5782. this._onMouseDown = function (evt) {
  5783. previousPosition = {
  5784. x: evt.clientX,
  5785. y: evt.clientY
  5786. };
  5787. if (!noPreventDefault) {
  5788. evt.preventDefault();
  5789. }
  5790. };
  5791. this._onMouseUp = function (evt) {
  5792. previousPosition = null;
  5793. if (!noPreventDefault) {
  5794. evt.preventDefault();
  5795. }
  5796. };
  5797. this._onMouseOut = function (evt) {
  5798. previousPosition = null;
  5799. _this._keys = [];
  5800. if (!noPreventDefault) {
  5801. evt.preventDefault();
  5802. }
  5803. };
  5804. this._onMouseMove = function (evt) {
  5805. if (!previousPosition && !engine.isPointerLock) {
  5806. return;
  5807. }
  5808. var offsetX;
  5809. var offsetY;
  5810. if (!engine.isPointerLock) {
  5811. offsetX = evt.clientX - previousPosition.x;
  5812. offsetY = evt.clientY - previousPosition.y;
  5813. } else {
  5814. offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  5815. offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  5816. }
  5817. _this.cameraRotation.y += offsetX / _this.angularSensibility;
  5818. _this.cameraRotation.x += offsetY / _this.angularSensibility;
  5819. previousPosition = {
  5820. x: evt.clientX,
  5821. y: evt.clientY
  5822. };
  5823. if (!noPreventDefault) {
  5824. evt.preventDefault();
  5825. }
  5826. };
  5827. this._onKeyDown = function (evt) {
  5828. if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) {
  5829. var index = _this._keys.indexOf(evt.keyCode);
  5830. if (index === -1) {
  5831. _this._keys.push(evt.keyCode);
  5832. }
  5833. if (!noPreventDefault) {
  5834. evt.preventDefault();
  5835. }
  5836. }
  5837. };
  5838. this._onKeyUp = function (evt) {
  5839. if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) {
  5840. var index = _this._keys.indexOf(evt.keyCode);
  5841. if (index >= 0) {
  5842. _this._keys.splice(index, 1);
  5843. }
  5844. if (!noPreventDefault) {
  5845. evt.preventDefault();
  5846. }
  5847. }
  5848. };
  5849. this._onLostFocus = function () {
  5850. _this._keys = [];
  5851. };
  5852. this._reset = function () {
  5853. _this._keys = [];
  5854. previousPosition = null;
  5855. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  5856. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  5857. };
  5858. }
  5859. element.addEventListener("mousedown", this._onMouseDown, false);
  5860. element.addEventListener("mouseup", this._onMouseUp, false);
  5861. element.addEventListener("mouseout", this._onMouseOut, false);
  5862. element.addEventListener("mousemove", this._onMouseMove, false);
  5863. BABYLON.Tools.RegisterTopRootEvents([
  5864. { name: "keydown", handler: this._onKeyDown },
  5865. { name: "keyup", handler: this._onKeyUp },
  5866. { name: "blur", handler: this._onLostFocus }
  5867. ]);
  5868. };
  5869. FreeCamera.prototype.detachControl = function (element) {
  5870. if (this._attachedElement != element) {
  5871. return;
  5872. }
  5873. element.removeEventListener("mousedown", this._onMouseDown);
  5874. element.removeEventListener("mouseup", this._onMouseUp);
  5875. element.removeEventListener("mouseout", this._onMouseOut);
  5876. element.removeEventListener("mousemove", this._onMouseMove);
  5877. BABYLON.Tools.UnregisterTopRootEvents([
  5878. { name: "keydown", handler: this._onKeyDown },
  5879. { name: "keyup", handler: this._onKeyUp },
  5880. { name: "blur", handler: this._onLostFocus }
  5881. ]);
  5882. this._attachedElement = null;
  5883. if (this._reset) {
  5884. this._reset();
  5885. }
  5886. };
  5887. FreeCamera.prototype._collideWithWorld = function (velocity) {
  5888. var globalPosition;
  5889. if (this.parent) {
  5890. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  5891. } else {
  5892. globalPosition = this.position;
  5893. }
  5894. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  5895. this._collider.radius = this.ellipsoid;
  5896. this.getScene()._getNewPosition(this._oldPosition, velocity, this._collider, 3, this._newPosition);
  5897. this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);
  5898. if (this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  5899. this.position.addInPlace(this._diffPosition);
  5900. if (this.onCollide) {
  5901. this.onCollide(this._collider.collidedMesh);
  5902. }
  5903. }
  5904. };
  5905. FreeCamera.prototype._checkInputs = function () {
  5906. if (!this._localDirection) {
  5907. this._localDirection = BABYLON.Vector3.Zero();
  5908. this._transformedDirection = BABYLON.Vector3.Zero();
  5909. }
  5910. for (var index = 0; index < this._keys.length; index++) {
  5911. var keyCode = this._keys[index];
  5912. var speed = this._computeLocalCameraSpeed();
  5913. if (this.keysLeft.indexOf(keyCode) !== -1) {
  5914. this._localDirection.copyFromFloats(-speed, 0, 0);
  5915. } else if (this.keysUp.indexOf(keyCode) !== -1) {
  5916. this._localDirection.copyFromFloats(0, 0, speed);
  5917. } else if (this.keysRight.indexOf(keyCode) !== -1) {
  5918. this._localDirection.copyFromFloats(speed, 0, 0);
  5919. } else if (this.keysDown.indexOf(keyCode) !== -1) {
  5920. this._localDirection.copyFromFloats(0, 0, -speed);
  5921. }
  5922. this.getViewMatrix().invertToRef(this._cameraTransformMatrix);
  5923. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  5924. this.cameraDirection.addInPlace(this._transformedDirection);
  5925. }
  5926. };
  5927. FreeCamera.prototype._decideIfNeedsToMove = function () {
  5928. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  5929. };
  5930. FreeCamera.prototype._updatePosition = function () {
  5931. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  5932. this._collideWithWorld(this.cameraDirection);
  5933. if (this.applyGravity) {
  5934. var oldPosition = this.position;
  5935. this._collideWithWorld(this.getScene().gravity);
  5936. this._needMoveForGravity = (BABYLON.Vector3.DistanceSquared(oldPosition, this.position) != 0);
  5937. }
  5938. } else {
  5939. this.position.addInPlace(this.cameraDirection);
  5940. }
  5941. };
  5942. FreeCamera.prototype._update = function () {
  5943. this._checkInputs();
  5944. _super.prototype._update.call(this);
  5945. };
  5946. return FreeCamera;
  5947. })(BABYLON.TargetCamera);
  5948. BABYLON.FreeCamera = FreeCamera;
  5949. })(BABYLON || (BABYLON = {}));
  5950. var __extends = this.__extends || function (d, b) {
  5951. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  5952. function __() { this.constructor = d; }
  5953. __.prototype = b.prototype;
  5954. d.prototype = new __();
  5955. };
  5956. var BABYLON;
  5957. (function (BABYLON) {
  5958. var TouchCamera = (function (_super) {
  5959. __extends(TouchCamera, _super);
  5960. function TouchCamera(name, position, scene) {
  5961. _super.call(this, name, position, scene);
  5962. this._offsetX = null;
  5963. this._offsetY = null;
  5964. this._pointerCount = 0;
  5965. this._pointerPressed = [];
  5966. this.angularSensibility = 200000.0;
  5967. this.moveSensibility = 500.0;
  5968. }
  5969. TouchCamera.prototype.attachControl = function (canvas, noPreventDefault) {
  5970. var _this = this;
  5971. var previousPosition;
  5972. if (this._attachedCanvas) {
  5973. return;
  5974. }
  5975. this._attachedCanvas = canvas;
  5976. if (this._onPointerDown === undefined) {
  5977. this._onPointerDown = function (evt) {
  5978. if (!noPreventDefault) {
  5979. evt.preventDefault();
  5980. }
  5981. _this._pointerPressed.push(evt.pointerId);
  5982. if (_this._pointerPressed.length !== 1) {
  5983. return;
  5984. }
  5985. previousPosition = {
  5986. x: evt.clientX,
  5987. y: evt.clientY
  5988. };
  5989. };
  5990. this._onPointerUp = function (evt) {
  5991. if (!noPreventDefault) {
  5992. evt.preventDefault();
  5993. }
  5994. var index = _this._pointerPressed.indexOf(evt.pointerId);
  5995. if (index === -1) {
  5996. return;
  5997. }
  5998. _this._pointerPressed.splice(index, 1);
  5999. if (index != 0) {
  6000. return;
  6001. }
  6002. previousPosition = null;
  6003. _this._offsetX = null;
  6004. _this._offsetY = null;
  6005. };
  6006. this._onPointerMove = function (evt) {
  6007. if (!noPreventDefault) {
  6008. evt.preventDefault();
  6009. }
  6010. if (!previousPosition) {
  6011. return;
  6012. }
  6013. var index = _this._pointerPressed.indexOf(evt.pointerId);
  6014. if (index != 0) {
  6015. return;
  6016. }
  6017. _this._offsetX = evt.clientX - previousPosition.x;
  6018. _this._offsetY = -(evt.clientY - previousPosition.y);
  6019. };
  6020. this._onLostFocus = function () {
  6021. _this._offsetX = null;
  6022. _this._offsetY = null;
  6023. };
  6024. }
  6025. canvas.addEventListener("pointerdown", this._onPointerDown);
  6026. canvas.addEventListener("pointerup", this._onPointerUp);
  6027. canvas.addEventListener("pointerout", this._onPointerUp);
  6028. canvas.addEventListener("pointermove", this._onPointerMove);
  6029. BABYLON.Tools.RegisterTopRootEvents([
  6030. { name: "blur", handler: this._onLostFocus }
  6031. ]);
  6032. };
  6033. TouchCamera.prototype.detachControl = function (canvas) {
  6034. if (this._attachedCanvas != canvas) {
  6035. return;
  6036. }
  6037. canvas.removeEventListener("pointerdown", this._onPointerDown);
  6038. canvas.removeEventListener("pointerup", this._onPointerUp);
  6039. canvas.removeEventListener("pointerout", this._onPointerUp);
  6040. canvas.removeEventListener("pointermove", this._onPointerMove);
  6041. BABYLON.Tools.UnregisterTopRootEvents([
  6042. { name: "blur", handler: this._onLostFocus }
  6043. ]);
  6044. this._attachedCanvas = null;
  6045. };
  6046. TouchCamera.prototype._checkInputs = function () {
  6047. if (!this._offsetX) {
  6048. return;
  6049. }
  6050. this.cameraRotation.y += this._offsetX / this.angularSensibility;
  6051. if (this._pointerPressed.length > 1) {
  6052. this.cameraRotation.x += -this._offsetY / this.angularSensibility;
  6053. } else {
  6054. var speed = this._computeLocalCameraSpeed();
  6055. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
  6056. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
  6057. this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
  6058. }
  6059. };
  6060. return TouchCamera;
  6061. })(BABYLON.FreeCamera);
  6062. BABYLON.TouchCamera = TouchCamera;
  6063. })(BABYLON || (BABYLON = {}));
  6064. var __extends = this.__extends || function (d, b) {
  6065. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  6066. function __() { this.constructor = d; }
  6067. __.prototype = b.prototype;
  6068. d.prototype = new __();
  6069. };
  6070. var BABYLON;
  6071. (function (BABYLON) {
  6072. var DeviceOrientationCamera = (function (_super) {
  6073. __extends(DeviceOrientationCamera, _super);
  6074. function DeviceOrientationCamera(name, position, scene) {
  6075. var _this = this;
  6076. _super.call(this, name, position, scene);
  6077. this._offsetX = null;
  6078. this._offsetY = null;
  6079. this._orientationGamma = 0;
  6080. this._orientationBeta = 0;
  6081. this._initialOrientationGamma = 0;
  6082. this._initialOrientationBeta = 0;
  6083. this.angularSensibility = 10000.0;
  6084. this.moveSensibility = 50.0;
  6085. window.addEventListener("resize", function () {
  6086. _this._initialOrientationGamma = null;
  6087. }, false);
  6088. }
  6089. DeviceOrientationCamera.prototype.attachControl = function (canvas, noPreventDefault) {
  6090. var _this = this;
  6091. if (this._attachedCanvas) {
  6092. return;
  6093. }
  6094. this._attachedCanvas = canvas;
  6095. if (!this._orientationChanged) {
  6096. this._orientationChanged = function (evt) {
  6097. if (!_this._initialOrientationGamma) {
  6098. _this._initialOrientationGamma = evt.gamma;
  6099. _this._initialOrientationBeta = evt.beta;
  6100. }
  6101. _this._orientationGamma = evt.gamma;
  6102. _this._orientationBeta = evt.beta;
  6103. _this._offsetY = (_this._initialOrientationBeta - _this._orientationBeta);
  6104. _this._offsetX = (_this._initialOrientationGamma - _this._orientationGamma);
  6105. };
  6106. }
  6107. window.addEventListener("deviceorientation", this._orientationChanged);
  6108. };
  6109. DeviceOrientationCamera.prototype.detachControl = function (canvas) {
  6110. if (this._attachedCanvas != canvas) {
  6111. return;
  6112. }
  6113. window.removeEventListener("deviceorientation", this._orientationChanged);
  6114. this._attachedCanvas = null;
  6115. this._orientationGamma = 0;
  6116. this._orientationBeta = 0;
  6117. this._initialOrientationGamma = 0;
  6118. this._initialOrientationBeta = 0;
  6119. };
  6120. DeviceOrientationCamera.prototype._checkInputs = function () {
  6121. if (!this._offsetX) {
  6122. return;
  6123. }
  6124. this.cameraRotation.y -= this._offsetX / this.angularSensibility;
  6125. var speed = this._computeLocalCameraSpeed();
  6126. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.moveSensibility);
  6127. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, 0, this._cameraRotationMatrix);
  6128. this.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, this._cameraRotationMatrix));
  6129. };
  6130. return DeviceOrientationCamera;
  6131. })(BABYLON.FreeCamera);
  6132. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  6133. })(BABYLON || (BABYLON = {}));
  6134. var __extends = this.__extends || function (d, b) {
  6135. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  6136. function __() { this.constructor = d; }
  6137. __.prototype = b.prototype;
  6138. d.prototype = new __();
  6139. };
  6140. var BABYLON;
  6141. (function (BABYLON) {
  6142. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  6143. var ArcRotateCamera = (function (_super) {
  6144. __extends(ArcRotateCamera, _super);
  6145. function ArcRotateCamera(name, alpha, beta, radius, target, scene) {
  6146. _super.call(this, name, BABYLON.Vector3.Zero(), scene);
  6147. this.alpha = alpha;
  6148. this.beta = beta;
  6149. this.radius = radius;
  6150. this.target = target;
  6151. this.inertialAlphaOffset = 0;
  6152. this.inertialBetaOffset = 0;
  6153. this.inertialRadiusOffset = 0;
  6154. this.lowerAlphaLimit = null;
  6155. this.upperAlphaLimit = null;
  6156. this.lowerBetaLimit = 0.01;
  6157. this.upperBetaLimit = Math.PI;
  6158. this.lowerRadiusLimit = null;
  6159. this.upperRadiusLimit = null;
  6160. this.angularSensibility = 1000.0;
  6161. this.wheelPrecision = 3.0;
  6162. this.keysUp = [38];
  6163. this.keysDown = [40];
  6164. this.keysLeft = [37];
  6165. this.keysRight = [39];
  6166. this.zoomOnFactor = 1;
  6167. this.targetScreenOffset = BABYLON.Vector2.Zero();
  6168. this._keys = [];
  6169. this._viewMatrix = new BABYLON.Matrix();
  6170. this.checkCollisions = false;
  6171. this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  6172. this._collider = new BABYLON.Collider();
  6173. this._previousPosition = BABYLON.Vector3.Zero();
  6174. this._collisionVelocity = BABYLON.Vector3.Zero();
  6175. this._newPosition = BABYLON.Vector3.Zero();
  6176. this.pinchPrecision = 20;
  6177. this.getViewMatrix();
  6178. }
  6179. ArcRotateCamera.prototype._getTargetPosition = function () {
  6180. return this.target.position || this.target;
  6181. };
  6182. ArcRotateCamera.prototype._initCache = function () {
  6183. _super.prototype._initCache.call(this);
  6184. this._cache.target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  6185. this._cache.alpha = undefined;
  6186. this._cache.beta = undefined;
  6187. this._cache.radius = undefined;
  6188. this._cache.targetScreenOffset = undefined;
  6189. };
  6190. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  6191. if (!ignoreParentClass) {
  6192. _super.prototype._updateCache.call(this);
  6193. }
  6194. this._cache.target.copyFrom(this._getTargetPosition());
  6195. this._cache.alpha = this.alpha;
  6196. this._cache.beta = this.beta;
  6197. this._cache.radius = this.radius;
  6198. this._cache.targetScreenOffset = this.targetScreenOffset.clone();
  6199. };
  6200. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  6201. if (!_super.prototype._isSynchronizedViewMatrix.call(this))
  6202. return false;
  6203. return this._cache.target.equals(this._getTargetPosition()) && this._cache.alpha === this.alpha && this._cache.beta === this.beta && this._cache.radius === this.radius && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  6204. };
  6205. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault) {
  6206. var _this = this;
  6207. var previousPosition;
  6208. var pointerId;
  6209. var pinchStarted = false;
  6210. var pinchPointX1, pinchPointX2;
  6211. if (this._attachedElement) {
  6212. return;
  6213. }
  6214. this._attachedElement = element;
  6215. var engine = this.getEngine();
  6216. if (this._onPointerDown === undefined) {
  6217. this._onPointerDown = function (evt) {
  6218. if (pointerId) {
  6219. return;
  6220. }
  6221. pointerId = evt.pointerId;
  6222. previousPosition = {
  6223. x: evt.clientX,
  6224. y: evt.clientY
  6225. };
  6226. if (!noPreventDefault) {
  6227. evt.preventDefault();
  6228. }
  6229. };
  6230. this._onPointerUp = function (evt) {
  6231. previousPosition = null;
  6232. pointerId = null;
  6233. if (!noPreventDefault) {
  6234. evt.preventDefault();
  6235. }
  6236. };
  6237. this._onPointerMove = function (evt) {
  6238. if (!previousPosition) {
  6239. return;
  6240. }
  6241. if (pointerId !== evt.pointerId) {
  6242. return;
  6243. }
  6244. if (pinchStarted) {
  6245. return;
  6246. }
  6247. var offsetX = evt.clientX - previousPosition.x;
  6248. var offsetY = evt.clientY - previousPosition.y;
  6249. _this.inertialAlphaOffset -= offsetX / _this.angularSensibility;
  6250. _this.inertialBetaOffset -= offsetY / _this.angularSensibility;
  6251. previousPosition = {
  6252. x: evt.clientX,
  6253. y: evt.clientY
  6254. };
  6255. if (!noPreventDefault) {
  6256. evt.preventDefault();
  6257. }
  6258. };
  6259. this._onMouseMove = function (evt) {
  6260. if (!engine.isPointerLock) {
  6261. return;
  6262. }
  6263. if (pinchStarted) {
  6264. return;
  6265. }
  6266. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  6267. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  6268. _this.inertialAlphaOffset -= offsetX / _this.angularSensibility;
  6269. _this.inertialBetaOffset -= offsetY / _this.angularSensibility;
  6270. if (!noPreventDefault) {
  6271. evt.preventDefault();
  6272. }
  6273. };
  6274. this._wheel = function (event) {
  6275. var delta = 0;
  6276. if (event.wheelDelta) {
  6277. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  6278. } else if (event.detail) {
  6279. delta = -event.detail / _this.wheelPrecision;
  6280. }
  6281. if (delta)
  6282. _this.inertialRadiusOffset += delta;
  6283. if (event.preventDefault) {
  6284. if (!noPreventDefault) {
  6285. event.preventDefault();
  6286. }
  6287. }
  6288. };
  6289. this._onKeyDown = function (evt) {
  6290. if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) {
  6291. var index = _this._keys.indexOf(evt.keyCode);
  6292. if (index === -1) {
  6293. _this._keys.push(evt.keyCode);
  6294. }
  6295. if (evt.preventDefault) {
  6296. if (!noPreventDefault) {
  6297. evt.preventDefault();
  6298. }
  6299. }
  6300. }
  6301. };
  6302. this._onKeyUp = function (evt) {
  6303. if (_this.keysUp.indexOf(evt.keyCode) !== -1 || _this.keysDown.indexOf(evt.keyCode) !== -1 || _this.keysLeft.indexOf(evt.keyCode) !== -1 || _this.keysRight.indexOf(evt.keyCode) !== -1) {
  6304. var index = _this._keys.indexOf(evt.keyCode);
  6305. if (index >= 0) {
  6306. _this._keys.splice(index, 1);
  6307. }
  6308. if (evt.preventDefault) {
  6309. if (!noPreventDefault) {
  6310. evt.preventDefault();
  6311. }
  6312. }
  6313. }
  6314. };
  6315. this._onLostFocus = function () {
  6316. _this._keys = [];
  6317. pointerId = null;
  6318. };
  6319. this._onGestureStart = function (e) {
  6320. if (window.MSGesture === undefined) {
  6321. return;
  6322. }
  6323. if (!_this._MSGestureHandler) {
  6324. _this._MSGestureHandler = new MSGesture();
  6325. _this._MSGestureHandler.target = element;
  6326. }
  6327. _this._MSGestureHandler.addPointer(e.pointerId);
  6328. };
  6329. this._onGesture = function (e) {
  6330. _this.radius *= e.scale;
  6331. if (e.preventDefault) {
  6332. if (!noPreventDefault) {
  6333. e.stopPropagation();
  6334. e.preventDefault();
  6335. }
  6336. }
  6337. };
  6338. this._reset = function () {
  6339. _this._keys = [];
  6340. _this.inertialAlphaOffset = 0;
  6341. _this.inertialBetaOffset = 0;
  6342. _this.inertialRadiusOffset = 0;
  6343. previousPosition = null;
  6344. pointerId = null;
  6345. };
  6346. this._touchStart = function (event) {
  6347. if (event.touches.length == 2) {
  6348. pinchStarted = true;
  6349. _this._pinchStart(event);
  6350. }
  6351. };
  6352. this._touchMove = function (event) {
  6353. if (pinchStarted) {
  6354. _this._pinchMove(event);
  6355. }
  6356. };
  6357. this._touchEnd = function (event) {
  6358. if (pinchStarted) {
  6359. _this._pinchEnd(event);
  6360. }
  6361. };
  6362. this._pinchStart = function (event) {
  6363. pinchPointX1 = event.touches[0].clientX;
  6364. pinchPointX2 = event.touches[1].clientX;
  6365. pinchStarted = true;
  6366. };
  6367. this._pinchMove = function (event) {
  6368. var delta = 0;
  6369. var direction = 1;
  6370. var distanceXOrigine, distanceXNow;
  6371. if (event.touches.length != 2)
  6372. return;
  6373. distanceXOrigine = Math.abs(pinchPointX1 - pinchPointX2);
  6374. distanceXNow = Math.abs(event.touches[0].clientX - event.touches[1].clientX);
  6375. if (distanceXNow < distanceXOrigine) {
  6376. direction = -1;
  6377. }
  6378. delta = (_this.pinchPrecision / (_this.wheelPrecision * 40)) * direction;
  6379. _this.inertialRadiusOffset += delta;
  6380. pinchPointX1 = event.touches[0].clientX;
  6381. pinchPointX2 = event.touches[1].clientX;
  6382. };
  6383. this._pinchEnd = function (event) {
  6384. pinchStarted = false;
  6385. };
  6386. }
  6387. element.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  6388. element.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  6389. element.addEventListener(eventPrefix + "out", this._onPointerUp, false);
  6390. element.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  6391. element.addEventListener("mousemove", this._onMouseMove, false);
  6392. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  6393. element.addEventListener("MSGestureChange", this._onGesture, false);
  6394. element.addEventListener('mousewheel', this._wheel, false);
  6395. element.addEventListener('DOMMouseScroll', this._wheel, false);
  6396. element.addEventListener('touchstart', this._touchStart, false);
  6397. element.addEventListener('touchmove', this._touchMove, false);
  6398. element.addEventListener('touchend', this._touchEnd, false);
  6399. BABYLON.Tools.RegisterTopRootEvents([
  6400. { name: "keydown", handler: this._onKeyDown },
  6401. { name: "keyup", handler: this._onKeyUp },
  6402. { name: "blur", handler: this._onLostFocus }
  6403. ]);
  6404. };
  6405. ArcRotateCamera.prototype.detachControl = function (element) {
  6406. if (this._attachedElement != element) {
  6407. return;
  6408. }
  6409. element.removeEventListener(eventPrefix + "down", this._onPointerDown);
  6410. element.removeEventListener(eventPrefix + "up", this._onPointerUp);
  6411. element.removeEventListener(eventPrefix + "out", this._onPointerUp);
  6412. element.removeEventListener(eventPrefix + "move", this._onPointerMove);
  6413. element.removeEventListener("mousemove", this._onMouseMove);
  6414. element.removeEventListener("MSPointerDown", this._onGestureStart);
  6415. element.removeEventListener("MSGestureChange", this._onGesture);
  6416. element.removeEventListener('mousewheel', this._wheel);
  6417. element.removeEventListener('DOMMouseScroll', this._wheel);
  6418. element.removeEventListener('touchstart', this._touchStart);
  6419. element.removeEventListener('touchmove', this._touchMove);
  6420. element.removeEventListener('touchend', this._touchEnd);
  6421. BABYLON.Tools.UnregisterTopRootEvents([
  6422. { name: "keydown", handler: this._onKeyDown },
  6423. { name: "keyup", handler: this._onKeyUp },
  6424. { name: "blur", handler: this._onLostFocus }
  6425. ]);
  6426. this._MSGestureHandler = null;
  6427. this._attachedElement = null;
  6428. if (this._reset) {
  6429. this._reset();
  6430. }
  6431. };
  6432. ArcRotateCamera.prototype._update = function () {
  6433. for (var index = 0; index < this._keys.length; index++) {
  6434. var keyCode = this._keys[index];
  6435. if (this.keysLeft.indexOf(keyCode) !== -1) {
  6436. this.inertialAlphaOffset -= 0.01;
  6437. } else if (this.keysUp.indexOf(keyCode) !== -1) {
  6438. this.inertialBetaOffset -= 0.01;
  6439. } else if (this.keysRight.indexOf(keyCode) !== -1) {
  6440. this.inertialAlphaOffset += 0.01;
  6441. } else if (this.keysDown.indexOf(keyCode) !== -1) {
  6442. this.inertialBetaOffset += 0.01;
  6443. }
  6444. }
  6445. if (this.inertialAlphaOffset != 0 || this.inertialBetaOffset != 0 || this.inertialRadiusOffset != 0) {
  6446. this.alpha += this.inertialAlphaOffset;
  6447. this.beta += this.inertialBetaOffset;
  6448. this.radius -= this.inertialRadiusOffset;
  6449. this.inertialAlphaOffset *= this.inertia;
  6450. this.inertialBetaOffset *= this.inertia;
  6451. this.inertialRadiusOffset *= this.inertia;
  6452. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Engine.Epsilon)
  6453. this.inertialAlphaOffset = 0;
  6454. if (Math.abs(this.inertialBetaOffset) < BABYLON.Engine.Epsilon)
  6455. this.inertialBetaOffset = 0;
  6456. if (Math.abs(this.inertialRadiusOffset) < BABYLON.Engine.Epsilon)
  6457. this.inertialRadiusOffset = 0;
  6458. }
  6459. if (this.lowerAlphaLimit && this.alpha < this.lowerAlphaLimit) {
  6460. this.alpha = this.lowerAlphaLimit;
  6461. }
  6462. if (this.upperAlphaLimit && this.alpha > this.upperAlphaLimit) {
  6463. this.alpha = this.upperAlphaLimit;
  6464. }
  6465. if (this.lowerBetaLimit && this.beta < this.lowerBetaLimit) {
  6466. this.beta = this.lowerBetaLimit;
  6467. }
  6468. if (this.upperBetaLimit && this.beta > this.upperBetaLimit) {
  6469. this.beta = this.upperBetaLimit;
  6470. }
  6471. if (this.lowerRadiusLimit && this.radius < this.lowerRadiusLimit) {
  6472. this.radius = this.lowerRadiusLimit;
  6473. }
  6474. if (this.upperRadiusLimit && this.radius > this.upperRadiusLimit) {
  6475. this.radius = this.upperRadiusLimit;
  6476. }
  6477. };
  6478. ArcRotateCamera.prototype.setPosition = function (position) {
  6479. var radiusv3 = position.subtract(this._getTargetPosition());
  6480. this.radius = radiusv3.length();
  6481. this.alpha = Math.acos(radiusv3.x / Math.sqrt(Math.pow(radiusv3.x, 2) + Math.pow(radiusv3.z, 2)));
  6482. if (radiusv3.z < 0) {
  6483. this.alpha = 2 * Math.PI - this.alpha;
  6484. }
  6485. this.beta = Math.acos(radiusv3.y / this.radius);
  6486. };
  6487. ArcRotateCamera.prototype._getViewMatrix = function () {
  6488. var cosa = Math.cos(this.alpha);
  6489. var sina = Math.sin(this.alpha);
  6490. var cosb = Math.cos(this.beta);
  6491. var sinb = Math.sin(this.beta);
  6492. var target = this._getTargetPosition();
  6493. target.addToRef(new BABYLON.Vector3(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb), this.position);
  6494. if (this.checkCollisions) {
  6495. this._collider.radius = this.collisionRadius;
  6496. this.position.subtractToRef(this._previousPosition, this._collisionVelocity);
  6497. this.getScene()._getNewPosition(this._previousPosition, this._collisionVelocity, this._collider, 3, this._newPosition);
  6498. if (!this._newPosition.equalsWithEpsilon(this.position)) {
  6499. this.position.copyFrom(this._previousPosition);
  6500. this.alpha = this._previousAlpha;
  6501. this.beta = this._previousBeta;
  6502. this.radius = this._previousRadius;
  6503. if (this.onCollide) {
  6504. this.onCollide(this._collider.collidedMesh);
  6505. }
  6506. }
  6507. }
  6508. BABYLON.Matrix.LookAtLHToRef(this.position, target, this.upVector, this._viewMatrix);
  6509. this._previousAlpha = this.alpha;
  6510. this._previousBeta = this.beta;
  6511. this._previousRadius = this.radius;
  6512. this._previousPosition.copyFrom(this.position);
  6513. this._viewMatrix.m[12] += this.targetScreenOffset.x;
  6514. this._viewMatrix.m[13] += this.targetScreenOffset.y;
  6515. return this._viewMatrix;
  6516. };
  6517. ArcRotateCamera.prototype.zoomOn = function (meshes) {
  6518. meshes = meshes || this.getScene().meshes;
  6519. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  6520. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  6521. this.radius = distance * this.zoomOnFactor;
  6522. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance });
  6523. };
  6524. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance) {
  6525. var meshesOrMinMaxVector;
  6526. var distance;
  6527. if (meshesOrMinMaxVectorAndDistance.min === undefined) {
  6528. meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  6529. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
  6530. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  6531. } else {
  6532. meshesOrMinMaxVector = meshesOrMinMaxVectorAndDistance;
  6533. distance = meshesOrMinMaxVectorAndDistance.distance;
  6534. }
  6535. this.target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  6536. this.maxZ = distance * 2;
  6537. };
  6538. return ArcRotateCamera;
  6539. })(BABYLON.Camera);
  6540. BABYLON.ArcRotateCamera = ArcRotateCamera;
  6541. })(BABYLON || (BABYLON = {}));
  6542. var BABYLON;
  6543. (function (BABYLON) {
  6544. var Scene = (function () {
  6545. function Scene(engine) {
  6546. this.autoClear = true;
  6547. this.clearColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  6548. this.ambientColor = new BABYLON.Color3(0, 0, 0);
  6549. this.forceWireframe = false;
  6550. this.forcePointsCloud = false;
  6551. this.forceShowBoundingBoxes = false;
  6552. this.animationsEnabled = true;
  6553. this.cameraToUseForPointers = null;
  6554. this.fogMode = Scene.FOGMODE_NONE;
  6555. this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  6556. this.fogDensity = 0.1;
  6557. this.fogStart = 0;
  6558. this.fogEnd = 1000.0;
  6559. this.shadowsEnabled = true;
  6560. this.lightsEnabled = true;
  6561. this.lights = new Array();
  6562. this.cameras = new Array();
  6563. this.activeCameras = new Array();
  6564. this.meshes = new Array();
  6565. this._geometries = new Array();
  6566. this.materials = new Array();
  6567. this.multiMaterials = new Array();
  6568. this.defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  6569. this.texturesEnabled = true;
  6570. this.textures = new Array();
  6571. this.particlesEnabled = true;
  6572. this.particleSystems = new Array();
  6573. this.spriteManagers = new Array();
  6574. this.layers = new Array();
  6575. this.skeletonsEnabled = true;
  6576. this.skeletons = new Array();
  6577. this.lensFlaresEnabled = true;
  6578. this.lensFlareSystems = new Array();
  6579. this.collisionsEnabled = true;
  6580. this.gravity = new BABYLON.Vector3(0, -9.0, 0);
  6581. this.postProcessesEnabled = true;
  6582. this.renderTargetsEnabled = true;
  6583. this.customRenderTargets = new Array();
  6584. this.importedMeshesFiles = new Array();
  6585. this._actionManagers = new Array();
  6586. this._meshesForIntersections = new BABYLON.SmartArray(256);
  6587. this.proceduralTexturesEnabled = true;
  6588. this._proceduralTextures = new Array();
  6589. this.soundTracks = new Array();
  6590. this._totalVertices = 0;
  6591. this._activeVertices = 0;
  6592. this._activeParticles = 0;
  6593. this._lastFrameDuration = 0;
  6594. this._evaluateActiveMeshesDuration = 0;
  6595. this._renderTargetsDuration = 0;
  6596. this._particlesDuration = 0;
  6597. this._renderDuration = 0;
  6598. this._spritesDuration = 0;
  6599. this._animationRatio = 0;
  6600. this._renderId = 0;
  6601. this._executeWhenReadyTimeoutId = -1;
  6602. this._toBeDisposed = new BABYLON.SmartArray(256);
  6603. this._onReadyCallbacks = new Array();
  6604. this._pendingData = [];
  6605. this._onBeforeRenderCallbacks = new Array();
  6606. this._onAfterRenderCallbacks = new Array();
  6607. this._activeMeshes = new BABYLON.SmartArray(256);
  6608. this._processedMaterials = new BABYLON.SmartArray(256);
  6609. this._renderTargets = new BABYLON.SmartArray(256);
  6610. this._activeParticleSystems = new BABYLON.SmartArray(256);
  6611. this._activeSkeletons = new BABYLON.SmartArray(32);
  6612. this._activeBones = 0;
  6613. this._activeAnimatables = new Array();
  6614. this._transformMatrix = BABYLON.Matrix.Zero();
  6615. this._scaledPosition = BABYLON.Vector3.Zero();
  6616. this._scaledVelocity = BABYLON.Vector3.Zero();
  6617. this._engine = engine;
  6618. engine.scenes.push(this);
  6619. this._renderingManager = new BABYLON.RenderingManager(this);
  6620. this.postProcessManager = new BABYLON.PostProcessManager(this);
  6621. this.postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  6622. this._boundingBoxRenderer = new BABYLON.BoundingBoxRenderer(this);
  6623. this._outlineRenderer = new BABYLON.OutlineRenderer(this);
  6624. this.attachControl();
  6625. this._debugLayer = new BABYLON.DebugLayer(this);
  6626. this.mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  6627. }
  6628. Object.defineProperty(Scene.prototype, "debugLayer", {
  6629. get: function () {
  6630. return this._debugLayer;
  6631. },
  6632. enumerable: true,
  6633. configurable: true
  6634. });
  6635. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  6636. get: function () {
  6637. return this._meshUnderPointer;
  6638. },
  6639. enumerable: true,
  6640. configurable: true
  6641. });
  6642. Object.defineProperty(Scene.prototype, "pointerX", {
  6643. get: function () {
  6644. return this._pointerX;
  6645. },
  6646. enumerable: true,
  6647. configurable: true
  6648. });
  6649. Object.defineProperty(Scene.prototype, "pointerY", {
  6650. get: function () {
  6651. return this._pointerY;
  6652. },
  6653. enumerable: true,
  6654. configurable: true
  6655. });
  6656. Scene.prototype.getCachedMaterial = function () {
  6657. return this._cachedMaterial;
  6658. };
  6659. Scene.prototype.getBoundingBoxRenderer = function () {
  6660. return this._boundingBoxRenderer;
  6661. };
  6662. Scene.prototype.getOutlineRenderer = function () {
  6663. return this._outlineRenderer;
  6664. };
  6665. Scene.prototype.getEngine = function () {
  6666. return this._engine;
  6667. };
  6668. Scene.prototype.getTotalVertices = function () {
  6669. return this._totalVertices;
  6670. };
  6671. Scene.prototype.getActiveVertices = function () {
  6672. return this._activeVertices;
  6673. };
  6674. Scene.prototype.getActiveParticles = function () {
  6675. return this._activeParticles;
  6676. };
  6677. Scene.prototype.getActiveBones = function () {
  6678. return this._activeBones;
  6679. };
  6680. Scene.prototype.getLastFrameDuration = function () {
  6681. return this._lastFrameDuration;
  6682. };
  6683. Scene.prototype.getEvaluateActiveMeshesDuration = function () {
  6684. return this._evaluateActiveMeshesDuration;
  6685. };
  6686. Scene.prototype.getActiveMeshes = function () {
  6687. return this._activeMeshes;
  6688. };
  6689. Scene.prototype.getRenderTargetsDuration = function () {
  6690. return this._renderTargetsDuration;
  6691. };
  6692. Scene.prototype.getRenderDuration = function () {
  6693. return this._renderDuration;
  6694. };
  6695. Scene.prototype.getParticlesDuration = function () {
  6696. return this._particlesDuration;
  6697. };
  6698. Scene.prototype.getSpritesDuration = function () {
  6699. return this._spritesDuration;
  6700. };
  6701. Scene.prototype.getAnimationRatio = function () {
  6702. return this._animationRatio;
  6703. };
  6704. Scene.prototype.getRenderId = function () {
  6705. return this._renderId;
  6706. };
  6707. Scene.prototype._updatePointerPosition = function (evt) {
  6708. var canvasRect = this._engine.getRenderingCanvasClientRect();
  6709. this._pointerX = evt.clientX - canvasRect.left;
  6710. this._pointerY = evt.clientY - canvasRect.top;
  6711. if (this.cameraToUseForPointers) {
  6712. this._pointerX = this._pointerX - this.cameraToUseForPointers.viewport.x * this._engine.getRenderWidth();
  6713. this._pointerY = this._pointerY - this.cameraToUseForPointers.viewport.y * this._engine.getRenderHeight();
  6714. }
  6715. };
  6716. Scene.prototype.attachControl = function () {
  6717. var _this = this;
  6718. this._onPointerMove = function (evt) {
  6719. var canvas = _this._engine.getRenderingCanvas();
  6720. _this._updatePointerPosition(evt);
  6721. var pickResult = _this.pick(_this._pointerX, _this._pointerY, function (mesh) {
  6722. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPointerTriggers;
  6723. }, false, _this.cameraToUseForPointers);
  6724. if (pickResult.hit) {
  6725. _this._meshUnderPointer = pickResult.pickedMesh;
  6726. _this.setPointerOverMesh(pickResult.pickedMesh);
  6727. canvas.style.cursor = "pointer";
  6728. } else {
  6729. _this.setPointerOverMesh(null);
  6730. canvas.style.cursor = "";
  6731. _this._meshUnderPointer = null;
  6732. }
  6733. };
  6734. this._onPointerDown = function (evt) {
  6735. var predicate = null;
  6736. if (!_this.onPointerDown) {
  6737. predicate = function (mesh) {
  6738. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.actionManager && mesh.actionManager.hasPickTriggers;
  6739. };
  6740. }
  6741. _this._updatePointerPosition(evt);
  6742. var pickResult = _this.pick(_this._pointerX, _this._pointerY, predicate, false, _this.cameraToUseForPointers);
  6743. if (pickResult.hit) {
  6744. if (pickResult.pickedMesh.actionManager) {
  6745. switch (evt.button) {
  6746. case 0:
  6747. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh));
  6748. break;
  6749. case 1:
  6750. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh));
  6751. break;
  6752. case 2:
  6753. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh));
  6754. break;
  6755. }
  6756. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh));
  6757. }
  6758. }
  6759. if (_this.onPointerDown) {
  6760. _this.onPointerDown(evt, pickResult);
  6761. }
  6762. };
  6763. this._onKeyDown = function (evt) {
  6764. if (_this.actionManager) {
  6765. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  6766. }
  6767. };
  6768. this._onKeyUp = function (evt) {
  6769. if (_this.actionManager) {
  6770. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  6771. }
  6772. };
  6773. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  6774. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "move", this._onPointerMove, false);
  6775. this._engine.getRenderingCanvas().addEventListener(eventPrefix + "down", this._onPointerDown, false);
  6776. window.addEventListener("keydown", this._onKeyDown, false);
  6777. window.addEventListener("keyup", this._onKeyUp, false);
  6778. };
  6779. Scene.prototype.detachControl = function () {
  6780. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  6781. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "move", this._onPointerMove);
  6782. this._engine.getRenderingCanvas().removeEventListener(eventPrefix + "down", this._onPointerDown);
  6783. window.removeEventListener("keydown", this._onKeyDown);
  6784. window.removeEventListener("keyup", this._onKeyUp);
  6785. };
  6786. Scene.prototype.isReady = function () {
  6787. if (this._pendingData.length > 0) {
  6788. return false;
  6789. }
  6790. for (var index = 0; index < this._geometries.length; index++) {
  6791. var geometry = this._geometries[index];
  6792. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  6793. return false;
  6794. }
  6795. }
  6796. for (index = 0; index < this.meshes.length; index++) {
  6797. var mesh = this.meshes[index];
  6798. if (!mesh.isReady()) {
  6799. return false;
  6800. }
  6801. var mat = mesh.material;
  6802. if (mat) {
  6803. if (!mat.isReady(mesh)) {
  6804. return false;
  6805. }
  6806. }
  6807. }
  6808. return true;
  6809. };
  6810. Scene.prototype.resetCachedMaterial = function () {
  6811. this._cachedMaterial = null;
  6812. };
  6813. Scene.prototype.registerBeforeRender = function (func) {
  6814. this._onBeforeRenderCallbacks.push(func);
  6815. };
  6816. Scene.prototype.unregisterBeforeRender = function (func) {
  6817. var index = this._onBeforeRenderCallbacks.indexOf(func);
  6818. if (index > -1) {
  6819. this._onBeforeRenderCallbacks.splice(index, 1);
  6820. }
  6821. };
  6822. Scene.prototype.registerAfterRender = function (func) {
  6823. this._onAfterRenderCallbacks.push(func);
  6824. };
  6825. Scene.prototype.unregisterAfterRender = function (func) {
  6826. var index = this._onAfterRenderCallbacks.indexOf(func);
  6827. if (index > -1) {
  6828. this._onAfterRenderCallbacks.splice(index, 1);
  6829. }
  6830. };
  6831. Scene.prototype._addPendingData = function (data) {
  6832. this._pendingData.push(data);
  6833. };
  6834. Scene.prototype._removePendingData = function (data) {
  6835. var index = this._pendingData.indexOf(data);
  6836. if (index !== -1) {
  6837. this._pendingData.splice(index, 1);
  6838. }
  6839. };
  6840. Scene.prototype.getWaitingItemsCount = function () {
  6841. return this._pendingData.length;
  6842. };
  6843. Scene.prototype.executeWhenReady = function (func) {
  6844. var _this = this;
  6845. this._onReadyCallbacks.push(func);
  6846. if (this._executeWhenReadyTimeoutId !== -1) {
  6847. return;
  6848. }
  6849. this._executeWhenReadyTimeoutId = setTimeout(function () {
  6850. _this._checkIsReady();
  6851. }, 150);
  6852. };
  6853. Scene.prototype._checkIsReady = function () {
  6854. var _this = this;
  6855. if (this.isReady()) {
  6856. this._onReadyCallbacks.forEach(function (func) {
  6857. func();
  6858. });
  6859. this._onReadyCallbacks = [];
  6860. this._executeWhenReadyTimeoutId = -1;
  6861. return;
  6862. }
  6863. this._executeWhenReadyTimeoutId = setTimeout(function () {
  6864. _this._checkIsReady();
  6865. }, 150);
  6866. };
  6867. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable) {
  6868. if (speedRatio === undefined) {
  6869. speedRatio = 1.0;
  6870. }
  6871. this.stopAnimation(target);
  6872. if (!animatable) {
  6873. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  6874. }
  6875. if (target.animations) {
  6876. animatable.appendAnimations(target, target.animations);
  6877. }
  6878. if (target.getAnimatables) {
  6879. var animatables = target.getAnimatables();
  6880. for (var index = 0; index < animatables.length; index++) {
  6881. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable);
  6882. }
  6883. }
  6884. return animatable;
  6885. };
  6886. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  6887. if (speedRatio === undefined) {
  6888. speedRatio = 1.0;
  6889. }
  6890. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  6891. return animatable;
  6892. };
  6893. Scene.prototype.getAnimatableByTarget = function (target) {
  6894. for (var index = 0; index < this._activeAnimatables.length; index++) {
  6895. if (this._activeAnimatables[index].target === target) {
  6896. return this._activeAnimatables[index];
  6897. }
  6898. }
  6899. return null;
  6900. };
  6901. Scene.prototype.stopAnimation = function (target) {
  6902. var animatable = this.getAnimatableByTarget(target);
  6903. if (animatable) {
  6904. animatable.stop();
  6905. }
  6906. };
  6907. Scene.prototype._animate = function () {
  6908. if (!this.animationsEnabled) {
  6909. return;
  6910. }
  6911. if (!this._animationStartDate) {
  6912. this._animationStartDate = BABYLON.Tools.Now;
  6913. }
  6914. var now = BABYLON.Tools.Now;
  6915. var delay = now - this._animationStartDate;
  6916. for (var index = 0; index < this._activeAnimatables.length; index++) {
  6917. if (!this._activeAnimatables[index]._animate(delay)) {
  6918. this._activeAnimatables.splice(index, 1);
  6919. index--;
  6920. }
  6921. }
  6922. };
  6923. Scene.prototype.getViewMatrix = function () {
  6924. return this._viewMatrix;
  6925. };
  6926. Scene.prototype.getProjectionMatrix = function () {
  6927. return this._projectionMatrix;
  6928. };
  6929. Scene.prototype.getTransformMatrix = function () {
  6930. return this._transformMatrix;
  6931. };
  6932. Scene.prototype.setTransformMatrix = function (view, projection) {
  6933. this._viewMatrix = view;
  6934. this._projectionMatrix = projection;
  6935. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  6936. };
  6937. Scene.prototype.setActiveCameraByID = function (id) {
  6938. var camera = this.getCameraByID(id);
  6939. if (camera) {
  6940. this.activeCamera = camera;
  6941. return camera;
  6942. }
  6943. return null;
  6944. };
  6945. Scene.prototype.setActiveCameraByName = function (name) {
  6946. var camera = this.getCameraByName(name);
  6947. if (camera) {
  6948. this.activeCamera = camera;
  6949. return camera;
  6950. }
  6951. return null;
  6952. };
  6953. Scene.prototype.getMaterialByID = function (id) {
  6954. for (var index = 0; index < this.materials.length; index++) {
  6955. if (this.materials[index].id === id) {
  6956. return this.materials[index];
  6957. }
  6958. }
  6959. return null;
  6960. };
  6961. Scene.prototype.getMaterialByName = function (name) {
  6962. for (var index = 0; index < this.materials.length; index++) {
  6963. if (this.materials[index].name === name) {
  6964. return this.materials[index];
  6965. }
  6966. }
  6967. return null;
  6968. };
  6969. Scene.prototype.getCameraByID = function (id) {
  6970. for (var index = 0; index < this.cameras.length; index++) {
  6971. if (this.cameras[index].id === id) {
  6972. return this.cameras[index];
  6973. }
  6974. }
  6975. return null;
  6976. };
  6977. Scene.prototype.getCameraByName = function (name) {
  6978. for (var index = 0; index < this.cameras.length; index++) {
  6979. if (this.cameras[index].name === name) {
  6980. return this.cameras[index];
  6981. }
  6982. }
  6983. return null;
  6984. };
  6985. Scene.prototype.getLightByName = function (name) {
  6986. for (var index = 0; index < this.lights.length; index++) {
  6987. if (this.lights[index].name === name) {
  6988. return this.lights[index];
  6989. }
  6990. }
  6991. return null;
  6992. };
  6993. Scene.prototype.getLightByID = function (id) {
  6994. for (var index = 0; index < this.lights.length; index++) {
  6995. if (this.lights[index].id === id) {
  6996. return this.lights[index];
  6997. }
  6998. }
  6999. return null;
  7000. };
  7001. Scene.prototype.getGeometryByID = function (id) {
  7002. for (var index = 0; index < this._geometries.length; index++) {
  7003. if (this._geometries[index].id === id) {
  7004. return this._geometries[index];
  7005. }
  7006. }
  7007. return null;
  7008. };
  7009. Scene.prototype.pushGeometry = function (geometry, force) {
  7010. if (!force && this.getGeometryByID(geometry.id)) {
  7011. return false;
  7012. }
  7013. this._geometries.push(geometry);
  7014. return true;
  7015. };
  7016. Scene.prototype.getGeometries = function () {
  7017. return this._geometries;
  7018. };
  7019. Scene.prototype.getMeshByID = function (id) {
  7020. for (var index = 0; index < this.meshes.length; index++) {
  7021. if (this.meshes[index].id === id) {
  7022. return this.meshes[index];
  7023. }
  7024. }
  7025. return null;
  7026. };
  7027. Scene.prototype.getLastMeshByID = function (id) {
  7028. for (var index = this.meshes.length - 1; index >= 0; index--) {
  7029. if (this.meshes[index].id === id) {
  7030. return this.meshes[index];
  7031. }
  7032. }
  7033. return null;
  7034. };
  7035. Scene.prototype.getLastEntryByID = function (id) {
  7036. for (var index = this.meshes.length - 1; index >= 0; index--) {
  7037. if (this.meshes[index].id === id) {
  7038. return this.meshes[index];
  7039. }
  7040. }
  7041. for (index = this.cameras.length - 1; index >= 0; index--) {
  7042. if (this.cameras[index].id === id) {
  7043. return this.cameras[index];
  7044. }
  7045. }
  7046. for (index = this.lights.length - 1; index >= 0; index--) {
  7047. if (this.lights[index].id === id) {
  7048. return this.lights[index];
  7049. }
  7050. }
  7051. return null;
  7052. };
  7053. Scene.prototype.getMeshByName = function (name) {
  7054. for (var index = 0; index < this.meshes.length; index++) {
  7055. if (this.meshes[index].name === name) {
  7056. return this.meshes[index];
  7057. }
  7058. }
  7059. return null;
  7060. };
  7061. Scene.prototype.getLastSkeletonByID = function (id) {
  7062. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  7063. if (this.skeletons[index].id === id) {
  7064. return this.skeletons[index];
  7065. }
  7066. }
  7067. return null;
  7068. };
  7069. Scene.prototype.getSkeletonById = function (id) {
  7070. for (var index = 0; index < this.skeletons.length; index++) {
  7071. if (this.skeletons[index].id === id) {
  7072. return this.skeletons[index];
  7073. }
  7074. }
  7075. return null;
  7076. };
  7077. Scene.prototype.getSkeletonByName = function (name) {
  7078. for (var index = 0; index < this.skeletons.length; index++) {
  7079. if (this.skeletons[index].name === name) {
  7080. return this.skeletons[index];
  7081. }
  7082. }
  7083. return null;
  7084. };
  7085. Scene.prototype.isActiveMesh = function (mesh) {
  7086. return (this._activeMeshes.indexOf(mesh) !== -1);
  7087. };
  7088. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  7089. if (mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  7090. var material = subMesh.getMaterial();
  7091. if (mesh.showSubMeshesBoundingBox) {
  7092. this._boundingBoxRenderer.renderList.push(subMesh.getBoundingInfo().boundingBox);
  7093. }
  7094. if (material) {
  7095. if (material.getRenderTargetTextures) {
  7096. if (this._processedMaterials.indexOf(material) === -1) {
  7097. this._processedMaterials.push(material);
  7098. this._renderTargets.concat(material.getRenderTargetTextures());
  7099. }
  7100. }
  7101. this._activeVertices += subMesh.verticesCount;
  7102. this._renderingManager.dispatch(subMesh);
  7103. }
  7104. }
  7105. };
  7106. Scene.prototype._evaluateActiveMeshes = function () {
  7107. this._activeMeshes.reset();
  7108. this._renderingManager.reset();
  7109. this._processedMaterials.reset();
  7110. this._activeParticleSystems.reset();
  7111. this._activeSkeletons.reset();
  7112. this._boundingBoxRenderer.reset();
  7113. if (!this._frustumPlanes) {
  7114. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  7115. } else {
  7116. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  7117. }
  7118. var meshes;
  7119. var len;
  7120. if (this._selectionOctree) {
  7121. var selection = this._selectionOctree.select(this._frustumPlanes);
  7122. meshes = selection.data;
  7123. len = selection.length;
  7124. } else {
  7125. len = this.meshes.length;
  7126. meshes = this.meshes;
  7127. }
  7128. for (var meshIndex = 0; meshIndex < len; meshIndex++) {
  7129. var mesh = meshes[meshIndex];
  7130. if (mesh.isBlocked) {
  7131. continue;
  7132. }
  7133. this._totalVertices += mesh.getTotalVertices();
  7134. if (!mesh.isReady()) {
  7135. continue;
  7136. }
  7137. mesh.computeWorldMatrix();
  7138. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers([BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger])) {
  7139. this._meshesForIntersections.pushNoDuplicate(mesh);
  7140. }
  7141. var meshLOD = mesh.getLOD(this.activeCamera);
  7142. if (!meshLOD) {
  7143. continue;
  7144. }
  7145. mesh._preActivate();
  7146. if (mesh.isEnabled() && mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && mesh.isInFrustum(this._frustumPlanes)) {
  7147. this._activeMeshes.push(mesh);
  7148. mesh._activate(this._renderId);
  7149. this._activeMesh(meshLOD);
  7150. }
  7151. }
  7152. var beforeParticlesDate = BABYLON.Tools.Now;
  7153. if (this.particlesEnabled) {
  7154. BABYLON.Tools.StartPerformanceCounter("Particles", this.particleSystems.length > 0);
  7155. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  7156. var particleSystem = this.particleSystems[particleIndex];
  7157. if (!particleSystem.isStarted()) {
  7158. continue;
  7159. }
  7160. if (!particleSystem.emitter.position || (particleSystem.emitter && particleSystem.emitter.isEnabled())) {
  7161. this._activeParticleSystems.push(particleSystem);
  7162. particleSystem.animate();
  7163. }
  7164. }
  7165. BABYLON.Tools.EndPerformanceCounter("Particles", this.particleSystems.length > 0);
  7166. }
  7167. this._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate;
  7168. };
  7169. Scene.prototype._activeMesh = function (mesh) {
  7170. if (mesh.skeleton && this.skeletonsEnabled) {
  7171. this._activeSkeletons.pushNoDuplicate(mesh.skeleton);
  7172. }
  7173. if (mesh.showBoundingBox || this.forceShowBoundingBoxes) {
  7174. this._boundingBoxRenderer.renderList.push(mesh.getBoundingInfo().boundingBox);
  7175. }
  7176. if (mesh && mesh.subMeshes) {
  7177. var len;
  7178. var subMeshes;
  7179. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  7180. var intersections = mesh._submeshesOctree.select(this._frustumPlanes);
  7181. len = intersections.length;
  7182. subMeshes = intersections.data;
  7183. } else {
  7184. subMeshes = mesh.subMeshes;
  7185. len = subMeshes.length;
  7186. }
  7187. for (var subIndex = 0; subIndex < len; subIndex++) {
  7188. var subMesh = subMeshes[subIndex];
  7189. this._evaluateSubMesh(subMesh, mesh);
  7190. }
  7191. }
  7192. };
  7193. Scene.prototype.updateTransformMatrix = function (force) {
  7194. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  7195. };
  7196. Scene.prototype._renderForCamera = function (camera) {
  7197. var engine = this._engine;
  7198. this.activeCamera = camera;
  7199. if (!this.activeCamera)
  7200. throw new Error("Active camera not set");
  7201. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + this.activeCamera.name);
  7202. engine.setViewport(this.activeCamera.viewport);
  7203. this._renderId++;
  7204. this.updateTransformMatrix();
  7205. if (this.beforeCameraRender) {
  7206. this.beforeCameraRender(this.activeCamera);
  7207. }
  7208. var beforeEvaluateActiveMeshesDate = BABYLON.Tools.Now;
  7209. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  7210. this._evaluateActiveMeshes();
  7211. this._evaluateActiveMeshesDuration += BABYLON.Tools.Now - beforeEvaluateActiveMeshesDate;
  7212. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  7213. for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
  7214. var skeleton = this._activeSkeletons.data[skeletonIndex];
  7215. skeleton.prepare();
  7216. this._activeBones += skeleton.bones.length;
  7217. }
  7218. var beforeRenderTargetDate = BABYLON.Tools.Now;
  7219. if (this.renderTargetsEnabled) {
  7220. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  7221. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  7222. var renderTarget = this._renderTargets.data[renderIndex];
  7223. if (renderTarget._shouldRender()) {
  7224. this._renderId++;
  7225. renderTarget.render();
  7226. }
  7227. }
  7228. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  7229. this._renderId++;
  7230. }
  7231. if (this._renderTargets.length > 0) {
  7232. engine.restoreDefaultFramebuffer();
  7233. }
  7234. this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate;
  7235. this.postProcessManager._prepareFrame();
  7236. var beforeRenderDate = BABYLON.Tools.Now;
  7237. if (this.layers.length) {
  7238. engine.setDepthBuffer(false);
  7239. var layerIndex;
  7240. var layer;
  7241. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  7242. layer = this.layers[layerIndex];
  7243. if (layer.isBackground) {
  7244. layer.render();
  7245. }
  7246. }
  7247. engine.setDepthBuffer(true);
  7248. }
  7249. BABYLON.Tools.StartPerformanceCounter("Main render");
  7250. this._renderingManager.render(null, null, true, true);
  7251. BABYLON.Tools.EndPerformanceCounter("Main render");
  7252. this._boundingBoxRenderer.render();
  7253. if (this.lensFlaresEnabled) {
  7254. BABYLON.Tools.StartPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  7255. for (var lensFlareSystemIndex = 0; lensFlareSystemIndex < this.lensFlareSystems.length; lensFlareSystemIndex++) {
  7256. this.lensFlareSystems[lensFlareSystemIndex].render();
  7257. }
  7258. BABYLON.Tools.EndPerformanceCounter("Lens flares", this.lensFlareSystems.length > 0);
  7259. }
  7260. if (this.layers.length) {
  7261. engine.setDepthBuffer(false);
  7262. for (layerIndex = 0; layerIndex < this.layers.length; layerIndex++) {
  7263. layer = this.layers[layerIndex];
  7264. if (!layer.isBackground) {
  7265. layer.render();
  7266. }
  7267. }
  7268. engine.setDepthBuffer(true);
  7269. }
  7270. this._renderDuration += BABYLON.Tools.Now - beforeRenderDate;
  7271. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  7272. this.activeCamera._updateFromScene();
  7273. this._renderTargets.reset();
  7274. if (this.afterCameraRender) {
  7275. this.afterCameraRender(this.activeCamera);
  7276. }
  7277. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + this.activeCamera.name);
  7278. };
  7279. Scene.prototype._processSubCameras = function (camera) {
  7280. if (camera.subCameras.length === 0) {
  7281. this._renderForCamera(camera);
  7282. return;
  7283. }
  7284. for (var index = 0; index < camera.subCameras.length; index++) {
  7285. this._renderForCamera(camera.subCameras[index]);
  7286. }
  7287. this.activeCamera = camera;
  7288. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  7289. this.activeCamera._updateFromScene();
  7290. };
  7291. Scene.prototype._checkIntersections = function () {
  7292. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  7293. var sourceMesh = this._meshesForIntersections.data[index];
  7294. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  7295. var action = sourceMesh.actionManager.actions[actionIndex];
  7296. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  7297. var otherMesh = action.getTriggerParameter();
  7298. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, false);
  7299. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  7300. if (areIntersecting && currentIntersectionInProgress === -1 && action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  7301. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh));
  7302. sourceMesh._intersectionsInProgress.push(otherMesh);
  7303. } else if (!areIntersecting && currentIntersectionInProgress > -1 && action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  7304. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh));
  7305. var indexOfOther = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  7306. if (indexOfOther > -1) {
  7307. sourceMesh._intersectionsInProgress.splice(indexOfOther, 1);
  7308. }
  7309. }
  7310. }
  7311. }
  7312. }
  7313. };
  7314. Scene.prototype.render = function () {
  7315. var startDate = BABYLON.Tools.Now;
  7316. this._particlesDuration = 0;
  7317. this._spritesDuration = 0;
  7318. this._activeParticles = 0;
  7319. this._renderDuration = 0;
  7320. this._renderTargetsDuration = 0;
  7321. this._evaluateActiveMeshesDuration = 0;
  7322. this._totalVertices = 0;
  7323. this._activeVertices = 0;
  7324. this._activeBones = 0;
  7325. this.getEngine().resetDrawCalls();
  7326. this._meshesForIntersections.reset();
  7327. this.resetCachedMaterial();
  7328. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  7329. if (this.actionManager) {
  7330. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger, null);
  7331. }
  7332. if (this.beforeRender) {
  7333. this.beforeRender();
  7334. }
  7335. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  7336. this._onBeforeRenderCallbacks[callbackIndex]();
  7337. }
  7338. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(BABYLON.Tools.GetDeltaTime(), Scene.MaxDeltaTime));
  7339. this._animationRatio = deltaTime * (60.0 / 1000.0);
  7340. this._animate();
  7341. if (this._physicsEngine) {
  7342. BABYLON.Tools.StartPerformanceCounter("Physics");
  7343. this._physicsEngine._runOneStep(deltaTime / 1000.0);
  7344. BABYLON.Tools.EndPerformanceCounter("Physics");
  7345. }
  7346. var beforeRenderTargetDate = BABYLON.Tools.Now;
  7347. var engine = this.getEngine();
  7348. if (this.renderTargetsEnabled) {
  7349. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  7350. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  7351. var renderTarget = this.customRenderTargets[customIndex];
  7352. if (renderTarget._shouldRender()) {
  7353. this._renderId++;
  7354. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  7355. if (!this.activeCamera)
  7356. throw new Error("Active camera not set");
  7357. engine.setViewport(this.activeCamera.viewport);
  7358. this.updateTransformMatrix();
  7359. renderTarget.render();
  7360. }
  7361. }
  7362. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  7363. this._renderId++;
  7364. }
  7365. if (this.customRenderTargets.length > 0) {
  7366. engine.restoreDefaultFramebuffer();
  7367. }
  7368. this._renderTargetsDuration += BABYLON.Tools.Now - beforeRenderTargetDate;
  7369. if (this.proceduralTexturesEnabled) {
  7370. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
  7371. for (var proceduralIndex = 0; proceduralIndex < this._proceduralTextures.length; proceduralIndex++) {
  7372. var proceduralTexture = this._proceduralTextures[proceduralIndex];
  7373. if (proceduralTexture._shouldRender()) {
  7374. proceduralTexture.render();
  7375. }
  7376. }
  7377. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this._proceduralTextures.length > 0);
  7378. }
  7379. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, true);
  7380. if (this.shadowsEnabled) {
  7381. for (var lightIndex = 0; lightIndex < this.lights.length; lightIndex++) {
  7382. var light = this.lights[lightIndex];
  7383. var shadowGenerator = light.getShadowGenerator();
  7384. if (light.isEnabled() && shadowGenerator && shadowGenerator.getShadowMap().getScene().textures.indexOf(shadowGenerator.getShadowMap()) !== -1) {
  7385. this._renderTargets.push(shadowGenerator.getShadowMap());
  7386. }
  7387. }
  7388. }
  7389. this.postProcessRenderPipelineManager.update();
  7390. if (this.activeCameras.length > 0) {
  7391. var currentRenderId = this._renderId;
  7392. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  7393. this._renderId = currentRenderId;
  7394. this._processSubCameras(this.activeCameras[cameraIndex]);
  7395. }
  7396. } else {
  7397. if (!this.activeCamera) {
  7398. throw new Error("No camera defined");
  7399. }
  7400. this._processSubCameras(this.activeCamera);
  7401. }
  7402. this._checkIntersections();
  7403. this._updateAudioParameters();
  7404. if (this.afterRender) {
  7405. this.afterRender();
  7406. }
  7407. for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
  7408. this._onAfterRenderCallbacks[callbackIndex]();
  7409. }
  7410. for (var index = 0; index < this._toBeDisposed.length; index++) {
  7411. this._toBeDisposed.data[index].dispose();
  7412. this._toBeDisposed[index] = null;
  7413. }
  7414. this._toBeDisposed.reset();
  7415. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  7416. this._lastFrameDuration = BABYLON.Tools.Now - startDate;
  7417. };
  7418. Scene.prototype._updateAudioParameters = function () {
  7419. var listeningCamera;
  7420. var audioEngine = this._engine.getAudioEngine();
  7421. if (this.activeCameras.length > 0) {
  7422. listeningCamera = this.activeCameras[0];
  7423. } else {
  7424. listeningCamera = this.activeCamera;
  7425. }
  7426. if (listeningCamera && audioEngine.canUseWebAudio) {
  7427. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  7428. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  7429. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  7430. cameraDirection.normalize();
  7431. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  7432. }
  7433. };
  7434. Scene.prototype.dispose = function () {
  7435. this.beforeRender = null;
  7436. this.afterRender = null;
  7437. this.skeletons = [];
  7438. this._boundingBoxRenderer.dispose();
  7439. this.debugLayer.hide();
  7440. if (this.onDispose) {
  7441. this.onDispose();
  7442. }
  7443. this._onBeforeRenderCallbacks = [];
  7444. this._onAfterRenderCallbacks = [];
  7445. this.detachControl();
  7446. var canvas = this._engine.getRenderingCanvas();
  7447. var index;
  7448. for (index = 0; index < this.cameras.length; index++) {
  7449. this.cameras[index].detachControl(canvas);
  7450. }
  7451. while (this.lights.length) {
  7452. this.lights[0].dispose();
  7453. }
  7454. while (this.meshes.length) {
  7455. this.meshes[0].dispose(true);
  7456. }
  7457. while (this.cameras.length) {
  7458. this.cameras[0].dispose();
  7459. }
  7460. while (this.materials.length) {
  7461. this.materials[0].dispose();
  7462. }
  7463. while (this.particleSystems.length) {
  7464. this.particleSystems[0].dispose();
  7465. }
  7466. while (this.spriteManagers.length) {
  7467. this.spriteManagers[0].dispose();
  7468. }
  7469. while (this.layers.length) {
  7470. this.layers[0].dispose();
  7471. }
  7472. while (this.textures.length) {
  7473. this.textures[0].dispose();
  7474. }
  7475. this.postProcessManager.dispose();
  7476. if (this._physicsEngine) {
  7477. this.disablePhysicsEngine();
  7478. }
  7479. index = this._engine.scenes.indexOf(this);
  7480. if (index > -1) {
  7481. this._engine.scenes.splice(index, 1);
  7482. }
  7483. this._engine.wipeCaches();
  7484. };
  7485. Scene.prototype._getNewPosition = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  7486. if (typeof excludedMesh === "undefined") { excludedMesh = null; }
  7487. position.divideToRef(collider.radius, this._scaledPosition);
  7488. velocity.divideToRef(collider.radius, this._scaledVelocity);
  7489. collider.retry = 0;
  7490. collider.initialVelocity = this._scaledVelocity;
  7491. collider.initialPosition = this._scaledPosition;
  7492. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, finalPosition, excludedMesh);
  7493. finalPosition.multiplyInPlace(collider.radius);
  7494. };
  7495. Scene.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  7496. if (typeof excludedMesh === "undefined") { excludedMesh = null; }
  7497. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  7498. if (collider.retry >= maximumRetry) {
  7499. finalPosition.copyFrom(position);
  7500. return;
  7501. }
  7502. collider._initialize(position, velocity, closeDistance);
  7503. for (var index = 0; index < this.meshes.length; index++) {
  7504. var mesh = this.meshes[index];
  7505. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh) {
  7506. mesh._checkCollision(collider);
  7507. }
  7508. }
  7509. if (!collider.collisionFound) {
  7510. position.addToRef(velocity, finalPosition);
  7511. return;
  7512. }
  7513. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  7514. collider._getResponse(position, velocity);
  7515. }
  7516. if (velocity.length() <= closeDistance) {
  7517. finalPosition.copyFrom(position);
  7518. return;
  7519. }
  7520. collider.retry++;
  7521. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  7522. };
  7523. Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  7524. if (typeof maxCapacity === "undefined") { maxCapacity = 64; }
  7525. if (typeof maxDepth === "undefined") { maxDepth = 2; }
  7526. if (!this._selectionOctree) {
  7527. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  7528. }
  7529. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  7530. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  7531. for (var index = 0; index < this.meshes.length; index++) {
  7532. var mesh = this.meshes[index];
  7533. mesh.computeWorldMatrix(true);
  7534. var minBox = mesh.getBoundingInfo().boundingBox.minimumWorld;
  7535. var maxBox = mesh.getBoundingInfo().boundingBox.maximumWorld;
  7536. BABYLON.Tools.CheckExtends(minBox, min, max);
  7537. BABYLON.Tools.CheckExtends(maxBox, min, max);
  7538. }
  7539. this._selectionOctree.update(min, max, this.meshes);
  7540. return this._selectionOctree;
  7541. };
  7542. Scene.prototype.createPickingRay = function (x, y, world, camera) {
  7543. var engine = this._engine;
  7544. if (!camera) {
  7545. if (!this.activeCamera)
  7546. throw new Error("Active camera not set");
  7547. camera = this.activeCamera;
  7548. }
  7549. var cameraViewport = camera.viewport;
  7550. var viewport = cameraViewport.toGlobal(engine);
  7551. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  7552. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  7553. return BABYLON.Ray.CreateNew(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), camera.getViewMatrix(), camera.getProjectionMatrix());
  7554. };
  7555. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  7556. var pickingInfo = null;
  7557. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  7558. var mesh = this.meshes[meshIndex];
  7559. if (predicate) {
  7560. if (!predicate(mesh)) {
  7561. continue;
  7562. }
  7563. } else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  7564. continue;
  7565. }
  7566. var world = mesh.getWorldMatrix();
  7567. var ray = rayFunction(world);
  7568. var result = mesh.intersects(ray, fastCheck);
  7569. if (!result || !result.hit)
  7570. continue;
  7571. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance)
  7572. continue;
  7573. pickingInfo = result;
  7574. if (fastCheck) {
  7575. break;
  7576. }
  7577. }
  7578. return pickingInfo || new BABYLON.PickingInfo();
  7579. };
  7580. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  7581. var _this = this;
  7582. return this._internalPick(function (world) {
  7583. return _this.createPickingRay(x, y, world, camera);
  7584. }, predicate, fastCheck);
  7585. };
  7586. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  7587. var _this = this;
  7588. return this._internalPick(function (world) {
  7589. if (!_this._pickWithRayInverseMatrix) {
  7590. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  7591. }
  7592. world.invertToRef(_this._pickWithRayInverseMatrix);
  7593. return BABYLON.Ray.Transform(ray, _this._pickWithRayInverseMatrix);
  7594. }, predicate, fastCheck);
  7595. };
  7596. Scene.prototype.setPointerOverMesh = function (mesh) {
  7597. if (this._pointerOverMesh === mesh) {
  7598. return;
  7599. }
  7600. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  7601. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  7602. }
  7603. this._pointerOverMesh = mesh;
  7604. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  7605. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  7606. }
  7607. };
  7608. Scene.prototype.getPointerOverMesh = function () {
  7609. return this._pointerOverMesh;
  7610. };
  7611. Scene.prototype.getPhysicsEngine = function () {
  7612. return this._physicsEngine;
  7613. };
  7614. Scene.prototype.enablePhysics = function (gravity, plugin) {
  7615. if (this._physicsEngine) {
  7616. return true;
  7617. }
  7618. this._physicsEngine = new BABYLON.PhysicsEngine(plugin);
  7619. if (!this._physicsEngine.isSupported()) {
  7620. this._physicsEngine = null;
  7621. return false;
  7622. }
  7623. this._physicsEngine._initialize(gravity);
  7624. return true;
  7625. };
  7626. Scene.prototype.disablePhysicsEngine = function () {
  7627. if (!this._physicsEngine) {
  7628. return;
  7629. }
  7630. this._physicsEngine.dispose();
  7631. this._physicsEngine = undefined;
  7632. };
  7633. Scene.prototype.isPhysicsEnabled = function () {
  7634. return this._physicsEngine !== undefined;
  7635. };
  7636. Scene.prototype.setGravity = function (gravity) {
  7637. if (!this._physicsEngine) {
  7638. return;
  7639. }
  7640. this._physicsEngine._setGravity(gravity);
  7641. };
  7642. Scene.prototype.createCompoundImpostor = function (parts, options) {
  7643. if (parts.parts) {
  7644. options = parts;
  7645. parts = parts.parts;
  7646. }
  7647. if (!this._physicsEngine) {
  7648. return null;
  7649. }
  7650. for (var index = 0; index < parts.length; index++) {
  7651. var mesh = parts[index].mesh;
  7652. mesh._physicImpostor = parts[index].impostor;
  7653. mesh._physicsMass = options.mass / parts.length;
  7654. mesh._physicsFriction = options.friction;
  7655. mesh._physicRestitution = options.restitution;
  7656. }
  7657. return this._physicsEngine._registerMeshesAsCompound(parts, options);
  7658. };
  7659. Scene.prototype.deleteCompoundImpostor = function (compound) {
  7660. for (var index = 0; index < compound.parts.length; index++) {
  7661. var mesh = compound.parts[index].mesh;
  7662. mesh._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
  7663. this._physicsEngine._unregisterMesh(mesh);
  7664. }
  7665. };
  7666. Scene.prototype._getByTags = function (list, tagsQuery) {
  7667. if (tagsQuery === undefined) {
  7668. return list;
  7669. }
  7670. var listByTags = [];
  7671. for (var i in list) {
  7672. var item = list[i];
  7673. if (BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  7674. listByTags.push(item);
  7675. }
  7676. }
  7677. return listByTags;
  7678. };
  7679. Scene.prototype.getMeshesByTags = function (tagsQuery) {
  7680. return this._getByTags(this.meshes, tagsQuery);
  7681. };
  7682. Scene.prototype.getCamerasByTags = function (tagsQuery) {
  7683. return this._getByTags(this.cameras, tagsQuery);
  7684. };
  7685. Scene.prototype.getLightsByTags = function (tagsQuery) {
  7686. return this._getByTags(this.lights, tagsQuery);
  7687. };
  7688. Scene.prototype.getMaterialByTags = function (tagsQuery) {
  7689. return this._getByTags(this.materials, tagsQuery).concat(this._getByTags(this.multiMaterials, tagsQuery));
  7690. };
  7691. Scene.FOGMODE_NONE = 0;
  7692. Scene.FOGMODE_EXP = 1;
  7693. Scene.FOGMODE_EXP2 = 2;
  7694. Scene.FOGMODE_LINEAR = 3;
  7695. Scene.MinDeltaTime = 1.0;
  7696. Scene.MaxDeltaTime = 1000.0;
  7697. return Scene;
  7698. })();
  7699. BABYLON.Scene = Scene;
  7700. })(BABYLON || (BABYLON = {}));
  7701. var BABYLON;
  7702. (function (BABYLON) {
  7703. var VertexBuffer = (function () {
  7704. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride) {
  7705. if (engine instanceof BABYLON.Mesh) {
  7706. this._engine = engine.getScene().getEngine();
  7707. } else {
  7708. this._engine = engine;
  7709. }
  7710. this._updatable = updatable;
  7711. this._data = data;
  7712. if (!postponeInternalCreation) {
  7713. this.create();
  7714. }
  7715. this._kind = kind;
  7716. if (stride) {
  7717. this._strideSize = stride;
  7718. return;
  7719. }
  7720. switch (kind) {
  7721. case VertexBuffer.PositionKind:
  7722. this._strideSize = 3;
  7723. break;
  7724. case VertexBuffer.NormalKind:
  7725. this._strideSize = 3;
  7726. break;
  7727. case VertexBuffer.UVKind:
  7728. this._strideSize = 2;
  7729. break;
  7730. case VertexBuffer.UV2Kind:
  7731. this._strideSize = 2;
  7732. break;
  7733. case VertexBuffer.ColorKind:
  7734. this._strideSize = 4;
  7735. break;
  7736. case VertexBuffer.MatricesIndicesKind:
  7737. this._strideSize = 4;
  7738. break;
  7739. case VertexBuffer.MatricesWeightsKind:
  7740. this._strideSize = 4;
  7741. break;
  7742. }
  7743. }
  7744. VertexBuffer.prototype.isUpdatable = function () {
  7745. return this._updatable;
  7746. };
  7747. VertexBuffer.prototype.getData = function () {
  7748. return this._data;
  7749. };
  7750. VertexBuffer.prototype.getBuffer = function () {
  7751. return this._buffer;
  7752. };
  7753. VertexBuffer.prototype.getStrideSize = function () {
  7754. return this._strideSize;
  7755. };
  7756. VertexBuffer.prototype.create = function (data) {
  7757. if (!data && this._buffer) {
  7758. return;
  7759. }
  7760. data = data || this._data;
  7761. if (!this._buffer) {
  7762. if (this._updatable) {
  7763. this._buffer = this._engine.createDynamicVertexBuffer(data.length * 4);
  7764. } else {
  7765. this._buffer = this._engine.createVertexBuffer(data);
  7766. }
  7767. }
  7768. if (this._updatable) {
  7769. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  7770. this._data = data;
  7771. }
  7772. };
  7773. VertexBuffer.prototype.update = function (data) {
  7774. this.create(data);
  7775. };
  7776. VertexBuffer.prototype.updateDirectly = function (data) {
  7777. if (!this._buffer) {
  7778. return;
  7779. }
  7780. if (this._updatable) {
  7781. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  7782. this._data = null;
  7783. }
  7784. };
  7785. VertexBuffer.prototype.dispose = function () {
  7786. if (!this._buffer) {
  7787. return;
  7788. }
  7789. if (this._engine._releaseBuffer(this._buffer)) {
  7790. this._buffer = null;
  7791. }
  7792. };
  7793. Object.defineProperty(VertexBuffer, "PositionKind", {
  7794. get: function () {
  7795. return VertexBuffer._PositionKind;
  7796. },
  7797. enumerable: true,
  7798. configurable: true
  7799. });
  7800. Object.defineProperty(VertexBuffer, "NormalKind", {
  7801. get: function () {
  7802. return VertexBuffer._NormalKind;
  7803. },
  7804. enumerable: true,
  7805. configurable: true
  7806. });
  7807. Object.defineProperty(VertexBuffer, "UVKind", {
  7808. get: function () {
  7809. return VertexBuffer._UVKind;
  7810. },
  7811. enumerable: true,
  7812. configurable: true
  7813. });
  7814. Object.defineProperty(VertexBuffer, "UV2Kind", {
  7815. get: function () {
  7816. return VertexBuffer._UV2Kind;
  7817. },
  7818. enumerable: true,
  7819. configurable: true
  7820. });
  7821. Object.defineProperty(VertexBuffer, "ColorKind", {
  7822. get: function () {
  7823. return VertexBuffer._ColorKind;
  7824. },
  7825. enumerable: true,
  7826. configurable: true
  7827. });
  7828. Object.defineProperty(VertexBuffer, "MatricesIndicesKind", {
  7829. get: function () {
  7830. return VertexBuffer._MatricesIndicesKind;
  7831. },
  7832. enumerable: true,
  7833. configurable: true
  7834. });
  7835. Object.defineProperty(VertexBuffer, "MatricesWeightsKind", {
  7836. get: function () {
  7837. return VertexBuffer._MatricesWeightsKind;
  7838. },
  7839. enumerable: true,
  7840. configurable: true
  7841. });
  7842. VertexBuffer._PositionKind = "position";
  7843. VertexBuffer._NormalKind = "normal";
  7844. VertexBuffer._UVKind = "uv";
  7845. VertexBuffer._UV2Kind = "uv2";
  7846. VertexBuffer._ColorKind = "color";
  7847. VertexBuffer._MatricesIndicesKind = "matricesIndices";
  7848. VertexBuffer._MatricesWeightsKind = "matricesWeights";
  7849. return VertexBuffer;
  7850. })();
  7851. BABYLON.VertexBuffer = VertexBuffer;
  7852. })(BABYLON || (BABYLON = {}));
  7853. var __extends = this.__extends || function (d, b) {
  7854. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  7855. function __() { this.constructor = d; }
  7856. __.prototype = b.prototype;
  7857. d.prototype = new __();
  7858. };
  7859. var BABYLON;
  7860. (function (BABYLON) {
  7861. var AbstractMesh = (function (_super) {
  7862. __extends(AbstractMesh, _super);
  7863. function AbstractMesh(name, scene) {
  7864. _super.call(this, name, scene);
  7865. this.position = new BABYLON.Vector3(0, 0, 0);
  7866. this.rotation = new BABYLON.Vector3(0, 0, 0);
  7867. this.scaling = new BABYLON.Vector3(1, 1, 1);
  7868. this.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_NONE;
  7869. this.visibility = 1.0;
  7870. this.alphaIndex = Number.MAX_VALUE;
  7871. this.infiniteDistance = false;
  7872. this.isVisible = true;
  7873. this.isPickable = true;
  7874. this.showBoundingBox = false;
  7875. this.showSubMeshesBoundingBox = false;
  7876. this.onDispose = null;
  7877. this.checkCollisions = false;
  7878. this.isBlocker = false;
  7879. this.renderingGroupId = 0;
  7880. this.receiveShadows = false;
  7881. this.renderOutline = false;
  7882. this.outlineColor = BABYLON.Color3.Red();
  7883. this.outlineWidth = 0.02;
  7884. this.renderOverlay = false;
  7885. this.overlayColor = BABYLON.Color3.Red();
  7886. this.overlayAlpha = 0.5;
  7887. this.hasVertexAlpha = false;
  7888. this.useVertexColors = true;
  7889. this.applyFog = true;
  7890. this.useOctreeForRenderingSelection = true;
  7891. this.useOctreeForPicking = true;
  7892. this.useOctreeForCollisions = true;
  7893. this.layerMask = 0xFFFFFFFF;
  7894. this._physicImpostor = BABYLON.PhysicsEngine.NoImpostor;
  7895. this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  7896. this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  7897. this._collider = new BABYLON.Collider();
  7898. this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  7899. this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  7900. this._newPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  7901. this._localScaling = BABYLON.Matrix.Zero();
  7902. this._localRotation = BABYLON.Matrix.Zero();
  7903. this._localTranslation = BABYLON.Matrix.Zero();
  7904. this._localBillboard = BABYLON.Matrix.Zero();
  7905. this._localPivotScaling = BABYLON.Matrix.Zero();
  7906. this._localPivotScalingRotation = BABYLON.Matrix.Zero();
  7907. this._localWorld = BABYLON.Matrix.Zero();
  7908. this._worldMatrix = BABYLON.Matrix.Zero();
  7909. this._rotateYByPI = BABYLON.Matrix.RotationY(Math.PI);
  7910. this._absolutePosition = BABYLON.Vector3.Zero();
  7911. this._collisionsTransformMatrix = BABYLON.Matrix.Zero();
  7912. this._collisionsScalingMatrix = BABYLON.Matrix.Zero();
  7913. this._isDirty = false;
  7914. this._pivotMatrix = BABYLON.Matrix.Identity();
  7915. this._isDisposed = false;
  7916. this._renderId = 0;
  7917. this._intersectionsInProgress = new Array();
  7918. this._onAfterWorldMatrixUpdate = new Array();
  7919. scene.meshes.push(this);
  7920. }
  7921. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  7922. get: function () {
  7923. return AbstractMesh._BILLBOARDMODE_NONE;
  7924. },
  7925. enumerable: true,
  7926. configurable: true
  7927. });
  7928. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  7929. get: function () {
  7930. return AbstractMesh._BILLBOARDMODE_X;
  7931. },
  7932. enumerable: true,
  7933. configurable: true
  7934. });
  7935. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  7936. get: function () {
  7937. return AbstractMesh._BILLBOARDMODE_Y;
  7938. },
  7939. enumerable: true,
  7940. configurable: true
  7941. });
  7942. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  7943. get: function () {
  7944. return AbstractMesh._BILLBOARDMODE_Z;
  7945. },
  7946. enumerable: true,
  7947. configurable: true
  7948. });
  7949. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  7950. get: function () {
  7951. return AbstractMesh._BILLBOARDMODE_ALL;
  7952. },
  7953. enumerable: true,
  7954. configurable: true
  7955. });
  7956. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  7957. get: function () {
  7958. return false;
  7959. },
  7960. enumerable: true,
  7961. configurable: true
  7962. });
  7963. AbstractMesh.prototype.getLOD = function (camera) {
  7964. return this;
  7965. };
  7966. AbstractMesh.prototype.getTotalVertices = function () {
  7967. return 0;
  7968. };
  7969. AbstractMesh.prototype.getIndices = function () {
  7970. return null;
  7971. };
  7972. AbstractMesh.prototype.getVerticesData = function (kind) {
  7973. return null;
  7974. };
  7975. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  7976. return false;
  7977. };
  7978. AbstractMesh.prototype.getBoundingInfo = function () {
  7979. if (this._masterMesh) {
  7980. return this._masterMesh.getBoundingInfo();
  7981. }
  7982. if (!this._boundingInfo) {
  7983. this._updateBoundingInfo();
  7984. }
  7985. return this._boundingInfo;
  7986. };
  7987. AbstractMesh.prototype._preActivate = function () {
  7988. };
  7989. AbstractMesh.prototype._activate = function (renderId) {
  7990. this._renderId = renderId;
  7991. };
  7992. AbstractMesh.prototype.getWorldMatrix = function () {
  7993. if (this._masterMesh) {
  7994. return this._masterMesh.getWorldMatrix();
  7995. }
  7996. if (this._currentRenderId !== this.getScene().getRenderId()) {
  7997. this.computeWorldMatrix();
  7998. }
  7999. return this._worldMatrix;
  8000. };
  8001. Object.defineProperty(AbstractMesh.prototype, "worldMatrixFromCache", {
  8002. get: function () {
  8003. return this._worldMatrix;
  8004. },
  8005. enumerable: true,
  8006. configurable: true
  8007. });
  8008. Object.defineProperty(AbstractMesh.prototype, "absolutePosition", {
  8009. get: function () {
  8010. return this._absolutePosition;
  8011. },
  8012. enumerable: true,
  8013. configurable: true
  8014. });
  8015. AbstractMesh.prototype.rotate = function (axis, amount, space) {
  8016. if (!this.rotationQuaternion) {
  8017. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  8018. this.rotation = BABYLON.Vector3.Zero();
  8019. }
  8020. if (!space || space == 0 /* LOCAL */) {
  8021. var rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
  8022. this.rotationQuaternion = this.rotationQuaternion.multiply(rotationQuaternion);
  8023. } else {
  8024. if (this.parent) {
  8025. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  8026. invertParentWorldMatrix.invert();
  8027. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  8028. }
  8029. rotationQuaternion = BABYLON.Quaternion.RotationAxis(axis, amount);
  8030. this.rotationQuaternion = rotationQuaternion.multiply(this.rotationQuaternion);
  8031. }
  8032. };
  8033. AbstractMesh.prototype.translate = function (axis, distance, space) {
  8034. var displacementVector = axis.scale(distance);
  8035. if (!space || space == 0 /* LOCAL */) {
  8036. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  8037. this.setPositionWithLocalVector(tempV3);
  8038. } else {
  8039. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  8040. }
  8041. };
  8042. AbstractMesh.prototype.getAbsolutePosition = function () {
  8043. this.computeWorldMatrix();
  8044. return this._absolutePosition;
  8045. };
  8046. AbstractMesh.prototype.setAbsolutePosition = function (absolutePosition) {
  8047. if (!absolutePosition) {
  8048. return;
  8049. }
  8050. var absolutePositionX;
  8051. var absolutePositionY;
  8052. var absolutePositionZ;
  8053. if (absolutePosition.x === undefined) {
  8054. if (arguments.length < 3) {
  8055. return;
  8056. }
  8057. absolutePositionX = arguments[0];
  8058. absolutePositionY = arguments[1];
  8059. absolutePositionZ = arguments[2];
  8060. } else {
  8061. absolutePositionX = absolutePosition.x;
  8062. absolutePositionY = absolutePosition.y;
  8063. absolutePositionZ = absolutePosition.z;
  8064. }
  8065. if (this.parent) {
  8066. var invertParentWorldMatrix = this.parent.getWorldMatrix().clone();
  8067. invertParentWorldMatrix.invert();
  8068. var worldPosition = new BABYLON.Vector3(absolutePositionX, absolutePositionY, absolutePositionZ);
  8069. this.position = BABYLON.Vector3.TransformCoordinates(worldPosition, invertParentWorldMatrix);
  8070. } else {
  8071. this.position.x = absolutePositionX;
  8072. this.position.y = absolutePositionY;
  8073. this.position.z = absolutePositionZ;
  8074. }
  8075. };
  8076. AbstractMesh.prototype.setPivotMatrix = function (matrix) {
  8077. this._pivotMatrix = matrix;
  8078. this._cache.pivotMatrixUpdated = true;
  8079. };
  8080. AbstractMesh.prototype.getPivotMatrix = function () {
  8081. return this._pivotMatrix;
  8082. };
  8083. AbstractMesh.prototype._isSynchronized = function () {
  8084. if (this._isDirty) {
  8085. return false;
  8086. }
  8087. if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE)
  8088. return false;
  8089. if (this._cache.pivotMatrixUpdated) {
  8090. return false;
  8091. }
  8092. if (this.infiniteDistance) {
  8093. return false;
  8094. }
  8095. if (!this._cache.position.equals(this.position))
  8096. return false;
  8097. if (this.rotationQuaternion) {
  8098. if (!this._cache.rotationQuaternion.equals(this.rotationQuaternion))
  8099. return false;
  8100. } else {
  8101. if (!this._cache.rotation.equals(this.rotation))
  8102. return false;
  8103. }
  8104. if (!this._cache.scaling.equals(this.scaling))
  8105. return false;
  8106. return true;
  8107. };
  8108. AbstractMesh.prototype._initCache = function () {
  8109. _super.prototype._initCache.call(this);
  8110. this._cache.localMatrixUpdated = false;
  8111. this._cache.position = BABYLON.Vector3.Zero();
  8112. this._cache.scaling = BABYLON.Vector3.Zero();
  8113. this._cache.rotation = BABYLON.Vector3.Zero();
  8114. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  8115. };
  8116. AbstractMesh.prototype.markAsDirty = function (property) {
  8117. if (property === "rotation") {
  8118. this.rotationQuaternion = null;
  8119. }
  8120. this._currentRenderId = Number.MAX_VALUE;
  8121. this._isDirty = true;
  8122. };
  8123. AbstractMesh.prototype._updateBoundingInfo = function () {
  8124. this._boundingInfo = this._boundingInfo || new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition);
  8125. this._boundingInfo._update(this.worldMatrixFromCache);
  8126. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  8127. };
  8128. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  8129. if (!this.subMeshes) {
  8130. return;
  8131. }
  8132. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  8133. var subMesh = this.subMeshes[subIndex];
  8134. subMesh.updateBoundingInfo(matrix);
  8135. }
  8136. };
  8137. AbstractMesh.prototype.computeWorldMatrix = function (force) {
  8138. if (!force && (this._currentRenderId == this.getScene().getRenderId() || this.isSynchronized(true))) {
  8139. return this._worldMatrix;
  8140. }
  8141. this._cache.position.copyFrom(this.position);
  8142. this._cache.scaling.copyFrom(this.scaling);
  8143. this._cache.pivotMatrixUpdated = false;
  8144. this._currentRenderId = this.getScene().getRenderId();
  8145. this._isDirty = false;
  8146. BABYLON.Matrix.ScalingToRef(this.scaling.x, this.scaling.y, this.scaling.z, this._localScaling);
  8147. if (this.rotationQuaternion) {
  8148. this.rotationQuaternion.toRotationMatrix(this._localRotation);
  8149. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  8150. } else {
  8151. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._localRotation);
  8152. this._cache.rotation.copyFrom(this.rotation);
  8153. }
  8154. if (this.infiniteDistance && !this.parent) {
  8155. var camera = this.getScene().activeCamera;
  8156. var cameraWorldMatrix = camera.getWorldMatrix();
  8157. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  8158. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, this._localTranslation);
  8159. } else {
  8160. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._localTranslation);
  8161. }
  8162. this._pivotMatrix.multiplyToRef(this._localScaling, this._localPivotScaling);
  8163. this._localPivotScaling.multiplyToRef(this._localRotation, this._localPivotScalingRotation);
  8164. if (this.billboardMode !== AbstractMesh.BILLBOARDMODE_NONE && this.getScene().activeCamera) {
  8165. var localPosition = this.position.clone();
  8166. var zero = this.getScene().activeCamera.position.clone();
  8167. if (this.parent && this.parent.position) {
  8168. localPosition.addInPlace(this.parent.position);
  8169. BABYLON.Matrix.TranslationToRef(localPosition.x, localPosition.y, localPosition.z, this._localTranslation);
  8170. }
  8171. if ((this.billboardMode & AbstractMesh.BILLBOARDMODE_ALL) === AbstractMesh.BILLBOARDMODE_ALL) {
  8172. zero = this.getScene().activeCamera.position;
  8173. } else {
  8174. if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_X)
  8175. zero.x = localPosition.x + BABYLON.Engine.Epsilon;
  8176. if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_Y)
  8177. zero.y = localPosition.y + 0.001;
  8178. if (this.billboardMode & BABYLON.AbstractMesh.BILLBOARDMODE_Z)
  8179. zero.z = localPosition.z + 0.001;
  8180. }
  8181. BABYLON.Matrix.LookAtLHToRef(localPosition, zero, BABYLON.Vector3.Up(), this._localBillboard);
  8182. this._localBillboard.m[12] = this._localBillboard.m[13] = this._localBillboard.m[14] = 0;
  8183. this._localBillboard.invert();
  8184. this._localPivotScalingRotation.multiplyToRef(this._localBillboard, this._localWorld);
  8185. this._rotateYByPI.multiplyToRef(this._localWorld, this._localPivotScalingRotation);
  8186. }
  8187. this._localPivotScalingRotation.multiplyToRef(this._localTranslation, this._localWorld);
  8188. if (this.parent && this.parent.getWorldMatrix && this.billboardMode === BABYLON.AbstractMesh.BILLBOARDMODE_NONE) {
  8189. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  8190. } else {
  8191. this._worldMatrix.copyFrom(this._localWorld);
  8192. }
  8193. this._updateBoundingInfo();
  8194. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  8195. for (var callbackIndex = 0; callbackIndex < this._onAfterWorldMatrixUpdate.length; callbackIndex++) {
  8196. this._onAfterWorldMatrixUpdate[callbackIndex](this);
  8197. }
  8198. return this._worldMatrix;
  8199. };
  8200. /**
  8201. * If you'd like to be callbacked after the mesh position, rotation or scaling has been updated
  8202. * @param func: callback function to add
  8203. */
  8204. AbstractMesh.prototype.registerAfterWorldMatrixUpdate = function (func) {
  8205. this._onAfterWorldMatrixUpdate.push(func);
  8206. };
  8207. AbstractMesh.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  8208. var index = this._onAfterWorldMatrixUpdate.indexOf(func);
  8209. if (index > -1) {
  8210. this._onAfterWorldMatrixUpdate.splice(index, 1);
  8211. }
  8212. };
  8213. AbstractMesh.prototype.setPositionWithLocalVector = function (vector3) {
  8214. this.computeWorldMatrix();
  8215. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  8216. };
  8217. AbstractMesh.prototype.getPositionExpressedInLocalSpace = function () {
  8218. this.computeWorldMatrix();
  8219. var invLocalWorldMatrix = this._localWorld.clone();
  8220. invLocalWorldMatrix.invert();
  8221. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  8222. };
  8223. AbstractMesh.prototype.locallyTranslate = function (vector3) {
  8224. this.computeWorldMatrix();
  8225. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  8226. };
  8227. AbstractMesh.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor) {
  8228. yawCor = yawCor || 0;
  8229. pitchCor = pitchCor || 0;
  8230. rollCor = rollCor || 0;
  8231. var dv = targetPoint.subtract(this.position);
  8232. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  8233. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  8234. var pitch = Math.atan2(dv.y, len);
  8235. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(yaw + yawCor, pitch + pitchCor, rollCor);
  8236. };
  8237. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  8238. if (!this._boundingInfo.isInFrustum(frustumPlanes)) {
  8239. return false;
  8240. }
  8241. return true;
  8242. };
  8243. AbstractMesh.prototype.isCompletelyInFrustum = function (camera) {
  8244. if (!camera) {
  8245. camera = this.getScene().activeCamera;
  8246. }
  8247. var transformMatrix = camera.getViewMatrix().multiply(camera.getProjectionMatrix());
  8248. if (!this._boundingInfo.isCompletelyInFrustum(BABYLON.Frustum.GetPlanes(transformMatrix))) {
  8249. return false;
  8250. }
  8251. return true;
  8252. };
  8253. AbstractMesh.prototype.intersectsMesh = function (mesh, precise) {
  8254. if (!this._boundingInfo || !mesh._boundingInfo) {
  8255. return false;
  8256. }
  8257. return this._boundingInfo.intersects(mesh._boundingInfo, precise);
  8258. };
  8259. AbstractMesh.prototype.intersectsPoint = function (point) {
  8260. if (!this._boundingInfo) {
  8261. return false;
  8262. }
  8263. return this._boundingInfo.intersectsPoint(point);
  8264. };
  8265. AbstractMesh.prototype.setPhysicsState = function (impostor, options) {
  8266. var physicsEngine = this.getScene().getPhysicsEngine();
  8267. if (!physicsEngine) {
  8268. return;
  8269. }
  8270. if (impostor.impostor) {
  8271. options = impostor;
  8272. impostor = impostor.impostor;
  8273. }
  8274. impostor = impostor || BABYLON.PhysicsEngine.NoImpostor;
  8275. if (impostor === BABYLON.PhysicsEngine.NoImpostor) {
  8276. physicsEngine._unregisterMesh(this);
  8277. return;
  8278. }
  8279. options.mass = options.mass || 0;
  8280. options.friction = options.friction || 0.2;
  8281. options.restitution = options.restitution || 0.2;
  8282. this._physicImpostor = impostor;
  8283. this._physicsMass = options.mass;
  8284. this._physicsFriction = options.friction;
  8285. this._physicRestitution = options.restitution;
  8286. physicsEngine._registerMesh(this, impostor, options);
  8287. };
  8288. AbstractMesh.prototype.getPhysicsImpostor = function () {
  8289. if (!this._physicImpostor) {
  8290. return BABYLON.PhysicsEngine.NoImpostor;
  8291. }
  8292. return this._physicImpostor;
  8293. };
  8294. AbstractMesh.prototype.getPhysicsMass = function () {
  8295. if (!this._physicsMass) {
  8296. return 0;
  8297. }
  8298. return this._physicsMass;
  8299. };
  8300. AbstractMesh.prototype.getPhysicsFriction = function () {
  8301. if (!this._physicsFriction) {
  8302. return 0;
  8303. }
  8304. return this._physicsFriction;
  8305. };
  8306. AbstractMesh.prototype.getPhysicsRestitution = function () {
  8307. if (!this._physicRestitution) {
  8308. return 0;
  8309. }
  8310. return this._physicRestitution;
  8311. };
  8312. AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
  8313. if (!camera) {
  8314. camera = this.getScene().activeCamera;
  8315. }
  8316. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  8317. };
  8318. AbstractMesh.prototype.getDistanceToCamera = function (camera) {
  8319. if (!camera) {
  8320. camera = this.getScene().activeCamera;
  8321. }
  8322. return this.absolutePosition.subtract(camera.position);
  8323. };
  8324. AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  8325. if (!this._physicImpostor) {
  8326. return;
  8327. }
  8328. this.getScene().getPhysicsEngine()._applyImpulse(this, force, contactPoint);
  8329. };
  8330. AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  8331. if (!this._physicImpostor) {
  8332. return;
  8333. }
  8334. this.getScene().getPhysicsEngine()._createLink(this, otherMesh, pivot1, pivot2, options);
  8335. };
  8336. AbstractMesh.prototype.updatePhysicsBodyPosition = function () {
  8337. if (!this._physicImpostor) {
  8338. return;
  8339. }
  8340. this.getScene().getPhysicsEngine()._updateBodyPosition(this);
  8341. };
  8342. AbstractMesh.prototype.moveWithCollisions = function (velocity) {
  8343. var globalPosition = this.getAbsolutePosition();
  8344. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPositionForCollisions);
  8345. this._oldPositionForCollisions.addInPlace(this.ellipsoidOffset);
  8346. this._collider.radius = this.ellipsoid;
  8347. this.getScene()._getNewPosition(this._oldPositionForCollisions, velocity, this._collider, 3, this._newPositionForCollisions, this);
  8348. this._newPositionForCollisions.subtractToRef(this._oldPositionForCollisions, this._diffPositionForCollisions);
  8349. if (this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  8350. this.position.addInPlace(this._diffPositionForCollisions);
  8351. }
  8352. };
  8353. /**
  8354. * This function will create an octree to help select the right submeshes for rendering, picking and collisions
  8355. * Please note that you must have a decent number of submeshes to get performance improvements when using octree
  8356. */
  8357. AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  8358. if (typeof maxCapacity === "undefined") { maxCapacity = 64; }
  8359. if (typeof maxDepth === "undefined") { maxDepth = 2; }
  8360. if (!this._submeshesOctree) {
  8361. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  8362. }
  8363. this.computeWorldMatrix(true);
  8364. var bbox = this.getBoundingInfo().boundingBox;
  8365. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  8366. return this._submeshesOctree;
  8367. };
  8368. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  8369. this._generatePointsArray();
  8370. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  8371. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  8372. subMesh._lastColliderWorldVertices = [];
  8373. subMesh._trianglePlanes = [];
  8374. var start = subMesh.verticesStart;
  8375. var end = (subMesh.verticesStart + subMesh.verticesCount);
  8376. for (var i = start; i < end; i++) {
  8377. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  8378. }
  8379. }
  8380. collider._collide(subMesh, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart);
  8381. };
  8382. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  8383. var subMeshes;
  8384. var len;
  8385. if (this._submeshesOctree && this.useOctreeForCollisions) {
  8386. var radius = collider.velocityWorldLength + Math.max(collider.radius.x, collider.radius.y, collider.radius.z);
  8387. var intersections = this._submeshesOctree.intersects(collider.basePointWorld, radius);
  8388. len = intersections.length;
  8389. subMeshes = intersections.data;
  8390. } else {
  8391. subMeshes = this.subMeshes;
  8392. len = subMeshes.length;
  8393. }
  8394. for (var index = 0; index < len; index++) {
  8395. var subMesh = subMeshes[index];
  8396. if (len > 1 && !subMesh._checkCollision(collider))
  8397. continue;
  8398. this._collideForSubMesh(subMesh, transformMatrix, collider);
  8399. }
  8400. };
  8401. AbstractMesh.prototype._checkCollision = function (collider) {
  8402. if (!this._boundingInfo._checkCollision(collider))
  8403. return;
  8404. BABYLON.Matrix.ScalingToRef(1.0 / collider.radius.x, 1.0 / collider.radius.y, 1.0 / collider.radius.z, this._collisionsScalingMatrix);
  8405. this.worldMatrixFromCache.multiplyToRef(this._collisionsScalingMatrix, this._collisionsTransformMatrix);
  8406. this._processCollisionsForSubMeshes(collider, this._collisionsTransformMatrix);
  8407. };
  8408. AbstractMesh.prototype._generatePointsArray = function () {
  8409. return false;
  8410. };
  8411. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  8412. var pickingInfo = new BABYLON.PickingInfo();
  8413. if (!this.subMeshes || !this._boundingInfo || !ray.intersectsSphere(this._boundingInfo.boundingSphere) || !ray.intersectsBox(this._boundingInfo.boundingBox)) {
  8414. return pickingInfo;
  8415. }
  8416. if (!this._generatePointsArray()) {
  8417. return pickingInfo;
  8418. }
  8419. var intersectInfo = null;
  8420. var subMeshes;
  8421. var len;
  8422. if (this._submeshesOctree && this.useOctreeForPicking) {
  8423. var worldRay = BABYLON.Ray.Transform(ray, this.getWorldMatrix());
  8424. var intersections = this._submeshesOctree.intersectsRay(worldRay);
  8425. len = intersections.length;
  8426. subMeshes = intersections.data;
  8427. } else {
  8428. subMeshes = this.subMeshes;
  8429. len = subMeshes.length;
  8430. }
  8431. for (var index = 0; index < len; index++) {
  8432. var subMesh = subMeshes[index];
  8433. if (len > 1 && !subMesh.canIntersects(ray))
  8434. continue;
  8435. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  8436. if (currentIntersectInfo) {
  8437. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  8438. intersectInfo = currentIntersectInfo;
  8439. if (fastCheck) {
  8440. break;
  8441. }
  8442. }
  8443. }
  8444. }
  8445. if (intersectInfo) {
  8446. var world = this.getWorldMatrix();
  8447. var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
  8448. var direction = ray.direction.clone();
  8449. direction.normalize();
  8450. direction = direction.scale(intersectInfo.distance);
  8451. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  8452. var pickedPoint = worldOrigin.add(worldDirection);
  8453. pickingInfo.hit = true;
  8454. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  8455. pickingInfo.pickedPoint = pickedPoint;
  8456. pickingInfo.pickedMesh = this;
  8457. pickingInfo.bu = intersectInfo.bu;
  8458. pickingInfo.bv = intersectInfo.bv;
  8459. pickingInfo.faceId = intersectInfo.faceId;
  8460. return pickingInfo;
  8461. }
  8462. return pickingInfo;
  8463. };
  8464. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  8465. return null;
  8466. };
  8467. AbstractMesh.prototype.releaseSubMeshes = function () {
  8468. if (this.subMeshes) {
  8469. while (this.subMeshes.length) {
  8470. this.subMeshes[0].dispose();
  8471. }
  8472. } else {
  8473. this.subMeshes = new Array();
  8474. }
  8475. };
  8476. AbstractMesh.prototype.dispose = function (doNotRecurse) {
  8477. if (this.getPhysicsImpostor() != BABYLON.PhysicsEngine.NoImpostor) {
  8478. this.setPhysicsState(BABYLON.PhysicsEngine.NoImpostor);
  8479. }
  8480. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  8481. var other = this._intersectionsInProgress[index];
  8482. var pos = other._intersectionsInProgress.indexOf(this);
  8483. other._intersectionsInProgress.splice(pos, 1);
  8484. }
  8485. this._intersectionsInProgress = [];
  8486. this.releaseSubMeshes();
  8487. var index = this.getScene().meshes.indexOf(this);
  8488. if (index != -1) {
  8489. this.getScene().meshes.splice(index, 1);
  8490. }
  8491. if (!doNotRecurse) {
  8492. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  8493. if (this.getScene().particleSystems[index].emitter == this) {
  8494. this.getScene().particleSystems[index].dispose();
  8495. index--;
  8496. }
  8497. }
  8498. var objects = this.getScene().meshes.slice(0);
  8499. for (index = 0; index < objects.length; index++) {
  8500. if (objects[index].parent == this) {
  8501. objects[index].dispose();
  8502. }
  8503. }
  8504. } else {
  8505. for (index = 0; index < this.getScene().meshes.length; index++) {
  8506. var obj = this.getScene().meshes[index];
  8507. if (obj.parent === this) {
  8508. obj.parent = null;
  8509. obj.computeWorldMatrix(true);
  8510. }
  8511. }
  8512. }
  8513. this._onAfterWorldMatrixUpdate = [];
  8514. this._isDisposed = true;
  8515. if (this.onDispose) {
  8516. this.onDispose();
  8517. }
  8518. };
  8519. AbstractMesh._BILLBOARDMODE_NONE = 0;
  8520. AbstractMesh._BILLBOARDMODE_X = 1;
  8521. AbstractMesh._BILLBOARDMODE_Y = 2;
  8522. AbstractMesh._BILLBOARDMODE_Z = 4;
  8523. AbstractMesh._BILLBOARDMODE_ALL = 7;
  8524. return AbstractMesh;
  8525. })(BABYLON.Node);
  8526. BABYLON.AbstractMesh = AbstractMesh;
  8527. })(BABYLON || (BABYLON = {}));
  8528. var __extends = this.__extends || function (d, b) {
  8529. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  8530. function __() { this.constructor = d; }
  8531. __.prototype = b.prototype;
  8532. d.prototype = new __();
  8533. };
  8534. var BABYLON;
  8535. (function (BABYLON) {
  8536. var _InstancesBatch = (function () {
  8537. function _InstancesBatch() {
  8538. this.mustReturn = false;
  8539. this.visibleInstances = new Array();
  8540. this.renderSelf = new Array();
  8541. }
  8542. return _InstancesBatch;
  8543. })();
  8544. BABYLON._InstancesBatch = _InstancesBatch;
  8545. var Mesh = (function (_super) {
  8546. __extends(Mesh, _super);
  8547. function Mesh(name, scene) {
  8548. _super.call(this, name, scene);
  8549. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  8550. this.instances = new Array();
  8551. this._LODLevels = new Array();
  8552. this._onBeforeRenderCallbacks = new Array();
  8553. this._onAfterRenderCallbacks = new Array();
  8554. this._visibleInstances = {};
  8555. this._renderIdForInstances = new Array();
  8556. this._batchCache = new _InstancesBatch();
  8557. this._instancesBufferSize = 32 * 16 * 4;
  8558. }
  8559. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  8560. get: function () {
  8561. return this._LODLevels.length > 0;
  8562. },
  8563. enumerable: true,
  8564. configurable: true
  8565. });
  8566. Mesh.prototype._sortLODLevels = function () {
  8567. this._LODLevels.sort(function (a, b) {
  8568. if (a.distance < b.distance) {
  8569. return 1;
  8570. }
  8571. if (a.distance > b.distance) {
  8572. return -1;
  8573. }
  8574. return 0;
  8575. });
  8576. };
  8577. Mesh.prototype.addLODLevel = function (distance, mesh) {
  8578. if (mesh && mesh._masterMesh) {
  8579. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  8580. return this;
  8581. }
  8582. var level = new BABYLON.Internals.MeshLODLevel(distance, mesh);
  8583. this._LODLevels.push(level);
  8584. if (mesh) {
  8585. mesh._masterMesh = this;
  8586. }
  8587. this._sortLODLevels();
  8588. return this;
  8589. };
  8590. Mesh.prototype.removeLODLevel = function (mesh) {
  8591. for (var index = 0; index < this._LODLevels.length; index++) {
  8592. if (this._LODLevels[index].mesh === mesh) {
  8593. this._LODLevels.splice(index, 1);
  8594. if (mesh) {
  8595. mesh._masterMesh = null;
  8596. }
  8597. }
  8598. }
  8599. this._sortLODLevels();
  8600. return this;
  8601. };
  8602. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  8603. if (!this._LODLevels || this._LODLevels.length === 0) {
  8604. return this;
  8605. }
  8606. var distanceToCamera = (boundingSphere ? boundingSphere : this.getBoundingInfo().boundingSphere).centerWorld.subtract(camera.position).length();
  8607. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  8608. return this;
  8609. }
  8610. for (var index = 0; index < this._LODLevels.length; index++) {
  8611. var level = this._LODLevels[index];
  8612. if (level.distance < distanceToCamera) {
  8613. if (level.mesh) {
  8614. level.mesh._preActivate();
  8615. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  8616. }
  8617. return level.mesh;
  8618. }
  8619. }
  8620. return this;
  8621. };
  8622. Object.defineProperty(Mesh.prototype, "geometry", {
  8623. get: function () {
  8624. return this._geometry;
  8625. },
  8626. enumerable: true,
  8627. configurable: true
  8628. });
  8629. Mesh.prototype.getTotalVertices = function () {
  8630. if (!this._geometry) {
  8631. return 0;
  8632. }
  8633. return this._geometry.getTotalVertices();
  8634. };
  8635. Mesh.prototype.getVerticesData = function (kind) {
  8636. if (!this._geometry) {
  8637. return null;
  8638. }
  8639. return this._geometry.getVerticesData(kind);
  8640. };
  8641. Mesh.prototype.getVertexBuffer = function (kind) {
  8642. if (!this._geometry) {
  8643. return undefined;
  8644. }
  8645. return this._geometry.getVertexBuffer(kind);
  8646. };
  8647. Mesh.prototype.isVerticesDataPresent = function (kind) {
  8648. if (!this._geometry) {
  8649. if (this._delayInfo) {
  8650. return this._delayInfo.indexOf(kind) !== -1;
  8651. }
  8652. return false;
  8653. }
  8654. return this._geometry.isVerticesDataPresent(kind);
  8655. };
  8656. Mesh.prototype.getVerticesDataKinds = function () {
  8657. if (!this._geometry) {
  8658. var result = [];
  8659. if (this._delayInfo) {
  8660. for (var kind in this._delayInfo) {
  8661. result.push(kind);
  8662. }
  8663. }
  8664. return result;
  8665. }
  8666. return this._geometry.getVerticesDataKinds();
  8667. };
  8668. Mesh.prototype.getTotalIndices = function () {
  8669. if (!this._geometry) {
  8670. return 0;
  8671. }
  8672. return this._geometry.getTotalIndices();
  8673. };
  8674. Mesh.prototype.getIndices = function () {
  8675. if (!this._geometry) {
  8676. return [];
  8677. }
  8678. return this._geometry.getIndices();
  8679. };
  8680. Object.defineProperty(Mesh.prototype, "isBlocked", {
  8681. get: function () {
  8682. return this._masterMesh !== null && this._masterMesh !== undefined;
  8683. },
  8684. enumerable: true,
  8685. configurable: true
  8686. });
  8687. Mesh.prototype.isReady = function () {
  8688. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  8689. return false;
  8690. }
  8691. return _super.prototype.isReady.call(this);
  8692. };
  8693. Mesh.prototype.isDisposed = function () {
  8694. return this._isDisposed;
  8695. };
  8696. Mesh.prototype._preActivate = function () {
  8697. var sceneRenderId = this.getScene().getRenderId();
  8698. if (this._preActivateId == sceneRenderId) {
  8699. return;
  8700. }
  8701. this._preActivateId = sceneRenderId;
  8702. this._visibleInstances = null;
  8703. };
  8704. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  8705. if (!this._visibleInstances) {
  8706. this._visibleInstances = {};
  8707. this._visibleInstances.defaultRenderId = renderId;
  8708. this._visibleInstances.selfDefaultRenderId = this._renderId;
  8709. }
  8710. if (!this._visibleInstances[renderId]) {
  8711. this._visibleInstances[renderId] = new Array();
  8712. }
  8713. this._visibleInstances[renderId].push(instance);
  8714. };
  8715. Mesh.prototype.refreshBoundingInfo = function () {
  8716. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  8717. if (data) {
  8718. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices());
  8719. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  8720. }
  8721. if (this.subMeshes) {
  8722. for (var index = 0; index < this.subMeshes.length; index++) {
  8723. this.subMeshes[index].refreshBoundingInfo();
  8724. }
  8725. }
  8726. this._updateBoundingInfo();
  8727. };
  8728. Mesh.prototype._createGlobalSubMesh = function () {
  8729. var totalVertices = this.getTotalVertices();
  8730. if (!totalVertices || !this.getIndices()) {
  8731. return null;
  8732. }
  8733. this.releaseSubMeshes();
  8734. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  8735. };
  8736. Mesh.prototype.subdivide = function (count) {
  8737. if (count < 1) {
  8738. return;
  8739. }
  8740. var totalIndices = this.getTotalIndices();
  8741. var subdivisionSize = (totalIndices / count) | 0;
  8742. var offset = 0;
  8743. while (subdivisionSize % 3 != 0) {
  8744. subdivisionSize++;
  8745. }
  8746. this.releaseSubMeshes();
  8747. for (var index = 0; index < count; index++) {
  8748. if (offset >= totalIndices) {
  8749. break;
  8750. }
  8751. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  8752. offset += subdivisionSize;
  8753. }
  8754. this.synchronizeInstances();
  8755. };
  8756. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  8757. if (kind instanceof Array) {
  8758. var temp = data;
  8759. data = kind;
  8760. kind = temp;
  8761. BABYLON.Tools.Warn("Deprecated usage of setVerticesData detected (since v1.12). Current signature is setVerticesData(kind, data, updatable).");
  8762. }
  8763. if (!this._geometry) {
  8764. var vertexData = new BABYLON.VertexData();
  8765. vertexData.set(data, kind);
  8766. var scene = this.getScene();
  8767. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  8768. } else {
  8769. this._geometry.setVerticesData(kind, data, updatable, stride);
  8770. }
  8771. };
  8772. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  8773. if (!this._geometry) {
  8774. return;
  8775. }
  8776. if (!makeItUnique) {
  8777. this._geometry.updateVerticesData(kind, data, updateExtends);
  8778. } else {
  8779. this.makeGeometryUnique();
  8780. this.updateVerticesData(kind, data, updateExtends, false);
  8781. }
  8782. };
  8783. Mesh.prototype.updateVerticesDataDirectly = function (kind, data, makeItUnique) {
  8784. if (!this._geometry) {
  8785. return;
  8786. }
  8787. if (!makeItUnique) {
  8788. this._geometry.updateVerticesDataDirectly(kind, data);
  8789. } else {
  8790. this.makeGeometryUnique();
  8791. this.updateVerticesDataDirectly(kind, data, false);
  8792. }
  8793. };
  8794. Mesh.prototype.makeGeometryUnique = function () {
  8795. if (!this._geometry) {
  8796. return;
  8797. }
  8798. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  8799. geometry.applyToMesh(this);
  8800. };
  8801. Mesh.prototype.setIndices = function (indices) {
  8802. if (!this._geometry) {
  8803. var vertexData = new BABYLON.VertexData();
  8804. vertexData.indices = indices;
  8805. var scene = this.getScene();
  8806. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, false, this);
  8807. } else {
  8808. this._geometry.setIndices(indices);
  8809. }
  8810. };
  8811. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  8812. var engine = this.getScene().getEngine();
  8813. var indexToBind;
  8814. switch (fillMode) {
  8815. case BABYLON.Material.PointFillMode:
  8816. indexToBind = null;
  8817. break;
  8818. case BABYLON.Material.WireFrameFillMode:
  8819. indexToBind = subMesh.getLinesIndexBuffer(this.getIndices(), engine);
  8820. break;
  8821. default:
  8822. case BABYLON.Material.TriangleFillMode:
  8823. indexToBind = this._geometry.getIndexBuffer();
  8824. break;
  8825. }
  8826. engine.bindMultiBuffers(this._geometry.getVertexBuffers(), indexToBind, effect);
  8827. };
  8828. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  8829. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  8830. return;
  8831. }
  8832. var engine = this.getScene().getEngine();
  8833. switch (fillMode) {
  8834. case BABYLON.Material.PointFillMode:
  8835. engine.drawPointClouds(subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  8836. break;
  8837. case BABYLON.Material.WireFrameFillMode:
  8838. engine.draw(false, 0, subMesh.linesIndexCount, instancesCount);
  8839. break;
  8840. default:
  8841. engine.draw(true, subMesh.indexStart, subMesh.indexCount, instancesCount);
  8842. }
  8843. };
  8844. Mesh.prototype.registerBeforeRender = function (func) {
  8845. this._onBeforeRenderCallbacks.push(func);
  8846. };
  8847. Mesh.prototype.unregisterBeforeRender = function (func) {
  8848. var index = this._onBeforeRenderCallbacks.indexOf(func);
  8849. if (index > -1) {
  8850. this._onBeforeRenderCallbacks.splice(index, 1);
  8851. }
  8852. };
  8853. Mesh.prototype.registerAfterRender = function (func) {
  8854. this._onAfterRenderCallbacks.push(func);
  8855. };
  8856. Mesh.prototype.unregisterAfterRender = function (func) {
  8857. var index = this._onAfterRenderCallbacks.indexOf(func);
  8858. if (index > -1) {
  8859. this._onAfterRenderCallbacks.splice(index, 1);
  8860. }
  8861. };
  8862. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  8863. var scene = this.getScene();
  8864. this._batchCache.mustReturn = false;
  8865. this._batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  8866. this._batchCache.visibleInstances[subMeshId] = null;
  8867. if (this._visibleInstances) {
  8868. var currentRenderId = scene.getRenderId();
  8869. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[currentRenderId];
  8870. var selfRenderId = this._renderId;
  8871. if (!this._batchCache.visibleInstances[subMeshId] && this._visibleInstances.defaultRenderId) {
  8872. this._batchCache.visibleInstances[subMeshId] = this._visibleInstances[this._visibleInstances.defaultRenderId];
  8873. currentRenderId = this._visibleInstances.defaultRenderId;
  8874. selfRenderId = this._visibleInstances.selfDefaultRenderId;
  8875. }
  8876. if (this._batchCache.visibleInstances[subMeshId] && this._batchCache.visibleInstances[subMeshId].length) {
  8877. if (this._renderIdForInstances[subMeshId] === currentRenderId) {
  8878. this._batchCache.mustReturn = true;
  8879. return this._batchCache;
  8880. }
  8881. if (currentRenderId !== selfRenderId) {
  8882. this._batchCache.renderSelf[subMeshId] = false;
  8883. }
  8884. }
  8885. this._renderIdForInstances[subMeshId] = currentRenderId;
  8886. }
  8887. return this._batchCache;
  8888. };
  8889. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  8890. var visibleInstances = batch.visibleInstances[subMesh._id];
  8891. var matricesCount = visibleInstances.length + 1;
  8892. var bufferSize = matricesCount * 16 * 4;
  8893. while (this._instancesBufferSize < bufferSize) {
  8894. this._instancesBufferSize *= 2;
  8895. }
  8896. if (!this._worldMatricesInstancesBuffer || this._worldMatricesInstancesBuffer.capacity < this._instancesBufferSize) {
  8897. if (this._worldMatricesInstancesBuffer) {
  8898. engine.deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  8899. }
  8900. this._worldMatricesInstancesBuffer = engine.createInstancesBuffer(this._instancesBufferSize);
  8901. this._worldMatricesInstancesArray = new Float32Array(this._instancesBufferSize / 4);
  8902. }
  8903. var offset = 0;
  8904. var instancesCount = 0;
  8905. var world = this.getWorldMatrix();
  8906. if (batch.renderSelf[subMesh._id]) {
  8907. world.copyToArray(this._worldMatricesInstancesArray, offset);
  8908. offset += 16;
  8909. instancesCount++;
  8910. }
  8911. if (visibleInstances) {
  8912. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  8913. var instance = visibleInstances[instanceIndex];
  8914. instance.getWorldMatrix().copyToArray(this._worldMatricesInstancesArray, offset);
  8915. offset += 16;
  8916. instancesCount++;
  8917. }
  8918. }
  8919. var offsetLocation0 = effect.getAttributeLocationByName("world0");
  8920. var offsetLocation1 = effect.getAttributeLocationByName("world1");
  8921. var offsetLocation2 = effect.getAttributeLocationByName("world2");
  8922. var offsetLocation3 = effect.getAttributeLocationByName("world3");
  8923. var offsetLocations = [offsetLocation0, offsetLocation1, offsetLocation2, offsetLocation3];
  8924. engine.updateAndBindInstancesBuffer(this._worldMatricesInstancesBuffer, this._worldMatricesInstancesArray, offsetLocations);
  8925. this._draw(subMesh, fillMode, instancesCount);
  8926. engine.unBindInstancesBuffer(this._worldMatricesInstancesBuffer, offsetLocations);
  8927. };
  8928. Mesh.prototype.render = function (subMesh) {
  8929. var scene = this.getScene();
  8930. var batch = this._getInstancesRenderList(subMesh._id);
  8931. if (batch.mustReturn) {
  8932. return;
  8933. }
  8934. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  8935. return;
  8936. }
  8937. for (var callbackIndex = 0; callbackIndex < this._onBeforeRenderCallbacks.length; callbackIndex++) {
  8938. this._onBeforeRenderCallbacks[callbackIndex]();
  8939. }
  8940. var engine = scene.getEngine();
  8941. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  8942. var effectiveMaterial = subMesh.getMaterial();
  8943. if (!effectiveMaterial || !effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  8944. return;
  8945. }
  8946. var savedDepthWrite = engine.getDepthWrite();
  8947. if (this.renderOutline) {
  8948. engine.setDepthWrite(false);
  8949. scene.getOutlineRenderer().render(subMesh, batch);
  8950. engine.setDepthWrite(savedDepthWrite);
  8951. }
  8952. effectiveMaterial._preBind();
  8953. var effect = effectiveMaterial.getEffect();
  8954. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : effectiveMaterial.fillMode);
  8955. this._bind(subMesh, effect, fillMode);
  8956. var world = this.getWorldMatrix();
  8957. effectiveMaterial.bind(world, this);
  8958. if (hardwareInstancedRendering) {
  8959. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  8960. } else {
  8961. if (batch.renderSelf[subMesh._id]) {
  8962. this._draw(subMesh, fillMode);
  8963. }
  8964. if (batch.visibleInstances[subMesh._id]) {
  8965. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  8966. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  8967. world = instance.getWorldMatrix();
  8968. effectiveMaterial.bindOnlyWorldMatrix(world);
  8969. this._draw(subMesh, fillMode);
  8970. }
  8971. }
  8972. }
  8973. effectiveMaterial.unbind();
  8974. if (this.renderOutline && savedDepthWrite) {
  8975. engine.setDepthWrite(true);
  8976. engine.setColorWrite(false);
  8977. scene.getOutlineRenderer().render(subMesh, batch);
  8978. engine.setColorWrite(true);
  8979. }
  8980. if (this.renderOverlay) {
  8981. var currentMode = engine.getAlphaMode();
  8982. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  8983. scene.getOutlineRenderer().render(subMesh, batch, true);
  8984. engine.setAlphaMode(currentMode);
  8985. }
  8986. for (callbackIndex = 0; callbackIndex < this._onAfterRenderCallbacks.length; callbackIndex++) {
  8987. this._onAfterRenderCallbacks[callbackIndex]();
  8988. }
  8989. };
  8990. Mesh.prototype.getEmittedParticleSystems = function () {
  8991. var results = new Array();
  8992. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  8993. var particleSystem = this.getScene().particleSystems[index];
  8994. if (particleSystem.emitter === this) {
  8995. results.push(particleSystem);
  8996. }
  8997. }
  8998. return results;
  8999. };
  9000. Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  9001. var results = new Array();
  9002. var descendants = this.getDescendants();
  9003. descendants.push(this);
  9004. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  9005. var particleSystem = this.getScene().particleSystems[index];
  9006. if (descendants.indexOf(particleSystem.emitter) !== -1) {
  9007. results.push(particleSystem);
  9008. }
  9009. }
  9010. return results;
  9011. };
  9012. Mesh.prototype.getChildren = function () {
  9013. var results = [];
  9014. for (var index = 0; index < this.getScene().meshes.length; index++) {
  9015. var mesh = this.getScene().meshes[index];
  9016. if (mesh.parent == this) {
  9017. results.push(mesh);
  9018. }
  9019. }
  9020. return results;
  9021. };
  9022. Mesh.prototype._checkDelayState = function () {
  9023. var _this = this;
  9024. var that = this;
  9025. var scene = this.getScene();
  9026. if (this._geometry) {
  9027. this._geometry.load(scene);
  9028. } else if (that.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  9029. that.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  9030. scene._addPendingData(that);
  9031. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1) ? true : false;
  9032. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  9033. if (data instanceof ArrayBuffer) {
  9034. _this._delayLoadingFunction(data, _this);
  9035. } else {
  9036. _this._delayLoadingFunction(JSON.parse(data), _this);
  9037. }
  9038. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  9039. scene._removePendingData(_this);
  9040. }, function () {
  9041. }, scene.database, getBinaryData);
  9042. }
  9043. };
  9044. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  9045. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  9046. return false;
  9047. }
  9048. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  9049. return false;
  9050. }
  9051. this._checkDelayState();
  9052. return true;
  9053. };
  9054. Mesh.prototype.setMaterialByID = function (id) {
  9055. var materials = this.getScene().materials;
  9056. for (var index = 0; index < materials.length; index++) {
  9057. if (materials[index].id == id) {
  9058. this.material = materials[index];
  9059. return;
  9060. }
  9061. }
  9062. var multiMaterials = this.getScene().multiMaterials;
  9063. for (index = 0; index < multiMaterials.length; index++) {
  9064. if (multiMaterials[index].id == id) {
  9065. this.material = multiMaterials[index];
  9066. return;
  9067. }
  9068. }
  9069. };
  9070. Mesh.prototype.getAnimatables = function () {
  9071. var results = [];
  9072. if (this.material) {
  9073. results.push(this.material);
  9074. }
  9075. if (this.skeleton) {
  9076. results.push(this.skeleton);
  9077. }
  9078. return results;
  9079. };
  9080. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  9081. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  9082. return;
  9083. }
  9084. this._resetPointsArrayCache();
  9085. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  9086. var temp = [];
  9087. for (var index = 0; index < data.length; index += 3) {
  9088. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  9089. }
  9090. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  9091. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  9092. return;
  9093. }
  9094. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  9095. for (index = 0; index < data.length; index += 3) {
  9096. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  9097. }
  9098. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  9099. };
  9100. Mesh.prototype._resetPointsArrayCache = function () {
  9101. this._positions = null;
  9102. };
  9103. Mesh.prototype._generatePointsArray = function () {
  9104. if (this._positions)
  9105. return true;
  9106. this._positions = [];
  9107. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  9108. if (!data) {
  9109. return false;
  9110. }
  9111. for (var index = 0; index < data.length; index += 3) {
  9112. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  9113. }
  9114. return true;
  9115. };
  9116. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  9117. var result = new BABYLON.Mesh(name, this.getScene());
  9118. this._geometry.applyToMesh(result);
  9119. BABYLON.Tools.DeepCopy(this, result, ["name", "material", "skeleton"], []);
  9120. result.material = this.material;
  9121. if (newParent) {
  9122. result.parent = newParent;
  9123. }
  9124. if (!doNotCloneChildren) {
  9125. for (var index = 0; index < this.getScene().meshes.length; index++) {
  9126. var mesh = this.getScene().meshes[index];
  9127. if (mesh.parent == this) {
  9128. mesh.clone(mesh.name, result);
  9129. }
  9130. }
  9131. }
  9132. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  9133. var system = this.getScene().particleSystems[index];
  9134. if (system.emitter == this) {
  9135. system.clone(system.name, result);
  9136. }
  9137. }
  9138. result.computeWorldMatrix(true);
  9139. return result;
  9140. };
  9141. Mesh.prototype.dispose = function (doNotRecurse) {
  9142. if (this._geometry) {
  9143. this._geometry.releaseForMesh(this, true);
  9144. }
  9145. if (this._worldMatricesInstancesBuffer) {
  9146. this.getEngine().deleteInstancesBuffer(this._worldMatricesInstancesBuffer);
  9147. this._worldMatricesInstancesBuffer = null;
  9148. }
  9149. while (this.instances.length) {
  9150. this.instances[0].dispose();
  9151. }
  9152. _super.prototype.dispose.call(this, doNotRecurse);
  9153. };
  9154. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight) {
  9155. var _this = this;
  9156. var scene = this.getScene();
  9157. var onload = function (img) {
  9158. var canvas = document.createElement("canvas");
  9159. var context = canvas.getContext("2d");
  9160. var heightMapWidth = img.width;
  9161. var heightMapHeight = img.height;
  9162. canvas.width = heightMapWidth;
  9163. canvas.height = heightMapHeight;
  9164. context.drawImage(img, 0, 0);
  9165. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  9166. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight);
  9167. };
  9168. BABYLON.Tools.LoadImage(url, onload, function () {
  9169. }, scene.database);
  9170. };
  9171. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight) {
  9172. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  9173. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  9174. return;
  9175. }
  9176. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  9177. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  9178. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  9179. var position = BABYLON.Vector3.Zero();
  9180. var normal = BABYLON.Vector3.Zero();
  9181. var uv = BABYLON.Vector2.Zero();
  9182. for (var index = 0; index < positions.length; index += 3) {
  9183. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  9184. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  9185. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  9186. var u = ((Math.abs(uv.x) * heightMapWidth) % heightMapWidth) | 0;
  9187. var v = ((Math.abs(uv.y) * heightMapHeight) % heightMapHeight) | 0;
  9188. var pos = (u + v * heightMapWidth) * 4;
  9189. var r = buffer[pos] / 255.0;
  9190. var g = buffer[pos + 1] / 255.0;
  9191. var b = buffer[pos + 2] / 255.0;
  9192. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  9193. normal.normalize();
  9194. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  9195. position = position.add(normal);
  9196. position.toArray(positions, index);
  9197. }
  9198. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  9199. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  9200. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  9201. };
  9202. Mesh.prototype.convertToFlatShadedMesh = function () {
  9203. var kinds = this.getVerticesDataKinds();
  9204. var vbs = [];
  9205. var data = [];
  9206. var newdata = [];
  9207. var updatableNormals = false;
  9208. for (var kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  9209. var kind = kinds[kindIndex];
  9210. var vertexBuffer = this.getVertexBuffer(kind);
  9211. if (kind === BABYLON.VertexBuffer.NormalKind) {
  9212. updatableNormals = vertexBuffer.isUpdatable();
  9213. kinds.splice(kindIndex, 1);
  9214. kindIndex--;
  9215. continue;
  9216. }
  9217. vbs[kind] = vertexBuffer;
  9218. data[kind] = vbs[kind].getData();
  9219. newdata[kind] = [];
  9220. }
  9221. var previousSubmeshes = this.subMeshes.slice(0);
  9222. var indices = this.getIndices();
  9223. var totalIndices = this.getTotalIndices();
  9224. for (index = 0; index < totalIndices; index++) {
  9225. var vertexIndex = indices[index];
  9226. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  9227. kind = kinds[kindIndex];
  9228. var stride = vbs[kind].getStrideSize();
  9229. for (var offset = 0; offset < stride; offset++) {
  9230. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  9231. }
  9232. }
  9233. }
  9234. var normals = [];
  9235. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  9236. for (var index = 0; index < totalIndices; index += 3) {
  9237. indices[index] = index;
  9238. indices[index + 1] = index + 1;
  9239. indices[index + 2] = index + 2;
  9240. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  9241. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  9242. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  9243. var p1p2 = p1.subtract(p2);
  9244. var p3p2 = p3.subtract(p2);
  9245. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  9246. for (var localIndex = 0; localIndex < 3; localIndex++) {
  9247. normals.push(normal.x);
  9248. normals.push(normal.y);
  9249. normals.push(normal.z);
  9250. }
  9251. }
  9252. this.setIndices(indices);
  9253. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  9254. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  9255. kind = kinds[kindIndex];
  9256. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  9257. }
  9258. this.releaseSubMeshes();
  9259. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  9260. var previousOne = previousSubmeshes[submeshIndex];
  9261. var subMesh = new BABYLON.SubMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  9262. }
  9263. this.synchronizeInstances();
  9264. };
  9265. Mesh.prototype.createInstance = function (name) {
  9266. return new BABYLON.InstancedMesh(name, this);
  9267. };
  9268. Mesh.prototype.synchronizeInstances = function () {
  9269. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  9270. var instance = this.instances[instanceIndex];
  9271. instance._syncSubMeshes();
  9272. }
  9273. };
  9274. Mesh.CreateBox = function (name, size, scene, updatable) {
  9275. var box = new BABYLON.Mesh(name, scene);
  9276. var vertexData = BABYLON.VertexData.CreateBox(size);
  9277. vertexData.applyToMesh(box, updatable);
  9278. return box;
  9279. };
  9280. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable) {
  9281. var sphere = new BABYLON.Mesh(name, scene);
  9282. var vertexData = BABYLON.VertexData.CreateSphere(segments, diameter);
  9283. vertexData.applyToMesh(sphere, updatable);
  9284. return sphere;
  9285. };
  9286. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable) {
  9287. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  9288. if (scene !== undefined) {
  9289. updatable = scene;
  9290. }
  9291. scene = subdivisions;
  9292. subdivisions = 1;
  9293. }
  9294. var cylinder = new BABYLON.Mesh(name, scene);
  9295. var vertexData = BABYLON.VertexData.CreateCylinder(height, diameterTop, diameterBottom, tessellation, subdivisions);
  9296. vertexData.applyToMesh(cylinder, updatable);
  9297. return cylinder;
  9298. };
  9299. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable) {
  9300. var torus = new BABYLON.Mesh(name, scene);
  9301. var vertexData = BABYLON.VertexData.CreateTorus(diameter, thickness, tessellation);
  9302. vertexData.applyToMesh(torus, updatable);
  9303. return torus;
  9304. };
  9305. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable) {
  9306. var torusKnot = new BABYLON.Mesh(name, scene);
  9307. var vertexData = BABYLON.VertexData.CreateTorusKnot(radius, tube, radialSegments, tubularSegments, p, q);
  9308. vertexData.applyToMesh(torusKnot, updatable);
  9309. return torusKnot;
  9310. };
  9311. Mesh.CreateLines = function (name, points, scene, updatable) {
  9312. var lines = new BABYLON.LinesMesh(name, scene, updatable);
  9313. var vertexData = BABYLON.VertexData.CreateLines(points);
  9314. vertexData.applyToMesh(lines, updatable);
  9315. return lines;
  9316. };
  9317. Mesh.CreatePlane = function (name, size, scene, updatable) {
  9318. var plane = new BABYLON.Mesh(name, scene);
  9319. var vertexData = BABYLON.VertexData.CreatePlane(size);
  9320. vertexData.applyToMesh(plane, updatable);
  9321. return plane;
  9322. };
  9323. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  9324. var ground = new BABYLON.GroundMesh(name, scene);
  9325. ground._setReady(false);
  9326. ground._subdivisions = subdivisions;
  9327. var vertexData = BABYLON.VertexData.CreateGround(width, height, subdivisions);
  9328. vertexData.applyToMesh(ground, updatable);
  9329. ground._setReady(true);
  9330. return ground;
  9331. };
  9332. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  9333. var tiledGround = new BABYLON.Mesh(name, scene);
  9334. var vertexData = BABYLON.VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision);
  9335. vertexData.applyToMesh(tiledGround, updatable);
  9336. return tiledGround;
  9337. };
  9338. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable) {
  9339. var ground = new BABYLON.GroundMesh(name, scene);
  9340. ground._subdivisions = subdivisions;
  9341. ground._setReady(false);
  9342. var onload = function (img) {
  9343. var canvas = document.createElement("canvas");
  9344. var context = canvas.getContext("2d");
  9345. var heightMapWidth = img.width;
  9346. var heightMapHeight = img.height;
  9347. canvas.width = heightMapWidth;
  9348. canvas.height = heightMapHeight;
  9349. context.drawImage(img, 0, 0);
  9350. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  9351. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap(width, height, subdivisions, minHeight, maxHeight, buffer, heightMapWidth, heightMapHeight);
  9352. vertexData.applyToMesh(ground, updatable);
  9353. ground._setReady(true);
  9354. };
  9355. BABYLON.Tools.LoadImage(url, onload, function () {
  9356. }, scene.database);
  9357. return ground;
  9358. };
  9359. Mesh.MinMax = function (meshes) {
  9360. var minVector = null;
  9361. var maxVector = null;
  9362. for (var i in meshes) {
  9363. var mesh = meshes[i];
  9364. var boundingBox = mesh.getBoundingInfo().boundingBox;
  9365. if (!minVector) {
  9366. minVector = boundingBox.minimumWorld;
  9367. maxVector = boundingBox.maximumWorld;
  9368. continue;
  9369. }
  9370. minVector.MinimizeInPlace(boundingBox.minimumWorld);
  9371. maxVector.MaximizeInPlace(boundingBox.maximumWorld);
  9372. }
  9373. return {
  9374. min: minVector,
  9375. max: maxVector
  9376. };
  9377. };
  9378. Mesh.Center = function (meshesOrMinMaxVector) {
  9379. var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : BABYLON.Mesh.MinMax(meshesOrMinMaxVector);
  9380. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  9381. };
  9382. return Mesh;
  9383. })(BABYLON.AbstractMesh);
  9384. BABYLON.Mesh = Mesh;
  9385. })(BABYLON || (BABYLON = {}));
  9386. var __extends = this.__extends || function (d, b) {
  9387. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  9388. function __() { this.constructor = d; }
  9389. __.prototype = b.prototype;
  9390. d.prototype = new __();
  9391. };
  9392. var BABYLON;
  9393. (function (BABYLON) {
  9394. var GroundMesh = (function (_super) {
  9395. __extends(GroundMesh, _super);
  9396. function GroundMesh(name, scene) {
  9397. _super.call(this, name, scene);
  9398. this.generateOctree = false;
  9399. this._worldInverse = new BABYLON.Matrix();
  9400. }
  9401. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  9402. get: function () {
  9403. return this._subdivisions;
  9404. },
  9405. enumerable: true,
  9406. configurable: true
  9407. });
  9408. GroundMesh.prototype.optimize = function (chunksCount) {
  9409. this.subdivide(this._subdivisions);
  9410. this.createOrUpdateSubmeshesOctree(32);
  9411. };
  9412. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  9413. var ray = new BABYLON.Ray(new BABYLON.Vector3(x, this.getBoundingInfo().boundingBox.maximumWorld.y + 1, z), new BABYLON.Vector3(0, -1, 0));
  9414. this.getWorldMatrix().invertToRef(this._worldInverse);
  9415. ray = BABYLON.Ray.Transform(ray, this._worldInverse);
  9416. var pickInfo = this.intersects(ray);
  9417. if (pickInfo.hit) {
  9418. return pickInfo.pickedPoint.y;
  9419. }
  9420. return 0;
  9421. };
  9422. return GroundMesh;
  9423. })(BABYLON.Mesh);
  9424. BABYLON.GroundMesh = GroundMesh;
  9425. })(BABYLON || (BABYLON = {}));
  9426. var __extends = this.__extends || function (d, b) {
  9427. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  9428. function __() { this.constructor = d; }
  9429. __.prototype = b.prototype;
  9430. d.prototype = new __();
  9431. };
  9432. var BABYLON;
  9433. (function (BABYLON) {
  9434. var InstancedMesh = (function (_super) {
  9435. __extends(InstancedMesh, _super);
  9436. function InstancedMesh(name, source) {
  9437. _super.call(this, name, source.getScene());
  9438. source.instances.push(this);
  9439. this._sourceMesh = source;
  9440. this.position.copyFrom(source.position);
  9441. this.rotation.copyFrom(source.rotation);
  9442. this.scaling.copyFrom(source.scaling);
  9443. if (source.rotationQuaternion) {
  9444. this.rotationQuaternion = source.rotationQuaternion.clone();
  9445. }
  9446. this.infiniteDistance = source.infiniteDistance;
  9447. this.setPivotMatrix(source.getPivotMatrix());
  9448. this.refreshBoundingInfo();
  9449. this._syncSubMeshes();
  9450. }
  9451. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  9452. get: function () {
  9453. return this._sourceMesh.receiveShadows;
  9454. },
  9455. enumerable: true,
  9456. configurable: true
  9457. });
  9458. Object.defineProperty(InstancedMesh.prototype, "material", {
  9459. get: function () {
  9460. return this._sourceMesh.material;
  9461. },
  9462. enumerable: true,
  9463. configurable: true
  9464. });
  9465. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  9466. get: function () {
  9467. return this._sourceMesh.visibility;
  9468. },
  9469. enumerable: true,
  9470. configurable: true
  9471. });
  9472. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  9473. get: function () {
  9474. return this._sourceMesh.skeleton;
  9475. },
  9476. enumerable: true,
  9477. configurable: true
  9478. });
  9479. InstancedMesh.prototype.getTotalVertices = function () {
  9480. return this._sourceMesh.getTotalVertices();
  9481. };
  9482. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  9483. get: function () {
  9484. return this._sourceMesh;
  9485. },
  9486. enumerable: true,
  9487. configurable: true
  9488. });
  9489. InstancedMesh.prototype.getVerticesData = function (kind) {
  9490. return this._sourceMesh.getVerticesData(kind);
  9491. };
  9492. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  9493. return this._sourceMesh.isVerticesDataPresent(kind);
  9494. };
  9495. InstancedMesh.prototype.getIndices = function () {
  9496. return this._sourceMesh.getIndices();
  9497. };
  9498. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  9499. get: function () {
  9500. return this._sourceMesh._positions;
  9501. },
  9502. enumerable: true,
  9503. configurable: true
  9504. });
  9505. InstancedMesh.prototype.refreshBoundingInfo = function () {
  9506. var data = this._sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  9507. if (data) {
  9508. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._sourceMesh.getTotalVertices());
  9509. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  9510. }
  9511. this._updateBoundingInfo();
  9512. };
  9513. InstancedMesh.prototype._preActivate = function () {
  9514. if (this._currentLOD) {
  9515. this._currentLOD._preActivate();
  9516. }
  9517. };
  9518. InstancedMesh.prototype._activate = function (renderId) {
  9519. if (this._currentLOD) {
  9520. this._currentLOD._registerInstanceForRenderId(this, renderId);
  9521. }
  9522. };
  9523. InstancedMesh.prototype.getLOD = function (camera) {
  9524. this._currentLOD = this.sourceMesh.getLOD(this.getScene().activeCamera, this.getBoundingInfo().boundingSphere);
  9525. return this._currentLOD;
  9526. };
  9527. InstancedMesh.prototype._syncSubMeshes = function () {
  9528. this.releaseSubMeshes();
  9529. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  9530. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  9531. }
  9532. };
  9533. InstancedMesh.prototype._generatePointsArray = function () {
  9534. return this._sourceMesh._generatePointsArray();
  9535. };
  9536. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  9537. var result = this._sourceMesh.createInstance(name);
  9538. BABYLON.Tools.DeepCopy(this, result, ["name"], []);
  9539. this.refreshBoundingInfo();
  9540. if (newParent) {
  9541. result.parent = newParent;
  9542. }
  9543. if (!doNotCloneChildren) {
  9544. for (var index = 0; index < this.getScene().meshes.length; index++) {
  9545. var mesh = this.getScene().meshes[index];
  9546. if (mesh.parent == this) {
  9547. mesh.clone(mesh.name, result);
  9548. }
  9549. }
  9550. }
  9551. result.computeWorldMatrix(true);
  9552. return result;
  9553. };
  9554. InstancedMesh.prototype.dispose = function (doNotRecurse) {
  9555. var index = this._sourceMesh.instances.indexOf(this);
  9556. this._sourceMesh.instances.splice(index, 1);
  9557. _super.prototype.dispose.call(this, doNotRecurse);
  9558. };
  9559. return InstancedMesh;
  9560. })(BABYLON.AbstractMesh);
  9561. BABYLON.InstancedMesh = InstancedMesh;
  9562. })(BABYLON || (BABYLON = {}));
  9563. var BABYLON;
  9564. (function (BABYLON) {
  9565. var SubMesh = (function () {
  9566. function SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  9567. if (typeof createBoundingBox === "undefined") { createBoundingBox = true; }
  9568. this.materialIndex = materialIndex;
  9569. this.verticesStart = verticesStart;
  9570. this.verticesCount = verticesCount;
  9571. this.indexStart = indexStart;
  9572. this.indexCount = indexCount;
  9573. this._renderId = 0;
  9574. this._mesh = mesh;
  9575. this._renderingMesh = renderingMesh || mesh;
  9576. mesh.subMeshes.push(this);
  9577. this._id = mesh.subMeshes.length - 1;
  9578. if (createBoundingBox) {
  9579. this.refreshBoundingInfo();
  9580. }
  9581. }
  9582. SubMesh.prototype.getBoundingInfo = function () {
  9583. return this._boundingInfo;
  9584. };
  9585. SubMesh.prototype.getMesh = function () {
  9586. return this._mesh;
  9587. };
  9588. SubMesh.prototype.getRenderingMesh = function () {
  9589. return this._renderingMesh;
  9590. };
  9591. SubMesh.prototype.getMaterial = function () {
  9592. var rootMaterial = this._renderingMesh.material;
  9593. if (rootMaterial && rootMaterial instanceof BABYLON.MultiMaterial) {
  9594. var multiMaterial = rootMaterial;
  9595. return multiMaterial.getSubMaterial(this.materialIndex);
  9596. }
  9597. if (!rootMaterial) {
  9598. return this._mesh.getScene().defaultMaterial;
  9599. }
  9600. return rootMaterial;
  9601. };
  9602. SubMesh.prototype.refreshBoundingInfo = function () {
  9603. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  9604. if (!data) {
  9605. this._boundingInfo = this._mesh._boundingInfo;
  9606. return;
  9607. }
  9608. var indices = this._renderingMesh.getIndices();
  9609. var extend;
  9610. if (this.indexStart === 0 && this.indexCount === indices.length) {
  9611. extend = BABYLON.Tools.ExtractMinAndMax(data, this.verticesStart, this.verticesCount);
  9612. } else {
  9613. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount);
  9614. }
  9615. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  9616. };
  9617. SubMesh.prototype._checkCollision = function (collider) {
  9618. return this._boundingInfo._checkCollision(collider);
  9619. };
  9620. SubMesh.prototype.updateBoundingInfo = function (world) {
  9621. if (!this._boundingInfo) {
  9622. this.refreshBoundingInfo();
  9623. }
  9624. this._boundingInfo._update(world);
  9625. };
  9626. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  9627. return this._boundingInfo.isInFrustum(frustumPlanes);
  9628. };
  9629. SubMesh.prototype.render = function () {
  9630. this._renderingMesh.render(this);
  9631. };
  9632. SubMesh.prototype.getLinesIndexBuffer = function (indices, engine) {
  9633. if (!this._linesIndexBuffer) {
  9634. var linesIndices = [];
  9635. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  9636. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  9637. }
  9638. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  9639. this.linesIndexCount = linesIndices.length;
  9640. }
  9641. return this._linesIndexBuffer;
  9642. };
  9643. SubMesh.prototype.canIntersects = function (ray) {
  9644. return ray.intersectsBox(this._boundingInfo.boundingBox);
  9645. };
  9646. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  9647. var intersectInfo = null;
  9648. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  9649. var p0 = positions[indices[index]];
  9650. var p1 = positions[indices[index + 1]];
  9651. var p2 = positions[indices[index + 2]];
  9652. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  9653. if (currentIntersectInfo) {
  9654. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  9655. intersectInfo = currentIntersectInfo;
  9656. intersectInfo.faceId = index / 3;
  9657. if (fastCheck) {
  9658. break;
  9659. }
  9660. }
  9661. }
  9662. }
  9663. return intersectInfo;
  9664. };
  9665. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  9666. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  9667. result._boundingInfo = new BABYLON.BoundingInfo(this._boundingInfo.minimum, this._boundingInfo.maximum);
  9668. return result;
  9669. };
  9670. SubMesh.prototype.dispose = function () {
  9671. if (this._linesIndexBuffer) {
  9672. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  9673. this._linesIndexBuffer = null;
  9674. }
  9675. var index = this._mesh.subMeshes.indexOf(this);
  9676. this._mesh.subMeshes.splice(index, 1);
  9677. };
  9678. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  9679. var minVertexIndex = Number.MAX_VALUE;
  9680. var maxVertexIndex = -Number.MAX_VALUE;
  9681. renderingMesh = renderingMesh || mesh;
  9682. var indices = renderingMesh.getIndices();
  9683. for (var index = startIndex; index < startIndex + indexCount; index++) {
  9684. var vertexIndex = indices[index];
  9685. if (vertexIndex < minVertexIndex)
  9686. minVertexIndex = vertexIndex;
  9687. if (vertexIndex > maxVertexIndex)
  9688. maxVertexIndex = vertexIndex;
  9689. }
  9690. return new BABYLON.SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  9691. };
  9692. return SubMesh;
  9693. })();
  9694. BABYLON.SubMesh = SubMesh;
  9695. })(BABYLON || (BABYLON = {}));
  9696. var BABYLON;
  9697. (function (BABYLON) {
  9698. var BaseTexture = (function () {
  9699. function BaseTexture(scene) {
  9700. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  9701. this.hasAlpha = false;
  9702. this.getAlphaFromRGB = false;
  9703. this.level = 1;
  9704. this.isCube = false;
  9705. this.isRenderTarget = false;
  9706. this.animations = new Array();
  9707. this.coordinatesIndex = 0;
  9708. this.coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  9709. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  9710. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  9711. this.anisotropicFilteringLevel = 4;
  9712. this._scene = scene;
  9713. this._scene.textures.push(this);
  9714. }
  9715. BaseTexture.prototype.getScene = function () {
  9716. return this._scene;
  9717. };
  9718. BaseTexture.prototype.getTextureMatrix = function () {
  9719. return null;
  9720. };
  9721. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  9722. return null;
  9723. };
  9724. BaseTexture.prototype.getInternalTexture = function () {
  9725. return this._texture;
  9726. };
  9727. BaseTexture.prototype.isReady = function () {
  9728. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  9729. return true;
  9730. }
  9731. if (this._texture) {
  9732. return this._texture.isReady;
  9733. }
  9734. return false;
  9735. };
  9736. BaseTexture.prototype.getSize = function () {
  9737. if (this._texture._width) {
  9738. return { width: this._texture._width, height: this._texture._height };
  9739. }
  9740. if (this._texture._size) {
  9741. return { width: this._texture._size, height: this._texture._size };
  9742. }
  9743. return { width: 0, height: 0 };
  9744. };
  9745. BaseTexture.prototype.getBaseSize = function () {
  9746. if (!this.isReady())
  9747. return { width: 0, height: 0 };
  9748. if (this._texture._size) {
  9749. return { width: this._texture._size, height: this._texture._size };
  9750. }
  9751. return { width: this._texture._baseWidth, height: this._texture._baseHeight };
  9752. };
  9753. BaseTexture.prototype.scale = function (ratio) {
  9754. };
  9755. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  9756. get: function () {
  9757. return false;
  9758. },
  9759. enumerable: true,
  9760. configurable: true
  9761. });
  9762. BaseTexture.prototype._removeFromCache = function (url, noMipmap) {
  9763. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  9764. for (var index = 0; index < texturesCache.length; index++) {
  9765. var texturesCacheEntry = texturesCache[index];
  9766. if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) {
  9767. texturesCache.splice(index, 1);
  9768. return;
  9769. }
  9770. }
  9771. };
  9772. BaseTexture.prototype._getFromCache = function (url, noMipmap) {
  9773. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  9774. for (var index = 0; index < texturesCache.length; index++) {
  9775. var texturesCacheEntry = texturesCache[index];
  9776. if (texturesCacheEntry.url === url && texturesCacheEntry.noMipmap === noMipmap) {
  9777. texturesCacheEntry.references++;
  9778. return texturesCacheEntry;
  9779. }
  9780. }
  9781. return null;
  9782. };
  9783. BaseTexture.prototype.delayLoad = function () {
  9784. };
  9785. BaseTexture.prototype.releaseInternalTexture = function () {
  9786. if (!this._texture) {
  9787. return;
  9788. }
  9789. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  9790. this._texture.references--;
  9791. if (this._texture.references === 0) {
  9792. var index = texturesCache.indexOf(this._texture);
  9793. texturesCache.splice(index, 1);
  9794. this._scene.getEngine()._releaseTexture(this._texture);
  9795. delete this._texture;
  9796. }
  9797. };
  9798. BaseTexture.prototype.clone = function () {
  9799. return null;
  9800. };
  9801. BaseTexture.prototype.dispose = function () {
  9802. var index = this._scene.textures.indexOf(this);
  9803. if (index >= 0) {
  9804. this._scene.textures.splice(index, 1);
  9805. }
  9806. if (this._texture === undefined) {
  9807. return;
  9808. }
  9809. this.releaseInternalTexture();
  9810. if (this.onDispose) {
  9811. this.onDispose();
  9812. }
  9813. };
  9814. return BaseTexture;
  9815. })();
  9816. BABYLON.BaseTexture = BaseTexture;
  9817. })(BABYLON || (BABYLON = {}));
  9818. var BABYLON;
  9819. (function (BABYLON) {
  9820. var RenderingGroup = (function () {
  9821. function RenderingGroup(index, scene) {
  9822. this.index = index;
  9823. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  9824. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  9825. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  9826. this._scene = scene;
  9827. }
  9828. RenderingGroup.prototype.render = function (customRenderFunction, beforeTransparents) {
  9829. if (customRenderFunction) {
  9830. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, beforeTransparents);
  9831. return true;
  9832. }
  9833. if (this._opaqueSubMeshes.length === 0 && this._alphaTestSubMeshes.length === 0 && this._transparentSubMeshes.length === 0) {
  9834. return false;
  9835. }
  9836. var engine = this._scene.getEngine();
  9837. var subIndex;
  9838. var submesh;
  9839. for (subIndex = 0; subIndex < this._opaqueSubMeshes.length; subIndex++) {
  9840. submesh = this._opaqueSubMeshes.data[subIndex];
  9841. this._activeVertices += submesh.verticesCount;
  9842. submesh.render();
  9843. }
  9844. engine.setAlphaTesting(true);
  9845. for (subIndex = 0; subIndex < this._alphaTestSubMeshes.length; subIndex++) {
  9846. submesh = this._alphaTestSubMeshes.data[subIndex];
  9847. this._activeVertices += submesh.verticesCount;
  9848. submesh.render();
  9849. }
  9850. engine.setAlphaTesting(false);
  9851. if (beforeTransparents) {
  9852. beforeTransparents();
  9853. }
  9854. if (this._transparentSubMeshes.length) {
  9855. for (subIndex = 0; subIndex < this._transparentSubMeshes.length; subIndex++) {
  9856. submesh = this._transparentSubMeshes.data[subIndex];
  9857. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  9858. submesh._distanceToCamera = submesh.getBoundingInfo().boundingSphere.centerWorld.subtract(this._scene.activeCamera.position).length();
  9859. }
  9860. var sortedArray = this._transparentSubMeshes.data.slice(0, this._transparentSubMeshes.length);
  9861. sortedArray.sort(function (a, b) {
  9862. if (a._alphaIndex > b._alphaIndex) {
  9863. return 1;
  9864. }
  9865. if (a._alphaIndex < b._alphaIndex) {
  9866. return -1;
  9867. }
  9868. if (a._distanceToCamera < b._distanceToCamera) {
  9869. return 1;
  9870. }
  9871. if (a._distanceToCamera > b._distanceToCamera) {
  9872. return -1;
  9873. }
  9874. return 0;
  9875. });
  9876. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  9877. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  9878. submesh = sortedArray[subIndex];
  9879. this._activeVertices += submesh.verticesCount;
  9880. submesh.render();
  9881. }
  9882. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  9883. }
  9884. return true;
  9885. };
  9886. RenderingGroup.prototype.prepare = function () {
  9887. this._opaqueSubMeshes.reset();
  9888. this._transparentSubMeshes.reset();
  9889. this._alphaTestSubMeshes.reset();
  9890. };
  9891. RenderingGroup.prototype.dispatch = function (subMesh) {
  9892. var material = subMesh.getMaterial();
  9893. var mesh = subMesh.getMesh();
  9894. if (material.needAlphaBlending() || mesh.visibility < 1.0 || mesh.hasVertexAlpha) {
  9895. this._transparentSubMeshes.push(subMesh);
  9896. } else if (material.needAlphaTesting()) {
  9897. this._alphaTestSubMeshes.push(subMesh);
  9898. } else {
  9899. this._opaqueSubMeshes.push(subMesh);
  9900. }
  9901. };
  9902. return RenderingGroup;
  9903. })();
  9904. BABYLON.RenderingGroup = RenderingGroup;
  9905. })(BABYLON || (BABYLON = {}));
  9906. var BABYLON;
  9907. (function (BABYLON) {
  9908. var RenderingManager = (function () {
  9909. function RenderingManager(scene) {
  9910. this._renderingGroups = new Array();
  9911. this._scene = scene;
  9912. }
  9913. RenderingManager.prototype._renderParticles = function (index, activeMeshes) {
  9914. if (this._scene._activeParticleSystems.length === 0) {
  9915. return;
  9916. }
  9917. var beforeParticlesDate = BABYLON.Tools.Now;
  9918. for (var particleIndex = 0; particleIndex < this._scene._activeParticleSystems.length; particleIndex++) {
  9919. var particleSystem = this._scene._activeParticleSystems.data[particleIndex];
  9920. if (particleSystem.renderingGroupId !== index) {
  9921. continue;
  9922. }
  9923. this._clearDepthBuffer();
  9924. if (!particleSystem.emitter.position || !activeMeshes || activeMeshes.indexOf(particleSystem.emitter) !== -1) {
  9925. this._scene._activeParticles += particleSystem.render();
  9926. }
  9927. }
  9928. this._scene._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate;
  9929. };
  9930. RenderingManager.prototype._renderSprites = function (index) {
  9931. if (this._scene.spriteManagers.length === 0) {
  9932. return;
  9933. }
  9934. var beforeSpritessDate = BABYLON.Tools.Now;
  9935. for (var id = 0; id < this._scene.spriteManagers.length; id++) {
  9936. var spriteManager = this._scene.spriteManagers[id];
  9937. if (spriteManager.renderingGroupId === index) {
  9938. this._clearDepthBuffer();
  9939. spriteManager.render();
  9940. }
  9941. }
  9942. this._scene._spritesDuration += BABYLON.Tools.Now - beforeSpritessDate;
  9943. };
  9944. RenderingManager.prototype._clearDepthBuffer = function () {
  9945. if (this._depthBufferAlreadyCleaned) {
  9946. return;
  9947. }
  9948. this._scene.getEngine().clear(0, false, true);
  9949. this._depthBufferAlreadyCleaned = true;
  9950. };
  9951. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  9952. var _this = this;
  9953. for (var index = 0; index < BABYLON.RenderingManager.MAX_RENDERINGGROUPS; index++) {
  9954. this._depthBufferAlreadyCleaned = false;
  9955. var renderingGroup = this._renderingGroups[index];
  9956. if (renderingGroup) {
  9957. this._clearDepthBuffer();
  9958. if (!renderingGroup.render(customRenderFunction, function () {
  9959. if (renderSprites) {
  9960. _this._renderSprites(index);
  9961. }
  9962. })) {
  9963. this._renderingGroups.splice(index, 1);
  9964. } else if (renderSprites) {
  9965. this._renderSprites(index);
  9966. }
  9967. }
  9968. if (renderParticles) {
  9969. this._renderParticles(index, activeMeshes);
  9970. }
  9971. }
  9972. };
  9973. RenderingManager.prototype.reset = function () {
  9974. for (var index in this._renderingGroups) {
  9975. var renderingGroup = this._renderingGroups[index];
  9976. renderingGroup.prepare();
  9977. }
  9978. };
  9979. RenderingManager.prototype.dispatch = function (subMesh) {
  9980. var mesh = subMesh.getMesh();
  9981. var renderingGroupId = mesh.renderingGroupId || 0;
  9982. if (!this._renderingGroups[renderingGroupId]) {
  9983. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene);
  9984. }
  9985. this._renderingGroups[renderingGroupId].dispatch(subMesh);
  9986. };
  9987. RenderingManager.MAX_RENDERINGGROUPS = 4;
  9988. return RenderingManager;
  9989. })();
  9990. BABYLON.RenderingManager = RenderingManager;
  9991. })(BABYLON || (BABYLON = {}));
  9992. var __extends = this.__extends || function (d, b) {
  9993. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  9994. function __() { this.constructor = d; }
  9995. __.prototype = b.prototype;
  9996. d.prototype = new __();
  9997. };
  9998. var BABYLON;
  9999. (function (BABYLON) {
  10000. var Texture = (function (_super) {
  10001. __extends(Texture, _super);
  10002. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer) {
  10003. if (typeof samplingMode === "undefined") { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  10004. if (typeof onLoad === "undefined") { onLoad = null; }
  10005. if (typeof onError === "undefined") { onError = null; }
  10006. if (typeof buffer === "undefined") { buffer = null; }
  10007. if (typeof deleteBuffer === "undefined") { deleteBuffer = false; }
  10008. _super.call(this, scene);
  10009. this.uOffset = 0;
  10010. this.vOffset = 0;
  10011. this.uScale = 1.0;
  10012. this.vScale = 1.0;
  10013. this.uAng = 0;
  10014. this.vAng = 0;
  10015. this.wAng = 0;
  10016. this.name = url;
  10017. this.url = url;
  10018. this._noMipmap = noMipmap;
  10019. this._invertY = invertY;
  10020. this._samplingMode = samplingMode;
  10021. this._buffer = buffer;
  10022. this._deleteBuffer = deleteBuffer;
  10023. if (!url) {
  10024. return;
  10025. }
  10026. this._texture = this._getFromCache(url, noMipmap);
  10027. if (!this._texture) {
  10028. if (!scene.useDelayedTextureLoading) {
  10029. this._texture = scene.getEngine().createTexture(url, noMipmap, invertY, scene, this._samplingMode, onLoad, onError, this._buffer);
  10030. if (deleteBuffer) {
  10031. delete this._buffer;
  10032. }
  10033. } else {
  10034. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  10035. }
  10036. }
  10037. }
  10038. Texture.prototype.delayLoad = function () {
  10039. if (this.delayLoadState != BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  10040. return;
  10041. }
  10042. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  10043. this._texture = this._getFromCache(this.url, this._noMipmap);
  10044. if (!this._texture) {
  10045. this._texture = this.getScene().getEngine().createTexture(this.url, this._noMipmap, this._invertY, this.getScene(), this._samplingMode, null, null, this._buffer);
  10046. if (this._deleteBuffer) {
  10047. delete this._buffer;
  10048. }
  10049. }
  10050. };
  10051. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  10052. x -= this.uOffset + 0.5;
  10053. y -= this.vOffset + 0.5;
  10054. z -= 0.5;
  10055. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  10056. t.x *= this.uScale;
  10057. t.y *= this.vScale;
  10058. t.x += 0.5;
  10059. t.y += 0.5;
  10060. t.z += 0.5;
  10061. };
  10062. Texture.prototype.getTextureMatrix = function () {
  10063. if (this.uOffset === this._cachedUOffset && this.vOffset === this._cachedVOffset && this.uScale === this._cachedUScale && this.vScale === this._cachedVScale && this.uAng === this._cachedUAng && this.vAng === this._cachedVAng && this.wAng === this._cachedWAng) {
  10064. return this._cachedTextureMatrix;
  10065. }
  10066. this._cachedUOffset = this.uOffset;
  10067. this._cachedVOffset = this.vOffset;
  10068. this._cachedUScale = this.uScale;
  10069. this._cachedVScale = this.vScale;
  10070. this._cachedUAng = this.uAng;
  10071. this._cachedVAng = this.vAng;
  10072. this._cachedWAng = this.wAng;
  10073. if (!this._cachedTextureMatrix) {
  10074. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  10075. this._rowGenerationMatrix = new BABYLON.Matrix();
  10076. this._t0 = BABYLON.Vector3.Zero();
  10077. this._t1 = BABYLON.Vector3.Zero();
  10078. this._t2 = BABYLON.Vector3.Zero();
  10079. }
  10080. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  10081. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  10082. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  10083. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  10084. this._t1.subtractInPlace(this._t0);
  10085. this._t2.subtractInPlace(this._t0);
  10086. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  10087. this._cachedTextureMatrix.m[0] = this._t1.x;
  10088. this._cachedTextureMatrix.m[1] = this._t1.y;
  10089. this._cachedTextureMatrix.m[2] = this._t1.z;
  10090. this._cachedTextureMatrix.m[4] = this._t2.x;
  10091. this._cachedTextureMatrix.m[5] = this._t2.y;
  10092. this._cachedTextureMatrix.m[6] = this._t2.z;
  10093. this._cachedTextureMatrix.m[8] = this._t0.x;
  10094. this._cachedTextureMatrix.m[9] = this._t0.y;
  10095. this._cachedTextureMatrix.m[10] = this._t0.z;
  10096. return this._cachedTextureMatrix;
  10097. };
  10098. Texture.prototype.getReflectionTextureMatrix = function () {
  10099. if (this.uOffset === this._cachedUOffset && this.vOffset === this._cachedVOffset && this.uScale === this._cachedUScale && this.vScale === this._cachedVScale && this.coordinatesMode === this._cachedCoordinatesMode) {
  10100. return this._cachedTextureMatrix;
  10101. }
  10102. if (!this._cachedTextureMatrix) {
  10103. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  10104. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  10105. }
  10106. this._cachedCoordinatesMode = this.coordinatesMode;
  10107. switch (this.coordinatesMode) {
  10108. case BABYLON.Texture.SPHERICAL_MODE:
  10109. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  10110. this._cachedTextureMatrix[0] = -0.5 * this.uScale;
  10111. this._cachedTextureMatrix[5] = -0.5 * this.vScale;
  10112. this._cachedTextureMatrix[12] = 0.5 + this.uOffset;
  10113. this._cachedTextureMatrix[13] = 0.5 + this.vOffset;
  10114. break;
  10115. case BABYLON.Texture.PLANAR_MODE:
  10116. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  10117. this._cachedTextureMatrix[0] = this.uScale;
  10118. this._cachedTextureMatrix[5] = this.vScale;
  10119. this._cachedTextureMatrix[12] = this.uOffset;
  10120. this._cachedTextureMatrix[13] = this.vOffset;
  10121. break;
  10122. case BABYLON.Texture.PROJECTION_MODE:
  10123. BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix);
  10124. this._projectionModeMatrix.m[0] = 0.5;
  10125. this._projectionModeMatrix.m[5] = -0.5;
  10126. this._projectionModeMatrix.m[10] = 0.0;
  10127. this._projectionModeMatrix.m[12] = 0.5;
  10128. this._projectionModeMatrix.m[13] = 0.5;
  10129. this._projectionModeMatrix.m[14] = 1.0;
  10130. this._projectionModeMatrix.m[15] = 1.0;
  10131. this.getScene().getProjectionMatrix().multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  10132. break;
  10133. default:
  10134. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  10135. break;
  10136. }
  10137. return this._cachedTextureMatrix;
  10138. };
  10139. Texture.prototype.clone = function () {
  10140. var newTexture = new BABYLON.Texture(this._texture.url, this.getScene(), this._noMipmap, this._invertY);
  10141. newTexture.hasAlpha = this.hasAlpha;
  10142. newTexture.level = this.level;
  10143. newTexture.wrapU = this.wrapU;
  10144. newTexture.wrapV = this.wrapV;
  10145. newTexture.coordinatesIndex = this.coordinatesIndex;
  10146. newTexture.coordinatesMode = this.coordinatesMode;
  10147. newTexture.uOffset = this.uOffset;
  10148. newTexture.vOffset = this.vOffset;
  10149. newTexture.uScale = this.uScale;
  10150. newTexture.vScale = this.vScale;
  10151. newTexture.uAng = this.uAng;
  10152. newTexture.vAng = this.vAng;
  10153. newTexture.wAng = this.wAng;
  10154. return newTexture;
  10155. };
  10156. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError) {
  10157. if (typeof samplingMode === "undefined") { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  10158. if (typeof onLoad === "undefined") { onLoad = null; }
  10159. if (typeof onError === "undefined") { onError = null; }
  10160. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data);
  10161. };
  10162. Texture.NEAREST_SAMPLINGMODE = 1;
  10163. Texture.BILINEAR_SAMPLINGMODE = 2;
  10164. Texture.TRILINEAR_SAMPLINGMODE = 3;
  10165. Texture.EXPLICIT_MODE = 0;
  10166. Texture.SPHERICAL_MODE = 1;
  10167. Texture.PLANAR_MODE = 2;
  10168. Texture.CUBIC_MODE = 3;
  10169. Texture.PROJECTION_MODE = 4;
  10170. Texture.SKYBOX_MODE = 5;
  10171. Texture.CLAMP_ADDRESSMODE = 0;
  10172. Texture.WRAP_ADDRESSMODE = 1;
  10173. Texture.MIRROR_ADDRESSMODE = 2;
  10174. return Texture;
  10175. })(BABYLON.BaseTexture);
  10176. BABYLON.Texture = Texture;
  10177. })(BABYLON || (BABYLON = {}));
  10178. var __extends = this.__extends || function (d, b) {
  10179. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  10180. function __() { this.constructor = d; }
  10181. __.prototype = b.prototype;
  10182. d.prototype = new __();
  10183. };
  10184. var BABYLON;
  10185. (function (BABYLON) {
  10186. var CubeTexture = (function (_super) {
  10187. __extends(CubeTexture, _super);
  10188. function CubeTexture(rootUrl, scene, extensions, noMipmap) {
  10189. _super.call(this, scene);
  10190. this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  10191. this.name = rootUrl;
  10192. this.url = rootUrl;
  10193. this._noMipmap = noMipmap;
  10194. this.hasAlpha = false;
  10195. this._texture = this._getFromCache(rootUrl, noMipmap);
  10196. if (!extensions) {
  10197. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  10198. }
  10199. this._extensions = extensions;
  10200. if (!this._texture) {
  10201. if (!scene.useDelayedTextureLoading) {
  10202. this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, extensions, noMipmap);
  10203. } else {
  10204. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  10205. }
  10206. }
  10207. this.isCube = true;
  10208. this._textureMatrix = BABYLON.Matrix.Identity();
  10209. }
  10210. CubeTexture.prototype.clone = function () {
  10211. var newTexture = new BABYLON.CubeTexture(this.url, this.getScene(), this._extensions, this._noMipmap);
  10212. newTexture.level = this.level;
  10213. newTexture.wrapU = this.wrapU;
  10214. newTexture.wrapV = this.wrapV;
  10215. newTexture.coordinatesIndex = this.coordinatesIndex;
  10216. newTexture.coordinatesMode = this.coordinatesMode;
  10217. return newTexture;
  10218. };
  10219. CubeTexture.prototype.delayLoad = function () {
  10220. if (this.delayLoadState != BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  10221. return;
  10222. }
  10223. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  10224. this._texture = this._getFromCache(this.url, this._noMipmap);
  10225. if (!this._texture) {
  10226. this._texture = this.getScene().getEngine().createCubeTexture(this.url, this.getScene(), this._extensions);
  10227. }
  10228. };
  10229. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  10230. return this._textureMatrix;
  10231. };
  10232. return CubeTexture;
  10233. })(BABYLON.BaseTexture);
  10234. BABYLON.CubeTexture = CubeTexture;
  10235. })(BABYLON || (BABYLON = {}));
  10236. var __extends = this.__extends || function (d, b) {
  10237. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  10238. function __() { this.constructor = d; }
  10239. __.prototype = b.prototype;
  10240. d.prototype = new __();
  10241. };
  10242. var BABYLON;
  10243. (function (BABYLON) {
  10244. var RenderTargetTexture = (function (_super) {
  10245. __extends(RenderTargetTexture, _super);
  10246. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio) {
  10247. if (typeof doNotChangeAspectRatio === "undefined") { doNotChangeAspectRatio = true; }
  10248. _super.call(this, null, scene, !generateMipMaps);
  10249. this.renderList = new Array();
  10250. this.renderParticles = true;
  10251. this.renderSprites = false;
  10252. this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  10253. this._currentRefreshId = -1;
  10254. this._refreshRate = 1;
  10255. this.name = name;
  10256. this.isRenderTarget = true;
  10257. this._size = size;
  10258. this._generateMipMaps = generateMipMaps;
  10259. this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  10260. this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
  10261. this._renderingManager = new BABYLON.RenderingManager(scene);
  10262. }
  10263. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  10264. this._currentRefreshId = -1;
  10265. };
  10266. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  10267. get: function () {
  10268. return this._refreshRate;
  10269. },
  10270. set: function (value) {
  10271. this._refreshRate = value;
  10272. this.resetRefreshCounter();
  10273. },
  10274. enumerable: true,
  10275. configurable: true
  10276. });
  10277. RenderTargetTexture.prototype._shouldRender = function () {
  10278. if (this._currentRefreshId === -1) {
  10279. this._currentRefreshId = 1;
  10280. return true;
  10281. }
  10282. if (this.refreshRate == this._currentRefreshId) {
  10283. this._currentRefreshId = 1;
  10284. return true;
  10285. }
  10286. this._currentRefreshId++;
  10287. return false;
  10288. };
  10289. RenderTargetTexture.prototype.isReady = function () {
  10290. if (!this.getScene().renderTargetsEnabled) {
  10291. return false;
  10292. }
  10293. return _super.prototype.isReady.call(this);
  10294. };
  10295. RenderTargetTexture.prototype.getRenderSize = function () {
  10296. return this._size;
  10297. };
  10298. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  10299. get: function () {
  10300. return true;
  10301. },
  10302. enumerable: true,
  10303. configurable: true
  10304. });
  10305. RenderTargetTexture.prototype.scale = function (ratio) {
  10306. var newSize = this._size * ratio;
  10307. this.resize(newSize, this._generateMipMaps);
  10308. };
  10309. RenderTargetTexture.prototype.resize = function (size, generateMipMaps) {
  10310. this.releaseInternalTexture();
  10311. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  10312. };
  10313. RenderTargetTexture.prototype.render = function (useCameraPostProcess) {
  10314. var scene = this.getScene();
  10315. var engine = scene.getEngine();
  10316. if (this._waitingRenderList) {
  10317. this.renderList = [];
  10318. for (var index = 0; index < this._waitingRenderList.length; index++) {
  10319. var id = this._waitingRenderList[index];
  10320. this.renderList.push(scene.getMeshByID(id));
  10321. }
  10322. delete this._waitingRenderList;
  10323. }
  10324. if (!this.renderList) {
  10325. return;
  10326. }
  10327. if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  10328. engine.bindFramebuffer(this._texture);
  10329. }
  10330. engine.clear(scene.clearColor, true, true);
  10331. this._renderingManager.reset();
  10332. for (var meshIndex = 0; meshIndex < this.renderList.length; meshIndex++) {
  10333. var mesh = this.renderList[meshIndex];
  10334. if (mesh) {
  10335. if (!mesh.isReady() || (mesh.material && !mesh.material.isReady())) {
  10336. this.resetRefreshCounter();
  10337. continue;
  10338. }
  10339. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && ((mesh.layerMask & scene.activeCamera.layerMask) != 0)) {
  10340. mesh._activate(scene.getRenderId());
  10341. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  10342. var subMesh = mesh.subMeshes[subIndex];
  10343. scene._activeVertices += subMesh.verticesCount;
  10344. this._renderingManager.dispatch(subMesh);
  10345. }
  10346. }
  10347. }
  10348. }
  10349. if (!this._doNotChangeAspectRatio) {
  10350. scene.updateTransformMatrix(true);
  10351. }
  10352. if (this.onBeforeRender) {
  10353. this.onBeforeRender();
  10354. }
  10355. this._renderingManager.render(this.customRenderFunction, this.renderList, this.renderParticles, this.renderSprites);
  10356. if (useCameraPostProcess) {
  10357. scene.postProcessManager._finalizeFrame(false, this._texture);
  10358. }
  10359. if (this.onAfterRender) {
  10360. this.onAfterRender();
  10361. }
  10362. engine.unBindFramebuffer(this._texture);
  10363. if (!this._doNotChangeAspectRatio) {
  10364. scene.updateTransformMatrix(true);
  10365. }
  10366. };
  10367. RenderTargetTexture.prototype.clone = function () {
  10368. var textureSize = this.getSize();
  10369. var newTexture = new BABYLON.RenderTargetTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  10370. newTexture.hasAlpha = this.hasAlpha;
  10371. newTexture.level = this.level;
  10372. newTexture.coordinatesMode = this.coordinatesMode;
  10373. newTexture.renderList = this.renderList.slice(0);
  10374. return newTexture;
  10375. };
  10376. return RenderTargetTexture;
  10377. })(BABYLON.Texture);
  10378. BABYLON.RenderTargetTexture = RenderTargetTexture;
  10379. })(BABYLON || (BABYLON = {}));
  10380. var __extends = this.__extends || function (d, b) {
  10381. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  10382. function __() { this.constructor = d; }
  10383. __.prototype = b.prototype;
  10384. d.prototype = new __();
  10385. };
  10386. var BABYLON;
  10387. (function (BABYLON) {
  10388. var ProceduralTexture = (function (_super) {
  10389. __extends(ProceduralTexture, _super);
  10390. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps) {
  10391. if (typeof generateMipMaps === "undefined") { generateMipMaps = true; }
  10392. _super.call(this, null, scene, !generateMipMaps);
  10393. this._currentRefreshId = -1;
  10394. this._refreshRate = 1;
  10395. this._vertexDeclaration = [2];
  10396. this._vertexStrideSize = 2 * 4;
  10397. this._uniforms = new Array();
  10398. this._samplers = new Array();
  10399. this._textures = new Array();
  10400. this._floats = new Array();
  10401. this._floatsArrays = {};
  10402. this._colors3 = new Array();
  10403. this._colors4 = new Array();
  10404. this._vectors2 = new Array();
  10405. this._vectors3 = new Array();
  10406. this._matrices = new Array();
  10407. this._fallbackTextureUsed = false;
  10408. scene._proceduralTextures.push(this);
  10409. this.name = name;
  10410. this.isRenderTarget = true;
  10411. this._size = size;
  10412. this._generateMipMaps = generateMipMaps;
  10413. this.setFragment(fragment);
  10414. this._fallbackTexture = fallbackTexture;
  10415. this._texture = scene.getEngine().createRenderTargetTexture(size, generateMipMaps);
  10416. var vertices = [];
  10417. vertices.push(1, 1);
  10418. vertices.push(-1, 1);
  10419. vertices.push(-1, -1);
  10420. vertices.push(1, -1);
  10421. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  10422. var indices = [];
  10423. indices.push(0);
  10424. indices.push(1);
  10425. indices.push(2);
  10426. indices.push(0);
  10427. indices.push(2);
  10428. indices.push(3);
  10429. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  10430. }
  10431. ProceduralTexture.prototype.reset = function () {
  10432. if (this._effect === undefined) {
  10433. return;
  10434. }
  10435. var engine = this.getScene().getEngine();
  10436. engine._releaseEffect(this._effect);
  10437. };
  10438. ProceduralTexture.prototype.isReady = function () {
  10439. var _this = this;
  10440. var engine = this.getScene().getEngine();
  10441. var shaders;
  10442. if (!this._fragment) {
  10443. return false;
  10444. }
  10445. if (this._fallbackTextureUsed) {
  10446. return true;
  10447. }
  10448. if (this._fragment.fragmentElement !== undefined) {
  10449. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  10450. } else {
  10451. shaders = { vertex: "procedural", fragment: this._fragment };
  10452. }
  10453. this._effect = engine.createEffect(shaders, ["position"], this._uniforms, this._samplers, "", null, null, function () {
  10454. _this.releaseInternalTexture();
  10455. if (_this._fallbackTexture) {
  10456. _this._texture = _this._fallbackTexture._texture;
  10457. _this._texture.references++;
  10458. }
  10459. _this._fallbackTextureUsed = true;
  10460. });
  10461. return this._effect.isReady();
  10462. };
  10463. ProceduralTexture.prototype.resetRefreshCounter = function () {
  10464. this._currentRefreshId = -1;
  10465. };
  10466. ProceduralTexture.prototype.setFragment = function (fragment) {
  10467. this._fragment = fragment;
  10468. };
  10469. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  10470. get: function () {
  10471. return this._refreshRate;
  10472. },
  10473. set: function (value) {
  10474. this._refreshRate = value;
  10475. this.resetRefreshCounter();
  10476. },
  10477. enumerable: true,
  10478. configurable: true
  10479. });
  10480. ProceduralTexture.prototype._shouldRender = function () {
  10481. if (!this.isReady() || !this._texture) {
  10482. return false;
  10483. }
  10484. if (this._fallbackTextureUsed) {
  10485. return false;
  10486. }
  10487. if (this._currentRefreshId === -1) {
  10488. this._currentRefreshId = 1;
  10489. return true;
  10490. }
  10491. if (this.refreshRate === this._currentRefreshId) {
  10492. this._currentRefreshId = 1;
  10493. return true;
  10494. }
  10495. this._currentRefreshId++;
  10496. return false;
  10497. };
  10498. ProceduralTexture.prototype.getRenderSize = function () {
  10499. return this._size;
  10500. };
  10501. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  10502. if (this._fallbackTextureUsed) {
  10503. return;
  10504. }
  10505. this.releaseInternalTexture();
  10506. this._texture = this.getScene().getEngine().createRenderTargetTexture(size, generateMipMaps);
  10507. };
  10508. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  10509. if (this._uniforms.indexOf(uniformName) === -1) {
  10510. this._uniforms.push(uniformName);
  10511. }
  10512. };
  10513. ProceduralTexture.prototype.setTexture = function (name, texture) {
  10514. if (this._samplers.indexOf(name) === -1) {
  10515. this._samplers.push(name);
  10516. }
  10517. this._textures[name] = texture;
  10518. return this;
  10519. };
  10520. ProceduralTexture.prototype.setFloat = function (name, value) {
  10521. this._checkUniform(name);
  10522. this._floats[name] = value;
  10523. return this;
  10524. };
  10525. ProceduralTexture.prototype.setFloats = function (name, value) {
  10526. this._checkUniform(name);
  10527. this._floatsArrays[name] = value;
  10528. return this;
  10529. };
  10530. ProceduralTexture.prototype.setColor3 = function (name, value) {
  10531. this._checkUniform(name);
  10532. this._colors3[name] = value;
  10533. return this;
  10534. };
  10535. ProceduralTexture.prototype.setColor4 = function (name, value) {
  10536. this._checkUniform(name);
  10537. this._colors4[name] = value;
  10538. return this;
  10539. };
  10540. ProceduralTexture.prototype.setVector2 = function (name, value) {
  10541. this._checkUniform(name);
  10542. this._vectors2[name] = value;
  10543. return this;
  10544. };
  10545. ProceduralTexture.prototype.setVector3 = function (name, value) {
  10546. this._checkUniform(name);
  10547. this._vectors3[name] = value;
  10548. return this;
  10549. };
  10550. ProceduralTexture.prototype.setMatrix = function (name, value) {
  10551. this._checkUniform(name);
  10552. this._matrices[name] = value;
  10553. return this;
  10554. };
  10555. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  10556. var scene = this.getScene();
  10557. var engine = scene.getEngine();
  10558. engine.bindFramebuffer(this._texture);
  10559. engine.clear(scene.clearColor, true, true);
  10560. engine.enableEffect(this._effect);
  10561. engine.setState(false);
  10562. for (var name in this._textures) {
  10563. this._effect.setTexture(name, this._textures[name]);
  10564. }
  10565. for (name in this._floats) {
  10566. this._effect.setFloat(name, this._floats[name]);
  10567. }
  10568. for (name in this._floatsArrays) {
  10569. this._effect.setArray(name, this._floatsArrays[name]);
  10570. }
  10571. for (name in this._colors3) {
  10572. this._effect.setColor3(name, this._colors3[name]);
  10573. }
  10574. for (name in this._colors4) {
  10575. var color = this._colors4[name];
  10576. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  10577. }
  10578. for (name in this._vectors2) {
  10579. this._effect.setVector2(name, this._vectors2[name]);
  10580. }
  10581. for (name in this._vectors3) {
  10582. this._effect.setVector3(name, this._vectors3[name]);
  10583. }
  10584. for (name in this._matrices) {
  10585. this._effect.setMatrix(name, this._matrices[name]);
  10586. }
  10587. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  10588. engine.draw(true, 0, 6);
  10589. engine.unBindFramebuffer(this._texture);
  10590. };
  10591. ProceduralTexture.prototype.clone = function () {
  10592. var textureSize = this.getSize();
  10593. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  10594. newTexture.hasAlpha = this.hasAlpha;
  10595. newTexture.level = this.level;
  10596. newTexture.coordinatesMode = this.coordinatesMode;
  10597. return newTexture;
  10598. };
  10599. ProceduralTexture.prototype.dispose = function () {
  10600. var index = this.getScene()._proceduralTextures.indexOf(this);
  10601. if (index >= 0) {
  10602. this.getScene()._proceduralTextures.splice(index, 1);
  10603. }
  10604. _super.prototype.dispose.call(this);
  10605. };
  10606. return ProceduralTexture;
  10607. })(BABYLON.Texture);
  10608. BABYLON.ProceduralTexture = ProceduralTexture;
  10609. })(BABYLON || (BABYLON = {}));
  10610. var __extends = this.__extends || function (d, b) {
  10611. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  10612. function __() { this.constructor = d; }
  10613. __.prototype = b.prototype;
  10614. d.prototype = new __();
  10615. };
  10616. var BABYLON;
  10617. (function (BABYLON) {
  10618. var WoodProceduralTexture = (function (_super) {
  10619. __extends(WoodProceduralTexture, _super);
  10620. function WoodProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  10621. _super.call(this, name, size, "wood", scene, fallbackTexture, generateMipMaps);
  10622. this._ampScale = 100.0;
  10623. this._woodColor = new BABYLON.Color3(0.32, 0.17, 0.09);
  10624. this.updateShaderUniforms();
  10625. this.refreshRate = 0;
  10626. }
  10627. WoodProceduralTexture.prototype.updateShaderUniforms = function () {
  10628. this.setFloat("ampScale", this._ampScale);
  10629. this.setColor3("woodColor", this._woodColor);
  10630. };
  10631. Object.defineProperty(WoodProceduralTexture.prototype, "ampScale", {
  10632. get: function () {
  10633. return this._ampScale;
  10634. },
  10635. set: function (value) {
  10636. this._ampScale = value;
  10637. this.updateShaderUniforms();
  10638. },
  10639. enumerable: true,
  10640. configurable: true
  10641. });
  10642. Object.defineProperty(WoodProceduralTexture.prototype, "woodColor", {
  10643. get: function () {
  10644. return this._woodColor;
  10645. },
  10646. set: function (value) {
  10647. this._woodColor = value;
  10648. this.updateShaderUniforms();
  10649. },
  10650. enumerable: true,
  10651. configurable: true
  10652. });
  10653. return WoodProceduralTexture;
  10654. })(BABYLON.ProceduralTexture);
  10655. BABYLON.WoodProceduralTexture = WoodProceduralTexture;
  10656. var FireProceduralTexture = (function (_super) {
  10657. __extends(FireProceduralTexture, _super);
  10658. function FireProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  10659. _super.call(this, name, size, "fire", scene, fallbackTexture, generateMipMaps);
  10660. this._time = 0.0;
  10661. this._speed = new BABYLON.Vector2(0.5, 0.3);
  10662. this._shift = 1.6;
  10663. this._autoGenerateTime = true;
  10664. this._alphaThreshold = 0.5;
  10665. this._fireColors = FireProceduralTexture.RedFireColors;
  10666. this.updateShaderUniforms();
  10667. this.refreshRate = 1;
  10668. }
  10669. FireProceduralTexture.prototype.updateShaderUniforms = function () {
  10670. this.setFloat("time", this._time);
  10671. this.setVector2("speed", this._speed);
  10672. this.setFloat("shift", this._shift);
  10673. this.setColor3("c1", this._fireColors[0]);
  10674. this.setColor3("c2", this._fireColors[1]);
  10675. this.setColor3("c3", this._fireColors[2]);
  10676. this.setColor3("c4", this._fireColors[3]);
  10677. this.setColor3("c5", this._fireColors[4]);
  10678. this.setColor3("c6", this._fireColors[5]);
  10679. this.setFloat("alphaThreshold", this._alphaThreshold);
  10680. };
  10681. FireProceduralTexture.prototype.render = function (useCameraPostProcess) {
  10682. if (this._autoGenerateTime) {
  10683. this._time += this.getScene().getAnimationRatio() * 0.03;
  10684. this.updateShaderUniforms();
  10685. }
  10686. _super.prototype.render.call(this, useCameraPostProcess);
  10687. };
  10688. Object.defineProperty(FireProceduralTexture, "PurpleFireColors", {
  10689. get: function () {
  10690. return [
  10691. new BABYLON.Color3(0.5, 0.0, 1.0),
  10692. new BABYLON.Color3(0.9, 0.0, 1.0),
  10693. new BABYLON.Color3(0.2, 0.0, 1.0),
  10694. new BABYLON.Color3(1.0, 0.9, 1.0),
  10695. new BABYLON.Color3(0.1, 0.1, 1.0),
  10696. new BABYLON.Color3(0.9, 0.9, 1.0)
  10697. ];
  10698. },
  10699. enumerable: true,
  10700. configurable: true
  10701. });
  10702. Object.defineProperty(FireProceduralTexture, "GreenFireColors", {
  10703. get: function () {
  10704. return [
  10705. new BABYLON.Color3(0.5, 1.0, 0.0),
  10706. new BABYLON.Color3(0.5, 1.0, 0.0),
  10707. new BABYLON.Color3(0.3, 0.4, 0.0),
  10708. new BABYLON.Color3(0.5, 1.0, 0.0),
  10709. new BABYLON.Color3(0.2, 0.0, 0.0),
  10710. new BABYLON.Color3(0.5, 1.0, 0.0)
  10711. ];
  10712. },
  10713. enumerable: true,
  10714. configurable: true
  10715. });
  10716. Object.defineProperty(FireProceduralTexture, "RedFireColors", {
  10717. get: function () {
  10718. return [
  10719. new BABYLON.Color3(0.5, 0.0, 0.1),
  10720. new BABYLON.Color3(0.9, 0.0, 0.0),
  10721. new BABYLON.Color3(0.2, 0.0, 0.0),
  10722. new BABYLON.Color3(1.0, 0.9, 0.0),
  10723. new BABYLON.Color3(0.1, 0.1, 0.1),
  10724. new BABYLON.Color3(0.9, 0.9, 0.9)
  10725. ];
  10726. },
  10727. enumerable: true,
  10728. configurable: true
  10729. });
  10730. Object.defineProperty(FireProceduralTexture, "BlueFireColors", {
  10731. get: function () {
  10732. return [
  10733. new BABYLON.Color3(0.1, 0.0, 0.5),
  10734. new BABYLON.Color3(0.0, 0.0, 0.5),
  10735. new BABYLON.Color3(0.1, 0.0, 0.2),
  10736. new BABYLON.Color3(0.0, 0.0, 1.0),
  10737. new BABYLON.Color3(0.1, 0.2, 0.3),
  10738. new BABYLON.Color3(0.0, 0.2, 0.9)
  10739. ];
  10740. },
  10741. enumerable: true,
  10742. configurable: true
  10743. });
  10744. Object.defineProperty(FireProceduralTexture.prototype, "fireColors", {
  10745. get: function () {
  10746. return this._fireColors;
  10747. },
  10748. set: function (value) {
  10749. this._fireColors = value;
  10750. this.updateShaderUniforms();
  10751. },
  10752. enumerable: true,
  10753. configurable: true
  10754. });
  10755. Object.defineProperty(FireProceduralTexture.prototype, "time", {
  10756. get: function () {
  10757. return this._time;
  10758. },
  10759. set: function (value) {
  10760. this._time = value;
  10761. this.updateShaderUniforms();
  10762. },
  10763. enumerable: true,
  10764. configurable: true
  10765. });
  10766. Object.defineProperty(FireProceduralTexture.prototype, "speed", {
  10767. get: function () {
  10768. return this._speed;
  10769. },
  10770. set: function (value) {
  10771. this._speed = value;
  10772. this.updateShaderUniforms();
  10773. },
  10774. enumerable: true,
  10775. configurable: true
  10776. });
  10777. Object.defineProperty(FireProceduralTexture.prototype, "shift", {
  10778. get: function () {
  10779. return this._shift;
  10780. },
  10781. set: function (value) {
  10782. this._shift = value;
  10783. this.updateShaderUniforms();
  10784. },
  10785. enumerable: true,
  10786. configurable: true
  10787. });
  10788. Object.defineProperty(FireProceduralTexture.prototype, "alphaThreshold", {
  10789. get: function () {
  10790. return this._alphaThreshold;
  10791. },
  10792. set: function (value) {
  10793. this._alphaThreshold = value;
  10794. this.updateShaderUniforms();
  10795. },
  10796. enumerable: true,
  10797. configurable: true
  10798. });
  10799. return FireProceduralTexture;
  10800. })(BABYLON.ProceduralTexture);
  10801. BABYLON.FireProceduralTexture = FireProceduralTexture;
  10802. var CloudProceduralTexture = (function (_super) {
  10803. __extends(CloudProceduralTexture, _super);
  10804. function CloudProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  10805. _super.call(this, name, size, "cloud", scene, fallbackTexture, generateMipMaps);
  10806. this._skyColor = new BABYLON.Color3(0.15, 0.68, 1.0);
  10807. this._cloudColor = new BABYLON.Color3(1, 1, 1);
  10808. this.updateShaderUniforms();
  10809. this.refreshRate = 0;
  10810. }
  10811. CloudProceduralTexture.prototype.updateShaderUniforms = function () {
  10812. this.setColor3("skyColor", this._skyColor);
  10813. this.setColor3("cloudColor", this._cloudColor);
  10814. };
  10815. Object.defineProperty(CloudProceduralTexture.prototype, "skyColor", {
  10816. get: function () {
  10817. return this._skyColor;
  10818. },
  10819. set: function (value) {
  10820. this._skyColor = value;
  10821. this.updateShaderUniforms();
  10822. },
  10823. enumerable: true,
  10824. configurable: true
  10825. });
  10826. Object.defineProperty(CloudProceduralTexture.prototype, "cloudColor", {
  10827. get: function () {
  10828. return this._cloudColor;
  10829. },
  10830. set: function (value) {
  10831. this._cloudColor = value;
  10832. this.updateShaderUniforms();
  10833. },
  10834. enumerable: true,
  10835. configurable: true
  10836. });
  10837. return CloudProceduralTexture;
  10838. })(BABYLON.ProceduralTexture);
  10839. BABYLON.CloudProceduralTexture = CloudProceduralTexture;
  10840. var GrassProceduralTexture = (function (_super) {
  10841. __extends(GrassProceduralTexture, _super);
  10842. function GrassProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  10843. _super.call(this, name, size, "grass", scene, fallbackTexture, generateMipMaps);
  10844. this._herb1 = new BABYLON.Color3(0.29, 0.38, 0.02);
  10845. this._herb2 = new BABYLON.Color3(0.36, 0.49, 0.09);
  10846. this._herb3 = new BABYLON.Color3(0.51, 0.6, 0.28);
  10847. this._groundColor = new BABYLON.Color3(1, 1, 1);
  10848. this._grassColors = [
  10849. new BABYLON.Color3(0.29, 0.38, 0.02),
  10850. new BABYLON.Color3(0.36, 0.49, 0.09),
  10851. new BABYLON.Color3(0.51, 0.6, 0.28)
  10852. ];
  10853. this.updateShaderUniforms();
  10854. this.refreshRate = 0;
  10855. }
  10856. GrassProceduralTexture.prototype.updateShaderUniforms = function () {
  10857. this.setColor3("herb1Color", this._grassColors[0]);
  10858. this.setColor3("herb2Color", this._grassColors[1]);
  10859. this.setColor3("herb3Color", this._grassColors[2]);
  10860. this.setColor3("groundColor", this._groundColor);
  10861. };
  10862. Object.defineProperty(GrassProceduralTexture.prototype, "grassColors", {
  10863. get: function () {
  10864. return this._grassColors;
  10865. },
  10866. set: function (value) {
  10867. this._grassColors = value;
  10868. this.updateShaderUniforms();
  10869. },
  10870. enumerable: true,
  10871. configurable: true
  10872. });
  10873. Object.defineProperty(GrassProceduralTexture.prototype, "groundColor", {
  10874. get: function () {
  10875. return this._groundColor;
  10876. },
  10877. set: function (value) {
  10878. this.groundColor = value;
  10879. this.updateShaderUniforms();
  10880. },
  10881. enumerable: true,
  10882. configurable: true
  10883. });
  10884. return GrassProceduralTexture;
  10885. })(BABYLON.ProceduralTexture);
  10886. BABYLON.GrassProceduralTexture = GrassProceduralTexture;
  10887. var RoadProceduralTexture = (function (_super) {
  10888. __extends(RoadProceduralTexture, _super);
  10889. function RoadProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  10890. _super.call(this, name, size, "road", scene, fallbackTexture, generateMipMaps);
  10891. this._roadColor = new BABYLON.Color3(0.53, 0.53, 0.53);
  10892. this.updateShaderUniforms();
  10893. this.refreshRate = 0;
  10894. }
  10895. RoadProceduralTexture.prototype.updateShaderUniforms = function () {
  10896. this.setColor3("roadColor", this._roadColor);
  10897. };
  10898. Object.defineProperty(RoadProceduralTexture.prototype, "roadColor", {
  10899. get: function () {
  10900. return this._roadColor;
  10901. },
  10902. set: function (value) {
  10903. this._roadColor = value;
  10904. this.updateShaderUniforms();
  10905. },
  10906. enumerable: true,
  10907. configurable: true
  10908. });
  10909. return RoadProceduralTexture;
  10910. })(BABYLON.ProceduralTexture);
  10911. BABYLON.RoadProceduralTexture = RoadProceduralTexture;
  10912. var BrickProceduralTexture = (function (_super) {
  10913. __extends(BrickProceduralTexture, _super);
  10914. function BrickProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  10915. _super.call(this, name, size, "brick", scene, fallbackTexture, generateMipMaps);
  10916. this._numberOfBricksHeight = 15;
  10917. this._numberOfBricksWidth = 5;
  10918. this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  10919. this._brickColor = new BABYLON.Color3(0.77, 0.47, 0.40);
  10920. this.updateShaderUniforms();
  10921. this.refreshRate = 0;
  10922. }
  10923. BrickProceduralTexture.prototype.updateShaderUniforms = function () {
  10924. this.setFloat("numberOfBricksHeight", this._numberOfBricksHeight);
  10925. this.setFloat("numberOfBricksWidth", this._numberOfBricksWidth);
  10926. this.setColor3("brickColor", this._brickColor);
  10927. this.setColor3("jointColor", this._jointColor);
  10928. };
  10929. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksHeight", {
  10930. get: function () {
  10931. return this._numberOfBricksHeight;
  10932. },
  10933. enumerable: true,
  10934. configurable: true
  10935. });
  10936. Object.defineProperty(BrickProceduralTexture.prototype, "cloudColor", {
  10937. set: function (value) {
  10938. this._numberOfBricksHeight = value;
  10939. this.updateShaderUniforms();
  10940. },
  10941. enumerable: true,
  10942. configurable: true
  10943. });
  10944. Object.defineProperty(BrickProceduralTexture.prototype, "numberOfBricksWidth", {
  10945. get: function () {
  10946. return this._numberOfBricksWidth;
  10947. },
  10948. set: function (value) {
  10949. this._numberOfBricksHeight = value;
  10950. this.updateShaderUniforms();
  10951. },
  10952. enumerable: true,
  10953. configurable: true
  10954. });
  10955. Object.defineProperty(BrickProceduralTexture.prototype, "jointColor", {
  10956. get: function () {
  10957. return this._jointColor;
  10958. },
  10959. set: function (value) {
  10960. this._jointColor = value;
  10961. this.updateShaderUniforms();
  10962. },
  10963. enumerable: true,
  10964. configurable: true
  10965. });
  10966. Object.defineProperty(BrickProceduralTexture.prototype, "brickColor", {
  10967. get: function () {
  10968. return this._brickColor;
  10969. },
  10970. set: function (value) {
  10971. this._brickColor = value;
  10972. this.updateShaderUniforms();
  10973. },
  10974. enumerable: true,
  10975. configurable: true
  10976. });
  10977. return BrickProceduralTexture;
  10978. })(BABYLON.ProceduralTexture);
  10979. BABYLON.BrickProceduralTexture = BrickProceduralTexture;
  10980. var MarbleProceduralTexture = (function (_super) {
  10981. __extends(MarbleProceduralTexture, _super);
  10982. function MarbleProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  10983. _super.call(this, name, size, "marble", scene, fallbackTexture, generateMipMaps);
  10984. this._numberOfTilesHeight = 3;
  10985. this._numberOfTilesWidth = 3;
  10986. this._amplitude = 9.0;
  10987. this._marbleColor = new BABYLON.Color3(0.77, 0.47, 0.40);
  10988. this._jointColor = new BABYLON.Color3(0.72, 0.72, 0.72);
  10989. this.updateShaderUniforms();
  10990. this.refreshRate = 0;
  10991. }
  10992. MarbleProceduralTexture.prototype.updateShaderUniforms = function () {
  10993. this.setFloat("numberOfTilesHeight", this._numberOfTilesHeight);
  10994. this.setFloat("numberOfTilesWidth", this._numberOfTilesWidth);
  10995. this.setFloat("amplitude", this._amplitude);
  10996. this.setColor3("marbleColor", this._marbleColor);
  10997. this.setColor3("jointColor", this._jointColor);
  10998. };
  10999. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesHeight", {
  11000. get: function () {
  11001. return this._numberOfTilesHeight;
  11002. },
  11003. set: function (value) {
  11004. this._numberOfTilesHeight = value;
  11005. this.updateShaderUniforms();
  11006. },
  11007. enumerable: true,
  11008. configurable: true
  11009. });
  11010. Object.defineProperty(MarbleProceduralTexture.prototype, "numberOfTilesWidth", {
  11011. get: function () {
  11012. return this._numberOfTilesWidth;
  11013. },
  11014. set: function (value) {
  11015. this._numberOfTilesWidth = value;
  11016. this.updateShaderUniforms();
  11017. },
  11018. enumerable: true,
  11019. configurable: true
  11020. });
  11021. Object.defineProperty(MarbleProceduralTexture.prototype, "jointColor", {
  11022. get: function () {
  11023. return this._jointColor;
  11024. },
  11025. set: function (value) {
  11026. this._jointColor = value;
  11027. this.updateShaderUniforms();
  11028. },
  11029. enumerable: true,
  11030. configurable: true
  11031. });
  11032. Object.defineProperty(MarbleProceduralTexture.prototype, "marbleColor", {
  11033. get: function () {
  11034. return this._marbleColor;
  11035. },
  11036. set: function (value) {
  11037. this._marbleColor = value;
  11038. this.updateShaderUniforms();
  11039. },
  11040. enumerable: true,
  11041. configurable: true
  11042. });
  11043. return MarbleProceduralTexture;
  11044. })(BABYLON.ProceduralTexture);
  11045. BABYLON.MarbleProceduralTexture = MarbleProceduralTexture;
  11046. })(BABYLON || (BABYLON = {}));
  11047. var __extends = this.__extends || function (d, b) {
  11048. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  11049. function __() { this.constructor = d; }
  11050. __.prototype = b.prototype;
  11051. d.prototype = new __();
  11052. };
  11053. var BABYLON;
  11054. (function (BABYLON) {
  11055. var CustomProceduralTexture = (function (_super) {
  11056. __extends(CustomProceduralTexture, _super);
  11057. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  11058. _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps);
  11059. this._animate = true;
  11060. this._time = 0;
  11061. this._texturePath = texturePath;
  11062. this.loadJson(texturePath);
  11063. this.refreshRate = 1;
  11064. }
  11065. CustomProceduralTexture.prototype.loadJson = function (jsonUrl) {
  11066. var _this = this;
  11067. var that = this;
  11068. function noConfigFile() {
  11069. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShaderStore or DOM element");
  11070. try {
  11071. that.setFragment(that._texturePath);
  11072. } catch (ex) {
  11073. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  11074. }
  11075. }
  11076. var configFileUrl = jsonUrl + "/config.json";
  11077. var xhr = new XMLHttpRequest();
  11078. xhr.open("GET", configFileUrl, true);
  11079. xhr.addEventListener("load", function () {
  11080. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  11081. try {
  11082. _this._config = JSON.parse(xhr.response);
  11083. _this.updateShaderUniforms();
  11084. _this.updateTextures();
  11085. _this.setFragment(_this._texturePath + "/custom");
  11086. _this._animate = _this._config.animate;
  11087. _this.refreshRate = _this._config.refreshrate;
  11088. } catch (ex) {
  11089. noConfigFile();
  11090. }
  11091. } else {
  11092. noConfigFile();
  11093. }
  11094. }, false);
  11095. xhr.addEventListener("error", function (event) {
  11096. noConfigFile();
  11097. }, false);
  11098. try {
  11099. xhr.send();
  11100. } catch (ex) {
  11101. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  11102. }
  11103. };
  11104. CustomProceduralTexture.prototype.isReady = function () {
  11105. if (!_super.prototype.isReady.call(this)) {
  11106. return false;
  11107. }
  11108. for (var name in this._textures) {
  11109. var texture = this._textures[name];
  11110. if (!texture.isReady()) {
  11111. return false;
  11112. }
  11113. }
  11114. return true;
  11115. };
  11116. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  11117. if (this._animate) {
  11118. this._time += this.getScene().getAnimationRatio() * 0.03;
  11119. this.updateShaderUniforms();
  11120. }
  11121. _super.prototype.render.call(this, useCameraPostProcess);
  11122. };
  11123. CustomProceduralTexture.prototype.updateTextures = function () {
  11124. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  11125. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  11126. }
  11127. };
  11128. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  11129. if (this._config) {
  11130. for (var j = 0; j < this._config.uniforms.length; j++) {
  11131. var uniform = this._config.uniforms[j];
  11132. switch (uniform.type) {
  11133. case "float":
  11134. this.setFloat(uniform.name, uniform.value);
  11135. break;
  11136. case "color3":
  11137. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  11138. break;
  11139. case "color4":
  11140. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  11141. break;
  11142. case "vector2":
  11143. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  11144. break;
  11145. case "vector3":
  11146. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  11147. break;
  11148. }
  11149. }
  11150. }
  11151. this.setFloat("time", this._time);
  11152. };
  11153. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  11154. get: function () {
  11155. return this._animate;
  11156. },
  11157. set: function (value) {
  11158. this._animate = value;
  11159. },
  11160. enumerable: true,
  11161. configurable: true
  11162. });
  11163. return CustomProceduralTexture;
  11164. })(BABYLON.ProceduralTexture);
  11165. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  11166. })(BABYLON || (BABYLON = {}));
  11167. var __extends = this.__extends || function (d, b) {
  11168. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  11169. function __() { this.constructor = d; }
  11170. __.prototype = b.prototype;
  11171. d.prototype = new __();
  11172. };
  11173. var BABYLON;
  11174. (function (BABYLON) {
  11175. var MirrorTexture = (function (_super) {
  11176. __extends(MirrorTexture, _super);
  11177. function MirrorTexture(name, size, scene, generateMipMaps) {
  11178. var _this = this;
  11179. _super.call(this, name, size, scene, generateMipMaps, true);
  11180. this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  11181. this._transformMatrix = BABYLON.Matrix.Zero();
  11182. this._mirrorMatrix = BABYLON.Matrix.Zero();
  11183. this.onBeforeRender = function () {
  11184. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  11185. _this._savedViewMatrix = scene.getViewMatrix();
  11186. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  11187. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  11188. scene.clipPlane = _this.mirrorPlane;
  11189. scene.getEngine().cullBackFaces = false;
  11190. };
  11191. this.onAfterRender = function () {
  11192. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  11193. scene.getEngine().cullBackFaces = true;
  11194. delete scene.clipPlane;
  11195. };
  11196. }
  11197. MirrorTexture.prototype.clone = function () {
  11198. var textureSize = this.getSize();
  11199. var newTexture = new BABYLON.MirrorTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  11200. newTexture.hasAlpha = this.hasAlpha;
  11201. newTexture.level = this.level;
  11202. newTexture.mirrorPlane = this.mirrorPlane.clone();
  11203. newTexture.renderList = this.renderList.slice(0);
  11204. return newTexture;
  11205. };
  11206. return MirrorTexture;
  11207. })(BABYLON.RenderTargetTexture);
  11208. BABYLON.MirrorTexture = MirrorTexture;
  11209. })(BABYLON || (BABYLON = {}));
  11210. var __extends = this.__extends || function (d, b) {
  11211. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  11212. function __() { this.constructor = d; }
  11213. __.prototype = b.prototype;
  11214. d.prototype = new __();
  11215. };
  11216. var BABYLON;
  11217. (function (BABYLON) {
  11218. var DynamicTexture = (function (_super) {
  11219. __extends(DynamicTexture, _super);
  11220. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode) {
  11221. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  11222. _super.call(this, null, scene, !generateMipMaps);
  11223. this.name = name;
  11224. this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  11225. this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  11226. this._generateMipMaps = generateMipMaps;
  11227. if (options.getContext) {
  11228. this._canvas = options;
  11229. this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  11230. } else {
  11231. this._canvas = document.createElement("canvas");
  11232. if (options.width) {
  11233. this._texture = scene.getEngine().createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  11234. } else {
  11235. this._texture = scene.getEngine().createDynamicTexture(options, options, generateMipMaps, samplingMode);
  11236. }
  11237. }
  11238. var textureSize = this.getSize();
  11239. this._canvas.width = textureSize.width;
  11240. this._canvas.height = textureSize.height;
  11241. this._context = this._canvas.getContext("2d");
  11242. }
  11243. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  11244. get: function () {
  11245. return true;
  11246. },
  11247. enumerable: true,
  11248. configurable: true
  11249. });
  11250. DynamicTexture.prototype.scale = function (ratio) {
  11251. var textureSize = this.getSize();
  11252. textureSize.width *= ratio;
  11253. textureSize.height *= ratio;
  11254. this._canvas.width = textureSize.width;
  11255. this._canvas.height = textureSize.height;
  11256. this.releaseInternalTexture();
  11257. this._texture = this.getScene().getEngine().createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  11258. };
  11259. DynamicTexture.prototype.getContext = function () {
  11260. return this._context;
  11261. };
  11262. DynamicTexture.prototype.update = function (invertY) {
  11263. this.getScene().getEngine().updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY);
  11264. };
  11265. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY) {
  11266. var size = this.getSize();
  11267. if (clearColor) {
  11268. this._context.fillStyle = clearColor;
  11269. this._context.fillRect(0, 0, size.width, size.height);
  11270. }
  11271. this._context.font = font;
  11272. if (x === null) {
  11273. var textSize = this._context.measureText(text);
  11274. x = (size.width - textSize.width) / 2;
  11275. }
  11276. this._context.fillStyle = color;
  11277. this._context.fillText(text, x, y);
  11278. this.update(invertY);
  11279. };
  11280. DynamicTexture.prototype.clone = function () {
  11281. var textureSize = this.getSize();
  11282. var newTexture = new BABYLON.DynamicTexture(this.name, textureSize.width, this.getScene(), this._generateMipMaps);
  11283. newTexture.hasAlpha = this.hasAlpha;
  11284. newTexture.level = this.level;
  11285. newTexture.wrapU = this.wrapU;
  11286. newTexture.wrapV = this.wrapV;
  11287. return newTexture;
  11288. };
  11289. return DynamicTexture;
  11290. })(BABYLON.Texture);
  11291. BABYLON.DynamicTexture = DynamicTexture;
  11292. })(BABYLON || (BABYLON = {}));
  11293. var __extends = this.__extends || function (d, b) {
  11294. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  11295. function __() { this.constructor = d; }
  11296. __.prototype = b.prototype;
  11297. d.prototype = new __();
  11298. };
  11299. var BABYLON;
  11300. (function (BABYLON) {
  11301. var VideoTexture = (function (_super) {
  11302. __extends(VideoTexture, _super);
  11303. function VideoTexture(name, urls, size, scene, generateMipMaps, invertY, samplingMode) {
  11304. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  11305. var _this = this;
  11306. _super.call(this, null, scene, !generateMipMaps, invertY);
  11307. this._autoLaunch = true;
  11308. this.name = name;
  11309. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  11310. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  11311. var requiredWidth = size.width || size;
  11312. var requiredHeight = size.height || size;
  11313. this._texture = scene.getEngine().createDynamicTexture(requiredWidth, requiredHeight, generateMipMaps, samplingMode);
  11314. var textureSize = this.getSize();
  11315. this.video = document.createElement("video");
  11316. this.video.width = textureSize.width;
  11317. this.video.height = textureSize.height;
  11318. this.video.autoplay = false;
  11319. this.video.loop = true;
  11320. this.video.addEventListener("canplaythrough", function () {
  11321. if (_this._texture) {
  11322. _this._texture.isReady = true;
  11323. }
  11324. });
  11325. urls.forEach(function (url) {
  11326. var source = document.createElement("source");
  11327. source.src = url;
  11328. _this.video.appendChild(source);
  11329. });
  11330. this._lastUpdate = BABYLON.Tools.Now;
  11331. }
  11332. VideoTexture.prototype.update = function () {
  11333. if (this._autoLaunch) {
  11334. this._autoLaunch = false;
  11335. this.video.play();
  11336. }
  11337. var now = BABYLON.Tools.Now;
  11338. if (now - this._lastUpdate < 15) {
  11339. return false;
  11340. }
  11341. this._lastUpdate = now;
  11342. this.getScene().getEngine().updateVideoTexture(this._texture, this.video, this._invertY);
  11343. return true;
  11344. };
  11345. return VideoTexture;
  11346. })(BABYLON.Texture);
  11347. BABYLON.VideoTexture = VideoTexture;
  11348. })(BABYLON || (BABYLON = {}));
  11349. var BABYLON;
  11350. (function (BABYLON) {
  11351. var EffectFallbacks = (function () {
  11352. function EffectFallbacks() {
  11353. this._defines = {};
  11354. this._currentRank = 32;
  11355. this._maxRank = -1;
  11356. }
  11357. EffectFallbacks.prototype.addFallback = function (rank, define) {
  11358. if (!this._defines[rank]) {
  11359. if (rank < this._currentRank) {
  11360. this._currentRank = rank;
  11361. }
  11362. if (rank > this._maxRank) {
  11363. this._maxRank = rank;
  11364. }
  11365. this._defines[rank] = new Array();
  11366. }
  11367. this._defines[rank].push(define);
  11368. };
  11369. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  11370. get: function () {
  11371. return this._currentRank <= this._maxRank;
  11372. },
  11373. enumerable: true,
  11374. configurable: true
  11375. });
  11376. EffectFallbacks.prototype.reduce = function (currentDefines) {
  11377. var currentFallbacks = this._defines[this._currentRank];
  11378. for (var index = 0; index < currentFallbacks.length; index++) {
  11379. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  11380. }
  11381. this._currentRank++;
  11382. return currentDefines;
  11383. };
  11384. return EffectFallbacks;
  11385. })();
  11386. BABYLON.EffectFallbacks = EffectFallbacks;
  11387. var Effect = (function () {
  11388. function Effect(baseName, attributesNames, uniformsNames, samplers, engine, defines, fallbacks, onCompiled, onError) {
  11389. var _this = this;
  11390. this._isReady = false;
  11391. this._compilationError = "";
  11392. this._valueCache = [];
  11393. this._engine = engine;
  11394. this.name = baseName;
  11395. this.defines = defines;
  11396. this._uniformsNames = uniformsNames.concat(samplers);
  11397. this._samplers = samplers;
  11398. this._attributesNames = attributesNames;
  11399. this.onError = onError;
  11400. this.onCompiled = onCompiled;
  11401. var vertexSource;
  11402. var fragmentSource;
  11403. if (baseName.vertexElement) {
  11404. vertexSource = document.getElementById(baseName.vertexElement);
  11405. if (!vertexSource) {
  11406. vertexSource = baseName.vertexElement;
  11407. }
  11408. } else {
  11409. vertexSource = baseName.vertex || baseName;
  11410. }
  11411. if (baseName.fragmentElement) {
  11412. fragmentSource = document.getElementById(baseName.fragmentElement);
  11413. if (!fragmentSource) {
  11414. fragmentSource = baseName.fragmentElement;
  11415. }
  11416. } else {
  11417. fragmentSource = baseName.fragment || baseName;
  11418. }
  11419. this._loadVertexShader(vertexSource, function (vertexCode) {
  11420. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  11421. _this._prepareEffect(vertexCode, fragmentCode, attributesNames, defines, fallbacks);
  11422. });
  11423. });
  11424. }
  11425. Effect.prototype.isReady = function () {
  11426. return this._isReady;
  11427. };
  11428. Effect.prototype.getProgram = function () {
  11429. return this._program;
  11430. };
  11431. Effect.prototype.getAttributesNames = function () {
  11432. return this._attributesNames;
  11433. };
  11434. Effect.prototype.getAttributeLocation = function (index) {
  11435. return this._attributes[index];
  11436. };
  11437. Effect.prototype.getAttributeLocationByName = function (name) {
  11438. var index = this._attributesNames.indexOf(name);
  11439. return this._attributes[index];
  11440. };
  11441. Effect.prototype.getAttributesCount = function () {
  11442. return this._attributes.length;
  11443. };
  11444. Effect.prototype.getUniformIndex = function (uniformName) {
  11445. return this._uniformsNames.indexOf(uniformName);
  11446. };
  11447. Effect.prototype.getUniform = function (uniformName) {
  11448. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  11449. };
  11450. Effect.prototype.getSamplers = function () {
  11451. return this._samplers;
  11452. };
  11453. Effect.prototype.getCompilationError = function () {
  11454. return this._compilationError;
  11455. };
  11456. Effect.prototype._loadVertexShader = function (vertex, callback) {
  11457. if (vertex instanceof HTMLElement) {
  11458. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  11459. callback(vertexCode);
  11460. return;
  11461. }
  11462. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  11463. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  11464. return;
  11465. }
  11466. var vertexShaderUrl;
  11467. if (vertex[0] === ".") {
  11468. vertexShaderUrl = vertex;
  11469. } else {
  11470. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  11471. }
  11472. BABYLON.Tools.LoadFile(vertexShaderUrl + ".vertex.fx", callback);
  11473. };
  11474. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  11475. if (fragment instanceof HTMLElement) {
  11476. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  11477. callback(fragmentCode);
  11478. return;
  11479. }
  11480. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  11481. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  11482. return;
  11483. }
  11484. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  11485. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  11486. return;
  11487. }
  11488. var fragmentShaderUrl;
  11489. if (fragment[0] === ".") {
  11490. fragmentShaderUrl = fragment;
  11491. } else {
  11492. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  11493. }
  11494. BABYLON.Tools.LoadFile(fragmentShaderUrl + ".fragment.fx", callback);
  11495. };
  11496. Effect.prototype._prepareEffect = function (vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks) {
  11497. try {
  11498. var engine = this._engine;
  11499. this._program = engine.createShaderProgram(vertexSourceCode, fragmentSourceCode, defines);
  11500. this._uniforms = engine.getUniforms(this._program, this._uniformsNames);
  11501. this._attributes = engine.getAttributes(this._program, attributesNames);
  11502. for (var index = 0; index < this._samplers.length; index++) {
  11503. var sampler = this.getUniform(this._samplers[index]);
  11504. if (sampler == null) {
  11505. this._samplers.splice(index, 1);
  11506. index--;
  11507. }
  11508. }
  11509. engine.bindSamplers(this);
  11510. this._isReady = true;
  11511. if (this.onCompiled) {
  11512. this.onCompiled(this);
  11513. }
  11514. } catch (e) {
  11515. if (e.message.indexOf("highp") !== -1) {
  11516. vertexSourceCode = vertexSourceCode.replace("precision highp float", "precision mediump float");
  11517. fragmentSourceCode = fragmentSourceCode.replace("precision highp float", "precision mediump float");
  11518. this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks);
  11519. return;
  11520. }
  11521. if (fallbacks && fallbacks.isMoreFallbacks) {
  11522. defines = fallbacks.reduce(defines);
  11523. this._prepareEffect(vertexSourceCode, fragmentSourceCode, attributesNames, defines, fallbacks);
  11524. } else {
  11525. BABYLON.Tools.Error("Unable to compile effect: " + this.name);
  11526. BABYLON.Tools.Error("Defines: " + defines);
  11527. BABYLON.Tools.Error("Error: " + e.message);
  11528. this._compilationError = e.message;
  11529. if (this.onError) {
  11530. this.onError(this, this._compilationError);
  11531. }
  11532. }
  11533. }
  11534. };
  11535. Effect.prototype._bindTexture = function (channel, texture) {
  11536. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  11537. };
  11538. Effect.prototype.setTexture = function (channel, texture) {
  11539. this._engine.setTexture(this._samplers.indexOf(channel), texture);
  11540. };
  11541. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  11542. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  11543. };
  11544. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  11545. if (!this._valueCache[uniformName]) {
  11546. this._valueCache[uniformName] = [x, y];
  11547. return;
  11548. }
  11549. this._valueCache[uniformName][0] = x;
  11550. this._valueCache[uniformName][1] = y;
  11551. };
  11552. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  11553. if (!this._valueCache[uniformName]) {
  11554. this._valueCache[uniformName] = [x, y, z];
  11555. return;
  11556. }
  11557. this._valueCache[uniformName][0] = x;
  11558. this._valueCache[uniformName][1] = y;
  11559. this._valueCache[uniformName][2] = z;
  11560. };
  11561. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  11562. if (!this._valueCache[uniformName]) {
  11563. this._valueCache[uniformName] = [x, y, z, w];
  11564. return;
  11565. }
  11566. this._valueCache[uniformName][0] = x;
  11567. this._valueCache[uniformName][1] = y;
  11568. this._valueCache[uniformName][2] = z;
  11569. this._valueCache[uniformName][3] = w;
  11570. };
  11571. Effect.prototype.setArray = function (uniformName, array) {
  11572. this._engine.setArray(this.getUniform(uniformName), array);
  11573. return this;
  11574. };
  11575. Effect.prototype.setMatrices = function (uniformName, matrices) {
  11576. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  11577. return this;
  11578. };
  11579. Effect.prototype.setMatrix = function (uniformName, matrix) {
  11580. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  11581. return this;
  11582. };
  11583. Effect.prototype.setFloat = function (uniformName, value) {
  11584. if (this._valueCache[uniformName] && this._valueCache[uniformName] === value)
  11585. return this;
  11586. this._valueCache[uniformName] = value;
  11587. this._engine.setFloat(this.getUniform(uniformName), value);
  11588. return this;
  11589. };
  11590. Effect.prototype.setBool = function (uniformName, bool) {
  11591. if (this._valueCache[uniformName] && this._valueCache[uniformName] === bool)
  11592. return this;
  11593. this._valueCache[uniformName] = bool;
  11594. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  11595. return this;
  11596. };
  11597. Effect.prototype.setVector2 = function (uniformName, vector2) {
  11598. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector2.x && this._valueCache[uniformName][1] === vector2.y)
  11599. return this;
  11600. this._cacheFloat2(uniformName, vector2.x, vector2.y);
  11601. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  11602. return this;
  11603. };
  11604. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  11605. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y)
  11606. return this;
  11607. this._cacheFloat2(uniformName, x, y);
  11608. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  11609. return this;
  11610. };
  11611. Effect.prototype.setVector3 = function (uniformName, vector3) {
  11612. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === vector3.x && this._valueCache[uniformName][1] === vector3.y && this._valueCache[uniformName][2] === vector3.z)
  11613. return this;
  11614. this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z);
  11615. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  11616. return this;
  11617. };
  11618. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  11619. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z)
  11620. return this;
  11621. this._cacheFloat3(uniformName, x, y, z);
  11622. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  11623. return this;
  11624. };
  11625. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  11626. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === x && this._valueCache[uniformName][1] === y && this._valueCache[uniformName][2] === z && this._valueCache[uniformName][3] === w)
  11627. return this;
  11628. this._cacheFloat4(uniformName, x, y, z, w);
  11629. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  11630. return this;
  11631. };
  11632. Effect.prototype.setColor3 = function (uniformName, color3) {
  11633. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === color3.r && this._valueCache[uniformName][1] === color3.g && this._valueCache[uniformName][2] === color3.b)
  11634. return this;
  11635. this._cacheFloat3(uniformName, color3.r, color3.g, color3.b);
  11636. this._engine.setColor3(this.getUniform(uniformName), color3);
  11637. return this;
  11638. };
  11639. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  11640. if (this._valueCache[uniformName] && this._valueCache[uniformName][0] === color3.r && this._valueCache[uniformName][1] === color3.g && this._valueCache[uniformName][2] === color3.b && this._valueCache[uniformName][3] === alpha)
  11641. return this;
  11642. this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha);
  11643. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  11644. return this;
  11645. };
  11646. Effect.ShadersStore={anaglyphPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\n\nvoid main(void)\n{\n vec4 leftFrag = texture2D(leftSampler, vUV);\n leftFrag = vec4(1.0, leftFrag.g, leftFrag.b, 1.0);\n\n vec4 rightFrag = texture2D(textureSampler, vUV);\n rightFrag = vec4(rightFrag.r, 1.0, 1.0, 1.0);\n\n gl_FragColor = vec4(rightFrag.rgb * leftFrag.rgb, 1.0);\n}",
  11647. blackAndWhitePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nvoid main(void) \n{\n float luminance = dot(texture2D(textureSampler, vUV).rgb, vec3(0.3, 0.59, 0.11));\n gl_FragColor = vec4(luminance, luminance, luminance, 1.0);\n}",
  11648. blurPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\n// Parameters\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nvoid main(void)\n{\n float weights[7];\n weights[0] = 0.05;\n weights[1] = 0.1;\n weights[2] = 0.2;\n weights[3] = 0.3;\n weights[4] = 0.2;\n weights[5] = 0.1;\n weights[6] = 0.05;\n\n vec2 texelSize = vec2(1.0 / screenSize.x, 1.0 / screenSize.y);\n vec2 texelStep = texelSize * direction * blurWidth;\n vec2 start = vUV - 3.0 * texelStep;\n\n vec4 baseColor = vec4(0., 0., 0., 0.);\n vec2 texelOffset = vec2(0., 0.);\n\n for (int i = 0; i < 7; i++)\n {\n baseColor += texture2D(textureSampler, start + texelOffset) * weights[i];\n texelOffset += texelStep;\n }\n\n gl_FragColor = baseColor;\n}",
  11649. brickPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\n\nuniform float numberOfBricksHeight;\nuniform float numberOfBricksWidth;\nuniform vec3 brickColor;\nuniform vec3 jointColor;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nfloat round(float number){\n return sign(number)*floor(abs(number) + 0.5);\n}\n\nvoid main(void)\n{\n float brickW = 1.0 / numberOfBricksWidth;\n float brickH = 1.0 / numberOfBricksHeight;\n float jointWPercentage = 0.01;\n float jointHPercentage = 0.05;\n vec3 color = brickColor;\n float yi = vUV.y / brickH;\n float nyi = round(yi);\n float xi = vUV.x / brickW;\n\n if (mod(floor(yi), 2.0) == 0.0){\n xi = xi - 0.5;\n }\n\n float nxi = round(xi);\n vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\n\n if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\n color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\n }\n else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\n color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\n }\n else {\n float brickColorSwitch = mod(floor(yi) + floor(xi), 3.0);\n\n if (brickColorSwitch == 0.0)\n color = mix(color, vec3(0.33, 0.33, 0.33), 0.3);\n else if (brickColorSwitch == 2.0)\n color = mix(color, vec3(0.11, 0.11, 0.11), 0.3);\n }\n\n gl_FragColor = vec4(color, 1.0);\n}",
  11650. cloudPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV;\n\nuniform vec3 skyColor;\nuniform vec3 cloudColor;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main() {\n\n vec2 p = vUV * 12.0;\n vec3 c = mix(skyColor, cloudColor, fbm(p));\n gl_FragColor = vec4(c, 1);\n\n}",
  11651. colorPixelShader:"precision highp float;\n\nuniform vec4 color;\n\nvoid main(void) {\n gl_FragColor = color;\n}",
  11652. colorVertexShader:"precision highp float;\n\n// Attributes\nattribute vec3 position;\n\n// Uniforms\nuniform mat4 worldViewProjection;\n\nvoid main(void) {\n gl_Position = worldViewProjection * vec4(position, 1.0);\n}",
  11653. convolutionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform float kernel[9];\n\nvoid main(void)\n{\n vec2 onePixel = vec2(1.0, 1.0) / screenSize;\n vec4 colorSum =\n texture2D(textureSampler, vUV + onePixel * vec2(-1, -1)) * kernel[0] +\n texture2D(textureSampler, vUV + onePixel * vec2(0, -1)) * kernel[1] +\n texture2D(textureSampler, vUV + onePixel * vec2(1, -1)) * kernel[2] +\n texture2D(textureSampler, vUV + onePixel * vec2(-1, 0)) * kernel[3] +\n texture2D(textureSampler, vUV + onePixel * vec2(0, 0)) * kernel[4] +\n texture2D(textureSampler, vUV + onePixel * vec2(1, 0)) * kernel[5] +\n texture2D(textureSampler, vUV + onePixel * vec2(-1, 1)) * kernel[6] +\n texture2D(textureSampler, vUV + onePixel * vec2(0, 1)) * kernel[7] +\n texture2D(textureSampler, vUV + onePixel * vec2(1, 1)) * kernel[8];\n\n float kernelWeight =\n kernel[0] +\n kernel[1] +\n kernel[2] +\n kernel[3] +\n kernel[4] +\n kernel[5] +\n kernel[6] +\n kernel[7] +\n kernel[8];\n\n if (kernelWeight <= 0.0) {\n kernelWeight = 1.0;\n }\n\n gl_FragColor = vec4((colorSum / kernelWeight).rgb, 1);\n}",
  11654. defaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\nuniform float darkness0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\nuniform float darkness1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\nuniform float darkness2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\nuniform float darkness3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Reflection\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform mat4 view;\n\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return vPositionUVW;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler, float darkness)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv));\n\n if (depth.z > shadow)\n {\n return darkness;\n }\n return 1.;\n}\n\nfloat computeShadowWithPCF(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float visibility = 1.;\n\n vec2 poissonDisk[4];\n poissonDisk[0] = vec2(-0.94201624, -0.39906216);\n poissonDisk[1] = vec2(0.94558609, -0.76890725);\n poissonDisk[2] = vec2(-0.094184101, -0.92938870);\n poissonDisk[3] = vec2(0.34495938, 0.29387760);\n\n // Poisson Sampling\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[0] / 1500.0)) < depth.z) visibility -= 0.2;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[1] / 1500.0)) < depth.z) visibility -= 0.2;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[2] / 1500.0)) < depth.z) visibility -= 0.2;\n if (unpack(texture2D(shadowSampler, uv + poissonDisk[3] / 1500.0)) < depth.z) visibility -= 0.2;\n\n return visibility;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.);\n\n float d = t - moments.x;\n return variance / (variance + d * d);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return clamp(1.3 - ChebychevInequality(moments, depth.z), 0., 1.0);\n}\n#endif\n\n// Bump\n#ifdef BUMP\n#extension GL_OES_standard_derivatives : enable\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform sampler2D bumpSampler;\n\n// Thanks to http://www.thetenthplanet.de/archives/1180\nmat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv)\n{\n // get edge vectors of the pixel triangle\n vec3 dp1 = dFdx(p);\n vec3 dp2 = dFdy(p);\n vec2 duv1 = dFdx(uv);\n vec2 duv2 = dFdy(uv);\n\n // solve the linear system\n vec3 dp2perp = cross(dp2, normal);\n vec3 dp1perp = cross(normal, dp1);\n vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;\n vec3 binormal = dp2perp * duv1.y + dp1perp * duv2.y;\n\n // construct a scale-invariant frame \n float invmax = inversesqrt(max(dot(tangent, tangent), dot(binormal, binormal)));\n return mat3(tangent * invmax, binormal * invmax, normal);\n}\n\nvec3 perturbNormal(vec3 viewDir)\n{\n vec3 map = texture2D(bumpSampler, vBumpUV).xyz;\n map = map * 255. / 127. - 128. / 127.;\n mat3 TBN = cotangent_frame(vNormalW * vBumpInfos.y, -viewDir, vBumpUV);\n return normalize(TBN * map);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nstruct lightingInfo\n{\n vec3 diffuse;\n vec3 specular;\n};\n\nlightingInfo computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 lightVectorW;\n float attenuation = 1.0;\n if (lightData.w == 0.)\n {\n vec3 direction = lightData.xyz - vPositionW;\n\n attenuation = max(0., 1.0 - length(direction) / range);\n lightVectorW = normalize(direction);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, max(1., vSpecularColor.a));\n\n result.diffuse = ndl * diffuseColor * attenuation;\n result.specular = specComp * specularColor * attenuation;\n\n return result;\n}\n\nlightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec3 diffuseColor, vec3 specularColor, float range) {\n lightingInfo result;\n\n vec3 direction = lightData.xyz - vPositionW;\n vec3 lightVectorW = normalize(direction);\n float attenuation = max(0., 1.0 - length(direction) / range);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = max(0., (cosAngle - lightDirection.w) / (1. - cosAngle));\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = ndl * spotAtten * diffuseColor * attenuation;\n result.specular = specComp * specularColor * spotAtten * attenuation;\n\n return result;\n }\n\n result.diffuse = vec3(0.);\n result.specular = vec3(0.);\n\n return result;\n}\n\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor) {\n lightingInfo result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result.diffuse = mix(groundColor, diffuseColor, ndl);\n result.specular = specComp * specularColor;\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n#ifdef ALPHAFROMDIFFUSE\n alpha *= baseColor.a;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n vec3 normalW = normalize(vNormalW);\n\n#ifdef BUMP\n normalW = perturbNormal(viewDirectionW);\n#endif\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n lightingInfo info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef HEMILIGHT0\n lightingInfo info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n #ifdef SHADOWPCF0\n shadow = computeShadowWithPCF(vPositionFromLight0, shadowSampler0);\n #else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0, darkness0);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n #ifdef SHADOWPCF1\n shadow = computeShadowWithPCF(vPositionFromLight1, shadowSampler1);\n #else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1, darkness1);\n #endif\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n #ifdef SHADOWPCF2\n shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2);\n #else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2, darkness2);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n #ifdef SHADOWPCF3\n shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3);\n #else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3, darkness3);\n #endif \n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info.diffuse * shadow;\n specularBase += info.specular * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n vec3 vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), normalW);\n\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y * shadow;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y * shadow;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n#ifdef SPECULAROVERALPHA\n alpha = clamp(alpha + dot(finalSpecular, vec3(0.3, 0.59, 0.11)), 0., 1.);\n#endif\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
  11655. defaultVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec3 position;\nattribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniforms\n\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 view;\nuniform mat4 viewProjection;\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n\n#ifdef BUMP\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n// Output\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\n#ifdef SHADOWS\n#ifdef LIGHT0\nuniform mat4 lightMatrix0;\nvarying vec4 vPositionFromLight0;\n#endif\n#ifdef LIGHT1\nuniform mat4 lightMatrix1;\nvarying vec4 vPositionFromLight1;\n#endif\n#ifdef LIGHT2\nuniform mat4 lightMatrix2;\nvarying vec4 vPositionFromLight2;\n#endif\n#ifdef LIGHT3\nuniform mat4 lightMatrix3;\nvarying vec4 vPositionFromLight3;\n#endif\n#endif\n\n#ifdef REFLECTION\nvarying vec3 vPositionUVW;\n#endif\n\nvoid main(void) {\n mat4 finalWorld;\n\n#ifdef REFLECTION\n vPositionUVW = position;\n#endif \n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n\n#ifdef BONES4\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = world * (m0 + m1 + m2 + m3);\n#else\n finalWorld = world * (m0 + m1 + m2);\n#endif \n\n#else\n#ifdef INSTANCES\n finalWorld = mat4(world0, world1, world2, world3);\n#else\n finalWorld = world;\n#endif\n#endif\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\n vec4 worldPos = finalWorld * vec4(position, 1.0);\n vPositionW = vec3(worldPos);\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n\n // Texture coordinates\n#ifndef UV1\n vec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\n vec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\n if (vDiffuseInfos.x == 0.)\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef AMBIENT\n if (vAmbientInfos.x == 0.)\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef OPACITY\n if (vOpacityInfos.x == 0.)\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef EMISSIVE\n if (vEmissiveInfos.x == 0.)\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef SPECULAR\n if (vSpecularInfos.x == 0.)\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef BUMP\n if (vBumpInfos.x == 0.)\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n // Clip plane\n#ifdef CLIPPLANE\n fClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n // Fog\n#ifdef FOG\n fFogDistance = (view * worldPos).z;\n#endif\n\n // Shadows\n#ifdef SHADOWS\n#ifdef LIGHT0\n vPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#ifdef LIGHT1\n vPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#ifdef LIGHT2\n vPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#ifdef LIGHT3\n vPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n\n // Vertex color\n#ifdef VERTEXCOLOR\n vColor = color;\n#endif\n\n // Point size\n#ifdef POINTSIZE\n gl_PointSize = pointSize;\n#endif\n}",
  11656. displayPassPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\n\nvoid main(void)\n{\n gl_FragColor = texture2D(passSampler, vUV);\n}",
  11657. filterPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform mat4 kernelMatrix;\n\nvoid main(void)\n{\n vec3 baseColor = texture2D(textureSampler, vUV).rgb;\n vec3 updatedColor = (kernelMatrix * vec4(baseColor, 1.0)).rgb;\n\n gl_FragColor = vec4(updatedColor, 1.0);\n}",
  11658. firePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform float time;\nuniform vec3 c1;\nuniform vec3 c2;\nuniform vec3 c3;\nuniform vec3 c4;\nuniform vec3 c5;\nuniform vec3 c6;\nuniform vec2 speed;\nuniform float shift;\nuniform float alphaThreshold;\n\nvarying vec2 vUV;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main() {\n vec2 p = vUV * 8.0;\n float q = fbm(p - time * 0.1);\n vec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y));\n vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);\n vec3 color = c * cos(shift * vUV.y);\n float luminance = dot(color.rgb, vec3(0.3, 0.59, 0.11));\n\n gl_FragColor = vec4(color, luminance * alphaThreshold + (1.0 - alphaThreshold));\n}",
  11659. fxaaPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define FXAA_REDUCE_MIN (1.0/128.0)\n#define FXAA_REDUCE_MUL (1.0/8.0)\n#define FXAA_SPAN_MAX 8.0\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 texelSize;\n\nvoid main(){\n vec2 localTexelSize = texelSize;\n vec4 rgbNW = texture2D(textureSampler, (vUV + vec2(-1.0, -1.0) * localTexelSize));\n vec4 rgbNE = texture2D(textureSampler, (vUV + vec2(1.0, -1.0) * localTexelSize));\n vec4 rgbSW = texture2D(textureSampler, (vUV + vec2(-1.0, 1.0) * localTexelSize));\n vec4 rgbSE = texture2D(textureSampler, (vUV + vec2(1.0, 1.0) * localTexelSize));\n vec4 rgbM = texture2D(textureSampler, vUV);\n vec4 luma = vec4(0.299, 0.587, 0.114, 1.0);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n vec2 dir = vec2(-((lumaNW + lumaNE) - (lumaSW + lumaSE)), ((lumaNW + lumaSW) - (lumaNE + lumaSE)));\n\n float dirReduce = max(\n (lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),\n FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\n dir * rcpDirMin)) * localTexelSize;\n\n vec4 rgbA = 0.5 * (\n texture2D(textureSampler, vUV + dir * (1.0 / 3.0 - 0.5)) +\n texture2D(textureSampler, vUV + dir * (2.0 / 3.0 - 0.5)));\n\n vec4 rgbB = rgbA * 0.5 + 0.25 * (\n texture2D(textureSampler, vUV + dir * -0.5) +\n texture2D(textureSampler, vUV + dir * 0.5));\n float lumaB = dot(rgbB, luma);\n if ((lumaB < lumaMin) || (lumaB > lumaMax)) {\n gl_FragColor = rgbA;\n }\n else {\n gl_FragColor = rgbB;\n }\n}",
  11660. grassPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\n\nuniform vec3 herb1Color;\nuniform vec3 herb2Color;\nuniform vec3 herb3Color;\nuniform vec3 groundColor;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main(void) {\n vec3 color = mix(groundColor, herb1Color, rand(gl_FragCoord.xy * 4.0));\n color = mix(color, herb2Color, rand(gl_FragCoord.xy * 8.0));\n color = mix(color, herb3Color, rand(gl_FragCoord.xy));\n color = mix(color, herb1Color, fbm(gl_FragCoord.xy * 16.0));\n gl_FragColor = vec4(color, 1.0);\n}",
  11661. layerPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\n// Color\nuniform vec4 color;\n\nvoid main(void) {\n vec4 baseColor = texture2D(textureSampler, vUV);\n\n gl_FragColor = baseColor * color;\n}",
  11662. layerVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Uniforms\nuniform mat4 textureMatrix;\n\n// Output\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n\n vUV = vec2(textureMatrix * vec4(position * madd + madd, 1.0, 0.0));\n gl_Position = vec4(position, 0.0, 1.0);\n}",
  11663. legacydefaultPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_PROJECTION 4.\n\n// Constants\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vDiffuseColor;\nuniform vec4 vSpecularColor;\nuniform vec3 vEmissiveColor;\n\n// Input\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n// Lights\n#ifdef LIGHT0\nuniform vec4 vLightData0;\nuniform vec4 vLightDiffuse0;\nuniform vec3 vLightSpecular0;\n#ifdef SHADOW0\nvarying vec4 vPositionFromLight0;\nuniform sampler2D shadowSampler0;\n#endif\n#ifdef SPOTLIGHT0\nuniform vec4 vLightDirection0;\n#endif\n#ifdef HEMILIGHT0\nuniform vec3 vLightGround0;\n#endif\n#endif\n\n#ifdef LIGHT1\nuniform vec4 vLightData1;\nuniform vec4 vLightDiffuse1;\nuniform vec3 vLightSpecular1;\n#ifdef SHADOW1\nvarying vec4 vPositionFromLight1;\nuniform sampler2D shadowSampler1;\n#endif\n#ifdef SPOTLIGHT1\nuniform vec4 vLightDirection1;\n#endif\n#ifdef HEMILIGHT1\nuniform vec3 vLightGround1;\n#endif\n#endif\n\n#ifdef LIGHT2\nuniform vec4 vLightData2;\nuniform vec4 vLightDiffuse2;\nuniform vec3 vLightSpecular2;\n#ifdef SHADOW2\nvarying vec4 vPositionFromLight2;\nuniform sampler2D shadowSampler2;\n#endif\n#ifdef SPOTLIGHT2\nuniform vec4 vLightDirection2;\n#endif\n#ifdef HEMILIGHT2\nuniform vec3 vLightGround2;\n#endif\n#endif\n\n#ifdef LIGHT3\nuniform vec4 vLightData3;\nuniform vec4 vLightDiffuse3;\nuniform vec3 vLightSpecular3;\n#ifdef SHADOW3\nvarying vec4 vPositionFromLight3;\nuniform sampler2D shadowSampler3;\n#endif\n#ifdef SPOTLIGHT3\nuniform vec4 vLightDirection3;\n#endif\n#ifdef HEMILIGHT3\nuniform vec3 vLightGround3;\n#endif\n#endif\n\n// Samplers\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform sampler2D diffuseSampler;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform sampler2D ambientSampler;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY \nvarying vec2 vOpacityUV;\nuniform sampler2D opacitySampler;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef REFLECTION\nvarying vec3 vReflectionUVW;\nuniform samplerCube reflectionCubeSampler;\nuniform sampler2D reflection2DSampler;\nuniform vec3 vReflectionInfos;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform sampler2D emissiveSampler;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform sampler2D specularSampler;\n#endif\n\n// Fresnel\n#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection, vec3 worldNormal, float bias, float power)\n{\n float fresnelTerm = pow(bias + abs(dot(viewDirection, worldNormal)), power);\n return clamp(fresnelTerm, 0., 1.);\n}\n#endif\n\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n// Shadows\n#ifdef SHADOWS\n\nfloat unpack(vec4 color)\n{\n const vec4 bitShift = vec4(1. / (255. * 255. * 255.), 1. / (255. * 255.), 1. / 255., 1.);\n return dot(color, bitShift);\n}\n\nfloat unpackHalf(vec2 color)\n{\n return color.x + (color.y / 255.0);\n}\n\nfloat computeShadow(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n float shadow = unpack(texture2D(shadowSampler, uv));\n\n if (depth.z > shadow)\n {\n return 0.;\n }\n return 1.;\n}\n\n// Thanks to http://devmaster.net/\nfloat ChebychevInequality(vec2 moments, float t)\n{\n if (t <= moments.x)\n {\n return 1.0;\n }\n\n float variance = moments.y - (moments.x * moments.x);\n variance = max(variance, 0.);\n\n float d = t - moments.x;\n return variance / (variance + d * d);\n}\n\nfloat computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler)\n{\n vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;\n vec2 uv = 0.5 * depth.xy + vec2(0.5, 0.5);\n\n if (uv.x < 0. || uv.x > 1.0 || uv.y < 0. || uv.y > 1.0)\n {\n return 1.0;\n }\n\n vec4 texel = texture2D(shadowSampler, uv);\n\n vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));\n return clamp(1.3 - ChebychevInequality(moments, depth.z), 0., 1.0);\n}\n#endif\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return clamp(fogCoeff, 0.0, 1.0);\n}\n#endif\n\n// Light Computing\nmat3 computeLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor) {\n mat3 result;\n\n vec3 lightVectorW;\n if (lightData.w == 0.)\n {\n lightVectorW = normalize(lightData.xyz - vPositionW);\n }\n else\n {\n lightVectorW = normalize(-lightData.xyz);\n }\n\n // diffuse\n float ndl = max(0., dot(vNormal, lightVectorW));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightVectorW);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = max(0., pow(specComp, max(1.0, vSpecularColor.a)));\n\n result[0] = ndl * diffuseColor.rgb;\n result[1] = specComp * specularColor;\n result[2] = vec3(0.);\n\n return result;\n}\n\nmat3 computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 lightDirection, vec4 diffuseColor, vec3 specularColor) {\n mat3 result;\n\n vec3 lightVectorW = normalize(lightData.xyz - vPositionW);\n\n // diffuse\n float cosAngle = max(0., dot(-lightDirection.xyz, lightVectorW));\n float spotAtten = 0.0;\n\n if (cosAngle >= lightDirection.w)\n {\n cosAngle = max(0., pow(cosAngle, lightData.w));\n spotAtten = max(0., (cosAngle - lightDirection.w) / (1. - cosAngle));\n\n // Diffuse\n float ndl = max(0., dot(vNormal, -lightDirection.xyz));\n\n // Specular\n vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result[0] = ndl * spotAtten * diffuseColor.rgb;\n result[1] = specComp * specularColor * spotAtten;\n result[2] = vec3(0.);\n\n return result;\n }\n\n result[0] = vec3(0.);\n result[1] = vec3(0.);\n result[2] = vec3(0.);\n\n return result;\n}\n\nmat3 computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec4 diffuseColor, vec3 specularColor, vec3 groundColor) {\n mat3 result;\n\n // Diffuse\n float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;\n\n // Specular\n vec3 angleW = normalize(viewDirectionW + lightData.xyz);\n float specComp = max(0., dot(vNormal, angleW));\n specComp = pow(specComp, vSpecularColor.a);\n\n result[0] = mix(groundColor, diffuseColor.rgb, ndl);\n result[1] = specComp * specularColor;\n result[2] = vec3(0.);\n\n return result;\n}\n\nvoid main(void) {\n // Clip plane\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n\n vec3 viewDirectionW = normalize(vEyePosition - vPositionW);\n\n // Base color\n vec4 baseColor = vec4(1., 1., 1., 1.);\n vec3 diffuseColor = vDiffuseColor.rgb;\n\n#ifdef VERTEXCOLOR\n baseColor.rgb *= vColor.rgb;\n#endif\n\n#ifdef DIFFUSE\n baseColor = texture2D(diffuseSampler, vDiffuseUV);\n\n#ifdef ALPHATEST\n if (baseColor.a < 0.4)\n discard;\n#endif\n\n baseColor.rgb *= vDiffuseInfos.y;\n#endif\n\n // Bump\n vec3 normalW = normalize(vNormalW);\n\n // Ambient color\n vec3 baseAmbientColor = vec3(1., 1., 1.);\n\n#ifdef AMBIENT\n baseAmbientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;\n#endif\n\n // Lighting\n vec3 diffuseBase = vec3(0., 0., 0.);\n vec3 specularBase = vec3(0., 0., 0.);\n float shadow = 1.;\n\n#ifdef LIGHT0\n#ifdef SPOTLIGHT0\n mat3 info = computeSpotLighting(viewDirectionW, normalW, vLightData0, vLightDirection0, vLightDiffuse0, vLightSpecular0);\n#endif\n#ifdef HEMILIGHT0\n mat3 info = computeHemisphericLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0, vLightGround0);\n#endif\n#ifdef POINTDIRLIGHT0\n mat3 info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0, vLightSpecular0);\n#endif\n#ifdef SHADOW0\n#ifdef SHADOWVSM0\n shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0);\n#else\n shadow = computeShadow(vPositionFromLight0, shadowSampler0);\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info[0] * shadow;\n specularBase += info[1] * shadow;\n#endif\n\n#ifdef LIGHT1\n#ifdef SPOTLIGHT1\n info = computeSpotLighting(viewDirectionW, normalW, vLightData1, vLightDirection1, vLightDiffuse1, vLightSpecular1);\n#endif\n#ifdef HEMILIGHT1\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1, vLightGround1);\n#endif\n#ifdef POINTDIRLIGHT1\n info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1, vLightSpecular1);\n#endif\n#ifdef SHADOW1\n#ifdef SHADOWVSM1\n shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1);\n#else\n shadow = computeShadow(vPositionFromLight1, shadowSampler1);\n#endif\n#else\n shadow = 1.;\n#endif\n diffuseBase += info[0] * shadow;\n specularBase += info[1] * shadow;\n#endif\n\n#ifdef LIGHT2\n#ifdef SPOTLIGHT2\n info = computeSpotLighting(viewDirectionW, normalW, vLightData2, vLightDirection2, vLightDiffuse2, vLightSpecular2);\n#endif\n#ifdef HEMILIGHT2\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2, vLightGround2);\n#endif\n#ifdef POINTDIRLIGHT2\n info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2, vLightSpecular2);\n#endif\n#ifdef SHADOW2\n#ifdef SHADOWVSM2\n shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2);\n#else\n shadow = computeShadow(vPositionFromLight2, shadowSampler2);\n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info[0] * shadow;\n specularBase += info[1] * shadow;\n#endif\n\n#ifdef LIGHT3\n#ifdef SPOTLIGHT3\n info = computeSpotLighting(viewDirectionW, normalW, vLightData3, vLightDirection3, vLightDiffuse3, vLightSpecular3);\n#endif\n#ifdef HEMILIGHT3\n info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3, vLightGround3);\n#endif\n#ifdef POINTDIRLIGHT3\n info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3, vLightSpecular3);\n#endif\n#ifdef SHADOW3\n#ifdef SHADOWVSM3\n shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3);\n#else\n shadow = computeShadow(vPositionFromLight3, shadowSampler3);\n#endif \n#else\n shadow = 1.;\n#endif\n diffuseBase += info[0] * shadow;\n specularBase += info[1] * shadow;\n#endif\n\n // Reflection\n vec3 reflectionColor = vec3(0., 0., 0.);\n\n#ifdef REFLECTION\n if (vReflectionInfos.z != 0.0)\n {\n reflectionColor = textureCube(reflectionCubeSampler, vReflectionUVW).rgb * vReflectionInfos.y;\n }\n else\n {\n vec2 coords = vReflectionUVW.xy;\n\n if (vReflectionInfos.x == MAP_PROJECTION)\n {\n coords /= vReflectionUVW.z;\n }\n\n coords.y = 1.0 - coords.y;\n\n reflectionColor = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.y;\n }\n\n#ifdef REFLECTIONFRESNEL\n float reflectionFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, reflectionRightColor.a, reflectionLeftColor.a);\n\n reflectionColor *= reflectionLeftColor.rgb * (1.0 - reflectionFresnelTerm) + reflectionFresnelTerm * reflectionRightColor.rgb;\n#endif\n#endif\n\n // Alpha\n float alpha = vDiffuseColor.a;\n\n#ifdef OPACITY\n vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);\n#ifdef OPACITYRGB\n opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);\n alpha *= (opacityMap.x + opacityMap.y + opacityMap.z)* vOpacityInfos.y;\n#else\n alpha *= opacityMap.a * vOpacityInfos.y;\n#endif\n#endif\n\n#ifdef VERTEXALPHA\n alpha *= vColor.a;\n#endif\n\n#ifdef OPACITYFRESNEL\n float opacityFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, opacityParts.z, opacityParts.w);\n\n alpha += opacityParts.x * (1.0 - opacityFresnelTerm) + opacityFresnelTerm * opacityParts.y;\n#endif\n\n // Emissive\n vec3 emissiveColor = vEmissiveColor;\n#ifdef EMISSIVE\n emissiveColor += texture2D(emissiveSampler, vEmissiveUV).rgb * vEmissiveInfos.y;\n#endif\n\n#ifdef EMISSIVEFRESNEL\n float emissiveFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, emissiveRightColor.a, emissiveLeftColor.a);\n\n emissiveColor *= emissiveLeftColor.rgb * (1.0 - emissiveFresnelTerm) + emissiveFresnelTerm * emissiveRightColor.rgb;\n#endif\n\n // Specular map\n vec3 specularColor = vSpecularColor.rgb;\n#ifdef SPECULAR\n specularColor = texture2D(specularSampler, vSpecularUV).rgb * vSpecularInfos.y;\n#endif\n\n // Fresnel\n#ifdef DIFFUSEFRESNEL\n float diffuseFresnelTerm = computeFresnelTerm(viewDirectionW, normalW, diffuseRightColor.a, diffuseLeftColor.a);\n\n diffuseBase *= diffuseLeftColor.rgb * (1.0 - diffuseFresnelTerm) + diffuseFresnelTerm * diffuseRightColor.rgb;\n#endif\n\n // Composition\n vec3 finalDiffuse = clamp(diffuseBase * diffuseColor + emissiveColor + vAmbientColor, 0.0, 1.0) * baseColor.rgb;\n vec3 finalSpecular = specularBase * specularColor;\n\n vec4 color = vec4(finalDiffuse * baseAmbientColor + finalSpecular + reflectionColor, alpha);\n\n#ifdef FOG\n float fog = CalcFogFactor();\n color.rgb = fog * color.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = color;\n}",
  11664. legacydefaultVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n#define MAP_EXPLICIT 0.\n#define MAP_SPHERICAL 1.\n#define MAP_PLANAR 2.\n#define MAP_CUBIC 3.\n#define MAP_PROJECTION 4.\n#define MAP_SKYBOX 5.\n\n// Attributes\nattribute vec3 position;\nattribute vec3 normal;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniforms\nuniform mat4 world;\nuniform mat4 view;\nuniform mat4 viewProjection;\n\n#ifdef DIFFUSE\nvarying vec2 vDiffuseUV;\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n\n#ifdef AMBIENT\nvarying vec2 vAmbientUV;\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n\n#ifdef OPACITY\nvarying vec2 vOpacityUV;\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n\n#ifdef REFLECTION\nuniform vec3 vEyePosition;\nvarying vec3 vReflectionUVW;\nuniform vec3 vReflectionInfos;\nuniform mat4 reflectionMatrix;\n#endif\n\n#ifdef EMISSIVE\nvarying vec2 vEmissiveUV;\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n\n#ifdef SPECULAR\nvarying vec2 vSpecularUV;\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n\n#ifdef BUMP\nvarying vec2 vBumpUV;\nuniform vec2 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n// Output\nvarying vec3 vPositionW;\nvarying vec3 vNormalW;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\n#ifdef SHADOWS\n#ifdef LIGHT0\nuniform mat4 lightMatrix0;\nvarying vec4 vPositionFromLight0;\n#endif\n#ifdef LIGHT1\nuniform mat4 lightMatrix1;\nvarying vec4 vPositionFromLight1;\n#endif\n#ifdef LIGHT2\nuniform mat4 lightMatrix2;\nvarying vec4 vPositionFromLight2;\n#endif\n#ifdef LIGHT3\nuniform mat4 lightMatrix3;\nvarying vec4 vPositionFromLight3;\n#endif\n#endif\n\n#ifdef REFLECTION\nvec3 computeReflectionCoords(float mode, vec4 worldPos, vec3 worldNormal)\n{\n if (mode == MAP_SPHERICAL)\n {\n vec3 coords = vec3(view * vec4(worldNormal, 0.0));\n\n return vec3(reflectionMatrix * vec4(coords, 1.0));\n }\n else if (mode == MAP_PLANAR)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = normalize(reflect(viewDir, worldNormal));\n\n return vec3(reflectionMatrix * vec4(coords, 1));\n }\n else if (mode == MAP_CUBIC)\n {\n vec3 viewDir = worldPos.xyz - vEyePosition;\n vec3 coords = reflect(viewDir, worldNormal);\n\n return vec3(reflectionMatrix * vec4(coords, 0));\n }\n else if (mode == MAP_PROJECTION)\n {\n return vec3(reflectionMatrix * (view * worldPos));\n }\n else if (mode == MAP_SKYBOX)\n {\n return position;\n }\n\n return vec3(0, 0, 0);\n}\n#endif\n\nvoid main(void) {\n mat4 finalWorld;\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n\n#ifdef BONES4\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = world * (m0 + m1 + m2 + m3);\n#else\n finalWorld = world * (m0 + m1 + m2);\n#endif \n\n#else\n finalWorld = world;\n#endif\n\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n\n vec4 worldPos = finalWorld * vec4(position, 1.0);\n vPositionW = vec3(worldPos);\n vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));\n\n // Texture coordinates\n#ifndef UV1\n vec2 uv = vec2(0., 0.);\n#endif\n#ifndef UV2\n vec2 uv2 = vec2(0., 0.);\n#endif\n\n#ifdef DIFFUSE\n if (vDiffuseInfos.x == 0.)\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef AMBIENT\n if (vAmbientInfos.x == 0.)\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vAmbientUV = vec2(ambientMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef OPACITY\n if (vOpacityInfos.x == 0.)\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vOpacityUV = vec2(opacityMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef REFLECTION\n vReflectionUVW = computeReflectionCoords(vReflectionInfos.x, vec4(vPositionW, 1.0), vNormalW);\n#endif\n\n#ifdef EMISSIVE\n if (vEmissiveInfos.x == 0.)\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vEmissiveUV = vec2(emissiveMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef SPECULAR\n if (vSpecularInfos.x == 0.)\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vSpecularUV = vec2(specularMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n#ifdef BUMP\n if (vBumpInfos.x == 0.)\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv, 1.0, 0.0));\n }\n else\n {\n vBumpUV = vec2(bumpMatrix * vec4(uv2, 1.0, 0.0));\n }\n#endif\n\n // Clip plane\n#ifdef CLIPPLANE\n fClipDistance = dot(worldPos, vClipPlane);\n#endif\n\n // Fog\n#ifdef FOG\n fFogDistance = (view * worldPos).z;\n#endif\n\n // Shadows\n#ifdef SHADOWS\n#ifdef LIGHT0\n vPositionFromLight0 = lightMatrix0 * worldPos;\n#endif\n#ifdef LIGHT1\n vPositionFromLight1 = lightMatrix1 * worldPos;\n#endif\n#ifdef LIGHT2\n vPositionFromLight2 = lightMatrix2 * worldPos;\n#endif\n#ifdef LIGHT3\n vPositionFromLight3 = lightMatrix3 * worldPos;\n#endif\n#endif\n\n // Vertex color\n#ifdef VERTEXCOLOR\n vColor = color;\n#endif\n}",
  11665. lensFlarePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\n// Color\nuniform vec4 color;\n\nvoid main(void) {\n vec4 baseColor = texture2D(textureSampler, vUV);\n\n gl_FragColor = baseColor * color;\n}",
  11666. lensFlareVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Uniforms\nuniform mat4 viewportMatrix;\n\n// Output\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n\n vUV = position * madd + madd;\n gl_Position = viewportMatrix * vec4(position, 0.0, 1.0);\n}",
  11667. marblePixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\n\nuniform float numberOfTilesHeight;\nuniform float numberOfTilesWidth;\nuniform float amplitude;\nuniform vec3 brickColor;\nuniform vec3 jointColor;\n\nconst vec3 tileSize = vec3(1.1, 1.0, 1.1);\nconst vec3 tilePct = vec3(0.98, 1.0, 0.98);\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat turbulence(vec2 P)\n{\n float val = 0.0;\n float freq = 1.0;\n for (int i = 0; i < 4; i++)\n {\n val += abs(noise(P*freq) / freq);\n freq *= 2.07;\n }\n return val;\n}\n\nfloat round(float number){\n return sign(number)*floor(abs(number) + 0.5);\n}\n\nvec3 marble_color(float x)\n{\n vec3 col;\n x = 0.5*(x + 1.);\n x = sqrt(x); \n x = sqrt(x);\n x = sqrt(x);\n col = vec3(.2 + .75*x); \n col.b *= 0.95; \n return col;\n}\n\nvoid main()\n{\n float brickW = 1.0 / numberOfTilesWidth;\n float brickH = 1.0 / numberOfTilesHeight;\n float jointWPercentage = 0.01;\n float jointHPercentage = 0.01;\n vec3 color = brickColor;\n float yi = vUV.y / brickH;\n float nyi = round(yi);\n float xi = vUV.x / brickW;\n\n if (mod(floor(yi), 2.0) == 0.0){\n xi = xi - 0.5;\n }\n\n float nxi = round(xi);\n vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);\n\n if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){\n color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);\n }\n else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){\n color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);\n }\n else {\n float t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0));\n t += amplitude * turbulence(brickvUV.xy);\n t = sin(t);\n color = marble_color(t);\n }\n\n gl_FragColor = vec4(color, 0.0);\n}",
  11668. oculusDistortionCorrectionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\n\nvec2 HmdWarp(vec2 in01) {\n\n vec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]\n float rSq = theta.x * theta.x + theta.y * theta.y;\n vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);\n return LensCenter + Scale * rvector;\n}\n\nvoid main(void)\n{\n vec2 tc = HmdWarp(vUV);\n if (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\n gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);\n else{\n gl_FragColor = vec4(texture2D(textureSampler, tc).rgb, 1.0);\n }\n}",
  11669. outlinePixelShader:"precision highp float;\n\nuniform vec4 color;\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void) {\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n gl_FragColor = color;\n}",
  11670. outlineVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attribute\nattribute vec3 position;\nattribute vec3 normal;\n\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniform\nuniform float offset;\n\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 viewProjection;\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n\nvoid main(void)\n{\n#ifdef INSTANCES\n mat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\n mat4 finalWorld = world;\n#endif\n\n vec3 offsetPosition = position + normal * offset;\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\n gl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\n#else\n gl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);\n#endif\n\n#ifdef ALPHATEST\n#ifdef UV1\n vUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n#endif\n#ifdef UV2\n vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n#endif\n#endif\n}",
  11671. particlesPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nvarying vec4 vColor;\nuniform vec4 textureMask;\nuniform sampler2D diffuseSampler;\n\n#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n\nvoid main(void) {\n#ifdef CLIPPLANE\n if (fClipDistance > 0.0)\n discard;\n#endif\n vec4 baseColor = texture2D(diffuseSampler, vUV);\n\n gl_FragColor = (baseColor * textureMask + (vec4(1., 1., 1., 1.) - textureMask)) * vColor;\n}",
  11672. particlesVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec3 position;\nattribute vec4 color;\nattribute vec4 options;\n\n// Uniforms\nuniform mat4 view;\nuniform mat4 projection;\n\n// Output\nvarying vec2 vUV;\nvarying vec4 vColor;\n\n#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nuniform mat4 invView;\nvarying float fClipDistance;\n#endif\n\nvoid main(void) { \n vec3 viewPos = (view * vec4(position, 1.0)).xyz; \n vec3 cornerPos;\n float size = options.y;\n float angle = options.x;\n vec2 offset = options.zw;\n\n cornerPos = vec3(offset.x - 0.5, offset.y - 0.5, 0.) * size;\n\n // Rotate\n vec3 rotatedCorner;\n rotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\n rotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\n rotatedCorner.z = 0.;\n\n // Position\n viewPos += rotatedCorner;\n gl_Position = projection * vec4(viewPos, 1.0); \n \n vColor = color;\n vUV = offset;\n\n // Clip plane\n#ifdef CLIPPLANE\n vec4 worldPos = invView * vec4(viewPos, 1.0);\n fClipDistance = dot(worldPos, vClipPlane);\n#endif\n}",
  11673. passPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nvoid main(void) \n{\n gl_FragColor = texture2D(textureSampler, vUV);\n}",
  11674. postprocessVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Output\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n\n vUV = position * madd + madd;\n gl_Position = vec4(position, 0.0, 1.0);\n}",
  11675. proceduralVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec2 position;\n\n// Output\nvarying vec2 vPosition;\nvarying vec2 vUV;\n\nconst vec2 madd = vec2(0.5, 0.5);\n\nvoid main(void) { \n vPosition = position;\n vUV = position * madd + madd;\n gl_Position = vec4(position, 0.0, 1.0);\n}",
  11676. refractionPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\n// Parameters\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\n\nvoid main() {\n float ref = 1.0 - texture2D(refractionSampler, vUV).r;\n\n vec2 uv = vUV - vec2(0.5);\n vec2 offset = uv * depth * ref;\n vec3 sourceColor = texture2D(textureSampler, vUV - offset).rgb;\n\n gl_FragColor = vec4(sourceColor + sourceColor * ref * colorLevel, 1.0);\n}",
  11677. roadPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vUV; \nuniform vec3 roadColor;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main(void) {\n float ratioy = mod(gl_FragCoord.y * 100.0 , fbm(vUV * 2.0));\n vec3 color = roadColor * ratioy;\n gl_FragColor = vec4(color, 1.0);\n}",
  11678. shadowMapPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvec4 pack(float depth)\n{\n const vec4 bitOffset = vec4(255. * 255. * 255., 255. * 255., 255., 1.);\n const vec4 bitMask = vec4(0., 1. / 255., 1. / 255., 1. / 255.);\n \n vec4 comp = mod(depth * bitOffset * vec4(254.), vec4(255.)) / vec4(254.);\n comp -= comp.xxyz * bitMask;\n \n return comp;\n}\n\n// Thanks to http://devmaster.net/\nvec2 packHalf(float depth) \n{ \n const vec2 bitOffset = vec2(1.0 / 255., 0.);\n vec2 color = vec2(depth, fract(depth * 255.));\n\n return color - (color.yy * bitOffset);\n}\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n\nvoid main(void)\n{\n#ifdef ALPHATEST\n if (texture2D(diffuseSampler, vUV).a < 0.4)\n discard;\n#endif\n\n#ifdef VSM\n float moment1 = gl_FragCoord.z / gl_FragCoord.w;\n float moment2 = moment1 * moment1;\n gl_FragColor = vec4(packHalf(moment1), packHalf(moment2));\n#else\n gl_FragColor = pack(vPosition.z / vPosition.w);\n#endif\n}",
  11679. shadowMapVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attribute\nattribute vec3 position;\n#ifdef BONES\nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#endif\n\n// Uniform\n#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif\n\nuniform mat4 viewProjection;\n#ifdef BONES\nuniform mat4 mBones[BonesPerMesh];\n#endif\n\n#ifndef VSM\nvarying vec4 vPosition;\n#endif\n\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n\nvoid main(void)\n{\n#ifdef INSTANCES\n mat4 finalWorld = mat4(world0, world1, world2, world3);\n#else\n mat4 finalWorld = world;\n#endif\n\n#ifdef BONES\n mat4 m0 = mBones[int(matricesIndices.x)] * matricesWeights.x;\n mat4 m1 = mBones[int(matricesIndices.y)] * matricesWeights.y;\n mat4 m2 = mBones[int(matricesIndices.z)] * matricesWeights.z;\n mat4 m3 = mBones[int(matricesIndices.w)] * matricesWeights.w;\n finalWorld = finalWorld * (m0 + m1 + m2 + m3);\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n#else\n#ifndef VSM\n vPosition = viewProjection * finalWorld * vec4(position, 1.0);\n#endif\n gl_Position = viewProjection * finalWorld * vec4(position, 1.0);\n#endif\n\n#ifdef ALPHATEST\n#ifdef UV1\n vUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));\n#endif\n#ifdef UV2\n vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));\n#endif\n#endif\n}",
  11680. spritesPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nuniform bool alphaTest;\n\nvarying vec4 vColor;\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\n// Fog\n#ifdef FOG\n\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\n\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying float fFogDistance;\n\nfloat CalcFogFactor()\n{\n float fogCoeff = 1.0;\n float fogStart = vFogInfos.y;\n float fogEnd = vFogInfos.z;\n float fogDensity = vFogInfos.w;\n\n if (FOGMODE_LINEAR == vFogInfos.x)\n {\n fogCoeff = (fogEnd - fFogDistance) / (fogEnd - fogStart);\n }\n else if (FOGMODE_EXP == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fogDensity);\n }\n else if (FOGMODE_EXP2 == vFogInfos.x)\n {\n fogCoeff = 1.0 / pow(E, fFogDistance * fFogDistance * fogDensity * fogDensity);\n }\n\n return min(1., max(0., fogCoeff));\n}\n#endif\n\n\nvoid main(void) {\n vec4 baseColor = texture2D(diffuseSampler, vUV);\n\n if (alphaTest) \n {\n if (baseColor.a < 0.95)\n discard;\n }\n\n baseColor *= vColor;\n\n#ifdef FOG\n float fog = CalcFogFactor();\n baseColor.rgb = fog * baseColor.rgb + (1.0 - fog) * vFogColor;\n#endif\n\n gl_FragColor = baseColor;\n}",
  11681. spritesVertexShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Attributes\nattribute vec3 position;\nattribute vec4 options;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\n// Uniforms\nuniform vec2 textureInfos;\nuniform mat4 view;\nuniform mat4 projection;\n\n// Output\nvarying vec2 vUV;\nvarying vec4 vColor;\n\n#ifdef FOG\nvarying float fFogDistance;\n#endif\n\nvoid main(void) { \n vec3 viewPos = (view * vec4(position, 1.0)).xyz; \n vec3 cornerPos;\n \n float angle = options.x;\n float size = options.y;\n vec2 offset = options.zw;\n vec2 uvScale = textureInfos.xy;\n\n cornerPos = vec3(offset.x - 0.5, offset.y - 0.5, 0.) * size;\n\n // Rotate\n vec3 rotatedCorner;\n rotatedCorner.x = cornerPos.x * cos(angle) - cornerPos.y * sin(angle);\n rotatedCorner.y = cornerPos.x * sin(angle) + cornerPos.y * cos(angle);\n rotatedCorner.z = 0.;\n\n // Position\n viewPos += rotatedCorner;\n gl_Position = projection * vec4(viewPos, 1.0); \n\n // Color\n vColor = color;\n \n // Texture\n vec2 uvOffset = vec2(abs(offset.x - cellInfo.x), 1.0 - abs(offset.y - cellInfo.y));\n\n vUV = (uvOffset + cellInfo.zw) * uvScale;\n\n // Fog\n#ifdef FOG\n fFogDistance = viewPos.z;\n#endif\n}",
  11682. woodPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\n\nuniform float ampScale;\nuniform vec3 woodColor;\n\nfloat rand(vec2 n) {\n return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);\n}\n\nfloat noise(vec2 n) {\n const vec2 d = vec2(0.0, 1.0);\n vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));\n return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);\n}\n\nfloat fbm(vec2 n) {\n float total = 0.0, amplitude = 1.0;\n for (int i = 0; i < 4; i++) {\n total += noise(n) * amplitude;\n n += n;\n amplitude *= 0.5;\n }\n return total;\n}\n\nvoid main(void) {\n float ratioy = mod(vUV.x * ampScale, 2.0 + fbm(vUV * 0.8));\n vec3 wood = woodColor * ratioy;\n gl_FragColor = vec4(wood, 1.0);\n}",
  11683. };
  11684. return Effect;
  11685. })();
  11686. BABYLON.Effect = Effect;
  11687. })(BABYLON || (BABYLON = {}));
  11688. var BABYLON;
  11689. (function (BABYLON) {
  11690. var Material = (function () {
  11691. function Material(name, scene, doNotAdd) {
  11692. this.name = name;
  11693. this.checkReadyOnEveryCall = true;
  11694. this.checkReadyOnlyOnce = false;
  11695. this.state = "";
  11696. this.alpha = 1.0;
  11697. this.backFaceCulling = true;
  11698. this._wasPreviouslyReady = false;
  11699. this._fillMode = Material.TriangleFillMode;
  11700. this.pointSize = 1.0;
  11701. this.id = name;
  11702. this._scene = scene;
  11703. if (!doNotAdd) {
  11704. scene.materials.push(this);
  11705. }
  11706. }
  11707. Object.defineProperty(Material, "TriangleFillMode", {
  11708. get: function () {
  11709. return Material._TriangleFillMode;
  11710. },
  11711. enumerable: true,
  11712. configurable: true
  11713. });
  11714. Object.defineProperty(Material, "WireFrameFillMode", {
  11715. get: function () {
  11716. return Material._WireFrameFillMode;
  11717. },
  11718. enumerable: true,
  11719. configurable: true
  11720. });
  11721. Object.defineProperty(Material, "PointFillMode", {
  11722. get: function () {
  11723. return Material._PointFillMode;
  11724. },
  11725. enumerable: true,
  11726. configurable: true
  11727. });
  11728. Object.defineProperty(Material.prototype, "wireframe", {
  11729. get: function () {
  11730. return this._fillMode === Material.WireFrameFillMode;
  11731. },
  11732. set: function (value) {
  11733. this._fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  11734. },
  11735. enumerable: true,
  11736. configurable: true
  11737. });
  11738. Object.defineProperty(Material.prototype, "pointsCloud", {
  11739. get: function () {
  11740. return this._fillMode === Material.PointFillMode;
  11741. },
  11742. set: function (value) {
  11743. this._fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  11744. },
  11745. enumerable: true,
  11746. configurable: true
  11747. });
  11748. Object.defineProperty(Material.prototype, "fillMode", {
  11749. get: function () {
  11750. return this._fillMode;
  11751. },
  11752. set: function (value) {
  11753. this._fillMode = value;
  11754. },
  11755. enumerable: true,
  11756. configurable: true
  11757. });
  11758. Material.prototype.isReady = function (mesh, useInstances) {
  11759. return true;
  11760. };
  11761. Material.prototype.getEffect = function () {
  11762. return this._effect;
  11763. };
  11764. Material.prototype.getScene = function () {
  11765. return this._scene;
  11766. };
  11767. Material.prototype.needAlphaBlending = function () {
  11768. return (this.alpha < 1.0);
  11769. };
  11770. Material.prototype.needAlphaTesting = function () {
  11771. return false;
  11772. };
  11773. Material.prototype.getAlphaTestTexture = function () {
  11774. return null;
  11775. };
  11776. Material.prototype.trackCreation = function (onCompiled, onError) {
  11777. };
  11778. Material.prototype._preBind = function () {
  11779. var engine = this._scene.getEngine();
  11780. engine.enableEffect(this._effect);
  11781. engine.setState(this.backFaceCulling);
  11782. };
  11783. Material.prototype.bind = function (world, mesh) {
  11784. this._scene._cachedMaterial = this;
  11785. if (this.onBind) {
  11786. this.onBind(this);
  11787. }
  11788. };
  11789. Material.prototype.bindOnlyWorldMatrix = function (world) {
  11790. };
  11791. Material.prototype.unbind = function () {
  11792. };
  11793. Material.prototype.dispose = function (forceDisposeEffect) {
  11794. var index = this._scene.materials.indexOf(this);
  11795. this._scene.materials.splice(index, 1);
  11796. if (forceDisposeEffect && this._effect) {
  11797. this._scene.getEngine()._releaseEffect(this._effect);
  11798. this._effect = null;
  11799. }
  11800. if (this.onDispose) {
  11801. this.onDispose();
  11802. }
  11803. };
  11804. Material._TriangleFillMode = 0;
  11805. Material._WireFrameFillMode = 1;
  11806. Material._PointFillMode = 2;
  11807. return Material;
  11808. })();
  11809. BABYLON.Material = Material;
  11810. })(BABYLON || (BABYLON = {}));
  11811. var __extends = this.__extends || function (d, b) {
  11812. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  11813. function __() { this.constructor = d; }
  11814. __.prototype = b.prototype;
  11815. d.prototype = new __();
  11816. };
  11817. var BABYLON;
  11818. (function (BABYLON) {
  11819. var maxSimultaneousLights = 4;
  11820. var FresnelParameters = (function () {
  11821. function FresnelParameters() {
  11822. this.isEnabled = true;
  11823. this.leftColor = BABYLON.Color3.White();
  11824. this.rightColor = BABYLON.Color3.Black();
  11825. this.bias = 0;
  11826. this.power = 1;
  11827. }
  11828. return FresnelParameters;
  11829. })();
  11830. BABYLON.FresnelParameters = FresnelParameters;
  11831. var StandardMaterial = (function (_super) {
  11832. __extends(StandardMaterial, _super);
  11833. function StandardMaterial(name, scene) {
  11834. var _this = this;
  11835. _super.call(this, name, scene);
  11836. this.ambientColor = new BABYLON.Color3(0, 0, 0);
  11837. this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  11838. this.specularColor = new BABYLON.Color3(1, 1, 1);
  11839. this.specularPower = 64;
  11840. this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  11841. this.useAlphaFromDiffuseTexture = false;
  11842. this.useSpecularOverAlpha = true;
  11843. this.fogEnabled = true;
  11844. this._cachedDefines = null;
  11845. this._renderTargets = new BABYLON.SmartArray(16);
  11846. this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  11847. this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  11848. this._scaledDiffuse = new BABYLON.Color3();
  11849. this._scaledSpecular = new BABYLON.Color3();
  11850. this.getRenderTargetTextures = function () {
  11851. _this._renderTargets.reset();
  11852. if (_this.reflectionTexture && _this.reflectionTexture.isRenderTarget) {
  11853. _this._renderTargets.push(_this.reflectionTexture);
  11854. }
  11855. return _this._renderTargets;
  11856. };
  11857. }
  11858. StandardMaterial.prototype.needAlphaBlending = function () {
  11859. return (this.alpha < 1.0) || (this.opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled;
  11860. };
  11861. StandardMaterial.prototype.needAlphaTesting = function () {
  11862. return this.diffuseTexture != null && this.diffuseTexture.hasAlpha && !this.diffuseTexture.getAlphaFromRGB;
  11863. };
  11864. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  11865. return this.diffuseTexture != null && this.diffuseTexture.hasAlpha && this.useAlphaFromDiffuseTexture;
  11866. };
  11867. StandardMaterial.prototype.getAlphaTestTexture = function () {
  11868. return this.diffuseTexture;
  11869. };
  11870. StandardMaterial.prototype.isReady = function (mesh, useInstances) {
  11871. if (this.checkReadyOnlyOnce) {
  11872. if (this._wasPreviouslyReady) {
  11873. return true;
  11874. }
  11875. }
  11876. var scene = this.getScene();
  11877. if (!this.checkReadyOnEveryCall) {
  11878. if (this._renderId === scene.getRenderId()) {
  11879. return true;
  11880. }
  11881. }
  11882. var engine = scene.getEngine();
  11883. var defines = [];
  11884. var fallbacks = new BABYLON.EffectFallbacks();
  11885. if (scene.texturesEnabled) {
  11886. if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  11887. if (!this.diffuseTexture.isReady()) {
  11888. return false;
  11889. } else {
  11890. defines.push("#define DIFFUSE");
  11891. }
  11892. }
  11893. if (this.ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  11894. if (!this.ambientTexture.isReady()) {
  11895. return false;
  11896. } else {
  11897. defines.push("#define AMBIENT");
  11898. }
  11899. }
  11900. if (this.opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  11901. if (!this.opacityTexture.isReady()) {
  11902. return false;
  11903. } else {
  11904. defines.push("#define OPACITY");
  11905. if (this.opacityTexture.getAlphaFromRGB) {
  11906. defines.push("#define OPACITYRGB");
  11907. }
  11908. }
  11909. }
  11910. if (this.reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  11911. if (!this.reflectionTexture.isReady()) {
  11912. return false;
  11913. } else {
  11914. defines.push("#define REFLECTION");
  11915. fallbacks.addFallback(0, "REFLECTION");
  11916. }
  11917. }
  11918. if (this.emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  11919. if (!this.emissiveTexture.isReady()) {
  11920. return false;
  11921. } else {
  11922. defines.push("#define EMISSIVE");
  11923. }
  11924. }
  11925. if (this.specularTexture && StandardMaterial.SpecularTextureEnabled) {
  11926. if (!this.specularTexture.isReady()) {
  11927. return false;
  11928. } else {
  11929. defines.push("#define SPECULAR");
  11930. fallbacks.addFallback(0, "SPECULAR");
  11931. }
  11932. }
  11933. }
  11934. if (scene.getEngine().getCaps().standardDerivatives && this.bumpTexture && StandardMaterial.BumpTextureEnabled) {
  11935. if (!this.bumpTexture.isReady()) {
  11936. return false;
  11937. } else {
  11938. defines.push("#define BUMP");
  11939. fallbacks.addFallback(0, "BUMP");
  11940. }
  11941. }
  11942. if (this.useSpecularOverAlpha) {
  11943. defines.push("#define SPECULAROVERALPHA");
  11944. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  11945. }
  11946. if (scene.clipPlane) {
  11947. defines.push("#define CLIPPLANE");
  11948. }
  11949. if (engine.getAlphaTesting()) {
  11950. defines.push("#define ALPHATEST");
  11951. }
  11952. if (this._shouldUseAlphaFromDiffuseTexture()) {
  11953. defines.push("#define ALPHAFROMDIFFUSE");
  11954. }
  11955. if (this.pointsCloud || scene.forcePointsCloud) {
  11956. defines.push("#define POINTSIZE");
  11957. }
  11958. if (mesh && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  11959. defines.push("#define FOG");
  11960. fallbacks.addFallback(1, "FOG");
  11961. }
  11962. var shadowsActivated = false;
  11963. var lightIndex = 0;
  11964. if (scene.lightsEnabled) {
  11965. for (var index = 0; index < scene.lights.length; index++) {
  11966. var light = scene.lights[index];
  11967. if (!light.isEnabled()) {
  11968. continue;
  11969. }
  11970. if (light._excludedMeshesIds.length > 0) {
  11971. for (var excludedIndex = 0; excludedIndex < light._excludedMeshesIds.length; excludedIndex++) {
  11972. var excludedMesh = scene.getMeshByID(light._excludedMeshesIds[excludedIndex]);
  11973. if (excludedMesh) {
  11974. light.excludedMeshes.push(excludedMesh);
  11975. }
  11976. }
  11977. light._excludedMeshesIds = [];
  11978. }
  11979. if (light._includedOnlyMeshesIds.length > 0) {
  11980. for (var includedOnlyIndex = 0; includedOnlyIndex < light._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  11981. var includedOnlyMesh = scene.getMeshByID(light._includedOnlyMeshesIds[includedOnlyIndex]);
  11982. if (includedOnlyMesh) {
  11983. light.includedOnlyMeshes.push(includedOnlyMesh);
  11984. }
  11985. }
  11986. light._includedOnlyMeshesIds = [];
  11987. }
  11988. if (!light.canAffectMesh(mesh)) {
  11989. continue;
  11990. }
  11991. defines.push("#define LIGHT" + lightIndex);
  11992. if (lightIndex > 0) {
  11993. fallbacks.addFallback(lightIndex, "LIGHT" + lightIndex);
  11994. }
  11995. var type;
  11996. if (light instanceof BABYLON.SpotLight) {
  11997. type = "#define SPOTLIGHT" + lightIndex;
  11998. } else if (light instanceof BABYLON.HemisphericLight) {
  11999. type = "#define HEMILIGHT" + lightIndex;
  12000. } else {
  12001. type = "#define POINTDIRLIGHT" + lightIndex;
  12002. }
  12003. defines.push(type);
  12004. if (lightIndex > 0) {
  12005. fallbacks.addFallback(lightIndex, type.replace("#define ", ""));
  12006. }
  12007. if (scene.shadowsEnabled) {
  12008. var shadowGenerator = light.getShadowGenerator();
  12009. if (mesh && mesh.receiveShadows && shadowGenerator) {
  12010. defines.push("#define SHADOW" + lightIndex);
  12011. fallbacks.addFallback(0, "SHADOW" + lightIndex);
  12012. if (!shadowsActivated) {
  12013. defines.push("#define SHADOWS");
  12014. shadowsActivated = true;
  12015. }
  12016. if (shadowGenerator.useVarianceShadowMap) {
  12017. defines.push("#define SHADOWVSM" + lightIndex);
  12018. if (lightIndex > 0) {
  12019. fallbacks.addFallback(0, "SHADOWVSM" + lightIndex);
  12020. }
  12021. }
  12022. if (shadowGenerator.usePoissonSampling) {
  12023. defines.push("#define SHADOWPCF" + lightIndex);
  12024. if (lightIndex > 0) {
  12025. fallbacks.addFallback(0, "SHADOWPCF" + lightIndex);
  12026. }
  12027. }
  12028. }
  12029. }
  12030. lightIndex++;
  12031. if (lightIndex === maxSimultaneousLights)
  12032. break;
  12033. }
  12034. }
  12035. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled || this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled || this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled || this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  12036. var fresnelRank = 1;
  12037. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  12038. defines.push("#define DIFFUSEFRESNEL");
  12039. fallbacks.addFallback(fresnelRank, "DIFFUSEFRESNEL");
  12040. fresnelRank++;
  12041. }
  12042. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  12043. defines.push("#define OPACITYFRESNEL");
  12044. fallbacks.addFallback(fresnelRank, "OPACITYFRESNEL");
  12045. fresnelRank++;
  12046. }
  12047. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  12048. defines.push("#define REFLECTIONFRESNEL");
  12049. fallbacks.addFallback(fresnelRank, "REFLECTIONFRESNEL");
  12050. fresnelRank++;
  12051. }
  12052. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  12053. defines.push("#define EMISSIVEFRESNEL");
  12054. fallbacks.addFallback(fresnelRank, "EMISSIVEFRESNEL");
  12055. fresnelRank++;
  12056. }
  12057. defines.push("#define FRESNEL");
  12058. fallbacks.addFallback(fresnelRank - 1, "FRESNEL");
  12059. }
  12060. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  12061. if (mesh) {
  12062. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  12063. attribs.push(BABYLON.VertexBuffer.UVKind);
  12064. defines.push("#define UV1");
  12065. }
  12066. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  12067. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  12068. defines.push("#define UV2");
  12069. }
  12070. if (mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  12071. attribs.push(BABYLON.VertexBuffer.ColorKind);
  12072. defines.push("#define VERTEXCOLOR");
  12073. if (mesh.hasVertexAlpha) {
  12074. defines.push("#define VERTEXALPHA");
  12075. }
  12076. }
  12077. if (mesh.skeleton && scene.skeletonsEnabled && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  12078. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  12079. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  12080. defines.push("#define BONES");
  12081. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  12082. defines.push("#define BONES4");
  12083. fallbacks.addFallback(0, "BONES4");
  12084. }
  12085. if (useInstances) {
  12086. defines.push("#define INSTANCES");
  12087. attribs.push("world0");
  12088. attribs.push("world1");
  12089. attribs.push("world2");
  12090. attribs.push("world3");
  12091. }
  12092. }
  12093. var join = defines.join("\n");
  12094. if (this._cachedDefines !== join) {
  12095. this._cachedDefines = join;
  12096. scene.resetCachedMaterial();
  12097. var shaderName = "default";
  12098. if (!scene.getEngine().getCaps().standardDerivatives) {
  12099. shaderName = "legacydefault";
  12100. }
  12101. this._effect = scene.getEngine().createEffect(shaderName, attribs, [
  12102. "world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  12103. "vLightData0", "vLightDiffuse0", "vLightSpecular0", "vLightDirection0", "vLightGround0", "lightMatrix0",
  12104. "vLightData1", "vLightDiffuse1", "vLightSpecular1", "vLightDirection1", "vLightGround1", "lightMatrix1",
  12105. "vLightData2", "vLightDiffuse2", "vLightSpecular2", "vLightDirection2", "vLightGround2", "lightMatrix2",
  12106. "vLightData3", "vLightDiffuse3", "vLightSpecular3", "vLightDirection3", "vLightGround3", "lightMatrix3",
  12107. "vFogInfos", "vFogColor", "pointSize",
  12108. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos",
  12109. "mBones",
  12110. "vClipPlane", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix",
  12111. "darkness0", "darkness1", "darkness2", "darkness3",
  12112. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor"
  12113. ], [
  12114. "diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler", "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler",
  12115. "shadowSampler0", "shadowSampler1", "shadowSampler2", "shadowSampler3"
  12116. ], join, fallbacks, this.onCompiled, this.onError);
  12117. }
  12118. if (!this._effect.isReady()) {
  12119. return false;
  12120. }
  12121. this._renderId = scene.getRenderId();
  12122. this._wasPreviouslyReady = true;
  12123. return true;
  12124. };
  12125. StandardMaterial.prototype.unbind = function () {
  12126. if (this.reflectionTexture && this.reflectionTexture.isRenderTarget) {
  12127. this._effect.setTexture("reflection2DSampler", null);
  12128. }
  12129. };
  12130. StandardMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  12131. this._effect.setMatrix("world", world);
  12132. };
  12133. StandardMaterial.prototype.bind = function (world, mesh) {
  12134. var scene = this.getScene();
  12135. this.bindOnlyWorldMatrix(world);
  12136. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  12137. if (mesh.skeleton && scene.skeletonsEnabled && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  12138. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  12139. }
  12140. if (scene.getCachedMaterial() !== this) {
  12141. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  12142. this._effect.setColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  12143. this._effect.setColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  12144. }
  12145. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  12146. this._effect.setColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  12147. }
  12148. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  12149. this._effect.setColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  12150. this._effect.setColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  12151. }
  12152. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  12153. this._effect.setColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  12154. this._effect.setColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  12155. }
  12156. if (this.diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  12157. this._effect.setTexture("diffuseSampler", this.diffuseTexture);
  12158. this._effect.setFloat2("vDiffuseInfos", this.diffuseTexture.coordinatesIndex, this.diffuseTexture.level);
  12159. this._effect.setMatrix("diffuseMatrix", this.diffuseTexture.getTextureMatrix());
  12160. }
  12161. if (this.ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  12162. this._effect.setTexture("ambientSampler", this.ambientTexture);
  12163. this._effect.setFloat2("vAmbientInfos", this.ambientTexture.coordinatesIndex, this.ambientTexture.level);
  12164. this._effect.setMatrix("ambientMatrix", this.ambientTexture.getTextureMatrix());
  12165. }
  12166. if (this.opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  12167. this._effect.setTexture("opacitySampler", this.opacityTexture);
  12168. this._effect.setFloat2("vOpacityInfos", this.opacityTexture.coordinatesIndex, this.opacityTexture.level);
  12169. this._effect.setMatrix("opacityMatrix", this.opacityTexture.getTextureMatrix());
  12170. }
  12171. if (this.reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  12172. if (this.reflectionTexture.isCube) {
  12173. this._effect.setTexture("reflectionCubeSampler", this.reflectionTexture);
  12174. } else {
  12175. this._effect.setTexture("reflection2DSampler", this.reflectionTexture);
  12176. }
  12177. this._effect.setMatrix("reflectionMatrix", this.reflectionTexture.getReflectionTextureMatrix());
  12178. this._effect.setFloat3("vReflectionInfos", this.reflectionTexture.coordinatesMode, this.reflectionTexture.level, this.reflectionTexture.isCube ? 1 : 0);
  12179. }
  12180. if (this.emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  12181. this._effect.setTexture("emissiveSampler", this.emissiveTexture);
  12182. this._effect.setFloat2("vEmissiveInfos", this.emissiveTexture.coordinatesIndex, this.emissiveTexture.level);
  12183. this._effect.setMatrix("emissiveMatrix", this.emissiveTexture.getTextureMatrix());
  12184. }
  12185. if (this.specularTexture && StandardMaterial.SpecularTextureEnabled) {
  12186. this._effect.setTexture("specularSampler", this.specularTexture);
  12187. this._effect.setFloat2("vSpecularInfos", this.specularTexture.coordinatesIndex, this.specularTexture.level);
  12188. this._effect.setMatrix("specularMatrix", this.specularTexture.getTextureMatrix());
  12189. }
  12190. if (this.bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  12191. this._effect.setTexture("bumpSampler", this.bumpTexture);
  12192. this._effect.setFloat2("vBumpInfos", this.bumpTexture.coordinatesIndex, 1.0 / this.bumpTexture.level);
  12193. this._effect.setMatrix("bumpMatrix", this.bumpTexture.getTextureMatrix());
  12194. }
  12195. if (scene.clipPlane) {
  12196. var clipPlane = scene.clipPlane;
  12197. this._effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  12198. }
  12199. if (this.pointsCloud) {
  12200. this._effect.setFloat("pointSize", this.pointSize);
  12201. }
  12202. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  12203. this._scaledSpecular.r = this.specularColor.r * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.r);
  12204. this._scaledSpecular.g = this.specularColor.g * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.g);
  12205. this._scaledSpecular.b = this.specularColor.b * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.b);
  12206. this._effect.setVector3("vEyePosition", scene.activeCamera.position);
  12207. this._effect.setColor3("vAmbientColor", this._globalAmbientColor);
  12208. this._effect.setColor4("vSpecularColor", this._scaledSpecular, this.specularPower);
  12209. this._effect.setColor3("vEmissiveColor", this.emissiveColor);
  12210. }
  12211. this._scaledDiffuse.r = this.diffuseColor.r * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.r);
  12212. this._scaledDiffuse.g = this.diffuseColor.g * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.g);
  12213. this._scaledDiffuse.b = this.diffuseColor.b * BABYLON.Tools.Clamp(1.0 - this.emissiveColor.b);
  12214. this._effect.setColor4("vDiffuseColor", this._scaledDiffuse, this.alpha * mesh.visibility);
  12215. if (scene.lightsEnabled) {
  12216. var lightIndex = 0;
  12217. for (var index = 0; index < scene.lights.length; index++) {
  12218. var light = scene.lights[index];
  12219. if (!light.isEnabled()) {
  12220. continue;
  12221. }
  12222. if (!light.canAffectMesh(mesh)) {
  12223. continue;
  12224. }
  12225. if (light instanceof BABYLON.PointLight) {
  12226. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  12227. } else if (light instanceof BABYLON.DirectionalLight) {
  12228. light.transferToEffect(this._effect, "vLightData" + lightIndex);
  12229. } else if (light instanceof BABYLON.SpotLight) {
  12230. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightDirection" + lightIndex);
  12231. } else if (light instanceof BABYLON.HemisphericLight) {
  12232. light.transferToEffect(this._effect, "vLightData" + lightIndex, "vLightGround" + lightIndex);
  12233. }
  12234. light.diffuse.scaleToRef(light.intensity, this._scaledDiffuse);
  12235. light.specular.scaleToRef(light.intensity, this._scaledSpecular);
  12236. this._effect.setColor4("vLightDiffuse" + lightIndex, this._scaledDiffuse, light.range);
  12237. this._effect.setColor3("vLightSpecular" + lightIndex, this._scaledSpecular);
  12238. if (scene.shadowsEnabled) {
  12239. var shadowGenerator = light.getShadowGenerator();
  12240. if (mesh.receiveShadows && shadowGenerator) {
  12241. this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
  12242. this._effect.setTexture("shadowSampler" + lightIndex, shadowGenerator.getShadowMap());
  12243. this._effect.setFloat("darkness" + lightIndex, shadowGenerator.getDarkness());
  12244. }
  12245. }
  12246. lightIndex++;
  12247. if (lightIndex === maxSimultaneousLights)
  12248. break;
  12249. }
  12250. }
  12251. if (mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this.reflectionTexture) {
  12252. this._effect.setMatrix("view", scene.getViewMatrix());
  12253. }
  12254. if (mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  12255. this._effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  12256. this._effect.setColor3("vFogColor", scene.fogColor);
  12257. }
  12258. _super.prototype.bind.call(this, world, mesh);
  12259. };
  12260. StandardMaterial.prototype.getAnimatables = function () {
  12261. var results = [];
  12262. if (this.diffuseTexture && this.diffuseTexture.animations && this.diffuseTexture.animations.length > 0) {
  12263. results.push(this.diffuseTexture);
  12264. }
  12265. if (this.ambientTexture && this.ambientTexture.animations && this.ambientTexture.animations.length > 0) {
  12266. results.push(this.ambientTexture);
  12267. }
  12268. if (this.opacityTexture && this.opacityTexture.animations && this.opacityTexture.animations.length > 0) {
  12269. results.push(this.opacityTexture);
  12270. }
  12271. if (this.reflectionTexture && this.reflectionTexture.animations && this.reflectionTexture.animations.length > 0) {
  12272. results.push(this.reflectionTexture);
  12273. }
  12274. if (this.emissiveTexture && this.emissiveTexture.animations && this.emissiveTexture.animations.length > 0) {
  12275. results.push(this.emissiveTexture);
  12276. }
  12277. if (this.specularTexture && this.specularTexture.animations && this.specularTexture.animations.length > 0) {
  12278. results.push(this.specularTexture);
  12279. }
  12280. if (this.bumpTexture && this.bumpTexture.animations && this.bumpTexture.animations.length > 0) {
  12281. results.push(this.bumpTexture);
  12282. }
  12283. return results;
  12284. };
  12285. StandardMaterial.prototype.dispose = function (forceDisposeEffect) {
  12286. if (this.diffuseTexture) {
  12287. this.diffuseTexture.dispose();
  12288. }
  12289. if (this.ambientTexture) {
  12290. this.ambientTexture.dispose();
  12291. }
  12292. if (this.opacityTexture) {
  12293. this.opacityTexture.dispose();
  12294. }
  12295. if (this.reflectionTexture) {
  12296. this.reflectionTexture.dispose();
  12297. }
  12298. if (this.emissiveTexture) {
  12299. this.emissiveTexture.dispose();
  12300. }
  12301. if (this.specularTexture) {
  12302. this.specularTexture.dispose();
  12303. }
  12304. if (this.bumpTexture) {
  12305. this.bumpTexture.dispose();
  12306. }
  12307. _super.prototype.dispose.call(this, forceDisposeEffect);
  12308. };
  12309. StandardMaterial.prototype.clone = function (name) {
  12310. var newStandardMaterial = new StandardMaterial(name, this.getScene());
  12311. newStandardMaterial.checkReadyOnEveryCall = this.checkReadyOnEveryCall;
  12312. newStandardMaterial.alpha = this.alpha;
  12313. newStandardMaterial.fillMode = this.fillMode;
  12314. newStandardMaterial.backFaceCulling = this.backFaceCulling;
  12315. if (this.diffuseTexture && this.diffuseTexture.clone) {
  12316. newStandardMaterial.diffuseTexture = this.diffuseTexture.clone();
  12317. }
  12318. if (this.ambientTexture && this.ambientTexture.clone) {
  12319. newStandardMaterial.ambientTexture = this.ambientTexture.clone();
  12320. }
  12321. if (this.opacityTexture && this.opacityTexture.clone) {
  12322. newStandardMaterial.opacityTexture = this.opacityTexture.clone();
  12323. }
  12324. if (this.reflectionTexture && this.reflectionTexture.clone) {
  12325. newStandardMaterial.reflectionTexture = this.reflectionTexture.clone();
  12326. }
  12327. if (this.emissiveTexture && this.emissiveTexture.clone) {
  12328. newStandardMaterial.emissiveTexture = this.emissiveTexture.clone();
  12329. }
  12330. if (this.specularTexture && this.specularTexture.clone) {
  12331. newStandardMaterial.specularTexture = this.specularTexture.clone();
  12332. }
  12333. if (this.bumpTexture && this.bumpTexture.clone) {
  12334. newStandardMaterial.bumpTexture = this.bumpTexture.clone();
  12335. }
  12336. newStandardMaterial.ambientColor = this.ambientColor.clone();
  12337. newStandardMaterial.diffuseColor = this.diffuseColor.clone();
  12338. newStandardMaterial.specularColor = this.specularColor.clone();
  12339. newStandardMaterial.specularPower = this.specularPower;
  12340. newStandardMaterial.emissiveColor = this.emissiveColor.clone();
  12341. return newStandardMaterial;
  12342. };
  12343. StandardMaterial.DiffuseTextureEnabled = true;
  12344. StandardMaterial.AmbientTextureEnabled = true;
  12345. StandardMaterial.OpacityTextureEnabled = true;
  12346. StandardMaterial.ReflectionTextureEnabled = true;
  12347. StandardMaterial.EmissiveTextureEnabled = true;
  12348. StandardMaterial.SpecularTextureEnabled = true;
  12349. StandardMaterial.BumpTextureEnabled = true;
  12350. return StandardMaterial;
  12351. })(BABYLON.Material);
  12352. BABYLON.StandardMaterial = StandardMaterial;
  12353. })(BABYLON || (BABYLON = {}));
  12354. var __extends = this.__extends || function (d, b) {
  12355. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  12356. function __() { this.constructor = d; }
  12357. __.prototype = b.prototype;
  12358. d.prototype = new __();
  12359. };
  12360. var BABYLON;
  12361. (function (BABYLON) {
  12362. var MultiMaterial = (function (_super) {
  12363. __extends(MultiMaterial, _super);
  12364. function MultiMaterial(name, scene) {
  12365. _super.call(this, name, scene, true);
  12366. this.subMaterials = new Array();
  12367. scene.multiMaterials.push(this);
  12368. }
  12369. MultiMaterial.prototype.getSubMaterial = function (index) {
  12370. if (index < 0 || index >= this.subMaterials.length) {
  12371. return this.getScene().defaultMaterial;
  12372. }
  12373. return this.subMaterials[index];
  12374. };
  12375. MultiMaterial.prototype.isReady = function (mesh) {
  12376. for (var index = 0; index < this.subMaterials.length; index++) {
  12377. var subMaterial = this.subMaterials[index];
  12378. if (subMaterial) {
  12379. if (!this.subMaterials[index].isReady(mesh)) {
  12380. return false;
  12381. }
  12382. }
  12383. }
  12384. return true;
  12385. };
  12386. return MultiMaterial;
  12387. })(BABYLON.Material);
  12388. BABYLON.MultiMaterial = MultiMaterial;
  12389. })(BABYLON || (BABYLON = {}));
  12390. var BABYLON;
  12391. (function (BABYLON) {
  12392. var Database = (function () {
  12393. function Database(urlToScene, callbackManifestChecked) {
  12394. this.idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  12395. this.callbackManifestChecked = callbackManifestChecked;
  12396. this.currentSceneUrl = BABYLON.Database.ReturnFullUrlLocation(urlToScene);
  12397. this.db = null;
  12398. this.enableSceneOffline = false;
  12399. this.enableTexturesOffline = false;
  12400. this.manifestVersionFound = 0;
  12401. this.mustUpdateRessources = false;
  12402. this.hasReachedQuota = false;
  12403. this.checkManifestFile();
  12404. }
  12405. Database.prototype.checkManifestFile = function () {
  12406. var _this = this;
  12407. function noManifestFile() {
  12408. BABYLON.Tools.Log("Valid manifest file not found. Scene & textures will be loaded directly from the web server.");
  12409. that.enableSceneOffline = false;
  12410. that.enableTexturesOffline = false;
  12411. that.callbackManifestChecked(false);
  12412. }
  12413. var that = this;
  12414. var manifestURL = this.currentSceneUrl + ".manifest";
  12415. var xhr = new XMLHttpRequest();
  12416. var manifestURLTimeStamped = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + (new Date()).getTime();
  12417. xhr.open("GET", manifestURLTimeStamped, true);
  12418. xhr.addEventListener("load", function () {
  12419. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  12420. try {
  12421. var manifestFile = JSON.parse(xhr.response);
  12422. _this.enableSceneOffline = manifestFile.enableSceneOffline;
  12423. _this.enableTexturesOffline = manifestFile.enableTexturesOffline;
  12424. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  12425. _this.manifestVersionFound = manifestFile.version;
  12426. }
  12427. if (_this.callbackManifestChecked) {
  12428. _this.callbackManifestChecked(true);
  12429. }
  12430. } catch (ex) {
  12431. noManifestFile();
  12432. }
  12433. } else {
  12434. noManifestFile();
  12435. }
  12436. }, false);
  12437. xhr.addEventListener("error", function (event) {
  12438. noManifestFile();
  12439. }, false);
  12440. try {
  12441. xhr.send();
  12442. } catch (ex) {
  12443. BABYLON.Tools.Error("Error on XHR send request.");
  12444. that.callbackManifestChecked(false);
  12445. }
  12446. };
  12447. Database.prototype.openAsync = function (successCallback, errorCallback) {
  12448. var _this = this;
  12449. function handleError() {
  12450. that.isSupported = false;
  12451. if (errorCallback)
  12452. errorCallback();
  12453. }
  12454. var that = this;
  12455. if (!this.idbFactory || !(this.enableSceneOffline || this.enableTexturesOffline)) {
  12456. this.isSupported = false;
  12457. if (errorCallback)
  12458. errorCallback();
  12459. } else {
  12460. if (!this.db) {
  12461. this.hasReachedQuota = false;
  12462. this.isSupported = true;
  12463. var request = this.idbFactory.open("babylonjs", 1);
  12464. request.onerror = function (event) {
  12465. handleError();
  12466. };
  12467. request.onblocked = function (event) {
  12468. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  12469. handleError();
  12470. };
  12471. request.onsuccess = function (event) {
  12472. _this.db = request.result;
  12473. successCallback();
  12474. };
  12475. request.onupgradeneeded = function (event) {
  12476. _this.db = (event.target).result;
  12477. try {
  12478. var scenesStore = _this.db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  12479. var versionsStore = _this.db.createObjectStore("versions", { keyPath: "sceneUrl" });
  12480. var texturesStore = _this.db.createObjectStore("textures", { keyPath: "textureUrl" });
  12481. } catch (ex) {
  12482. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  12483. handleError();
  12484. }
  12485. };
  12486. } else {
  12487. if (successCallback)
  12488. successCallback();
  12489. }
  12490. }
  12491. };
  12492. Database.prototype.loadImageFromDB = function (url, image) {
  12493. var _this = this;
  12494. var completeURL = BABYLON.Database.ReturnFullUrlLocation(url);
  12495. var saveAndLoadImage = function () {
  12496. if (!_this.hasReachedQuota && _this.db !== null) {
  12497. _this._saveImageIntoDBAsync(completeURL, image);
  12498. } else {
  12499. image.src = url;
  12500. }
  12501. };
  12502. if (!this.mustUpdateRessources) {
  12503. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  12504. } else {
  12505. saveAndLoadImage();
  12506. }
  12507. };
  12508. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  12509. if (this.isSupported && this.db !== null) {
  12510. var texture;
  12511. var transaction = this.db.transaction(["textures"]);
  12512. transaction.onabort = function (event) {
  12513. image.src = url;
  12514. };
  12515. transaction.oncomplete = function (event) {
  12516. var blobTextureURL;
  12517. if (texture) {
  12518. var URL = window.URL || window.webkitURL;
  12519. blobTextureURL = URL.createObjectURL(texture.data, { oneTimeOnly: true });
  12520. image.onerror = function () {
  12521. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  12522. image.src = url;
  12523. };
  12524. image.src = blobTextureURL;
  12525. } else {
  12526. notInDBCallback();
  12527. }
  12528. };
  12529. var getRequest = transaction.objectStore("textures").get(url);
  12530. getRequest.onsuccess = function (event) {
  12531. texture = (event.target).result;
  12532. };
  12533. getRequest.onerror = function (event) {
  12534. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  12535. image.src = url;
  12536. };
  12537. } else {
  12538. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  12539. image.src = url;
  12540. }
  12541. };
  12542. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  12543. var _this = this;
  12544. if (this.isSupported) {
  12545. var generateBlobUrl = function () {
  12546. var blobTextureURL;
  12547. if (blob) {
  12548. var URL = window.URL || window.webkitURL;
  12549. try {
  12550. blobTextureURL = URL.createObjectURL(blob, { oneTimeOnly: true });
  12551. } catch (ex) {
  12552. blobTextureURL = URL.createObjectURL(blob);
  12553. }
  12554. }
  12555. image.src = blobTextureURL;
  12556. };
  12557. if (BABYLON.Database.isUASupportingBlobStorage) {
  12558. var xhr = new XMLHttpRequest(), blob;
  12559. xhr.open("GET", url, true);
  12560. xhr.responseType = "blob";
  12561. xhr.addEventListener("load", function () {
  12562. if (xhr.status === 200) {
  12563. blob = xhr.response;
  12564. var transaction = _this.db.transaction(["textures"], "readwrite");
  12565. transaction.onabort = function (event) {
  12566. try {
  12567. if (event.srcElement.error.name === "QuotaExceededError") {
  12568. this.hasReachedQuota = true;
  12569. }
  12570. } catch (ex) {
  12571. }
  12572. generateBlobUrl();
  12573. };
  12574. transaction.oncomplete = function (event) {
  12575. generateBlobUrl();
  12576. };
  12577. var newTexture = { textureUrl: url, data: blob };
  12578. try {
  12579. var addRequest = transaction.objectStore("textures").put(newTexture);
  12580. addRequest.onsuccess = function (event) {
  12581. };
  12582. addRequest.onerror = function (event) {
  12583. generateBlobUrl();
  12584. };
  12585. } catch (ex) {
  12586. if (ex.code === 25) {
  12587. BABYLON.Database.isUASupportingBlobStorage = false;
  12588. }
  12589. image.src = url;
  12590. }
  12591. } else {
  12592. image.src = url;
  12593. }
  12594. }, false);
  12595. xhr.addEventListener("error", function (event) {
  12596. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  12597. image.src = url;
  12598. }, false);
  12599. xhr.send();
  12600. } else {
  12601. image.src = url;
  12602. }
  12603. } else {
  12604. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  12605. image.src = url;
  12606. }
  12607. };
  12608. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  12609. var _this = this;
  12610. var updateVersion = function (event) {
  12611. _this._saveVersionIntoDBAsync(url, versionLoaded);
  12612. };
  12613. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  12614. };
  12615. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  12616. var _this = this;
  12617. if (this.isSupported) {
  12618. var version;
  12619. try {
  12620. var transaction = this.db.transaction(["versions"]);
  12621. transaction.oncomplete = function (event) {
  12622. if (version) {
  12623. if (_this.manifestVersionFound > version.data) {
  12624. _this.mustUpdateRessources = true;
  12625. updateInDBCallback();
  12626. } else {
  12627. callback(version.data);
  12628. }
  12629. } else {
  12630. _this.mustUpdateRessources = true;
  12631. updateInDBCallback();
  12632. }
  12633. };
  12634. transaction.onabort = function (event) {
  12635. callback(-1);
  12636. };
  12637. var getRequest = transaction.objectStore("versions").get(url);
  12638. getRequest.onsuccess = function (event) {
  12639. version = (event.target).result;
  12640. };
  12641. getRequest.onerror = function (event) {
  12642. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  12643. callback(-1);
  12644. };
  12645. } catch (ex) {
  12646. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  12647. callback(-1);
  12648. }
  12649. } else {
  12650. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  12651. callback(-1);
  12652. }
  12653. };
  12654. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  12655. var _this = this;
  12656. if (this.isSupported && !this.hasReachedQuota) {
  12657. try {
  12658. var transaction = this.db.transaction(["versions"], "readwrite");
  12659. transaction.onabort = function (event) {
  12660. try {
  12661. if (event.srcElement.error.name === "QuotaExceededError") {
  12662. _this.hasReachedQuota = true;
  12663. }
  12664. } catch (ex) {
  12665. }
  12666. callback(-1);
  12667. };
  12668. transaction.oncomplete = function (event) {
  12669. callback(_this.manifestVersionFound);
  12670. };
  12671. var newVersion = { sceneUrl: url, data: this.manifestVersionFound };
  12672. var addRequest = transaction.objectStore("versions").put(newVersion);
  12673. addRequest.onsuccess = function (event) {
  12674. };
  12675. addRequest.onerror = function (event) {
  12676. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  12677. };
  12678. } catch (ex) {
  12679. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  12680. callback(-1);
  12681. }
  12682. } else {
  12683. callback(-1);
  12684. }
  12685. };
  12686. Database.prototype.loadFileFromDB = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  12687. var _this = this;
  12688. var completeUrl = BABYLON.Database.ReturnFullUrlLocation(url);
  12689. var saveAndLoadFile = function (event) {
  12690. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack);
  12691. };
  12692. this._checkVersionFromDB(completeUrl, function (version) {
  12693. if (version !== -1) {
  12694. if (!_this.mustUpdateRessources) {
  12695. _this._loadFileFromDBAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  12696. } else {
  12697. _this._saveFileIntoDBAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer);
  12698. }
  12699. } else {
  12700. errorCallback();
  12701. }
  12702. });
  12703. };
  12704. Database.prototype._loadFileFromDBAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  12705. if (this.isSupported) {
  12706. var targetStore;
  12707. if (url.indexOf(".babylon") !== -1) {
  12708. targetStore = "scenes";
  12709. } else {
  12710. targetStore = "textures";
  12711. }
  12712. var file;
  12713. var transaction = this.db.transaction([targetStore]);
  12714. transaction.oncomplete = function (event) {
  12715. if (file) {
  12716. callback(file.data);
  12717. } else {
  12718. notInDBCallback();
  12719. }
  12720. };
  12721. transaction.onabort = function (event) {
  12722. notInDBCallback();
  12723. };
  12724. var getRequest = transaction.objectStore(targetStore).get(url);
  12725. getRequest.onsuccess = function (event) {
  12726. file = (event.target).result;
  12727. };
  12728. getRequest.onerror = function (event) {
  12729. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  12730. notInDBCallback();
  12731. };
  12732. } else {
  12733. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  12734. callback();
  12735. }
  12736. };
  12737. Database.prototype._saveFileIntoDBAsync = function (url, callback, progressCallback, useArrayBuffer) {
  12738. var _this = this;
  12739. if (this.isSupported) {
  12740. var targetStore;
  12741. if (url.indexOf(".babylon") !== -1) {
  12742. targetStore = "scenes";
  12743. } else {
  12744. targetStore = "textures";
  12745. }
  12746. var xhr = new XMLHttpRequest(), fileData;
  12747. xhr.open("GET", url, true);
  12748. if (useArrayBuffer) {
  12749. xhr.responseType = "arraybuffer";
  12750. }
  12751. xhr.onprogress = progressCallback;
  12752. xhr.addEventListener("load", function () {
  12753. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6)) {
  12754. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  12755. if (!_this.hasReachedQuota) {
  12756. var transaction = _this.db.transaction([targetStore], "readwrite");
  12757. transaction.onabort = function (event) {
  12758. try {
  12759. if (event.srcElement.error.name === "QuotaExceededError") {
  12760. this.hasReachedQuota = true;
  12761. }
  12762. } catch (ex) {
  12763. }
  12764. callback(fileData);
  12765. };
  12766. transaction.oncomplete = function (event) {
  12767. callback(fileData);
  12768. };
  12769. var newFile;
  12770. if (targetStore === "scenes") {
  12771. newFile = { sceneUrl: url, data: fileData, version: _this.manifestVersionFound };
  12772. } else {
  12773. newFile = { textureUrl: url, data: fileData };
  12774. }
  12775. try {
  12776. var addRequest = transaction.objectStore(targetStore).put(newFile);
  12777. addRequest.onsuccess = function (event) {
  12778. };
  12779. addRequest.onerror = function (event) {
  12780. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  12781. };
  12782. } catch (ex) {
  12783. callback(fileData);
  12784. }
  12785. } else {
  12786. callback(fileData);
  12787. }
  12788. } else {
  12789. callback();
  12790. }
  12791. }, false);
  12792. xhr.addEventListener("error", function (event) {
  12793. BABYLON.Tools.Error("error on XHR request.");
  12794. callback();
  12795. }, false);
  12796. xhr.send();
  12797. } else {
  12798. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  12799. callback();
  12800. }
  12801. };
  12802. Database.isUASupportingBlobStorage = true;
  12803. Database.parseURL = function (url) {
  12804. var a = document.createElement('a');
  12805. a.href = url;
  12806. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  12807. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  12808. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  12809. return absLocation;
  12810. };
  12811. Database.ReturnFullUrlLocation = function (url) {
  12812. if (url.indexOf("http:/") === -1) {
  12813. return (BABYLON.Database.parseURL(window.location.href) + url);
  12814. } else {
  12815. return url;
  12816. }
  12817. };
  12818. return Database;
  12819. })();
  12820. BABYLON.Database = Database;
  12821. })(BABYLON || (BABYLON = {}));
  12822. var BABYLON;
  12823. (function (BABYLON) {
  12824. var SpriteManager = (function () {
  12825. function SpriteManager(name, imgUrl, capacity, cellSize, scene, epsilon) {
  12826. this.name = name;
  12827. this.cellSize = cellSize;
  12828. this.sprites = new Array();
  12829. this.renderingGroupId = 0;
  12830. this.fogEnabled = true;
  12831. this._vertexDeclaration = [3, 4, 4, 4];
  12832. this._vertexStrideSize = 15 * 4;
  12833. this._capacity = capacity;
  12834. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false);
  12835. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  12836. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  12837. this._epsilon = epsilon === undefined ? 0.01 : epsilon;
  12838. this._scene = scene;
  12839. this._scene.spriteManagers.push(this);
  12840. this._vertexDeclaration = [3, 4, 4, 4];
  12841. this._vertexStrideSize = 15 * 4;
  12842. this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
  12843. var indices = [];
  12844. var index = 0;
  12845. for (var count = 0; count < capacity; count++) {
  12846. indices.push(index);
  12847. indices.push(index + 1);
  12848. indices.push(index + 2);
  12849. indices.push(index);
  12850. indices.push(index + 2);
  12851. indices.push(index + 3);
  12852. index += 4;
  12853. }
  12854. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  12855. this._vertices = new Float32Array(capacity * this._vertexStrideSize);
  12856. this._effectBase = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  12857. this._effectFog = this._scene.getEngine().createEffect("sprites", ["position", "options", "cellInfo", "color"], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  12858. }
  12859. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  12860. var arrayOffset = index * 15;
  12861. if (offsetX == 0)
  12862. offsetX = this._epsilon;
  12863. else if (offsetX == 1)
  12864. offsetX = 1 - this._epsilon;
  12865. if (offsetY == 0)
  12866. offsetY = this._epsilon;
  12867. else if (offsetY == 1)
  12868. offsetY = 1 - this._epsilon;
  12869. this._vertices[arrayOffset] = sprite.position.x;
  12870. this._vertices[arrayOffset + 1] = sprite.position.y;
  12871. this._vertices[arrayOffset + 2] = sprite.position.z;
  12872. this._vertices[arrayOffset + 3] = sprite.angle;
  12873. this._vertices[arrayOffset + 4] = sprite.size;
  12874. this._vertices[arrayOffset + 5] = offsetX;
  12875. this._vertices[arrayOffset + 6] = offsetY;
  12876. this._vertices[arrayOffset + 7] = sprite.invertU ? 1 : 0;
  12877. this._vertices[arrayOffset + 8] = sprite.invertV ? 1 : 0;
  12878. var offset = (sprite.cellIndex / rowSize) >> 0;
  12879. this._vertices[arrayOffset + 9] = sprite.cellIndex - offset * rowSize;
  12880. this._vertices[arrayOffset + 10] = offset;
  12881. this._vertices[arrayOffset + 11] = sprite.color.r;
  12882. this._vertices[arrayOffset + 12] = sprite.color.g;
  12883. this._vertices[arrayOffset + 13] = sprite.color.b;
  12884. this._vertices[arrayOffset + 14] = sprite.color.a;
  12885. };
  12886. SpriteManager.prototype.render = function () {
  12887. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady())
  12888. return;
  12889. var engine = this._scene.getEngine();
  12890. var baseSize = this._spriteTexture.getBaseSize();
  12891. var deltaTime = BABYLON.Tools.GetDeltaTime();
  12892. var max = Math.min(this._capacity, this.sprites.length);
  12893. var rowSize = baseSize.width / this.cellSize;
  12894. var offset = 0;
  12895. for (var index = 0; index < max; index++) {
  12896. var sprite = this.sprites[index];
  12897. if (!sprite) {
  12898. continue;
  12899. }
  12900. sprite._animate(deltaTime);
  12901. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  12902. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  12903. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  12904. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  12905. }
  12906. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices, max * this._vertexStrideSize);
  12907. var effect = this._effectBase;
  12908. if (this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  12909. effect = this._effectFog;
  12910. }
  12911. engine.enableEffect(effect);
  12912. var viewMatrix = this._scene.getViewMatrix();
  12913. effect.setTexture("diffuseSampler", this._spriteTexture);
  12914. effect.setMatrix("view", viewMatrix);
  12915. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  12916. effect.setFloat2("textureInfos", this.cellSize / baseSize.width, this.cellSize / baseSize.height);
  12917. if (this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  12918. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  12919. effect.setColor3("vFogColor", this._scene.fogColor);
  12920. }
  12921. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  12922. effect.setBool("alphaTest", true);
  12923. engine.setColorWrite(false);
  12924. engine.draw(true, 0, max * 6);
  12925. engine.setColorWrite(true);
  12926. effect.setBool("alphaTest", false);
  12927. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  12928. engine.draw(true, 0, max * 6);
  12929. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  12930. };
  12931. SpriteManager.prototype.dispose = function () {
  12932. if (this._vertexBuffer) {
  12933. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  12934. this._vertexBuffer = null;
  12935. }
  12936. if (this._indexBuffer) {
  12937. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  12938. this._indexBuffer = null;
  12939. }
  12940. if (this._spriteTexture) {
  12941. this._spriteTexture.dispose();
  12942. this._spriteTexture = null;
  12943. }
  12944. var index = this._scene.spriteManagers.indexOf(this);
  12945. this._scene.spriteManagers.splice(index, 1);
  12946. if (this.onDispose) {
  12947. this.onDispose();
  12948. }
  12949. };
  12950. return SpriteManager;
  12951. })();
  12952. BABYLON.SpriteManager = SpriteManager;
  12953. })(BABYLON || (BABYLON = {}));
  12954. var BABYLON;
  12955. (function (BABYLON) {
  12956. var Sprite = (function () {
  12957. function Sprite(name, manager) {
  12958. this.name = name;
  12959. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  12960. this.size = 1.0;
  12961. this.angle = 0;
  12962. this.cellIndex = 0;
  12963. this.invertU = 0;
  12964. this.invertV = 0;
  12965. this.animations = new Array();
  12966. this._animationStarted = false;
  12967. this._loopAnimation = false;
  12968. this._fromIndex = 0;
  12969. this._toIndex = 0;
  12970. this._delay = 0;
  12971. this._direction = 1;
  12972. this._frameCount = 0;
  12973. this._time = 0;
  12974. this._manager = manager;
  12975. this._manager.sprites.push(this);
  12976. this.position = BABYLON.Vector3.Zero();
  12977. }
  12978. Sprite.prototype.playAnimation = function (from, to, loop, delay) {
  12979. this._fromIndex = from;
  12980. this._toIndex = to;
  12981. this._loopAnimation = loop;
  12982. this._delay = delay;
  12983. this._animationStarted = true;
  12984. this._direction = from < to ? 1 : -1;
  12985. this.cellIndex = from;
  12986. this._time = 0;
  12987. };
  12988. Sprite.prototype.stopAnimation = function () {
  12989. this._animationStarted = false;
  12990. };
  12991. Sprite.prototype._animate = function (deltaTime) {
  12992. if (!this._animationStarted)
  12993. return;
  12994. this._time += deltaTime;
  12995. if (this._time > this._delay) {
  12996. this._time = this._time % this._delay;
  12997. this.cellIndex += this._direction;
  12998. if (this.cellIndex == this._toIndex) {
  12999. if (this._loopAnimation) {
  13000. this.cellIndex = this._fromIndex;
  13001. } else {
  13002. this._animationStarted = false;
  13003. if (this.disposeWhenFinishedAnimating) {
  13004. this.dispose();
  13005. }
  13006. }
  13007. }
  13008. }
  13009. };
  13010. Sprite.prototype.dispose = function () {
  13011. for (var i = 0; i < this._manager.sprites.length; i++) {
  13012. if (this._manager.sprites[i] == this) {
  13013. this._manager.sprites.splice(i, 1);
  13014. }
  13015. }
  13016. };
  13017. return Sprite;
  13018. })();
  13019. BABYLON.Sprite = Sprite;
  13020. })(BABYLON || (BABYLON = {}));
  13021. var BABYLON;
  13022. (function (BABYLON) {
  13023. var Layer = (function () {
  13024. function Layer(name, imgUrl, scene, isBackground, color) {
  13025. this.name = name;
  13026. this._vertexDeclaration = [2];
  13027. this._vertexStrideSize = 2 * 4;
  13028. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  13029. this.isBackground = isBackground === undefined ? true : isBackground;
  13030. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  13031. this._scene = scene;
  13032. this._scene.layers.push(this);
  13033. var vertices = [];
  13034. vertices.push(1, 1);
  13035. vertices.push(-1, 1);
  13036. vertices.push(-1, -1);
  13037. vertices.push(1, -1);
  13038. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  13039. var indices = [];
  13040. indices.push(0);
  13041. indices.push(1);
  13042. indices.push(2);
  13043. indices.push(0);
  13044. indices.push(2);
  13045. indices.push(3);
  13046. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  13047. this._effect = this._scene.getEngine().createEffect("layer", ["position"], ["textureMatrix", "color"], ["textureSampler"], "");
  13048. }
  13049. Layer.prototype.render = function () {
  13050. if (!this._effect.isReady() || !this.texture || !this.texture.isReady())
  13051. return;
  13052. var engine = this._scene.getEngine();
  13053. engine.enableEffect(this._effect);
  13054. engine.setState(false);
  13055. this._effect.setTexture("textureSampler", this.texture);
  13056. this._effect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  13057. this._effect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  13058. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  13059. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  13060. engine.draw(true, 0, 6);
  13061. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  13062. };
  13063. Layer.prototype.dispose = function () {
  13064. if (this._vertexBuffer) {
  13065. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  13066. this._vertexBuffer = null;
  13067. }
  13068. if (this._indexBuffer) {
  13069. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  13070. this._indexBuffer = null;
  13071. }
  13072. if (this.texture) {
  13073. this.texture.dispose();
  13074. this.texture = null;
  13075. }
  13076. var index = this._scene.layers.indexOf(this);
  13077. this._scene.layers.splice(index, 1);
  13078. if (this.onDispose) {
  13079. this.onDispose();
  13080. }
  13081. };
  13082. return Layer;
  13083. })();
  13084. BABYLON.Layer = Layer;
  13085. })(BABYLON || (BABYLON = {}));
  13086. var BABYLON;
  13087. (function (BABYLON) {
  13088. var Particle = (function () {
  13089. function Particle() {
  13090. this.position = BABYLON.Vector3.Zero();
  13091. this.direction = BABYLON.Vector3.Zero();
  13092. this.color = new BABYLON.Color4(0, 0, 0, 0);
  13093. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  13094. this.lifeTime = 1.0;
  13095. this.age = 0;
  13096. this.size = 0;
  13097. this.angle = 0;
  13098. this.angularSpeed = 0;
  13099. }
  13100. return Particle;
  13101. })();
  13102. BABYLON.Particle = Particle;
  13103. })(BABYLON || (BABYLON = {}));
  13104. var BABYLON;
  13105. (function (BABYLON) {
  13106. var randomNumber = function (min, max) {
  13107. if (min === max) {
  13108. return (min);
  13109. }
  13110. var random = Math.random();
  13111. return ((random * (max - min)) + min);
  13112. };
  13113. var ParticleSystem = (function () {
  13114. function ParticleSystem(name, capacity, scene, customEffect) {
  13115. var _this = this;
  13116. this.name = name;
  13117. this.renderingGroupId = 0;
  13118. this.emitter = null;
  13119. this.emitRate = 10;
  13120. this.manualEmitCount = -1;
  13121. this.updateSpeed = 0.01;
  13122. this.targetStopDuration = 0;
  13123. this.disposeOnStop = false;
  13124. this.minEmitPower = 1;
  13125. this.maxEmitPower = 1;
  13126. this.minLifeTime = 1;
  13127. this.maxLifeTime = 1;
  13128. this.minSize = 1;
  13129. this.maxSize = 1;
  13130. this.minAngularSpeed = 0;
  13131. this.maxAngularSpeed = 0;
  13132. this.blendMode = ParticleSystem.BLENDMODE_ONEONE;
  13133. this.forceDepthWrite = false;
  13134. this.gravity = BABYLON.Vector3.Zero();
  13135. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  13136. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  13137. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  13138. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  13139. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  13140. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  13141. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  13142. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  13143. this.particles = new Array();
  13144. this._vertexDeclaration = [3, 4, 4];
  13145. this._vertexStrideSize = 11 * 4;
  13146. this._stockParticles = new Array();
  13147. this._newPartsExcess = 0;
  13148. this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  13149. this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  13150. this._scaledDirection = BABYLON.Vector3.Zero();
  13151. this._scaledGravity = BABYLON.Vector3.Zero();
  13152. this._currentRenderId = -1;
  13153. this._started = false;
  13154. this._stopped = false;
  13155. this._actualFrame = 0;
  13156. this.id = name;
  13157. this._capacity = capacity;
  13158. this._scene = scene;
  13159. this._customEffect = customEffect;
  13160. scene.particleSystems.push(this);
  13161. this._vertexBuffer = scene.getEngine().createDynamicVertexBuffer(capacity * this._vertexStrideSize * 4);
  13162. var indices = [];
  13163. var index = 0;
  13164. for (var count = 0; count < capacity; count++) {
  13165. indices.push(index);
  13166. indices.push(index + 1);
  13167. indices.push(index + 2);
  13168. indices.push(index);
  13169. indices.push(index + 2);
  13170. indices.push(index + 3);
  13171. index += 4;
  13172. }
  13173. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  13174. this._vertices = new Float32Array(capacity * this._vertexStrideSize);
  13175. this.startDirectionFunction = function (emitPower, worldMatrix, directionToUpdate) {
  13176. var randX = randomNumber(_this.direction1.x, _this.direction2.x);
  13177. var randY = randomNumber(_this.direction1.y, _this.direction2.y);
  13178. var randZ = randomNumber(_this.direction1.z, _this.direction2.z);
  13179. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX * emitPower, randY * emitPower, randZ * emitPower, worldMatrix, directionToUpdate);
  13180. };
  13181. this.startPositionFunction = function (worldMatrix, positionToUpdate) {
  13182. var randX = randomNumber(_this.minEmitBox.x, _this.maxEmitBox.x);
  13183. var randY = randomNumber(_this.minEmitBox.y, _this.maxEmitBox.y);
  13184. var randZ = randomNumber(_this.minEmitBox.z, _this.maxEmitBox.z);
  13185. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  13186. };
  13187. }
  13188. ParticleSystem.prototype.getCapacity = function () {
  13189. return this._capacity;
  13190. };
  13191. ParticleSystem.prototype.isAlive = function () {
  13192. return this._alive;
  13193. };
  13194. ParticleSystem.prototype.isStarted = function () {
  13195. return this._started;
  13196. };
  13197. ParticleSystem.prototype.start = function () {
  13198. this._started = true;
  13199. this._stopped = false;
  13200. this._actualFrame = 0;
  13201. };
  13202. ParticleSystem.prototype.stop = function () {
  13203. this._stopped = true;
  13204. };
  13205. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  13206. var offset = index * 11;
  13207. this._vertices[offset] = particle.position.x;
  13208. this._vertices[offset + 1] = particle.position.y;
  13209. this._vertices[offset + 2] = particle.position.z;
  13210. this._vertices[offset + 3] = particle.color.r;
  13211. this._vertices[offset + 4] = particle.color.g;
  13212. this._vertices[offset + 5] = particle.color.b;
  13213. this._vertices[offset + 6] = particle.color.a;
  13214. this._vertices[offset + 7] = particle.angle;
  13215. this._vertices[offset + 8] = particle.size;
  13216. this._vertices[offset + 9] = offsetX;
  13217. this._vertices[offset + 10] = offsetY;
  13218. };
  13219. ParticleSystem.prototype._update = function (newParticles) {
  13220. this._alive = this.particles.length > 0;
  13221. for (var index = 0; index < this.particles.length; index++) {
  13222. var particle = this.particles[index];
  13223. particle.age += this._scaledUpdateSpeed;
  13224. if (particle.age >= particle.lifeTime) {
  13225. this._stockParticles.push(this.particles.splice(index, 1)[0]);
  13226. index--;
  13227. continue;
  13228. } else {
  13229. particle.colorStep.scaleToRef(this._scaledUpdateSpeed, this._scaledColorStep);
  13230. particle.color.addInPlace(this._scaledColorStep);
  13231. if (particle.color.a < 0)
  13232. particle.color.a = 0;
  13233. particle.angle += particle.angularSpeed * this._scaledUpdateSpeed;
  13234. particle.direction.scaleToRef(this._scaledUpdateSpeed, this._scaledDirection);
  13235. particle.position.addInPlace(this._scaledDirection);
  13236. this.gravity.scaleToRef(this._scaledUpdateSpeed, this._scaledGravity);
  13237. particle.direction.addInPlace(this._scaledGravity);
  13238. }
  13239. }
  13240. var worldMatrix;
  13241. if (this.emitter.position) {
  13242. worldMatrix = this.emitter.getWorldMatrix();
  13243. } else {
  13244. worldMatrix = BABYLON.Matrix.Translation(this.emitter.x, this.emitter.y, this.emitter.z);
  13245. }
  13246. for (index = 0; index < newParticles; index++) {
  13247. if (this.particles.length === this._capacity) {
  13248. break;
  13249. }
  13250. if (this._stockParticles.length !== 0) {
  13251. particle = this._stockParticles.pop();
  13252. particle.age = 0;
  13253. } else {
  13254. particle = new BABYLON.Particle();
  13255. }
  13256. this.particles.push(particle);
  13257. var emitPower = randomNumber(this.minEmitPower, this.maxEmitPower);
  13258. this.startDirectionFunction(emitPower, worldMatrix, particle.direction);
  13259. particle.lifeTime = randomNumber(this.minLifeTime, this.maxLifeTime);
  13260. particle.size = randomNumber(this.minSize, this.maxSize);
  13261. particle.angularSpeed = randomNumber(this.minAngularSpeed, this.maxAngularSpeed);
  13262. this.startPositionFunction(worldMatrix, particle.position);
  13263. var step = randomNumber(0, 1.0);
  13264. BABYLON.Color4.LerpToRef(this.color1, this.color2, step, particle.color);
  13265. this.colorDead.subtractToRef(particle.color, this._colorDiff);
  13266. this._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  13267. }
  13268. };
  13269. ParticleSystem.prototype._getEffect = function () {
  13270. if (this._customEffect) {
  13271. return this._customEffect;
  13272. }
  13273. ;
  13274. var defines = [];
  13275. if (this._scene.clipPlane) {
  13276. defines.push("#define CLIPPLANE");
  13277. }
  13278. var join = defines.join("\n");
  13279. if (this._cachedDefines !== join) {
  13280. this._cachedDefines = join;
  13281. this._effect = this._scene.getEngine().createEffect("particles", ["position", "color", "options"], ["invView", "view", "projection", "vClipPlane", "textureMask"], ["diffuseSampler"], join);
  13282. }
  13283. return this._effect;
  13284. };
  13285. ParticleSystem.prototype.animate = function () {
  13286. if (!this._started)
  13287. return;
  13288. var effect = this._getEffect();
  13289. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady())
  13290. return;
  13291. if (this._currentRenderId === this._scene.getRenderId()) {
  13292. return;
  13293. }
  13294. this._currentRenderId = this._scene.getRenderId();
  13295. this._scaledUpdateSpeed = this.updateSpeed * this._scene.getAnimationRatio();
  13296. var emitCout;
  13297. if (this.manualEmitCount > -1) {
  13298. emitCout = this.manualEmitCount;
  13299. this.manualEmitCount = 0;
  13300. } else {
  13301. emitCout = this.emitRate;
  13302. }
  13303. var newParticles = ((emitCout * this._scaledUpdateSpeed) >> 0);
  13304. this._newPartsExcess += emitCout * this._scaledUpdateSpeed - newParticles;
  13305. if (this._newPartsExcess > 1.0) {
  13306. newParticles += this._newPartsExcess >> 0;
  13307. this._newPartsExcess -= this._newPartsExcess >> 0;
  13308. }
  13309. this._alive = false;
  13310. if (!this._stopped) {
  13311. this._actualFrame += this._scaledUpdateSpeed;
  13312. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration)
  13313. this.stop();
  13314. } else {
  13315. newParticles = 0;
  13316. }
  13317. this._update(newParticles);
  13318. if (this._stopped) {
  13319. if (!this._alive) {
  13320. this._started = false;
  13321. if (this.disposeOnStop) {
  13322. this._scene._toBeDisposed.push(this);
  13323. }
  13324. }
  13325. }
  13326. var offset = 0;
  13327. for (var index = 0; index < this.particles.length; index++) {
  13328. var particle = this.particles[index];
  13329. this._appendParticleVertex(offset++, particle, 0, 0);
  13330. this._appendParticleVertex(offset++, particle, 1, 0);
  13331. this._appendParticleVertex(offset++, particle, 1, 1);
  13332. this._appendParticleVertex(offset++, particle, 0, 1);
  13333. }
  13334. var engine = this._scene.getEngine();
  13335. engine.updateDynamicVertexBuffer(this._vertexBuffer, this._vertices, this.particles.length * this._vertexStrideSize);
  13336. };
  13337. ParticleSystem.prototype.render = function () {
  13338. var effect = this._getEffect();
  13339. if (!this.emitter || !effect.isReady() || !this.particleTexture || !this.particleTexture.isReady() || !this.particles.length)
  13340. return 0;
  13341. var engine = this._scene.getEngine();
  13342. engine.enableEffect(effect);
  13343. engine.setState(false);
  13344. var viewMatrix = this._scene.getViewMatrix();
  13345. effect.setTexture("diffuseSampler", this.particleTexture);
  13346. effect.setMatrix("view", viewMatrix);
  13347. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  13348. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  13349. if (this._scene.clipPlane) {
  13350. var clipPlane = this._scene.clipPlane;
  13351. var invView = viewMatrix.clone();
  13352. invView.invert();
  13353. effect.setMatrix("invView", invView);
  13354. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  13355. }
  13356. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  13357. if (this.blendMode === ParticleSystem.BLENDMODE_ONEONE) {
  13358. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  13359. } else {
  13360. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  13361. }
  13362. if (this.forceDepthWrite) {
  13363. engine.setDepthWrite(true);
  13364. }
  13365. engine.draw(true, 0, this.particles.length * 6);
  13366. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  13367. return this.particles.length;
  13368. };
  13369. ParticleSystem.prototype.dispose = function () {
  13370. if (this._vertexBuffer) {
  13371. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  13372. this._vertexBuffer = null;
  13373. }
  13374. if (this._indexBuffer) {
  13375. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  13376. this._indexBuffer = null;
  13377. }
  13378. if (this.particleTexture) {
  13379. this.particleTexture.dispose();
  13380. this.particleTexture = null;
  13381. }
  13382. var index = this._scene.particleSystems.indexOf(this);
  13383. this._scene.particleSystems.splice(index, 1);
  13384. if (this.onDispose) {
  13385. this.onDispose();
  13386. }
  13387. };
  13388. ParticleSystem.prototype.clone = function (name, newEmitter) {
  13389. var result = new ParticleSystem(name, this._capacity, this._scene);
  13390. BABYLON.Tools.DeepCopy(this, result, ["particles"], ["_vertexDeclaration", "_vertexStrideSize"]);
  13391. if (newEmitter === undefined) {
  13392. newEmitter = this.emitter;
  13393. }
  13394. result.emitter = newEmitter;
  13395. if (this.particleTexture) {
  13396. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  13397. }
  13398. result.start();
  13399. return result;
  13400. };
  13401. ParticleSystem.BLENDMODE_ONEONE = 0;
  13402. ParticleSystem.BLENDMODE_STANDARD = 1;
  13403. return ParticleSystem;
  13404. })();
  13405. BABYLON.ParticleSystem = ParticleSystem;
  13406. })(BABYLON || (BABYLON = {}));
  13407. var BABYLON;
  13408. (function (BABYLON) {
  13409. var Animation = (function () {
  13410. function Animation(name, targetProperty, framePerSecond, dataType, loopMode) {
  13411. this.name = name;
  13412. this.targetProperty = targetProperty;
  13413. this.framePerSecond = framePerSecond;
  13414. this.dataType = dataType;
  13415. this.loopMode = loopMode;
  13416. this._offsetsCache = {};
  13417. this._highLimitsCache = {};
  13418. this._stopped = false;
  13419. this.targetPropertyPath = targetProperty.split(".");
  13420. this.dataType = dataType;
  13421. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  13422. }
  13423. Animation.CreateAndStartAnimation = function (name, mesh, tartgetProperty, framePerSecond, totalFrame, from, to, loopMode) {
  13424. var dataType = undefined;
  13425. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  13426. dataType = Animation.ANIMATIONTYPE_FLOAT;
  13427. } else if (from instanceof BABYLON.Quaternion) {
  13428. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  13429. } else if (from instanceof BABYLON.Vector3) {
  13430. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  13431. } else if (from instanceof BABYLON.Vector2) {
  13432. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  13433. } else if (from instanceof BABYLON.Color3) {
  13434. dataType = Animation.ANIMATIONTYPE_COLOR3;
  13435. }
  13436. if (dataType == undefined) {
  13437. return;
  13438. }
  13439. var animation = new Animation(name, tartgetProperty, framePerSecond, dataType, loopMode);
  13440. var keys = [];
  13441. keys.push({ frame: 0, value: from });
  13442. keys.push({ frame: totalFrame, value: to });
  13443. animation.setKeys(keys);
  13444. mesh.animations.push(animation);
  13445. mesh.getScene().beginAnimation(mesh, 0, totalFrame, (animation.loopMode == 1));
  13446. };
  13447. Animation.prototype.isStopped = function () {
  13448. return this._stopped;
  13449. };
  13450. Animation.prototype.getKeys = function () {
  13451. return this._keys;
  13452. };
  13453. Animation.prototype.getEasingFunction = function () {
  13454. return this._easingFunction;
  13455. };
  13456. Animation.prototype.setEasingFunction = function (easingFunction) {
  13457. this._easingFunction = easingFunction;
  13458. };
  13459. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  13460. return startValue + (endValue - startValue) * gradient;
  13461. };
  13462. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  13463. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  13464. };
  13465. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  13466. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  13467. };
  13468. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  13469. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  13470. };
  13471. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  13472. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  13473. };
  13474. Animation.prototype.clone = function () {
  13475. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  13476. clone.setKeys(this._keys);
  13477. return clone;
  13478. };
  13479. Animation.prototype.setKeys = function (values) {
  13480. this._keys = values.slice(0);
  13481. this._offsetsCache = {};
  13482. this._highLimitsCache = {};
  13483. };
  13484. Animation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  13485. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  13486. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  13487. }
  13488. this.currentFrame = currentFrame;
  13489. for (var key = 0; key < this._keys.length; key++) {
  13490. if (this._keys[key + 1].frame >= currentFrame) {
  13491. var startValue = this._keys[key].value;
  13492. var endValue = this._keys[key + 1].value;
  13493. var gradient = (currentFrame - this._keys[key].frame) / (this._keys[key + 1].frame - this._keys[key].frame);
  13494. if (this._easingFunction != null) {
  13495. gradient = this._easingFunction.ease(gradient);
  13496. }
  13497. switch (this.dataType) {
  13498. case Animation.ANIMATIONTYPE_FLOAT:
  13499. switch (loopMode) {
  13500. case Animation.ANIMATIONLOOPMODE_CYCLE:
  13501. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  13502. return this.floatInterpolateFunction(startValue, endValue, gradient);
  13503. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  13504. return offsetValue * repeatCount + this.floatInterpolateFunction(startValue, endValue, gradient);
  13505. }
  13506. break;
  13507. case Animation.ANIMATIONTYPE_QUATERNION:
  13508. var quaternion = null;
  13509. switch (loopMode) {
  13510. case Animation.ANIMATIONLOOPMODE_CYCLE:
  13511. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  13512. quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient);
  13513. break;
  13514. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  13515. quaternion = this.quaternionInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  13516. break;
  13517. }
  13518. return quaternion;
  13519. case Animation.ANIMATIONTYPE_VECTOR3:
  13520. switch (loopMode) {
  13521. case Animation.ANIMATIONLOOPMODE_CYCLE:
  13522. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  13523. return this.vector3InterpolateFunction(startValue, endValue, gradient);
  13524. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  13525. return this.vector3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  13526. }
  13527. case Animation.ANIMATIONTYPE_VECTOR2:
  13528. switch (loopMode) {
  13529. case Animation.ANIMATIONLOOPMODE_CYCLE:
  13530. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  13531. return this.vector2InterpolateFunction(startValue, endValue, gradient);
  13532. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  13533. return this.vector2InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  13534. }
  13535. case Animation.ANIMATIONTYPE_COLOR3:
  13536. switch (loopMode) {
  13537. case Animation.ANIMATIONLOOPMODE_CYCLE:
  13538. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  13539. return this.color3InterpolateFunction(startValue, endValue, gradient);
  13540. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  13541. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  13542. }
  13543. case Animation.ANIMATIONTYPE_MATRIX:
  13544. switch (loopMode) {
  13545. case Animation.ANIMATIONLOOPMODE_CYCLE:
  13546. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  13547. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  13548. return startValue;
  13549. }
  13550. default:
  13551. break;
  13552. }
  13553. break;
  13554. }
  13555. }
  13556. return this._keys[this._keys.length - 1].value;
  13557. };
  13558. Animation.prototype.animate = function (delay, from, to, loop, speedRatio) {
  13559. if (!this.targetPropertyPath || this.targetPropertyPath.length < 1) {
  13560. this._stopped = true;
  13561. return false;
  13562. }
  13563. var returnValue = true;
  13564. if (this._keys[0].frame != 0) {
  13565. var newKey = { frame: 0, value: this._keys[0].value };
  13566. this._keys.splice(0, 0, newKey);
  13567. }
  13568. if (from < this._keys[0].frame || from > this._keys[this._keys.length - 1].frame) {
  13569. from = this._keys[0].frame;
  13570. }
  13571. if (to < this._keys[0].frame || to > this._keys[this._keys.length - 1].frame) {
  13572. to = this._keys[this._keys.length - 1].frame;
  13573. }
  13574. var range = to - from;
  13575. var offsetValue;
  13576. var ratio = delay * (this.framePerSecond * speedRatio) / 1000.0;
  13577. if (ratio > range && !loop) {
  13578. returnValue = false;
  13579. highLimitValue = this._keys[this._keys.length - 1].value;
  13580. } else {
  13581. var highLimitValue = 0;
  13582. if (this.loopMode != Animation.ANIMATIONLOOPMODE_CYCLE) {
  13583. var keyOffset = to.toString() + from.toString();
  13584. if (!this._offsetsCache[keyOffset]) {
  13585. var fromValue = this._interpolate(from, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
  13586. var toValue = this._interpolate(to, 0, Animation.ANIMATIONLOOPMODE_CYCLE);
  13587. switch (this.dataType) {
  13588. case Animation.ANIMATIONTYPE_FLOAT:
  13589. this._offsetsCache[keyOffset] = toValue - fromValue;
  13590. break;
  13591. case Animation.ANIMATIONTYPE_QUATERNION:
  13592. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  13593. break;
  13594. case Animation.ANIMATIONTYPE_VECTOR3:
  13595. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  13596. case Animation.ANIMATIONTYPE_VECTOR2:
  13597. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  13598. case Animation.ANIMATIONTYPE_COLOR3:
  13599. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  13600. default:
  13601. break;
  13602. }
  13603. this._highLimitsCache[keyOffset] = toValue;
  13604. }
  13605. highLimitValue = this._highLimitsCache[keyOffset];
  13606. offsetValue = this._offsetsCache[keyOffset];
  13607. }
  13608. }
  13609. if (offsetValue === undefined) {
  13610. switch (this.dataType) {
  13611. case Animation.ANIMATIONTYPE_FLOAT:
  13612. offsetValue = 0;
  13613. break;
  13614. case Animation.ANIMATIONTYPE_QUATERNION:
  13615. offsetValue = new BABYLON.Quaternion(0, 0, 0, 0);
  13616. break;
  13617. case Animation.ANIMATIONTYPE_VECTOR3:
  13618. offsetValue = BABYLON.Vector3.Zero();
  13619. break;
  13620. case Animation.ANIMATIONTYPE_VECTOR2:
  13621. offsetValue = BABYLON.Vector2.Zero();
  13622. break;
  13623. case Animation.ANIMATIONTYPE_COLOR3:
  13624. offsetValue = BABYLON.Color3.Black();
  13625. }
  13626. }
  13627. var repeatCount = (ratio / range) >> 0;
  13628. var currentFrame = returnValue ? from + ratio % range : to;
  13629. var currentValue = this._interpolate(currentFrame, repeatCount, this.loopMode, offsetValue, highLimitValue);
  13630. if (this.targetPropertyPath.length > 1) {
  13631. var property = this._target[this.targetPropertyPath[0]];
  13632. for (var index = 1; index < this.targetPropertyPath.length - 1; index++) {
  13633. property = property[this.targetPropertyPath[index]];
  13634. }
  13635. property[this.targetPropertyPath[this.targetPropertyPath.length - 1]] = currentValue;
  13636. } else {
  13637. this._target[this.targetPropertyPath[0]] = currentValue;
  13638. }
  13639. if (this._target.markAsDirty) {
  13640. this._target.markAsDirty(this.targetProperty);
  13641. }
  13642. if (!returnValue) {
  13643. this._stopped = true;
  13644. }
  13645. return returnValue;
  13646. };
  13647. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  13648. get: function () {
  13649. return Animation._ANIMATIONTYPE_FLOAT;
  13650. },
  13651. enumerable: true,
  13652. configurable: true
  13653. });
  13654. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  13655. get: function () {
  13656. return Animation._ANIMATIONTYPE_VECTOR3;
  13657. },
  13658. enumerable: true,
  13659. configurable: true
  13660. });
  13661. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  13662. get: function () {
  13663. return Animation._ANIMATIONTYPE_VECTOR2;
  13664. },
  13665. enumerable: true,
  13666. configurable: true
  13667. });
  13668. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  13669. get: function () {
  13670. return Animation._ANIMATIONTYPE_QUATERNION;
  13671. },
  13672. enumerable: true,
  13673. configurable: true
  13674. });
  13675. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  13676. get: function () {
  13677. return Animation._ANIMATIONTYPE_MATRIX;
  13678. },
  13679. enumerable: true,
  13680. configurable: true
  13681. });
  13682. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  13683. get: function () {
  13684. return Animation._ANIMATIONTYPE_COLOR3;
  13685. },
  13686. enumerable: true,
  13687. configurable: true
  13688. });
  13689. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  13690. get: function () {
  13691. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  13692. },
  13693. enumerable: true,
  13694. configurable: true
  13695. });
  13696. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  13697. get: function () {
  13698. return Animation._ANIMATIONLOOPMODE_CYCLE;
  13699. },
  13700. enumerable: true,
  13701. configurable: true
  13702. });
  13703. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  13704. get: function () {
  13705. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  13706. },
  13707. enumerable: true,
  13708. configurable: true
  13709. });
  13710. Animation._ANIMATIONTYPE_FLOAT = 0;
  13711. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  13712. Animation._ANIMATIONTYPE_QUATERNION = 2;
  13713. Animation._ANIMATIONTYPE_MATRIX = 3;
  13714. Animation._ANIMATIONTYPE_COLOR3 = 4;
  13715. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  13716. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  13717. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  13718. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  13719. return Animation;
  13720. })();
  13721. BABYLON.Animation = Animation;
  13722. })(BABYLON || (BABYLON = {}));
  13723. var BABYLON;
  13724. (function (BABYLON) {
  13725. var Animatable = (function () {
  13726. function Animatable(scene, target, fromFrame, toFrame, loopAnimation, speedRatio, onAnimationEnd, animations) {
  13727. if (typeof fromFrame === "undefined") { fromFrame = 0; }
  13728. if (typeof toFrame === "undefined") { toFrame = 100; }
  13729. if (typeof loopAnimation === "undefined") { loopAnimation = false; }
  13730. if (typeof speedRatio === "undefined") { speedRatio = 1.0; }
  13731. this.target = target;
  13732. this.fromFrame = fromFrame;
  13733. this.toFrame = toFrame;
  13734. this.loopAnimation = loopAnimation;
  13735. this.speedRatio = speedRatio;
  13736. this.onAnimationEnd = onAnimationEnd;
  13737. this._animations = new Array();
  13738. this._paused = false;
  13739. this.animationStarted = false;
  13740. if (animations) {
  13741. this.appendAnimations(target, animations);
  13742. }
  13743. this._scene = scene;
  13744. scene._activeAnimatables.push(this);
  13745. }
  13746. Animatable.prototype.appendAnimations = function (target, animations) {
  13747. for (var index = 0; index < animations.length; index++) {
  13748. var animation = animations[index];
  13749. animation._target = target;
  13750. this._animations.push(animation);
  13751. }
  13752. };
  13753. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  13754. var animations = this._animations;
  13755. for (var index = 0; index < animations.length; index++) {
  13756. if (animations[index].targetProperty === property) {
  13757. return animations[index];
  13758. }
  13759. }
  13760. return null;
  13761. };
  13762. Animatable.prototype.pause = function () {
  13763. if (this._paused) {
  13764. return;
  13765. }
  13766. this._paused = true;
  13767. };
  13768. Animatable.prototype.restart = function () {
  13769. this._paused = false;
  13770. };
  13771. Animatable.prototype.stop = function () {
  13772. var index = this._scene._activeAnimatables.indexOf(this);
  13773. if (index > -1) {
  13774. this._scene._activeAnimatables.splice(index, 1);
  13775. }
  13776. if (this.onAnimationEnd) {
  13777. this.onAnimationEnd();
  13778. }
  13779. };
  13780. Animatable.prototype._animate = function (delay) {
  13781. if (this._paused) {
  13782. if (!this._pausedDelay) {
  13783. this._pausedDelay = delay;
  13784. }
  13785. return true;
  13786. }
  13787. if (!this._localDelayOffset) {
  13788. this._localDelayOffset = delay;
  13789. } else if (this._pausedDelay) {
  13790. this._localDelayOffset += delay - this._pausedDelay;
  13791. this._pausedDelay = null;
  13792. }
  13793. var running = false;
  13794. var animations = this._animations;
  13795. for (var index = 0; index < animations.length; index++) {
  13796. var animation = animations[index];
  13797. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this.speedRatio);
  13798. running = running || isRunning;
  13799. }
  13800. if (!running && this.onAnimationEnd) {
  13801. this.onAnimationEnd();
  13802. }
  13803. return running;
  13804. };
  13805. return Animatable;
  13806. })();
  13807. BABYLON.Animatable = Animatable;
  13808. })(BABYLON || (BABYLON = {}));
  13809. var __extends = this.__extends || function (d, b) {
  13810. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  13811. function __() { this.constructor = d; }
  13812. __.prototype = b.prototype;
  13813. d.prototype = new __();
  13814. };
  13815. var BABYLON;
  13816. (function (BABYLON) {
  13817. var EasingFunction = (function () {
  13818. function EasingFunction() {
  13819. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  13820. }
  13821. Object.defineProperty(EasingFunction, "EASINGMODE_EASEIN", {
  13822. get: function () {
  13823. return EasingFunction._EASINGMODE_EASEIN;
  13824. },
  13825. enumerable: true,
  13826. configurable: true
  13827. });
  13828. Object.defineProperty(EasingFunction, "EASINGMODE_EASEOUT", {
  13829. get: function () {
  13830. return EasingFunction._EASINGMODE_EASEOUT;
  13831. },
  13832. enumerable: true,
  13833. configurable: true
  13834. });
  13835. Object.defineProperty(EasingFunction, "EASINGMODE_EASEINOUT", {
  13836. get: function () {
  13837. return EasingFunction._EASINGMODE_EASEINOUT;
  13838. },
  13839. enumerable: true,
  13840. configurable: true
  13841. });
  13842. EasingFunction.prototype.setEasingMode = function (easingMode) {
  13843. var n = Math.min(Math.max(easingMode, 0), 2);
  13844. this._easingMode = n;
  13845. };
  13846. EasingFunction.prototype.getEasingMode = function () {
  13847. return this._easingMode;
  13848. };
  13849. EasingFunction.prototype.easeInCore = function (gradient) {
  13850. throw new Error('You must implement this method');
  13851. };
  13852. EasingFunction.prototype.ease = function (gradient) {
  13853. switch (this._easingMode) {
  13854. case EasingFunction.EASINGMODE_EASEIN:
  13855. return this.easeInCore(gradient);
  13856. case EasingFunction.EASINGMODE_EASEOUT:
  13857. return (1 - this.easeInCore(1 - gradient));
  13858. }
  13859. if (gradient >= 0.5) {
  13860. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  13861. }
  13862. return (this.easeInCore(gradient * 2) * 0.5);
  13863. };
  13864. EasingFunction._EASINGMODE_EASEIN = 0;
  13865. EasingFunction._EASINGMODE_EASEOUT = 1;
  13866. EasingFunction._EASINGMODE_EASEINOUT = 2;
  13867. return EasingFunction;
  13868. })();
  13869. BABYLON.EasingFunction = EasingFunction;
  13870. var CircleEase = (function (_super) {
  13871. __extends(CircleEase, _super);
  13872. function CircleEase() {
  13873. _super.apply(this, arguments);
  13874. }
  13875. CircleEase.prototype.easeInCore = function (gradient) {
  13876. gradient = Math.max(0, Math.min(1, gradient));
  13877. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  13878. };
  13879. return CircleEase;
  13880. })(EasingFunction);
  13881. BABYLON.CircleEase = CircleEase;
  13882. var BackEase = (function (_super) {
  13883. __extends(BackEase, _super);
  13884. function BackEase(amplitude) {
  13885. if (typeof amplitude === "undefined") { amplitude = 1; }
  13886. _super.call(this);
  13887. this.amplitude = amplitude;
  13888. }
  13889. BackEase.prototype.easeInCore = function (gradient) {
  13890. var num = Math.max(0, this.amplitude);
  13891. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  13892. };
  13893. return BackEase;
  13894. })(EasingFunction);
  13895. BABYLON.BackEase = BackEase;
  13896. var BounceEase = (function (_super) {
  13897. __extends(BounceEase, _super);
  13898. function BounceEase(bounces, bounciness) {
  13899. if (typeof bounces === "undefined") { bounces = 3; }
  13900. if (typeof bounciness === "undefined") { bounciness = 2; }
  13901. _super.call(this);
  13902. this.bounces = bounces;
  13903. this.bounciness = bounciness;
  13904. }
  13905. BounceEase.prototype.easeInCore = function (gradient) {
  13906. var y = Math.max(0.0, this.bounces);
  13907. var bounciness = this.bounciness;
  13908. if (bounciness <= 1.0) {
  13909. bounciness = 1.001;
  13910. }
  13911. var num9 = Math.pow(bounciness, y);
  13912. var num5 = 1.0 - bounciness;
  13913. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  13914. var num15 = gradient * num4;
  13915. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  13916. var num3 = Math.floor(num65);
  13917. var num13 = num3 + 1.0;
  13918. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  13919. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  13920. var num7 = (num8 + num12) * 0.5;
  13921. var num6 = gradient - num7;
  13922. var num2 = num7 - num8;
  13923. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  13924. };
  13925. return BounceEase;
  13926. })(EasingFunction);
  13927. BABYLON.BounceEase = BounceEase;
  13928. var CubicEase = (function (_super) {
  13929. __extends(CubicEase, _super);
  13930. function CubicEase() {
  13931. _super.apply(this, arguments);
  13932. }
  13933. CubicEase.prototype.easeInCore = function (gradient) {
  13934. return (gradient * gradient * gradient);
  13935. };
  13936. return CubicEase;
  13937. })(EasingFunction);
  13938. BABYLON.CubicEase = CubicEase;
  13939. var ElasticEase = (function (_super) {
  13940. __extends(ElasticEase, _super);
  13941. function ElasticEase(oscillations, springiness) {
  13942. if (typeof oscillations === "undefined") { oscillations = 3; }
  13943. if (typeof springiness === "undefined") { springiness = 3; }
  13944. _super.call(this);
  13945. this.oscillations = oscillations;
  13946. this.springiness = springiness;
  13947. }
  13948. ElasticEase.prototype.easeInCore = function (gradient) {
  13949. var num2;
  13950. var num3 = Math.max(0.0, this.oscillations);
  13951. var num = Math.max(0.0, this.springiness);
  13952. if (num == 0) {
  13953. num2 = gradient;
  13954. } else {
  13955. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  13956. }
  13957. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  13958. };
  13959. return ElasticEase;
  13960. })(EasingFunction);
  13961. BABYLON.ElasticEase = ElasticEase;
  13962. var ExponentialEase = (function (_super) {
  13963. __extends(ExponentialEase, _super);
  13964. function ExponentialEase(exponent) {
  13965. if (typeof exponent === "undefined") { exponent = 2; }
  13966. _super.call(this);
  13967. this.exponent = exponent;
  13968. }
  13969. ExponentialEase.prototype.easeInCore = function (gradient) {
  13970. if (this.exponent <= 0) {
  13971. return gradient;
  13972. }
  13973. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  13974. };
  13975. return ExponentialEase;
  13976. })(EasingFunction);
  13977. BABYLON.ExponentialEase = ExponentialEase;
  13978. var PowerEase = (function (_super) {
  13979. __extends(PowerEase, _super);
  13980. function PowerEase(power) {
  13981. if (typeof power === "undefined") { power = 2; }
  13982. _super.call(this);
  13983. this.power = power;
  13984. }
  13985. PowerEase.prototype.easeInCore = function (gradient) {
  13986. var y = Math.max(0.0, this.power);
  13987. return Math.pow(gradient, y);
  13988. };
  13989. return PowerEase;
  13990. })(EasingFunction);
  13991. BABYLON.PowerEase = PowerEase;
  13992. var QuadraticEase = (function (_super) {
  13993. __extends(QuadraticEase, _super);
  13994. function QuadraticEase() {
  13995. _super.apply(this, arguments);
  13996. }
  13997. QuadraticEase.prototype.easeInCore = function (gradient) {
  13998. return (gradient * gradient);
  13999. };
  14000. return QuadraticEase;
  14001. })(EasingFunction);
  14002. BABYLON.QuadraticEase = QuadraticEase;
  14003. var QuarticEase = (function (_super) {
  14004. __extends(QuarticEase, _super);
  14005. function QuarticEase() {
  14006. _super.apply(this, arguments);
  14007. }
  14008. QuarticEase.prototype.easeInCore = function (gradient) {
  14009. return (gradient * gradient * gradient * gradient);
  14010. };
  14011. return QuarticEase;
  14012. })(EasingFunction);
  14013. BABYLON.QuarticEase = QuarticEase;
  14014. var QuinticEase = (function (_super) {
  14015. __extends(QuinticEase, _super);
  14016. function QuinticEase() {
  14017. _super.apply(this, arguments);
  14018. }
  14019. QuinticEase.prototype.easeInCore = function (gradient) {
  14020. return (gradient * gradient * gradient * gradient * gradient);
  14021. };
  14022. return QuinticEase;
  14023. })(EasingFunction);
  14024. BABYLON.QuinticEase = QuinticEase;
  14025. var SineEase = (function (_super) {
  14026. __extends(SineEase, _super);
  14027. function SineEase() {
  14028. _super.apply(this, arguments);
  14029. }
  14030. SineEase.prototype.easeInCore = function (gradient) {
  14031. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  14032. };
  14033. return SineEase;
  14034. })(EasingFunction);
  14035. BABYLON.SineEase = SineEase;
  14036. var BezierCurveEase = (function (_super) {
  14037. __extends(BezierCurveEase, _super);
  14038. function BezierCurveEase(x1, y1, x2, y2) {
  14039. if (typeof x1 === "undefined") { x1 = 0; }
  14040. if (typeof y1 === "undefined") { y1 = 0; }
  14041. if (typeof x2 === "undefined") { x2 = 1; }
  14042. if (typeof y2 === "undefined") { y2 = 1; }
  14043. _super.call(this);
  14044. this.x1 = x1;
  14045. this.y1 = y1;
  14046. this.x2 = x2;
  14047. this.y2 = y2;
  14048. }
  14049. BezierCurveEase.prototype.easeInCore = function (gradient) {
  14050. return BABYLON.BezierCurve.interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  14051. };
  14052. return BezierCurveEase;
  14053. })(EasingFunction);
  14054. BABYLON.BezierCurveEase = BezierCurveEase;
  14055. })(BABYLON || (BABYLON = {}));
  14056. var BABYLON;
  14057. (function (BABYLON) {
  14058. var Octree = (function () {
  14059. function Octree(creationFunc, maxBlockCapacity, maxDepth) {
  14060. if (typeof maxDepth === "undefined") { maxDepth = 2; }
  14061. this.maxDepth = maxDepth;
  14062. this.dynamicContent = new Array();
  14063. this._maxBlockCapacity = maxBlockCapacity || 64;
  14064. this._selectionContent = new BABYLON.SmartArray(1024);
  14065. this._creationFunc = creationFunc;
  14066. }
  14067. Octree.prototype.update = function (worldMin, worldMax, entries) {
  14068. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  14069. };
  14070. Octree.prototype.addMesh = function (entry) {
  14071. for (var index = 0; index < this.blocks.length; index++) {
  14072. var block = this.blocks[index];
  14073. block.addEntry(entry);
  14074. }
  14075. };
  14076. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  14077. this._selectionContent.reset();
  14078. for (var index = 0; index < this.blocks.length; index++) {
  14079. var block = this.blocks[index];
  14080. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  14081. }
  14082. if (allowDuplicate) {
  14083. this._selectionContent.concat(this.dynamicContent);
  14084. } else {
  14085. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  14086. }
  14087. return this._selectionContent;
  14088. };
  14089. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  14090. this._selectionContent.reset();
  14091. for (var index = 0; index < this.blocks.length; index++) {
  14092. var block = this.blocks[index];
  14093. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  14094. }
  14095. if (allowDuplicate) {
  14096. this._selectionContent.concat(this.dynamicContent);
  14097. } else {
  14098. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  14099. }
  14100. return this._selectionContent;
  14101. };
  14102. Octree.prototype.intersectsRay = function (ray) {
  14103. this._selectionContent.reset();
  14104. for (var index = 0; index < this.blocks.length; index++) {
  14105. var block = this.blocks[index];
  14106. block.intersectsRay(ray, this._selectionContent);
  14107. }
  14108. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  14109. return this._selectionContent;
  14110. };
  14111. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  14112. target.blocks = new Array();
  14113. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  14114. for (var x = 0; x < 2; x++) {
  14115. for (var y = 0; y < 2; y++) {
  14116. for (var z = 0; z < 2; z++) {
  14117. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  14118. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  14119. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  14120. block.addEntries(entries);
  14121. target.blocks.push(block);
  14122. }
  14123. }
  14124. }
  14125. };
  14126. Octree.CreationFuncForMeshes = function (entry, block) {
  14127. if (!entry.isBlocked && entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  14128. block.entries.push(entry);
  14129. }
  14130. };
  14131. Octree.CreationFuncForSubMeshes = function (entry, block) {
  14132. if (entry.getBoundingInfo().boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  14133. block.entries.push(entry);
  14134. }
  14135. };
  14136. return Octree;
  14137. })();
  14138. BABYLON.Octree = Octree;
  14139. })(BABYLON || (BABYLON = {}));
  14140. var BABYLON;
  14141. (function (BABYLON) {
  14142. var OctreeBlock = (function () {
  14143. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  14144. this.entries = new Array();
  14145. this._boundingVectors = new Array();
  14146. this._capacity = capacity;
  14147. this._depth = depth;
  14148. this._maxDepth = maxDepth;
  14149. this._creationFunc = creationFunc;
  14150. this._minPoint = minPoint;
  14151. this._maxPoint = maxPoint;
  14152. this._boundingVectors.push(minPoint.clone());
  14153. this._boundingVectors.push(maxPoint.clone());
  14154. this._boundingVectors.push(minPoint.clone());
  14155. this._boundingVectors[2].x = maxPoint.x;
  14156. this._boundingVectors.push(minPoint.clone());
  14157. this._boundingVectors[3].y = maxPoint.y;
  14158. this._boundingVectors.push(minPoint.clone());
  14159. this._boundingVectors[4].z = maxPoint.z;
  14160. this._boundingVectors.push(maxPoint.clone());
  14161. this._boundingVectors[5].z = minPoint.z;
  14162. this._boundingVectors.push(maxPoint.clone());
  14163. this._boundingVectors[6].x = minPoint.x;
  14164. this._boundingVectors.push(maxPoint.clone());
  14165. this._boundingVectors[7].y = minPoint.y;
  14166. }
  14167. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  14168. get: function () {
  14169. return this._capacity;
  14170. },
  14171. enumerable: true,
  14172. configurable: true
  14173. });
  14174. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  14175. get: function () {
  14176. return this._minPoint;
  14177. },
  14178. enumerable: true,
  14179. configurable: true
  14180. });
  14181. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  14182. get: function () {
  14183. return this._maxPoint;
  14184. },
  14185. enumerable: true,
  14186. configurable: true
  14187. });
  14188. OctreeBlock.prototype.addEntry = function (entry) {
  14189. if (this.blocks) {
  14190. for (var index = 0; index < this.blocks.length; index++) {
  14191. var block = this.blocks[index];
  14192. block.addEntry(entry);
  14193. }
  14194. return;
  14195. }
  14196. this._creationFunc(entry, this);
  14197. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  14198. this.createInnerBlocks();
  14199. }
  14200. };
  14201. OctreeBlock.prototype.addEntries = function (entries) {
  14202. for (var index = 0; index < entries.length; index++) {
  14203. var mesh = entries[index];
  14204. this.addEntry(mesh);
  14205. }
  14206. };
  14207. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  14208. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  14209. if (this.blocks) {
  14210. for (var index = 0; index < this.blocks.length; index++) {
  14211. var block = this.blocks[index];
  14212. block.select(frustumPlanes, selection, allowDuplicate);
  14213. }
  14214. return;
  14215. }
  14216. if (allowDuplicate) {
  14217. selection.concat(this.entries);
  14218. } else {
  14219. selection.concatWithNoDuplicate(this.entries);
  14220. }
  14221. }
  14222. };
  14223. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  14224. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  14225. if (this.blocks) {
  14226. for (var index = 0; index < this.blocks.length; index++) {
  14227. var block = this.blocks[index];
  14228. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  14229. }
  14230. return;
  14231. }
  14232. if (allowDuplicate) {
  14233. selection.concat(this.entries);
  14234. } else {
  14235. selection.concatWithNoDuplicate(this.entries);
  14236. }
  14237. }
  14238. };
  14239. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  14240. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  14241. if (this.blocks) {
  14242. for (var index = 0; index < this.blocks.length; index++) {
  14243. var block = this.blocks[index];
  14244. block.intersectsRay(ray, selection);
  14245. }
  14246. return;
  14247. }
  14248. selection.concatWithNoDuplicate(this.entries);
  14249. }
  14250. };
  14251. OctreeBlock.prototype.createInnerBlocks = function () {
  14252. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  14253. };
  14254. return OctreeBlock;
  14255. })();
  14256. BABYLON.OctreeBlock = OctreeBlock;
  14257. })(BABYLON || (BABYLON = {}));
  14258. var BABYLON;
  14259. (function (BABYLON) {
  14260. var Bone = (function () {
  14261. function Bone(name, skeleton, parentBone, matrix) {
  14262. this.name = name;
  14263. this.children = new Array();
  14264. this.animations = new Array();
  14265. this._worldTransform = new BABYLON.Matrix();
  14266. this._absoluteTransform = new BABYLON.Matrix();
  14267. this._invertedAbsoluteTransform = new BABYLON.Matrix();
  14268. this._skeleton = skeleton;
  14269. this._matrix = matrix;
  14270. this._baseMatrix = matrix;
  14271. skeleton.bones.push(this);
  14272. if (parentBone) {
  14273. this._parent = parentBone;
  14274. parentBone.children.push(this);
  14275. } else {
  14276. this._parent = null;
  14277. }
  14278. this._updateDifferenceMatrix();
  14279. }
  14280. Bone.prototype.getParent = function () {
  14281. return this._parent;
  14282. };
  14283. Bone.prototype.getLocalMatrix = function () {
  14284. return this._matrix;
  14285. };
  14286. Bone.prototype.getBaseMatrix = function () {
  14287. return this._baseMatrix;
  14288. };
  14289. Bone.prototype.getWorldMatrix = function () {
  14290. return this._worldTransform;
  14291. };
  14292. Bone.prototype.getInvertedAbsoluteTransform = function () {
  14293. return this._invertedAbsoluteTransform;
  14294. };
  14295. Bone.prototype.getAbsoluteMatrix = function () {
  14296. var matrix = this._matrix.clone();
  14297. var parent = this._parent;
  14298. while (parent) {
  14299. matrix = matrix.multiply(parent.getLocalMatrix());
  14300. parent = parent.getParent();
  14301. }
  14302. return matrix;
  14303. };
  14304. Bone.prototype.updateMatrix = function (matrix) {
  14305. this._matrix = matrix;
  14306. this._skeleton._markAsDirty();
  14307. this._updateDifferenceMatrix();
  14308. };
  14309. Bone.prototype._updateDifferenceMatrix = function () {
  14310. if (this._parent) {
  14311. this._matrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  14312. } else {
  14313. this._absoluteTransform.copyFrom(this._matrix);
  14314. }
  14315. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  14316. for (var index = 0; index < this.children.length; index++) {
  14317. this.children[index]._updateDifferenceMatrix();
  14318. }
  14319. };
  14320. Bone.prototype.markAsDirty = function () {
  14321. this._skeleton._markAsDirty();
  14322. };
  14323. return Bone;
  14324. })();
  14325. BABYLON.Bone = Bone;
  14326. })(BABYLON || (BABYLON = {}));
  14327. var BABYLON;
  14328. (function (BABYLON) {
  14329. var Skeleton = (function () {
  14330. function Skeleton(name, id, scene) {
  14331. this.name = name;
  14332. this.id = id;
  14333. this.bones = new Array();
  14334. this._isDirty = true;
  14335. this._identity = BABYLON.Matrix.Identity();
  14336. this.bones = [];
  14337. this._scene = scene;
  14338. scene.skeletons.push(this);
  14339. }
  14340. Skeleton.prototype.getTransformMatrices = function () {
  14341. return this._transformMatrices;
  14342. };
  14343. Skeleton.prototype._markAsDirty = function () {
  14344. this._isDirty = true;
  14345. };
  14346. Skeleton.prototype.prepare = function () {
  14347. if (!this._isDirty) {
  14348. return;
  14349. }
  14350. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  14351. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  14352. }
  14353. for (var index = 0; index < this.bones.length; index++) {
  14354. var bone = this.bones[index];
  14355. var parentBone = bone.getParent();
  14356. if (parentBone) {
  14357. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  14358. } else {
  14359. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  14360. }
  14361. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), this._transformMatrices, index * 16);
  14362. }
  14363. this._identity.copyToArray(this._transformMatrices, this.bones.length * 16);
  14364. this._isDirty = false;
  14365. };
  14366. Skeleton.prototype.getAnimatables = function () {
  14367. if (!this._animatables || this._animatables.length != this.bones.length) {
  14368. this._animatables = [];
  14369. for (var index = 0; index < this.bones.length; index++) {
  14370. this._animatables.push(this.bones[index]);
  14371. }
  14372. }
  14373. return this._animatables;
  14374. };
  14375. Skeleton.prototype.clone = function (name, id) {
  14376. var result = new BABYLON.Skeleton(name, id || name, this._scene);
  14377. for (var index = 0; index < this.bones.length; index++) {
  14378. var source = this.bones[index];
  14379. var parentBone = null;
  14380. if (source.getParent()) {
  14381. var parentIndex = this.bones.indexOf(source.getParent());
  14382. parentBone = result.bones[parentIndex];
  14383. }
  14384. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix());
  14385. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  14386. }
  14387. return result;
  14388. };
  14389. return Skeleton;
  14390. })();
  14391. BABYLON.Skeleton = Skeleton;
  14392. })(BABYLON || (BABYLON = {}));
  14393. var BABYLON;
  14394. (function (BABYLON) {
  14395. var PostProcess = (function () {
  14396. function PostProcess(name, fragmentUrl, parameters, samplers, ratio, camera, samplingMode, engine, reusable) {
  14397. this.name = name;
  14398. this.width = -1;
  14399. this.height = -1;
  14400. this._reusable = false;
  14401. this._textures = new BABYLON.SmartArray(2);
  14402. this._currentRenderTextureInd = 0;
  14403. if (camera != null) {
  14404. this._camera = camera;
  14405. this._scene = camera.getScene();
  14406. camera.attachPostProcess(this);
  14407. this._engine = this._scene.getEngine();
  14408. } else {
  14409. this._engine = engine;
  14410. }
  14411. this._renderRatio = ratio;
  14412. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  14413. this._reusable = reusable || false;
  14414. samplers = samplers || [];
  14415. samplers.push("textureSampler");
  14416. this._effect = this._engine.createEffect({ vertex: "postprocess", fragment: fragmentUrl }, ["position"], parameters || [], samplers, "");
  14417. }
  14418. PostProcess.prototype.isReusable = function () {
  14419. return this._reusable;
  14420. };
  14421. PostProcess.prototype.activate = function (camera, sourceTexture) {
  14422. camera = camera || this._camera;
  14423. var scene = camera.getScene();
  14424. var maxSize = camera.getEngine().getCaps().maxTextureSize;
  14425. var desiredWidth = ((sourceTexture ? sourceTexture._width : this._engine.getRenderingCanvas().width) * this._renderRatio) | 0;
  14426. var desiredHeight = ((sourceTexture ? sourceTexture._height : this._engine.getRenderingCanvas().height) * this._renderRatio) | 0;
  14427. desiredWidth = BABYLON.Tools.GetExponantOfTwo(desiredWidth, maxSize);
  14428. desiredHeight = BABYLON.Tools.GetExponantOfTwo(desiredHeight, maxSize);
  14429. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  14430. if (this._textures.length > 0) {
  14431. for (var i = 0; i < this._textures.length; i++) {
  14432. this._engine._releaseTexture(this._textures.data[i]);
  14433. }
  14434. this._textures.reset();
  14435. }
  14436. this.width = desiredWidth;
  14437. this.height = desiredHeight;
  14438. this._textures.push(this._engine.createRenderTargetTexture({ width: this.width, height: this.height }, { generateMipMaps: false, generateDepthBuffer: camera._postProcesses.indexOf(this) === camera._postProcessesTakenIndices[0], samplingMode: this.renderTargetSamplingMode }));
  14439. if (this._reusable) {
  14440. this._textures.push(this._engine.createRenderTargetTexture({ width: this.width, height: this.height }, { generateMipMaps: false, generateDepthBuffer: camera._postProcesses.indexOf(this) === camera._postProcessesTakenIndices[0], samplingMode: this.renderTargetSamplingMode }));
  14441. }
  14442. if (this.onSizeChanged) {
  14443. this.onSizeChanged();
  14444. }
  14445. }
  14446. this._engine.bindFramebuffer(this._textures.data[this._currentRenderTextureInd]);
  14447. if (this.onActivate) {
  14448. this.onActivate(camera);
  14449. }
  14450. this._engine.clear(scene.clearColor, scene.autoClear || scene.forceWireframe, true);
  14451. if (this._reusable) {
  14452. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  14453. }
  14454. };
  14455. PostProcess.prototype.apply = function () {
  14456. if (!this._effect.isReady())
  14457. return null;
  14458. this._engine.enableEffect(this._effect);
  14459. this._engine.setState(false);
  14460. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  14461. this._engine.setDepthBuffer(false);
  14462. this._engine.setDepthWrite(false);
  14463. this._effect._bindTexture("textureSampler", this._textures.data[this._currentRenderTextureInd]);
  14464. if (this.onApply) {
  14465. this.onApply(this._effect);
  14466. }
  14467. return this._effect;
  14468. };
  14469. PostProcess.prototype.dispose = function (camera) {
  14470. camera = camera || this._camera;
  14471. if (this._textures.length > 0) {
  14472. for (var i = 0; i < this._textures.length; i++) {
  14473. this._engine._releaseTexture(this._textures.data[i]);
  14474. }
  14475. this._textures.reset();
  14476. }
  14477. camera.detachPostProcess(this);
  14478. var index = camera._postProcesses.indexOf(this);
  14479. if (index === camera._postProcessesTakenIndices[0] && camera._postProcessesTakenIndices.length > 0) {
  14480. this._camera._postProcesses[camera._postProcessesTakenIndices[0]].width = -1;
  14481. }
  14482. };
  14483. return PostProcess;
  14484. })();
  14485. BABYLON.PostProcess = PostProcess;
  14486. })(BABYLON || (BABYLON = {}));
  14487. var BABYLON;
  14488. (function (BABYLON) {
  14489. var PostProcessManager = (function () {
  14490. function PostProcessManager(scene) {
  14491. this._vertexDeclaration = [2];
  14492. this._vertexStrideSize = 2 * 4;
  14493. this._scene = scene;
  14494. var vertices = [];
  14495. vertices.push(1, 1);
  14496. vertices.push(-1, 1);
  14497. vertices.push(-1, -1);
  14498. vertices.push(1, -1);
  14499. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  14500. var indices = [];
  14501. indices.push(0);
  14502. indices.push(1);
  14503. indices.push(2);
  14504. indices.push(0);
  14505. indices.push(2);
  14506. indices.push(3);
  14507. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  14508. }
  14509. PostProcessManager.prototype._prepareFrame = function (sourceTexture) {
  14510. var postProcesses = this._scene.activeCamera._postProcesses;
  14511. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  14512. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  14513. return false;
  14514. }
  14515. postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera, sourceTexture);
  14516. return true;
  14517. };
  14518. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture) {
  14519. var postProcesses = this._scene.activeCamera._postProcesses;
  14520. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  14521. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  14522. return;
  14523. }
  14524. var engine = this._scene.getEngine();
  14525. for (var index = 0; index < postProcessesTakenIndices.length; index++) {
  14526. if (index < postProcessesTakenIndices.length - 1) {
  14527. postProcesses[postProcessesTakenIndices[index + 1]].activate(this._scene.activeCamera);
  14528. } else {
  14529. if (targetTexture) {
  14530. engine.bindFramebuffer(targetTexture);
  14531. } else {
  14532. engine.restoreDefaultFramebuffer();
  14533. }
  14534. }
  14535. if (doNotPresent) {
  14536. break;
  14537. }
  14538. var pp = postProcesses[postProcessesTakenIndices[index]];
  14539. var effect = pp.apply();
  14540. if (effect) {
  14541. if (pp.onBeforeRender) {
  14542. pp.onBeforeRender(effect);
  14543. }
  14544. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  14545. engine.draw(true, 0, 6);
  14546. }
  14547. }
  14548. engine.setDepthBuffer(true);
  14549. engine.setDepthWrite(true);
  14550. };
  14551. PostProcessManager.prototype.dispose = function () {
  14552. if (this._vertexBuffer) {
  14553. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  14554. this._vertexBuffer = null;
  14555. }
  14556. if (this._indexBuffer) {
  14557. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  14558. this._indexBuffer = null;
  14559. }
  14560. };
  14561. return PostProcessManager;
  14562. })();
  14563. BABYLON.PostProcessManager = PostProcessManager;
  14564. })(BABYLON || (BABYLON = {}));
  14565. var __extends = this.__extends || function (d, b) {
  14566. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  14567. function __() { this.constructor = d; }
  14568. __.prototype = b.prototype;
  14569. d.prototype = new __();
  14570. };
  14571. var BABYLON;
  14572. (function (BABYLON) {
  14573. var PassPostProcess = (function (_super) {
  14574. __extends(PassPostProcess, _super);
  14575. function PassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  14576. _super.call(this, name, "pass", null, null, ratio, camera, samplingMode, engine, reusable);
  14577. }
  14578. return PassPostProcess;
  14579. })(BABYLON.PostProcess);
  14580. BABYLON.PassPostProcess = PassPostProcess;
  14581. })(BABYLON || (BABYLON = {}));
  14582. var __extends = this.__extends || function (d, b) {
  14583. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  14584. function __() { this.constructor = d; }
  14585. __.prototype = b.prototype;
  14586. d.prototype = new __();
  14587. };
  14588. var BABYLON;
  14589. (function (BABYLON) {
  14590. var BlurPostProcess = (function (_super) {
  14591. __extends(BlurPostProcess, _super);
  14592. function BlurPostProcess(name, direction, blurWidth, ratio, camera, samplingMode, engine, reusable) {
  14593. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  14594. var _this = this;
  14595. _super.call(this, name, "blur", ["screenSize", "direction", "blurWidth"], null, ratio, camera, samplingMode, engine, reusable);
  14596. this.direction = direction;
  14597. this.blurWidth = blurWidth;
  14598. this.onApply = function (effect) {
  14599. effect.setFloat2("screenSize", _this.width, _this.height);
  14600. effect.setVector2("direction", _this.direction);
  14601. effect.setFloat("blurWidth", _this.blurWidth);
  14602. };
  14603. }
  14604. return BlurPostProcess;
  14605. })(BABYLON.PostProcess);
  14606. BABYLON.BlurPostProcess = BlurPostProcess;
  14607. })(BABYLON || (BABYLON = {}));
  14608. var __extends = this.__extends || function (d, b) {
  14609. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  14610. function __() { this.constructor = d; }
  14611. __.prototype = b.prototype;
  14612. d.prototype = new __();
  14613. };
  14614. var BABYLON;
  14615. (function (BABYLON) {
  14616. var FilterPostProcess = (function (_super) {
  14617. __extends(FilterPostProcess, _super);
  14618. function FilterPostProcess(name, kernelMatrix, ratio, camera, samplingMode, engine, reusable) {
  14619. var _this = this;
  14620. _super.call(this, name, "filter", ["kernelMatrix"], null, ratio, camera, samplingMode, engine, reusable);
  14621. this.kernelMatrix = kernelMatrix;
  14622. this.onApply = function (effect) {
  14623. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  14624. };
  14625. }
  14626. return FilterPostProcess;
  14627. })(BABYLON.PostProcess);
  14628. BABYLON.FilterPostProcess = FilterPostProcess;
  14629. })(BABYLON || (BABYLON = {}));
  14630. var __extends = this.__extends || function (d, b) {
  14631. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  14632. function __() { this.constructor = d; }
  14633. __.prototype = b.prototype;
  14634. d.prototype = new __();
  14635. };
  14636. var BABYLON;
  14637. (function (BABYLON) {
  14638. var RefractionPostProcess = (function (_super) {
  14639. __extends(RefractionPostProcess, _super);
  14640. function RefractionPostProcess(name, refractionTextureUrl, color, depth, colorLevel, ratio, camera, samplingMode, engine, reusable) {
  14641. var _this = this;
  14642. _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], ratio, camera, samplingMode, engine, reusable);
  14643. this.color = color;
  14644. this.depth = depth;
  14645. this.colorLevel = colorLevel;
  14646. this.onActivate = function (cam) {
  14647. _this._refRexture = _this._refRexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  14648. };
  14649. this.onApply = function (effect) {
  14650. effect.setColor3("baseColor", _this.color);
  14651. effect.setFloat("depth", _this.depth);
  14652. effect.setFloat("colorLevel", _this.colorLevel);
  14653. effect.setTexture("refractionSampler", _this._refRexture);
  14654. };
  14655. }
  14656. RefractionPostProcess.prototype.dispose = function (camera) {
  14657. if (this._refRexture) {
  14658. this._refRexture.dispose();
  14659. }
  14660. _super.prototype.dispose.call(this, camera);
  14661. };
  14662. return RefractionPostProcess;
  14663. })(BABYLON.PostProcess);
  14664. BABYLON.RefractionPostProcess = RefractionPostProcess;
  14665. })(BABYLON || (BABYLON = {}));
  14666. var __extends = this.__extends || function (d, b) {
  14667. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  14668. function __() { this.constructor = d; }
  14669. __.prototype = b.prototype;
  14670. d.prototype = new __();
  14671. };
  14672. var BABYLON;
  14673. (function (BABYLON) {
  14674. var BlackAndWhitePostProcess = (function (_super) {
  14675. __extends(BlackAndWhitePostProcess, _super);
  14676. function BlackAndWhitePostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  14677. _super.call(this, name, "blackAndWhite", null, null, ratio, camera, samplingMode, engine, reusable);
  14678. }
  14679. return BlackAndWhitePostProcess;
  14680. })(BABYLON.PostProcess);
  14681. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  14682. })(BABYLON || (BABYLON = {}));
  14683. var __extends = this.__extends || function (d, b) {
  14684. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  14685. function __() { this.constructor = d; }
  14686. __.prototype = b.prototype;
  14687. d.prototype = new __();
  14688. };
  14689. var BABYLON;
  14690. (function (BABYLON) {
  14691. var ConvolutionPostProcess = (function (_super) {
  14692. __extends(ConvolutionPostProcess, _super);
  14693. function ConvolutionPostProcess(name, kernel, ratio, camera, samplingMode, engine, reusable) {
  14694. var _this = this;
  14695. _super.call(this, name, "convolution", ["kernel", "screenSize"], null, ratio, camera, samplingMode, engine, reusable);
  14696. this.kernel = kernel;
  14697. this.onApply = function (effect) {
  14698. effect.setFloat2("screenSize", _this.width, _this.height);
  14699. effect.setArray("kernel", _this.kernel);
  14700. };
  14701. }
  14702. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  14703. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  14704. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  14705. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  14706. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  14707. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  14708. return ConvolutionPostProcess;
  14709. })(BABYLON.PostProcess);
  14710. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  14711. })(BABYLON || (BABYLON = {}));
  14712. var __extends = this.__extends || function (d, b) {
  14713. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  14714. function __() { this.constructor = d; }
  14715. __.prototype = b.prototype;
  14716. d.prototype = new __();
  14717. };
  14718. var BABYLON;
  14719. (function (BABYLON) {
  14720. var FxaaPostProcess = (function (_super) {
  14721. __extends(FxaaPostProcess, _super);
  14722. function FxaaPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  14723. var _this = this;
  14724. _super.call(this, name, "fxaa", ["texelSize"], null, ratio, camera, samplingMode, engine, reusable);
  14725. this.onSizeChanged = function () {
  14726. _this.texelWidth = 1.0 / _this.width;
  14727. _this.texelHeight = 1.0 / _this.height;
  14728. };
  14729. this.onApply = function (effect) {
  14730. effect.setFloat2("texelSize", _this.texelWidth, _this.texelHeight);
  14731. };
  14732. }
  14733. return FxaaPostProcess;
  14734. })(BABYLON.PostProcess);
  14735. BABYLON.FxaaPostProcess = FxaaPostProcess;
  14736. })(BABYLON || (BABYLON = {}));
  14737. var BABYLON;
  14738. (function (BABYLON) {
  14739. var LensFlare = (function () {
  14740. function LensFlare(size, position, color, imgUrl, system) {
  14741. this.size = size;
  14742. this.position = position;
  14743. this.dispose = function () {
  14744. if (this.texture) {
  14745. this.texture.dispose();
  14746. }
  14747. var index = this._system.lensFlares.indexOf(this);
  14748. this._system.lensFlares.splice(index, 1);
  14749. };
  14750. this.color = color || new BABYLON.Color3(1, 1, 1);
  14751. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  14752. this._system = system;
  14753. system.lensFlares.push(this);
  14754. }
  14755. return LensFlare;
  14756. })();
  14757. BABYLON.LensFlare = LensFlare;
  14758. })(BABYLON || (BABYLON = {}));
  14759. var BABYLON;
  14760. (function (BABYLON) {
  14761. var LensFlareSystem = (function () {
  14762. function LensFlareSystem(name, emitter, scene) {
  14763. this.name = name;
  14764. this.lensFlares = new Array();
  14765. this.borderLimit = 300;
  14766. this._vertexDeclaration = [2];
  14767. this._vertexStrideSize = 2 * 4;
  14768. this._isEnabled = true;
  14769. this._scene = scene;
  14770. this._emitter = emitter;
  14771. scene.lensFlareSystems.push(this);
  14772. this.meshesSelectionPredicate = function (m) {
  14773. return m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0);
  14774. };
  14775. var vertices = [];
  14776. vertices.push(1, 1);
  14777. vertices.push(-1, 1);
  14778. vertices.push(-1, -1);
  14779. vertices.push(1, -1);
  14780. this._vertexBuffer = scene.getEngine().createVertexBuffer(vertices);
  14781. var indices = [];
  14782. indices.push(0);
  14783. indices.push(1);
  14784. indices.push(2);
  14785. indices.push(0);
  14786. indices.push(2);
  14787. indices.push(3);
  14788. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  14789. this._effect = this._scene.getEngine().createEffect("lensFlare", ["position"], ["color", "viewportMatrix"], ["textureSampler"], "");
  14790. }
  14791. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  14792. get: function () {
  14793. return this._isEnabled;
  14794. },
  14795. set: function (value) {
  14796. this._isEnabled = value;
  14797. },
  14798. enumerable: true,
  14799. configurable: true
  14800. });
  14801. LensFlareSystem.prototype.getScene = function () {
  14802. return this._scene;
  14803. };
  14804. LensFlareSystem.prototype.getEmitter = function () {
  14805. return this._emitter;
  14806. };
  14807. LensFlareSystem.prototype.getEmitterPosition = function () {
  14808. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  14809. };
  14810. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  14811. var position = this.getEmitterPosition();
  14812. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  14813. this._positionX = position.x;
  14814. this._positionY = position.y;
  14815. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  14816. if (position.z > 0) {
  14817. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  14818. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height))
  14819. return true;
  14820. }
  14821. }
  14822. return false;
  14823. };
  14824. LensFlareSystem.prototype._isVisible = function () {
  14825. if (!this._isEnabled) {
  14826. return false;
  14827. }
  14828. var emitterPosition = this.getEmitterPosition();
  14829. var direction = emitterPosition.subtract(this._scene.activeCamera.position);
  14830. var distance = direction.length();
  14831. direction.normalize();
  14832. var ray = new BABYLON.Ray(this._scene.activeCamera.position, direction);
  14833. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  14834. return !pickInfo.hit || pickInfo.distance > distance;
  14835. };
  14836. LensFlareSystem.prototype.render = function () {
  14837. if (!this._effect.isReady())
  14838. return false;
  14839. var engine = this._scene.getEngine();
  14840. var viewport = this._scene.activeCamera.viewport;
  14841. var globalViewport = viewport.toGlobal(engine);
  14842. if (!this.computeEffectivePosition(globalViewport)) {
  14843. return false;
  14844. }
  14845. if (!this._isVisible()) {
  14846. return false;
  14847. }
  14848. var awayX;
  14849. var awayY;
  14850. if (this._positionX < this.borderLimit + globalViewport.x) {
  14851. awayX = this.borderLimit + globalViewport.x - this._positionX;
  14852. } else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  14853. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  14854. } else {
  14855. awayX = 0;
  14856. }
  14857. if (this._positionY < this.borderLimit + globalViewport.y) {
  14858. awayY = this.borderLimit + globalViewport.y - this._positionY;
  14859. } else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  14860. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  14861. } else {
  14862. awayY = 0;
  14863. }
  14864. var away = (awayX > awayY) ? awayX : awayY;
  14865. if (away > this.borderLimit) {
  14866. away = this.borderLimit;
  14867. }
  14868. var intensity = 1.0 - (away / this.borderLimit);
  14869. if (intensity < 0) {
  14870. return false;
  14871. }
  14872. if (intensity > 1.0) {
  14873. intensity = 1.0;
  14874. }
  14875. var centerX = globalViewport.x + globalViewport.width / 2;
  14876. var centerY = globalViewport.y + globalViewport.height / 2;
  14877. var distX = centerX - this._positionX;
  14878. var distY = centerY - this._positionY;
  14879. engine.enableEffect(this._effect);
  14880. engine.setState(false);
  14881. engine.setDepthBuffer(false);
  14882. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  14883. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, this._effect);
  14884. for (var index = 0; index < this.lensFlares.length; index++) {
  14885. var flare = this.lensFlares[index];
  14886. var x = centerX - (distX * flare.position);
  14887. var y = centerY - (distY * flare.position);
  14888. var cw = flare.size;
  14889. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera);
  14890. var cx = 2 * (x / globalViewport.width) - 1.0;
  14891. var cy = 1.0 - 2 * (y / globalViewport.height);
  14892. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  14893. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  14894. this._effect.setTexture("textureSampler", flare.texture);
  14895. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  14896. engine.draw(true, 0, 6);
  14897. }
  14898. engine.setDepthBuffer(true);
  14899. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  14900. return true;
  14901. };
  14902. LensFlareSystem.prototype.dispose = function () {
  14903. if (this._vertexBuffer) {
  14904. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  14905. this._vertexBuffer = null;
  14906. }
  14907. if (this._indexBuffer) {
  14908. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  14909. this._indexBuffer = null;
  14910. }
  14911. while (this.lensFlares.length) {
  14912. this.lensFlares[0].dispose();
  14913. }
  14914. var index = this._scene.lensFlareSystems.indexOf(this);
  14915. this._scene.lensFlareSystems.splice(index, 1);
  14916. };
  14917. return LensFlareSystem;
  14918. })();
  14919. BABYLON.LensFlareSystem = LensFlareSystem;
  14920. })(BABYLON || (BABYLON = {}));
  14921. var BABYLON;
  14922. (function (BABYLON) {
  14923. var IntersectionInfo = (function () {
  14924. function IntersectionInfo(bu, bv, distance) {
  14925. this.bu = bu;
  14926. this.bv = bv;
  14927. this.distance = distance;
  14928. this.faceId = 0;
  14929. }
  14930. return IntersectionInfo;
  14931. })();
  14932. BABYLON.IntersectionInfo = IntersectionInfo;
  14933. var PickingInfo = (function () {
  14934. function PickingInfo() {
  14935. this.hit = false;
  14936. this.distance = 0;
  14937. this.pickedPoint = null;
  14938. this.pickedMesh = null;
  14939. this.bu = 0;
  14940. this.bv = 0;
  14941. this.faceId = -1;
  14942. }
  14943. PickingInfo.prototype.getNormal = function () {
  14944. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  14945. return null;
  14946. }
  14947. var indices = this.pickedMesh.getIndices();
  14948. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  14949. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  14950. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  14951. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  14952. normal0 = normal0.scale(this.bu);
  14953. normal1 = normal1.scale(this.bv);
  14954. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  14955. return new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  14956. };
  14957. PickingInfo.prototype.getTextureCoordinates = function () {
  14958. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  14959. return null;
  14960. }
  14961. var indices = this.pickedMesh.getIndices();
  14962. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  14963. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  14964. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  14965. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  14966. uv0 = uv0.scale(this.bu);
  14967. uv1 = uv1.scale(this.bv);
  14968. uv2 = uv2.scale(1.0 - this.bu - this.bv);
  14969. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  14970. };
  14971. return PickingInfo;
  14972. })();
  14973. BABYLON.PickingInfo = PickingInfo;
  14974. })(BABYLON || (BABYLON = {}));
  14975. var BABYLON;
  14976. (function (BABYLON) {
  14977. var FilesInput = (function () {
  14978. function FilesInput(p_engine, p_scene, p_canvas, p_sceneLoadedCallback, p_progressCallback, p_additionnalRenderLoopLogicCallback, p_textureLoadingCallback, p_startingProcessingFilesCallback) {
  14979. this.engine = p_engine;
  14980. this.canvas = p_canvas;
  14981. this.currentScene = p_scene;
  14982. this.sceneLoadedCallback = p_sceneLoadedCallback;
  14983. this.progressCallback = p_progressCallback;
  14984. this.additionnalRenderLoopLogicCallback = p_additionnalRenderLoopLogicCallback;
  14985. this.textureLoadingCallback = p_textureLoadingCallback;
  14986. this.startingProcessingFilesCallback = p_startingProcessingFilesCallback;
  14987. }
  14988. FilesInput.prototype.monitorElementForDragNDrop = function (p_elementToMonitor) {
  14989. var _this = this;
  14990. if (p_elementToMonitor) {
  14991. this.elementToMonitor = p_elementToMonitor;
  14992. this.elementToMonitor.addEventListener("dragenter", function (e) {
  14993. _this.drag(e);
  14994. }, false);
  14995. this.elementToMonitor.addEventListener("dragover", function (e) {
  14996. _this.drag(e);
  14997. }, false);
  14998. this.elementToMonitor.addEventListener("drop", function (e) {
  14999. _this.drop(e);
  15000. }, false);
  15001. }
  15002. };
  15003. FilesInput.prototype.renderFunction = function () {
  15004. if (this.additionnalRenderLoopLogicCallback) {
  15005. this.additionnalRenderLoopLogicCallback();
  15006. }
  15007. if (this.currentScene) {
  15008. if (this.textureLoadingCallback) {
  15009. var remaining = this.currentScene.getWaitingItemsCount();
  15010. if (remaining > 0) {
  15011. this.textureLoadingCallback(remaining);
  15012. }
  15013. }
  15014. this.currentScene.render();
  15015. }
  15016. };
  15017. FilesInput.prototype.drag = function (e) {
  15018. e.stopPropagation();
  15019. e.preventDefault();
  15020. };
  15021. FilesInput.prototype.drop = function (eventDrop) {
  15022. eventDrop.stopPropagation();
  15023. eventDrop.preventDefault();
  15024. this.loadFiles(eventDrop);
  15025. };
  15026. FilesInput.prototype.loadFiles = function (event) {
  15027. var _this = this;
  15028. var that = this;
  15029. if (this.startingProcessingFilesCallback)
  15030. this.startingProcessingFilesCallback();
  15031. var sceneFileToLoad;
  15032. var filesToLoad;
  15033. if (event && event.dataTransfer && event.dataTransfer.files) {
  15034. filesToLoad = event.dataTransfer.files;
  15035. }
  15036. if (event && event.target && event.target.files) {
  15037. filesToLoad = event.target.files;
  15038. }
  15039. if (filesToLoad && filesToLoad.length > 0) {
  15040. for (var i = 0; i < filesToLoad.length; i++) {
  15041. switch (filesToLoad[i].type) {
  15042. case "image/jpeg":
  15043. case "image/png":
  15044. BABYLON.FilesInput.FilesTextures[filesToLoad[i].name] = filesToLoad[i];
  15045. break;
  15046. case "image/targa":
  15047. case "image/vnd.ms-dds":
  15048. BABYLON.FilesInput.FilesToLoad[filesToLoad[i].name] = filesToLoad[i];
  15049. break;
  15050. default:
  15051. if (filesToLoad[i].name.indexOf(".babylon") !== -1 && filesToLoad[i].name.indexOf(".manifest") === -1 && filesToLoad[i].name.indexOf(".incremental") === -1 && filesToLoad[i].name.indexOf(".babylonmeshdata") === -1 && filesToLoad[i].name.indexOf(".babylongeometrydata") === -1) {
  15052. sceneFileToLoad = filesToLoad[i];
  15053. }
  15054. break;
  15055. }
  15056. }
  15057. if (sceneFileToLoad) {
  15058. if (this.currentScene) {
  15059. this.engine.stopRenderLoop();
  15060. this.currentScene.dispose();
  15061. }
  15062. BABYLON.SceneLoader.Load("file:", sceneFileToLoad, this.engine, function (newScene) {
  15063. that.currentScene = newScene;
  15064. that.currentScene.executeWhenReady(function () {
  15065. if (that.currentScene.activeCamera) {
  15066. that.currentScene.activeCamera.attachControl(that.canvas);
  15067. }
  15068. if (that.sceneLoadedCallback) {
  15069. that.sceneLoadedCallback(sceneFileToLoad, that.currentScene);
  15070. }
  15071. that.engine.runRenderLoop(function () {
  15072. that.renderFunction();
  15073. });
  15074. });
  15075. }, function (progress) {
  15076. if (_this.progressCallback) {
  15077. _this.progressCallback(progress);
  15078. }
  15079. });
  15080. } else {
  15081. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  15082. }
  15083. }
  15084. };
  15085. FilesInput.FilesTextures = new Array();
  15086. FilesInput.FilesToLoad = new Array();
  15087. return FilesInput;
  15088. })();
  15089. BABYLON.FilesInput = FilesInput;
  15090. })(BABYLON || (BABYLON = {}));
  15091. var BABYLON;
  15092. (function (BABYLON) {
  15093. var OimoJSPlugin = (function () {
  15094. function OimoJSPlugin() {
  15095. this._registeredMeshes = [];
  15096. /**
  15097. * Update the body position according to the mesh position
  15098. * @param mesh
  15099. */
  15100. this.updateBodyPosition = function (mesh) {
  15101. for (var index = 0; index < this._registeredMeshes.length; index++) {
  15102. var registeredMesh = this._registeredMeshes[index];
  15103. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  15104. var body = registeredMesh.body.body;
  15105. mesh.computeWorldMatrix(true);
  15106. var center = mesh.getBoundingInfo().boundingBox.center;
  15107. body.setPosition(center.x, center.y, center.z);
  15108. body.setOrientation(mesh.rotation.x, mesh.rotation.y, mesh.rotation.z);
  15109. return;
  15110. }
  15111. if (registeredMesh.mesh.parent === mesh) {
  15112. mesh.computeWorldMatrix(true);
  15113. registeredMesh.mesh.computeWorldMatrix(true);
  15114. var absolutePosition = registeredMesh.mesh.getAbsolutePosition();
  15115. var absoluteRotation = mesh.rotation;
  15116. body = registeredMesh.body.body;
  15117. body.setPosition(absolutePosition.x, absolutePosition.y, absolutePosition.z);
  15118. body.setOrientation(absoluteRotation.x, absoluteRotation.y, absoluteRotation.z);
  15119. return;
  15120. }
  15121. }
  15122. };
  15123. }
  15124. OimoJSPlugin.prototype._checkWithEpsilon = function (value) {
  15125. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  15126. };
  15127. OimoJSPlugin.prototype.initialize = function (iterations) {
  15128. this._world = new OIMO.World();
  15129. this._world.clear();
  15130. };
  15131. OimoJSPlugin.prototype.setGravity = function (gravity) {
  15132. this._world.gravity = gravity;
  15133. };
  15134. OimoJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
  15135. var body = null;
  15136. this.unregisterMesh(mesh);
  15137. mesh.computeWorldMatrix(true);
  15138. switch (impostor) {
  15139. case BABYLON.PhysicsEngine.SphereImpostor:
  15140. var bbox = mesh.getBoundingInfo().boundingBox;
  15141. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  15142. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  15143. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  15144. var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
  15145. var deltaPosition = mesh.position.subtract(bbox.center);
  15146. body = new OIMO.Body({
  15147. type: 'sphere',
  15148. size: [size],
  15149. pos: [bbox.center.x, bbox.center.y, bbox.center.z],
  15150. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD],
  15151. move: options.mass != 0,
  15152. config: [options.mass, options.friction, options.restitution],
  15153. world: this._world
  15154. });
  15155. this._registeredMeshes.push({
  15156. mesh: mesh,
  15157. body: body,
  15158. delta: deltaPosition
  15159. });
  15160. break;
  15161. case BABYLON.PhysicsEngine.PlaneImpostor:
  15162. case BABYLON.PhysicsEngine.BoxImpostor:
  15163. bbox = mesh.getBoundingInfo().boundingBox;
  15164. var min = bbox.minimumWorld;
  15165. var max = bbox.maximumWorld;
  15166. var box = max.subtract(min);
  15167. var sizeX = this._checkWithEpsilon(box.x);
  15168. var sizeY = this._checkWithEpsilon(box.y);
  15169. var sizeZ = this._checkWithEpsilon(box.z);
  15170. var deltaPosition = mesh.position.subtract(bbox.center);
  15171. body = new OIMO.Body({
  15172. type: 'box',
  15173. size: [sizeX, sizeY, sizeZ],
  15174. pos: [bbox.center.x, bbox.center.y, bbox.center.z],
  15175. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD],
  15176. move: options.mass != 0,
  15177. config: [options.mass, options.friction, options.restitution],
  15178. world: this._world
  15179. });
  15180. this._registeredMeshes.push({
  15181. mesh: mesh,
  15182. body: body,
  15183. delta: deltaPosition
  15184. });
  15185. break;
  15186. }
  15187. return body;
  15188. };
  15189. OimoJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
  15190. var types = [], sizes = [], positions = [], rotations = [];
  15191. var initialMesh = parts[0].mesh;
  15192. for (var index = 0; index < parts.length; index++) {
  15193. var part = parts[index];
  15194. var bodyParameters = this._createBodyAsCompound(part, options, initialMesh);
  15195. types.push(bodyParameters.type);
  15196. sizes.push.apply(sizes, bodyParameters.size);
  15197. positions.push.apply(positions, bodyParameters.pos);
  15198. rotations.push.apply(rotations, bodyParameters.rot);
  15199. }
  15200. var body = new OIMO.Body({
  15201. type: types,
  15202. size: sizes,
  15203. pos: positions,
  15204. rot: rotations,
  15205. move: options.mass != 0,
  15206. config: [options.mass, options.friction, options.restitution],
  15207. world: this._world
  15208. });
  15209. this._registeredMeshes.push({
  15210. mesh: initialMesh,
  15211. body: body
  15212. });
  15213. return body;
  15214. };
  15215. OimoJSPlugin.prototype._createBodyAsCompound = function (part, options, initialMesh) {
  15216. var bodyParameters = null;
  15217. var mesh = part.mesh;
  15218. switch (part.impostor) {
  15219. case BABYLON.PhysicsEngine.SphereImpostor:
  15220. var bbox = mesh.getBoundingInfo().boundingBox;
  15221. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  15222. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  15223. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  15224. var size = Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2;
  15225. bodyParameters = {
  15226. type: 'sphere',
  15227. /* bug with oimo : sphere needs 3 sizes in this case */
  15228. size: [size, -1, -1],
  15229. pos: [mesh.position.x, mesh.position.y, mesh.position.z],
  15230. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD]
  15231. };
  15232. break;
  15233. case BABYLON.PhysicsEngine.PlaneImpostor:
  15234. case BABYLON.PhysicsEngine.BoxImpostor:
  15235. bbox = mesh.getBoundingInfo().boundingBox;
  15236. var min = bbox.minimumWorld;
  15237. var max = bbox.maximumWorld;
  15238. var box = max.subtract(min);
  15239. var sizeX = this._checkWithEpsilon(box.x);
  15240. var sizeY = this._checkWithEpsilon(box.y);
  15241. var sizeZ = this._checkWithEpsilon(box.z);
  15242. var relativePosition = mesh.position;
  15243. bodyParameters = {
  15244. type: 'box',
  15245. size: [sizeX, sizeY, sizeZ],
  15246. pos: [relativePosition.x, relativePosition.y, relativePosition.z],
  15247. rot: [mesh.rotation.x / OIMO.TO_RAD, mesh.rotation.y / OIMO.TO_RAD, mesh.rotation.z / OIMO.TO_RAD]
  15248. };
  15249. break;
  15250. }
  15251. return bodyParameters;
  15252. };
  15253. OimoJSPlugin.prototype.unregisterMesh = function (mesh) {
  15254. for (var index = 0; index < this._registeredMeshes.length; index++) {
  15255. var registeredMesh = this._registeredMeshes[index];
  15256. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  15257. if (registeredMesh.body) {
  15258. this._world.removeRigidBody(registeredMesh.body.body);
  15259. this._unbindBody(registeredMesh.body);
  15260. }
  15261. this._registeredMeshes.splice(index, 1);
  15262. return;
  15263. }
  15264. }
  15265. };
  15266. OimoJSPlugin.prototype._unbindBody = function (body) {
  15267. for (var index = 0; index < this._registeredMeshes.length; index++) {
  15268. var registeredMesh = this._registeredMeshes[index];
  15269. if (registeredMesh.body === body) {
  15270. registeredMesh.body = null;
  15271. }
  15272. }
  15273. };
  15274. OimoJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
  15275. for (var index = 0; index < this._registeredMeshes.length; index++) {
  15276. var registeredMesh = this._registeredMeshes[index];
  15277. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  15278. var mass = registeredMesh.body.body.massInfo.mass;
  15279. registeredMesh.body.body.applyImpulse(contactPoint.scale(OIMO.INV_SCALE), force.scale(OIMO.INV_SCALE * mass));
  15280. return;
  15281. }
  15282. }
  15283. };
  15284. OimoJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
  15285. var body1 = null, body2 = null;
  15286. for (var index = 0; index < this._registeredMeshes.length; index++) {
  15287. var registeredMesh = this._registeredMeshes[index];
  15288. if (registeredMesh.mesh === mesh1) {
  15289. body1 = registeredMesh.body.body;
  15290. } else if (registeredMesh.mesh === mesh2) {
  15291. body2 = registeredMesh.body.body;
  15292. }
  15293. }
  15294. if (!body1 || !body2) {
  15295. return false;
  15296. }
  15297. if (!options) {
  15298. options = {};
  15299. }
  15300. new OIMO.Link({
  15301. type: options.type,
  15302. body1: body1,
  15303. body2: body2,
  15304. min: options.min,
  15305. max: options.max,
  15306. axe1: options.axe1,
  15307. axe2: options.axe2,
  15308. pos1: [pivot1.x, pivot1.y, pivot1.z],
  15309. pos2: [pivot2.x, pivot2.y, pivot2.z],
  15310. collision: options.collision,
  15311. spring: options.spring,
  15312. world: this._world
  15313. });
  15314. return true;
  15315. };
  15316. OimoJSPlugin.prototype.dispose = function () {
  15317. this._world.clear();
  15318. while (this._registeredMeshes.length) {
  15319. this.unregisterMesh(this._registeredMeshes[0].mesh);
  15320. }
  15321. };
  15322. OimoJSPlugin.prototype.isSupported = function () {
  15323. return OIMO !== undefined;
  15324. };
  15325. OimoJSPlugin.prototype._getLastShape = function (body) {
  15326. var lastShape = body.shapes;
  15327. while (lastShape.next) {
  15328. lastShape = lastShape.next;
  15329. }
  15330. return lastShape;
  15331. };
  15332. OimoJSPlugin.prototype.runOneStep = function (time) {
  15333. this._world.step();
  15334. var i = this._registeredMeshes.length;
  15335. var m;
  15336. while (i--) {
  15337. var body = this._registeredMeshes[i].body.body;
  15338. var mesh = this._registeredMeshes[i].mesh;
  15339. var delta = this._registeredMeshes[i].delta;
  15340. if (!body.sleeping) {
  15341. if (body.shapes.next) {
  15342. var parentShape = this._getLastShape(body);
  15343. mesh.position.x = parentShape.position.x * OIMO.WORLD_SCALE;
  15344. mesh.position.y = parentShape.position.y * OIMO.WORLD_SCALE;
  15345. mesh.position.z = parentShape.position.z * OIMO.WORLD_SCALE;
  15346. var mtx = BABYLON.Matrix.FromArray(body.getMatrix());
  15347. if (!mesh.rotationQuaternion) {
  15348. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  15349. }
  15350. mesh.rotationQuaternion.fromRotationMatrix(mtx);
  15351. mesh.computeWorldMatrix();
  15352. } else {
  15353. m = body.getMatrix();
  15354. mtx = BABYLON.Matrix.FromArray(m);
  15355. var bodyX = mtx.m[12], bodyY = mtx.m[13], bodyZ = mtx.m[14];
  15356. if (!delta) {
  15357. mesh.position.x = bodyX;
  15358. mesh.position.y = bodyY;
  15359. mesh.position.z = bodyZ;
  15360. } else {
  15361. mesh.position.x = bodyX + delta.x;
  15362. mesh.position.y = bodyY + delta.y;
  15363. mesh.position.z = bodyZ + delta.z;
  15364. }
  15365. if (!mesh.rotationQuaternion) {
  15366. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  15367. }
  15368. mesh.rotationQuaternion.fromRotationMatrix(mtx);
  15369. mesh.computeWorldMatrix();
  15370. }
  15371. }
  15372. }
  15373. };
  15374. return OimoJSPlugin;
  15375. })();
  15376. BABYLON.OimoJSPlugin = OimoJSPlugin;
  15377. })(BABYLON || (BABYLON = {}));
  15378. var BABYLON;
  15379. (function (BABYLON) {
  15380. var PhysicsEngine = (function () {
  15381. function PhysicsEngine(plugin) {
  15382. this._currentPlugin = plugin || new BABYLON.OimoJSPlugin();
  15383. }
  15384. PhysicsEngine.prototype._initialize = function (gravity) {
  15385. this._currentPlugin.initialize();
  15386. this._setGravity(gravity);
  15387. };
  15388. PhysicsEngine.prototype._runOneStep = function (delta) {
  15389. if (delta > 0.1) {
  15390. delta = 0.1;
  15391. } else if (delta <= 0) {
  15392. delta = 1.0 / 60.0;
  15393. }
  15394. this._currentPlugin.runOneStep(delta);
  15395. };
  15396. PhysicsEngine.prototype._setGravity = function (gravity) {
  15397. this.gravity = gravity || new BABYLON.Vector3(0, -9.82, 0);
  15398. this._currentPlugin.setGravity(this.gravity);
  15399. };
  15400. PhysicsEngine.prototype._registerMesh = function (mesh, impostor, options) {
  15401. return this._currentPlugin.registerMesh(mesh, impostor, options);
  15402. };
  15403. PhysicsEngine.prototype._registerMeshesAsCompound = function (parts, options) {
  15404. return this._currentPlugin.registerMeshesAsCompound(parts, options);
  15405. };
  15406. PhysicsEngine.prototype._unregisterMesh = function (mesh) {
  15407. this._currentPlugin.unregisterMesh(mesh);
  15408. };
  15409. PhysicsEngine.prototype._applyImpulse = function (mesh, force, contactPoint) {
  15410. this._currentPlugin.applyImpulse(mesh, force, contactPoint);
  15411. };
  15412. PhysicsEngine.prototype._createLink = function (mesh1, mesh2, pivot1, pivot2, options) {
  15413. return this._currentPlugin.createLink(mesh1, mesh2, pivot1, pivot2, options);
  15414. };
  15415. PhysicsEngine.prototype._updateBodyPosition = function (mesh) {
  15416. this._currentPlugin.updateBodyPosition(mesh);
  15417. };
  15418. PhysicsEngine.prototype.dispose = function () {
  15419. this._currentPlugin.dispose();
  15420. };
  15421. PhysicsEngine.prototype.isSupported = function () {
  15422. return this._currentPlugin.isSupported();
  15423. };
  15424. PhysicsEngine.NoImpostor = 0;
  15425. PhysicsEngine.SphereImpostor = 1;
  15426. PhysicsEngine.BoxImpostor = 2;
  15427. PhysicsEngine.PlaneImpostor = 3;
  15428. PhysicsEngine.MeshImpostor = 4;
  15429. PhysicsEngine.CapsuleImpostor = 5;
  15430. PhysicsEngine.ConeImpostor = 6;
  15431. PhysicsEngine.CylinderImpostor = 7;
  15432. PhysicsEngine.ConvexHullImpostor = 8;
  15433. PhysicsEngine.Epsilon = 0.001;
  15434. return PhysicsEngine;
  15435. })();
  15436. BABYLON.PhysicsEngine = PhysicsEngine;
  15437. })(BABYLON || (BABYLON = {}));
  15438. var BABYLON;
  15439. (function (BABYLON) {
  15440. var serializeLight = function (light) {
  15441. var serializationObject = {};
  15442. serializationObject.name = light.name;
  15443. serializationObject.id = light.id;
  15444. serializationObject.tags = BABYLON.Tags.GetTags(light);
  15445. if (light instanceof BABYLON.PointLight) {
  15446. serializationObject.type = 0;
  15447. serializationObject.position = light.position.asArray();
  15448. } else if (light instanceof BABYLON.DirectionalLight) {
  15449. serializationObject.type = 1;
  15450. var directionalLight = light;
  15451. serializationObject.position = directionalLight.position.asArray();
  15452. serializationObject.direction = directionalLight.direction.asArray();
  15453. } else if (light instanceof BABYLON.SpotLight) {
  15454. serializationObject.type = 2;
  15455. var spotLight = light;
  15456. serializationObject.position = spotLight.position.asArray();
  15457. serializationObject.direction = spotLight.position.asArray();
  15458. serializationObject.angle = spotLight.angle;
  15459. serializationObject.exponent = spotLight.exponent;
  15460. } else if (light instanceof BABYLON.HemisphericLight) {
  15461. serializationObject.type = 3;
  15462. var hemisphericLight = light;
  15463. serializationObject.direction = hemisphericLight.direction.asArray();
  15464. serializationObject.groundColor = hemisphericLight.groundColor.asArray();
  15465. }
  15466. if (light.intensity) {
  15467. serializationObject.intensity = light.intensity;
  15468. }
  15469. serializationObject.range = light.range;
  15470. serializationObject.diffuse = light.diffuse.asArray();
  15471. serializationObject.specular = light.specular.asArray();
  15472. return serializationObject;
  15473. };
  15474. var serializeFresnelParameter = function (fresnelParameter) {
  15475. var serializationObject = {};
  15476. serializationObject.isEnabled = fresnelParameter.isEnabled;
  15477. serializationObject.leftColor = fresnelParameter.leftColor;
  15478. serializationObject.rightColor = fresnelParameter.rightColor;
  15479. serializationObject.bias = fresnelParameter.bias;
  15480. serializationObject.power = fresnelParameter.power;
  15481. return serializationObject;
  15482. };
  15483. var serializeCamera = function (camera) {
  15484. var serializationObject = {};
  15485. serializationObject.name = camera.name;
  15486. serializationObject.tags = BABYLON.Tags.GetTags(camera);
  15487. serializationObject.id = camera.id;
  15488. serializationObject.position = camera.position.asArray();
  15489. if (camera.parent) {
  15490. serializationObject.parentId = camera.parent.id;
  15491. }
  15492. serializationObject.rotation = camera.rotation.asArray();
  15493. if (camera.lockedTarget && camera.lockedTarget.id) {
  15494. serializationObject.lockedTargetId = camera.lockedTarget.id;
  15495. }
  15496. serializationObject.fov = camera.fov;
  15497. serializationObject.minZ = camera.minZ;
  15498. serializationObject.maxZ = camera.maxZ;
  15499. serializationObject.speed = camera.speed;
  15500. serializationObject.inertia = camera.inertia;
  15501. serializationObject.checkCollisions = camera.checkCollisions;
  15502. serializationObject.applyGravity = camera.applyGravity;
  15503. if (camera.ellipsoid) {
  15504. serializationObject.ellipsoid = camera.ellipsoid.asArray();
  15505. }
  15506. appendAnimations(camera, serializationObject);
  15507. serializationObject.layerMask = camera.layerMask;
  15508. return serializationObject;
  15509. };
  15510. var appendAnimations = function (source, destination) {
  15511. if (source.animations) {
  15512. destination.animations = [];
  15513. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  15514. var animation = source.animations[animationIndex];
  15515. destination.animations.push(serializeAnimation(animation));
  15516. }
  15517. }
  15518. };
  15519. var serializeAnimation = function (animation) {
  15520. var serializationObject = {};
  15521. serializationObject.name = animation.name;
  15522. serializationObject.property = animation.targetProperty;
  15523. serializationObject.framePerSecond = animation.framePerSecond;
  15524. serializationObject.dataType = animation.dataType;
  15525. serializationObject.loopBehavior = animation.loopMode;
  15526. var dataType = animation.dataType;
  15527. serializationObject.keys = [];
  15528. var keys = animation.getKeys();
  15529. for (var index = 0; index < keys.length; index++) {
  15530. var animationKey = keys[index];
  15531. var key = {};
  15532. key.frame = animationKey.frame;
  15533. switch (dataType) {
  15534. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  15535. key.values = [animationKey.value];
  15536. break;
  15537. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  15538. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  15539. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  15540. key.values = animationKey.value.asArray();
  15541. break;
  15542. }
  15543. serializationObject.keys.push(key);
  15544. }
  15545. return serializationObject;
  15546. };
  15547. var serializeMultiMaterial = function (material) {
  15548. var serializationObject = {};
  15549. serializationObject.name = material.name;
  15550. serializationObject.id = material.id;
  15551. serializationObject.tags = BABYLON.Tags.GetTags(material);
  15552. serializationObject.materials = [];
  15553. for (var matIndex = 0; matIndex < material.subMaterials.length; matIndex++) {
  15554. var subMat = material.subMaterials[matIndex];
  15555. if (subMat) {
  15556. serializationObject.materials.push(subMat.id);
  15557. } else {
  15558. serializationObject.materials.push(null);
  15559. }
  15560. }
  15561. return serializationObject;
  15562. };
  15563. var serializeMaterial = function (material) {
  15564. var serializationObject = {};
  15565. serializationObject.name = material.name;
  15566. serializationObject.ambient = material.ambientColor.asArray();
  15567. serializationObject.diffuse = material.diffuseColor.asArray();
  15568. serializationObject.specular = material.specularColor.asArray();
  15569. serializationObject.specularPower = material.specularPower;
  15570. serializationObject.emissive = material.emissiveColor.asArray();
  15571. serializationObject.alpha = material.alpha;
  15572. serializationObject.id = material.id;
  15573. serializationObject.tags = BABYLON.Tags.GetTags(material);
  15574. serializationObject.backFaceCulling = material.backFaceCulling;
  15575. if (material.diffuseTexture) {
  15576. serializationObject.diffuseTexture = serializeTexture(material.diffuseTexture);
  15577. }
  15578. if (material.diffuseFresnelParameters) {
  15579. serializationObject.diffuseFresnelParameters = serializeFresnelParameter(material.diffuseFresnelParameters);
  15580. }
  15581. if (material.ambientTexture) {
  15582. serializationObject.ambientTexture = serializeTexture(material.ambientTexture);
  15583. }
  15584. if (material.opacityTexture) {
  15585. serializationObject.opacityTexture = serializeTexture(material.opacityTexture);
  15586. }
  15587. if (material.opacityFresnelParameters) {
  15588. serializationObject.opacityFresnelParameters = serializeFresnelParameter(material.opacityFresnelParameters);
  15589. }
  15590. if (material.reflectionTexture) {
  15591. serializationObject.reflectionTexture = serializeTexture(material.reflectionTexture);
  15592. }
  15593. if (material.reflectionFresnelParameters) {
  15594. serializationObject.reflectionFresnelParameters = serializeFresnelParameter(material.reflectionFresnelParameters);
  15595. }
  15596. if (material.emissiveTexture) {
  15597. serializationObject.emissiveTexture = serializeTexture(material.emissiveTexture);
  15598. }
  15599. if (material.emissiveFresnelParameters) {
  15600. serializationObject.emissiveFresnelParameters = serializeFresnelParameter(material.emissiveFresnelParameters);
  15601. }
  15602. if (material.specularTexture) {
  15603. serializationObject.specularTexture = serializeTexture(material.specularTexture);
  15604. }
  15605. if (material.bumpTexture) {
  15606. serializationObject.bumpTexture = serializeTexture(material.bumpTexture);
  15607. }
  15608. return serializationObject;
  15609. };
  15610. var serializeTexture = function (texture) {
  15611. var serializationObject = {};
  15612. if (!texture.name) {
  15613. return null;
  15614. }
  15615. if (texture instanceof BABYLON.CubeTexture) {
  15616. serializationObject.name = texture.name;
  15617. serializationObject.hasAlpha = texture.hasAlpha;
  15618. serializationObject.level = texture.level;
  15619. serializationObject.coordinatesMode = texture.coordinatesMode;
  15620. return serializationObject;
  15621. }
  15622. if (texture instanceof BABYLON.MirrorTexture) {
  15623. var mirrorTexture = texture;
  15624. serializationObject.renderTargetSize = mirrorTexture.getRenderSize();
  15625. serializationObject.renderList = [];
  15626. for (var index = 0; index < mirrorTexture.renderList.length; index++) {
  15627. serializationObject.renderList.push(mirrorTexture.renderList[index].id);
  15628. }
  15629. serializationObject.mirrorPlane = mirrorTexture.mirrorPlane.asArray();
  15630. } else if (texture instanceof BABYLON.RenderTargetTexture) {
  15631. var renderTargetTexture = texture;
  15632. serializationObject.renderTargetSize = renderTargetTexture.getRenderSize();
  15633. serializationObject.renderList = [];
  15634. for (index = 0; index < renderTargetTexture.renderList.length; index++) {
  15635. serializationObject.renderList.push(renderTargetTexture.renderList[index].id);
  15636. }
  15637. }
  15638. var regularTexture = texture;
  15639. serializationObject.name = texture.name;
  15640. serializationObject.hasAlpha = texture.hasAlpha;
  15641. serializationObject.level = texture.level;
  15642. serializationObject.coordinatesIndex = texture.coordinatesIndex;
  15643. serializationObject.coordinatesMode = texture.coordinatesMode;
  15644. serializationObject.uOffset = regularTexture.uOffset;
  15645. serializationObject.vOffset = regularTexture.vOffset;
  15646. serializationObject.uScale = regularTexture.uScale;
  15647. serializationObject.vScale = regularTexture.vScale;
  15648. serializationObject.uAng = regularTexture.uAng;
  15649. serializationObject.vAng = regularTexture.vAng;
  15650. serializationObject.wAng = regularTexture.wAng;
  15651. serializationObject.wrapU = texture.wrapU;
  15652. serializationObject.wrapV = texture.wrapV;
  15653. appendAnimations(texture, serializationObject);
  15654. return serializationObject;
  15655. };
  15656. var serializeSkeleton = function (skeleton) {
  15657. var serializationObject = {};
  15658. serializationObject.name = skeleton.name;
  15659. serializationObject.id = skeleton.id;
  15660. serializationObject.bones = [];
  15661. for (var index = 0; index < skeleton.bones.length; index++) {
  15662. var bone = skeleton.bones[index];
  15663. var serializedBone = {
  15664. parentBoneIndex: bone.getParent() ? skeleton.bones.indexOf(bone.getParent()) : -1,
  15665. name: bone.name,
  15666. matrix: bone.getLocalMatrix().toArray()
  15667. };
  15668. serializationObject.bones.push(serializedBone);
  15669. if (bone.animations && bone.animations.length > 0) {
  15670. serializedBone.animation = serializeAnimation(bone.animations[0]);
  15671. }
  15672. }
  15673. return serializationObject;
  15674. };
  15675. var serializeParticleSystem = function (particleSystem) {
  15676. var serializationObject = {};
  15677. serializationObject.emitterId = particleSystem.emitter.id;
  15678. serializationObject.capacity = particleSystem.getCapacity();
  15679. if (particleSystem.particleTexture) {
  15680. serializationObject.textureName = particleSystem.particleTexture.name;
  15681. }
  15682. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  15683. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  15684. serializationObject.minSize = particleSystem.minSize;
  15685. serializationObject.maxSize = particleSystem.maxSize;
  15686. serializationObject.minLifeTime = particleSystem.minLifeTime;
  15687. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  15688. serializationObject.emitRate = particleSystem.emitRate;
  15689. serializationObject.minEmitBox = particleSystem.minEmitBox.asArray();
  15690. serializationObject.maxEmitBox = particleSystem.maxEmitBox.asArray();
  15691. serializationObject.gravity = particleSystem.gravity.asArray();
  15692. serializationObject.direction1 = particleSystem.direction1.asArray();
  15693. serializationObject.direction2 = particleSystem.direction2.asArray();
  15694. serializationObject.color1 = particleSystem.color1.asArray();
  15695. serializationObject.color2 = particleSystem.color2.asArray();
  15696. serializationObject.colorDead = particleSystem.colorDead.asArray();
  15697. serializationObject.updateSpeed = particleSystem.updateSpeed;
  15698. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  15699. serializationObject.textureMask = particleSystem.textureMask.asArray();
  15700. serializationObject.blendMode = particleSystem.blendMode;
  15701. return serializationObject;
  15702. };
  15703. var serializeLensFlareSystem = function (lensFlareSystem) {
  15704. var serializationObject = {};
  15705. serializationObject.emitterId = lensFlareSystem.getEmitter().id;
  15706. serializationObject.borderLimit = lensFlareSystem.borderLimit;
  15707. serializationObject.flares = [];
  15708. for (var index = 0; index < lensFlareSystem.lensFlares.length; index++) {
  15709. var flare = lensFlareSystem.lensFlares[index];
  15710. serializationObject.flares.push({
  15711. size: flare.size,
  15712. position: flare.position,
  15713. color: flare.color.asArray(),
  15714. textureName: BABYLON.Tools.GetFilename(flare.texture.name)
  15715. });
  15716. }
  15717. return serializationObject;
  15718. };
  15719. var serializeShadowGenerator = function (light) {
  15720. var serializationObject = {};
  15721. var shadowGenerator = light.getShadowGenerator();
  15722. serializationObject.lightId = light.id;
  15723. serializationObject.mapSize = shadowGenerator.getShadowMap().getRenderSize();
  15724. serializationObject.useVarianceShadowMap = shadowGenerator.useVarianceShadowMap;
  15725. serializationObject.usePoissonSampling = shadowGenerator.usePoissonSampling;
  15726. serializationObject.renderList = [];
  15727. for (var meshIndex = 0; meshIndex < shadowGenerator.getShadowMap().renderList.length; meshIndex++) {
  15728. var mesh = shadowGenerator.getShadowMap().renderList[meshIndex];
  15729. serializationObject.renderList.push(mesh.id);
  15730. }
  15731. return serializationObject;
  15732. };
  15733. var serializedGeometries = [];
  15734. var serializeGeometry = function (geometry, serializationGeometries) {
  15735. if (serializedGeometries[geometry.id]) {
  15736. return;
  15737. }
  15738. if (geometry instanceof BABYLON.Geometry.Primitives.Box) {
  15739. serializationGeometries.boxes.push(serializeBox(geometry));
  15740. } else if (geometry instanceof BABYLON.Geometry.Primitives.Sphere) {
  15741. serializationGeometries.spheres.push(serializeSphere(geometry));
  15742. } else if (geometry instanceof BABYLON.Geometry.Primitives.Cylinder) {
  15743. serializationGeometries.cylinders.push(serializeCylinder(geometry));
  15744. } else if (geometry instanceof BABYLON.Geometry.Primitives.Torus) {
  15745. serializationGeometries.toruses.push(serializeTorus(geometry));
  15746. } else if (geometry instanceof BABYLON.Geometry.Primitives.Ground) {
  15747. serializationGeometries.grounds.push(serializeGround(geometry));
  15748. } else if (geometry instanceof BABYLON.Geometry.Primitives.Plane) {
  15749. serializationGeometries.planes.push(serializePlane(geometry));
  15750. } else if (geometry instanceof BABYLON.Geometry.Primitives.TorusKnot) {
  15751. serializationGeometries.torusKnots.push(serializeTorusKnot(geometry));
  15752. } else if (geometry instanceof BABYLON.Geometry.Primitives._Primitive) {
  15753. throw new Error("Unknow primitive type");
  15754. } else {
  15755. serializationGeometries.vertexData.push(serializeVertexData(geometry));
  15756. }
  15757. serializedGeometries[geometry.id] = true;
  15758. };
  15759. var serializeGeometryBase = function (geometry) {
  15760. var serializationObject = {};
  15761. serializationObject.id = geometry.id;
  15762. if (BABYLON.Tags.HasTags(geometry)) {
  15763. serializationObject.tags = BABYLON.Tags.GetTags(geometry);
  15764. }
  15765. return serializationObject;
  15766. };
  15767. var serializeVertexData = function (vertexData) {
  15768. var serializationObject = serializeGeometryBase(vertexData);
  15769. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  15770. serializationObject.positions = vertexData.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  15771. }
  15772. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  15773. serializationObject.normals = vertexData.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  15774. }
  15775. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  15776. serializationObject.uvs = vertexData.getVerticesData(BABYLON.VertexBuffer.UVKind);
  15777. }
  15778. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  15779. serializationObject.uvs2 = vertexData.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  15780. }
  15781. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  15782. serializationObject.colors = vertexData.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  15783. }
  15784. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  15785. serializationObject.matricesIndices = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  15786. serializationObject.matricesIndices._isExpanded = true;
  15787. }
  15788. if (vertexData.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  15789. serializationObject.matricesWeights = vertexData.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  15790. }
  15791. serializationObject.indices = vertexData.getIndices();
  15792. return serializationObject;
  15793. };
  15794. var serializePrimitive = function (primitive) {
  15795. var serializationObject = serializeGeometryBase(primitive);
  15796. serializationObject.canBeRegenerated = primitive.canBeRegenerated();
  15797. return serializationObject;
  15798. };
  15799. var serializeBox = function (box) {
  15800. var serializationObject = serializePrimitive(box);
  15801. serializationObject.size = box.size;
  15802. return serializationObject;
  15803. };
  15804. var serializeSphere = function (sphere) {
  15805. var serializationObject = serializePrimitive(sphere);
  15806. serializationObject.segments = sphere.segments;
  15807. serializationObject.diameter = sphere.diameter;
  15808. return serializationObject;
  15809. };
  15810. var serializeCylinder = function (cylinder) {
  15811. var serializationObject = serializePrimitive(cylinder);
  15812. serializationObject.height = cylinder.height;
  15813. serializationObject.diameterTop = cylinder.diameterTop;
  15814. serializationObject.diameterBottom = cylinder.diameterBottom;
  15815. serializationObject.tessellation = cylinder.tessellation;
  15816. return serializationObject;
  15817. };
  15818. var serializeTorus = function (torus) {
  15819. var serializationObject = serializePrimitive(torus);
  15820. serializationObject.diameter = torus.diameter;
  15821. serializationObject.thickness = torus.thickness;
  15822. serializationObject.tessellation = torus.tessellation;
  15823. return serializationObject;
  15824. };
  15825. var serializeGround = function (ground) {
  15826. var serializationObject = serializePrimitive(ground);
  15827. serializationObject.width = ground.width;
  15828. serializationObject.height = ground.height;
  15829. serializationObject.subdivisions = ground.subdivisions;
  15830. return serializationObject;
  15831. };
  15832. var serializePlane = function (plane) {
  15833. var serializationObject = serializePrimitive(plane);
  15834. serializationObject.size = plane.size;
  15835. return serializationObject;
  15836. };
  15837. var serializeTorusKnot = function (torusKnot) {
  15838. var serializationObject = serializePrimitive(torusKnot);
  15839. serializationObject.radius = torusKnot.radius;
  15840. serializationObject.tube = torusKnot.tube;
  15841. serializationObject.radialSegments = torusKnot.radialSegments;
  15842. serializationObject.tubularSegments = torusKnot.tubularSegments;
  15843. serializationObject.p = torusKnot.p;
  15844. serializationObject.q = torusKnot.q;
  15845. return serializationObject;
  15846. };
  15847. var serializeMesh = function (mesh, serializationScene) {
  15848. var serializationObject = {};
  15849. serializationObject.name = mesh.name;
  15850. serializationObject.id = mesh.id;
  15851. if (BABYLON.Tags.HasTags(mesh)) {
  15852. serializationObject.tags = BABYLON.Tags.GetTags(mesh);
  15853. }
  15854. serializationObject.position = mesh.position.asArray();
  15855. if (mesh.rotationQuaternion) {
  15856. serializationObject.rotationQuaternion = mesh.rotationQuaternion.asArray();
  15857. } else if (mesh.rotation) {
  15858. serializationObject.rotation = mesh.rotation.asArray();
  15859. }
  15860. serializationObject.scaling = mesh.scaling.asArray();
  15861. serializationObject.localMatrix = mesh.getPivotMatrix().asArray();
  15862. serializationObject.isEnabled = mesh.isEnabled();
  15863. serializationObject.isVisible = mesh.isVisible;
  15864. serializationObject.infiniteDistance = mesh.infiniteDistance;
  15865. serializationObject.pickable = mesh.isPickable;
  15866. serializationObject.receiveShadows = mesh.receiveShadows;
  15867. serializationObject.billboardMode = mesh.billboardMode;
  15868. serializationObject.visibility = mesh.visibility;
  15869. serializationObject.checkCollisions = mesh.checkCollisions;
  15870. if (mesh.parent) {
  15871. serializationObject.parentId = mesh.parent.id;
  15872. }
  15873. var geometry = mesh._geometry;
  15874. if (geometry) {
  15875. var geometryId = geometry.id;
  15876. serializationObject.geometryId = geometryId;
  15877. if (!mesh.getScene().getGeometryByID(geometryId)) {
  15878. serializeGeometry(geometry, serializationScene.geometries);
  15879. }
  15880. serializationObject.subMeshes = [];
  15881. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  15882. var subMesh = mesh.subMeshes[subIndex];
  15883. serializationObject.subMeshes.push({
  15884. materialIndex: subMesh.materialIndex,
  15885. verticesStart: subMesh.verticesStart,
  15886. verticesCount: subMesh.verticesCount,
  15887. indexStart: subMesh.indexStart,
  15888. indexCount: subMesh.indexCount
  15889. });
  15890. }
  15891. }
  15892. if (mesh.material) {
  15893. serializationObject.materialId = mesh.material.id;
  15894. } else {
  15895. mesh.material = null;
  15896. }
  15897. if (mesh.skeleton) {
  15898. serializationObject.skeletonId = mesh.skeleton.id;
  15899. }
  15900. if (mesh.getPhysicsImpostor() !== BABYLON.PhysicsEngine.NoImpostor) {
  15901. serializationObject.physicsMass = mesh.getPhysicsMass();
  15902. serializationObject.physicsFriction = mesh.getPhysicsFriction();
  15903. serializationObject.physicsRestitution = mesh.getPhysicsRestitution();
  15904. switch (mesh.getPhysicsImpostor()) {
  15905. case BABYLON.PhysicsEngine.BoxImpostor:
  15906. serializationObject.physicsImpostor = 1;
  15907. break;
  15908. case BABYLON.PhysicsEngine.SphereImpostor:
  15909. serializationObject.physicsImpostor = 2;
  15910. break;
  15911. }
  15912. }
  15913. serializationObject.instances = [];
  15914. for (var index = 0; index < mesh.instances.length; index++) {
  15915. var instance = mesh.instances[index];
  15916. var serializationInstance = {
  15917. name: instance.name,
  15918. position: instance.position,
  15919. rotation: instance.rotation,
  15920. rotationQuaternion: instance.rotationQuaternion,
  15921. scaling: instance.scaling
  15922. };
  15923. serializationObject.instances.push(serializationInstance);
  15924. appendAnimations(instance, serializationInstance);
  15925. }
  15926. appendAnimations(mesh, serializationObject);
  15927. serializationObject.layerMask = mesh.layerMask;
  15928. return serializationObject;
  15929. };
  15930. var SceneSerializer = (function () {
  15931. function SceneSerializer() {
  15932. }
  15933. SceneSerializer.Serialize = function (scene) {
  15934. var serializationObject = {};
  15935. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  15936. serializationObject.autoClear = scene.autoClear;
  15937. serializationObject.clearColor = scene.clearColor.asArray();
  15938. serializationObject.ambientColor = scene.ambientColor.asArray();
  15939. serializationObject.gravity = scene.gravity.asArray();
  15940. if (scene.fogMode && scene.fogMode !== 0) {
  15941. serializationObject.fogMode = scene.fogMode;
  15942. serializationObject.fogColor = scene.fogColor.asArray();
  15943. serializationObject.fogStart = scene.fogStart;
  15944. serializationObject.fogEnd = scene.fogEnd;
  15945. serializationObject.fogDensity = scene.fogDensity;
  15946. }
  15947. serializationObject.lights = [];
  15948. for (var index = 0; index < scene.lights.length; index++) {
  15949. var light = scene.lights[index];
  15950. serializationObject.lights.push(serializeLight(light));
  15951. }
  15952. serializationObject.cameras = [];
  15953. for (index = 0; index < scene.cameras.length; index++) {
  15954. var camera = scene.cameras[index];
  15955. if (camera instanceof BABYLON.FreeCamera) {
  15956. serializationObject.cameras.push(serializeCamera(camera));
  15957. }
  15958. }
  15959. if (scene.activeCamera) {
  15960. serializationObject.activeCameraID = scene.activeCamera.id;
  15961. }
  15962. serializationObject.materials = [];
  15963. serializationObject.multiMaterials = [];
  15964. for (index = 0; index < scene.materials.length; index++) {
  15965. var material = scene.materials[index];
  15966. if (material instanceof BABYLON.StandardMaterial) {
  15967. serializationObject.materials.push(serializeMaterial(material));
  15968. } else if (material instanceof BABYLON.MultiMaterial) {
  15969. serializationObject.multiMaterials.push(serializeMultiMaterial(material));
  15970. }
  15971. }
  15972. serializationObject.skeletons = [];
  15973. for (index = 0; index < scene.skeletons.length; index++) {
  15974. serializationObject.skeletons.push(serializeSkeleton(scene.skeletons[index]));
  15975. }
  15976. serializationObject.geometries = {};
  15977. serializationObject.geometries.boxes = [];
  15978. serializationObject.geometries.spheres = [];
  15979. serializationObject.geometries.cylinders = [];
  15980. serializationObject.geometries.toruses = [];
  15981. serializationObject.geometries.grounds = [];
  15982. serializationObject.geometries.planes = [];
  15983. serializationObject.geometries.torusKnots = [];
  15984. serializationObject.geometries.vertexData = [];
  15985. serializedGeometries = [];
  15986. var geometries = scene.getGeometries();
  15987. for (var index = 0; index < geometries.length; index++) {
  15988. var geometry = geometries[index];
  15989. if (geometry.isReady()) {
  15990. serializeGeometry(geometry, serializationObject.geometries);
  15991. }
  15992. }
  15993. serializationObject.meshes = [];
  15994. for (index = 0; index < scene.meshes.length; index++) {
  15995. var abstractMesh = scene.meshes[index];
  15996. if (abstractMesh instanceof BABYLON.Mesh) {
  15997. var mesh = abstractMesh;
  15998. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  15999. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  16000. }
  16001. }
  16002. }
  16003. serializationObject.particleSystems = [];
  16004. for (index = 0; index < scene.particleSystems.length; index++) {
  16005. serializationObject.particleSystems.push(serializeParticleSystem(scene.particleSystems[index]));
  16006. }
  16007. serializationObject.lensFlareSystems = [];
  16008. for (index = 0; index < scene.lensFlareSystems.length; index++) {
  16009. serializationObject.lensFlareSystems.push(serializeLensFlareSystem(scene.lensFlareSystems[index]));
  16010. }
  16011. serializationObject.shadowGenerators = [];
  16012. for (index = 0; index < scene.lights.length; index++) {
  16013. light = scene.lights[index];
  16014. if (light.getShadowGenerator()) {
  16015. serializationObject.shadowGenerators.push(serializeShadowGenerator(light));
  16016. }
  16017. }
  16018. return serializationObject;
  16019. };
  16020. return SceneSerializer;
  16021. })();
  16022. BABYLON.SceneSerializer = SceneSerializer;
  16023. })(BABYLON || (BABYLON = {}));
  16024. var BABYLON;
  16025. (function (BABYLON) {
  16026. var SceneLoader = (function () {
  16027. function SceneLoader() {
  16028. }
  16029. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  16030. get: function () {
  16031. return SceneLoader._ForceFullSceneLoadingForIncremental;
  16032. },
  16033. set: function (value) {
  16034. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  16035. },
  16036. enumerable: true,
  16037. configurable: true
  16038. });
  16039. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  16040. get: function () {
  16041. return SceneLoader._ShowLoadingScreen;
  16042. },
  16043. set: function (value) {
  16044. SceneLoader._ShowLoadingScreen = value;
  16045. },
  16046. enumerable: true,
  16047. configurable: true
  16048. });
  16049. SceneLoader._getPluginForFilename = function (sceneFilename) {
  16050. var dotPosition = sceneFilename.lastIndexOf(".");
  16051. var queryStringPosition = sceneFilename.indexOf("?");
  16052. var extension = sceneFilename.substring(dotPosition, queryStringPosition).toLowerCase();
  16053. for (var index = 0; index < this._registeredPlugins.length; index++) {
  16054. var plugin = this._registeredPlugins[index];
  16055. if (plugin.extensions.indexOf(extension) !== -1) {
  16056. return plugin;
  16057. }
  16058. }
  16059. return this._registeredPlugins[this._registeredPlugins.length - 1];
  16060. };
  16061. SceneLoader.RegisterPlugin = function (plugin) {
  16062. plugin.extensions = plugin.extensions.toLowerCase();
  16063. SceneLoader._registeredPlugins.push(plugin);
  16064. };
  16065. SceneLoader.ImportMesh = function (meshesNames, rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
  16066. var manifestChecked = function (success) {
  16067. scene.database = database;
  16068. var plugin = SceneLoader._getPluginForFilename(sceneFilename);
  16069. var importMeshFromData = function (data) {
  16070. var meshes = [];
  16071. var particleSystems = [];
  16072. var skeletons = [];
  16073. try {
  16074. if (!plugin.importMesh(meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons)) {
  16075. if (onerror) {
  16076. onerror(scene, 'unable to load the scene');
  16077. }
  16078. return;
  16079. }
  16080. } catch (e) {
  16081. if (onerror) {
  16082. onerror(scene, e);
  16083. }
  16084. return;
  16085. }
  16086. if (onsuccess) {
  16087. scene.importedMeshesFiles.push(rootUrl + sceneFilename);
  16088. onsuccess(meshes, particleSystems, skeletons);
  16089. }
  16090. };
  16091. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  16092. importMeshFromData(sceneFilename.substr(5));
  16093. return;
  16094. }
  16095. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, function (data) {
  16096. importMeshFromData(data);
  16097. }, progressCallBack, database);
  16098. };
  16099. var database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  16100. };
  16101. /**
  16102. * Load a scene
  16103. * @param rootUrl a string that defines the root url for scene and resources
  16104. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  16105. * @param engine is the instance of BABYLON.Engine to use to create the scene
  16106. */
  16107. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onsuccess, progressCallBack, onerror) {
  16108. SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onsuccess, progressCallBack, onerror);
  16109. };
  16110. /**
  16111. * Append a scene
  16112. * @param rootUrl a string that defines the root url for scene and resources
  16113. * @param sceneFilename a string that defines the name of the scene file. can start with "data:" following by the stringified version of the scene
  16114. * @param scene is the instance of BABYLON.Scene to append to
  16115. */
  16116. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onsuccess, progressCallBack, onerror) {
  16117. var plugin = this._getPluginForFilename(sceneFilename.name || sceneFilename);
  16118. var database;
  16119. if (SceneLoader.ShowLoadingScreen) {
  16120. scene.getEngine().displayLoadingUI();
  16121. }
  16122. var loadSceneFromData = function (data) {
  16123. scene.database = database;
  16124. if (!plugin.load(scene, data, rootUrl)) {
  16125. if (onerror) {
  16126. onerror(scene);
  16127. }
  16128. scene.getEngine().hideLoadingUI();
  16129. return;
  16130. }
  16131. if (onsuccess) {
  16132. onsuccess(scene);
  16133. }
  16134. if (SceneLoader.ShowLoadingScreen) {
  16135. scene.executeWhenReady(function () {
  16136. scene.getEngine().hideLoadingUI();
  16137. });
  16138. }
  16139. };
  16140. var manifestChecked = function (success) {
  16141. BABYLON.Tools.LoadFile(rootUrl + sceneFilename, loadSceneFromData, progressCallBack, database);
  16142. };
  16143. if (sceneFilename.substr && sceneFilename.substr(0, 5) === "data:") {
  16144. loadSceneFromData(sceneFilename.substr(5));
  16145. return;
  16146. }
  16147. if (rootUrl.indexOf("file:") === -1) {
  16148. database = new BABYLON.Database(rootUrl + sceneFilename, manifestChecked);
  16149. } else {
  16150. BABYLON.Tools.ReadFile(sceneFilename, loadSceneFromData, progressCallBack);
  16151. }
  16152. };
  16153. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  16154. SceneLoader._ShowLoadingScreen = true;
  16155. SceneLoader._registeredPlugins = new Array();
  16156. return SceneLoader;
  16157. })();
  16158. BABYLON.SceneLoader = SceneLoader;
  16159. ;
  16160. })(BABYLON || (BABYLON = {}));
  16161. var BABYLON;
  16162. (function (BABYLON) {
  16163. (function (Internals) {
  16164. var checkColors4 = function (colors, count) {
  16165. if (colors.length === count * 3) {
  16166. var colors4 = [];
  16167. for (var index = 0; index < colors.length; index += 3) {
  16168. var newIndex = (index / 3) * 4;
  16169. colors4[newIndex] = colors[index];
  16170. colors4[newIndex + 1] = colors[index + 1];
  16171. colors4[newIndex + 2] = colors[index + 2];
  16172. colors4[newIndex + 3] = 1.0;
  16173. }
  16174. return colors4;
  16175. }
  16176. return colors;
  16177. };
  16178. var loadCubeTexture = function (rootUrl, parsedTexture, scene) {
  16179. var texture = new BABYLON.CubeTexture(rootUrl + parsedTexture.name, scene);
  16180. texture.name = parsedTexture.name;
  16181. texture.hasAlpha = parsedTexture.hasAlpha;
  16182. texture.level = parsedTexture.level;
  16183. texture.coordinatesMode = parsedTexture.coordinatesMode;
  16184. return texture;
  16185. };
  16186. var loadTexture = function (rootUrl, parsedTexture, scene) {
  16187. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  16188. return null;
  16189. }
  16190. if (parsedTexture.isCube) {
  16191. return loadCubeTexture(rootUrl, parsedTexture, scene);
  16192. }
  16193. var texture;
  16194. if (parsedTexture.mirrorPlane) {
  16195. texture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  16196. texture._waitingRenderList = parsedTexture.renderList;
  16197. texture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  16198. } else if (parsedTexture.isRenderTarget) {
  16199. texture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene);
  16200. texture._waitingRenderList = parsedTexture.renderList;
  16201. } else {
  16202. texture = new BABYLON.Texture(rootUrl + parsedTexture.name, scene);
  16203. }
  16204. texture.name = parsedTexture.name;
  16205. texture.hasAlpha = parsedTexture.hasAlpha;
  16206. texture.getAlphaFromRGB = parsedTexture.getAlphaFromRGB;
  16207. texture.level = parsedTexture.level;
  16208. texture.coordinatesIndex = parsedTexture.coordinatesIndex;
  16209. texture.coordinatesMode = parsedTexture.coordinatesMode;
  16210. texture.uOffset = parsedTexture.uOffset;
  16211. texture.vOffset = parsedTexture.vOffset;
  16212. texture.uScale = parsedTexture.uScale;
  16213. texture.vScale = parsedTexture.vScale;
  16214. texture.uAng = parsedTexture.uAng;
  16215. texture.vAng = parsedTexture.vAng;
  16216. texture.wAng = parsedTexture.wAng;
  16217. texture.wrapU = parsedTexture.wrapU;
  16218. texture.wrapV = parsedTexture.wrapV;
  16219. if (parsedTexture.animations) {
  16220. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  16221. var parsedAnimation = parsedTexture.animations[animationIndex];
  16222. texture.animations.push(parseAnimation(parsedAnimation));
  16223. }
  16224. }
  16225. return texture;
  16226. };
  16227. var parseSkeleton = function (parsedSkeleton, scene) {
  16228. var skeleton = new BABYLON.Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  16229. for (var index = 0; index < parsedSkeleton.bones.length; index++) {
  16230. var parsedBone = parsedSkeleton.bones[index];
  16231. var parentBone = null;
  16232. if (parsedBone.parentBoneIndex > -1) {
  16233. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  16234. }
  16235. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix));
  16236. if (parsedBone.animation) {
  16237. bone.animations.push(parseAnimation(parsedBone.animation));
  16238. }
  16239. }
  16240. return skeleton;
  16241. };
  16242. var parseFresnelParameters = function (parsedFresnelParameters) {
  16243. var fresnelParameters = new BABYLON.FresnelParameters();
  16244. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  16245. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  16246. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  16247. fresnelParameters.bias = parsedFresnelParameters.bias;
  16248. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  16249. return fresnelParameters;
  16250. };
  16251. var parseMaterial = function (parsedMaterial, scene, rootUrl) {
  16252. var material;
  16253. material = new BABYLON.StandardMaterial(parsedMaterial.name, scene);
  16254. material.ambientColor = BABYLON.Color3.FromArray(parsedMaterial.ambient);
  16255. material.diffuseColor = BABYLON.Color3.FromArray(parsedMaterial.diffuse);
  16256. material.specularColor = BABYLON.Color3.FromArray(parsedMaterial.specular);
  16257. material.specularPower = parsedMaterial.specularPower;
  16258. material.emissiveColor = BABYLON.Color3.FromArray(parsedMaterial.emissive);
  16259. material.alpha = parsedMaterial.alpha;
  16260. material.id = parsedMaterial.id;
  16261. BABYLON.Tags.AddTagsTo(material, parsedMaterial.tags);
  16262. material.backFaceCulling = parsedMaterial.backFaceCulling;
  16263. material.wireframe = parsedMaterial.wireframe;
  16264. if (parsedMaterial.diffuseTexture) {
  16265. material.diffuseTexture = loadTexture(rootUrl, parsedMaterial.diffuseTexture, scene);
  16266. }
  16267. if (parsedMaterial.diffuseFresnelParameters) {
  16268. material.diffuseFresnelParameters = parseFresnelParameters(parsedMaterial.diffuseFresnelParameters);
  16269. }
  16270. if (parsedMaterial.ambientTexture) {
  16271. material.ambientTexture = loadTexture(rootUrl, parsedMaterial.ambientTexture, scene);
  16272. }
  16273. if (parsedMaterial.opacityTexture) {
  16274. material.opacityTexture = loadTexture(rootUrl, parsedMaterial.opacityTexture, scene);
  16275. }
  16276. if (parsedMaterial.opacityFresnelParameters) {
  16277. material.opacityFresnelParameters = parseFresnelParameters(parsedMaterial.opacityFresnelParameters);
  16278. }
  16279. if (parsedMaterial.reflectionTexture) {
  16280. material.reflectionTexture = loadTexture(rootUrl, parsedMaterial.reflectionTexture, scene);
  16281. }
  16282. if (parsedMaterial.reflectionFresnelParameters) {
  16283. material.reflectionFresnelParameters = parseFresnelParameters(parsedMaterial.reflectionFresnelParameters);
  16284. }
  16285. if (parsedMaterial.emissiveTexture) {
  16286. material.emissiveTexture = loadTexture(rootUrl, parsedMaterial.emissiveTexture, scene);
  16287. }
  16288. if (parsedMaterial.emissiveFresnelParameters) {
  16289. material.emissiveFresnelParameters = parseFresnelParameters(parsedMaterial.emissiveFresnelParameters);
  16290. }
  16291. if (parsedMaterial.specularTexture) {
  16292. material.specularTexture = loadTexture(rootUrl, parsedMaterial.specularTexture, scene);
  16293. }
  16294. if (parsedMaterial.bumpTexture) {
  16295. material.bumpTexture = loadTexture(rootUrl, parsedMaterial.bumpTexture, scene);
  16296. }
  16297. return material;
  16298. };
  16299. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  16300. for (var index = 0; index < parsedData.materials.length; index++) {
  16301. var parsedMaterial = parsedData.materials[index];
  16302. if (parsedMaterial.id === id) {
  16303. return parseMaterial(parsedMaterial, scene, rootUrl);
  16304. }
  16305. }
  16306. return null;
  16307. };
  16308. var parseMultiMaterial = function (parsedMultiMaterial, scene) {
  16309. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  16310. multiMaterial.id = parsedMultiMaterial.id;
  16311. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  16312. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  16313. var subMatId = parsedMultiMaterial.materials[matIndex];
  16314. if (subMatId) {
  16315. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  16316. } else {
  16317. multiMaterial.subMaterials.push(null);
  16318. }
  16319. }
  16320. return multiMaterial;
  16321. };
  16322. var parseLensFlareSystem = function (parsedLensFlareSystem, scene, rootUrl) {
  16323. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  16324. var lensFlareSystem = new BABYLON.LensFlareSystem("lensFlareSystem#" + parsedLensFlareSystem.emitterId, emitter, scene);
  16325. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  16326. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  16327. var parsedFlare = parsedLensFlareSystem.flares[index];
  16328. var flare = new BABYLON.LensFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), rootUrl + parsedFlare.textureName, lensFlareSystem);
  16329. }
  16330. return lensFlareSystem;
  16331. };
  16332. var parseParticleSystem = function (parsedParticleSystem, scene, rootUrl) {
  16333. var emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  16334. var particleSystem = new BABYLON.ParticleSystem("particles#" + emitter.name, parsedParticleSystem.capacity, scene);
  16335. if (parsedParticleSystem.textureName) {
  16336. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene);
  16337. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  16338. }
  16339. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  16340. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  16341. particleSystem.minSize = parsedParticleSystem.minSize;
  16342. particleSystem.maxSize = parsedParticleSystem.maxSize;
  16343. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  16344. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  16345. particleSystem.emitter = emitter;
  16346. particleSystem.emitRate = parsedParticleSystem.emitRate;
  16347. particleSystem.minEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.minEmitBox);
  16348. particleSystem.maxEmitBox = BABYLON.Vector3.FromArray(parsedParticleSystem.maxEmitBox);
  16349. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  16350. particleSystem.direction1 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction1);
  16351. particleSystem.direction2 = BABYLON.Vector3.FromArray(parsedParticleSystem.direction2);
  16352. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  16353. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  16354. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  16355. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  16356. particleSystem.targetStopDuration = parsedParticleSystem.targetStopFrame;
  16357. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  16358. particleSystem.blendMode = parsedParticleSystem.blendMode;
  16359. particleSystem.start();
  16360. return particleSystem;
  16361. };
  16362. var parseShadowGenerator = function (parsedShadowGenerator, scene) {
  16363. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  16364. var shadowGenerator = new BABYLON.ShadowGenerator(parsedShadowGenerator.mapSize, light);
  16365. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  16366. var mesh = scene.getMeshByID(parsedShadowGenerator.renderList[meshIndex]);
  16367. shadowGenerator.getShadowMap().renderList.push(mesh);
  16368. }
  16369. if (parsedShadowGenerator.usePoissonSampling) {
  16370. shadowGenerator.usePoissonSampling = true;
  16371. } else {
  16372. shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
  16373. }
  16374. return shadowGenerator;
  16375. };
  16376. var parseAnimation = function (parsedAnimation) {
  16377. var animation = new BABYLON.Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  16378. var dataType = parsedAnimation.dataType;
  16379. var keys = [];
  16380. for (var index = 0; index < parsedAnimation.keys.length; index++) {
  16381. var key = parsedAnimation.keys[index];
  16382. var data;
  16383. switch (dataType) {
  16384. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  16385. data = key.values[0];
  16386. break;
  16387. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  16388. data = BABYLON.Quaternion.FromArray(key.values);
  16389. break;
  16390. case BABYLON.Animation.ANIMATIONTYPE_MATRIX:
  16391. data = BABYLON.Matrix.FromArray(key.values);
  16392. break;
  16393. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  16394. default:
  16395. data = BABYLON.Vector3.FromArray(key.values);
  16396. break;
  16397. }
  16398. keys.push({
  16399. frame: key.frame,
  16400. value: data
  16401. });
  16402. }
  16403. animation.setKeys(keys);
  16404. return animation;
  16405. };
  16406. var parseLight = function (parsedLight, scene) {
  16407. var light;
  16408. switch (parsedLight.type) {
  16409. case 0:
  16410. light = new BABYLON.PointLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), scene);
  16411. break;
  16412. case 1:
  16413. light = new BABYLON.DirectionalLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  16414. light.position = BABYLON.Vector3.FromArray(parsedLight.position);
  16415. break;
  16416. case 2:
  16417. light = new BABYLON.SpotLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.position), BABYLON.Vector3.FromArray(parsedLight.direction), parsedLight.angle, parsedLight.exponent, scene);
  16418. break;
  16419. case 3:
  16420. light = new BABYLON.HemisphericLight(parsedLight.name, BABYLON.Vector3.FromArray(parsedLight.direction), scene);
  16421. light.groundColor = BABYLON.Color3.FromArray(parsedLight.groundColor);
  16422. break;
  16423. }
  16424. light.id = parsedLight.id;
  16425. BABYLON.Tags.AddTagsTo(light, parsedLight.tags);
  16426. if (parsedLight.intensity !== undefined) {
  16427. light.intensity = parsedLight.intensity;
  16428. }
  16429. if (parsedLight.range) {
  16430. light.range = parsedLight.range;
  16431. }
  16432. light.diffuse = BABYLON.Color3.FromArray(parsedLight.diffuse);
  16433. light.specular = BABYLON.Color3.FromArray(parsedLight.specular);
  16434. if (parsedLight.excludedMeshesIds) {
  16435. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  16436. }
  16437. if (parsedLight.parentId) {
  16438. light._waitingParentId = parsedLight.parentId;
  16439. }
  16440. if (parsedLight.includedOnlyMeshesIds) {
  16441. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  16442. }
  16443. if (parsedLight.animations) {
  16444. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  16445. var parsedAnimation = parsedLight.animations[animationIndex];
  16446. light.animations.push(parseAnimation(parsedAnimation));
  16447. }
  16448. }
  16449. if (parsedLight.autoAnimate) {
  16450. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, 1.0);
  16451. }
  16452. };
  16453. var parseCamera = function (parsedCamera, scene) {
  16454. var camera;
  16455. var position = BABYLON.Vector3.FromArray(parsedCamera.position);
  16456. var lockedTargetMesh = (parsedCamera.lockedTargetId) ? scene.getLastMeshByID(parsedCamera.lockedTargetId) : null;
  16457. if (parsedCamera.type === "AnaglyphArcRotateCamera" || parsedCamera.type === "ArcRotateCamera") {
  16458. var alpha = parsedCamera.alpha;
  16459. var beta = parsedCamera.beta;
  16460. var radius = parsedCamera.radius;
  16461. if (parsedCamera.type === "AnaglyphArcRotateCamera") {
  16462. var eye_space = parsedCamera.eye_space;
  16463. camera = new BABYLON.AnaglyphArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, eye_space, scene);
  16464. } else {
  16465. camera = new BABYLON.ArcRotateCamera(parsedCamera.name, alpha, beta, radius, lockedTargetMesh, scene);
  16466. }
  16467. } else if (parsedCamera.type === "AnaglyphFreeCamera") {
  16468. var eye_space = parsedCamera.eye_space;
  16469. camera = new BABYLON.AnaglyphFreeCamera(parsedCamera.name, position, eye_space, scene);
  16470. } else if (parsedCamera.type === "DeviceOrientationCamera") {
  16471. camera = new BABYLON.DeviceOrientationCamera(parsedCamera.name, position, scene);
  16472. } else if (parsedCamera.type === "FollowCamera") {
  16473. camera = new BABYLON.FollowCamera(parsedCamera.name, position, scene);
  16474. camera.heightOffset = parsedCamera.heightOffset;
  16475. camera.radius = parsedCamera.radius;
  16476. camera.rotationOffset = parsedCamera.rotationOffset;
  16477. if (lockedTargetMesh)
  16478. camera.target = lockedTargetMesh;
  16479. } else if (parsedCamera.type === "GamepadCamera") {
  16480. camera = new BABYLON.GamepadCamera(parsedCamera.name, position, scene);
  16481. } else if (parsedCamera.type === "OculusCamera") {
  16482. camera = new BABYLON.OculusCamera(parsedCamera.name, position, scene);
  16483. } else if (parsedCamera.type === "TouchCamera") {
  16484. camera = new BABYLON.TouchCamera(parsedCamera.name, position, scene);
  16485. } else if (parsedCamera.type === "VirtualJoysticksCamera") {
  16486. camera = new BABYLON.VirtualJoysticksCamera(parsedCamera.name, position, scene);
  16487. } else if (parsedCamera.type === "WebVRCamera") {
  16488. camera = new BABYLON.WebVRCamera(parsedCamera.name, position, scene);
  16489. } else if (parsedCamera.type === "VRDeviceOrientationCamera") {
  16490. camera = new BABYLON.VRDeviceOrientationCamera(parsedCamera.name, position, scene);
  16491. } else {
  16492. camera = new BABYLON.FreeCamera(parsedCamera.name, position, scene);
  16493. }
  16494. if (lockedTargetMesh && camera instanceof BABYLON.FreeCamera) {
  16495. camera.lockedTarget = lockedTargetMesh;
  16496. }
  16497. camera.id = parsedCamera.id;
  16498. BABYLON.Tags.AddTagsTo(camera, parsedCamera.tags);
  16499. if (parsedCamera.parentId) {
  16500. camera._waitingParentId = parsedCamera.parentId;
  16501. }
  16502. if (parsedCamera.target) {
  16503. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  16504. } else {
  16505. camera.rotation = BABYLON.Vector3.FromArray(parsedCamera.rotation);
  16506. }
  16507. camera.fov = parsedCamera.fov;
  16508. camera.minZ = parsedCamera.minZ;
  16509. camera.maxZ = parsedCamera.maxZ;
  16510. camera.speed = parsedCamera.speed;
  16511. camera.inertia = parsedCamera.inertia;
  16512. camera.checkCollisions = parsedCamera.checkCollisions;
  16513. camera.applyGravity = parsedCamera.applyGravity;
  16514. if (parsedCamera.ellipsoid) {
  16515. camera.ellipsoid = BABYLON.Vector3.FromArray(parsedCamera.ellipsoid);
  16516. }
  16517. if (parsedCamera.animations) {
  16518. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  16519. var parsedAnimation = parsedCamera.animations[animationIndex];
  16520. camera.animations.push(parseAnimation(parsedAnimation));
  16521. }
  16522. }
  16523. if (parsedCamera.autoAnimate) {
  16524. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, 1.0);
  16525. }
  16526. if (parsedCamera.layerMask && (!isNaN(parsedCamera.layerMask))) {
  16527. camera.layerMask = Math.abs(parseInt(parsedCamera.layerMask));
  16528. } else {
  16529. camera.layerMask = 0xFFFFFFFF;
  16530. }
  16531. return camera;
  16532. };
  16533. var parseGeometry = function (parsedGeometry, scene) {
  16534. var id = parsedGeometry.id;
  16535. return scene.getGeometryByID(id);
  16536. };
  16537. var parseBox = function (parsedBox, scene) {
  16538. if (parseGeometry(parsedBox, scene)) {
  16539. return null;
  16540. }
  16541. var box = new BABYLON.Geometry.Primitives.Box(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  16542. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  16543. scene.pushGeometry(box, true);
  16544. return box;
  16545. };
  16546. var parseSphere = function (parsedSphere, scene) {
  16547. if (parseGeometry(parsedSphere, scene)) {
  16548. return null;
  16549. }
  16550. var sphere = new BABYLON.Geometry.Primitives.Sphere(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  16551. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  16552. scene.pushGeometry(sphere, true);
  16553. return sphere;
  16554. };
  16555. var parseCylinder = function (parsedCylinder, scene) {
  16556. if (parseGeometry(parsedCylinder, scene)) {
  16557. return null;
  16558. }
  16559. var cylinder = new BABYLON.Geometry.Primitives.Cylinder(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  16560. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  16561. scene.pushGeometry(cylinder, true);
  16562. return cylinder;
  16563. };
  16564. var parseTorus = function (parsedTorus, scene) {
  16565. if (parseGeometry(parsedTorus, scene)) {
  16566. return null;
  16567. }
  16568. var torus = new BABYLON.Geometry.Primitives.Torus(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  16569. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  16570. scene.pushGeometry(torus, true);
  16571. return torus;
  16572. };
  16573. var parseGround = function (parsedGround, scene) {
  16574. if (parseGeometry(parsedGround, scene)) {
  16575. return null;
  16576. }
  16577. var ground = new BABYLON.Geometry.Primitives.Ground(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  16578. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  16579. scene.pushGeometry(ground, true);
  16580. return ground;
  16581. };
  16582. var parsePlane = function (parsedPlane, scene) {
  16583. if (parseGeometry(parsedPlane, scene)) {
  16584. return null;
  16585. }
  16586. var plane = new BABYLON.Geometry.Primitives.Plane(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  16587. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  16588. scene.pushGeometry(plane, true);
  16589. return plane;
  16590. };
  16591. var parseTorusKnot = function (parsedTorusKnot, scene) {
  16592. if (parseGeometry(parsedTorusKnot, scene)) {
  16593. return null;
  16594. }
  16595. var torusKnot = new BABYLON.Geometry.Primitives.TorusKnot(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  16596. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  16597. scene.pushGeometry(torusKnot, true);
  16598. return torusKnot;
  16599. };
  16600. var parseVertexData = function (parsedVertexData, scene, rootUrl) {
  16601. if (parseGeometry(parsedVertexData, scene)) {
  16602. return null;
  16603. }
  16604. var geometry = new BABYLON.Geometry(parsedVertexData.id, scene);
  16605. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  16606. if (parsedVertexData.delayLoadingFile) {
  16607. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  16608. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  16609. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  16610. geometry._delayInfo = [];
  16611. if (parsedVertexData.hasUVs) {
  16612. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  16613. }
  16614. if (parsedVertexData.hasUVs2) {
  16615. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  16616. }
  16617. if (parsedVertexData.hasColors) {
  16618. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  16619. }
  16620. if (parsedVertexData.hasMatricesIndices) {
  16621. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  16622. }
  16623. if (parsedVertexData.hasMatricesWeights) {
  16624. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  16625. }
  16626. geometry._delayLoadingFunction = importVertexData;
  16627. } else {
  16628. importVertexData(parsedVertexData, geometry);
  16629. }
  16630. scene.pushGeometry(geometry, true);
  16631. return geometry;
  16632. };
  16633. var parseMesh = function (parsedMesh, scene, rootUrl) {
  16634. var mesh = new BABYLON.Mesh(parsedMesh.name, scene);
  16635. mesh.id = parsedMesh.id;
  16636. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  16637. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  16638. if (parsedMesh.rotationQuaternion) {
  16639. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  16640. } else if (parsedMesh.rotation) {
  16641. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  16642. }
  16643. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  16644. if (parsedMesh.localMatrix) {
  16645. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  16646. } else if (parsedMesh.pivotMatrix) {
  16647. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  16648. }
  16649. mesh.setEnabled(parsedMesh.isEnabled);
  16650. mesh.isVisible = parsedMesh.isVisible;
  16651. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  16652. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  16653. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  16654. if (parsedMesh.applyFog !== undefined) {
  16655. mesh.applyFog = parsedMesh.applyFog;
  16656. }
  16657. if (parsedMesh.pickable !== undefined) {
  16658. mesh.isPickable = parsedMesh.pickable;
  16659. }
  16660. if (parsedMesh.alphaIndex !== undefined) {
  16661. mesh.alphaIndex = parsedMesh.alphaIndex;
  16662. }
  16663. mesh.receiveShadows = parsedMesh.receiveShadows;
  16664. mesh.billboardMode = parsedMesh.billboardMode;
  16665. if (parsedMesh.visibility !== undefined) {
  16666. mesh.visibility = parsedMesh.visibility;
  16667. }
  16668. mesh.checkCollisions = parsedMesh.checkCollisions;
  16669. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  16670. if (parsedMesh.parentId) {
  16671. mesh._waitingParentId = parsedMesh.parentId;
  16672. }
  16673. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  16674. if (parsedMesh.delayLoadingFile) {
  16675. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  16676. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  16677. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  16678. if (parsedMesh._binaryInfo) {
  16679. mesh._binaryInfo = parsedMesh._binaryInfo;
  16680. }
  16681. mesh._delayInfo = [];
  16682. if (parsedMesh.hasUVs) {
  16683. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  16684. }
  16685. if (parsedMesh.hasUVs2) {
  16686. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  16687. }
  16688. if (parsedMesh.hasColors) {
  16689. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  16690. }
  16691. if (parsedMesh.hasMatricesIndices) {
  16692. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  16693. }
  16694. if (parsedMesh.hasMatricesWeights) {
  16695. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  16696. }
  16697. mesh._delayLoadingFunction = importGeometry;
  16698. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  16699. mesh._checkDelayState();
  16700. }
  16701. } else {
  16702. importGeometry(parsedMesh, mesh);
  16703. }
  16704. if (parsedMesh.materialId) {
  16705. mesh.setMaterialByID(parsedMesh.materialId);
  16706. } else {
  16707. mesh.material = null;
  16708. }
  16709. if (parsedMesh.skeletonId > -1) {
  16710. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  16711. }
  16712. if (parsedMesh.physicsImpostor) {
  16713. if (!scene.isPhysicsEnabled()) {
  16714. scene.enablePhysics();
  16715. }
  16716. mesh.setPhysicsState({ impostor: parsedMesh.physicsImpostor, mass: parsedMesh.physicsMass, friction: parsedMesh.physicsFriction, restitution: parsedMesh.physicsRestitution });
  16717. }
  16718. if (parsedMesh.animations) {
  16719. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  16720. var parsedAnimation = parsedMesh.animations[animationIndex];
  16721. mesh.animations.push(parseAnimation(parsedAnimation));
  16722. }
  16723. }
  16724. if (parsedMesh.autoAnimate) {
  16725. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, 1.0);
  16726. }
  16727. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  16728. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  16729. } else {
  16730. mesh.layerMask = 0xFFFFFFFF;
  16731. }
  16732. if (parsedMesh.instances) {
  16733. for (var index = 0; index < parsedMesh.instances.length; index++) {
  16734. var parsedInstance = parsedMesh.instances[index];
  16735. var instance = mesh.createInstance(parsedInstance.name);
  16736. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  16737. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  16738. if (parsedInstance.rotationQuaternion) {
  16739. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  16740. } else if (parsedInstance.rotation) {
  16741. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  16742. }
  16743. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  16744. instance.checkCollisions = mesh.checkCollisions;
  16745. if (parsedMesh.animations) {
  16746. for (animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  16747. parsedAnimation = parsedMesh.animations[animationIndex];
  16748. instance.animations.push(parseAnimation(parsedAnimation));
  16749. }
  16750. }
  16751. }
  16752. }
  16753. return mesh;
  16754. };
  16755. var isDescendantOf = function (mesh, names, hierarchyIds) {
  16756. names = (names instanceof Array) ? names : [names];
  16757. for (var i in names) {
  16758. if (mesh.name === names[i]) {
  16759. hierarchyIds.push(mesh.id);
  16760. return true;
  16761. }
  16762. }
  16763. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  16764. hierarchyIds.push(mesh.id);
  16765. return true;
  16766. }
  16767. return false;
  16768. };
  16769. var importVertexData = function (parsedVertexData, geometry) {
  16770. var vertexData = new BABYLON.VertexData();
  16771. var positions = parsedVertexData.positions;
  16772. if (positions) {
  16773. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  16774. }
  16775. var normals = parsedVertexData.normals;
  16776. if (normals) {
  16777. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  16778. }
  16779. var uvs = parsedVertexData.uvs;
  16780. if (uvs) {
  16781. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  16782. }
  16783. var uv2s = parsedVertexData.uv2s;
  16784. if (uv2s) {
  16785. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  16786. }
  16787. var colors = parsedVertexData.colors;
  16788. if (colors) {
  16789. vertexData.set(checkColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  16790. }
  16791. var matricesIndices = parsedVertexData.matricesIndices;
  16792. if (matricesIndices) {
  16793. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  16794. }
  16795. var matricesWeights = parsedVertexData.matricesWeights;
  16796. if (matricesWeights) {
  16797. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  16798. }
  16799. var indices = parsedVertexData.indices;
  16800. if (indices) {
  16801. vertexData.indices = indices;
  16802. }
  16803. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  16804. };
  16805. var importGeometry = function (parsedGeometry, mesh) {
  16806. var scene = mesh.getScene();
  16807. var geometryId = parsedGeometry.geometryId;
  16808. if (geometryId) {
  16809. var geometry = scene.getGeometryByID(geometryId);
  16810. if (geometry) {
  16811. geometry.applyToMesh(mesh);
  16812. }
  16813. } else if (parsedGeometry instanceof ArrayBuffer) {
  16814. var binaryInfo = mesh._binaryInfo;
  16815. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  16816. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  16817. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  16818. }
  16819. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  16820. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  16821. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  16822. }
  16823. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  16824. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  16825. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  16826. }
  16827. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  16828. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  16829. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  16830. }
  16831. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  16832. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  16833. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false);
  16834. }
  16835. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  16836. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  16837. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndicesData, false);
  16838. }
  16839. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  16840. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  16841. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  16842. }
  16843. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  16844. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  16845. mesh.setIndices(indicesData);
  16846. }
  16847. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  16848. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  16849. mesh.subMeshes = [];
  16850. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  16851. var materialIndex = subMeshesData[(i * 5) + 0];
  16852. var verticesStart = subMeshesData[(i * 5) + 1];
  16853. var verticesCount = subMeshesData[(i * 5) + 2];
  16854. var indexStart = subMeshesData[(i * 5) + 3];
  16855. var indexCount = subMeshesData[(i * 5) + 4];
  16856. var subMesh = new BABYLON.SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  16857. }
  16858. }
  16859. } else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  16860. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, false);
  16861. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, false);
  16862. if (parsedGeometry.uvs) {
  16863. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, false);
  16864. }
  16865. if (parsedGeometry.uvs2) {
  16866. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, false);
  16867. }
  16868. if (parsedGeometry.colors) {
  16869. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, checkColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), false);
  16870. }
  16871. if (parsedGeometry.matricesIndices) {
  16872. if (!parsedGeometry.matricesIndices._isExpanded) {
  16873. var floatIndices = [];
  16874. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  16875. var matricesIndex = parsedGeometry.matricesIndices[i];
  16876. floatIndices.push(matricesIndex & 0x000000FF);
  16877. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  16878. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  16879. floatIndices.push(matricesIndex >> 24);
  16880. }
  16881. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  16882. } else {
  16883. delete parsedGeometry.matricesIndices._isExpanded;
  16884. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, false);
  16885. }
  16886. }
  16887. if (parsedGeometry.matricesWeights) {
  16888. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, false);
  16889. }
  16890. mesh.setIndices(parsedGeometry.indices);
  16891. if (parsedGeometry.subMeshes) {
  16892. mesh.subMeshes = [];
  16893. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  16894. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  16895. var subMesh = new BABYLON.SubMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  16896. }
  16897. }
  16898. }
  16899. if (mesh._shouldGenerateFlatShading) {
  16900. mesh.convertToFlatShadedMesh();
  16901. delete mesh._shouldGenerateFlatShading;
  16902. }
  16903. mesh.computeWorldMatrix(true);
  16904. if (scene._selectionOctree) {
  16905. scene._selectionOctree.addMesh(mesh);
  16906. }
  16907. };
  16908. BABYLON.SceneLoader.RegisterPlugin({
  16909. extensions: ".babylon",
  16910. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
  16911. var parsedData = JSON.parse(data);
  16912. var loadedSkeletonsIds = [];
  16913. var loadedMaterialsIds = [];
  16914. var hierarchyIds = [];
  16915. for (var index = 0; index < parsedData.meshes.length; index++) {
  16916. var parsedMesh = parsedData.meshes[index];
  16917. if (!meshesNames || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  16918. if (meshesNames instanceof Array) {
  16919. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  16920. }
  16921. if (parsedMesh.materialId) {
  16922. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  16923. if (!materialFound) {
  16924. for (var multimatIndex = 0; multimatIndex < parsedData.multiMaterials.length; multimatIndex++) {
  16925. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  16926. if (parsedMultiMaterial.id == parsedMesh.materialId) {
  16927. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  16928. var subMatId = parsedMultiMaterial.materials[matIndex];
  16929. loadedMaterialsIds.push(subMatId);
  16930. parseMaterialById(subMatId, parsedData, scene, rootUrl);
  16931. }
  16932. loadedMaterialsIds.push(parsedMultiMaterial.id);
  16933. parseMultiMaterial(parsedMultiMaterial, scene);
  16934. materialFound = true;
  16935. break;
  16936. }
  16937. }
  16938. }
  16939. if (!materialFound) {
  16940. loadedMaterialsIds.push(parsedMesh.materialId);
  16941. parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  16942. }
  16943. }
  16944. if (parsedMesh.skeletonId > -1 && scene.skeletons) {
  16945. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  16946. if (!skeletonAlreadyLoaded) {
  16947. for (var skeletonIndex = 0; skeletonIndex < parsedData.skeletons.length; skeletonIndex++) {
  16948. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  16949. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  16950. skeletons.push(parseSkeleton(parsedSkeleton, scene));
  16951. loadedSkeletonsIds.push(parsedSkeleton.id);
  16952. }
  16953. }
  16954. }
  16955. }
  16956. var mesh = parseMesh(parsedMesh, scene, rootUrl);
  16957. meshes.push(mesh);
  16958. }
  16959. }
  16960. for (index = 0; index < scene.meshes.length; index++) {
  16961. var currentMesh = scene.meshes[index];
  16962. if (currentMesh._waitingParentId) {
  16963. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  16964. currentMesh._waitingParentId = undefined;
  16965. }
  16966. }
  16967. if (parsedData.particleSystems) {
  16968. for (index = 0; index < parsedData.particleSystems.length; index++) {
  16969. var parsedParticleSystem = parsedData.particleSystems[index];
  16970. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  16971. particleSystems.push(parseParticleSystem(parsedParticleSystem, scene, rootUrl));
  16972. }
  16973. }
  16974. }
  16975. return true;
  16976. },
  16977. load: function (scene, data, rootUrl) {
  16978. var parsedData = JSON.parse(data);
  16979. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  16980. scene.autoClear = parsedData.autoClear;
  16981. scene.clearColor = BABYLON.Color3.FromArray(parsedData.clearColor);
  16982. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  16983. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  16984. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  16985. scene.fogMode = parsedData.fogMode;
  16986. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  16987. scene.fogStart = parsedData.fogStart;
  16988. scene.fogEnd = parsedData.fogEnd;
  16989. scene.fogDensity = parsedData.fogDensity;
  16990. }
  16991. for (var index = 0; index < parsedData.lights.length; index++) {
  16992. var parsedLight = parsedData.lights[index];
  16993. parseLight(parsedLight, scene);
  16994. }
  16995. if (parsedData.materials) {
  16996. for (index = 0; index < parsedData.materials.length; index++) {
  16997. var parsedMaterial = parsedData.materials[index];
  16998. parseMaterial(parsedMaterial, scene, rootUrl);
  16999. }
  17000. }
  17001. if (parsedData.multiMaterials) {
  17002. for (index = 0; index < parsedData.multiMaterials.length; index++) {
  17003. var parsedMultiMaterial = parsedData.multiMaterials[index];
  17004. parseMultiMaterial(parsedMultiMaterial, scene);
  17005. }
  17006. }
  17007. if (parsedData.skeletons) {
  17008. for (index = 0; index < parsedData.skeletons.length; index++) {
  17009. var parsedSkeleton = parsedData.skeletons[index];
  17010. parseSkeleton(parsedSkeleton, scene);
  17011. }
  17012. }
  17013. var geometries = parsedData.geometries;
  17014. if (geometries) {
  17015. var boxes = geometries.boxes;
  17016. if (boxes) {
  17017. for (index = 0; index < boxes.length; index++) {
  17018. var parsedBox = boxes[index];
  17019. parseBox(parsedBox, scene);
  17020. }
  17021. }
  17022. var spheres = geometries.spheres;
  17023. if (spheres) {
  17024. for (index = 0; index < spheres.length; index++) {
  17025. var parsedSphere = spheres[index];
  17026. parseSphere(parsedSphere, scene);
  17027. }
  17028. }
  17029. var cylinders = geometries.cylinders;
  17030. if (cylinders) {
  17031. for (index = 0; index < cylinders.length; index++) {
  17032. var parsedCylinder = cylinders[index];
  17033. parseCylinder(parsedCylinder, scene);
  17034. }
  17035. }
  17036. var toruses = geometries.toruses;
  17037. if (toruses) {
  17038. for (index = 0; index < toruses.length; index++) {
  17039. var parsedTorus = toruses[index];
  17040. parseTorus(parsedTorus, scene);
  17041. }
  17042. }
  17043. var grounds = geometries.grounds;
  17044. if (grounds) {
  17045. for (index = 0; index < grounds.length; index++) {
  17046. var parsedGround = grounds[index];
  17047. parseGround(parsedGround, scene);
  17048. }
  17049. }
  17050. var planes = geometries.planes;
  17051. if (planes) {
  17052. for (index = 0; index < planes.length; index++) {
  17053. var parsedPlane = planes[index];
  17054. parsePlane(parsedPlane, scene);
  17055. }
  17056. }
  17057. var torusKnots = geometries.torusKnots;
  17058. if (torusKnots) {
  17059. for (index = 0; index < torusKnots.length; index++) {
  17060. var parsedTorusKnot = torusKnots[index];
  17061. parseTorusKnot(parsedTorusKnot, scene);
  17062. }
  17063. }
  17064. var vertexData = geometries.vertexData;
  17065. if (vertexData) {
  17066. for (index = 0; index < vertexData.length; index++) {
  17067. var parsedVertexData = vertexData[index];
  17068. parseVertexData(parsedVertexData, scene, rootUrl);
  17069. }
  17070. }
  17071. }
  17072. for (index = 0; index < parsedData.meshes.length; index++) {
  17073. var parsedMesh = parsedData.meshes[index];
  17074. parseMesh(parsedMesh, scene, rootUrl);
  17075. }
  17076. for (index = 0; index < parsedData.cameras.length; index++) {
  17077. var parsedCamera = parsedData.cameras[index];
  17078. parseCamera(parsedCamera, scene);
  17079. }
  17080. if (parsedData.activeCameraID) {
  17081. scene.setActiveCameraByID(parsedData.activeCameraID);
  17082. }
  17083. for (index = 0; index < scene.cameras.length; index++) {
  17084. var camera = scene.cameras[index];
  17085. if (camera._waitingParentId) {
  17086. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  17087. camera._waitingParentId = undefined;
  17088. }
  17089. }
  17090. for (index = 0; index < scene.lights.length; index++) {
  17091. var light = scene.lights[index];
  17092. if (light._waitingParentId) {
  17093. light.parent = scene.getLastEntryByID(light._waitingParentId);
  17094. light._waitingParentId = undefined;
  17095. }
  17096. }
  17097. for (index = 0; index < scene.meshes.length; index++) {
  17098. var mesh = scene.meshes[index];
  17099. if (mesh._waitingParentId) {
  17100. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  17101. mesh._waitingParentId = undefined;
  17102. }
  17103. }
  17104. if (parsedData.particleSystems) {
  17105. for (index = 0; index < parsedData.particleSystems.length; index++) {
  17106. var parsedParticleSystem = parsedData.particleSystems[index];
  17107. parseParticleSystem(parsedParticleSystem, scene, rootUrl);
  17108. }
  17109. }
  17110. if (parsedData.lensFlareSystems) {
  17111. for (index = 0; index < parsedData.lensFlareSystems.length; index++) {
  17112. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  17113. parseLensFlareSystem(parsedLensFlareSystem, scene, rootUrl);
  17114. }
  17115. }
  17116. if (parsedData.shadowGenerators) {
  17117. for (index = 0; index < parsedData.shadowGenerators.length; index++) {
  17118. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  17119. parseShadowGenerator(parsedShadowGenerator, scene);
  17120. }
  17121. }
  17122. return true;
  17123. }
  17124. });
  17125. })(BABYLON.Internals || (BABYLON.Internals = {}));
  17126. var Internals = BABYLON.Internals;
  17127. })(BABYLON || (BABYLON = {}));
  17128. var BABYLON;
  17129. (function (BABYLON) {
  17130. var currentCSGMeshId = 0;
  17131. var Vertex = (function () {
  17132. function Vertex(pos, normal, uv) {
  17133. this.pos = pos;
  17134. this.normal = normal;
  17135. this.uv = uv;
  17136. }
  17137. Vertex.prototype.clone = function () {
  17138. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  17139. };
  17140. Vertex.prototype.flip = function () {
  17141. this.normal = this.normal.scale(-1);
  17142. };
  17143. Vertex.prototype.interpolate = function (other, t) {
  17144. return new Vertex(BABYLON.Vector3.Lerp(this.pos, other.pos, t), BABYLON.Vector3.Lerp(this.normal, other.normal, t), BABYLON.Vector2.Lerp(this.uv, other.uv, t));
  17145. };
  17146. return Vertex;
  17147. })();
  17148. var Plane = (function () {
  17149. function Plane(normal, w) {
  17150. this.normal = normal;
  17151. this.w = w;
  17152. }
  17153. Plane.FromPoints = function (a, b, c) {
  17154. var v0 = c.subtract(a);
  17155. var v1 = b.subtract(a);
  17156. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  17157. return null;
  17158. }
  17159. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  17160. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  17161. };
  17162. Plane.prototype.clone = function () {
  17163. return new Plane(this.normal.clone(), this.w);
  17164. };
  17165. Plane.prototype.flip = function () {
  17166. this.normal.scaleInPlace(-1);
  17167. this.w = -this.w;
  17168. };
  17169. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  17170. var COPLANAR = 0;
  17171. var FRONT = 1;
  17172. var BACK = 2;
  17173. var SPANNING = 3;
  17174. var polygonType = 0;
  17175. var types = [];
  17176. for (var i = 0; i < polygon.vertices.length; i++) {
  17177. var t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  17178. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  17179. polygonType |= type;
  17180. types.push(type);
  17181. }
  17182. switch (polygonType) {
  17183. case COPLANAR:
  17184. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  17185. break;
  17186. case FRONT:
  17187. front.push(polygon);
  17188. break;
  17189. case BACK:
  17190. back.push(polygon);
  17191. break;
  17192. case SPANNING:
  17193. var f = [], b = [];
  17194. for (i = 0; i < polygon.vertices.length; i++) {
  17195. var j = (i + 1) % polygon.vertices.length;
  17196. var ti = types[i], tj = types[j];
  17197. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  17198. if (ti != BACK)
  17199. f.push(vi);
  17200. if (ti != FRONT)
  17201. b.push(ti != BACK ? vi.clone() : vi);
  17202. if ((ti | tj) == SPANNING) {
  17203. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  17204. var v = vi.interpolate(vj, t);
  17205. f.push(v);
  17206. b.push(v.clone());
  17207. }
  17208. }
  17209. if (f.length >= 3) {
  17210. var poly = new Polygon(f, polygon.shared);
  17211. if (poly.plane)
  17212. front.push(poly);
  17213. }
  17214. if (b.length >= 3) {
  17215. poly = new Polygon(b, polygon.shared);
  17216. if (poly.plane)
  17217. back.push(poly);
  17218. }
  17219. break;
  17220. }
  17221. };
  17222. Plane.EPSILON = 1e-5;
  17223. return Plane;
  17224. })();
  17225. var Polygon = (function () {
  17226. function Polygon(vertices, shared) {
  17227. this.vertices = vertices;
  17228. this.shared = shared;
  17229. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  17230. }
  17231. Polygon.prototype.clone = function () {
  17232. var vertices = this.vertices.map(function (v) {
  17233. return v.clone();
  17234. });
  17235. return new Polygon(vertices, this.shared);
  17236. };
  17237. Polygon.prototype.flip = function () {
  17238. this.vertices.reverse().map(function (v) {
  17239. v.flip();
  17240. });
  17241. this.plane.flip();
  17242. };
  17243. return Polygon;
  17244. })();
  17245. var Node = (function () {
  17246. function Node(polygons) {
  17247. this.plane = null;
  17248. this.front = null;
  17249. this.back = null;
  17250. this.polygons = [];
  17251. if (polygons) {
  17252. this.build(polygons);
  17253. }
  17254. }
  17255. Node.prototype.clone = function () {
  17256. var node = new Node();
  17257. node.plane = this.plane && this.plane.clone();
  17258. node.front = this.front && this.front.clone();
  17259. node.back = this.back && this.back.clone();
  17260. node.polygons = this.polygons.map(function (p) {
  17261. return p.clone();
  17262. });
  17263. return node;
  17264. };
  17265. Node.prototype.invert = function () {
  17266. for (var i = 0; i < this.polygons.length; i++) {
  17267. this.polygons[i].flip();
  17268. }
  17269. if (this.plane) {
  17270. this.plane.flip();
  17271. }
  17272. if (this.front) {
  17273. this.front.invert();
  17274. }
  17275. if (this.back) {
  17276. this.back.invert();
  17277. }
  17278. var temp = this.front;
  17279. this.front = this.back;
  17280. this.back = temp;
  17281. };
  17282. Node.prototype.clipPolygons = function (polygons) {
  17283. if (!this.plane)
  17284. return polygons.slice();
  17285. var front = [], back = [];
  17286. for (var i = 0; i < polygons.length; i++) {
  17287. this.plane.splitPolygon(polygons[i], front, back, front, back);
  17288. }
  17289. if (this.front) {
  17290. front = this.front.clipPolygons(front);
  17291. }
  17292. if (this.back) {
  17293. back = this.back.clipPolygons(back);
  17294. } else {
  17295. back = [];
  17296. }
  17297. return front.concat(back);
  17298. };
  17299. Node.prototype.clipTo = function (bsp) {
  17300. this.polygons = bsp.clipPolygons(this.polygons);
  17301. if (this.front)
  17302. this.front.clipTo(bsp);
  17303. if (this.back)
  17304. this.back.clipTo(bsp);
  17305. };
  17306. Node.prototype.allPolygons = function () {
  17307. var polygons = this.polygons.slice();
  17308. if (this.front)
  17309. polygons = polygons.concat(this.front.allPolygons());
  17310. if (this.back)
  17311. polygons = polygons.concat(this.back.allPolygons());
  17312. return polygons;
  17313. };
  17314. Node.prototype.build = function (polygons) {
  17315. if (!polygons.length)
  17316. return;
  17317. if (!this.plane)
  17318. this.plane = polygons[0].plane.clone();
  17319. var front = [], back = [];
  17320. for (var i = 0; i < polygons.length; i++) {
  17321. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  17322. }
  17323. if (front.length) {
  17324. if (!this.front)
  17325. this.front = new Node();
  17326. this.front.build(front);
  17327. }
  17328. if (back.length) {
  17329. if (!this.back)
  17330. this.back = new Node();
  17331. this.back.build(back);
  17332. }
  17333. };
  17334. return Node;
  17335. })();
  17336. var CSG = (function () {
  17337. function CSG() {
  17338. this.polygons = new Array();
  17339. }
  17340. CSG.FromMesh = function (mesh) {
  17341. var vertex, normal, uv, position, polygon, polygons = [], vertices;
  17342. if (mesh instanceof BABYLON.Mesh) {
  17343. mesh.computeWorldMatrix(true);
  17344. var matrix = mesh.getWorldMatrix();
  17345. var meshPosition = mesh.position.clone();
  17346. var meshRotation = mesh.rotation.clone();
  17347. var meshScaling = mesh.scaling.clone();
  17348. } else {
  17349. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  17350. }
  17351. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  17352. var subMeshes = mesh.subMeshes;
  17353. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  17354. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  17355. vertices = [];
  17356. for (var j = 0; j < 3; j++) {
  17357. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  17358. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  17359. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  17360. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  17361. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  17362. vertex = new Vertex(position, normal, uv);
  17363. vertices.push(vertex);
  17364. }
  17365. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  17366. if (polygon.plane)
  17367. polygons.push(polygon);
  17368. }
  17369. }
  17370. var csg = CSG.FromPolygons(polygons);
  17371. csg.matrix = matrix;
  17372. csg.position = meshPosition;
  17373. csg.rotation = meshRotation;
  17374. csg.scaling = meshScaling;
  17375. currentCSGMeshId++;
  17376. return csg;
  17377. };
  17378. CSG.FromPolygons = function (polygons) {
  17379. var csg = new BABYLON.CSG();
  17380. csg.polygons = polygons;
  17381. return csg;
  17382. };
  17383. CSG.prototype.clone = function () {
  17384. var csg = new BABYLON.CSG();
  17385. csg.polygons = this.polygons.map(function (p) {
  17386. return p.clone();
  17387. });
  17388. csg.copyTransformAttributes(this);
  17389. return csg;
  17390. };
  17391. CSG.prototype.toPolygons = function () {
  17392. return this.polygons;
  17393. };
  17394. CSG.prototype.union = function (csg) {
  17395. var a = new Node(this.clone().polygons);
  17396. var b = new Node(csg.clone().polygons);
  17397. a.clipTo(b);
  17398. b.clipTo(a);
  17399. b.invert();
  17400. b.clipTo(a);
  17401. b.invert();
  17402. a.build(b.allPolygons());
  17403. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  17404. };
  17405. CSG.prototype.unionInPlace = function (csg) {
  17406. var a = new Node(this.polygons);
  17407. var b = new Node(csg.polygons);
  17408. a.clipTo(b);
  17409. b.clipTo(a);
  17410. b.invert();
  17411. b.clipTo(a);
  17412. b.invert();
  17413. a.build(b.allPolygons());
  17414. this.polygons = a.allPolygons();
  17415. };
  17416. CSG.prototype.subtract = function (csg) {
  17417. var a = new Node(this.clone().polygons);
  17418. var b = new Node(csg.clone().polygons);
  17419. a.invert();
  17420. a.clipTo(b);
  17421. b.clipTo(a);
  17422. b.invert();
  17423. b.clipTo(a);
  17424. b.invert();
  17425. a.build(b.allPolygons());
  17426. a.invert();
  17427. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  17428. };
  17429. CSG.prototype.subtractInPlace = function (csg) {
  17430. var a = new Node(this.polygons);
  17431. var b = new Node(csg.polygons);
  17432. a.invert();
  17433. a.clipTo(b);
  17434. b.clipTo(a);
  17435. b.invert();
  17436. b.clipTo(a);
  17437. b.invert();
  17438. a.build(b.allPolygons());
  17439. a.invert();
  17440. this.polygons = a.allPolygons();
  17441. };
  17442. CSG.prototype.intersect = function (csg) {
  17443. var a = new Node(this.clone().polygons);
  17444. var b = new Node(csg.clone().polygons);
  17445. a.invert();
  17446. b.clipTo(a);
  17447. b.invert();
  17448. a.clipTo(b);
  17449. b.clipTo(a);
  17450. a.build(b.allPolygons());
  17451. a.invert();
  17452. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  17453. };
  17454. CSG.prototype.intersectInPlace = function (csg) {
  17455. var a = new Node(this.polygons);
  17456. var b = new Node(csg.polygons);
  17457. a.invert();
  17458. b.clipTo(a);
  17459. b.invert();
  17460. a.clipTo(b);
  17461. b.clipTo(a);
  17462. a.build(b.allPolygons());
  17463. a.invert();
  17464. this.polygons = a.allPolygons();
  17465. };
  17466. CSG.prototype.inverse = function () {
  17467. var csg = this.clone();
  17468. csg.inverseInPlace();
  17469. return csg;
  17470. };
  17471. CSG.prototype.inverseInPlace = function () {
  17472. this.polygons.map(function (p) {
  17473. p.flip();
  17474. });
  17475. };
  17476. CSG.prototype.copyTransformAttributes = function (csg) {
  17477. this.matrix = csg.matrix;
  17478. this.position = csg.position;
  17479. this.rotation = csg.rotation;
  17480. this.scaling = csg.scaling;
  17481. return this;
  17482. };
  17483. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  17484. var matrix = this.matrix.clone();
  17485. matrix.invert();
  17486. var mesh = new BABYLON.Mesh(name, scene), vertices = [], indices = [], normals = [], uvs = [], vertex = BABYLON.Vector3.Zero(), normal = BABYLON.Vector3.Zero(), uv = BABYLON.Vector2.Zero(), polygons = this.polygons, polygonIndices = [0, 0, 0], polygon, vertice_dict = {}, vertex_idx, currentIndex = 0, subMesh_dict = {}, subMesh_obj;
  17487. if (keepSubMeshes) {
  17488. polygons.sort(function (a, b) {
  17489. if (a.shared.meshId === b.shared.meshId) {
  17490. return a.shared.subMeshId - b.shared.subMeshId;
  17491. } else {
  17492. return a.shared.meshId - b.shared.meshId;
  17493. }
  17494. });
  17495. }
  17496. for (var i = 0, il = polygons.length; i < il; i++) {
  17497. polygon = polygons[i];
  17498. if (!subMesh_dict[polygon.shared.meshId]) {
  17499. subMesh_dict[polygon.shared.meshId] = {};
  17500. }
  17501. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  17502. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  17503. indexStart: +Infinity,
  17504. indexEnd: -Infinity,
  17505. materialIndex: polygon.shared.materialIndex
  17506. };
  17507. }
  17508. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  17509. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  17510. polygonIndices[0] = 0;
  17511. polygonIndices[1] = j - 1;
  17512. polygonIndices[2] = j;
  17513. for (var k = 0; k < 3; k++) {
  17514. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  17515. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  17516. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  17517. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  17518. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  17519. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  17520. if (!(typeof vertex_idx !== 'undefined' && normals[vertex_idx * 3] === localNormal.x && normals[vertex_idx * 3 + 1] === localNormal.y && normals[vertex_idx * 3 + 2] === localNormal.z && uvs[vertex_idx * 2] === uv.x && uvs[vertex_idx * 2 + 1] === uv.y)) {
  17521. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  17522. uvs.push(uv.x, uv.y);
  17523. normals.push(normal.x, normal.y, normal.z);
  17524. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  17525. }
  17526. indices.push(vertex_idx);
  17527. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  17528. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  17529. currentIndex++;
  17530. }
  17531. }
  17532. }
  17533. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  17534. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  17535. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  17536. mesh.setIndices(indices);
  17537. if (keepSubMeshes) {
  17538. var materialIndexOffset = 0, materialMaxIndex;
  17539. mesh.subMeshes.length = 0;
  17540. for (var m in subMesh_dict) {
  17541. materialMaxIndex = -1;
  17542. for (var sm in subMesh_dict[m]) {
  17543. subMesh_obj = subMesh_dict[m][sm];
  17544. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  17545. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  17546. }
  17547. materialIndexOffset += ++materialMaxIndex;
  17548. }
  17549. }
  17550. return mesh;
  17551. };
  17552. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  17553. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  17554. mesh.material = material;
  17555. mesh.position.copyFrom(this.position);
  17556. mesh.rotation.copyFrom(this.rotation);
  17557. mesh.scaling.copyFrom(this.scaling);
  17558. mesh.computeWorldMatrix(true);
  17559. return mesh;
  17560. };
  17561. return CSG;
  17562. })();
  17563. BABYLON.CSG = CSG;
  17564. })(BABYLON || (BABYLON = {}));
  17565. var __extends = this.__extends || function (d, b) {
  17566. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  17567. function __() { this.constructor = d; }
  17568. __.prototype = b.prototype;
  17569. d.prototype = new __();
  17570. };
  17571. var BABYLON;
  17572. (function (BABYLON) {
  17573. var OculusDistortionCorrectionPostProcess = (function (_super) {
  17574. __extends(OculusDistortionCorrectionPostProcess, _super);
  17575. function OculusDistortionCorrectionPostProcess(name, camera, isRightEye, cameraSettings) {
  17576. var _this = this;
  17577. _super.call(this, name, "oculusDistortionCorrection", [
  17578. 'LensCenter',
  17579. 'Scale',
  17580. 'ScaleIn',
  17581. 'HmdWarpParam'
  17582. ], null, cameraSettings.PostProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE, null, null);
  17583. this._isRightEye = isRightEye;
  17584. this._distortionFactors = cameraSettings.DistortionK;
  17585. this._postProcessScaleFactor = cameraSettings.PostProcessScaleFactor;
  17586. this._lensCenterOffset = cameraSettings.LensCenterOffset;
  17587. this.onSizeChanged = function () {
  17588. _this.aspectRatio = _this.width * .5 / _this.height;
  17589. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  17590. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  17591. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  17592. };
  17593. this.onApply = function (effect) {
  17594. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  17595. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  17596. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  17597. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  17598. };
  17599. }
  17600. return OculusDistortionCorrectionPostProcess;
  17601. })(BABYLON.PostProcess);
  17602. BABYLON.OculusDistortionCorrectionPostProcess = OculusDistortionCorrectionPostProcess;
  17603. })(BABYLON || (BABYLON = {}));
  17604. var BABYLON;
  17605. (function (BABYLON) {
  17606. (function (JoystickAxis) {
  17607. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  17608. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  17609. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  17610. })(BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  17611. var JoystickAxis = BABYLON.JoystickAxis;
  17612. var VirtualJoystick = (function () {
  17613. function VirtualJoystick(leftJoystick) {
  17614. var _this = this;
  17615. if (leftJoystick) {
  17616. this._leftJoystick = true;
  17617. } else {
  17618. this._leftJoystick = false;
  17619. }
  17620. this._joystickIndex = VirtualJoystick._globalJoystickIndex;
  17621. VirtualJoystick._globalJoystickIndex++;
  17622. this._axisTargetedByLeftAndRight = 0 /* X */;
  17623. this._axisTargetedByUpAndDown = 1 /* Y */;
  17624. this.reverseLeftRight = false;
  17625. this.reverseUpDown = false;
  17626. this._touches = new BABYLON.VirtualJoystick.Collection();
  17627. this.deltaPosition = BABYLON.Vector3.Zero();
  17628. this._joystickSensibility = 25;
  17629. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  17630. this._rotationSpeed = 25;
  17631. this._inverseRotationSpeed = 1 / (this._rotationSpeed / 1000);
  17632. this._rotateOnAxisRelativeToMesh = false;
  17633. if (!VirtualJoystick.vjCanvas) {
  17634. window.addEventListener("resize", function () {
  17635. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  17636. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  17637. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  17638. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  17639. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  17640. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvasHeight / 2;
  17641. }, false);
  17642. VirtualJoystick.vjCanvas = document.createElement("canvas");
  17643. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  17644. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  17645. VirtualJoystick.vjCanvas.width = window.innerWidth;
  17646. VirtualJoystick.vjCanvas.height = window.innerHeight;
  17647. VirtualJoystick.vjCanvas.style.width = "100%";
  17648. VirtualJoystick.vjCanvas.style.height = "100%";
  17649. VirtualJoystick.vjCanvas.style.position = "absolute";
  17650. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  17651. VirtualJoystick.vjCanvas.style.top = "0px";
  17652. VirtualJoystick.vjCanvas.style.left = "0px";
  17653. VirtualJoystick.vjCanvas.style.zIndex = "5";
  17654. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  17655. VirtualJoystick.vjCanvasContext = VirtualJoystick.vjCanvas.getContext('2d');
  17656. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  17657. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  17658. document.body.appendChild(VirtualJoystick.vjCanvas);
  17659. }
  17660. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  17661. VirtualJoystick.halfHeight = VirtualJoystick.vjCanvas.height / 2;
  17662. this.pressed = false;
  17663. this._joystickColor = "cyan";
  17664. this._joystickPointerID = -1;
  17665. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  17666. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  17667. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  17668. VirtualJoystick.vjCanvas.addEventListener('pointerdown', function (evt) {
  17669. _this._onPointerDown(evt);
  17670. }, false);
  17671. VirtualJoystick.vjCanvas.addEventListener('pointermove', function (evt) {
  17672. _this._onPointerMove(evt);
  17673. }, false);
  17674. VirtualJoystick.vjCanvas.addEventListener('pointerup', function (evt) {
  17675. _this._onPointerUp(evt);
  17676. }, false);
  17677. VirtualJoystick.vjCanvas.addEventListener('pointerout', function (evt) {
  17678. _this._onPointerUp(evt);
  17679. }, false);
  17680. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  17681. evt.preventDefault();
  17682. }, false);
  17683. requestAnimationFrame(function () {
  17684. _this._drawVirtualJoystick();
  17685. });
  17686. }
  17687. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  17688. this._joystickSensibility = newJoystickSensibility;
  17689. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  17690. };
  17691. VirtualJoystick.prototype._onPointerDown = function (e) {
  17692. var positionOnScreenCondition;
  17693. e.preventDefault();
  17694. if (this._leftJoystick === true) {
  17695. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  17696. } else {
  17697. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  17698. }
  17699. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  17700. this._joystickPointerID = e.pointerId;
  17701. this._joystickPointerStartPos.x = e.clientX;
  17702. this._joystickPointerStartPos.y = e.clientY;
  17703. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  17704. this._deltaJoystickVector.x = 0;
  17705. this._deltaJoystickVector.y = 0;
  17706. this.pressed = true;
  17707. this._touches.add(e.pointerId.toString(), e);
  17708. } else {
  17709. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  17710. this._action();
  17711. this._touches.add(e.pointerId.toString(), e);
  17712. }
  17713. }
  17714. };
  17715. VirtualJoystick.prototype._onPointerMove = function (e) {
  17716. if (this._joystickPointerID == e.pointerId) {
  17717. this._joystickPointerPos.x = e.clientX;
  17718. this._joystickPointerPos.y = e.clientY;
  17719. this._deltaJoystickVector = this._joystickPointerPos.clone();
  17720. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  17721. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  17722. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  17723. switch (this._axisTargetedByLeftAndRight) {
  17724. case 0 /* X */:
  17725. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  17726. break;
  17727. case 1 /* Y */:
  17728. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  17729. break;
  17730. case 2 /* Z */:
  17731. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  17732. break;
  17733. }
  17734. var directionUpDown = this.reverseUpDown ? 1 : -1;
  17735. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  17736. switch (this._axisTargetedByUpAndDown) {
  17737. case 0 /* X */:
  17738. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  17739. break;
  17740. case 1 /* Y */:
  17741. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  17742. break;
  17743. case 2 /* Z */:
  17744. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  17745. break;
  17746. }
  17747. } else {
  17748. if (this._touches.item(e.pointerId.toString())) {
  17749. this._touches.item(e.pointerId.toString()).x = e.clientX;
  17750. this._touches.item(e.pointerId.toString()).y = e.clientY;
  17751. }
  17752. }
  17753. };
  17754. VirtualJoystick.prototype._onPointerUp = function (e) {
  17755. this._clearCanvas();
  17756. if (this._joystickPointerID == e.pointerId) {
  17757. this._joystickPointerID = -1;
  17758. this.pressed = false;
  17759. }
  17760. this._deltaJoystickVector.x = 0;
  17761. this._deltaJoystickVector.y = 0;
  17762. this._touches.remove(e.pointerId.toString());
  17763. };
  17764. /**
  17765. * Change the color of the virtual joystick
  17766. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  17767. */
  17768. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  17769. this._joystickColor = newColor;
  17770. };
  17771. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  17772. this._action = action;
  17773. };
  17774. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  17775. switch (axis) {
  17776. case 0 /* X */:
  17777. case 1 /* Y */:
  17778. case 2 /* Z */:
  17779. this._axisTargetedByLeftAndRight = axis;
  17780. break;
  17781. default:
  17782. this._axisTargetedByLeftAndRight = 0 /* X */;
  17783. break;
  17784. }
  17785. };
  17786. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  17787. switch (axis) {
  17788. case 0 /* X */:
  17789. case 1 /* Y */:
  17790. case 2 /* Z */:
  17791. this._axisTargetedByUpAndDown = axis;
  17792. break;
  17793. default:
  17794. this._axisTargetedByUpAndDown = 1 /* Y */;
  17795. break;
  17796. }
  17797. };
  17798. VirtualJoystick.prototype._clearCanvas = function () {
  17799. if (this._leftJoystick) {
  17800. VirtualJoystick.vjCanvasContext.clearRect(0, 0, VirtualJoystick.vjCanvasWidth / 2, VirtualJoystick.vjCanvasHeight);
  17801. } else {
  17802. VirtualJoystick.vjCanvasContext.clearRect(VirtualJoystick.vjCanvasWidth / 2, 0, VirtualJoystick.vjCanvasWidth, VirtualJoystick.vjCanvasHeight);
  17803. }
  17804. };
  17805. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  17806. var _this = this;
  17807. if (this.pressed) {
  17808. this._clearCanvas();
  17809. this._touches.forEach(function (touch) {
  17810. if (touch.pointerId === _this._joystickPointerID) {
  17811. VirtualJoystick.vjCanvasContext.beginPath();
  17812. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  17813. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  17814. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  17815. VirtualJoystick.vjCanvasContext.stroke();
  17816. VirtualJoystick.vjCanvasContext.beginPath();
  17817. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  17818. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  17819. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  17820. VirtualJoystick.vjCanvasContext.stroke();
  17821. VirtualJoystick.vjCanvasContext.beginPath();
  17822. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  17823. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  17824. VirtualJoystick.vjCanvasContext.stroke();
  17825. } else {
  17826. VirtualJoystick.vjCanvasContext.beginPath();
  17827. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  17828. VirtualJoystick.vjCanvasContext.beginPath();
  17829. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  17830. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  17831. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  17832. VirtualJoystick.vjCanvasContext.stroke();
  17833. }
  17834. ;
  17835. });
  17836. }
  17837. requestAnimationFrame(function () {
  17838. _this._drawVirtualJoystick();
  17839. });
  17840. };
  17841. VirtualJoystick.prototype.releaseCanvas = function () {
  17842. if (VirtualJoystick.vjCanvas) {
  17843. document.body.removeChild(VirtualJoystick.vjCanvas);
  17844. VirtualJoystick.vjCanvas = null;
  17845. }
  17846. };
  17847. VirtualJoystick._globalJoystickIndex = 0;
  17848. return VirtualJoystick;
  17849. })();
  17850. BABYLON.VirtualJoystick = VirtualJoystick;
  17851. })(BABYLON || (BABYLON = {}));
  17852. var BABYLON;
  17853. (function (BABYLON) {
  17854. (function (VirtualJoystick) {
  17855. var Collection = (function () {
  17856. function Collection() {
  17857. this._count = 0;
  17858. this._collection = new Array();
  17859. }
  17860. Collection.prototype.Count = function () {
  17861. return this._count;
  17862. };
  17863. Collection.prototype.add = function (key, item) {
  17864. if (this._collection[key] != undefined) {
  17865. return undefined;
  17866. }
  17867. this._collection[key] = item;
  17868. return ++this._count;
  17869. };
  17870. Collection.prototype.remove = function (key) {
  17871. if (this._collection[key] == undefined) {
  17872. return undefined;
  17873. }
  17874. delete this._collection[key];
  17875. return --this._count;
  17876. };
  17877. Collection.prototype.item = function (key) {
  17878. return this._collection[key];
  17879. };
  17880. Collection.prototype.forEach = function (block) {
  17881. var key;
  17882. for (key in this._collection) {
  17883. if (this._collection.hasOwnProperty(key)) {
  17884. block(this._collection[key]);
  17885. }
  17886. }
  17887. };
  17888. return Collection;
  17889. })();
  17890. VirtualJoystick.Collection = Collection;
  17891. })(BABYLON.VirtualJoystick || (BABYLON.VirtualJoystick = {}));
  17892. var VirtualJoystick = BABYLON.VirtualJoystick;
  17893. })(BABYLON || (BABYLON = {}));
  17894. var __extends = this.__extends || function (d, b) {
  17895. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  17896. function __() { this.constructor = d; }
  17897. __.prototype = b.prototype;
  17898. d.prototype = new __();
  17899. };
  17900. var BABYLON;
  17901. (function (BABYLON) {
  17902. var OculusRiftDevKit2013_Metric = {
  17903. HResolution: 1280,
  17904. VResolution: 800,
  17905. HScreenSize: 0.149759993,
  17906. VScreenSize: 0.0935999975,
  17907. VScreenCenter: 0.0467999987,
  17908. EyeToScreenDistance: 0.0410000011,
  17909. LensSeparationDistance: 0.0635000020,
  17910. InterpupillaryDistance: 0.0640000030,
  17911. DistortionK: [1.0, 0.219999999, 0.239999995, 0.0],
  17912. ChromaAbCorrection: [0.995999992, -0.00400000019, 1.01400006, 0.0],
  17913. PostProcessScaleFactor: 1.714605507808412,
  17914. LensCenterOffset: 0.151976421
  17915. };
  17916. var _OculusInnerCamera = (function (_super) {
  17917. __extends(_OculusInnerCamera, _super);
  17918. function _OculusInnerCamera(name, position, scene, isLeftEye) {
  17919. _super.call(this, name, position, scene);
  17920. this._workMatrix = new BABYLON.Matrix();
  17921. this._actualUp = new BABYLON.Vector3(0, 0, 0);
  17922. this._aspectRatioAspectRatio = OculusRiftDevKit2013_Metric.HResolution / (2 * OculusRiftDevKit2013_Metric.VResolution);
  17923. this._aspectRatioFov = (2 * Math.atan((OculusRiftDevKit2013_Metric.PostProcessScaleFactor * OculusRiftDevKit2013_Metric.VScreenSize) / (2 * OculusRiftDevKit2013_Metric.EyeToScreenDistance)));
  17924. var hMeters = (OculusRiftDevKit2013_Metric.HScreenSize / 4) - (OculusRiftDevKit2013_Metric.LensSeparationDistance / 2);
  17925. var h = (4 * hMeters) / OculusRiftDevKit2013_Metric.HScreenSize;
  17926. this._hMatrix = BABYLON.Matrix.Translation(isLeftEye ? h : -h, 0, 0);
  17927. this.viewport = new BABYLON.Viewport(isLeftEye ? 0 : 0.5, 0, 0.5, 1.0);
  17928. this._preViewMatrix = BABYLON.Matrix.Translation(isLeftEye ? .5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance : -.5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance, 0, 0);
  17929. var postProcess = new BABYLON.OculusDistortionCorrectionPostProcess("Oculus Distortion", this, !isLeftEye, OculusRiftDevKit2013_Metric);
  17930. }
  17931. _OculusInnerCamera.prototype.getProjectionMatrix = function () {
  17932. BABYLON.Matrix.PerspectiveFovLHToRef(this._aspectRatioFov, this._aspectRatioAspectRatio, this.minZ, this.maxZ, this._workMatrix);
  17933. this._workMatrix.multiplyToRef(this._hMatrix, this._projectionMatrix);
  17934. return this._projectionMatrix;
  17935. };
  17936. _OculusInnerCamera.prototype._getViewMatrix = function () {
  17937. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  17938. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  17939. BABYLON.Vector3.TransformNormalToRef(this.upVector, this._cameraRotationMatrix, this._actualUp);
  17940. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  17941. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this._actualUp, this._workMatrix);
  17942. this._workMatrix.multiplyToRef(this._preViewMatrix, this._viewMatrix);
  17943. return this._viewMatrix;
  17944. };
  17945. return _OculusInnerCamera;
  17946. })(BABYLON.FreeCamera);
  17947. var OculusCamera = (function (_super) {
  17948. __extends(OculusCamera, _super);
  17949. function OculusCamera(name, position, scene) {
  17950. _super.call(this, name, position, scene);
  17951. this._leftCamera = new _OculusInnerCamera(name + "_left", position.clone(), scene, true);
  17952. this._rightCamera = new _OculusInnerCamera(name + "_right", position.clone(), scene, false);
  17953. this.subCameras.push(this._leftCamera);
  17954. this.subCameras.push(this._rightCamera);
  17955. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  17956. }
  17957. OculusCamera.prototype._update = function () {
  17958. this._leftCamera.position.copyFrom(this.position);
  17959. this._rightCamera.position.copyFrom(this.position);
  17960. this._updateCamera(this._leftCamera);
  17961. this._updateCamera(this._rightCamera);
  17962. _super.prototype._update.call(this);
  17963. };
  17964. OculusCamera.prototype._updateCamera = function (camera) {
  17965. camera.minZ = this.minZ;
  17966. camera.maxZ = this.maxZ;
  17967. camera.rotation.x = this.rotation.x;
  17968. camera.rotation.y = this.rotation.y;
  17969. camera.rotation.z = this.rotation.z;
  17970. };
  17971. OculusCamera.prototype._onOrientationEvent = function (evt) {
  17972. var yaw = evt.alpha / 180 * Math.PI;
  17973. var pitch = evt.beta / 180 * Math.PI;
  17974. var roll = evt.gamma / 180 * Math.PI;
  17975. if (!this._offsetOrientation) {
  17976. this._offsetOrientation = {
  17977. yaw: yaw,
  17978. pitch: pitch,
  17979. roll: roll
  17980. };
  17981. return;
  17982. } else {
  17983. this.rotation.y += yaw - this._offsetOrientation.yaw;
  17984. this.rotation.x += pitch - this._offsetOrientation.pitch;
  17985. this.rotation.z += this._offsetOrientation.roll - roll;
  17986. this._offsetOrientation.yaw = yaw;
  17987. this._offsetOrientation.pitch = pitch;
  17988. this._offsetOrientation.roll = roll;
  17989. }
  17990. };
  17991. OculusCamera.prototype.attachControl = function (element, noPreventDefault) {
  17992. _super.prototype.attachControl.call(this, element, noPreventDefault);
  17993. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  17994. };
  17995. OculusCamera.prototype.detachControl = function (element) {
  17996. _super.prototype.detachControl.call(this, element);
  17997. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  17998. };
  17999. return OculusCamera;
  18000. })(BABYLON.FreeCamera);
  18001. BABYLON.OculusCamera = OculusCamera;
  18002. })(BABYLON || (BABYLON = {}));
  18003. var __extends = this.__extends || function (d, b) {
  18004. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  18005. function __() { this.constructor = d; }
  18006. __.prototype = b.prototype;
  18007. d.prototype = new __();
  18008. };
  18009. var BABYLON;
  18010. (function (BABYLON) {
  18011. var OculusRiftDevKit2013_Metric = {
  18012. HResolution: 1280,
  18013. VResolution: 800,
  18014. HScreenSize: 0.149759993,
  18015. VScreenSize: 0.0935999975,
  18016. VScreenCenter: 0.0467999987,
  18017. EyeToScreenDistance: 0.0410000011,
  18018. LensSeparationDistance: 0.0635000020,
  18019. InterpupillaryDistance: 0.0640000030,
  18020. DistortionK: [1.0, 0.219999999, 0.239999995, 0.0],
  18021. ChromaAbCorrection: [0.995999992, -0.00400000019, 1.01400006, 0.0],
  18022. PostProcessScaleFactor: 1.714605507808412,
  18023. LensCenterOffset: 0.151976421
  18024. };
  18025. var _OculusInnerGamepadCamera = (function (_super) {
  18026. __extends(_OculusInnerGamepadCamera, _super);
  18027. function _OculusInnerGamepadCamera(name, position, scene, isLeftEye) {
  18028. _super.call(this, name, position, scene);
  18029. this._workMatrix = new BABYLON.Matrix();
  18030. this._actualUp = new BABYLON.Vector3(0, 0, 0);
  18031. this._aspectRatioAspectRatio = OculusRiftDevKit2013_Metric.HResolution / (2 * OculusRiftDevKit2013_Metric.VResolution);
  18032. this._aspectRatioFov = (2 * Math.atan((OculusRiftDevKit2013_Metric.PostProcessScaleFactor * OculusRiftDevKit2013_Metric.VScreenSize) / (2 * OculusRiftDevKit2013_Metric.EyeToScreenDistance)));
  18033. var hMeters = (OculusRiftDevKit2013_Metric.HScreenSize / 4) - (OculusRiftDevKit2013_Metric.LensSeparationDistance / 2);
  18034. var h = (4 * hMeters) / OculusRiftDevKit2013_Metric.HScreenSize;
  18035. this._hMatrix = BABYLON.Matrix.Translation(isLeftEye ? h : -h, 0, 0);
  18036. this.viewport = new BABYLON.Viewport(isLeftEye ? 0 : 0.5, 0, 0.5, 1.0);
  18037. this._preViewMatrix = BABYLON.Matrix.Translation(isLeftEye ? .5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance : -.5 * OculusRiftDevKit2013_Metric.InterpupillaryDistance, 0, 0);
  18038. var postProcess = new BABYLON.OculusDistortionCorrectionPostProcess("Oculus Distortion", this, !isLeftEye, OculusRiftDevKit2013_Metric);
  18039. }
  18040. _OculusInnerGamepadCamera.prototype.getProjectionMatrix = function () {
  18041. BABYLON.Matrix.PerspectiveFovLHToRef(this._aspectRatioFov, this._aspectRatioAspectRatio, this.minZ, this.maxZ, this._workMatrix);
  18042. this._workMatrix.multiplyToRef(this._hMatrix, this._projectionMatrix);
  18043. return this._projectionMatrix;
  18044. };
  18045. _OculusInnerGamepadCamera.prototype._getViewMatrix = function () {
  18046. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  18047. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  18048. BABYLON.Vector3.TransformNormalToRef(this.upVector, this._cameraRotationMatrix, this._actualUp);
  18049. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  18050. BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTarget, this._actualUp, this._workMatrix);
  18051. this._workMatrix.multiplyToRef(this._preViewMatrix, this._viewMatrix);
  18052. return this._viewMatrix;
  18053. };
  18054. return _OculusInnerGamepadCamera;
  18055. })(BABYLON.FreeCamera);
  18056. var OculusGamepadCamera = (function (_super) {
  18057. __extends(OculusGamepadCamera, _super);
  18058. function OculusGamepadCamera(name, position, scene) {
  18059. var _this = this;
  18060. _super.call(this, name, position, scene);
  18061. this.angularSensibility = 200;
  18062. this.moveSensibility = 75;
  18063. this._leftCamera = new _OculusInnerGamepadCamera(name + "_left", position.clone(), scene, true);
  18064. this._rightCamera = new _OculusInnerGamepadCamera(name + "_right", position.clone(), scene, false);
  18065. this.subCameras.push(this._leftCamera);
  18066. this.subCameras.push(this._rightCamera);
  18067. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  18068. this._gamepads = new BABYLON.Gamepads(function (gamepad) {
  18069. _this._onNewGameConnected(gamepad);
  18070. });
  18071. }
  18072. OculusGamepadCamera.prototype._onNewGameConnected = function (gamepad) {
  18073. if (gamepad.index === 0) {
  18074. this._gamepad = gamepad;
  18075. }
  18076. };
  18077. OculusGamepadCamera.prototype._update = function () {
  18078. this._leftCamera.position.copyFrom(this.position);
  18079. this._rightCamera.position.copyFrom(this.position);
  18080. this._updateCamera(this._leftCamera);
  18081. this._updateCamera(this._rightCamera);
  18082. _super.prototype._update.call(this);
  18083. };
  18084. OculusGamepadCamera.prototype._checkInputs = function () {
  18085. if (!this._gamepad) {
  18086. return;
  18087. }
  18088. var LSValues = this._gamepad.leftStick;
  18089. var normalizedLX = LSValues.x / this.moveSensibility;
  18090. var normalizedLY = LSValues.y / this.moveSensibility;
  18091. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  18092. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  18093. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  18094. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x, 0, -LSValues.y), cameraTransform);
  18095. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  18096. };
  18097. OculusGamepadCamera.prototype._updateCamera = function (camera) {
  18098. camera.minZ = this.minZ;
  18099. camera.maxZ = this.maxZ;
  18100. camera.rotation.x = this.rotation.x;
  18101. camera.rotation.y = this.rotation.y;
  18102. camera.rotation.z = this.rotation.z;
  18103. };
  18104. OculusGamepadCamera.prototype._onOrientationEvent = function (evt) {
  18105. var yaw = evt.alpha / 180 * Math.PI;
  18106. var pitch = evt.beta / 180 * Math.PI;
  18107. var roll = evt.gamma / 180 * Math.PI;
  18108. if (!this._offsetOrientation) {
  18109. this._offsetOrientation = {
  18110. yaw: yaw,
  18111. pitch: pitch,
  18112. roll: roll
  18113. };
  18114. return;
  18115. } else {
  18116. this.rotation.y += yaw - this._offsetOrientation.yaw;
  18117. this.rotation.x += pitch - this._offsetOrientation.pitch;
  18118. this.rotation.z += this._offsetOrientation.roll - roll;
  18119. this._offsetOrientation.yaw = yaw;
  18120. this._offsetOrientation.pitch = pitch;
  18121. this._offsetOrientation.roll = roll;
  18122. }
  18123. };
  18124. OculusGamepadCamera.prototype.attachControl = function (element, noPreventDefault) {
  18125. _super.prototype.attachControl.call(this, element, noPreventDefault);
  18126. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  18127. };
  18128. OculusGamepadCamera.prototype.detachControl = function (element) {
  18129. _super.prototype.detachControl.call(this, element);
  18130. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  18131. };
  18132. OculusGamepadCamera.prototype.dispose = function () {
  18133. this._gamepads.dispose();
  18134. _super.prototype.dispose.call(this);
  18135. };
  18136. return OculusGamepadCamera;
  18137. })(BABYLON.FreeCamera);
  18138. BABYLON.OculusGamepadCamera = OculusGamepadCamera;
  18139. })(BABYLON || (BABYLON = {}));
  18140. var __extends = this.__extends || function (d, b) {
  18141. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  18142. function __() { this.constructor = d; }
  18143. __.prototype = b.prototype;
  18144. d.prototype = new __();
  18145. };
  18146. var BABYLON;
  18147. (function (BABYLON) {
  18148. var VirtualJoysticksCamera = (function (_super) {
  18149. __extends(VirtualJoysticksCamera, _super);
  18150. function VirtualJoysticksCamera(name, position, scene) {
  18151. _super.call(this, name, position, scene);
  18152. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  18153. this._leftjoystick.setAxisForUpDown(2 /* Z */);
  18154. this._leftjoystick.setAxisForLeftRight(0 /* X */);
  18155. this._leftjoystick.setJoystickSensibility(0.15);
  18156. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  18157. this._rightjoystick.setAxisForUpDown(0 /* X */);
  18158. this._rightjoystick.setAxisForLeftRight(1 /* Y */);
  18159. this._rightjoystick.reverseUpDown = true;
  18160. this._rightjoystick.setJoystickSensibility(0.05);
  18161. this._rightjoystick.setJoystickColor("yellow");
  18162. }
  18163. VirtualJoysticksCamera.prototype._checkInputs = function () {
  18164. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  18165. var deltaTransform = BABYLON.Vector3.TransformCoordinates(this._leftjoystick.deltaPosition, cameraTransform);
  18166. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  18167. this.cameraRotation = this.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  18168. if (!this._leftjoystick.pressed) {
  18169. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  18170. }
  18171. if (!this._rightjoystick.pressed) {
  18172. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  18173. }
  18174. };
  18175. VirtualJoysticksCamera.prototype.dispose = function () {
  18176. this._leftjoystick.releaseCanvas();
  18177. _super.prototype.dispose.call(this);
  18178. };
  18179. return VirtualJoysticksCamera;
  18180. })(BABYLON.FreeCamera);
  18181. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  18182. })(BABYLON || (BABYLON = {}));
  18183. var __extends = this.__extends || function (d, b) {
  18184. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  18185. function __() { this.constructor = d; }
  18186. __.prototype = b.prototype;
  18187. d.prototype = new __();
  18188. };
  18189. var BABYLON;
  18190. (function (BABYLON) {
  18191. var ShaderMaterial = (function (_super) {
  18192. __extends(ShaderMaterial, _super);
  18193. function ShaderMaterial(name, scene, shaderPath, options) {
  18194. _super.call(this, name, scene);
  18195. this._textures = new Array();
  18196. this._floats = new Array();
  18197. this._floatsArrays = {};
  18198. this._colors3 = new Array();
  18199. this._colors4 = new Array();
  18200. this._vectors2 = new Array();
  18201. this._vectors3 = new Array();
  18202. this._matrices = new Array();
  18203. this._cachedWorldViewMatrix = new BABYLON.Matrix();
  18204. this._shaderPath = shaderPath;
  18205. options.needAlphaBlending = options.needAlphaBlending || false;
  18206. options.needAlphaTesting = options.needAlphaTesting || false;
  18207. options.attributes = options.attributes || ["position", "normal", "uv"];
  18208. options.uniforms = options.uniforms || ["worldViewProjection"];
  18209. options.samplers = options.samplers || [];
  18210. this._options = options;
  18211. }
  18212. ShaderMaterial.prototype.needAlphaBlending = function () {
  18213. return this._options.needAlphaBlending;
  18214. };
  18215. ShaderMaterial.prototype.needAlphaTesting = function () {
  18216. return this._options.needAlphaTesting;
  18217. };
  18218. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  18219. if (this._options.uniforms.indexOf(uniformName) === -1) {
  18220. this._options.uniforms.push(uniformName);
  18221. }
  18222. };
  18223. ShaderMaterial.prototype.setTexture = function (name, texture) {
  18224. if (this._options.samplers.indexOf(name) === -1) {
  18225. this._options.samplers.push(name);
  18226. }
  18227. this._textures[name] = texture;
  18228. return this;
  18229. };
  18230. ShaderMaterial.prototype.setFloat = function (name, value) {
  18231. this._checkUniform(name);
  18232. this._floats[name] = value;
  18233. return this;
  18234. };
  18235. ShaderMaterial.prototype.setFloats = function (name, value) {
  18236. this._checkUniform(name);
  18237. this._floatsArrays[name] = value;
  18238. return this;
  18239. };
  18240. ShaderMaterial.prototype.setColor3 = function (name, value) {
  18241. this._checkUniform(name);
  18242. this._colors3[name] = value;
  18243. return this;
  18244. };
  18245. ShaderMaterial.prototype.setColor4 = function (name, value) {
  18246. this._checkUniform(name);
  18247. this._colors4[name] = value;
  18248. return this;
  18249. };
  18250. ShaderMaterial.prototype.setVector2 = function (name, value) {
  18251. this._checkUniform(name);
  18252. this._vectors2[name] = value;
  18253. return this;
  18254. };
  18255. ShaderMaterial.prototype.setVector3 = function (name, value) {
  18256. this._checkUniform(name);
  18257. this._vectors3[name] = value;
  18258. return this;
  18259. };
  18260. ShaderMaterial.prototype.setMatrix = function (name, value) {
  18261. this._checkUniform(name);
  18262. this._matrices[name] = value;
  18263. return this;
  18264. };
  18265. ShaderMaterial.prototype.isReady = function () {
  18266. var scene = this.getScene();
  18267. var engine = scene.getEngine();
  18268. if (!this.checkReadyOnEveryCall) {
  18269. if (this._renderId === scene.getRenderId()) {
  18270. return true;
  18271. }
  18272. }
  18273. var previousEffect = this._effect;
  18274. this._effect = engine.createEffect(this._shaderPath, this._options.attributes, this._options.uniforms, this._options.samplers, "", null, this.onCompiled, this.onError);
  18275. if (!this._effect.isReady()) {
  18276. return false;
  18277. }
  18278. if (previousEffect !== this._effect) {
  18279. scene.resetCachedMaterial();
  18280. }
  18281. this._renderId = scene.getRenderId();
  18282. return true;
  18283. };
  18284. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  18285. var scene = this.getScene();
  18286. if (this._options.uniforms.indexOf("world") !== -1) {
  18287. this._effect.setMatrix("world", world);
  18288. }
  18289. if (this._options.uniforms.indexOf("worldView") !== -1) {
  18290. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  18291. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  18292. }
  18293. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  18294. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  18295. }
  18296. };
  18297. ShaderMaterial.prototype.bind = function (world) {
  18298. this.bindOnlyWorldMatrix(world);
  18299. if (this.getScene().getCachedMaterial() !== this) {
  18300. if (this._options.uniforms.indexOf("view") !== -1) {
  18301. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  18302. }
  18303. if (this._options.uniforms.indexOf("projection") !== -1) {
  18304. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  18305. }
  18306. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  18307. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  18308. }
  18309. for (var name in this._textures) {
  18310. this._effect.setTexture(name, this._textures[name]);
  18311. }
  18312. for (name in this._floats) {
  18313. this._effect.setFloat(name, this._floats[name]);
  18314. }
  18315. for (name in this._floatsArrays) {
  18316. this._effect.setArray(name, this._floatsArrays[name]);
  18317. }
  18318. for (name in this._colors3) {
  18319. this._effect.setColor3(name, this._colors3[name]);
  18320. }
  18321. for (name in this._colors4) {
  18322. var color = this._colors4[name];
  18323. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  18324. }
  18325. for (name in this._vectors2) {
  18326. this._effect.setVector2(name, this._vectors2[name]);
  18327. }
  18328. for (name in this._vectors3) {
  18329. this._effect.setVector3(name, this._vectors3[name]);
  18330. }
  18331. for (name in this._matrices) {
  18332. this._effect.setMatrix(name, this._matrices[name]);
  18333. }
  18334. }
  18335. _super.prototype.bind.call(this, world, null);
  18336. };
  18337. ShaderMaterial.prototype.dispose = function (forceDisposeEffect) {
  18338. for (var name in this._textures) {
  18339. this._textures[name].dispose();
  18340. }
  18341. this._textures = [];
  18342. _super.prototype.dispose.call(this, forceDisposeEffect);
  18343. };
  18344. return ShaderMaterial;
  18345. })(BABYLON.Material);
  18346. BABYLON.ShaderMaterial = ShaderMaterial;
  18347. })(BABYLON || (BABYLON = {}));
  18348. var BABYLON;
  18349. (function (BABYLON) {
  18350. var VertexData = (function () {
  18351. function VertexData() {
  18352. }
  18353. VertexData.prototype.set = function (data, kind) {
  18354. switch (kind) {
  18355. case BABYLON.VertexBuffer.PositionKind:
  18356. this.positions = data;
  18357. break;
  18358. case BABYLON.VertexBuffer.NormalKind:
  18359. this.normals = data;
  18360. break;
  18361. case BABYLON.VertexBuffer.UVKind:
  18362. this.uvs = data;
  18363. break;
  18364. case BABYLON.VertexBuffer.UV2Kind:
  18365. this.uv2s = data;
  18366. break;
  18367. case BABYLON.VertexBuffer.ColorKind:
  18368. this.colors = data;
  18369. break;
  18370. case BABYLON.VertexBuffer.MatricesIndicesKind:
  18371. this.matricesIndices = data;
  18372. break;
  18373. case BABYLON.VertexBuffer.MatricesWeightsKind:
  18374. this.matricesWeights = data;
  18375. break;
  18376. }
  18377. };
  18378. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  18379. this._applyTo(mesh, updatable);
  18380. };
  18381. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  18382. this._applyTo(geometry, updatable);
  18383. };
  18384. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  18385. this._update(mesh);
  18386. };
  18387. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  18388. this._update(geometry);
  18389. };
  18390. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  18391. if (this.positions) {
  18392. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  18393. }
  18394. if (this.normals) {
  18395. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  18396. }
  18397. if (this.uvs) {
  18398. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  18399. }
  18400. if (this.uv2s) {
  18401. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updatable);
  18402. }
  18403. if (this.colors) {
  18404. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  18405. }
  18406. if (this.matricesIndices) {
  18407. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  18408. }
  18409. if (this.matricesWeights) {
  18410. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  18411. }
  18412. if (this.indices) {
  18413. meshOrGeometry.setIndices(this.indices);
  18414. }
  18415. };
  18416. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  18417. if (this.positions) {
  18418. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  18419. }
  18420. if (this.normals) {
  18421. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  18422. }
  18423. if (this.uvs) {
  18424. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  18425. }
  18426. if (this.uv2s) {
  18427. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uv2s, updateExtends, makeItUnique);
  18428. }
  18429. if (this.colors) {
  18430. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  18431. }
  18432. if (this.matricesIndices) {
  18433. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  18434. }
  18435. if (this.matricesWeights) {
  18436. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  18437. }
  18438. if (this.indices) {
  18439. meshOrGeometry.setIndices(this.indices);
  18440. }
  18441. };
  18442. VertexData.prototype.transform = function (matrix) {
  18443. var transformed = BABYLON.Vector3.Zero();
  18444. if (this.positions) {
  18445. var position = BABYLON.Vector3.Zero();
  18446. for (var index = 0; index < this.positions.length; index += 3) {
  18447. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  18448. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  18449. this.positions[index] = transformed.x;
  18450. this.positions[index + 1] = transformed.y;
  18451. this.positions[index + 2] = transformed.z;
  18452. }
  18453. }
  18454. if (this.normals) {
  18455. var normal = BABYLON.Vector3.Zero();
  18456. for (index = 0; index < this.normals.length; index += 3) {
  18457. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  18458. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  18459. this.normals[index] = transformed.x;
  18460. this.normals[index + 1] = transformed.y;
  18461. this.normals[index + 2] = transformed.z;
  18462. }
  18463. }
  18464. };
  18465. VertexData.prototype.merge = function (other) {
  18466. if (other.indices) {
  18467. if (!this.indices) {
  18468. this.indices = [];
  18469. }
  18470. var offset = this.positions ? this.positions.length / 3 : 0;
  18471. for (var index = 0; index < other.indices.length; index++) {
  18472. this.indices.push(other.indices[index] + offset);
  18473. }
  18474. }
  18475. if (other.positions) {
  18476. if (!this.positions) {
  18477. this.positions = [];
  18478. }
  18479. for (index = 0; index < other.positions.length; index++) {
  18480. this.positions.push(other.positions[index]);
  18481. }
  18482. }
  18483. if (other.normals) {
  18484. if (!this.normals) {
  18485. this.normals = [];
  18486. }
  18487. for (index = 0; index < other.normals.length; index++) {
  18488. this.normals.push(other.normals[index]);
  18489. }
  18490. }
  18491. if (other.uvs) {
  18492. if (!this.uvs) {
  18493. this.uvs = [];
  18494. }
  18495. for (index = 0; index < other.uvs.length; index++) {
  18496. this.uvs.push(other.uvs[index]);
  18497. }
  18498. }
  18499. if (other.uv2s) {
  18500. if (!this.uv2s) {
  18501. this.uv2s = [];
  18502. }
  18503. for (index = 0; index < other.uv2s.length; index++) {
  18504. this.uv2s.push(other.uv2s[index]);
  18505. }
  18506. }
  18507. if (other.matricesIndices) {
  18508. if (!this.matricesIndices) {
  18509. this.matricesIndices = [];
  18510. }
  18511. for (index = 0; index < other.matricesIndices.length; index++) {
  18512. this.matricesIndices.push(other.matricesIndices[index]);
  18513. }
  18514. }
  18515. if (other.matricesWeights) {
  18516. if (!this.matricesWeights) {
  18517. this.matricesWeights = [];
  18518. }
  18519. for (index = 0; index < other.matricesWeights.length; index++) {
  18520. this.matricesWeights.push(other.matricesWeights[index]);
  18521. }
  18522. }
  18523. if (other.colors) {
  18524. if (!this.colors) {
  18525. this.colors = [];
  18526. }
  18527. for (index = 0; index < other.colors.length; index++) {
  18528. this.colors.push(other.colors[index]);
  18529. }
  18530. }
  18531. };
  18532. VertexData.ExtractFromMesh = function (mesh) {
  18533. return VertexData._ExtractFrom(mesh);
  18534. };
  18535. VertexData.ExtractFromGeometry = function (geometry) {
  18536. return VertexData._ExtractFrom(geometry);
  18537. };
  18538. VertexData._ExtractFrom = function (meshOrGeometry) {
  18539. var result = new BABYLON.VertexData();
  18540. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  18541. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  18542. }
  18543. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  18544. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  18545. }
  18546. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  18547. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind);
  18548. }
  18549. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  18550. result.uv2s = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind);
  18551. }
  18552. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  18553. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  18554. }
  18555. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  18556. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  18557. }
  18558. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  18559. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  18560. }
  18561. result.indices = meshOrGeometry.getIndices();
  18562. return result;
  18563. };
  18564. VertexData.CreateBox = function (size) {
  18565. var normalsSource = [
  18566. new BABYLON.Vector3(0, 0, 1),
  18567. new BABYLON.Vector3(0, 0, -1),
  18568. new BABYLON.Vector3(1, 0, 0),
  18569. new BABYLON.Vector3(-1, 0, 0),
  18570. new BABYLON.Vector3(0, 1, 0),
  18571. new BABYLON.Vector3(0, -1, 0)
  18572. ];
  18573. var indices = [];
  18574. var positions = [];
  18575. var normals = [];
  18576. var uvs = [];
  18577. size = size || 1;
  18578. for (var index = 0; index < normalsSource.length; index++) {
  18579. var normal = normalsSource[index];
  18580. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  18581. var side2 = BABYLON.Vector3.Cross(normal, side1);
  18582. var verticesLength = positions.length / 3;
  18583. indices.push(verticesLength);
  18584. indices.push(verticesLength + 1);
  18585. indices.push(verticesLength + 2);
  18586. indices.push(verticesLength);
  18587. indices.push(verticesLength + 2);
  18588. indices.push(verticesLength + 3);
  18589. var vertex = normal.subtract(side1).subtract(side2).scale(size / 2);
  18590. positions.push(vertex.x, vertex.y, vertex.z);
  18591. normals.push(normal.x, normal.y, normal.z);
  18592. uvs.push(1.0, 1.0);
  18593. vertex = normal.subtract(side1).add(side2).scale(size / 2);
  18594. positions.push(vertex.x, vertex.y, vertex.z);
  18595. normals.push(normal.x, normal.y, normal.z);
  18596. uvs.push(0.0, 1.0);
  18597. vertex = normal.add(side1).add(side2).scale(size / 2);
  18598. positions.push(vertex.x, vertex.y, vertex.z);
  18599. normals.push(normal.x, normal.y, normal.z);
  18600. uvs.push(0.0, 0.0);
  18601. vertex = normal.add(side1).subtract(side2).scale(size / 2);
  18602. positions.push(vertex.x, vertex.y, vertex.z);
  18603. normals.push(normal.x, normal.y, normal.z);
  18604. uvs.push(1.0, 0.0);
  18605. }
  18606. var vertexData = new BABYLON.VertexData();
  18607. vertexData.indices = indices;
  18608. vertexData.positions = positions;
  18609. vertexData.normals = normals;
  18610. vertexData.uvs = uvs;
  18611. return vertexData;
  18612. };
  18613. VertexData.CreateSphere = function (segments, diameter) {
  18614. segments = segments || 32;
  18615. diameter = diameter || 1;
  18616. var radius = diameter / 2;
  18617. var totalZRotationSteps = 2 + segments;
  18618. var totalYRotationSteps = 2 * totalZRotationSteps;
  18619. var indices = [];
  18620. var positions = [];
  18621. var normals = [];
  18622. var uvs = [];
  18623. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  18624. var normalizedZ = zRotationStep / totalZRotationSteps;
  18625. var angleZ = (normalizedZ * Math.PI);
  18626. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  18627. var normalizedY = yRotationStep / totalYRotationSteps;
  18628. var angleY = normalizedY * Math.PI * 2;
  18629. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  18630. var rotationY = BABYLON.Matrix.RotationY(angleY);
  18631. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  18632. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  18633. var vertex = complete.scale(radius);
  18634. var normal = BABYLON.Vector3.Normalize(vertex);
  18635. positions.push(vertex.x, vertex.y, vertex.z);
  18636. normals.push(normal.x, normal.y, normal.z);
  18637. uvs.push(normalizedZ, normalizedY);
  18638. }
  18639. if (zRotationStep > 0) {
  18640. var verticesCount = positions.length / 3;
  18641. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  18642. indices.push((firstIndex));
  18643. indices.push((firstIndex + 1));
  18644. indices.push(firstIndex + totalYRotationSteps + 1);
  18645. indices.push((firstIndex + totalYRotationSteps + 1));
  18646. indices.push((firstIndex + 1));
  18647. indices.push((firstIndex + totalYRotationSteps + 2));
  18648. }
  18649. }
  18650. }
  18651. var vertexData = new BABYLON.VertexData();
  18652. vertexData.indices = indices;
  18653. vertexData.positions = positions;
  18654. vertexData.normals = normals;
  18655. vertexData.uvs = uvs;
  18656. return vertexData;
  18657. };
  18658. VertexData.CreateCylinder = function (height, diameterTop, diameterBottom, tessellation, subdivisions) {
  18659. if (typeof subdivisions === "undefined") { subdivisions = 1; }
  18660. var radiusTop = diameterTop / 2;
  18661. var radiusBottom = diameterBottom / 2;
  18662. var indices = [];
  18663. var positions = [];
  18664. var normals = [];
  18665. var uvs = [];
  18666. height = height || 1;
  18667. diameterTop = diameterTop || 0.5;
  18668. diameterBottom = diameterBottom || 1;
  18669. tessellation = tessellation || 16;
  18670. subdivisions = subdivisions || 1;
  18671. subdivisions = (subdivisions < 1) ? 1 : subdivisions;
  18672. var getCircleVector = function (i) {
  18673. var angle = (i * 2.0 * Math.PI / tessellation);
  18674. var dx = Math.cos(angle);
  18675. var dz = Math.sin(angle);
  18676. return new BABYLON.Vector3(dx, 0, dz);
  18677. };
  18678. var createCylinderCap = function (isTop) {
  18679. var radius = isTop ? radiusTop : radiusBottom;
  18680. if (radius == 0) {
  18681. return;
  18682. }
  18683. var vbase = positions.length / 3;
  18684. var offset = new BABYLON.Vector3(0, height / 2, 0);
  18685. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  18686. if (!isTop) {
  18687. offset.scaleInPlace(-1);
  18688. textureScale.x = -textureScale.x;
  18689. }
  18690. for (i = 0; i < tessellation; i++) {
  18691. var circleVector = getCircleVector(i);
  18692. var position = circleVector.scale(radius).add(offset);
  18693. var textureCoordinate = new BABYLON.Vector2(circleVector.x * textureScale.x + 0.5, circleVector.z * textureScale.y + 0.5);
  18694. positions.push(position.x, position.y, position.z);
  18695. uvs.push(textureCoordinate.x, textureCoordinate.y);
  18696. }
  18697. for (var i = 0; i < tessellation - 2; i++) {
  18698. if (!isTop) {
  18699. indices.push(vbase);
  18700. indices.push(vbase + (i + 2) % tessellation);
  18701. indices.push(vbase + (i + 1) % tessellation);
  18702. } else {
  18703. indices.push(vbase);
  18704. indices.push(vbase + (i + 1) % tessellation);
  18705. indices.push(vbase + (i + 2) % tessellation);
  18706. }
  18707. }
  18708. };
  18709. var base = new BABYLON.Vector3(0, -1, 0).scale(height / 2);
  18710. var offset = new BABYLON.Vector3(0, 1, 0).scale(height / subdivisions);
  18711. var stride = tessellation + 1;
  18712. for (var i = 0; i <= tessellation; i++) {
  18713. var circleVector = getCircleVector(i);
  18714. var textureCoordinate = new BABYLON.Vector2(i / tessellation, 0);
  18715. var position, radius = radiusBottom;
  18716. for (var s = 0; s <= subdivisions; s++) {
  18717. position = circleVector.scale(radius);
  18718. position.addInPlace(base.add(offset.scale(s)));
  18719. textureCoordinate.y += 1 / subdivisions;
  18720. radius += (radiusTop - radiusBottom) / subdivisions;
  18721. positions.push(position.x, position.y, position.z);
  18722. uvs.push(textureCoordinate.x, textureCoordinate.y);
  18723. }
  18724. }
  18725. subdivisions += 1;
  18726. for (var s = 0; s < subdivisions - 1; s++) {
  18727. for (var i = 0; i <= tessellation; i++) {
  18728. indices.push(i * subdivisions + s);
  18729. indices.push((i * subdivisions + (s + subdivisions)) % (stride * subdivisions));
  18730. indices.push(i * subdivisions + (s + 1));
  18731. indices.push(i * subdivisions + (s + 1));
  18732. indices.push((i * subdivisions + (s + subdivisions)) % (stride * subdivisions));
  18733. indices.push((i * subdivisions + (s + subdivisions + 1)) % (stride * subdivisions));
  18734. }
  18735. }
  18736. createCylinderCap(true);
  18737. createCylinderCap(false);
  18738. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  18739. var vertexData = new BABYLON.VertexData();
  18740. vertexData.indices = indices;
  18741. vertexData.positions = positions;
  18742. vertexData.normals = normals;
  18743. vertexData.uvs = uvs;
  18744. return vertexData;
  18745. };
  18746. VertexData.CreateTorus = function (diameter, thickness, tessellation) {
  18747. var indices = [];
  18748. var positions = [];
  18749. var normals = [];
  18750. var uvs = [];
  18751. diameter = diameter || 1;
  18752. thickness = thickness || 0.5;
  18753. tessellation = tessellation || 16;
  18754. var stride = tessellation + 1;
  18755. for (var i = 0; i <= tessellation; i++) {
  18756. var u = i / tessellation;
  18757. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  18758. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  18759. for (var j = 0; j <= tessellation; j++) {
  18760. var v = 1 - j / tessellation;
  18761. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  18762. var dx = Math.cos(innerAngle);
  18763. var dy = Math.sin(innerAngle);
  18764. var normal = new BABYLON.Vector3(dx, dy, 0);
  18765. var position = normal.scale(thickness / 2);
  18766. var textureCoordinate = new BABYLON.Vector2(u, v);
  18767. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  18768. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  18769. positions.push(position.x, position.y, position.z);
  18770. normals.push(normal.x, normal.y, normal.z);
  18771. uvs.push(textureCoordinate.x, textureCoordinate.y);
  18772. var nextI = (i + 1) % stride;
  18773. var nextJ = (j + 1) % stride;
  18774. indices.push(i * stride + j);
  18775. indices.push(i * stride + nextJ);
  18776. indices.push(nextI * stride + j);
  18777. indices.push(i * stride + nextJ);
  18778. indices.push(nextI * stride + nextJ);
  18779. indices.push(nextI * stride + j);
  18780. }
  18781. }
  18782. var vertexData = new BABYLON.VertexData();
  18783. vertexData.indices = indices;
  18784. vertexData.positions = positions;
  18785. vertexData.normals = normals;
  18786. vertexData.uvs = uvs;
  18787. return vertexData;
  18788. };
  18789. VertexData.CreateLines = function (points) {
  18790. var indices = [];
  18791. var positions = [];
  18792. for (var index = 0; index < points.length; index++) {
  18793. positions.push(points[index].x, points[index].y, points[index].z);
  18794. if (index > 0) {
  18795. indices.push(index - 1);
  18796. indices.push(index);
  18797. }
  18798. }
  18799. var vertexData = new BABYLON.VertexData();
  18800. vertexData.indices = indices;
  18801. vertexData.positions = positions;
  18802. return vertexData;
  18803. };
  18804. VertexData.CreateGround = function (width, height, subdivisions) {
  18805. var indices = [];
  18806. var positions = [];
  18807. var normals = [];
  18808. var uvs = [];
  18809. var row, col;
  18810. width = width || 1;
  18811. height = height || 1;
  18812. subdivisions = subdivisions || 1;
  18813. for (row = 0; row <= subdivisions; row++) {
  18814. for (col = 0; col <= subdivisions; col++) {
  18815. var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
  18816. var normal = new BABYLON.Vector3(0, 1.0, 0);
  18817. positions.push(position.x, position.y, position.z);
  18818. normals.push(normal.x, normal.y, normal.z);
  18819. uvs.push(col / subdivisions, 1.0 - row / subdivisions);
  18820. }
  18821. }
  18822. for (row = 0; row < subdivisions; row++) {
  18823. for (col = 0; col < subdivisions; col++) {
  18824. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  18825. indices.push(col + 1 + row * (subdivisions + 1));
  18826. indices.push(col + row * (subdivisions + 1));
  18827. indices.push(col + (row + 1) * (subdivisions + 1));
  18828. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  18829. indices.push(col + row * (subdivisions + 1));
  18830. }
  18831. }
  18832. var vertexData = new BABYLON.VertexData();
  18833. vertexData.indices = indices;
  18834. vertexData.positions = positions;
  18835. vertexData.normals = normals;
  18836. vertexData.uvs = uvs;
  18837. return vertexData;
  18838. };
  18839. VertexData.CreateTiledGround = function (xmin, zmin, xmax, zmax, subdivisions, precision) {
  18840. if (typeof subdivisions === "undefined") { subdivisions = { w: 1, h: 1 }; }
  18841. if (typeof precision === "undefined") { precision = { w: 1, h: 1 }; }
  18842. var indices = [];
  18843. var positions = [];
  18844. var normals = [];
  18845. var uvs = [];
  18846. var row, col, tileRow, tileCol;
  18847. subdivisions.h = (subdivisions.w < 1) ? 1 : subdivisions.h;
  18848. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  18849. precision.w = (precision.w < 1) ? 1 : precision.w;
  18850. precision.h = (precision.h < 1) ? 1 : precision.h;
  18851. var tileSize = {
  18852. 'w': (xmax - xmin) / subdivisions.w,
  18853. 'h': (zmax - zmin) / subdivisions.h
  18854. };
  18855. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  18856. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  18857. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  18858. }
  18859. }
  18860. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  18861. var base = positions.length / 3;
  18862. var rowLength = precision.w + 1;
  18863. for (row = 0; row < precision.h; row++) {
  18864. for (col = 0; col < precision.w; col++) {
  18865. var square = [
  18866. base + col + row * rowLength,
  18867. base + (col + 1) + row * rowLength,
  18868. base + (col + 1) + (row + 1) * rowLength,
  18869. base + col + (row + 1) * rowLength
  18870. ];
  18871. indices.push(square[1]);
  18872. indices.push(square[2]);
  18873. indices.push(square[3]);
  18874. indices.push(square[0]);
  18875. indices.push(square[1]);
  18876. indices.push(square[3]);
  18877. }
  18878. }
  18879. var position = BABYLON.Vector3.Zero();
  18880. var normal = new BABYLON.Vector3(0, 1.0, 0);
  18881. for (row = 0; row <= precision.h; row++) {
  18882. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  18883. for (col = 0; col <= precision.w; col++) {
  18884. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  18885. position.y = 0;
  18886. positions.push(position.x, position.y, position.z);
  18887. normals.push(normal.x, normal.y, normal.z);
  18888. uvs.push(col / precision.w, row / precision.h);
  18889. }
  18890. }
  18891. }
  18892. var vertexData = new BABYLON.VertexData();
  18893. vertexData.indices = indices;
  18894. vertexData.positions = positions;
  18895. vertexData.normals = normals;
  18896. vertexData.uvs = uvs;
  18897. return vertexData;
  18898. };
  18899. VertexData.CreateGroundFromHeightMap = function (width, height, subdivisions, minHeight, maxHeight, buffer, bufferWidth, bufferHeight) {
  18900. var indices = [];
  18901. var positions = [];
  18902. var normals = [];
  18903. var uvs = [];
  18904. var row, col;
  18905. for (row = 0; row <= subdivisions; row++) {
  18906. for (col = 0; col <= subdivisions; col++) {
  18907. var position = new BABYLON.Vector3((col * width) / subdivisions - (width / 2.0), 0, ((subdivisions - row) * height) / subdivisions - (height / 2.0));
  18908. var heightMapX = (((position.x + width / 2) / width) * (bufferWidth - 1)) | 0;
  18909. var heightMapY = ((1.0 - (position.z + height / 2) / height) * (bufferHeight - 1)) | 0;
  18910. var pos = (heightMapX + heightMapY * bufferWidth) * 4;
  18911. var r = buffer[pos] / 255.0;
  18912. var g = buffer[pos + 1] / 255.0;
  18913. var b = buffer[pos + 2] / 255.0;
  18914. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  18915. position.y = minHeight + (maxHeight - minHeight) * gradient;
  18916. positions.push(position.x, position.y, position.z);
  18917. normals.push(0, 0, 0);
  18918. uvs.push(col / subdivisions, 1.0 - row / subdivisions);
  18919. }
  18920. }
  18921. for (row = 0; row < subdivisions; row++) {
  18922. for (col = 0; col < subdivisions; col++) {
  18923. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  18924. indices.push(col + 1 + row * (subdivisions + 1));
  18925. indices.push(col + row * (subdivisions + 1));
  18926. indices.push(col + (row + 1) * (subdivisions + 1));
  18927. indices.push(col + 1 + (row + 1) * (subdivisions + 1));
  18928. indices.push(col + row * (subdivisions + 1));
  18929. }
  18930. }
  18931. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  18932. var vertexData = new BABYLON.VertexData();
  18933. vertexData.indices = indices;
  18934. vertexData.positions = positions;
  18935. vertexData.normals = normals;
  18936. vertexData.uvs = uvs;
  18937. return vertexData;
  18938. };
  18939. VertexData.CreatePlane = function (size) {
  18940. var indices = [];
  18941. var positions = [];
  18942. var normals = [];
  18943. var uvs = [];
  18944. size = size || 1;
  18945. var halfSize = size / 2.0;
  18946. positions.push(-halfSize, -halfSize, 0);
  18947. normals.push(0, 0, -1.0);
  18948. uvs.push(0.0, 0.0);
  18949. positions.push(halfSize, -halfSize, 0);
  18950. normals.push(0, 0, -1.0);
  18951. uvs.push(1.0, 0.0);
  18952. positions.push(halfSize, halfSize, 0);
  18953. normals.push(0, 0, -1.0);
  18954. uvs.push(1.0, 1.0);
  18955. positions.push(-halfSize, halfSize, 0);
  18956. normals.push(0, 0, -1.0);
  18957. uvs.push(0.0, 1.0);
  18958. indices.push(0);
  18959. indices.push(1);
  18960. indices.push(2);
  18961. indices.push(0);
  18962. indices.push(2);
  18963. indices.push(3);
  18964. var vertexData = new BABYLON.VertexData();
  18965. vertexData.indices = indices;
  18966. vertexData.positions = positions;
  18967. vertexData.normals = normals;
  18968. vertexData.uvs = uvs;
  18969. return vertexData;
  18970. };
  18971. VertexData.CreateTorusKnot = function (radius, tube, radialSegments, tubularSegments, p, q) {
  18972. var indices = [];
  18973. var positions = [];
  18974. var normals = [];
  18975. var uvs = [];
  18976. radius = radius || 2;
  18977. tube = tube || 0.5;
  18978. radialSegments = radialSegments || 32;
  18979. tubularSegments = tubularSegments || 32;
  18980. p = p || 2;
  18981. q = q || 3;
  18982. var getPos = function (angle) {
  18983. var cu = Math.cos(angle);
  18984. var su = Math.sin(angle);
  18985. var quOverP = q / p * angle;
  18986. var cs = Math.cos(quOverP);
  18987. var tx = radius * (2 + cs) * 0.5 * cu;
  18988. var ty = radius * (2 + cs) * su * 0.5;
  18989. var tz = radius * Math.sin(quOverP) * 0.5;
  18990. return new BABYLON.Vector3(tx, ty, tz);
  18991. };
  18992. for (var i = 0; i <= radialSegments; i++) {
  18993. var modI = i % radialSegments;
  18994. var u = modI / radialSegments * 2 * p * Math.PI;
  18995. var p1 = getPos(u);
  18996. var p2 = getPos(u + 0.01);
  18997. var tang = p2.subtract(p1);
  18998. var n = p2.add(p1);
  18999. var bitan = BABYLON.Vector3.Cross(tang, n);
  19000. n = BABYLON.Vector3.Cross(bitan, tang);
  19001. bitan.normalize();
  19002. n.normalize();
  19003. for (var j = 0; j < tubularSegments; j++) {
  19004. var modJ = j % tubularSegments;
  19005. var v = modJ / tubularSegments * 2 * Math.PI;
  19006. var cx = -tube * Math.cos(v);
  19007. var cy = tube * Math.sin(v);
  19008. positions.push(p1.x + cx * n.x + cy * bitan.x);
  19009. positions.push(p1.y + cx * n.y + cy * bitan.y);
  19010. positions.push(p1.z + cx * n.z + cy * bitan.z);
  19011. uvs.push(i / radialSegments);
  19012. uvs.push(j / tubularSegments);
  19013. }
  19014. }
  19015. for (i = 0; i < radialSegments; i++) {
  19016. for (j = 0; j < tubularSegments; j++) {
  19017. var jNext = (j + 1) % tubularSegments;
  19018. var a = i * tubularSegments + j;
  19019. var b = (i + 1) * tubularSegments + j;
  19020. var c = (i + 1) * tubularSegments + jNext;
  19021. var d = i * tubularSegments + jNext;
  19022. indices.push(d);
  19023. indices.push(b);
  19024. indices.push(a);
  19025. indices.push(d);
  19026. indices.push(c);
  19027. indices.push(b);
  19028. }
  19029. }
  19030. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  19031. var vertexData = new BABYLON.VertexData();
  19032. vertexData.indices = indices;
  19033. vertexData.positions = positions;
  19034. vertexData.normals = normals;
  19035. vertexData.uvs = uvs;
  19036. return vertexData;
  19037. };
  19038. VertexData.ComputeNormals = function (positions, indices, normals) {
  19039. var positionVectors = [];
  19040. var facesOfVertices = [];
  19041. var index;
  19042. for (index = 0; index < positions.length; index += 3) {
  19043. var vector3 = new BABYLON.Vector3(positions[index], positions[index + 1], positions[index + 2]);
  19044. positionVectors.push(vector3);
  19045. facesOfVertices.push([]);
  19046. }
  19047. var facesNormals = [];
  19048. for (index = 0; index < indices.length / 3; index++) {
  19049. var i1 = indices[index * 3];
  19050. var i2 = indices[index * 3 + 1];
  19051. var i3 = indices[index * 3 + 2];
  19052. var p1 = positionVectors[i1];
  19053. var p2 = positionVectors[i2];
  19054. var p3 = positionVectors[i3];
  19055. var p1p2 = p1.subtract(p2);
  19056. var p3p2 = p3.subtract(p2);
  19057. facesNormals[index] = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  19058. facesOfVertices[i1].push(index);
  19059. facesOfVertices[i2].push(index);
  19060. facesOfVertices[i3].push(index);
  19061. }
  19062. for (index = 0; index < positionVectors.length; index++) {
  19063. var faces = facesOfVertices[index];
  19064. var normal = BABYLON.Vector3.Zero();
  19065. for (var faceIndex = 0; faceIndex < faces.length; faceIndex++) {
  19066. normal.addInPlace(facesNormals[faces[faceIndex]]);
  19067. }
  19068. normal = BABYLON.Vector3.Normalize(normal.scale(1.0 / faces.length));
  19069. normals[index * 3] = normal.x;
  19070. normals[index * 3 + 1] = normal.y;
  19071. normals[index * 3 + 2] = normal.z;
  19072. }
  19073. };
  19074. return VertexData;
  19075. })();
  19076. BABYLON.VertexData = VertexData;
  19077. })(BABYLON || (BABYLON = {}));
  19078. var __extends = this.__extends || function (d, b) {
  19079. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  19080. function __() { this.constructor = d; }
  19081. __.prototype = b.prototype;
  19082. d.prototype = new __();
  19083. };
  19084. var BABYLON;
  19085. (function (BABYLON) {
  19086. var buildCamera = function (that, name) {
  19087. that._leftCamera.isIntermediate = true;
  19088. that.subCameras.push(that._leftCamera);
  19089. that.subCameras.push(that._rightCamera);
  19090. that._leftTexture = new BABYLON.PassPostProcess(name + "_leftTexture", 1.0, that._leftCamera);
  19091. that._anaglyphPostProcess = new BABYLON.AnaglyphPostProcess(name + "_anaglyph", 1.0, that._rightCamera);
  19092. that._anaglyphPostProcess.onApply = function (effect) {
  19093. effect.setTextureFromPostProcess("leftSampler", that._leftTexture);
  19094. };
  19095. that._update();
  19096. };
  19097. var AnaglyphArcRotateCamera = (function (_super) {
  19098. __extends(AnaglyphArcRotateCamera, _super);
  19099. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, eyeSpace, scene) {
  19100. _super.call(this, name, alpha, beta, radius, target, scene);
  19101. this._eyeSpace = BABYLON.Tools.ToRadians(eyeSpace);
  19102. this._leftCamera = new BABYLON.ArcRotateCamera(name + "_left", alpha - this._eyeSpace, beta, radius, target, scene);
  19103. this._rightCamera = new BABYLON.ArcRotateCamera(name + "_right", alpha + this._eyeSpace, beta, radius, target, scene);
  19104. buildCamera(this, name);
  19105. }
  19106. AnaglyphArcRotateCamera.prototype._update = function () {
  19107. this._updateCamera(this._leftCamera);
  19108. this._updateCamera(this._rightCamera);
  19109. this._leftCamera.alpha = this.alpha - this._eyeSpace;
  19110. this._rightCamera.alpha = this.alpha + this._eyeSpace;
  19111. _super.prototype._update.call(this);
  19112. };
  19113. AnaglyphArcRotateCamera.prototype._updateCamera = function (camera) {
  19114. camera.beta = this.beta;
  19115. camera.radius = this.radius;
  19116. camera.minZ = this.minZ;
  19117. camera.maxZ = this.maxZ;
  19118. camera.fov = this.fov;
  19119. camera.target = this.target;
  19120. };
  19121. return AnaglyphArcRotateCamera;
  19122. })(BABYLON.ArcRotateCamera);
  19123. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  19124. var AnaglyphFreeCamera = (function (_super) {
  19125. __extends(AnaglyphFreeCamera, _super);
  19126. function AnaglyphFreeCamera(name, position, eyeSpace, scene) {
  19127. _super.call(this, name, position, scene);
  19128. this._eyeSpace = BABYLON.Tools.ToRadians(eyeSpace);
  19129. this._transformMatrix = new BABYLON.Matrix();
  19130. this._leftCamera = new BABYLON.FreeCamera(name + "_left", position.clone(), scene);
  19131. this._rightCamera = new BABYLON.FreeCamera(name + "_right", position.clone(), scene);
  19132. buildCamera(this, name);
  19133. }
  19134. AnaglyphFreeCamera.prototype._getSubCameraPosition = function (eyeSpace, result) {
  19135. var target = this.getTarget();
  19136. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(eyeSpace), this._transformMatrix);
  19137. this._transformMatrix = this._transformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  19138. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._transformMatrix, result);
  19139. };
  19140. AnaglyphFreeCamera.prototype._update = function () {
  19141. this._getSubCameraPosition(-this._eyeSpace, this._leftCamera.position);
  19142. this._getSubCameraPosition(this._eyeSpace, this._rightCamera.position);
  19143. this._updateCamera(this._leftCamera);
  19144. this._updateCamera(this._rightCamera);
  19145. _super.prototype._update.call(this);
  19146. };
  19147. AnaglyphFreeCamera.prototype._updateCamera = function (camera) {
  19148. camera.minZ = this.minZ;
  19149. camera.maxZ = this.maxZ;
  19150. camera.fov = this.fov;
  19151. camera.viewport = this.viewport;
  19152. camera.setTarget(this.getTarget());
  19153. };
  19154. return AnaglyphFreeCamera;
  19155. })(BABYLON.FreeCamera);
  19156. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  19157. })(BABYLON || (BABYLON = {}));
  19158. var __extends = this.__extends || function (d, b) {
  19159. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  19160. function __() { this.constructor = d; }
  19161. __.prototype = b.prototype;
  19162. d.prototype = new __();
  19163. };
  19164. var BABYLON;
  19165. (function (BABYLON) {
  19166. var AnaglyphPostProcess = (function (_super) {
  19167. __extends(AnaglyphPostProcess, _super);
  19168. function AnaglyphPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  19169. _super.call(this, name, "anaglyph", null, ["leftSampler"], ratio, camera, samplingMode, engine, reusable);
  19170. }
  19171. return AnaglyphPostProcess;
  19172. })(BABYLON.PostProcess);
  19173. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  19174. })(BABYLON || (BABYLON = {}));
  19175. var BABYLON;
  19176. (function (BABYLON) {
  19177. var Tags = (function () {
  19178. function Tags() {
  19179. }
  19180. Tags.EnableFor = function (obj) {
  19181. obj._tags = obj._tags || {};
  19182. obj.hasTags = function () {
  19183. return Tags.HasTags(obj);
  19184. };
  19185. obj.addTags = function (tagsString) {
  19186. return Tags.AddTagsTo(obj, tagsString);
  19187. };
  19188. obj.removeTags = function (tagsString) {
  19189. return Tags.RemoveTagsFrom(obj, tagsString);
  19190. };
  19191. obj.matchesTagsQuery = function (tagsQuery) {
  19192. return Tags.MatchesQuery(obj, tagsQuery);
  19193. };
  19194. };
  19195. Tags.DisableFor = function (obj) {
  19196. delete obj._tags;
  19197. delete obj.hasTags;
  19198. delete obj.addTags;
  19199. delete obj.removeTags;
  19200. delete obj.matchesTagsQuery;
  19201. };
  19202. Tags.HasTags = function (obj) {
  19203. if (!obj._tags) {
  19204. return false;
  19205. }
  19206. return !BABYLON.Tools.IsEmpty(obj._tags);
  19207. };
  19208. Tags.GetTags = function (obj) {
  19209. if (!obj._tags) {
  19210. return null;
  19211. }
  19212. return obj._tags;
  19213. };
  19214. Tags.AddTagsTo = function (obj, tagsString) {
  19215. if (!tagsString) {
  19216. return;
  19217. }
  19218. var tags = tagsString.split(" ");
  19219. for (var t in tags) {
  19220. Tags._AddTagTo(obj, tags[t]);
  19221. }
  19222. };
  19223. Tags._AddTagTo = function (obj, tag) {
  19224. tag = tag.trim();
  19225. if (tag === "" || tag === "true" || tag === "false") {
  19226. return;
  19227. }
  19228. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  19229. return;
  19230. }
  19231. Tags.EnableFor(obj);
  19232. obj._tags[tag] = true;
  19233. };
  19234. Tags.RemoveTagsFrom = function (obj, tagsString) {
  19235. if (!Tags.HasTags(obj)) {
  19236. return;
  19237. }
  19238. var tags = tagsString.split(" ");
  19239. for (var t in tags) {
  19240. Tags._RemoveTagFrom(obj, tags[t]);
  19241. }
  19242. };
  19243. Tags._RemoveTagFrom = function (obj, tag) {
  19244. delete obj._tags[tag];
  19245. };
  19246. Tags.MatchesQuery = function (obj, tagsQuery) {
  19247. if (tagsQuery === undefined) {
  19248. return true;
  19249. }
  19250. if (tagsQuery === "") {
  19251. return Tags.HasTags(obj);
  19252. }
  19253. return BABYLON.Internals.AndOrNotEvaluator.Eval(tagsQuery, function (r) {
  19254. return Tags.HasTags(obj) && obj._tags[r];
  19255. });
  19256. };
  19257. return Tags;
  19258. })();
  19259. BABYLON.Tags = Tags;
  19260. })(BABYLON || (BABYLON = {}));
  19261. var BABYLON;
  19262. (function (BABYLON) {
  19263. (function (Internals) {
  19264. var AndOrNotEvaluator = (function () {
  19265. function AndOrNotEvaluator() {
  19266. }
  19267. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  19268. if (!query.match(/\([^\(\)]*\)/g)) {
  19269. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  19270. } else {
  19271. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  19272. r = r.slice(1, r.length - 1);
  19273. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  19274. });
  19275. }
  19276. if (query === "true") {
  19277. return true;
  19278. }
  19279. if (query === "false") {
  19280. return false;
  19281. }
  19282. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  19283. };
  19284. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  19285. evaluateCallback = evaluateCallback || (function (r) {
  19286. return r === "true" ? true : false;
  19287. });
  19288. var result;
  19289. var or = parenthesisContent.split("||");
  19290. for (var i in or) {
  19291. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  19292. var and = ori.split("&&");
  19293. if (and.length > 1) {
  19294. for (var j = 0; j < and.length; ++j) {
  19295. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  19296. if (andj !== "true" && andj !== "false") {
  19297. if (andj[0] === "!") {
  19298. result = !evaluateCallback(andj.substring(1));
  19299. } else {
  19300. result = evaluateCallback(andj);
  19301. }
  19302. } else {
  19303. result = andj === "true" ? true : false;
  19304. }
  19305. if (!result) {
  19306. ori = "false";
  19307. break;
  19308. }
  19309. }
  19310. }
  19311. if (result || ori === "true") {
  19312. result = true;
  19313. break;
  19314. }
  19315. if (ori !== "true" && ori !== "false") {
  19316. if (ori[0] === "!") {
  19317. result = !evaluateCallback(ori.substring(1));
  19318. } else {
  19319. result = evaluateCallback(ori);
  19320. }
  19321. } else {
  19322. result = ori === "true" ? true : false;
  19323. }
  19324. }
  19325. return result ? "true" : "false";
  19326. };
  19327. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  19328. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  19329. r = r.replace(/[\s]/g, function () {
  19330. return "";
  19331. });
  19332. return r.length % 2 ? "!" : "";
  19333. });
  19334. booleanString = booleanString.trim();
  19335. if (booleanString === "!true") {
  19336. booleanString = "false";
  19337. } else if (booleanString === "!false") {
  19338. booleanString = "true";
  19339. }
  19340. return booleanString;
  19341. };
  19342. return AndOrNotEvaluator;
  19343. })();
  19344. Internals.AndOrNotEvaluator = AndOrNotEvaluator;
  19345. })(BABYLON.Internals || (BABYLON.Internals = {}));
  19346. var Internals = BABYLON.Internals;
  19347. })(BABYLON || (BABYLON = {}));
  19348. var BABYLON;
  19349. (function (BABYLON) {
  19350. var PostProcessRenderPass = (function () {
  19351. function PostProcessRenderPass(scene, name, size, renderList, beforeRender, afterRender) {
  19352. this._enabled = true;
  19353. this._refCount = 0;
  19354. this._name = name;
  19355. this._renderTexture = new BABYLON.RenderTargetTexture(name, size, scene);
  19356. this.setRenderList(renderList);
  19357. this._renderTexture.onBeforeRender = beforeRender;
  19358. this._renderTexture.onAfterRender = afterRender;
  19359. this._scene = scene;
  19360. this._renderList = renderList;
  19361. }
  19362. PostProcessRenderPass.prototype._incRefCount = function () {
  19363. if (this._refCount === 0) {
  19364. this._scene.customRenderTargets.push(this._renderTexture);
  19365. }
  19366. return ++this._refCount;
  19367. };
  19368. PostProcessRenderPass.prototype._decRefCount = function () {
  19369. this._refCount--;
  19370. if (this._refCount <= 0) {
  19371. this._scene.customRenderTargets.splice(this._scene.customRenderTargets.indexOf(this._renderTexture), 1);
  19372. }
  19373. return this._refCount;
  19374. };
  19375. PostProcessRenderPass.prototype._update = function () {
  19376. this.setRenderList(this._renderList);
  19377. };
  19378. PostProcessRenderPass.prototype.setRenderList = function (renderList) {
  19379. this._renderTexture.renderList = renderList;
  19380. };
  19381. PostProcessRenderPass.prototype.getRenderTexture = function () {
  19382. return this._renderTexture;
  19383. };
  19384. return PostProcessRenderPass;
  19385. })();
  19386. BABYLON.PostProcessRenderPass = PostProcessRenderPass;
  19387. })(BABYLON || (BABYLON = {}));
  19388. var BABYLON;
  19389. (function (BABYLON) {
  19390. var PostProcessRenderEffect = (function () {
  19391. function PostProcessRenderEffect(engine, name, getPostProcess, singleInstance) {
  19392. this._engine = engine;
  19393. this._name = name;
  19394. this._singleInstance = singleInstance || true;
  19395. this._getPostProcess = getPostProcess;
  19396. this._cameras = [];
  19397. this._postProcesses = [];
  19398. this._indicesForCamera = [];
  19399. this._renderPasses = [];
  19400. this._renderEffectAsPasses = [];
  19401. }
  19402. PostProcessRenderEffect.prototype._update = function () {
  19403. for (var renderPassName in this._renderPasses) {
  19404. this._renderPasses[renderPassName]._update();
  19405. }
  19406. };
  19407. PostProcessRenderEffect.prototype.addPass = function (renderPass) {
  19408. this._renderPasses[renderPass._name] = renderPass;
  19409. this._linkParameters();
  19410. };
  19411. PostProcessRenderEffect.prototype.removePass = function (renderPass) {
  19412. delete this._renderPasses[renderPass._name];
  19413. this._linkParameters();
  19414. };
  19415. PostProcessRenderEffect.prototype.addRenderEffectAsPass = function (renderEffect) {
  19416. this._renderEffectAsPasses[renderEffect._name] = renderEffect;
  19417. this._linkParameters();
  19418. };
  19419. PostProcessRenderEffect.prototype.getPass = function (passName) {
  19420. for (var renderPassName in this._renderPasses) {
  19421. if (renderPassName === passName) {
  19422. return this._renderPasses[passName];
  19423. }
  19424. }
  19425. };
  19426. PostProcessRenderEffect.prototype.emptyPasses = function () {
  19427. this._renderPasses.length = 0;
  19428. this._linkParameters();
  19429. };
  19430. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  19431. var cameraKey;
  19432. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  19433. for (var i = 0; i < _cam.length; i++) {
  19434. var camera = _cam[i];
  19435. var cameraName = camera.name;
  19436. if (this._singleInstance) {
  19437. cameraKey = 0;
  19438. } else {
  19439. cameraKey = cameraName;
  19440. }
  19441. this._postProcesses[cameraKey] = this._postProcesses[cameraKey] || this._getPostProcess();
  19442. var index = camera.attachPostProcess(this._postProcesses[cameraKey]);
  19443. if (!this._indicesForCamera[cameraName]) {
  19444. this._indicesForCamera[cameraName] = [];
  19445. }
  19446. this._indicesForCamera[cameraName].push(index);
  19447. if (this._cameras.indexOf(camera) === -1) {
  19448. this._cameras[cameraName] = camera;
  19449. }
  19450. for (var passName in this._renderPasses) {
  19451. this._renderPasses[passName]._incRefCount();
  19452. }
  19453. }
  19454. this._linkParameters();
  19455. };
  19456. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  19457. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  19458. for (var i = 0; i < _cam.length; i++) {
  19459. var camera = _cam[i];
  19460. var cameraName = camera.name;
  19461. camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
  19462. var index = this._cameras.indexOf(cameraName);
  19463. this._indicesForCamera.splice(index, 1);
  19464. this._cameras.splice(index, 1);
  19465. for (var passName in this._renderPasses) {
  19466. this._renderPasses[passName]._decRefCount();
  19467. }
  19468. }
  19469. };
  19470. PostProcessRenderEffect.prototype._enable = function (cameras) {
  19471. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  19472. for (var i = 0; i < _cam.length; i++) {
  19473. var camera = _cam[i];
  19474. var cameraName = camera.name;
  19475. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  19476. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined) {
  19477. cameras[i].attachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName][j]);
  19478. }
  19479. }
  19480. for (var passName in this._renderPasses) {
  19481. this._renderPasses[passName]._incRefCount();
  19482. }
  19483. }
  19484. };
  19485. PostProcessRenderEffect.prototype._disable = function (cameras) {
  19486. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  19487. for (var i = 0; i < _cam.length; i++) {
  19488. var camera = _cam[i];
  19489. var cameraName = camera.Name;
  19490. camera.detachPostProcess(this._postProcesses[this._singleInstance ? 0 : cameraName], this._indicesForCamera[cameraName]);
  19491. for (var passName in this._renderPasses) {
  19492. this._renderPasses[passName]._decRefCount();
  19493. }
  19494. }
  19495. };
  19496. PostProcessRenderEffect.prototype.getPostProcess = function (camera) {
  19497. if (this._singleInstance) {
  19498. return this._postProcesses[0];
  19499. } else {
  19500. return this._postProcesses[camera.name];
  19501. }
  19502. };
  19503. PostProcessRenderEffect.prototype._linkParameters = function () {
  19504. var _this = this;
  19505. for (var index in this._postProcesses) {
  19506. if (this.applyParameters) {
  19507. this.applyParameters(this._postProcesses[index]);
  19508. }
  19509. this._postProcesses[index].onBeforeRender = function (effect) {
  19510. _this._linkTextures(effect);
  19511. };
  19512. }
  19513. };
  19514. PostProcessRenderEffect.prototype._linkTextures = function (effect) {
  19515. for (var renderPassName in this._renderPasses) {
  19516. effect.setTexture(renderPassName, this._renderPasses[renderPassName].getRenderTexture());
  19517. }
  19518. for (var renderEffectName in this._renderEffectAsPasses) {
  19519. effect.setTextureFromPostProcess(renderEffectName + "Sampler", this._renderEffectAsPasses[renderEffectName].getPostProcess());
  19520. }
  19521. };
  19522. return PostProcessRenderEffect;
  19523. })();
  19524. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  19525. })(BABYLON || (BABYLON = {}));
  19526. var BABYLON;
  19527. (function (BABYLON) {
  19528. var PostProcessRenderPipeline = (function () {
  19529. function PostProcessRenderPipeline(engine, name) {
  19530. this._engine = engine;
  19531. this._name = name;
  19532. this._renderEffects = [];
  19533. this._renderEffectsForIsolatedPass = [];
  19534. this._cameras = [];
  19535. }
  19536. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  19537. this._renderEffects[renderEffect._name] = renderEffect;
  19538. };
  19539. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  19540. var renderEffects = this._renderEffects[renderEffectName];
  19541. if (!renderEffects) {
  19542. return;
  19543. }
  19544. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  19545. };
  19546. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  19547. var renderEffects = this._renderEffects[renderEffectName];
  19548. if (!renderEffects) {
  19549. return;
  19550. }
  19551. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  19552. };
  19553. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  19554. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  19555. var indicesToDelete = [];
  19556. for (var i = 0; i < _cam.length; i++) {
  19557. var camera = _cam[i];
  19558. var cameraName = camera.name;
  19559. if (this._cameras.indexOf(camera) === -1) {
  19560. this._cameras[cameraName] = camera;
  19561. } else if (unique) {
  19562. indicesToDelete.push(i);
  19563. }
  19564. }
  19565. for (var i = 0; i < indicesToDelete.length; i++) {
  19566. cameras.splice(indicesToDelete[i], 1);
  19567. }
  19568. for (var renderEffectName in this._renderEffects) {
  19569. this._renderEffects[renderEffectName]._attachCameras(_cam);
  19570. }
  19571. };
  19572. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  19573. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  19574. for (var renderEffectName in this._renderEffects) {
  19575. this._renderEffects[renderEffectName]._detachCameras(_cam);
  19576. }
  19577. for (var i = 0; i < _cam.length; i++) {
  19578. this._cameras.splice(this._cameras.indexOf(_cam[i]), 1);
  19579. }
  19580. };
  19581. PostProcessRenderPipeline.prototype._enableDisplayOnlyPass = function (passName, cameras) {
  19582. var _this = this;
  19583. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  19584. var pass = null;
  19585. for (var renderEffectName in this._renderEffects) {
  19586. pass = this._renderEffects[renderEffectName].getPass(passName);
  19587. if (pass != null) {
  19588. break;
  19589. }
  19590. }
  19591. if (pass === null) {
  19592. return;
  19593. }
  19594. for (var renderEffectName in this._renderEffects) {
  19595. this._renderEffects[renderEffectName]._disable(_cam);
  19596. }
  19597. pass._name = PostProcessRenderPipeline.PASS_SAMPLER_NAME;
  19598. for (var i = 0; i < _cam.length; i++) {
  19599. var camera = _cam[i];
  19600. var cameraName = camera.name;
  19601. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () {
  19602. return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true);
  19603. });
  19604. this._renderEffectsForIsolatedPass[cameraName].emptyPasses();
  19605. this._renderEffectsForIsolatedPass[cameraName].addPass(pass);
  19606. this._renderEffectsForIsolatedPass[cameraName]._attachCameras(camera);
  19607. }
  19608. };
  19609. PostProcessRenderPipeline.prototype._disableDisplayOnlyPass = function (cameras) {
  19610. var _this = this;
  19611. var _cam = BABYLON.Tools.MakeArray(cameras || this._cameras);
  19612. for (var i = 0; i < _cam.length; i++) {
  19613. var camera = _cam[i];
  19614. var cameraName = camera.name;
  19615. this._renderEffectsForIsolatedPass[cameraName] = this._renderEffectsForIsolatedPass[cameraName] || new BABYLON.PostProcessRenderEffect(this._engine, PostProcessRenderPipeline.PASS_EFFECT_NAME, function () {
  19616. return new BABYLON.DisplayPassPostProcess(PostProcessRenderPipeline.PASS_EFFECT_NAME, 1.0, null, null, _this._engine, true);
  19617. });
  19618. this._renderEffectsForIsolatedPass[cameraName]._disable(camera);
  19619. }
  19620. for (var renderEffectName in this._renderEffects) {
  19621. this._renderEffects[renderEffectName]._enable(_cam);
  19622. }
  19623. };
  19624. PostProcessRenderPipeline.prototype._update = function () {
  19625. for (var renderEffectName in this._renderEffects) {
  19626. this._renderEffects[renderEffectName]._update();
  19627. }
  19628. for (var i = 0; i < this._cameras.length; i++) {
  19629. var cameraName = this._cameras[i].name;
  19630. if (this._renderEffectsForIsolatedPass[cameraName]) {
  19631. this._renderEffectsForIsolatedPass[cameraName]._update();
  19632. }
  19633. }
  19634. };
  19635. PostProcessRenderPipeline.PASS_EFFECT_NAME = "passEffect";
  19636. PostProcessRenderPipeline.PASS_SAMPLER_NAME = "passSampler";
  19637. return PostProcessRenderPipeline;
  19638. })();
  19639. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  19640. })(BABYLON || (BABYLON = {}));
  19641. var BABYLON;
  19642. (function (BABYLON) {
  19643. var PostProcessRenderPipelineManager = (function () {
  19644. function PostProcessRenderPipelineManager() {
  19645. this._renderPipelines = new Array();
  19646. }
  19647. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  19648. this._renderPipelines[renderPipeline._name] = renderPipeline;
  19649. };
  19650. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  19651. var renderPipeline = this._renderPipelines[renderPipelineName];
  19652. if (!renderPipeline) {
  19653. return;
  19654. }
  19655. renderPipeline._attachCameras(cameras, unique);
  19656. };
  19657. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  19658. var renderPipeline = this._renderPipelines[renderPipelineName];
  19659. if (!renderPipeline) {
  19660. return;
  19661. }
  19662. renderPipeline._detachCameras(cameras);
  19663. };
  19664. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  19665. var renderPipeline = this._renderPipelines[renderPipelineName];
  19666. if (!renderPipeline) {
  19667. return;
  19668. }
  19669. renderPipeline._enableEffect(renderEffectName, cameras);
  19670. };
  19671. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  19672. var renderPipeline = this._renderPipelines[renderPipelineName];
  19673. if (!renderPipeline) {
  19674. return;
  19675. }
  19676. renderPipeline._disableEffect(renderEffectName, cameras);
  19677. };
  19678. PostProcessRenderPipelineManager.prototype.enableDisplayOnlyPassInPipeline = function (renderPipelineName, passName, cameras) {
  19679. var renderPipeline = this._renderPipelines[renderPipelineName];
  19680. if (!renderPipeline) {
  19681. return;
  19682. }
  19683. renderPipeline._enableDisplayOnlyPass(passName, cameras);
  19684. };
  19685. PostProcessRenderPipelineManager.prototype.disableDisplayOnlyPassInPipeline = function (renderPipelineName, cameras) {
  19686. var renderPipeline = this._renderPipelines[renderPipelineName];
  19687. if (!renderPipeline) {
  19688. return;
  19689. }
  19690. renderPipeline._disableDisplayOnlyPass(cameras);
  19691. };
  19692. PostProcessRenderPipelineManager.prototype.update = function () {
  19693. for (var renderPipelineName in this._renderPipelines) {
  19694. this._renderPipelines[renderPipelineName]._update();
  19695. }
  19696. };
  19697. return PostProcessRenderPipelineManager;
  19698. })();
  19699. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  19700. })(BABYLON || (BABYLON = {}));
  19701. var __extends = this.__extends || function (d, b) {
  19702. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  19703. function __() { this.constructor = d; }
  19704. __.prototype = b.prototype;
  19705. d.prototype = new __();
  19706. };
  19707. var BABYLON;
  19708. (function (BABYLON) {
  19709. var DisplayPassPostProcess = (function (_super) {
  19710. __extends(DisplayPassPostProcess, _super);
  19711. function DisplayPassPostProcess(name, ratio, camera, samplingMode, engine, reusable) {
  19712. _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], ratio, camera, samplingMode, engine, reusable);
  19713. }
  19714. return DisplayPassPostProcess;
  19715. })(BABYLON.PostProcess);
  19716. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  19717. })(BABYLON || (BABYLON = {}));
  19718. var BABYLON;
  19719. (function (BABYLON) {
  19720. var BoundingBoxRenderer = (function () {
  19721. function BoundingBoxRenderer(scene) {
  19722. this.frontColor = new BABYLON.Color3(1, 1, 1);
  19723. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  19724. this.showBackLines = true;
  19725. this.renderList = new BABYLON.SmartArray(32);
  19726. this._scene = scene;
  19727. this._colorShader = new BABYLON.ShaderMaterial("colorShader", scene, "color", {
  19728. attributes: ["position"],
  19729. uniforms: ["worldViewProjection", "color"]
  19730. });
  19731. var engine = this._scene.getEngine();
  19732. var boxdata = BABYLON.VertexData.CreateBox(1.0);
  19733. this._vb = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  19734. this._ib = engine.createIndexBuffer([0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 7, 1, 6, 2, 5, 3, 4]);
  19735. }
  19736. BoundingBoxRenderer.prototype.reset = function () {
  19737. this.renderList.reset();
  19738. };
  19739. BoundingBoxRenderer.prototype.render = function () {
  19740. if (this.renderList.length === 0 || !this._colorShader.isReady()) {
  19741. return;
  19742. }
  19743. var engine = this._scene.getEngine();
  19744. engine.setDepthWrite(false);
  19745. this._colorShader._preBind();
  19746. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  19747. var boundingBox = this.renderList.data[boundingBoxIndex];
  19748. var min = boundingBox.minimum;
  19749. var max = boundingBox.maximum;
  19750. var diff = max.subtract(min);
  19751. var median = min.add(diff.scale(0.5));
  19752. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z).multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z)).multiply(boundingBox.getWorldMatrix());
  19753. engine.bindBuffers(this._vb.getBuffer(), this._ib, [3], 3 * 4, this._colorShader.getEffect());
  19754. if (this.showBackLines) {
  19755. engine.setDepthFunctionToGreaterOrEqual();
  19756. this._scene.resetCachedMaterial();
  19757. this._colorShader.setColor4("color", this.backColor.toColor4());
  19758. this._colorShader.bind(worldMatrix);
  19759. engine.draw(false, 0, 24);
  19760. }
  19761. engine.setDepthFunctionToLess();
  19762. this._scene.resetCachedMaterial();
  19763. this._colorShader.setColor4("color", this.frontColor.toColor4());
  19764. this._colorShader.bind(worldMatrix);
  19765. engine.draw(false, 0, 24);
  19766. }
  19767. this._colorShader.unbind();
  19768. engine.setDepthFunctionToLessOrEqual();
  19769. engine.setDepthWrite(true);
  19770. };
  19771. BoundingBoxRenderer.prototype.dispose = function () {
  19772. this._colorShader.dispose();
  19773. this._vb.dispose();
  19774. this._scene.getEngine()._releaseBuffer(this._ib);
  19775. };
  19776. return BoundingBoxRenderer;
  19777. })();
  19778. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  19779. })(BABYLON || (BABYLON = {}));
  19780. /**
  19781. * Based on jsTGALoader - Javascript loader for TGA file
  19782. * By Vincent Thibault
  19783. * @blog http://blog.robrowser.com/javascript-tga-loader.html
  19784. */
  19785. var BABYLON;
  19786. (function (BABYLON) {
  19787. (function (Internals) {
  19788. var TGATools = (function () {
  19789. function TGATools() {
  19790. }
  19791. TGATools.GetTGAHeader = function (data) {
  19792. var offset = 0;
  19793. var header = {
  19794. id_length: data[offset++],
  19795. colormap_type: data[offset++],
  19796. image_type: data[offset++],
  19797. colormap_index: data[offset++] | data[offset++] << 8,
  19798. colormap_length: data[offset++] | data[offset++] << 8,
  19799. colormap_size: data[offset++],
  19800. origin: [
  19801. data[offset++] | data[offset++] << 8,
  19802. data[offset++] | data[offset++] << 8
  19803. ],
  19804. width: data[offset++] | data[offset++] << 8,
  19805. height: data[offset++] | data[offset++] << 8,
  19806. pixel_size: data[offset++],
  19807. flags: data[offset++]
  19808. };
  19809. return header;
  19810. };
  19811. TGATools.UploadContent = function (gl, data) {
  19812. if (data.length < 19) {
  19813. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  19814. return;
  19815. }
  19816. var offset = 18;
  19817. var header = TGATools.GetTGAHeader(data);
  19818. if (header.id_length + offset > data.length) {
  19819. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  19820. return;
  19821. }
  19822. offset += header.id_length;
  19823. var use_rle = false;
  19824. var use_pal = false;
  19825. var use_rgb = false;
  19826. var use_grey = false;
  19827. switch (header.image_type) {
  19828. case TGATools._TYPE_RLE_INDEXED:
  19829. use_rle = true;
  19830. case TGATools._TYPE_INDEXED:
  19831. use_pal = true;
  19832. break;
  19833. case TGATools._TYPE_RLE_RGB:
  19834. use_rle = true;
  19835. case TGATools._TYPE_RGB:
  19836. use_rgb = true;
  19837. break;
  19838. case TGATools._TYPE_RLE_GREY:
  19839. use_rle = true;
  19840. case TGATools._TYPE_GREY:
  19841. use_grey = true;
  19842. break;
  19843. }
  19844. var pixel_data;
  19845. var numAlphaBits = header.flags & 0xf;
  19846. var pixel_size = header.pixel_size >> 3;
  19847. var pixel_total = header.width * header.height * pixel_size;
  19848. var palettes;
  19849. if (use_pal) {
  19850. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  19851. }
  19852. if (use_rle) {
  19853. pixel_data = new Uint8Array(pixel_total);
  19854. var c, count, i;
  19855. var localOffset = 0;
  19856. var pixels = new Uint8Array(pixel_size);
  19857. while (offset < pixel_total && localOffset < pixel_total) {
  19858. c = data[offset++];
  19859. count = (c & 0x7f) + 1;
  19860. if (c & 0x80) {
  19861. for (i = 0; i < pixel_size; ++i) {
  19862. pixels[i] = data[offset++];
  19863. }
  19864. for (i = 0; i < count; ++i) {
  19865. pixel_data.set(pixels, localOffset + i * pixel_size);
  19866. }
  19867. localOffset += pixel_size * count;
  19868. } else {
  19869. count *= pixel_size;
  19870. for (i = 0; i < count; ++i) {
  19871. pixel_data[localOffset + i] = data[offset++];
  19872. }
  19873. localOffset += count;
  19874. }
  19875. }
  19876. } else {
  19877. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  19878. }
  19879. var x_start, y_start, x_step, y_step, y_end, x_end;
  19880. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  19881. default:
  19882. case TGATools._ORIGIN_UL:
  19883. x_start = 0;
  19884. x_step = 1;
  19885. x_end = header.width;
  19886. y_start = 0;
  19887. y_step = 1;
  19888. y_end = header.height;
  19889. break;
  19890. case TGATools._ORIGIN_BL:
  19891. x_start = 0;
  19892. x_step = 1;
  19893. x_end = header.width;
  19894. y_start = header.height - 1;
  19895. y_step = -1;
  19896. y_end = -1;
  19897. break;
  19898. case TGATools._ORIGIN_UR:
  19899. x_start = header.width - 1;
  19900. x_step = -1;
  19901. x_end = -1;
  19902. y_start = 0;
  19903. y_step = 1;
  19904. y_end = header.height;
  19905. break;
  19906. case TGATools._ORIGIN_BR:
  19907. x_start = header.width - 1;
  19908. x_step = -1;
  19909. x_end = -1;
  19910. y_start = header.height - 1;
  19911. y_step = -1;
  19912. y_end = -1;
  19913. break;
  19914. }
  19915. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  19916. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  19917. gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, header.width, header.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, imageData);
  19918. };
  19919. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  19920. var image = pixel_data, colormap = palettes;
  19921. var width = header.width, height = header.height;
  19922. var color, i = 0, x, y;
  19923. var imageData = new Uint8Array(width * height * 4);
  19924. for (y = y_start; y !== y_end; y += y_step) {
  19925. for (x = x_start; x !== x_end; x += x_step, i++) {
  19926. color = image[i];
  19927. imageData[(x + width * y) * 4 + 3] = 255;
  19928. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  19929. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  19930. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  19931. }
  19932. }
  19933. return imageData;
  19934. };
  19935. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  19936. var image = pixel_data;
  19937. var width = header.width, height = header.height;
  19938. var color, i = 0, x, y;
  19939. var imageData = new Uint8Array(width * height * 4);
  19940. for (y = y_start; y !== y_end; y += y_step) {
  19941. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  19942. color = image[i + 0] + (image[i + 1] << 8);
  19943. imageData[(x + width * y) * 4 + 0] = (color & 0x7C00) >> 7;
  19944. imageData[(x + width * y) * 4 + 1] = (color & 0x03E0) >> 2;
  19945. imageData[(x + width * y) * 4 + 2] = (color & 0x001F) >> 3;
  19946. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  19947. }
  19948. }
  19949. return imageData;
  19950. };
  19951. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  19952. var image = pixel_data;
  19953. var width = header.width, height = header.height;
  19954. var i = 0, x, y;
  19955. var imageData = new Uint8Array(width * height * 4);
  19956. for (y = y_start; y !== y_end; y += y_step) {
  19957. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  19958. imageData[(x + width * y) * 4 + 3] = 255;
  19959. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  19960. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  19961. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  19962. }
  19963. }
  19964. return imageData;
  19965. };
  19966. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  19967. var image = pixel_data;
  19968. var width = header.width, height = header.height;
  19969. var i = 0, x, y;
  19970. var imageData = new Uint8Array(width * height * 4);
  19971. for (y = y_start; y !== y_end; y += y_step) {
  19972. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  19973. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  19974. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  19975. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  19976. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  19977. }
  19978. }
  19979. return imageData;
  19980. };
  19981. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  19982. var image = pixel_data;
  19983. var width = header.width, height = header.height;
  19984. var color, i = 0, x, y;
  19985. var imageData = new Uint8Array(width * height * 4);
  19986. for (y = y_start; y !== y_end; y += y_step) {
  19987. for (x = x_start; x !== x_end; x += x_step, i++) {
  19988. color = image[i];
  19989. imageData[(x + width * y) * 4 + 0] = color;
  19990. imageData[(x + width * y) * 4 + 1] = color;
  19991. imageData[(x + width * y) * 4 + 2] = color;
  19992. imageData[(x + width * y) * 4 + 3] = 255;
  19993. }
  19994. }
  19995. return imageData;
  19996. };
  19997. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  19998. var image = pixel_data;
  19999. var width = header.width, height = header.height;
  20000. var i = 0, x, y;
  20001. var imageData = new Uint8Array(width * height * 4);
  20002. for (y = y_start; y !== y_end; y += y_step) {
  20003. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  20004. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  20005. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  20006. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  20007. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  20008. }
  20009. }
  20010. return imageData;
  20011. };
  20012. TGATools._TYPE_NO_DATA = 0;
  20013. TGATools._TYPE_INDEXED = 1;
  20014. TGATools._TYPE_RGB = 2;
  20015. TGATools._TYPE_GREY = 3;
  20016. TGATools._TYPE_RLE_INDEXED = 9;
  20017. TGATools._TYPE_RLE_RGB = 10;
  20018. TGATools._TYPE_RLE_GREY = 11;
  20019. TGATools._ORIGIN_MASK = 0x30;
  20020. TGATools._ORIGIN_SHIFT = 0x04;
  20021. TGATools._ORIGIN_BL = 0x00;
  20022. TGATools._ORIGIN_BR = 0x01;
  20023. TGATools._ORIGIN_UL = 0x02;
  20024. TGATools._ORIGIN_UR = 0x03;
  20025. return TGATools;
  20026. })();
  20027. Internals.TGATools = TGATools;
  20028. })(BABYLON.Internals || (BABYLON.Internals = {}));
  20029. var Internals = BABYLON.Internals;
  20030. })(BABYLON || (BABYLON = {}));
  20031. var BABYLON;
  20032. (function (BABYLON) {
  20033. (function (Internals) {
  20034. var DDS_MAGIC = 0x20534444;
  20035. var DDSD_CAPS = 0x1, DDSD_HEIGHT = 0x2, DDSD_WIDTH = 0x4, DDSD_PITCH = 0x8, DDSD_PIXELFORMAT = 0x1000, DDSD_MIPMAPCOUNT = 0x20000, DDSD_LINEARSIZE = 0x80000, DDSD_DEPTH = 0x800000;
  20036. var DDSCAPS_COMPLEX = 0x8, DDSCAPS_MIPMAP = 0x400000, DDSCAPS_TEXTURE = 0x1000;
  20037. var DDSCAPS2_CUBEMAP = 0x200, DDSCAPS2_CUBEMAP_POSITIVEX = 0x400, DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800, DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000, DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000, DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000, DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000, DDSCAPS2_VOLUME = 0x200000;
  20038. var DDPF_ALPHAPIXELS = 0x1, DDPF_ALPHA = 0x2, DDPF_FOURCC = 0x4, DDPF_RGB = 0x40, DDPF_YUV = 0x200, DDPF_LUMINANCE = 0x20000;
  20039. function FourCCToInt32(value) {
  20040. return value.charCodeAt(0) + (value.charCodeAt(1) << 8) + (value.charCodeAt(2) << 16) + (value.charCodeAt(3) << 24);
  20041. }
  20042. function Int32ToFourCC(value) {
  20043. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  20044. }
  20045. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  20046. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  20047. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  20048. var headerLengthInt = 31;
  20049. var off_magic = 0;
  20050. var off_size = 1;
  20051. var off_flags = 2;
  20052. var off_height = 3;
  20053. var off_width = 4;
  20054. var off_mipmapCount = 7;
  20055. var off_pfFlags = 20;
  20056. var off_pfFourCC = 21;
  20057. var off_RGBbpp = 22;
  20058. var off_RMask = 23;
  20059. var off_GMask = 24;
  20060. var off_BMask = 25;
  20061. var off_AMask = 26;
  20062. var off_caps1 = 27;
  20063. var off_caps2 = 28;
  20064. ;
  20065. var DDSTools = (function () {
  20066. function DDSTools() {
  20067. }
  20068. DDSTools.GetDDSInfo = function (arrayBuffer) {
  20069. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  20070. var mipmapCount = 1;
  20071. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  20072. mipmapCount = Math.max(1, header[off_mipmapCount]);
  20073. }
  20074. return {
  20075. width: header[off_width],
  20076. height: header[off_height],
  20077. mipmapCount: mipmapCount,
  20078. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  20079. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  20080. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  20081. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP
  20082. };
  20083. };
  20084. DDSTools.GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  20085. var byteArray = new Uint8Array(dataLength);
  20086. var srcData = new Uint8Array(arrayBuffer);
  20087. var index = 0;
  20088. for (var y = height - 1; y >= 0; y--) {
  20089. for (var x = 0; x < width; x++) {
  20090. var srcPos = dataOffset + (x + y * width) * 4;
  20091. byteArray[index + 2] = srcData[srcPos];
  20092. byteArray[index + 1] = srcData[srcPos + 1];
  20093. byteArray[index] = srcData[srcPos + 2];
  20094. byteArray[index + 3] = srcData[srcPos + 3];
  20095. index += 4;
  20096. }
  20097. }
  20098. return byteArray;
  20099. };
  20100. DDSTools.GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  20101. var byteArray = new Uint8Array(dataLength);
  20102. var srcData = new Uint8Array(arrayBuffer);
  20103. var index = 0;
  20104. for (var y = height - 1; y >= 0; y--) {
  20105. for (var x = 0; x < width; x++) {
  20106. var srcPos = dataOffset + (x + y * width) * 3;
  20107. byteArray[index + 2] = srcData[srcPos];
  20108. byteArray[index + 1] = srcData[srcPos + 1];
  20109. byteArray[index] = srcData[srcPos + 2];
  20110. index += 3;
  20111. }
  20112. }
  20113. return byteArray;
  20114. };
  20115. DDSTools.GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  20116. var byteArray = new Uint8Array(dataLength);
  20117. var srcData = new Uint8Array(arrayBuffer);
  20118. var index = 0;
  20119. for (var y = height - 1; y >= 0; y--) {
  20120. for (var x = 0; x < width; x++) {
  20121. var srcPos = dataOffset + (x + y * width);
  20122. byteArray[index] = srcData[srcPos];
  20123. index++;
  20124. }
  20125. }
  20126. return byteArray;
  20127. };
  20128. DDSTools.UploadDDSLevels = function (gl, ext, arrayBuffer, info, loadMipmaps, faces) {
  20129. var header = new Int32Array(arrayBuffer, 0, headerLengthInt), fourCC, blockBytes, internalFormat, width, height, dataLength, dataOffset, byteArray, mipmapCount, i;
  20130. if (header[off_magic] != DDS_MAGIC) {
  20131. BABYLON.Tools.Error("Invalid magic number in DDS header");
  20132. return;
  20133. }
  20134. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  20135. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  20136. return;
  20137. }
  20138. if (info.isFourCC) {
  20139. fourCC = header[off_pfFourCC];
  20140. switch (fourCC) {
  20141. case FOURCC_DXT1:
  20142. blockBytes = 8;
  20143. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  20144. break;
  20145. case FOURCC_DXT3:
  20146. blockBytes = 16;
  20147. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  20148. break;
  20149. case FOURCC_DXT5:
  20150. blockBytes = 16;
  20151. internalFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  20152. break;
  20153. default:
  20154. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  20155. return;
  20156. }
  20157. }
  20158. mipmapCount = 1;
  20159. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  20160. mipmapCount = Math.max(1, header[off_mipmapCount]);
  20161. }
  20162. var bpp = header[off_RGBbpp];
  20163. for (var face = 0; face < faces; face++) {
  20164. var sampler = faces == 1 ? gl.TEXTURE_2D : (gl.TEXTURE_CUBE_MAP_POSITIVE_X + face);
  20165. width = header[off_width];
  20166. height = header[off_height];
  20167. dataOffset = header[off_size] + 4;
  20168. for (i = 0; i < mipmapCount; ++i) {
  20169. if (info.isRGB) {
  20170. if (bpp == 24) {
  20171. dataLength = width * height * 3;
  20172. byteArray = DDSTools.GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  20173. gl.texImage2D(sampler, i, gl.RGB, width, height, 0, gl.RGB, gl.UNSIGNED_BYTE, byteArray);
  20174. } else {
  20175. dataLength = width * height * 4;
  20176. byteArray = DDSTools.GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  20177. gl.texImage2D(sampler, i, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, byteArray);
  20178. }
  20179. } else if (info.isLuminance) {
  20180. var unpackAlignment = gl.getParameter(gl.UNPACK_ALIGNMENT);
  20181. var unpaddedRowSize = width;
  20182. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  20183. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  20184. byteArray = DDSTools.GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  20185. gl.texImage2D(sampler, i, gl.LUMINANCE, width, height, 0, gl.LUMINANCE, gl.UNSIGNED_BYTE, byteArray);
  20186. } else {
  20187. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  20188. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  20189. gl.compressedTexImage2D(sampler, i, internalFormat, width, height, 0, byteArray);
  20190. }
  20191. dataOffset += dataLength;
  20192. width *= 0.5;
  20193. height *= 0.5;
  20194. width = Math.max(1.0, width);
  20195. height = Math.max(1.0, height);
  20196. }
  20197. }
  20198. };
  20199. return DDSTools;
  20200. })();
  20201. Internals.DDSTools = DDSTools;
  20202. })(BABYLON.Internals || (BABYLON.Internals = {}));
  20203. var Internals = BABYLON.Internals;
  20204. })(BABYLON || (BABYLON = {}));
  20205. var BABYLON;
  20206. (function (BABYLON) {
  20207. var SmartArray = (function () {
  20208. function SmartArray(capacity) {
  20209. this.length = 0;
  20210. this._duplicateId = 0;
  20211. this.data = new Array(capacity);
  20212. this._id = SmartArray._GlobalId++;
  20213. }
  20214. SmartArray.prototype.push = function (value) {
  20215. this.data[this.length++] = value;
  20216. if (this.length > this.data.length) {
  20217. this.data.length *= 2;
  20218. }
  20219. if (!value.__smartArrayFlags) {
  20220. value.__smartArrayFlags = {};
  20221. }
  20222. value.__smartArrayFlags[this._id] = this._duplicateId;
  20223. };
  20224. SmartArray.prototype.pushNoDuplicate = function (value) {
  20225. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  20226. return;
  20227. }
  20228. this.push(value);
  20229. };
  20230. SmartArray.prototype.sort = function (compareFn) {
  20231. this.data.sort(compareFn);
  20232. };
  20233. SmartArray.prototype.reset = function () {
  20234. this.length = 0;
  20235. this._duplicateId++;
  20236. };
  20237. SmartArray.prototype.concat = function (array) {
  20238. if (array.length === 0) {
  20239. return;
  20240. }
  20241. if (this.length + array.length > this.data.length) {
  20242. this.data.length = (this.length + array.length) * 2;
  20243. }
  20244. for (var index = 0; index < array.length; index++) {
  20245. this.data[this.length++] = (array.data || array)[index];
  20246. }
  20247. };
  20248. SmartArray.prototype.concatWithNoDuplicate = function (array) {
  20249. if (array.length === 0) {
  20250. return;
  20251. }
  20252. if (this.length + array.length > this.data.length) {
  20253. this.data.length = (this.length + array.length) * 2;
  20254. }
  20255. for (var index = 0; index < array.length; index++) {
  20256. var item = (array.data || array)[index];
  20257. this.pushNoDuplicate(item);
  20258. }
  20259. };
  20260. SmartArray.prototype.indexOf = function (value) {
  20261. var position = this.data.indexOf(value);
  20262. if (position >= this.length) {
  20263. return -1;
  20264. }
  20265. return position;
  20266. };
  20267. SmartArray._GlobalId = 0;
  20268. return SmartArray;
  20269. })();
  20270. BABYLON.SmartArray = SmartArray;
  20271. })(BABYLON || (BABYLON = {}));
  20272. var BABYLON;
  20273. (function (BABYLON) {
  20274. var CannonJSPlugin = (function () {
  20275. function CannonJSPlugin() {
  20276. this._registeredMeshes = [];
  20277. this._physicsMaterials = [];
  20278. this.updateBodyPosition = function (mesh) {
  20279. for (var index = 0; index < this._registeredMeshes.length; index++) {
  20280. var registeredMesh = this._registeredMeshes[index];
  20281. if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
  20282. var body = registeredMesh.body;
  20283. var center = mesh.getBoundingInfo().boundingBox.center;
  20284. body.position.set(center.x, center.z, center.y);
  20285. body.quaternion.x = mesh.rotationQuaternion.x;
  20286. body.quaternion.z = mesh.rotationQuaternion.y;
  20287. body.quaternion.y = mesh.rotationQuaternion.z;
  20288. body.quaternion.w = -mesh.rotationQuaternion.w;
  20289. return;
  20290. }
  20291. }
  20292. };
  20293. }
  20294. CannonJSPlugin.prototype.initialize = function (iterations) {
  20295. if (typeof iterations === "undefined") { iterations = 10; }
  20296. this._world = new CANNON.World();
  20297. this._world.broadphase = new CANNON.NaiveBroadphase();
  20298. this._world.solver.iterations = iterations;
  20299. };
  20300. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  20301. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  20302. };
  20303. CannonJSPlugin.prototype.runOneStep = function (delta) {
  20304. this._world.step(delta);
  20305. for (var index = 0; index < this._registeredMeshes.length; index++) {
  20306. var registeredMesh = this._registeredMeshes[index];
  20307. if (registeredMesh.isChild) {
  20308. continue;
  20309. }
  20310. var bodyX = registeredMesh.body.position.x, bodyY = registeredMesh.body.position.y, bodyZ = registeredMesh.body.position.z;
  20311. var deltaPos = registeredMesh.delta;
  20312. if (deltaPos) {
  20313. registeredMesh.mesh.position.x = bodyX + deltaPos.x;
  20314. registeredMesh.mesh.position.y = bodyZ + deltaPos.y;
  20315. registeredMesh.mesh.position.z = bodyY + deltaPos.z;
  20316. } else {
  20317. registeredMesh.mesh.position.x = bodyX;
  20318. registeredMesh.mesh.position.y = bodyZ;
  20319. registeredMesh.mesh.position.z = bodyY;
  20320. }
  20321. if (!registeredMesh.mesh.rotationQuaternion) {
  20322. registeredMesh.mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  20323. }
  20324. registeredMesh.mesh.rotationQuaternion.x = registeredMesh.body.quaternion.x;
  20325. registeredMesh.mesh.rotationQuaternion.y = registeredMesh.body.quaternion.z;
  20326. registeredMesh.mesh.rotationQuaternion.z = registeredMesh.body.quaternion.y;
  20327. registeredMesh.mesh.rotationQuaternion.w = -registeredMesh.body.quaternion.w;
  20328. }
  20329. };
  20330. CannonJSPlugin.prototype.setGravity = function (gravity) {
  20331. this._world.gravity.set(gravity.x, gravity.z, gravity.y);
  20332. };
  20333. CannonJSPlugin.prototype.registerMesh = function (mesh, impostor, options) {
  20334. this.unregisterMesh(mesh);
  20335. mesh.computeWorldMatrix(true);
  20336. switch (impostor) {
  20337. case BABYLON.PhysicsEngine.SphereImpostor:
  20338. var bbox = mesh.getBoundingInfo().boundingBox;
  20339. var radiusX = bbox.maximumWorld.x - bbox.minimumWorld.x;
  20340. var radiusY = bbox.maximumWorld.y - bbox.minimumWorld.y;
  20341. var radiusZ = bbox.maximumWorld.z - bbox.minimumWorld.z;
  20342. return this._createSphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2, mesh, options);
  20343. case BABYLON.PhysicsEngine.BoxImpostor:
  20344. bbox = mesh.getBoundingInfo().boundingBox;
  20345. var min = bbox.minimumWorld;
  20346. var max = bbox.maximumWorld;
  20347. var box = max.subtract(min).scale(0.5);
  20348. return this._createBox(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z), mesh, options);
  20349. case BABYLON.PhysicsEngine.PlaneImpostor:
  20350. return this._createPlane(mesh, options);
  20351. case BABYLON.PhysicsEngine.MeshImpostor:
  20352. var rawVerts = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  20353. var rawFaces = mesh.getIndices();
  20354. return this._createConvexPolyhedron(rawVerts, rawFaces, mesh, options);
  20355. }
  20356. return null;
  20357. };
  20358. CannonJSPlugin.prototype._createSphere = function (radius, mesh, options) {
  20359. var shape = new CANNON.Sphere(radius);
  20360. if (!options) {
  20361. return shape;
  20362. }
  20363. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  20364. };
  20365. CannonJSPlugin.prototype._createBox = function (x, y, z, mesh, options) {
  20366. var shape = new CANNON.Box(new CANNON.Vec3(x, z, y));
  20367. if (!options) {
  20368. return shape;
  20369. }
  20370. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  20371. };
  20372. CannonJSPlugin.prototype._createPlane = function (mesh, options) {
  20373. var shape = new CANNON.Plane();
  20374. if (!options) {
  20375. return shape;
  20376. }
  20377. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  20378. };
  20379. CannonJSPlugin.prototype._createConvexPolyhedron = function (rawVerts, rawFaces, mesh, options) {
  20380. var verts = [], faces = [];
  20381. mesh.computeWorldMatrix(true);
  20382. for (var i = 0; i < rawVerts.length; i += 3) {
  20383. var transformed = BABYLON.Vector3.Zero();
  20384. BABYLON.Vector3.TransformNormalFromFloatsToRef(rawVerts[i], rawVerts[i + 1], rawVerts[i + 2], mesh.getWorldMatrix(), transformed);
  20385. verts.push(new CANNON.Vec3(transformed.x, transformed.z, transformed.y));
  20386. }
  20387. for (var j = 0; j < rawFaces.length; j += 3) {
  20388. faces.push([rawFaces[j], rawFaces[j + 2], rawFaces[j + 1]]);
  20389. }
  20390. var shape = new CANNON.ConvexPolyhedron(verts, faces);
  20391. if (!options) {
  20392. return shape;
  20393. }
  20394. return this._createRigidBodyFromShape(shape, mesh, options.mass, options.friction, options.restitution);
  20395. };
  20396. CannonJSPlugin.prototype._addMaterial = function (friction, restitution) {
  20397. var index;
  20398. var mat;
  20399. for (index = 0; index < this._physicsMaterials.length; index++) {
  20400. mat = this._physicsMaterials[index];
  20401. if (mat.friction === friction && mat.restitution === restitution) {
  20402. return mat;
  20403. }
  20404. }
  20405. var currentMat = new CANNON.Material();
  20406. currentMat.friction = friction;
  20407. currentMat.restitution = restitution;
  20408. this._physicsMaterials.push(currentMat);
  20409. for (index = 0; index < this._physicsMaterials.length; index++) {
  20410. mat = this._physicsMaterials[index];
  20411. var contactMaterial = new CANNON.ContactMaterial(mat, currentMat, mat.friction * currentMat.friction, mat.restitution * currentMat.restitution);
  20412. contactMaterial.contactEquationStiffness = 1e10;
  20413. contactMaterial.contactEquationRegularizationTime = 10;
  20414. this._world.addContactMaterial(contactMaterial);
  20415. }
  20416. return currentMat;
  20417. };
  20418. CannonJSPlugin.prototype._createRigidBodyFromShape = function (shape, mesh, mass, friction, restitution) {
  20419. var initialRotation = null;
  20420. if (mesh.rotationQuaternion) {
  20421. initialRotation = mesh.rotationQuaternion.clone();
  20422. mesh.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 1);
  20423. }
  20424. var bbox = mesh.getBoundingInfo().boundingBox;
  20425. var deltaPosition = mesh.position.subtract(bbox.center);
  20426. var material = this._addMaterial(friction, restitution);
  20427. var body = new CANNON.RigidBody(mass, shape, material);
  20428. if (initialRotation) {
  20429. body.quaternion.x = initialRotation.x;
  20430. body.quaternion.z = initialRotation.y;
  20431. body.quaternion.y = initialRotation.z;
  20432. body.quaternion.w = -initialRotation.w;
  20433. }
  20434. body.position.set(bbox.center.x, bbox.center.z, bbox.center.y);
  20435. this._world.add(body);
  20436. this._registeredMeshes.push({ mesh: mesh, body: body, material: material, delta: deltaPosition });
  20437. return body;
  20438. };
  20439. CannonJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) {
  20440. var compoundShape = new CANNON.Compound();
  20441. for (var index = 0; index < parts.length; index++) {
  20442. var mesh = parts[index].mesh;
  20443. var shape = this.registerMesh(mesh, parts[index].impostor);
  20444. if (index == 0) {
  20445. compoundShape.addChild(shape, new CANNON.Vec3(0, 0, 0));
  20446. } else {
  20447. compoundShape.addChild(shape, new CANNON.Vec3(mesh.position.x, mesh.position.z, mesh.position.y));
  20448. }
  20449. }
  20450. var initialMesh = parts[0].mesh;
  20451. var body = this._createRigidBodyFromShape(compoundShape, initialMesh, options.mass, options.friction, options.restitution);
  20452. body.parts = parts;
  20453. return body;
  20454. };
  20455. CannonJSPlugin.prototype._unbindBody = function (body) {
  20456. for (var index = 0; index < this._registeredMeshes.length; index++) {
  20457. var registeredMesh = this._registeredMeshes[index];
  20458. if (registeredMesh.body === body) {
  20459. registeredMesh.body = null;
  20460. registeredMesh.delta = 0;
  20461. }
  20462. }
  20463. };
  20464. CannonJSPlugin.prototype.unregisterMesh = function (mesh) {
  20465. for (var index = 0; index < this._registeredMeshes.length; index++) {
  20466. var registeredMesh = this._registeredMeshes[index];
  20467. if (registeredMesh.mesh === mesh) {
  20468. if (registeredMesh.body) {
  20469. this._world.remove(registeredMesh.body);
  20470. this._unbindBody(registeredMesh.body);
  20471. }
  20472. this._registeredMeshes.splice(index, 1);
  20473. return;
  20474. }
  20475. }
  20476. };
  20477. CannonJSPlugin.prototype.applyImpulse = function (mesh, force, contactPoint) {
  20478. var worldPoint = new CANNON.Vec3(contactPoint.x, contactPoint.z, contactPoint.y);
  20479. var impulse = new CANNON.Vec3(force.x, force.z, force.y);
  20480. for (var index = 0; index < this._registeredMeshes.length; index++) {
  20481. var registeredMesh = this._registeredMeshes[index];
  20482. if (registeredMesh.mesh === mesh) {
  20483. registeredMesh.body.applyImpulse(impulse, worldPoint);
  20484. return;
  20485. }
  20486. }
  20487. };
  20488. CannonJSPlugin.prototype.createLink = function (mesh1, mesh2, pivot1, pivot2) {
  20489. var body1 = null, body2 = null;
  20490. for (var index = 0; index < this._registeredMeshes.length; index++) {
  20491. var registeredMesh = this._registeredMeshes[index];
  20492. if (registeredMesh.mesh === mesh1) {
  20493. body1 = registeredMesh.body;
  20494. } else if (registeredMesh.mesh === mesh2) {
  20495. body2 = registeredMesh.body;
  20496. }
  20497. }
  20498. if (!body1 || !body2) {
  20499. return false;
  20500. }
  20501. var constraint = new CANNON.PointToPointConstraint(body1, new CANNON.Vec3(pivot1.x, pivot1.z, pivot1.y), body2, new CANNON.Vec3(pivot2.x, pivot2.z, pivot2.y));
  20502. this._world.addConstraint(constraint);
  20503. return true;
  20504. };
  20505. CannonJSPlugin.prototype.dispose = function () {
  20506. while (this._registeredMeshes.length) {
  20507. this.unregisterMesh(this._registeredMeshes[0].mesh);
  20508. }
  20509. };
  20510. CannonJSPlugin.prototype.isSupported = function () {
  20511. return window.CANNON !== undefined;
  20512. };
  20513. return CannonJSPlugin;
  20514. })();
  20515. BABYLON.CannonJSPlugin = CannonJSPlugin;
  20516. })(BABYLON || (BABYLON = {}));
  20517. var __extends = this.__extends || function (d, b) {
  20518. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  20519. function __() { this.constructor = d; }
  20520. __.prototype = b.prototype;
  20521. d.prototype = new __();
  20522. };
  20523. var BABYLON;
  20524. (function (BABYLON) {
  20525. var Condition = (function () {
  20526. function Condition(actionManager) {
  20527. this._actionManager = actionManager;
  20528. }
  20529. Condition.prototype.isValid = function () {
  20530. return true;
  20531. };
  20532. Condition.prototype._getProperty = function (propertyPath) {
  20533. return this._actionManager._getProperty(propertyPath);
  20534. };
  20535. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  20536. return this._actionManager._getEffectiveTarget(target, propertyPath);
  20537. };
  20538. return Condition;
  20539. })();
  20540. BABYLON.Condition = Condition;
  20541. var ValueCondition = (function (_super) {
  20542. __extends(ValueCondition, _super);
  20543. function ValueCondition(actionManager, target, propertyPath, value, operator) {
  20544. if (typeof operator === "undefined") { operator = ValueCondition.IsEqual; }
  20545. _super.call(this, actionManager);
  20546. this.propertyPath = propertyPath;
  20547. this.value = value;
  20548. this.operator = operator;
  20549. this._target = this._getEffectiveTarget(target, this.propertyPath);
  20550. this._property = this._getProperty(this.propertyPath);
  20551. }
  20552. Object.defineProperty(ValueCondition, "IsEqual", {
  20553. get: function () {
  20554. return ValueCondition._IsEqual;
  20555. },
  20556. enumerable: true,
  20557. configurable: true
  20558. });
  20559. Object.defineProperty(ValueCondition, "IsDifferent", {
  20560. get: function () {
  20561. return ValueCondition._IsDifferent;
  20562. },
  20563. enumerable: true,
  20564. configurable: true
  20565. });
  20566. Object.defineProperty(ValueCondition, "IsGreater", {
  20567. get: function () {
  20568. return ValueCondition._IsGreater;
  20569. },
  20570. enumerable: true,
  20571. configurable: true
  20572. });
  20573. Object.defineProperty(ValueCondition, "IsLesser", {
  20574. get: function () {
  20575. return ValueCondition._IsLesser;
  20576. },
  20577. enumerable: true,
  20578. configurable: true
  20579. });
  20580. ValueCondition.prototype.isValid = function () {
  20581. switch (this.operator) {
  20582. case ValueCondition.IsGreater:
  20583. return this._target[this._property] > this.value;
  20584. case ValueCondition.IsLesser:
  20585. return this._target[this._property] < this.value;
  20586. case ValueCondition.IsEqual:
  20587. case ValueCondition.IsDifferent:
  20588. var check;
  20589. if (this.value.equals) {
  20590. check = this.value.equals(this._target[this._property]);
  20591. } else {
  20592. check = this.value === this._target[this._property];
  20593. }
  20594. return this.operator === ValueCondition.IsEqual ? check : !check;
  20595. }
  20596. return false;
  20597. };
  20598. ValueCondition._IsEqual = 0;
  20599. ValueCondition._IsDifferent = 1;
  20600. ValueCondition._IsGreater = 2;
  20601. ValueCondition._IsLesser = 3;
  20602. return ValueCondition;
  20603. })(Condition);
  20604. BABYLON.ValueCondition = ValueCondition;
  20605. var PredicateCondition = (function (_super) {
  20606. __extends(PredicateCondition, _super);
  20607. function PredicateCondition(actionManager, predicate) {
  20608. _super.call(this, actionManager);
  20609. this.predicate = predicate;
  20610. }
  20611. PredicateCondition.prototype.isValid = function () {
  20612. return this.predicate();
  20613. };
  20614. return PredicateCondition;
  20615. })(Condition);
  20616. BABYLON.PredicateCondition = PredicateCondition;
  20617. var StateCondition = (function (_super) {
  20618. __extends(StateCondition, _super);
  20619. function StateCondition(actionManager, target, value) {
  20620. _super.call(this, actionManager);
  20621. this.value = value;
  20622. this._target = target;
  20623. }
  20624. StateCondition.prototype.isValid = function () {
  20625. return this._target.state === this.value;
  20626. };
  20627. return StateCondition;
  20628. })(Condition);
  20629. BABYLON.StateCondition = StateCondition;
  20630. })(BABYLON || (BABYLON = {}));
  20631. var BABYLON;
  20632. (function (BABYLON) {
  20633. var Action = (function () {
  20634. function Action(triggerOptions, condition) {
  20635. this.triggerOptions = triggerOptions;
  20636. if (triggerOptions.parameter) {
  20637. this.trigger = triggerOptions.trigger;
  20638. this._triggerParameter = triggerOptions.parameter;
  20639. } else {
  20640. this.trigger = triggerOptions;
  20641. }
  20642. this._nextActiveAction = this;
  20643. this._condition = condition;
  20644. }
  20645. Action.prototype._prepare = function () {
  20646. };
  20647. Action.prototype.getTriggerParameter = function () {
  20648. return this._triggerParameter;
  20649. };
  20650. Action.prototype._executeCurrent = function (evt) {
  20651. if (this._condition) {
  20652. var currentRenderId = this._actionManager.getScene().getRenderId();
  20653. if (this._condition._evaluationId === currentRenderId) {
  20654. if (!this._condition._currentResult) {
  20655. return;
  20656. }
  20657. } else {
  20658. this._condition._evaluationId = currentRenderId;
  20659. if (!this._condition.isValid()) {
  20660. this._condition._currentResult = false;
  20661. return;
  20662. }
  20663. this._condition._currentResult = true;
  20664. }
  20665. }
  20666. this._nextActiveAction.execute(evt);
  20667. if (this._nextActiveAction._child) {
  20668. if (!this._nextActiveAction._child._actionManager) {
  20669. this._nextActiveAction._child._actionManager = this._actionManager;
  20670. }
  20671. this._nextActiveAction = this._nextActiveAction._child;
  20672. } else {
  20673. this._nextActiveAction = this;
  20674. }
  20675. };
  20676. Action.prototype.execute = function (evt) {
  20677. };
  20678. Action.prototype.then = function (action) {
  20679. this._child = action;
  20680. action._actionManager = this._actionManager;
  20681. action._prepare();
  20682. return action;
  20683. };
  20684. Action.prototype._getProperty = function (propertyPath) {
  20685. return this._actionManager._getProperty(propertyPath);
  20686. };
  20687. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  20688. return this._actionManager._getEffectiveTarget(target, propertyPath);
  20689. };
  20690. return Action;
  20691. })();
  20692. BABYLON.Action = Action;
  20693. })(BABYLON || (BABYLON = {}));
  20694. var BABYLON;
  20695. (function (BABYLON) {
  20696. var ActionEvent = (function () {
  20697. function ActionEvent(source, pointerX, pointerY, meshUnderPointer, sourceEvent) {
  20698. this.source = source;
  20699. this.pointerX = pointerX;
  20700. this.pointerY = pointerY;
  20701. this.meshUnderPointer = meshUnderPointer;
  20702. this.sourceEvent = sourceEvent;
  20703. }
  20704. ActionEvent.CreateNew = function (source) {
  20705. var scene = source.getScene();
  20706. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer);
  20707. };
  20708. ActionEvent.CreateNewFromScene = function (scene, evt) {
  20709. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  20710. };
  20711. return ActionEvent;
  20712. })();
  20713. BABYLON.ActionEvent = ActionEvent;
  20714. var ActionManager = (function () {
  20715. function ActionManager(scene) {
  20716. this.actions = new Array();
  20717. this._scene = scene;
  20718. scene._actionManagers.push(this);
  20719. }
  20720. Object.defineProperty(ActionManager, "NothingTrigger", {
  20721. get: function () {
  20722. return ActionManager._NothingTrigger;
  20723. },
  20724. enumerable: true,
  20725. configurable: true
  20726. });
  20727. Object.defineProperty(ActionManager, "OnPickTrigger", {
  20728. get: function () {
  20729. return ActionManager._OnPickTrigger;
  20730. },
  20731. enumerable: true,
  20732. configurable: true
  20733. });
  20734. Object.defineProperty(ActionManager, "OnLeftPickTrigger", {
  20735. get: function () {
  20736. return ActionManager._OnLeftPickTrigger;
  20737. },
  20738. enumerable: true,
  20739. configurable: true
  20740. });
  20741. Object.defineProperty(ActionManager, "OnRightPickTrigger", {
  20742. get: function () {
  20743. return ActionManager._OnRightPickTrigger;
  20744. },
  20745. enumerable: true,
  20746. configurable: true
  20747. });
  20748. Object.defineProperty(ActionManager, "OnCenterPickTrigger", {
  20749. get: function () {
  20750. return ActionManager._OnCenterPickTrigger;
  20751. },
  20752. enumerable: true,
  20753. configurable: true
  20754. });
  20755. Object.defineProperty(ActionManager, "OnPointerOverTrigger", {
  20756. get: function () {
  20757. return ActionManager._OnPointerOverTrigger;
  20758. },
  20759. enumerable: true,
  20760. configurable: true
  20761. });
  20762. Object.defineProperty(ActionManager, "OnPointerOutTrigger", {
  20763. get: function () {
  20764. return ActionManager._OnPointerOutTrigger;
  20765. },
  20766. enumerable: true,
  20767. configurable: true
  20768. });
  20769. Object.defineProperty(ActionManager, "OnEveryFrameTrigger", {
  20770. get: function () {
  20771. return ActionManager._OnEveryFrameTrigger;
  20772. },
  20773. enumerable: true,
  20774. configurable: true
  20775. });
  20776. Object.defineProperty(ActionManager, "OnIntersectionEnterTrigger", {
  20777. get: function () {
  20778. return ActionManager._OnIntersectionEnterTrigger;
  20779. },
  20780. enumerable: true,
  20781. configurable: true
  20782. });
  20783. Object.defineProperty(ActionManager, "OnIntersectionExitTrigger", {
  20784. get: function () {
  20785. return ActionManager._OnIntersectionExitTrigger;
  20786. },
  20787. enumerable: true,
  20788. configurable: true
  20789. });
  20790. Object.defineProperty(ActionManager, "OnKeyDownTrigger", {
  20791. get: function () {
  20792. return ActionManager._OnKeyDownTrigger;
  20793. },
  20794. enumerable: true,
  20795. configurable: true
  20796. });
  20797. Object.defineProperty(ActionManager, "OnKeyUpTrigger", {
  20798. get: function () {
  20799. return ActionManager._OnKeyUpTrigger;
  20800. },
  20801. enumerable: true,
  20802. configurable: true
  20803. });
  20804. ActionManager.prototype.dispose = function () {
  20805. var index = this._scene._actionManagers.indexOf(this);
  20806. if (index > -1) {
  20807. this._scene._actionManagers.splice(index, 1);
  20808. }
  20809. };
  20810. ActionManager.prototype.getScene = function () {
  20811. return this._scene;
  20812. };
  20813. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  20814. for (var index = 0; index < this.actions.length; index++) {
  20815. var action = this.actions[index];
  20816. if (triggers.indexOf(action.trigger) > -1) {
  20817. return true;
  20818. }
  20819. }
  20820. return false;
  20821. };
  20822. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  20823. get: function () {
  20824. for (var index = 0; index < this.actions.length; index++) {
  20825. var action = this.actions[index];
  20826. if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnPointerOutTrigger) {
  20827. return true;
  20828. }
  20829. }
  20830. return false;
  20831. },
  20832. enumerable: true,
  20833. configurable: true
  20834. });
  20835. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  20836. get: function () {
  20837. for (var index = 0; index < this.actions.length; index++) {
  20838. var action = this.actions[index];
  20839. if (action.trigger >= ActionManager._OnPickTrigger && action.trigger <= ActionManager._OnCenterPickTrigger) {
  20840. return true;
  20841. }
  20842. }
  20843. return false;
  20844. },
  20845. enumerable: true,
  20846. configurable: true
  20847. });
  20848. ActionManager.prototype.registerAction = function (action) {
  20849. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  20850. if (this.getScene().actionManager !== this) {
  20851. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  20852. return null;
  20853. }
  20854. }
  20855. this.actions.push(action);
  20856. action._actionManager = this;
  20857. action._prepare();
  20858. return action;
  20859. };
  20860. ActionManager.prototype.processTrigger = function (trigger, evt) {
  20861. for (var index = 0; index < this.actions.length; index++) {
  20862. var action = this.actions[index];
  20863. if (action.trigger === trigger) {
  20864. if (trigger === ActionManager.OnKeyUpTrigger || trigger === ActionManager.OnKeyDownTrigger) {
  20865. var parameter = action.getTriggerParameter();
  20866. if (parameter) {
  20867. if (evt.sourceEvent.key !== parameter) {
  20868. continue;
  20869. }
  20870. }
  20871. }
  20872. action._executeCurrent(evt);
  20873. }
  20874. }
  20875. };
  20876. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  20877. var properties = propertyPath.split(".");
  20878. for (var index = 0; index < properties.length - 1; index++) {
  20879. target = target[properties[index]];
  20880. }
  20881. return target;
  20882. };
  20883. ActionManager.prototype._getProperty = function (propertyPath) {
  20884. var properties = propertyPath.split(".");
  20885. return properties[properties.length - 1];
  20886. };
  20887. ActionManager._NothingTrigger = 0;
  20888. ActionManager._OnPickTrigger = 1;
  20889. ActionManager._OnLeftPickTrigger = 2;
  20890. ActionManager._OnRightPickTrigger = 3;
  20891. ActionManager._OnCenterPickTrigger = 4;
  20892. ActionManager._OnPointerOverTrigger = 5;
  20893. ActionManager._OnPointerOutTrigger = 6;
  20894. ActionManager._OnEveryFrameTrigger = 7;
  20895. ActionManager._OnIntersectionEnterTrigger = 8;
  20896. ActionManager._OnIntersectionExitTrigger = 9;
  20897. ActionManager._OnKeyDownTrigger = 10;
  20898. ActionManager._OnKeyUpTrigger = 11;
  20899. return ActionManager;
  20900. })();
  20901. BABYLON.ActionManager = ActionManager;
  20902. })(BABYLON || (BABYLON = {}));
  20903. var __extends = this.__extends || function (d, b) {
  20904. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  20905. function __() { this.constructor = d; }
  20906. __.prototype = b.prototype;
  20907. d.prototype = new __();
  20908. };
  20909. var BABYLON;
  20910. (function (BABYLON) {
  20911. var InterpolateValueAction = (function (_super) {
  20912. __extends(InterpolateValueAction, _super);
  20913. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations) {
  20914. if (typeof duration === "undefined") { duration = 1000; }
  20915. _super.call(this, triggerOptions, condition);
  20916. this.propertyPath = propertyPath;
  20917. this.value = value;
  20918. this.duration = duration;
  20919. this.stopOtherAnimations = stopOtherAnimations;
  20920. this._target = target;
  20921. }
  20922. InterpolateValueAction.prototype._prepare = function () {
  20923. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  20924. this._property = this._getProperty(this.propertyPath);
  20925. };
  20926. InterpolateValueAction.prototype.execute = function () {
  20927. var scene = this._actionManager.getScene();
  20928. var keys = [
  20929. {
  20930. frame: 0,
  20931. value: this._target[this._property]
  20932. }, {
  20933. frame: 100,
  20934. value: this.value
  20935. }
  20936. ];
  20937. var dataType;
  20938. if (typeof this.value === "number") {
  20939. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  20940. } else if (this.value instanceof BABYLON.Color3) {
  20941. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  20942. } else if (this.value instanceof BABYLON.Vector3) {
  20943. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  20944. } else if (this.value instanceof BABYLON.Matrix) {
  20945. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  20946. } else if (this.value instanceof BABYLON.Quaternion) {
  20947. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  20948. } else {
  20949. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  20950. return;
  20951. }
  20952. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  20953. animation.setKeys(keys);
  20954. if (this.stopOtherAnimations) {
  20955. scene.stopAnimation(this._target);
  20956. }
  20957. scene.beginDirectAnimation(this._target, [animation], 0, 100);
  20958. };
  20959. return InterpolateValueAction;
  20960. })(BABYLON.Action);
  20961. BABYLON.InterpolateValueAction = InterpolateValueAction;
  20962. })(BABYLON || (BABYLON = {}));
  20963. var __extends = this.__extends || function (d, b) {
  20964. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  20965. function __() { this.constructor = d; }
  20966. __.prototype = b.prototype;
  20967. d.prototype = new __();
  20968. };
  20969. var BABYLON;
  20970. (function (BABYLON) {
  20971. var SwitchBooleanAction = (function (_super) {
  20972. __extends(SwitchBooleanAction, _super);
  20973. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  20974. _super.call(this, triggerOptions, condition);
  20975. this.propertyPath = propertyPath;
  20976. this._target = target;
  20977. }
  20978. SwitchBooleanAction.prototype._prepare = function () {
  20979. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  20980. this._property = this._getProperty(this.propertyPath);
  20981. };
  20982. SwitchBooleanAction.prototype.execute = function () {
  20983. this._target[this._property] = !this._target[this._property];
  20984. };
  20985. return SwitchBooleanAction;
  20986. })(BABYLON.Action);
  20987. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  20988. var SetStateAction = (function (_super) {
  20989. __extends(SetStateAction, _super);
  20990. function SetStateAction(triggerOptions, target, value, condition) {
  20991. _super.call(this, triggerOptions, condition);
  20992. this.value = value;
  20993. this._target = target;
  20994. }
  20995. SetStateAction.prototype.execute = function () {
  20996. this._target.state = this.value;
  20997. };
  20998. return SetStateAction;
  20999. })(BABYLON.Action);
  21000. BABYLON.SetStateAction = SetStateAction;
  21001. var SetValueAction = (function (_super) {
  21002. __extends(SetValueAction, _super);
  21003. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  21004. _super.call(this, triggerOptions, condition);
  21005. this.propertyPath = propertyPath;
  21006. this.value = value;
  21007. this._target = target;
  21008. }
  21009. SetValueAction.prototype._prepare = function () {
  21010. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  21011. this._property = this._getProperty(this.propertyPath);
  21012. };
  21013. SetValueAction.prototype.execute = function () {
  21014. this._target[this._property] = this.value;
  21015. };
  21016. return SetValueAction;
  21017. })(BABYLON.Action);
  21018. BABYLON.SetValueAction = SetValueAction;
  21019. var IncrementValueAction = (function (_super) {
  21020. __extends(IncrementValueAction, _super);
  21021. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  21022. _super.call(this, triggerOptions, condition);
  21023. this.propertyPath = propertyPath;
  21024. this.value = value;
  21025. this._target = target;
  21026. }
  21027. IncrementValueAction.prototype._prepare = function () {
  21028. this._target = this._getEffectiveTarget(this._target, this.propertyPath);
  21029. this._property = this._getProperty(this.propertyPath);
  21030. if (typeof this._target[this._property] !== "number") {
  21031. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  21032. }
  21033. };
  21034. IncrementValueAction.prototype.execute = function () {
  21035. this._target[this._property] += this.value;
  21036. };
  21037. return IncrementValueAction;
  21038. })(BABYLON.Action);
  21039. BABYLON.IncrementValueAction = IncrementValueAction;
  21040. var PlayAnimationAction = (function (_super) {
  21041. __extends(PlayAnimationAction, _super);
  21042. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  21043. _super.call(this, triggerOptions, condition);
  21044. this.from = from;
  21045. this.to = to;
  21046. this.loop = loop;
  21047. this._target = target;
  21048. }
  21049. PlayAnimationAction.prototype._prepare = function () {
  21050. };
  21051. PlayAnimationAction.prototype.execute = function () {
  21052. var scene = this._actionManager.getScene();
  21053. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  21054. };
  21055. return PlayAnimationAction;
  21056. })(BABYLON.Action);
  21057. BABYLON.PlayAnimationAction = PlayAnimationAction;
  21058. var StopAnimationAction = (function (_super) {
  21059. __extends(StopAnimationAction, _super);
  21060. function StopAnimationAction(triggerOptions, target, condition) {
  21061. _super.call(this, triggerOptions, condition);
  21062. this._target = target;
  21063. }
  21064. StopAnimationAction.prototype._prepare = function () {
  21065. };
  21066. StopAnimationAction.prototype.execute = function () {
  21067. var scene = this._actionManager.getScene();
  21068. scene.stopAnimation(this._target);
  21069. };
  21070. return StopAnimationAction;
  21071. })(BABYLON.Action);
  21072. BABYLON.StopAnimationAction = StopAnimationAction;
  21073. var DoNothingAction = (function (_super) {
  21074. __extends(DoNothingAction, _super);
  21075. function DoNothingAction(triggerOptions, condition) {
  21076. if (typeof triggerOptions === "undefined") { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  21077. _super.call(this, triggerOptions, condition);
  21078. }
  21079. DoNothingAction.prototype.execute = function () {
  21080. };
  21081. return DoNothingAction;
  21082. })(BABYLON.Action);
  21083. BABYLON.DoNothingAction = DoNothingAction;
  21084. var CombineAction = (function (_super) {
  21085. __extends(CombineAction, _super);
  21086. function CombineAction(triggerOptions, children, condition) {
  21087. _super.call(this, triggerOptions, condition);
  21088. this.children = children;
  21089. }
  21090. CombineAction.prototype._prepare = function () {
  21091. for (var index = 0; index < this.children.length; index++) {
  21092. this.children[index]._actionManager = this._actionManager;
  21093. this.children[index]._prepare();
  21094. }
  21095. };
  21096. CombineAction.prototype.execute = function (evt) {
  21097. for (var index = 0; index < this.children.length; index++) {
  21098. this.children[index].execute(evt);
  21099. }
  21100. };
  21101. return CombineAction;
  21102. })(BABYLON.Action);
  21103. BABYLON.CombineAction = CombineAction;
  21104. var ExecuteCodeAction = (function (_super) {
  21105. __extends(ExecuteCodeAction, _super);
  21106. function ExecuteCodeAction(triggerOptions, func, condition) {
  21107. _super.call(this, triggerOptions, condition);
  21108. this.func = func;
  21109. }
  21110. ExecuteCodeAction.prototype.execute = function (evt) {
  21111. this.func(evt);
  21112. };
  21113. return ExecuteCodeAction;
  21114. })(BABYLON.Action);
  21115. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  21116. var SetParentAction = (function (_super) {
  21117. __extends(SetParentAction, _super);
  21118. function SetParentAction(triggerOptions, target, parent, condition) {
  21119. _super.call(this, triggerOptions, condition);
  21120. this._target = target;
  21121. this._parent = parent;
  21122. }
  21123. SetParentAction.prototype._prepare = function () {
  21124. };
  21125. SetParentAction.prototype.execute = function () {
  21126. if (this._target.parent === this._parent) {
  21127. return;
  21128. }
  21129. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  21130. invertParentWorldMatrix.invert();
  21131. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  21132. this._target.parent = this._parent;
  21133. };
  21134. return SetParentAction;
  21135. })(BABYLON.Action);
  21136. BABYLON.SetParentAction = SetParentAction;
  21137. })(BABYLON || (BABYLON = {}));
  21138. var __extends = this.__extends || function (d, b) {
  21139. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  21140. function __() { this.constructor = d; }
  21141. __.prototype = b.prototype;
  21142. d.prototype = new __();
  21143. };
  21144. var BABYLON;
  21145. (function (BABYLON) {
  21146. var Geometry = (function () {
  21147. function Geometry(id, scene, vertexData, updatable, mesh) {
  21148. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  21149. this._totalVertices = 0;
  21150. this._indices = [];
  21151. this.id = id;
  21152. this._engine = scene.getEngine();
  21153. this._meshes = [];
  21154. this._scene = scene;
  21155. if (vertexData) {
  21156. this.setAllVerticesData(vertexData, updatable);
  21157. } else {
  21158. this._totalVertices = 0;
  21159. this._indices = [];
  21160. }
  21161. if (mesh) {
  21162. this.applyToMesh(mesh);
  21163. }
  21164. }
  21165. Geometry.prototype.getScene = function () {
  21166. return this._scene;
  21167. };
  21168. Geometry.prototype.getEngine = function () {
  21169. return this._engine;
  21170. };
  21171. Geometry.prototype.isReady = function () {
  21172. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  21173. };
  21174. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  21175. vertexData.applyToGeometry(this, updatable);
  21176. };
  21177. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21178. this._vertexBuffers = this._vertexBuffers || {};
  21179. if (this._vertexBuffers[kind]) {
  21180. this._vertexBuffers[kind].dispose();
  21181. }
  21182. this._vertexBuffers[kind] = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  21183. if (kind === BABYLON.VertexBuffer.PositionKind) {
  21184. stride = this._vertexBuffers[kind].getStrideSize();
  21185. this._totalVertices = data.length / stride;
  21186. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
  21187. var meshes = this._meshes;
  21188. var numOfMeshes = meshes.length;
  21189. for (var index = 0; index < numOfMeshes; index++) {
  21190. var mesh = meshes[index];
  21191. mesh._resetPointsArrayCache();
  21192. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  21193. mesh._createGlobalSubMesh();
  21194. mesh.computeWorldMatrix(true);
  21195. }
  21196. }
  21197. };
  21198. Geometry.prototype.updateVerticesDataDirectly = function (kind, data) {
  21199. var vertexBuffer = this.getVertexBuffer(kind);
  21200. if (!vertexBuffer) {
  21201. return;
  21202. }
  21203. vertexBuffer.updateDirectly(data);
  21204. };
  21205. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  21206. var vertexBuffer = this.getVertexBuffer(kind);
  21207. if (!vertexBuffer) {
  21208. return;
  21209. }
  21210. vertexBuffer.update(data);
  21211. if (kind === BABYLON.VertexBuffer.PositionKind) {
  21212. var extend;
  21213. if (updateExtends) {
  21214. var stride = vertexBuffer.getStrideSize();
  21215. this._totalVertices = data.length / stride;
  21216. extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices);
  21217. }
  21218. var meshes = this._meshes;
  21219. var numOfMeshes = meshes.length;
  21220. for (var index = 0; index < numOfMeshes; index++) {
  21221. var mesh = meshes[index];
  21222. mesh._resetPointsArrayCache();
  21223. if (updateExtends) {
  21224. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  21225. }
  21226. }
  21227. }
  21228. };
  21229. Geometry.prototype.getTotalVertices = function () {
  21230. if (!this.isReady()) {
  21231. return 0;
  21232. }
  21233. return this._totalVertices;
  21234. };
  21235. Geometry.prototype.getVerticesData = function (kind) {
  21236. var vertexBuffer = this.getVertexBuffer(kind);
  21237. if (!vertexBuffer) {
  21238. return null;
  21239. }
  21240. return vertexBuffer.getData();
  21241. };
  21242. Geometry.prototype.getVertexBuffer = function (kind) {
  21243. if (!this.isReady()) {
  21244. return null;
  21245. }
  21246. return this._vertexBuffers[kind];
  21247. };
  21248. Geometry.prototype.getVertexBuffers = function () {
  21249. if (!this.isReady()) {
  21250. return null;
  21251. }
  21252. return this._vertexBuffers;
  21253. };
  21254. Geometry.prototype.isVerticesDataPresent = function (kind) {
  21255. if (!this._vertexBuffers) {
  21256. if (this._delayInfo) {
  21257. return this._delayInfo.indexOf(kind) !== -1;
  21258. }
  21259. return false;
  21260. }
  21261. return this._vertexBuffers[kind] !== undefined;
  21262. };
  21263. Geometry.prototype.getVerticesDataKinds = function () {
  21264. var result = [];
  21265. if (!this._vertexBuffers && this._delayInfo) {
  21266. for (var kind in this._delayInfo) {
  21267. result.push(kind);
  21268. }
  21269. } else {
  21270. for (kind in this._vertexBuffers) {
  21271. result.push(kind);
  21272. }
  21273. }
  21274. return result;
  21275. };
  21276. Geometry.prototype.setIndices = function (indices) {
  21277. if (this._indexBuffer) {
  21278. this._engine._releaseBuffer(this._indexBuffer);
  21279. }
  21280. this._indices = indices;
  21281. if (this._meshes.length !== 0 && this._indices) {
  21282. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  21283. }
  21284. var meshes = this._meshes;
  21285. var numOfMeshes = meshes.length;
  21286. for (var index = 0; index < numOfMeshes; index++) {
  21287. meshes[index]._createGlobalSubMesh();
  21288. }
  21289. };
  21290. Geometry.prototype.getTotalIndices = function () {
  21291. if (!this.isReady()) {
  21292. return 0;
  21293. }
  21294. return this._indices.length;
  21295. };
  21296. Geometry.prototype.getIndices = function () {
  21297. if (!this.isReady()) {
  21298. return null;
  21299. }
  21300. return this._indices;
  21301. };
  21302. Geometry.prototype.getIndexBuffer = function () {
  21303. if (!this.isReady()) {
  21304. return null;
  21305. }
  21306. return this._indexBuffer;
  21307. };
  21308. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  21309. var meshes = this._meshes;
  21310. var index = meshes.indexOf(mesh);
  21311. if (index === -1) {
  21312. return;
  21313. }
  21314. for (var kind in this._vertexBuffers) {
  21315. this._vertexBuffers[kind].dispose();
  21316. }
  21317. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  21318. this._indexBuffer = null;
  21319. }
  21320. meshes.splice(index, 1);
  21321. mesh._geometry = null;
  21322. if (meshes.length == 0 && shouldDispose) {
  21323. this.dispose();
  21324. }
  21325. };
  21326. Geometry.prototype.applyToMesh = function (mesh) {
  21327. if (mesh._geometry === this) {
  21328. return;
  21329. }
  21330. var previousGeometry = mesh._geometry;
  21331. if (previousGeometry) {
  21332. previousGeometry.releaseForMesh(mesh);
  21333. }
  21334. var meshes = this._meshes;
  21335. mesh._geometry = this;
  21336. this._scene.pushGeometry(this);
  21337. meshes.push(mesh);
  21338. if (this.isReady()) {
  21339. this._applyToMesh(mesh);
  21340. } else {
  21341. mesh._boundingInfo = this._boundingInfo;
  21342. }
  21343. };
  21344. Geometry.prototype._applyToMesh = function (mesh) {
  21345. var numOfMeshes = this._meshes.length;
  21346. for (var kind in this._vertexBuffers) {
  21347. if (numOfMeshes === 1) {
  21348. this._vertexBuffers[kind].create();
  21349. }
  21350. this._vertexBuffers[kind]._buffer.references = numOfMeshes;
  21351. if (kind === BABYLON.VertexBuffer.PositionKind) {
  21352. mesh._resetPointsArrayCache();
  21353. var extend = BABYLON.Tools.ExtractMinAndMax(this._vertexBuffers[kind].getData(), 0, this._totalVertices);
  21354. mesh._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  21355. mesh._createGlobalSubMesh();
  21356. }
  21357. }
  21358. if (numOfMeshes === 1 && this._indices) {
  21359. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  21360. }
  21361. if (this._indexBuffer) {
  21362. this._indexBuffer.references = numOfMeshes;
  21363. }
  21364. };
  21365. Geometry.prototype.load = function (scene, onLoaded) {
  21366. var _this = this;
  21367. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  21368. return;
  21369. }
  21370. if (this.isReady()) {
  21371. if (onLoaded) {
  21372. onLoaded();
  21373. }
  21374. return;
  21375. }
  21376. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  21377. scene._addPendingData(this);
  21378. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  21379. _this._delayLoadingFunction(JSON.parse(data), _this);
  21380. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  21381. _this._delayInfo = [];
  21382. scene._removePendingData(_this);
  21383. var meshes = _this._meshes;
  21384. var numOfMeshes = meshes.length;
  21385. for (var index = 0; index < numOfMeshes; index++) {
  21386. _this._applyToMesh(meshes[index]);
  21387. }
  21388. if (onLoaded) {
  21389. onLoaded();
  21390. }
  21391. }, function () {
  21392. }, scene.database);
  21393. };
  21394. Geometry.prototype.dispose = function () {
  21395. var meshes = this._meshes;
  21396. var numOfMeshes = meshes.length;
  21397. for (var index = 0; index < numOfMeshes; index++) {
  21398. this.releaseForMesh(meshes[index]);
  21399. }
  21400. this._meshes = [];
  21401. for (var kind in this._vertexBuffers) {
  21402. this._vertexBuffers[kind].dispose();
  21403. }
  21404. this._vertexBuffers = [];
  21405. this._totalVertices = 0;
  21406. if (this._indexBuffer) {
  21407. this._engine._releaseBuffer(this._indexBuffer);
  21408. }
  21409. this._indexBuffer = null;
  21410. this._indices = [];
  21411. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  21412. this.delayLoadingFile = null;
  21413. this._delayLoadingFunction = null;
  21414. this._delayInfo = [];
  21415. this._boundingInfo = null;
  21416. var geometries = this._scene.getGeometries();
  21417. index = geometries.indexOf(this);
  21418. if (index > -1) {
  21419. geometries.splice(index, 1);
  21420. }
  21421. };
  21422. Geometry.prototype.copy = function (id) {
  21423. var vertexData = new BABYLON.VertexData();
  21424. vertexData.indices = [];
  21425. var indices = this.getIndices();
  21426. for (var index = 0; index < indices.length; index++) {
  21427. vertexData.indices.push(indices[index]);
  21428. }
  21429. var updatable = false;
  21430. var stopChecking = false;
  21431. for (var kind in this._vertexBuffers) {
  21432. vertexData.set(this.getVerticesData(kind), kind);
  21433. if (!stopChecking) {
  21434. updatable = this.getVertexBuffer(kind).isUpdatable();
  21435. stopChecking = !updatable;
  21436. }
  21437. }
  21438. var geometry = new BABYLON.Geometry(id, this._scene, vertexData, updatable, null);
  21439. geometry.delayLoadState = this.delayLoadState;
  21440. geometry.delayLoadingFile = this.delayLoadingFile;
  21441. geometry._delayLoadingFunction = this._delayLoadingFunction;
  21442. for (kind in this._delayInfo) {
  21443. geometry._delayInfo = geometry._delayInfo || [];
  21444. geometry._delayInfo.push(kind);
  21445. }
  21446. var extend = BABYLON.Tools.ExtractMinAndMax(this.getVerticesData(BABYLON.VertexBuffer.PositionKind), 0, this.getTotalVertices());
  21447. geometry._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  21448. return geometry;
  21449. };
  21450. Geometry.ExtractFromMesh = function (mesh, id) {
  21451. var geometry = mesh._geometry;
  21452. if (!geometry) {
  21453. return null;
  21454. }
  21455. return geometry.copy(id);
  21456. };
  21457. Geometry.RandomId = function () {
  21458. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  21459. var r = Math.random() * 16 | 0, v = c == 'x' ? r : (r & 0x3 | 0x8);
  21460. return v.toString(16);
  21461. });
  21462. };
  21463. return Geometry;
  21464. })();
  21465. BABYLON.Geometry = Geometry;
  21466. (function (Geometry) {
  21467. (function (Primitives) {
  21468. var _Primitive = (function (_super) {
  21469. __extends(_Primitive, _super);
  21470. function _Primitive(id, scene, vertexData, canBeRegenerated, mesh) {
  21471. this._beingRegenerated = true;
  21472. this._canBeRegenerated = canBeRegenerated;
  21473. _super.call(this, id, scene, vertexData, false, mesh);
  21474. this._beingRegenerated = false;
  21475. }
  21476. _Primitive.prototype.canBeRegenerated = function () {
  21477. return this._canBeRegenerated;
  21478. };
  21479. _Primitive.prototype.regenerate = function () {
  21480. if (!this._canBeRegenerated) {
  21481. return;
  21482. }
  21483. this._beingRegenerated = true;
  21484. this.setAllVerticesData(this._regenerateVertexData(), false);
  21485. this._beingRegenerated = false;
  21486. };
  21487. _Primitive.prototype.asNewGeometry = function (id) {
  21488. return _super.prototype.copy.call(this, id);
  21489. };
  21490. _Primitive.prototype.setAllVerticesData = function (vertexData, updatable) {
  21491. if (!this._beingRegenerated) {
  21492. return;
  21493. }
  21494. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  21495. };
  21496. _Primitive.prototype.setVerticesData = function (kind, data, updatable) {
  21497. if (!this._beingRegenerated) {
  21498. return;
  21499. }
  21500. _super.prototype.setVerticesData.call(this, kind, data, false);
  21501. };
  21502. _Primitive.prototype._regenerateVertexData = function () {
  21503. throw new Error("Abstract method");
  21504. };
  21505. _Primitive.prototype.copy = function (id) {
  21506. throw new Error("Must be overriden in sub-classes.");
  21507. };
  21508. return _Primitive;
  21509. })(Geometry);
  21510. Primitives._Primitive = _Primitive;
  21511. var Box = (function (_super) {
  21512. __extends(Box, _super);
  21513. function Box(id, scene, size, canBeRegenerated, mesh) {
  21514. this.size = size;
  21515. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  21516. }
  21517. Box.prototype._regenerateVertexData = function () {
  21518. return BABYLON.VertexData.CreateBox(this.size);
  21519. };
  21520. Box.prototype.copy = function (id) {
  21521. return new Box(id, this.getScene(), this.size, this.canBeRegenerated(), null);
  21522. };
  21523. return Box;
  21524. })(_Primitive);
  21525. Primitives.Box = Box;
  21526. var Sphere = (function (_super) {
  21527. __extends(Sphere, _super);
  21528. function Sphere(id, scene, segments, diameter, canBeRegenerated, mesh) {
  21529. this.segments = segments;
  21530. this.diameter = diameter;
  21531. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  21532. }
  21533. Sphere.prototype._regenerateVertexData = function () {
  21534. return BABYLON.VertexData.CreateSphere(this.segments, this.diameter);
  21535. };
  21536. Sphere.prototype.copy = function (id) {
  21537. return new Sphere(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null);
  21538. };
  21539. return Sphere;
  21540. })(_Primitive);
  21541. Primitives.Sphere = Sphere;
  21542. var Cylinder = (function (_super) {
  21543. __extends(Cylinder, _super);
  21544. function Cylinder(id, scene, height, diameterTop, diameterBottom, tessellation, subdivisions, canBeRegenerated, mesh) {
  21545. if (typeof subdivisions === "undefined") { subdivisions = 1; }
  21546. this.height = height;
  21547. this.diameterTop = diameterTop;
  21548. this.diameterBottom = diameterBottom;
  21549. this.tessellation = tessellation;
  21550. this.subdivisions = subdivisions;
  21551. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  21552. }
  21553. Cylinder.prototype._regenerateVertexData = function () {
  21554. return BABYLON.VertexData.CreateCylinder(this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions);
  21555. };
  21556. Cylinder.prototype.copy = function (id) {
  21557. return new Cylinder(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null);
  21558. };
  21559. return Cylinder;
  21560. })(_Primitive);
  21561. Primitives.Cylinder = Cylinder;
  21562. var Torus = (function (_super) {
  21563. __extends(Torus, _super);
  21564. function Torus(id, scene, diameter, thickness, tessellation, canBeRegenerated, mesh) {
  21565. this.diameter = diameter;
  21566. this.thickness = thickness;
  21567. this.tessellation = tessellation;
  21568. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  21569. }
  21570. Torus.prototype._regenerateVertexData = function () {
  21571. return BABYLON.VertexData.CreateTorus(this.diameter, this.thickness, this.tessellation);
  21572. };
  21573. Torus.prototype.copy = function (id) {
  21574. return new Torus(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null);
  21575. };
  21576. return Torus;
  21577. })(_Primitive);
  21578. Primitives.Torus = Torus;
  21579. var Ground = (function (_super) {
  21580. __extends(Ground, _super);
  21581. function Ground(id, scene, width, height, subdivisions, canBeRegenerated, mesh) {
  21582. this.width = width;
  21583. this.height = height;
  21584. this.subdivisions = subdivisions;
  21585. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  21586. }
  21587. Ground.prototype._regenerateVertexData = function () {
  21588. return BABYLON.VertexData.CreateGround(this.width, this.height, this.subdivisions);
  21589. };
  21590. Ground.prototype.copy = function (id) {
  21591. return new Ground(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  21592. };
  21593. return Ground;
  21594. })(_Primitive);
  21595. Primitives.Ground = Ground;
  21596. var TiledGround = (function (_super) {
  21597. __extends(TiledGround, _super);
  21598. function TiledGround(id, scene, xmin, zmin, xmax, zmax, subdivisions, precision, canBeRegenerated, mesh) {
  21599. this.xmin = xmin;
  21600. this.zmin = zmin;
  21601. this.xmax = xmax;
  21602. this.zmax = zmax;
  21603. this.subdivisions = subdivisions;
  21604. this.precision = precision;
  21605. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  21606. }
  21607. TiledGround.prototype._regenerateVertexData = function () {
  21608. return BABYLON.VertexData.CreateTiledGround(this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision);
  21609. };
  21610. TiledGround.prototype.copy = function (id) {
  21611. return new TiledGround(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  21612. };
  21613. return TiledGround;
  21614. })(_Primitive);
  21615. Primitives.TiledGround = TiledGround;
  21616. var Plane = (function (_super) {
  21617. __extends(Plane, _super);
  21618. function Plane(id, scene, size, canBeRegenerated, mesh) {
  21619. this.size = size;
  21620. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  21621. }
  21622. Plane.prototype._regenerateVertexData = function () {
  21623. return BABYLON.VertexData.CreatePlane(this.size);
  21624. };
  21625. Plane.prototype.copy = function (id) {
  21626. return new Plane(id, this.getScene(), this.size, this.canBeRegenerated(), null);
  21627. };
  21628. return Plane;
  21629. })(_Primitive);
  21630. Primitives.Plane = Plane;
  21631. var TorusKnot = (function (_super) {
  21632. __extends(TorusKnot, _super);
  21633. function TorusKnot(id, scene, radius, tube, radialSegments, tubularSegments, p, q, canBeRegenerated, mesh) {
  21634. this.radius = radius;
  21635. this.tube = tube;
  21636. this.radialSegments = radialSegments;
  21637. this.tubularSegments = tubularSegments;
  21638. this.p = p;
  21639. this.q = q;
  21640. _super.call(this, id, scene, this._regenerateVertexData(), canBeRegenerated, mesh);
  21641. }
  21642. TorusKnot.prototype._regenerateVertexData = function () {
  21643. return BABYLON.VertexData.CreateTorusKnot(this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q);
  21644. };
  21645. TorusKnot.prototype.copy = function (id) {
  21646. return new TorusKnot(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null);
  21647. };
  21648. return TorusKnot;
  21649. })(_Primitive);
  21650. Primitives.TorusKnot = TorusKnot;
  21651. })(Geometry.Primitives || (Geometry.Primitives = {}));
  21652. var Primitives = Geometry.Primitives;
  21653. })(BABYLON.Geometry || (BABYLON.Geometry = {}));
  21654. var Geometry = BABYLON.Geometry;
  21655. })(BABYLON || (BABYLON = {}));
  21656. var __extends = this.__extends || function (d, b) {
  21657. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  21658. function __() { this.constructor = d; }
  21659. __.prototype = b.prototype;
  21660. d.prototype = new __();
  21661. };
  21662. var BABYLON;
  21663. (function (BABYLON) {
  21664. var Gamepads = (function () {
  21665. function Gamepads(ongamedpadconnected) {
  21666. var _this = this;
  21667. this.babylonGamepads = [];
  21668. this.oneGamepadConnected = false;
  21669. this.isMonitoring = false;
  21670. this.gamepadEventSupported = 'GamepadEvent' in window;
  21671. this.gamepadSupportAvailable = (navigator.getGamepads || !!navigator.webkitGetGamepads || !!navigator.msGetGamepads || !!navigator.webkitGamepads);
  21672. this.buttonADataURL = "data:image/png;base64,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";
  21673. this._callbackGamepadConnected = ongamedpadconnected;
  21674. if (this.gamepadSupportAvailable) {
  21675. if (this.gamepadEventSupported) {
  21676. window.addEventListener('gamepadconnected', function (evt) {
  21677. _this._onGamepadConnected(evt);
  21678. }, false);
  21679. window.addEventListener('gamepaddisconnected', function (evt) {
  21680. _this._onGamepadDisconnected(evt);
  21681. }, false);
  21682. } else {
  21683. this._startMonitoringGamepads();
  21684. }
  21685. if (!this.oneGamepadConnected) {
  21686. this._insertGamepadDOMInstructions();
  21687. }
  21688. } else {
  21689. this._insertGamepadDOMNotSupported();
  21690. }
  21691. }
  21692. Gamepads.prototype._insertGamepadDOMInstructions = function () {
  21693. Gamepads.gamepadDOMInfo = document.createElement("div");
  21694. var buttonAImage = document.createElement("img");
  21695. buttonAImage.src = this.buttonADataURL;
  21696. var spanMessage = document.createElement("span");
  21697. spanMessage.innerHTML = "<strong>to activate gamepad</strong>";
  21698. Gamepads.gamepadDOMInfo.appendChild(buttonAImage);
  21699. Gamepads.gamepadDOMInfo.appendChild(spanMessage);
  21700. Gamepads.gamepadDOMInfo.style.position = "absolute";
  21701. Gamepads.gamepadDOMInfo.style.width = "100%";
  21702. Gamepads.gamepadDOMInfo.style.height = "48px";
  21703. Gamepads.gamepadDOMInfo.style.bottom = "0px";
  21704. Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
  21705. Gamepads.gamepadDOMInfo.style.textAlign = "center";
  21706. Gamepads.gamepadDOMInfo.style.zIndex = "10";
  21707. buttonAImage.style.position = "relative";
  21708. buttonAImage.style.bottom = "8px";
  21709. spanMessage.style.position = "relative";
  21710. spanMessage.style.fontSize = "32px";
  21711. spanMessage.style.bottom = "32px";
  21712. spanMessage.style.color = "green";
  21713. document.body.appendChild(Gamepads.gamepadDOMInfo);
  21714. };
  21715. Gamepads.prototype._insertGamepadDOMNotSupported = function () {
  21716. Gamepads.gamepadDOMInfo = document.createElement("div");
  21717. var spanMessage = document.createElement("span");
  21718. spanMessage.innerHTML = "<strong>gamepad not supported</strong>";
  21719. Gamepads.gamepadDOMInfo.appendChild(spanMessage);
  21720. Gamepads.gamepadDOMInfo.style.position = "absolute";
  21721. Gamepads.gamepadDOMInfo.style.width = "100%";
  21722. Gamepads.gamepadDOMInfo.style.height = "40px";
  21723. Gamepads.gamepadDOMInfo.style.bottom = "0px";
  21724. Gamepads.gamepadDOMInfo.style.backgroundColor = "rgba(1, 1, 1, 0.15)";
  21725. Gamepads.gamepadDOMInfo.style.textAlign = "center";
  21726. Gamepads.gamepadDOMInfo.style.zIndex = "10";
  21727. spanMessage.style.position = "relative";
  21728. spanMessage.style.fontSize = "32px";
  21729. spanMessage.style.color = "red";
  21730. document.body.appendChild(Gamepads.gamepadDOMInfo);
  21731. };
  21732. Gamepads.prototype.dispose = function () {
  21733. document.body.removeChild(Gamepads.gamepadDOMInfo);
  21734. };
  21735. Gamepads.prototype._onGamepadConnected = function (evt) {
  21736. var newGamepad = this._addNewGamepad(evt.gamepad);
  21737. if (this._callbackGamepadConnected)
  21738. this._callbackGamepadConnected(newGamepad);
  21739. this._startMonitoringGamepads();
  21740. };
  21741. Gamepads.prototype._addNewGamepad = function (gamepad) {
  21742. if (!this.oneGamepadConnected) {
  21743. this.oneGamepadConnected = true;
  21744. if (Gamepads.gamepadDOMInfo) {
  21745. document.body.removeChild(Gamepads.gamepadDOMInfo);
  21746. Gamepads.gamepadDOMInfo = null;
  21747. }
  21748. }
  21749. var newGamepad;
  21750. if (gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  21751. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad);
  21752. } else {
  21753. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  21754. }
  21755. this.babylonGamepads.push(newGamepad);
  21756. return newGamepad;
  21757. };
  21758. Gamepads.prototype._onGamepadDisconnected = function (evt) {
  21759. for (var i in this.babylonGamepads) {
  21760. if (this.babylonGamepads[i].index == evt.gamepad.index) {
  21761. this.babylonGamepads.splice(i, 1);
  21762. break;
  21763. }
  21764. }
  21765. if (this.babylonGamepads.length == 0) {
  21766. this._stopMonitoringGamepads();
  21767. }
  21768. };
  21769. Gamepads.prototype._startMonitoringGamepads = function () {
  21770. if (!this.isMonitoring) {
  21771. this.isMonitoring = true;
  21772. this._checkGamepadsStatus();
  21773. }
  21774. };
  21775. Gamepads.prototype._stopMonitoringGamepads = function () {
  21776. this.isMonitoring = false;
  21777. };
  21778. Gamepads.prototype._checkGamepadsStatus = function () {
  21779. var _this = this;
  21780. this._updateGamepadObjects();
  21781. for (var i in this.babylonGamepads) {
  21782. this.babylonGamepads[i].update();
  21783. }
  21784. if (this.isMonitoring) {
  21785. if (window.requestAnimationFrame) {
  21786. window.requestAnimationFrame(function () {
  21787. _this._checkGamepadsStatus();
  21788. });
  21789. } else if (window.mozRequestAnimationFrame) {
  21790. window.mozRequestAnimationFrame(function () {
  21791. _this._checkGamepadsStatus();
  21792. });
  21793. } else if (window.webkitRequestAnimationFrame) {
  21794. window.webkitRequestAnimationFrame(function () {
  21795. _this._checkGamepadsStatus();
  21796. });
  21797. }
  21798. }
  21799. };
  21800. Gamepads.prototype._updateGamepadObjects = function () {
  21801. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  21802. for (var i = 0; i < gamepads.length; i++) {
  21803. if (gamepads[i]) {
  21804. if (!(gamepads[i].index in this.babylonGamepads)) {
  21805. var newGamepad = this._addNewGamepad(gamepads[i]);
  21806. if (this._callbackGamepadConnected) {
  21807. this._callbackGamepadConnected(newGamepad);
  21808. }
  21809. } else {
  21810. this.babylonGamepads[i].browserGamepad = gamepads[i];
  21811. }
  21812. }
  21813. }
  21814. };
  21815. return Gamepads;
  21816. })();
  21817. BABYLON.Gamepads = Gamepads;
  21818. var StickValues = (function () {
  21819. function StickValues(x, y) {
  21820. this.x = x;
  21821. this.y = y;
  21822. }
  21823. return StickValues;
  21824. })();
  21825. BABYLON.StickValues = StickValues;
  21826. var Gamepad = (function () {
  21827. function Gamepad(id, index, browserGamepad) {
  21828. this.id = id;
  21829. this.index = index;
  21830. this.browserGamepad = browserGamepad;
  21831. if (this.browserGamepad.axes.length >= 2) {
  21832. this._leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
  21833. }
  21834. if (this.browserGamepad.axes.length >= 4) {
  21835. this._rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
  21836. }
  21837. }
  21838. Gamepad.prototype.onleftstickchanged = function (callback) {
  21839. this._onleftstickchanged = callback;
  21840. };
  21841. Gamepad.prototype.onrightstickchanged = function (callback) {
  21842. this._onrightstickchanged = callback;
  21843. };
  21844. Object.defineProperty(Gamepad.prototype, "leftStick", {
  21845. get: function () {
  21846. return this._leftStick;
  21847. },
  21848. set: function (newValues) {
  21849. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  21850. this._onleftstickchanged(newValues);
  21851. }
  21852. this._leftStick = newValues;
  21853. },
  21854. enumerable: true,
  21855. configurable: true
  21856. });
  21857. Object.defineProperty(Gamepad.prototype, "rightStick", {
  21858. get: function () {
  21859. return this._rightStick;
  21860. },
  21861. set: function (newValues) {
  21862. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  21863. this._onrightstickchanged(newValues);
  21864. }
  21865. this._rightStick = newValues;
  21866. },
  21867. enumerable: true,
  21868. configurable: true
  21869. });
  21870. Gamepad.prototype.update = function () {
  21871. if (this._leftStick) {
  21872. this.leftStick = { x: this.browserGamepad.axes[0], y: this.browserGamepad.axes[1] };
  21873. }
  21874. if (this._rightStick) {
  21875. this.rightStick = { x: this.browserGamepad.axes[2], y: this.browserGamepad.axes[3] };
  21876. }
  21877. };
  21878. return Gamepad;
  21879. })();
  21880. BABYLON.Gamepad = Gamepad;
  21881. var GenericPad = (function (_super) {
  21882. __extends(GenericPad, _super);
  21883. function GenericPad(id, index, gamepad) {
  21884. _super.call(this, id, index, gamepad);
  21885. this.id = id;
  21886. this.index = index;
  21887. this.gamepad = gamepad;
  21888. this._buttons = new Array(gamepad.buttons.length);
  21889. }
  21890. GenericPad.prototype.onbuttondown = function (callback) {
  21891. this._onbuttondown = callback;
  21892. };
  21893. GenericPad.prototype.onbuttonup = function (callback) {
  21894. this._onbuttonup = callback;
  21895. };
  21896. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  21897. if (newValue !== currentValue) {
  21898. if (this._onbuttondown && newValue === 1) {
  21899. this._onbuttondown(buttonIndex);
  21900. }
  21901. if (this._onbuttonup && newValue === 0) {
  21902. this._onbuttonup(buttonIndex);
  21903. }
  21904. }
  21905. return newValue;
  21906. };
  21907. GenericPad.prototype.update = function () {
  21908. _super.prototype.update.call(this);
  21909. for (var index = 0; index < this._buttons.length; index++) {
  21910. this._buttons[index] = this._setButtonValue(this.gamepad.buttons[index].value, this._buttons[index], index);
  21911. }
  21912. };
  21913. return GenericPad;
  21914. })(Gamepad);
  21915. BABYLON.GenericPad = GenericPad;
  21916. (function (Xbox360Button) {
  21917. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  21918. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  21919. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  21920. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  21921. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  21922. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  21923. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  21924. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  21925. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  21926. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  21927. })(BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  21928. var Xbox360Button = BABYLON.Xbox360Button;
  21929. (function (Xbox360Dpad) {
  21930. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  21931. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  21932. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  21933. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  21934. })(BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  21935. var Xbox360Dpad = BABYLON.Xbox360Dpad;
  21936. var Xbox360Pad = (function (_super) {
  21937. __extends(Xbox360Pad, _super);
  21938. function Xbox360Pad() {
  21939. _super.apply(this, arguments);
  21940. this._leftTrigger = 0;
  21941. this._rightTrigger = 0;
  21942. this._buttonA = 0;
  21943. this._buttonB = 0;
  21944. this._buttonX = 0;
  21945. this._buttonY = 0;
  21946. this._buttonBack = 0;
  21947. this._buttonStart = 0;
  21948. this._buttonLB = 0;
  21949. this._buttonRB = 0;
  21950. this._buttonLeftStick = 0;
  21951. this._buttonRightStick = 0;
  21952. this._dPadUp = 0;
  21953. this._dPadDown = 0;
  21954. this._dPadLeft = 0;
  21955. this._dPadRight = 0;
  21956. }
  21957. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  21958. this._onlefttriggerchanged = callback;
  21959. };
  21960. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  21961. this._onrighttriggerchanged = callback;
  21962. };
  21963. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  21964. get: function () {
  21965. return this._leftTrigger;
  21966. },
  21967. set: function (newValue) {
  21968. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  21969. this._onlefttriggerchanged(newValue);
  21970. }
  21971. this._leftTrigger = newValue;
  21972. },
  21973. enumerable: true,
  21974. configurable: true
  21975. });
  21976. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  21977. get: function () {
  21978. return this._rightTrigger;
  21979. },
  21980. set: function (newValue) {
  21981. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  21982. this._onrighttriggerchanged(newValue);
  21983. }
  21984. this._rightTrigger = newValue;
  21985. },
  21986. enumerable: true,
  21987. configurable: true
  21988. });
  21989. Xbox360Pad.prototype.onbuttondown = function (callback) {
  21990. this._onbuttondown = callback;
  21991. };
  21992. Xbox360Pad.prototype.onbuttonup = function (callback) {
  21993. this._onbuttonup = callback;
  21994. };
  21995. Xbox360Pad.prototype.ondpaddown = function (callback) {
  21996. this._ondpaddown = callback;
  21997. };
  21998. Xbox360Pad.prototype.ondpadup = function (callback) {
  21999. this._ondpadup = callback;
  22000. };
  22001. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  22002. if (newValue !== currentValue) {
  22003. if (this._onbuttondown && newValue === 1) {
  22004. this._onbuttondown(buttonType);
  22005. }
  22006. if (this._onbuttonup && newValue === 0) {
  22007. this._onbuttonup(buttonType);
  22008. }
  22009. }
  22010. return newValue;
  22011. };
  22012. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  22013. if (newValue !== currentValue) {
  22014. if (this._ondpaddown && newValue === 1) {
  22015. this._ondpaddown(buttonType);
  22016. }
  22017. if (this._ondpadup && newValue === 0) {
  22018. this._ondpadup(buttonType);
  22019. }
  22020. }
  22021. return newValue;
  22022. };
  22023. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  22024. get: function () {
  22025. return this._buttonA;
  22026. },
  22027. set: function (value) {
  22028. this._buttonA = this._setButtonValue(value, this._buttonA, 0 /* A */);
  22029. },
  22030. enumerable: true,
  22031. configurable: true
  22032. });
  22033. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  22034. get: function () {
  22035. return this._buttonB;
  22036. },
  22037. set: function (value) {
  22038. this._buttonB = this._setButtonValue(value, this._buttonB, 1 /* B */);
  22039. },
  22040. enumerable: true,
  22041. configurable: true
  22042. });
  22043. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  22044. get: function () {
  22045. return this._buttonX;
  22046. },
  22047. set: function (value) {
  22048. this._buttonX = this._setButtonValue(value, this._buttonX, 2 /* X */);
  22049. },
  22050. enumerable: true,
  22051. configurable: true
  22052. });
  22053. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  22054. get: function () {
  22055. return this._buttonY;
  22056. },
  22057. set: function (value) {
  22058. this._buttonY = this._setButtonValue(value, this._buttonY, 3 /* Y */);
  22059. },
  22060. enumerable: true,
  22061. configurable: true
  22062. });
  22063. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  22064. get: function () {
  22065. return this._buttonStart;
  22066. },
  22067. set: function (value) {
  22068. this._buttonStart = this._setButtonValue(value, this._buttonStart, 4 /* Start */);
  22069. },
  22070. enumerable: true,
  22071. configurable: true
  22072. });
  22073. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  22074. get: function () {
  22075. return this._buttonBack;
  22076. },
  22077. set: function (value) {
  22078. this._buttonBack = this._setButtonValue(value, this._buttonBack, 5 /* Back */);
  22079. },
  22080. enumerable: true,
  22081. configurable: true
  22082. });
  22083. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  22084. get: function () {
  22085. return this._buttonLB;
  22086. },
  22087. set: function (value) {
  22088. this._buttonLB = this._setButtonValue(value, this._buttonLB, 6 /* LB */);
  22089. },
  22090. enumerable: true,
  22091. configurable: true
  22092. });
  22093. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  22094. get: function () {
  22095. return this._buttonRB;
  22096. },
  22097. set: function (value) {
  22098. this._buttonRB = this._setButtonValue(value, this._buttonRB, 7 /* RB */);
  22099. },
  22100. enumerable: true,
  22101. configurable: true
  22102. });
  22103. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  22104. get: function () {
  22105. return this._buttonLeftStick;
  22106. },
  22107. set: function (value) {
  22108. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, 8 /* LeftStick */);
  22109. },
  22110. enumerable: true,
  22111. configurable: true
  22112. });
  22113. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  22114. get: function () {
  22115. return this._buttonRightStick;
  22116. },
  22117. set: function (value) {
  22118. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, 9 /* RightStick */);
  22119. },
  22120. enumerable: true,
  22121. configurable: true
  22122. });
  22123. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  22124. get: function () {
  22125. return this._dPadUp;
  22126. },
  22127. set: function (value) {
  22128. this._dPadUp = this._setDPadValue(value, this._dPadUp, 0 /* Up */);
  22129. },
  22130. enumerable: true,
  22131. configurable: true
  22132. });
  22133. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  22134. get: function () {
  22135. return this._dPadDown;
  22136. },
  22137. set: function (value) {
  22138. this._dPadDown = this._setDPadValue(value, this._dPadDown, 1 /* Down */);
  22139. },
  22140. enumerable: true,
  22141. configurable: true
  22142. });
  22143. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  22144. get: function () {
  22145. return this._dPadLeft;
  22146. },
  22147. set: function (value) {
  22148. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, 2 /* Left */);
  22149. },
  22150. enumerable: true,
  22151. configurable: true
  22152. });
  22153. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  22154. get: function () {
  22155. return this._dPadRight;
  22156. },
  22157. set: function (value) {
  22158. this._dPadRight = this._setDPadValue(value, this._dPadRight, 3 /* Right */);
  22159. },
  22160. enumerable: true,
  22161. configurable: true
  22162. });
  22163. Xbox360Pad.prototype.update = function () {
  22164. _super.prototype.update.call(this);
  22165. this.buttonA = this.browserGamepad.buttons[0].value;
  22166. this.buttonB = this.browserGamepad.buttons[1].value;
  22167. this.buttonX = this.browserGamepad.buttons[2].value;
  22168. this.buttonY = this.browserGamepad.buttons[3].value;
  22169. this.buttonLB = this.browserGamepad.buttons[4].value;
  22170. this.buttonRB = this.browserGamepad.buttons[5].value;
  22171. this.leftTrigger = this.browserGamepad.buttons[6].value;
  22172. this.rightTrigger = this.browserGamepad.buttons[7].value;
  22173. this.buttonBack = this.browserGamepad.buttons[8].value;
  22174. this.buttonStart = this.browserGamepad.buttons[9].value;
  22175. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  22176. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  22177. this.dPadUp = this.browserGamepad.buttons[12].value;
  22178. this.dPadDown = this.browserGamepad.buttons[13].value;
  22179. this.dPadLeft = this.browserGamepad.buttons[14].value;
  22180. this.dPadRight = this.browserGamepad.buttons[15].value;
  22181. };
  22182. return Xbox360Pad;
  22183. })(Gamepad);
  22184. BABYLON.Xbox360Pad = Xbox360Pad;
  22185. })(BABYLON || (BABYLON = {}));
  22186. var __extends = this.__extends || function (d, b) {
  22187. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  22188. function __() { this.constructor = d; }
  22189. __.prototype = b.prototype;
  22190. d.prototype = new __();
  22191. };
  22192. var BABYLON;
  22193. (function (BABYLON) {
  22194. var GamepadCamera = (function (_super) {
  22195. __extends(GamepadCamera, _super);
  22196. function GamepadCamera(name, position, scene) {
  22197. var _this = this;
  22198. _super.call(this, name, position, scene);
  22199. this.angularSensibility = 200;
  22200. this.moveSensibility = 75;
  22201. this._gamepads = new BABYLON.Gamepads(function (gamepad) {
  22202. _this._onNewGameConnected(gamepad);
  22203. });
  22204. }
  22205. GamepadCamera.prototype._onNewGameConnected = function (gamepad) {
  22206. if (gamepad.index === 0) {
  22207. this._gamepad = gamepad;
  22208. }
  22209. };
  22210. GamepadCamera.prototype._checkInputs = function () {
  22211. if (!this._gamepad) {
  22212. return;
  22213. }
  22214. var LSValues = this._gamepad.leftStick;
  22215. var normalizedLX = LSValues.x / this.moveSensibility;
  22216. var normalizedLY = LSValues.y / this.moveSensibility;
  22217. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  22218. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  22219. var RSValues = this._gamepad.rightStick;
  22220. var normalizedRX = RSValues.x / this.angularSensibility;
  22221. var normalizedRY = RSValues.y / this.angularSensibility;
  22222. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  22223. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  22224. ;
  22225. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
  22226. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x, 0, -LSValues.y), cameraTransform);
  22227. this.cameraDirection = this.cameraDirection.add(deltaTransform);
  22228. this.cameraRotation = this.cameraRotation.add(new BABYLON.Vector2(RSValues.y, RSValues.x));
  22229. };
  22230. GamepadCamera.prototype.dispose = function () {
  22231. this._gamepads.dispose();
  22232. _super.prototype.dispose.call(this);
  22233. };
  22234. return GamepadCamera;
  22235. })(BABYLON.FreeCamera);
  22236. BABYLON.GamepadCamera = GamepadCamera;
  22237. })(BABYLON || (BABYLON = {}));
  22238. var __extends = this.__extends || function (d, b) {
  22239. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  22240. function __() { this.constructor = d; }
  22241. __.prototype = b.prototype;
  22242. d.prototype = new __();
  22243. };
  22244. var BABYLON;
  22245. (function (BABYLON) {
  22246. var LinesMesh = (function (_super) {
  22247. __extends(LinesMesh, _super);
  22248. function LinesMesh(name, scene, updatable) {
  22249. if (typeof updatable === "undefined") { updatable = false; }
  22250. _super.call(this, name, scene);
  22251. this.color = new BABYLON.Color3(1, 1, 1);
  22252. this.alpha = 1;
  22253. this._indices = new Array();
  22254. this._colorShader = new BABYLON.ShaderMaterial("colorShader", scene, "color", {
  22255. attributes: ["position"],
  22256. uniforms: ["worldViewProjection", "color"],
  22257. needAlphaBlending: true
  22258. });
  22259. }
  22260. Object.defineProperty(LinesMesh.prototype, "material", {
  22261. get: function () {
  22262. return this._colorShader;
  22263. },
  22264. enumerable: true,
  22265. configurable: true
  22266. });
  22267. Object.defineProperty(LinesMesh.prototype, "isPickable", {
  22268. get: function () {
  22269. return false;
  22270. },
  22271. enumerable: true,
  22272. configurable: true
  22273. });
  22274. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  22275. get: function () {
  22276. return false;
  22277. },
  22278. enumerable: true,
  22279. configurable: true
  22280. });
  22281. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  22282. var engine = this.getScene().getEngine();
  22283. var indexToBind = this._geometry.getIndexBuffer();
  22284. engine.bindBuffers(this._geometry.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).getBuffer(), indexToBind, [3], 3 * 4, this._colorShader.getEffect());
  22285. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  22286. };
  22287. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  22288. if (!this._geometry || !this._geometry.getVertexBuffers() || !this._geometry.getIndexBuffer()) {
  22289. return;
  22290. }
  22291. var engine = this.getScene().getEngine();
  22292. engine.draw(false, subMesh.indexStart, subMesh.indexCount);
  22293. };
  22294. LinesMesh.prototype.intersects = function (ray, fastCheck) {
  22295. return null;
  22296. };
  22297. LinesMesh.prototype.dispose = function (doNotRecurse) {
  22298. this._colorShader.dispose();
  22299. _super.prototype.dispose.call(this, doNotRecurse);
  22300. };
  22301. return LinesMesh;
  22302. })(BABYLON.Mesh);
  22303. BABYLON.LinesMesh = LinesMesh;
  22304. })(BABYLON || (BABYLON = {}));
  22305. var BABYLON;
  22306. (function (BABYLON) {
  22307. var OutlineRenderer = (function () {
  22308. function OutlineRenderer(scene) {
  22309. this._scene = scene;
  22310. }
  22311. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  22312. if (typeof useOverlay === "undefined") { useOverlay = false; }
  22313. var scene = this._scene;
  22314. var engine = this._scene.getEngine();
  22315. var hardwareInstancedRendering = (engine.getCaps().instancedArrays !== null) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  22316. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  22317. return;
  22318. }
  22319. var mesh = subMesh.getRenderingMesh();
  22320. var material = subMesh.getMaterial();
  22321. engine.enableEffect(this._effect);
  22322. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  22323. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : 1.0);
  22324. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  22325. var useBones = mesh.skeleton && scene.skeletonsEnabled && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind);
  22326. if (useBones) {
  22327. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices());
  22328. }
  22329. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  22330. if (material && material.needAlphaTesting()) {
  22331. var alphaTexture = material.getAlphaTestTexture();
  22332. this._effect.setTexture("diffuseSampler", alphaTexture);
  22333. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  22334. }
  22335. if (hardwareInstancedRendering) {
  22336. mesh._renderWithInstances(subMesh, BABYLON.Material.TriangleFillMode, batch, this._effect, engine);
  22337. } else {
  22338. if (batch.renderSelf[subMesh._id]) {
  22339. this._effect.setMatrix("world", mesh.getWorldMatrix());
  22340. mesh._draw(subMesh, BABYLON.Material.TriangleFillMode);
  22341. }
  22342. if (batch.visibleInstances[subMesh._id]) {
  22343. for (var instanceIndex = 0; instanceIndex < batch.visibleInstances[subMesh._id].length; instanceIndex++) {
  22344. var instance = batch.visibleInstances[subMesh._id][instanceIndex];
  22345. this._effect.setMatrix("world", instance.getWorldMatrix());
  22346. mesh._draw(subMesh, BABYLON.Material.TriangleFillMode);
  22347. }
  22348. }
  22349. }
  22350. };
  22351. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  22352. var defines = [];
  22353. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  22354. var mesh = subMesh.getMesh();
  22355. var material = subMesh.getMaterial();
  22356. if (material && material.needAlphaTesting()) {
  22357. defines.push("#define ALPHATEST");
  22358. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  22359. attribs.push(BABYLON.VertexBuffer.UVKind);
  22360. defines.push("#define UV1");
  22361. }
  22362. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  22363. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  22364. defines.push("#define UV2");
  22365. }
  22366. }
  22367. if (mesh.skeleton && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  22368. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  22369. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  22370. defines.push("#define BONES");
  22371. defines.push("#define BonesPerMesh " + (mesh.skeleton.bones.length + 1));
  22372. }
  22373. if (useInstances) {
  22374. defines.push("#define INSTANCES");
  22375. attribs.push("world0");
  22376. attribs.push("world1");
  22377. attribs.push("world2");
  22378. attribs.push("world3");
  22379. }
  22380. var join = defines.join("\n");
  22381. if (this._cachedDefines != join) {
  22382. this._cachedDefines = join;
  22383. this._effect = this._scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color"], ["diffuseSampler"], join);
  22384. }
  22385. return this._effect.isReady();
  22386. };
  22387. return OutlineRenderer;
  22388. })();
  22389. BABYLON.OutlineRenderer = OutlineRenderer;
  22390. })(BABYLON || (BABYLON = {}));
  22391. var BABYLON;
  22392. (function (BABYLON) {
  22393. var MeshAssetTask = (function () {
  22394. function MeshAssetTask(name, meshesNames, rootUrl, sceneFilename) {
  22395. this.name = name;
  22396. this.meshesNames = meshesNames;
  22397. this.rootUrl = rootUrl;
  22398. this.sceneFilename = sceneFilename;
  22399. this.isCompleted = false;
  22400. }
  22401. MeshAssetTask.prototype.run = function (scene, onSuccess, onError) {
  22402. var _this = this;
  22403. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  22404. _this.loadedMeshes = meshes;
  22405. _this.loadedParticleSystems = particleSystems;
  22406. _this.loadedSkeletons = skeletons;
  22407. _this.isCompleted = true;
  22408. if (_this.onSuccess) {
  22409. _this.onSuccess(_this);
  22410. }
  22411. onSuccess();
  22412. }, null, function () {
  22413. if (_this.onError) {
  22414. _this.onError(_this);
  22415. }
  22416. onError();
  22417. });
  22418. };
  22419. return MeshAssetTask;
  22420. })();
  22421. BABYLON.MeshAssetTask = MeshAssetTask;
  22422. var TextFileAssetTask = (function () {
  22423. function TextFileAssetTask(name, url) {
  22424. this.name = name;
  22425. this.url = url;
  22426. this.isCompleted = false;
  22427. }
  22428. TextFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
  22429. var _this = this;
  22430. BABYLON.Tools.LoadFile(this.url, function (data) {
  22431. _this.text = data;
  22432. _this.isCompleted = true;
  22433. if (_this.onSuccess) {
  22434. _this.onSuccess(_this);
  22435. }
  22436. onSuccess();
  22437. }, null, scene.database, false, function () {
  22438. if (_this.onError) {
  22439. _this.onError(_this);
  22440. }
  22441. onError();
  22442. });
  22443. };
  22444. return TextFileAssetTask;
  22445. })();
  22446. BABYLON.TextFileAssetTask = TextFileAssetTask;
  22447. var BinaryFileAssetTask = (function () {
  22448. function BinaryFileAssetTask(name, url) {
  22449. this.name = name;
  22450. this.url = url;
  22451. this.isCompleted = false;
  22452. }
  22453. BinaryFileAssetTask.prototype.run = function (scene, onSuccess, onError) {
  22454. var _this = this;
  22455. BABYLON.Tools.LoadFile(this.url, function (data) {
  22456. _this.data = data;
  22457. _this.isCompleted = true;
  22458. if (_this.onSuccess) {
  22459. _this.onSuccess(_this);
  22460. }
  22461. onSuccess();
  22462. }, null, scene.database, true, function () {
  22463. if (_this.onError) {
  22464. _this.onError(_this);
  22465. }
  22466. onError();
  22467. });
  22468. };
  22469. return BinaryFileAssetTask;
  22470. })();
  22471. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  22472. var ImageAssetTask = (function () {
  22473. function ImageAssetTask(name, url) {
  22474. this.name = name;
  22475. this.url = url;
  22476. this.isCompleted = false;
  22477. }
  22478. ImageAssetTask.prototype.run = function (scene, onSuccess, onError) {
  22479. var _this = this;
  22480. var img = new Image();
  22481. img.onload = function () {
  22482. _this.image = img;
  22483. _this.isCompleted = true;
  22484. if (_this.onSuccess) {
  22485. _this.onSuccess(_this);
  22486. }
  22487. onSuccess();
  22488. };
  22489. img.onerror = function () {
  22490. if (_this.onError) {
  22491. _this.onError(_this);
  22492. }
  22493. onError();
  22494. };
  22495. img.src = this.url;
  22496. };
  22497. return ImageAssetTask;
  22498. })();
  22499. BABYLON.ImageAssetTask = ImageAssetTask;
  22500. var TextureAssetTask = (function () {
  22501. function TextureAssetTask(name, url, noMipmap, invertY, samplingMode) {
  22502. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  22503. this.name = name;
  22504. this.url = url;
  22505. this.noMipmap = noMipmap;
  22506. this.invertY = invertY;
  22507. this.samplingMode = samplingMode;
  22508. this.isCompleted = false;
  22509. }
  22510. TextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  22511. var _this = this;
  22512. var onload = function () {
  22513. _this.isCompleted = true;
  22514. if (_this.onSuccess) {
  22515. _this.onSuccess(_this);
  22516. }
  22517. onSuccess();
  22518. };
  22519. var onerror = function () {
  22520. if (_this.onError) {
  22521. _this.onError(_this);
  22522. }
  22523. onError();
  22524. };
  22525. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onError);
  22526. };
  22527. return TextureAssetTask;
  22528. })();
  22529. BABYLON.TextureAssetTask = TextureAssetTask;
  22530. var AssetsManager = (function () {
  22531. function AssetsManager(scene) {
  22532. this._tasks = new Array();
  22533. this._waitingTasksCount = 0;
  22534. this.useDefaultLoadingScreen = true;
  22535. this._scene = scene;
  22536. }
  22537. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  22538. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  22539. this._tasks.push(task);
  22540. return task;
  22541. };
  22542. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  22543. var task = new TextFileAssetTask(taskName, url);
  22544. this._tasks.push(task);
  22545. return task;
  22546. };
  22547. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  22548. var task = new BinaryFileAssetTask(taskName, url);
  22549. this._tasks.push(task);
  22550. return task;
  22551. };
  22552. AssetsManager.prototype.addImageTask = function (taskName, url) {
  22553. var task = new ImageAssetTask(taskName, url);
  22554. this._tasks.push(task);
  22555. return task;
  22556. };
  22557. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  22558. if (typeof samplingMode === "undefined") { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  22559. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  22560. this._tasks.push(task);
  22561. return task;
  22562. };
  22563. AssetsManager.prototype._decreaseWaitingTasksCount = function () {
  22564. this._waitingTasksCount--;
  22565. if (this._waitingTasksCount === 0) {
  22566. if (this.onFinish) {
  22567. this.onFinish(this._tasks);
  22568. }
  22569. this._scene.getEngine().hideLoadingUI();
  22570. }
  22571. };
  22572. AssetsManager.prototype._runTask = function (task) {
  22573. var _this = this;
  22574. task.run(this._scene, function () {
  22575. if (_this.onTaskSuccess) {
  22576. _this.onTaskSuccess(task);
  22577. }
  22578. _this._decreaseWaitingTasksCount();
  22579. }, function () {
  22580. if (_this.onTaskError) {
  22581. _this.onTaskError(task);
  22582. }
  22583. _this._decreaseWaitingTasksCount();
  22584. });
  22585. };
  22586. AssetsManager.prototype.reset = function () {
  22587. this._tasks = new Array();
  22588. return this;
  22589. };
  22590. AssetsManager.prototype.load = function () {
  22591. this._waitingTasksCount = this._tasks.length;
  22592. if (this._waitingTasksCount === 0) {
  22593. if (this.onFinish) {
  22594. this.onFinish(this._tasks);
  22595. }
  22596. return this;
  22597. }
  22598. if (this.useDefaultLoadingScreen) {
  22599. this._scene.getEngine().displayLoadingUI();
  22600. }
  22601. for (var index = 0; index < this._tasks.length; index++) {
  22602. var task = this._tasks[index];
  22603. this._runTask(task);
  22604. }
  22605. return this;
  22606. };
  22607. return AssetsManager;
  22608. })();
  22609. BABYLON.AssetsManager = AssetsManager;
  22610. })(BABYLON || (BABYLON = {}));
  22611. var __extends = this.__extends || function (d, b) {
  22612. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  22613. function __() { this.constructor = d; }
  22614. __.prototype = b.prototype;
  22615. d.prototype = new __();
  22616. };
  22617. var BABYLON;
  22618. (function (BABYLON) {
  22619. var VRDeviceOrientationCamera = (function (_super) {
  22620. __extends(VRDeviceOrientationCamera, _super);
  22621. function VRDeviceOrientationCamera(name, position, scene) {
  22622. _super.call(this, name, position, scene);
  22623. this._alpha = 0;
  22624. this._beta = 0;
  22625. this._gamma = 0;
  22626. }
  22627. VRDeviceOrientationCamera.prototype._onOrientationEvent = function (evt) {
  22628. this._alpha = +evt.alpha | 0;
  22629. this._beta = +evt.beta | 0;
  22630. this._gamma = +evt.gamma | 0;
  22631. if (this._gamma < 0) {
  22632. this._gamma = 90 + this._gamma;
  22633. } else {
  22634. this._gamma = 270 - this._gamma;
  22635. }
  22636. this.rotation.x = this._gamma / 180.0 * Math.PI;
  22637. this.rotation.y = -this._alpha / 180.0 * Math.PI;
  22638. this.rotation.z = this._beta / 180.0 * Math.PI;
  22639. };
  22640. return VRDeviceOrientationCamera;
  22641. })(BABYLON.OculusCamera);
  22642. BABYLON.VRDeviceOrientationCamera = VRDeviceOrientationCamera;
  22643. })(BABYLON || (BABYLON = {}));
  22644. var __extends = this.__extends || function (d, b) {
  22645. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  22646. function __() { this.constructor = d; }
  22647. __.prototype = b.prototype;
  22648. d.prototype = new __();
  22649. };
  22650. var BABYLON;
  22651. (function (BABYLON) {
  22652. var WebVRCamera = (function (_super) {
  22653. __extends(WebVRCamera, _super);
  22654. function WebVRCamera(name, position, scene) {
  22655. _super.call(this, name, position, scene);
  22656. this._hmdDevice = null;
  22657. this._sensorDevice = null;
  22658. this._cacheState = null;
  22659. this._cacheQuaternion = new BABYLON.Quaternion();
  22660. this._cacheRotation = BABYLON.Vector3.Zero();
  22661. this._vrEnabled = false;
  22662. this._getWebVRDevices = this._getWebVRDevices.bind(this);
  22663. }
  22664. WebVRCamera.prototype._getWebVRDevices = function (devices) {
  22665. var size = devices.length;
  22666. var i = 0;
  22667. this._sensorDevice = null;
  22668. this._hmdDevice = null;
  22669. while (i < size && this._hmdDevice === null) {
  22670. if (devices[i] instanceof HMDVRDevice) {
  22671. this._hmdDevice = devices[i];
  22672. }
  22673. i++;
  22674. }
  22675. i = 0;
  22676. while (i < size && this._sensorDevice === null) {
  22677. if (devices[i] instanceof PositionSensorVRDevice && (!this._hmdDevice || devices[i].hardwareUnitId === this._hmdDevice.hardwareUnitId)) {
  22678. this._sensorDevice = devices[i];
  22679. }
  22680. i++;
  22681. }
  22682. this._vrEnabled = this._sensorDevice && this._hmdDevice ? true : false;
  22683. };
  22684. WebVRCamera.prototype._update = function () {
  22685. if (this._vrEnabled) {
  22686. this._cacheState = this._sensorDevice.getState();
  22687. this._cacheQuaternion.copyFromFloats(this._cacheState.orientation.x, this._cacheState.orientation.y, this._cacheState.orientation.z, this._cacheState.orientation.w);
  22688. this._cacheQuaternion.toEulerAnglesToRef(this._cacheRotation);
  22689. this.rotation.x = -this._cacheRotation.z;
  22690. this.rotation.y = -this._cacheRotation.y;
  22691. this.rotation.z = this._cacheRotation.x;
  22692. }
  22693. _super.prototype._update.call(this);
  22694. };
  22695. WebVRCamera.prototype.attachControl = function (element, noPreventDefault) {
  22696. _super.prototype.attachControl.call(this, element, noPreventDefault);
  22697. if (navigator.getVRDevices) {
  22698. navigator.getVRDevices().then(this._getWebVRDevices);
  22699. } else if (navigator.mozGetVRDevices) {
  22700. navigator.mozGetVRDevices(this._getWebVRDevices);
  22701. }
  22702. };
  22703. WebVRCamera.prototype.detachControl = function (element) {
  22704. _super.prototype.detachControl.call(this, element);
  22705. this._vrEnabled = false;
  22706. };
  22707. return WebVRCamera;
  22708. })(BABYLON.OculusCamera);
  22709. BABYLON.WebVRCamera = WebVRCamera;
  22710. })(BABYLON || (BABYLON = {}));
  22711. var __extends = this.__extends || function (d, b) {
  22712. for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
  22713. function __() { this.constructor = d; }
  22714. __.prototype = b.prototype;
  22715. d.prototype = new __();
  22716. };
  22717. var BABYLON;
  22718. (function (BABYLON) {
  22719. var SceneOptimization = (function () {
  22720. function SceneOptimization(priority) {
  22721. if (typeof priority === "undefined") { priority = 0; }
  22722. this.priority = priority;
  22723. this.apply = function (scene) {
  22724. return true;
  22725. };
  22726. }
  22727. return SceneOptimization;
  22728. })();
  22729. BABYLON.SceneOptimization = SceneOptimization;
  22730. var TextureOptimization = (function (_super) {
  22731. __extends(TextureOptimization, _super);
  22732. function TextureOptimization(priority, maximumSize) {
  22733. if (typeof priority === "undefined") { priority = 0; }
  22734. if (typeof maximumSize === "undefined") { maximumSize = 1024; }
  22735. var _this = this;
  22736. _super.call(this, priority);
  22737. this.priority = priority;
  22738. this.maximumSize = maximumSize;
  22739. this.apply = function (scene) {
  22740. var allDone = true;
  22741. for (var index = 0; index < scene.textures.length; index++) {
  22742. var texture = scene.textures[index];
  22743. if (!texture.canRescale) {
  22744. continue;
  22745. }
  22746. var currentSize = texture.getSize();
  22747. var maxDimension = Math.max(currentSize.width, currentSize.height);
  22748. if (maxDimension > _this.maximumSize) {
  22749. texture.scale(0.5);
  22750. allDone = false;
  22751. }
  22752. }
  22753. return allDone;
  22754. };
  22755. }
  22756. return TextureOptimization;
  22757. })(SceneOptimization);
  22758. BABYLON.TextureOptimization = TextureOptimization;
  22759. var HardwareScalingOptimization = (function (_super) {
  22760. __extends(HardwareScalingOptimization, _super);
  22761. function HardwareScalingOptimization(priority, maximumScale) {
  22762. if (typeof priority === "undefined") { priority = 0; }
  22763. if (typeof maximumScale === "undefined") { maximumScale = 2; }
  22764. var _this = this;
  22765. _super.call(this, priority);
  22766. this.priority = priority;
  22767. this.maximumScale = maximumScale;
  22768. this._currentScale = 1;
  22769. this.apply = function (scene) {
  22770. _this._currentScale++;
  22771. scene.getEngine().setHardwareScalingLevel(_this._currentScale);
  22772. return _this._currentScale >= _this.maximumScale;
  22773. };
  22774. }
  22775. return HardwareScalingOptimization;
  22776. })(SceneOptimization);
  22777. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  22778. var ShadowsOptimization = (function (_super) {
  22779. __extends(ShadowsOptimization, _super);
  22780. function ShadowsOptimization() {
  22781. _super.apply(this, arguments);
  22782. this.apply = function (scene) {
  22783. scene.shadowsEnabled = false;
  22784. return true;
  22785. };
  22786. }
  22787. return ShadowsOptimization;
  22788. })(SceneOptimization);
  22789. BABYLON.ShadowsOptimization = ShadowsOptimization;
  22790. var PostProcessesOptimization = (function (_super) {
  22791. __extends(PostProcessesOptimization, _super);
  22792. function PostProcessesOptimization() {
  22793. _super.apply(this, arguments);
  22794. this.apply = function (scene) {
  22795. scene.postProcessesEnabled = false;
  22796. return true;
  22797. };
  22798. }
  22799. return PostProcessesOptimization;
  22800. })(SceneOptimization);
  22801. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  22802. var LensFlaresOptimization = (function (_super) {
  22803. __extends(LensFlaresOptimization, _super);
  22804. function LensFlaresOptimization() {
  22805. _super.apply(this, arguments);
  22806. this.apply = function (scene) {
  22807. scene.lensFlaresEnabled = false;
  22808. return true;
  22809. };
  22810. }
  22811. return LensFlaresOptimization;
  22812. })(SceneOptimization);
  22813. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  22814. var ParticlesOptimization = (function (_super) {
  22815. __extends(ParticlesOptimization, _super);
  22816. function ParticlesOptimization() {
  22817. _super.apply(this, arguments);
  22818. this.apply = function (scene) {
  22819. scene.particlesEnabled = false;
  22820. return true;
  22821. };
  22822. }
  22823. return ParticlesOptimization;
  22824. })(SceneOptimization);
  22825. BABYLON.ParticlesOptimization = ParticlesOptimization;
  22826. var RenderTargetsOptimization = (function (_super) {
  22827. __extends(RenderTargetsOptimization, _super);
  22828. function RenderTargetsOptimization() {
  22829. _super.apply(this, arguments);
  22830. this.apply = function (scene) {
  22831. scene.renderTargetsEnabled = false;
  22832. return true;
  22833. };
  22834. }
  22835. return RenderTargetsOptimization;
  22836. })(SceneOptimization);
  22837. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  22838. var SceneOptimizerOptions = (function () {
  22839. function SceneOptimizerOptions(targetFrameRate, trackerDuration) {
  22840. if (typeof targetFrameRate === "undefined") { targetFrameRate = 60; }
  22841. if (typeof trackerDuration === "undefined") { trackerDuration = 2000; }
  22842. this.targetFrameRate = targetFrameRate;
  22843. this.trackerDuration = trackerDuration;
  22844. this.optimizations = new Array();
  22845. }
  22846. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  22847. var result = new SceneOptimizerOptions(targetFrameRate);
  22848. var priority = 0;
  22849. result.optimizations.push(new ShadowsOptimization(priority));
  22850. result.optimizations.push(new LensFlaresOptimization(priority));
  22851. priority++;
  22852. result.optimizations.push(new PostProcessesOptimization(priority));
  22853. result.optimizations.push(new ParticlesOptimization(priority));
  22854. priority++;
  22855. result.optimizations.push(new TextureOptimization(priority, 1024));
  22856. return result;
  22857. };
  22858. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  22859. var result = new SceneOptimizerOptions(targetFrameRate);
  22860. var priority = 0;
  22861. result.optimizations.push(new ShadowsOptimization(priority));
  22862. result.optimizations.push(new LensFlaresOptimization(priority));
  22863. priority++;
  22864. result.optimizations.push(new PostProcessesOptimization(priority));
  22865. result.optimizations.push(new ParticlesOptimization(priority));
  22866. priority++;
  22867. result.optimizations.push(new TextureOptimization(priority, 512));
  22868. priority++;
  22869. result.optimizations.push(new RenderTargetsOptimization(priority));
  22870. priority++;
  22871. result.optimizations.push(new HardwareScalingOptimization(priority, 2));
  22872. return result;
  22873. };
  22874. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  22875. var result = new SceneOptimizerOptions(targetFrameRate);
  22876. var priority = 0;
  22877. result.optimizations.push(new ShadowsOptimization(priority));
  22878. result.optimizations.push(new LensFlaresOptimization(priority));
  22879. priority++;
  22880. result.optimizations.push(new PostProcessesOptimization(priority));
  22881. result.optimizations.push(new ParticlesOptimization(priority));
  22882. priority++;
  22883. result.optimizations.push(new TextureOptimization(priority, 256));
  22884. priority++;
  22885. result.optimizations.push(new RenderTargetsOptimization(priority));
  22886. priority++;
  22887. result.optimizations.push(new HardwareScalingOptimization(priority, 4));
  22888. return result;
  22889. };
  22890. return SceneOptimizerOptions;
  22891. })();
  22892. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  22893. var SceneOptimizer = (function () {
  22894. function SceneOptimizer() {
  22895. }
  22896. SceneOptimizer._CheckCurrentState = function (scene, options, currentPriorityLevel, onSuccess, onFailure) {
  22897. if (BABYLON.Tools.GetFps() >= options.targetFrameRate) {
  22898. if (onSuccess) {
  22899. onSuccess();
  22900. }
  22901. return;
  22902. }
  22903. var allDone = true;
  22904. var noOptimizationApplied = true;
  22905. for (var index = 0; index < options.optimizations.length; index++) {
  22906. var optimization = options.optimizations[index];
  22907. if (optimization.priority === currentPriorityLevel) {
  22908. noOptimizationApplied = false;
  22909. allDone = allDone && optimization.apply(scene);
  22910. }
  22911. }
  22912. if (noOptimizationApplied) {
  22913. if (onFailure) {
  22914. onFailure();
  22915. }
  22916. return;
  22917. }
  22918. if (allDone) {
  22919. currentPriorityLevel++;
  22920. }
  22921. scene.executeWhenReady(function () {
  22922. setTimeout(function () {
  22923. SceneOptimizer._CheckCurrentState(scene, options, currentPriorityLevel, onSuccess, onFailure);
  22924. }, options.trackerDuration);
  22925. });
  22926. };
  22927. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  22928. if (!options) {
  22929. options = SceneOptimizerOptions.ModerateDegradationAllowed();
  22930. }
  22931. scene.executeWhenReady(function () {
  22932. setTimeout(function () {
  22933. SceneOptimizer._CheckCurrentState(scene, options, 0, onSuccess, onFailure);
  22934. }, options.trackerDuration);
  22935. });
  22936. };
  22937. return SceneOptimizer;
  22938. })();
  22939. BABYLON.SceneOptimizer = SceneOptimizer;
  22940. })(BABYLON || (BABYLON = {}));
  22941. var BABYLON;
  22942. (function (BABYLON) {
  22943. (function (Internals) {
  22944. var MeshLODLevel = (function () {
  22945. function MeshLODLevel(distance, mesh) {
  22946. this.distance = distance;
  22947. this.mesh = mesh;
  22948. }
  22949. return MeshLODLevel;
  22950. })();
  22951. Internals.MeshLODLevel = MeshLODLevel;
  22952. })(BABYLON.Internals || (BABYLON.Internals = {}));
  22953. var Internals = BABYLON.Internals;
  22954. })(BABYLON || (BABYLON = {}));
  22955. var BABYLON;
  22956. (function (BABYLON) {
  22957. var AudioEngine = (function () {
  22958. function AudioEngine() {
  22959. this.audioContext = null;
  22960. this.canUseWebAudio = false;
  22961. try {
  22962. if (typeof AudioContext !== 'undefined') {
  22963. this.audioContext = new AudioContext();
  22964. this.canUseWebAudio = true;
  22965. } else if (typeof webkitAudioContext !== 'undefined') {
  22966. this.audioContext = new webkitAudioContext();
  22967. this.canUseWebAudio = true;
  22968. }
  22969. } catch (e) {
  22970. this.canUseWebAudio = false;
  22971. }
  22972. if (this.canUseWebAudio) {
  22973. this.masterGain = this.audioContext.createGain();
  22974. this.masterGain.gain.value = 1;
  22975. this.masterGain.connect(this.audioContext.destination);
  22976. }
  22977. }
  22978. AudioEngine.prototype.getGlobalVolume = function () {
  22979. if (this.canUseWebAudio) {
  22980. return this.masterGain.gain.value;
  22981. } else {
  22982. return -1;
  22983. }
  22984. };
  22985. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  22986. if (this.canUseWebAudio) {
  22987. this.masterGain.gain.value = newVolume;
  22988. }
  22989. };
  22990. return AudioEngine;
  22991. })();
  22992. BABYLON.AudioEngine = AudioEngine;
  22993. })(BABYLON || (BABYLON = {}));
  22994. var BABYLON;
  22995. (function (BABYLON) {
  22996. var Sound = (function () {
  22997. /**
  22998. * Create a sound and attach it to a scene
  22999. * @param name Name of your sound
  23000. * @param url Url to the sound to load async
  23001. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  23002. * @param options Objects to provide with the current available options: autoplay, loop, distanceMax
  23003. */
  23004. function Sound(name, url, scene, readyToPlayCallback, options) {
  23005. var _this = this;
  23006. this.maxDistance = 10;
  23007. this.autoplay = false;
  23008. this.loop = false;
  23009. this.useBabylonJSAttenuation = false;
  23010. this._position = BABYLON.Vector3.Zero();
  23011. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  23012. this._volume = 1;
  23013. this._distanceFromCamera = 1;
  23014. this._isLoaded = false;
  23015. this._isReadyToPlay = false;
  23016. this._isPlaying = false;
  23017. this._isDirectional = false;
  23018. this._coneInnerAngle = null;
  23019. this._coneOuterAngle = null;
  23020. this._coneOuterGain = null;
  23021. this._name = name;
  23022. this._scene = scene;
  23023. this._audioEngine = this._scene.getEngine().getAudioEngine();
  23024. this._readyToPlayCallback = readyToPlayCallback;
  23025. if (options) {
  23026. if (options.distanceMax) {
  23027. this.maxDistance = options.distanceMax;
  23028. }
  23029. if (options.autoplay) {
  23030. this.autoplay = options.autoplay;
  23031. }
  23032. if (options.loop) {
  23033. this.loop = options.loop;
  23034. }
  23035. if (options.volume) {
  23036. this._volume = options.volume;
  23037. }
  23038. if (options.useBabylonJSAttenuation) {
  23039. this.useBabylonJSAttenuation = options.useBabylonJSAttenuation;
  23040. }
  23041. }
  23042. if (this._audioEngine.canUseWebAudio) {
  23043. this._soundGain = this._audioEngine.audioContext.createGain();
  23044. this._soundGain.gain.value = this._volume;
  23045. this._soundPanner = this._audioEngine.audioContext.createPanner();
  23046. this._soundPanner.connect(this._soundGain);
  23047. this._scene.mainSoundTrack.AddSound(this);
  23048. BABYLON.Tools.LoadFile(url, function (data) {
  23049. _this._soundLoaded(data);
  23050. }, null, null, true);
  23051. }
  23052. }
  23053. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  23054. if (this._audioEngine.canUseWebAudio) {
  23055. this._soundGain.disconnect();
  23056. this._soundGain.connect(soundTrackAudioNode);
  23057. }
  23058. };
  23059. /**
  23060. * Transform this sound into a directional source
  23061. * @param coneInnerAngle Size of the inner cone in degree
  23062. * @param coneOuterAngle Size of the outer cone in degree
  23063. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  23064. */
  23065. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  23066. if (coneOuterAngle < coneInnerAngle) {
  23067. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  23068. return;
  23069. }
  23070. this._coneInnerAngle = coneInnerAngle;
  23071. this._coneOuterAngle = coneOuterAngle;
  23072. this._coneOuterGain = coneOuterGain;
  23073. this._isDirectional = true;
  23074. if (this._isPlaying && this.loop) {
  23075. this.stop();
  23076. this.play();
  23077. }
  23078. };
  23079. Sound.prototype.setPosition = function (newPosition) {
  23080. this._position = newPosition;
  23081. if (this._isPlaying) {
  23082. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  23083. }
  23084. };
  23085. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  23086. this._localDirection = newLocalDirection;
  23087. if (this._connectedMesh && this._isPlaying) {
  23088. this._updateDirection();
  23089. }
  23090. };
  23091. Sound.prototype._updateDirection = function () {
  23092. var mat = this._connectedMesh.getWorldMatrix();
  23093. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  23094. direction.normalize();
  23095. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  23096. };
  23097. /**
  23098. * Play the sound
  23099. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  23100. */
  23101. Sound.prototype.play = function (time) {
  23102. if (this._isReadyToPlay) {
  23103. try {
  23104. var startTime = time ? this._audioEngine.audioContext.currentTime + time : 0;
  23105. this._soundSource = this._audioEngine.audioContext.createBufferSource();
  23106. this._soundSource.buffer = this._audioBuffer;
  23107. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  23108. if (this._isDirectional) {
  23109. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  23110. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  23111. this._soundPanner.coneOuterGain = this._coneOuterGain;
  23112. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  23113. }
  23114. this._soundSource.connect(this._soundPanner);
  23115. this._soundSource.loop = this.loop;
  23116. this._soundSource.start(startTime);
  23117. this._isPlaying = true;
  23118. } catch (ex) {
  23119. BABYLON.Tools.Error("Error while trying to play audio: " + this._name + ", " + ex.message);
  23120. }
  23121. }
  23122. };
  23123. /**
  23124. * Stop the sound
  23125. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  23126. */
  23127. Sound.prototype.stop = function (time) {
  23128. var stopTime = time ? this._audioEngine.audioContext.currentTime + time : 0;
  23129. this._soundSource.stop(stopTime);
  23130. this._isPlaying = false;
  23131. };
  23132. Sound.prototype.pause = function () {
  23133. };
  23134. Sound.prototype.setVolume = function (newVolume) {
  23135. this._volume = newVolume;
  23136. };
  23137. Sound.prototype.getVolume = function () {
  23138. return this._volume;
  23139. };
  23140. Sound.prototype.attachToMesh = function (meshToConnectTo) {
  23141. var _this = this;
  23142. this._connectedMesh = meshToConnectTo;
  23143. meshToConnectTo.registerAfterWorldMatrixUpdate(function (connectedMesh) {
  23144. return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh);
  23145. });
  23146. };
  23147. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (connectedMesh) {
  23148. this.setPosition(connectedMesh.position);
  23149. if (this._isDirectional && this._isPlaying) {
  23150. this._updateDirection();
  23151. }
  23152. };
  23153. Sound.prototype._soundLoaded = function (audioData) {
  23154. var _this = this;
  23155. this._isLoaded = true;
  23156. this._audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  23157. _this._audioBuffer = buffer;
  23158. _this._isReadyToPlay = true;
  23159. if (_this.autoplay) {
  23160. _this.play();
  23161. }
  23162. if (_this._readyToPlayCallback) {
  23163. _this._readyToPlayCallback();
  23164. }
  23165. }, function (error) {
  23166. BABYLON.Tools.Error("Error while decoding audio data: " + error.err);
  23167. });
  23168. };
  23169. return Sound;
  23170. })();
  23171. BABYLON.Sound = Sound;
  23172. })(BABYLON || (BABYLON = {}));
  23173. var BABYLON;
  23174. (function (BABYLON) {
  23175. var SoundTrack = (function () {
  23176. function SoundTrack(scene, options) {
  23177. this.id = -1;
  23178. this._isMainTrack = false;
  23179. this._scene = scene;
  23180. this._audioEngine = scene.getEngine().getAudioEngine();
  23181. this._soundCollection = new Array();
  23182. if (this._audioEngine.canUseWebAudio) {
  23183. this._trackGain = this._audioEngine.audioContext.createGain();
  23184. this._trackGain.connect(this._audioEngine.masterGain);
  23185. if (options) {
  23186. if (options.volume) {
  23187. this._trackGain.gain.value = options.volume;
  23188. }
  23189. if (options.mainTrack) {
  23190. this._isMainTrack = options.mainTrack;
  23191. }
  23192. }
  23193. }
  23194. if (!this._isMainTrack) {
  23195. this._scene.soundTracks.push(this);
  23196. this.id = this._scene.soundTracks.length - 1;
  23197. }
  23198. }
  23199. SoundTrack.prototype.AddSound = function (sound) {
  23200. sound.connectToSoundTrackAudioNode(this._trackGain);
  23201. if (sound.soundTrackId) {
  23202. if (sound.soundTrackId === -1) {
  23203. this._scene.mainSoundTrack.RemoveSound(sound);
  23204. } else {
  23205. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  23206. }
  23207. }
  23208. this._soundCollection.push(sound);
  23209. sound.soundTrackId = this.id;
  23210. };
  23211. SoundTrack.prototype.RemoveSound = function (sound) {
  23212. var index = this._soundCollection.indexOf(sound);
  23213. if (index !== -1) {
  23214. this._soundCollection.splice(index, 1);
  23215. }
  23216. };
  23217. SoundTrack.prototype.setVolume = function (newVolume) {
  23218. if (this._audioEngine.canUseWebAudio) {
  23219. this._trackGain.gain.value = newVolume;
  23220. }
  23221. };
  23222. return SoundTrack;
  23223. })();
  23224. BABYLON.SoundTrack = SoundTrack;
  23225. })(BABYLON || (BABYLON = {}));
  23226. var BABYLON;
  23227. (function (BABYLON) {
  23228. var DebugLayer = (function () {
  23229. function DebugLayer(scene) {
  23230. var _this = this;
  23231. this._enabled = false;
  23232. this._labelsEnabled = false;
  23233. this._displayStatistics = true;
  23234. this._displayTree = false;
  23235. this._displayLogs = false;
  23236. this._identityMatrix = BABYLON.Matrix.Identity();
  23237. this.axisRatio = 0.02;
  23238. this._scene = scene;
  23239. this._syncPositions = function () {
  23240. var engine = _this._scene.getEngine();
  23241. var canvasRect = engine.getRenderingCanvasClientRect();
  23242. if (_this._showUI) {
  23243. _this._statsDiv.style.right = "0";
  23244. _this._statsDiv.style.bottom = "10px";
  23245. _this._statsDiv.style.width = "300px";
  23246. _this._statsDiv.style.height = "auto";
  23247. _this._statsSubsetDiv.style.maxHeight = (canvasRect.height - 60) + "px";
  23248. _this._optionsDiv.style.left = "0px";
  23249. _this._optionsDiv.style.top = "10px";
  23250. _this._optionsDiv.style.width = "200px";
  23251. _this._optionsDiv.style.height = "auto";
  23252. _this._optionsSubsetDiv.style.maxHeight = (canvasRect.height - 60) + "px";
  23253. _this._logDiv.style.left = "0px";
  23254. _this._logDiv.style.bottom = "10px";
  23255. _this._logDiv.style.width = "600px";
  23256. _this._logDiv.style.height = "auto";
  23257. _this._treeDiv.style.right = "0px";
  23258. _this._treeDiv.style.top = "10px";
  23259. _this._treeDiv.style.width = "300px";
  23260. _this._treeDiv.style.height = "auto";
  23261. }
  23262. _this._drawingCanvas.style.left = "0px";
  23263. _this._drawingCanvas.style.top = "0px";
  23264. _this._drawingCanvas.style.width = engine.getRenderWidth() + "px";
  23265. _this._drawingCanvas.style.height = engine.getRenderHeight() + "px";
  23266. var devicePixelRatio = window.devicePixelRatio || 1;
  23267. var context = _this._drawingContext;
  23268. var backingStoreRatio = context.webkitBackingStorePixelRatio || context.mozBackingStorePixelRatio || context.msBackingStorePixelRatio || context.oBackingStorePixelRatio || context.backingStorePixelRatio || 1;
  23269. _this._ratio = devicePixelRatio / backingStoreRatio;
  23270. _this._drawingCanvas.width = engine.getRenderWidth() * _this._ratio;
  23271. _this._drawingCanvas.height = engine.getRenderHeight() * _this._ratio;
  23272. };
  23273. this._onCanvasClick = function (evt) {
  23274. _this._clickPosition = {
  23275. x: evt.clientX * _this._ratio,
  23276. y: evt.clientY * _this._ratio
  23277. };
  23278. };
  23279. this._syncData = function () {
  23280. if (_this._showUI) {
  23281. if (_this._displayStatistics) {
  23282. _this._displayStats();
  23283. _this._statsDiv.style.display = "";
  23284. } else {
  23285. _this._statsDiv.style.display = "none";
  23286. }
  23287. if (_this._displayLogs) {
  23288. _this._logDiv.style.display = "";
  23289. } else {
  23290. _this._logDiv.style.display = "none";
  23291. }
  23292. if (_this._displayTree) {
  23293. _this._treeDiv.style.display = "";
  23294. } else {
  23295. _this._treeDiv.style.display = "none";
  23296. }
  23297. }
  23298. if (_this._labelsEnabled || !_this._showUI) {
  23299. _this._drawingContext.clearRect(0, 0, _this._drawingCanvas.width, _this._drawingCanvas.height);
  23300. var engine = _this._scene.getEngine();
  23301. var viewport = _this._scene.activeCamera.viewport;
  23302. var globalViewport = viewport.toGlobal(engine);
  23303. var meshes = _this._scene.getActiveMeshes();
  23304. for (var index = 0; index < meshes.length; index++) {
  23305. var mesh = meshes.data[index];
  23306. var position = mesh.getBoundingInfo().boundingSphere.center;
  23307. var projectedPosition = BABYLON.Vector3.Project(position, mesh.getWorldMatrix(), _this._scene.getTransformMatrix(), globalViewport);
  23308. if (mesh.renderOverlay || _this.shouldDisplayAxis && _this.shouldDisplayAxis(mesh)) {
  23309. _this._renderAxis(projectedPosition, mesh, globalViewport);
  23310. }
  23311. if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(mesh)) {
  23312. _this._renderLabel(mesh.name, projectedPosition, 12, function () {
  23313. mesh.renderOverlay = !mesh.renderOverlay;
  23314. }, function () {
  23315. return mesh.renderOverlay ? 'red' : 'black';
  23316. });
  23317. }
  23318. }
  23319. var cameras = _this._scene.cameras;
  23320. for (index = 0; index < cameras.length; index++) {
  23321. var camera = cameras[index];
  23322. if (camera === _this._scene.activeCamera) {
  23323. continue;
  23324. }
  23325. projectedPosition = BABYLON.Vector3.Project(camera.position, _this._identityMatrix, _this._scene.getTransformMatrix(), globalViewport);
  23326. if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(camera)) {
  23327. _this._renderLabel(camera.name, projectedPosition, 12, function () {
  23328. _this._scene.activeCamera.detachControl(engine.getRenderingCanvas());
  23329. _this._scene.activeCamera = camera;
  23330. _this._scene.activeCamera.attachControl(engine.getRenderingCanvas());
  23331. }, function () {
  23332. return "purple";
  23333. });
  23334. }
  23335. }
  23336. var lights = _this._scene.lights;
  23337. for (index = 0; index < lights.length; index++) {
  23338. var light = lights[index];
  23339. if (light.position) {
  23340. projectedPosition = BABYLON.Vector3.Project(light.position, _this._identityMatrix, _this._scene.getTransformMatrix(), globalViewport);
  23341. if (!_this.shouldDisplayLabel || _this.shouldDisplayLabel(light)) {
  23342. _this._renderLabel(light.name, projectedPosition, -20, function () {
  23343. light.setEnabled(!light.isEnabled());
  23344. }, function () {
  23345. return light.isEnabled() ? "orange" : "gray";
  23346. });
  23347. }
  23348. }
  23349. }
  23350. }
  23351. _this._clickPosition = undefined;
  23352. };
  23353. }
  23354. DebugLayer.prototype._renderSingleAxis = function (zero, unit, unitText, label, color) {
  23355. this._drawingContext.beginPath();
  23356. this._drawingContext.moveTo(zero.x, zero.y);
  23357. this._drawingContext.lineTo(unit.x, unit.y);
  23358. this._drawingContext.strokeStyle = color;
  23359. this._drawingContext.lineWidth = 4;
  23360. this._drawingContext.stroke();
  23361. this._drawingContext.font = "normal 14px Segoe UI";
  23362. this._drawingContext.fillStyle = color;
  23363. this._drawingContext.fillText(label, unitText.x, unitText.y);
  23364. };
  23365. DebugLayer.prototype._renderAxis = function (projectedPosition, mesh, globalViewport) {
  23366. var position = mesh.getBoundingInfo().boundingSphere.center;
  23367. var worldMatrix = mesh.getWorldMatrix();
  23368. var unprojectedVector = BABYLON.Vector3.UnprojectFromTransform(projectedPosition.add(new BABYLON.Vector3(this._drawingCanvas.width * this.axisRatio, 0, 0)), globalViewport.width, globalViewport.height, worldMatrix, this._scene.getTransformMatrix());
  23369. var unit = (unprojectedVector.subtract(position)).length();
  23370. var xAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(unit, 0, 0)), worldMatrix, this._scene.getTransformMatrix(), globalViewport);
  23371. var xAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(unit * 1.5, 0, 0)), worldMatrix, this._scene.getTransformMatrix(), globalViewport);
  23372. this._renderSingleAxis(projectedPosition, xAxis, xAxisText, "x", "#FF0000");
  23373. var yAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, unit, 0)), worldMatrix, this._scene.getTransformMatrix(), globalViewport);
  23374. var yAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, unit * 1.5, 0)), worldMatrix, this._scene.getTransformMatrix(), globalViewport);
  23375. this._renderSingleAxis(projectedPosition, yAxis, yAxisText, "y", "#00FF00");
  23376. var zAxis = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, 0, unit)), worldMatrix, this._scene.getTransformMatrix(), globalViewport);
  23377. var zAxisText = BABYLON.Vector3.Project(position.add(new BABYLON.Vector3(0, 0, unit * 1.5)), worldMatrix, this._scene.getTransformMatrix(), globalViewport);
  23378. this._renderSingleAxis(projectedPosition, zAxis, zAxisText, "z", "#0000FF");
  23379. };
  23380. DebugLayer.prototype._renderLabel = function (text, projectedPosition, labelOffset, onClick, getFillStyle) {
  23381. if (projectedPosition.z > 0 && projectedPosition.z < 1.0) {
  23382. this._drawingContext.font = "normal 12px Segoe UI";
  23383. var textMetrics = this._drawingContext.measureText(text);
  23384. var centerX = projectedPosition.x - textMetrics.width / 2;
  23385. var centerY = projectedPosition.y;
  23386. if (this._isClickInsideRect(centerX - 5, centerY - labelOffset - 12, textMetrics.width + 10, 17)) {
  23387. onClick();
  23388. }
  23389. this._drawingContext.beginPath();
  23390. this._drawingContext.rect(centerX - 5, centerY - labelOffset - 12, textMetrics.width + 10, 17);
  23391. this._drawingContext.fillStyle = getFillStyle();
  23392. this._drawingContext.globalAlpha = 0.5;
  23393. this._drawingContext.fill();
  23394. this._drawingContext.globalAlpha = 1.0;
  23395. this._drawingContext.strokeStyle = '#FFFFFF';
  23396. this._drawingContext.lineWidth = 1;
  23397. this._drawingContext.stroke();
  23398. this._drawingContext.fillStyle = "#FFFFFF";
  23399. this._drawingContext.fillText(text, centerX, centerY - labelOffset);
  23400. this._drawingContext.beginPath();
  23401. this._drawingContext.arc(projectedPosition.x, centerY, 5, 0, 2 * Math.PI, false);
  23402. this._drawingContext.fill();
  23403. }
  23404. };
  23405. DebugLayer.prototype._isClickInsideRect = function (x, y, width, height) {
  23406. if (!this._clickPosition) {
  23407. return false;
  23408. }
  23409. if (this._clickPosition.x < x || this._clickPosition.x > x + width) {
  23410. return false;
  23411. }
  23412. if (this._clickPosition.y < y || this._clickPosition.y > y + height) {
  23413. return false;
  23414. }
  23415. return true;
  23416. };
  23417. DebugLayer.prototype.isVisible = function () {
  23418. return this._enabled;
  23419. };
  23420. DebugLayer.prototype.hide = function () {
  23421. if (!this._enabled) {
  23422. return;
  23423. }
  23424. this._enabled = false;
  23425. var engine = this._scene.getEngine();
  23426. var parentElement = engine.getRenderingCanvas().parentElement;
  23427. this._scene.unregisterAfterRender(this._syncData);
  23428. parentElement.removeChild(this._globalDiv);
  23429. window.removeEventListener("resize", this._syncPositions);
  23430. this._scene.forceShowBoundingBoxes = false;
  23431. this._scene.forceWireframe = false;
  23432. BABYLON.StandardMaterial.DiffuseTextureEnabled = true;
  23433. BABYLON.StandardMaterial.AmbientTextureEnabled = true;
  23434. BABYLON.StandardMaterial.SpecularTextureEnabled = true;
  23435. BABYLON.StandardMaterial.EmissiveTextureEnabled = true;
  23436. BABYLON.StandardMaterial.BumpTextureEnabled = true;
  23437. BABYLON.StandardMaterial.OpacityTextureEnabled = true;
  23438. BABYLON.StandardMaterial.ReflectionTextureEnabled = true;
  23439. this._scene.shadowsEnabled = true;
  23440. this._scene.particlesEnabled = true;
  23441. this._scene.postProcessesEnabled = true;
  23442. this._scene.collisionsEnabled = true;
  23443. this._scene.lightsEnabled = true;
  23444. this._scene.texturesEnabled = true;
  23445. this._scene.lensFlaresEnabled = true;
  23446. this._scene.proceduralTexturesEnabled = true;
  23447. this._scene.renderTargetsEnabled = true;
  23448. engine.getRenderingCanvas().removeEventListener("click", this._onCanvasClick);
  23449. };
  23450. DebugLayer.prototype.show = function (showUI) {
  23451. if (typeof showUI === "undefined") { showUI = true; }
  23452. if (this._enabled) {
  23453. return;
  23454. }
  23455. this._enabled = true;
  23456. this._showUI = showUI;
  23457. var engine = this._scene.getEngine();
  23458. var parentElement = engine.getRenderingCanvas().parentElement;
  23459. this._scene.registerAfterRender(this._syncData);
  23460. this._globalDiv = document.createElement("div");
  23461. parentElement.appendChild(this._globalDiv);
  23462. this._generateDOMelements();
  23463. window.addEventListener("resize", this._syncPositions);
  23464. engine.getRenderingCanvas().addEventListener("click", this._onCanvasClick);
  23465. this._syncPositions();
  23466. };
  23467. DebugLayer.prototype._clearLabels = function () {
  23468. this._drawingContext.clearRect(0, 0, this._drawingCanvas.width, this._drawingCanvas.height);
  23469. for (var index = 0; index < this._scene.meshes.length; index++) {
  23470. var mesh = this._scene.meshes[index];
  23471. mesh.renderOverlay = false;
  23472. }
  23473. };
  23474. DebugLayer.prototype._generateheader = function (root, text) {
  23475. var header = document.createElement("div");
  23476. header.innerHTML = text + "&nbsp;";
  23477. header.style.textAlign = "right";
  23478. header.style.width = "100%";
  23479. header.style.color = "white";
  23480. header.style.backgroundColor = "Black";
  23481. header.style.padding = "5px 5px 4px 0px";
  23482. header.style.marginLeft = "-5px";
  23483. root.appendChild(header);
  23484. };
  23485. DebugLayer.prototype._generateTexBox = function (root, title) {
  23486. var label = document.createElement("label");
  23487. label.innerHTML = title;
  23488. root.appendChild(label);
  23489. root.appendChild(document.createElement("br"));
  23490. };
  23491. DebugLayer.prototype._generateAdvancedCheckBox = function (root, leftTitle, rightTitle, initialState, task, tag) {
  23492. if (typeof tag === "undefined") { tag = null; }
  23493. var label = document.createElement("label");
  23494. var boundingBoxesCheckbox = document.createElement("input");
  23495. boundingBoxesCheckbox.type = "checkbox";
  23496. boundingBoxesCheckbox.checked = initialState;
  23497. boundingBoxesCheckbox.addEventListener("change", function (evt) {
  23498. task(evt.target, tag);
  23499. });
  23500. label.appendChild(boundingBoxesCheckbox);
  23501. var container = document.createElement("span");
  23502. var leftPart = document.createElement("span");
  23503. var rightPart = document.createElement("span");
  23504. rightPart.style.cssFloat = "right";
  23505. leftPart.innerHTML = leftTitle;
  23506. rightPart.innerHTML = rightTitle;
  23507. container.appendChild(leftPart);
  23508. container.appendChild(rightPart);
  23509. label.appendChild(container);
  23510. root.appendChild(label);
  23511. root.appendChild(document.createElement("br"));
  23512. };
  23513. DebugLayer.prototype._generateCheckBox = function (root, title, initialState, task, tag) {
  23514. if (typeof tag === "undefined") { tag = null; }
  23515. var label = document.createElement("label");
  23516. var boundingBoxesCheckbox = document.createElement("input");
  23517. boundingBoxesCheckbox.type = "checkbox";
  23518. boundingBoxesCheckbox.checked = initialState;
  23519. boundingBoxesCheckbox.addEventListener("change", function (evt) {
  23520. task(evt.target, tag);
  23521. });
  23522. label.appendChild(boundingBoxesCheckbox);
  23523. label.appendChild(document.createTextNode(title));
  23524. root.appendChild(label);
  23525. root.appendChild(document.createElement("br"));
  23526. };
  23527. DebugLayer.prototype._generateRadio = function (root, title, name, initialState, task, tag) {
  23528. if (typeof tag === "undefined") { tag = null; }
  23529. var label = document.createElement("label");
  23530. var boundingBoxesRadio = document.createElement("input");
  23531. boundingBoxesRadio.type = "radio";
  23532. boundingBoxesRadio.name = name;
  23533. boundingBoxesRadio.checked = initialState;
  23534. boundingBoxesRadio.addEventListener("change", function (evt) {
  23535. task(evt.target, tag);
  23536. });
  23537. label.appendChild(boundingBoxesRadio);
  23538. label.appendChild(document.createTextNode(title));
  23539. root.appendChild(label);
  23540. root.appendChild(document.createElement("br"));
  23541. };
  23542. DebugLayer.prototype._generateDOMelements = function () {
  23543. var _this = this;
  23544. this._globalDiv.id = "DebugLayer";
  23545. this._drawingCanvas = document.createElement("canvas");
  23546. this._drawingCanvas.id = "DebugLayerDrawingCanvas";
  23547. this._drawingCanvas.style.position = "absolute";
  23548. this._drawingCanvas.style.pointerEvents = "none";
  23549. this._drawingContext = this._drawingCanvas.getContext("2d");
  23550. this._globalDiv.appendChild(this._drawingCanvas);
  23551. if (this._showUI) {
  23552. var background = "rgba(128, 128, 128, 0.4)";
  23553. var border = "rgb(180, 180, 180) solid 1px";
  23554. this._statsDiv = document.createElement("div");
  23555. this._statsDiv.id = "DebugLayerStats";
  23556. this._statsDiv.style.border = border;
  23557. this._statsDiv.style.position = "absolute";
  23558. this._statsDiv.style.background = background;
  23559. this._statsDiv.style.padding = "0px 0px 0px 5px";
  23560. this._statsDiv.style.pointerEvents = "none";
  23561. this._statsDiv.style.overflowY = "auto";
  23562. this._generateheader(this._statsDiv, "Statistics");
  23563. this._statsSubsetDiv = document.createElement("div");
  23564. this._statsSubsetDiv.style.paddingTop = "5px";
  23565. this._statsSubsetDiv.style.paddingBottom = "5px";
  23566. this._statsDiv.appendChild(this._statsSubsetDiv);
  23567. this._treeDiv = document.createElement("div");
  23568. this._treeDiv.id = "DebugLayerTree";
  23569. this._treeDiv.style.border = border;
  23570. this._treeDiv.style.position = "absolute";
  23571. this._treeDiv.style.background = background;
  23572. this._treeDiv.style.padding = "0px 0px 0px 5px";
  23573. this._treeDiv.style.display = "none";
  23574. this._generateheader(this._treeDiv, "Meshes tree");
  23575. this._treeSubsetDiv = document.createElement("div");
  23576. this._treeSubsetDiv.style.paddingTop = "5px";
  23577. this._treeSubsetDiv.style.overflowY = "auto";
  23578. this._treeSubsetDiv.style.maxHeight = "300px";
  23579. this._treeDiv.appendChild(this._treeSubsetDiv);
  23580. var sortedArray = this._scene.meshes.slice(0, this._scene.meshes.length);
  23581. sortedArray.sort(function (a, b) {
  23582. if (a.name === b.name) {
  23583. return 0;
  23584. }
  23585. return (a.name > b.name) ? 1 : -1;
  23586. });
  23587. for (var index = 0; index < sortedArray.length; index++) {
  23588. var mesh = sortedArray[index];
  23589. if (!mesh.isEnabled()) {
  23590. continue;
  23591. }
  23592. this._generateAdvancedCheckBox(this._treeSubsetDiv, mesh.name, mesh.getTotalVertices() + " verts", mesh.isVisible, function (element, mesh) {
  23593. mesh.isVisible = element.checked;
  23594. }, mesh);
  23595. }
  23596. this._logDiv = document.createElement("div");
  23597. this._logDiv.style.border = border;
  23598. this._logDiv.id = "DebugLayerLogs";
  23599. this._logDiv.style.position = "absolute";
  23600. this._logDiv.style.background = background;
  23601. this._logDiv.style.padding = "0px 0px 0px 5px";
  23602. this._logDiv.style.display = "none";
  23603. this._generateheader(this._logDiv, "Logs");
  23604. this._logSubsetDiv = document.createElement("div");
  23605. this._logSubsetDiv.style.paddingTop = "5px";
  23606. this._logSubsetDiv.style.overflowY = "auto";
  23607. this._logSubsetDiv.style.maxHeight = "200px";
  23608. this._logSubsetDiv.style.fontSize = "12px";
  23609. this._logSubsetDiv.style.fontFamily = "consolas";
  23610. this._logSubsetDiv.innerHTML = BABYLON.Tools.LogCache;
  23611. this._logDiv.appendChild(this._logSubsetDiv);
  23612. BABYLON.Tools.OnNewCacheEntry = function (entry) {
  23613. _this._logSubsetDiv.innerHTML = entry + _this._logSubsetDiv.innerHTML;
  23614. };
  23615. this._optionsDiv = document.createElement("div");
  23616. this._optionsDiv.id = "DebugLayerOptions";
  23617. this._optionsDiv.style.border = border;
  23618. this._optionsDiv.style.position = "absolute";
  23619. this._optionsDiv.style.background = background;
  23620. this._optionsDiv.style.padding = "0px 0px 0px 5px";
  23621. this._optionsDiv.style.overflowY = "auto";
  23622. this._generateheader(this._optionsDiv, "Options");
  23623. this._optionsSubsetDiv = document.createElement("div");
  23624. this._optionsSubsetDiv.style.paddingTop = "5px";
  23625. this._optionsSubsetDiv.style.paddingBottom = "5px";
  23626. this._optionsSubsetDiv.style.overflowY = "auto";
  23627. this._optionsSubsetDiv.style.maxHeight = "200px";
  23628. this._optionsDiv.appendChild(this._optionsSubsetDiv);
  23629. this._generateTexBox(this._optionsSubsetDiv, "<b>General:</b>");
  23630. this._generateCheckBox(this._optionsSubsetDiv, "Statistics", this._displayStatistics, function (element) {
  23631. _this._displayStatistics = element.checked;
  23632. });
  23633. this._generateCheckBox(this._optionsSubsetDiv, "Logs", this._displayLogs, function (element) {
  23634. _this._displayLogs = element.checked;
  23635. });
  23636. this._generateCheckBox(this._optionsSubsetDiv, "Meshes tree", this._displayTree, function (element) {
  23637. _this._displayTree = element.checked;
  23638. });
  23639. this._generateCheckBox(this._optionsSubsetDiv, "Bounding boxes", this._scene.forceShowBoundingBoxes, function (element) {
  23640. _this._scene.forceShowBoundingBoxes = element.checked;
  23641. });
  23642. this._generateCheckBox(this._optionsSubsetDiv, "Clickable labels", this._labelsEnabled, function (element) {
  23643. _this._labelsEnabled = element.checked;
  23644. if (!_this._labelsEnabled) {
  23645. _this._clearLabels();
  23646. }
  23647. });
  23648. this._generateCheckBox(this._optionsSubsetDiv, "Generate user marks", BABYLON.Tools.PerformanceLogLevel === BABYLON.Tools.PerformanceUserMarkLogLevel, function (element) {
  23649. if (element.checked) {
  23650. BABYLON.Tools.PerformanceLogLevel = BABYLON.Tools.PerformanceUserMarkLogLevel;
  23651. } else {
  23652. BABYLON.Tools.PerformanceLogLevel = BABYLON.Tools.PerformanceNoneLogLevel;
  23653. }
  23654. });
  23655. ;
  23656. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  23657. this._generateTexBox(this._optionsSubsetDiv, "<b>Rendering mode:</b>");
  23658. this._generateRadio(this._optionsSubsetDiv, "Solid", "renderMode", !this._scene.forceWireframe && !this._scene.forcePointsCloud, function (element) {
  23659. if (element.checked) {
  23660. _this._scene.forceWireframe = false;
  23661. _this._scene.forcePointsCloud = false;
  23662. }
  23663. });
  23664. this._generateRadio(this._optionsSubsetDiv, "Wireframe", "renderMode", this._scene.forceWireframe, function (element) {
  23665. if (element.checked) {
  23666. _this._scene.forceWireframe = true;
  23667. _this._scene.forcePointsCloud = false;
  23668. }
  23669. });
  23670. this._generateRadio(this._optionsSubsetDiv, "Point", "renderMode", this._scene.forcePointsCloud, function (element) {
  23671. if (element.checked) {
  23672. _this._scene.forceWireframe = false;
  23673. _this._scene.forcePointsCloud = true;
  23674. }
  23675. });
  23676. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  23677. this._generateTexBox(this._optionsSubsetDiv, "<b>Texture channels:</b>");
  23678. this._generateCheckBox(this._optionsSubsetDiv, "Diffuse", BABYLON.StandardMaterial.DiffuseTextureEnabled, function (element) {
  23679. BABYLON.StandardMaterial.DiffuseTextureEnabled = element.checked;
  23680. });
  23681. this._generateCheckBox(this._optionsSubsetDiv, "Ambient", BABYLON.StandardMaterial.AmbientTextureEnabled, function (element) {
  23682. BABYLON.StandardMaterial.AmbientTextureEnabled = element.checked;
  23683. });
  23684. this._generateCheckBox(this._optionsSubsetDiv, "Specular", BABYLON.StandardMaterial.SpecularTextureEnabled, function (element) {
  23685. BABYLON.StandardMaterial.SpecularTextureEnabled = element.checked;
  23686. });
  23687. this._generateCheckBox(this._optionsSubsetDiv, "Emissive", BABYLON.StandardMaterial.EmissiveTextureEnabled, function (element) {
  23688. BABYLON.StandardMaterial.EmissiveTextureEnabled = element.checked;
  23689. });
  23690. this._generateCheckBox(this._optionsSubsetDiv, "Bump", BABYLON.StandardMaterial.BumpTextureEnabled, function (element) {
  23691. BABYLON.StandardMaterial.BumpTextureEnabled = element.checked;
  23692. });
  23693. this._generateCheckBox(this._optionsSubsetDiv, "Opacity", BABYLON.StandardMaterial.OpacityTextureEnabled, function (element) {
  23694. BABYLON.StandardMaterial.OpacityTextureEnabled = element.checked;
  23695. });
  23696. this._generateCheckBox(this._optionsSubsetDiv, "Reflection", BABYLON.StandardMaterial.ReflectionTextureEnabled, function (element) {
  23697. BABYLON.StandardMaterial.ReflectionTextureEnabled = element.checked;
  23698. });
  23699. this._optionsSubsetDiv.appendChild(document.createElement("br"));
  23700. this._generateTexBox(this._optionsSubsetDiv, "<b>Options:</b>");
  23701. this._generateCheckBox(this._optionsSubsetDiv, "Animations", this._scene.animationsEnabled, function (element) {
  23702. _this._scene.animationsEnabled = element.checked;
  23703. });
  23704. this._generateCheckBox(this._optionsSubsetDiv, "Collisions", this._scene.collisionsEnabled, function (element) {
  23705. _this._scene.collisionsEnabled = element.checked;
  23706. });
  23707. this._generateCheckBox(this._optionsSubsetDiv, "Lens flares", this._scene.lensFlaresEnabled, function (element) {
  23708. _this._scene.lensFlaresEnabled = element.checked;
  23709. });
  23710. this._generateCheckBox(this._optionsSubsetDiv, "Lights", this._scene.lightsEnabled, function (element) {
  23711. _this._scene.lightsEnabled = element.checked;
  23712. });
  23713. this._generateCheckBox(this._optionsSubsetDiv, "Particles", this._scene.particlesEnabled, function (element) {
  23714. _this._scene.particlesEnabled = element.checked;
  23715. });
  23716. this._generateCheckBox(this._optionsSubsetDiv, "Post-processes", this._scene.postProcessesEnabled, function (element) {
  23717. _this._scene.postProcessesEnabled = element.checked;
  23718. });
  23719. this._generateCheckBox(this._optionsSubsetDiv, "Procedural textures", this._scene.proceduralTexturesEnabled, function (element) {
  23720. _this._scene.proceduralTexturesEnabled = element.checked;
  23721. });
  23722. this._generateCheckBox(this._optionsSubsetDiv, "Render targets", this._scene.renderTargetsEnabled, function (element) {
  23723. _this._scene.renderTargetsEnabled = element.checked;
  23724. });
  23725. this._generateCheckBox(this._optionsSubsetDiv, "Shadows", this._scene.shadowsEnabled, function (element) {
  23726. _this._scene.shadowsEnabled = element.checked;
  23727. });
  23728. this._generateCheckBox(this._optionsSubsetDiv, "Skeletons", this._scene.skeletonsEnabled, function (element) {
  23729. _this._scene.skeletonsEnabled = element.checked;
  23730. });
  23731. this._generateCheckBox(this._optionsSubsetDiv, "Textures", this._scene.texturesEnabled, function (element) {
  23732. _this._scene.texturesEnabled = element.checked;
  23733. });
  23734. this._globalDiv.appendChild(this._statsDiv);
  23735. this._globalDiv.appendChild(this._logDiv);
  23736. this._globalDiv.appendChild(this._optionsDiv);
  23737. this._globalDiv.appendChild(this._treeDiv);
  23738. this._globalDiv.style.fontFamily = "Segoe UI, Arial";
  23739. this._globalDiv.style.fontSize = "14px";
  23740. this._globalDiv.style.color = "white";
  23741. }
  23742. };
  23743. DebugLayer.prototype._displayStats = function () {
  23744. var scene = this._scene;
  23745. var engine = scene.getEngine();
  23746. this._statsSubsetDiv.innerHTML = "Babylon.js v" + BABYLON.Engine.Version + " - <b>" + BABYLON.Tools.Format(BABYLON.Tools.GetFps(), 0) + " fps</b><br><br>" + "Total meshes: " + scene.meshes.length + "<br>" + "Total vertices: " + scene.getTotalVertices() + "<br>" + "Active meshes: " + scene.getActiveMeshes().length + "<br>" + "Active vertices: " + scene.getActiveVertices() + "<br>" + "Active bones: " + scene.getActiveBones() + "<br>" + "Active particles: " + scene.getActiveParticles() + "<br><br>" + "Frame duration: " + BABYLON.Tools.Format(scene.getLastFrameDuration()) + " ms<br>" + "<b>Draw calls: " + engine.drawCalls + "</b><br><br>" + "<i>Evaluate Active Meshes duration:</i> " + BABYLON.Tools.Format(scene.getEvaluateActiveMeshesDuration()) + " ms<br>" + "<i>Render Targets duration:</i> " + BABYLON.Tools.Format(scene.getRenderTargetsDuration()) + " ms<br>" + "<i>Particles duration:</i> " + BABYLON.Tools.Format(scene.getParticlesDuration()) + " ms<br>" + "<i>Sprites duration:</i> " + BABYLON.Tools.Format(scene.getSpritesDuration()) + " ms<br>" + "<i>Render duration:</i> <b>" + BABYLON.Tools.Format(scene.getRenderDuration()) + " ms</b>";
  23747. };
  23748. return DebugLayer;
  23749. })();
  23750. BABYLON.DebugLayer = DebugLayer;
  23751. })(BABYLON || (BABYLON = {}));